scummvm/engines/gob/save/saveconverter_v3.cpp
2011-05-12 01:16:22 +02:00

186 lines
4.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/endian.h"
#include "common/savefile.h"
#include "gob/gob.h"
#include "gob/save/saveconverter.h"
#include "gob/save/savefile.h"
#include "gob/save/savehandler.h"
namespace Gob {
SaveConverter_v3::SaveConverter_v3(GobEngine *vm, const Common::String &fileName) :
SaveConverter(vm, fileName) {
}
SaveConverter_v3::~SaveConverter_v3() {
}
int SaveConverter_v3::isOldSave(Common::InSaveFile **save) const {
uint32 varSize = SaveHandler::getVarSize(_vm);
if (varSize == 0)
return 0;
uint32 saveSize = getActualSize(save);
if (saveSize == 0)
return 0;
// The size of the old save always follows one of these rules
if (saveSize == (varSize * 2 + kSlotNameLength + 1000))
return 1; // No screenshot
if (saveSize == (varSize * 2 + kSlotNameLength + 1000 + 19968))
return 2; // Big screenshot, Goblins 3
if (saveSize == (varSize * 2 + kSlotNameLength + 1000 + 4768))
return 3; // Small screenshot, Lost in Time
// Not an old save, clean up
if (save) {
delete *save;
*save = 0;
}
return 0;
}
char *SaveConverter_v3::getDescription(Common::SeekableReadStream &save) const {
// The description starts at 1000
if (!save.seek(1000))
return 0;
char *desc = new char[kSlotNameLength];
// Read the description
if (save.read(desc, kSlotNameLength) != kSlotNameLength) {
delete[] desc;
return 0;
}
return desc;
}
bool SaveConverter_v3::loadFail(SavePartInfo *info, SavePartVars *vars,
SavePartSprite *sprite, Common::InSaveFile *save) {
delete info;
delete vars;
delete sprite;
delete save;
clear();
return false;
}
void SaveConverter_v3::getScreenShotProps(int type,
bool &used, uint32 &width, uint32 &height) {
switch (type) {
case 2:
used = true;
width = 120;
height = 160;
break;
case 3:
used = true;
width = 80;
height = 50;
break;
default:
used = false;
width = 0;
height = 0;
break;
}
}
// Loads the old save by constructing a new save containing the old save's data
bool SaveConverter_v3::load() {
clear();
uint32 varSize = SaveHandler::getVarSize(_vm);
if (varSize == 0)
return false;
Common::InSaveFile *save;
int type = isOldSave(&save);
// Test if it's an old savd
if ((type == 0) || !save)
return false;
displayWarning();
bool screenShot;
uint32 screenShotWidth;
uint32 screenShotHeight;
getScreenShotProps(type, screenShot, screenShotWidth, screenShotHeight);
SaveWriter writer(screenShot ? 3 : 2, 0);
SavePartInfo *info = readInfo(*save, kSlotNameLength, false);
if (!info)
return loadFail(0, 0, 0, save);
SavePartVars *vars = readVars(*save, varSize, true);
if (!vars)
return loadFail(info, 0, 0, save);
if (screenShot) {
SavePartSprite *sprite = readSprite(*save, screenShotWidth, screenShotHeight, true);
if (!sprite)
return loadFail(info, vars, 0, save);
if (!writer.writePart(2, sprite))
return loadFail(info, vars, sprite, save);
delete sprite;
}
// We don't need the save anymore
delete save;
// Write all parts
if (!writer.writePart(0, info))
return loadFail(info, vars, 0, 0);
if (!writer.writePart(1, vars))
return loadFail(info, vars, 0, 0);
// We don't need those anymore
delete info;
delete vars;
// Create the final read stream
if (!createStream(writer))
return loadFail(0, 0, 0, 0);
return true;
}
} // End of namespace Gob