mirror of
https://github.com/libretro/scummvm.git
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829eab2f72
This cleans up the code and allows adding double-byte charsets easier
372 lines
9.6 KiB
C++
372 lines
9.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/endian.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "math/vector3d.h"
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#include "engines/grim/savegame.h"
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#include "engines/grim/color.h"
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namespace Grim {
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#define SAVEGAME_HEADERTAG 'RSAV'
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#define SAVEGAME_FOOTERTAG 'ESAV'
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uint SaveGame::SAVEGAME_MAJOR_VERSION = 22;
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uint SaveGame::SAVEGAME_MINOR_VERSION = 28;
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SaveGame *SaveGame::openForLoading(const Common::String &filename) {
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Common::InSaveFile *inSaveFile = g_system->getSavefileManager()->openForLoading(filename);
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if (!inSaveFile) {
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warning("SaveGame::openForLoading() Error opening savegame file %s", filename.c_str());
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return nullptr;
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}
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SaveGame *save = new SaveGame();
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save->_saving = false;
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save->_inSaveFile = inSaveFile;
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uint32 tag = inSaveFile->readUint32BE();
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if (tag != SAVEGAME_HEADERTAG) {
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delete save;
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return nullptr;
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}
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save->_majorVersion = inSaveFile->readUint32BE();
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save->_minorVersion = inSaveFile->readUint32BE();
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return save;
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}
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SaveGame *SaveGame::openForSaving(const Common::String &filename) {
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Common::OutSaveFile *outSaveFile = g_system->getSavefileManager()->openForSaving(filename);
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if (!outSaveFile) {
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warning("SaveGame::openForSaving() Error creating savegame file %s", filename.c_str());
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return nullptr;
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}
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SaveGame *save = new SaveGame();
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save->_saving = true;
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save->_outSaveFile = outSaveFile;
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outSaveFile->writeUint32BE(SAVEGAME_HEADERTAG);
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outSaveFile->writeUint32BE(SAVEGAME_MAJOR_VERSION);
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outSaveFile->writeUint32BE(SAVEGAME_MINOR_VERSION);
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save->_majorVersion = SAVEGAME_MAJOR_VERSION;
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save->_minorVersion = SAVEGAME_MINOR_VERSION;
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return save;
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}
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SaveGame::SaveGame() :
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_currentSection(0), _sectionBuffer(nullptr), _majorVersion(0),
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_minorVersion(0), _saving(false), _inSaveFile(nullptr), _outSaveFile(nullptr),
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_sectionSize(0), _sectionAlloc(0), _sectionPtr(0) {
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}
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SaveGame::~SaveGame() {
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if (_saving) {
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_outSaveFile->writeUint32BE(SAVEGAME_FOOTERTAG);
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_outSaveFile->finalize();
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if (_outSaveFile->err())
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warning("SaveGame::~SaveGame() Can't write file. (Disk full?)");
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delete _outSaveFile;
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} else {
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delete _inSaveFile;
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}
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free(_sectionBuffer);
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}
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bool SaveGame::isCompatible() const {
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return _majorVersion == SAVEGAME_MAJOR_VERSION && _minorVersion <= SAVEGAME_MINOR_VERSION;
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}
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uint SaveGame::saveMajorVersion() const {
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return _majorVersion;
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}
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uint SaveGame::saveMinorVersion() const {
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return _minorVersion;
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}
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uint32 SaveGame::beginSection(uint32 sectionTag) {
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assert(_majorVersion == SAVEGAME_MAJOR_VERSION);
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if (_currentSection != 0)
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error("Tried to begin a new save game section with ending old section");
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_currentSection = sectionTag;
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_sectionSize = 0;
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if (!_saving) {
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uint32 tag = 0;
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while (tag != sectionTag) {
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tag = _inSaveFile->readUint32BE();
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if (tag == SAVEGAME_FOOTERTAG)
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error("Unable to find requested section of savegame");
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_sectionSize = _inSaveFile->readUint32BE();
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_inSaveFile->seek(_sectionSize, SEEK_CUR);
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}
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if (!_sectionBuffer || _sectionAlloc < _sectionSize) {
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_sectionAlloc = _sectionSize;
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byte *buff = (byte *)realloc(_sectionBuffer, _sectionAlloc);
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if (buff == nullptr) {
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free(_sectionBuffer);
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error("Could not allocate memory for save game");
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}
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_sectionBuffer = buff;
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}
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_inSaveFile->seek(-(int32)_sectionSize, SEEK_CUR);
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_inSaveFile->read(_sectionBuffer, _sectionSize);
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} else {
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if (!_sectionBuffer) {
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_sectionAlloc = _allocAmmount;
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_sectionBuffer = (byte *)malloc(_sectionAlloc);
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}
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}
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_sectionPtr = 0;
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return _sectionSize;
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}
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void SaveGame::endSection() {
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if (_currentSection == 0)
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error("Tried to end a save game section without starting a section");
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if (_saving) {
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_outSaveFile->writeUint32BE(_currentSection);
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_outSaveFile->writeUint32BE(_sectionSize);
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_outSaveFile->write(_sectionBuffer, _sectionSize);
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}
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_currentSection = 0;
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}
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void SaveGame::read(void *data, int size) {
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if (_saving)
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error("SaveGame::readBlock called when storing a savegame");
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if (_currentSection == 0)
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error("Tried to read a block without starting a section");
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memcpy(data, &_sectionBuffer[_sectionPtr], size);
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_sectionPtr += size;
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}
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uint64 SaveGame::readLEUint64() {
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if (_saving)
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error("SaveGame::readBlock called when storing a savegame");
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if (_currentSection == 0)
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error("Tried to read a block without starting a section");
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uint32 data = READ_LE_UINT64(&_sectionBuffer[_sectionPtr]);
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_sectionPtr += 8;
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return data;
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}
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uint32 SaveGame::readLEUint32() {
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if (_saving)
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error("SaveGame::readBlock called when storing a savegame");
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if (_currentSection == 0)
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error("Tried to read a block without starting a section");
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uint32 data = READ_LE_UINT32(&_sectionBuffer[_sectionPtr]);
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_sectionPtr += 4;
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return data;
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}
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uint16 SaveGame::readLEUint16() {
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if (_saving)
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error("SaveGame::readBlock called when storing a savegame");
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if (_currentSection == 0)
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error("Tried to read a block without starting a section");
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uint16 data = READ_LE_UINT16(&_sectionBuffer[_sectionPtr]);
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_sectionPtr += 2;
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return data;
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}
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int32 SaveGame::readLESint32() {
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if (_saving)
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error("SaveGame::readBlock called when storing a savegame");
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if (_currentSection == 0)
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error("Tried to read a block without starting a section");
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int32 data = (int32)READ_LE_UINT32(&_sectionBuffer[_sectionPtr]);
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_sectionPtr += 4;
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return data;
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}
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byte SaveGame::readByte() {
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if (_saving)
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error("SaveGame::readBlock called when storing a savegame");
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if (_currentSection == 0)
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error("Tried to read a block without starting a section");
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byte data = _sectionBuffer[_sectionPtr];
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_sectionPtr++;
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return data;
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}
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bool SaveGame::readBool() {
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return readByte() != 0;
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}
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void SaveGame::checkAlloc(int size) {
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if (_sectionSize + size > _sectionAlloc) {
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while (_sectionSize + size > _sectionAlloc)
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_sectionAlloc += _allocAmmount;
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_sectionBuffer = (byte *)realloc(_sectionBuffer, _sectionAlloc);
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if (!_sectionBuffer)
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error("Failed to allocate space for buffer");
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}
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}
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void SaveGame::write(const void *data, int size) {
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if (!_saving)
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error("SaveGame::writeBlock called when restoring a savegame");
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if (_currentSection == 0)
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error("Tried to write a block without starting a section");
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checkAlloc(size);
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memcpy(&_sectionBuffer[_sectionSize], data, size);
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_sectionSize += size;
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}
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void SaveGame::writeLEUint64(uint64 data) {
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if (!_saving)
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error("SaveGame::writeBlock called when restoring a savegame");
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if (_currentSection == 0)
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error("Tried to write a block without starting a section");
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checkAlloc(8);
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WRITE_LE_UINT64(&_sectionBuffer[_sectionSize], data);
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_sectionSize += 8;
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}
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void SaveGame::writeLEUint32(uint32 data) {
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if (!_saving)
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error("SaveGame::writeBlock called when restoring a savegame");
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if (_currentSection == 0)
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error("Tried to write a block without starting a section");
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checkAlloc(4);
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WRITE_LE_UINT32(&_sectionBuffer[_sectionSize], data);
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_sectionSize += 4;
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}
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void SaveGame::writeLEUint16(uint16 data) {
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if (!_saving)
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error("SaveGame::writeBlock called when restoring a savegame");
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if (_currentSection == 0)
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error("Tried to write a block without starting a section");
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checkAlloc(2);
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WRITE_LE_UINT16(&_sectionBuffer[_sectionSize], data);
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_sectionSize += 2;
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}
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void SaveGame::writeLESint32(int32 data) {
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if (!_saving)
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error("SaveGame::writeBlock called when restoring a savegame");
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if (_currentSection == 0)
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error("Tried to write a block without starting a section");
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checkAlloc(4);
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WRITE_LE_UINT32(&_sectionBuffer[_sectionSize], (uint32)data);
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_sectionSize += 4;
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}
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void SaveGame::writeBool(bool data) {
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writeByte(data);
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}
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void SaveGame::writeByte(byte data) {
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if (!_saving)
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error("SaveGame::writeBlock called when restoring a savegame");
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if (_currentSection == 0)
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error("Tried to write a block without starting a section");
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checkAlloc(1);
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_sectionBuffer[_sectionSize] = data;
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_sectionSize++;
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}
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void SaveGame::writeVector3d(const Math::Vector3d &vec) {
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writeFloat(vec.x());
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writeFloat(vec.y());
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writeFloat(vec.z());
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}
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void SaveGame::writeColor(const Grim::Color &color) {
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writeByte(color.getRed());
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writeByte(color.getGreen());
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writeByte(color.getBlue());
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}
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void SaveGame::writeFloat(float data) {
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uint32 v;
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memcpy(&v, &data, 4);
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writeLEUint32(v);
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}
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void SaveGame::writeString(const Common::String &string) {
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int32 len = string.size();
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writeLESint32(len);
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write(string.c_str(), len);
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}
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Math::Vector3d SaveGame::readVector3d() {
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float x = readFloat();
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float y = readFloat();
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float z = readFloat();
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return Math::Vector3d(x, y, z);
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}
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Grim::Color SaveGame::readColor() {
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Color color;
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color.getRed() = readByte();
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color.getGreen() = readByte();
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color.getBlue() = readByte();
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return color;
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}
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float SaveGame::readFloat() {
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float f;
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uint32 v = readLEUint32();
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memcpy(&f, &v, 4);
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return f;
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}
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Common::String SaveGame::readString() {
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int32 len = readLESint32();
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Common::String s((const char *)&_sectionBuffer[_sectionPtr], len);
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_sectionPtr += len;
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return s;
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}
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} // end of namespace Grim
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