mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
560 lines
14 KiB
C++
560 lines
14 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 "gob/save/saveload.h"
|
|
#include "gob/save/saveconverter.h"
|
|
#include "gob/inter.h"
|
|
#include "gob/variables.h"
|
|
|
|
namespace Gob {
|
|
|
|
SaveLoad_v3::SaveFile SaveLoad_v3::_saveFiles[] = {
|
|
{ "cat.inf", kSaveModeSave , 0, "savegame"},
|
|
{ "ima.inf", kSaveModeSave , 0, "screenshot"},
|
|
{ "intro.$$$", kSaveModeSave , 0, "temporary sprite"},
|
|
{ "bloc.inf", kSaveModeSave , 0, "notes"},
|
|
{ "prot", kSaveModeIgnore, 0, 0},
|
|
{ "config", kSaveModeIgnore, 0, 0}
|
|
};
|
|
|
|
|
|
SaveLoad_v3::GameHandler::File::File(GobEngine *vm, const char *base) :
|
|
SlotFileIndexed(vm, SaveLoad_v3::kSlotCount, base, "s") {
|
|
}
|
|
|
|
SaveLoad_v3::GameHandler::File::File(const File &file) :
|
|
SlotFileIndexed(file._vm, file._slotCount, file._base, file._ext) {
|
|
}
|
|
|
|
SaveLoad_v3::GameHandler::File::~File() {
|
|
}
|
|
|
|
int SaveLoad_v3::GameHandler::File::getSlot(int32 offset) const {
|
|
uint32 varSize = SaveHandler::getVarSize(_vm);
|
|
|
|
if (varSize == 0)
|
|
return -1;
|
|
|
|
return ((offset - (kPropsSize + kIndexSize)) / varSize);
|
|
}
|
|
|
|
int SaveLoad_v3::GameHandler::File::getSlotRemainder(int32 offset) const {
|
|
uint32 varSize = SaveHandler::getVarSize(_vm);
|
|
|
|
if (varSize == 0)
|
|
return -1;
|
|
|
|
return ((offset - (kPropsSize + kIndexSize)) % varSize);
|
|
}
|
|
|
|
|
|
SaveLoad_v3::GameHandler::GameHandler(GobEngine *vm, const char *target,
|
|
bool usesScreenshots) : SaveHandler(vm) {
|
|
|
|
_slotFile = new File(vm, target);
|
|
|
|
_usesScreenshots = usesScreenshots;
|
|
|
|
_firstSize = true;
|
|
memset(_props, 0, kPropsSize);
|
|
memset(_index, 0, kIndexSize);
|
|
_hasIndex = false;
|
|
|
|
_writer = 0;
|
|
_reader = 0;
|
|
}
|
|
|
|
SaveLoad_v3::GameHandler::~GameHandler() {
|
|
delete _slotFile;
|
|
delete _reader;
|
|
delete _writer;
|
|
}
|
|
|
|
int32 SaveLoad_v3::GameHandler::getSize() {
|
|
// Fake an empty save file for the very first query, to get clear properties
|
|
if (_firstSize) {
|
|
_firstSize = false;
|
|
return -1;
|
|
}
|
|
|
|
uint32 varSize = SaveHandler::getVarSize(_vm);
|
|
|
|
if (varSize == 0)
|
|
return -1;
|
|
|
|
return _slotFile->tallyUpFiles(varSize, kPropsSize + kIndexSize);
|
|
}
|
|
|
|
bool SaveLoad_v3::GameHandler::load(int16 dataVar, int32 size, int32 offset) {
|
|
uint32 varSize = SaveHandler::getVarSize(_vm);
|
|
|
|
if (varSize == 0)
|
|
return false;
|
|
|
|
if (size == 0) {
|
|
// Indicator to load all variables
|
|
dataVar = 0;
|
|
size = varSize;
|
|
}
|
|
|
|
if (((uint32) offset) < kPropsSize) {
|
|
// Global properties, like joker usage
|
|
|
|
debugC(3, kDebugSaveLoad, "Loading global properties");
|
|
|
|
if (((uint32) (offset + size)) > kPropsSize) {
|
|
warning("Wrong global properties list size (%d, %d)", size, offset);
|
|
return false;
|
|
}
|
|
|
|
_vm->_inter->_variables->copyFrom(dataVar, _props + offset, size);
|
|
|
|
} else if (((uint32) offset) == kPropsSize) {
|
|
// Save index
|
|
|
|
if (((uint32) size) != kIndexSize) {
|
|
warning("Requested index has wrong size (%d)", size);
|
|
return false;
|
|
}
|
|
|
|
// Create/Fake the index
|
|
buildIndex(_vm->_inter->_variables->getAddressOff8(dataVar));
|
|
|
|
} else {
|
|
// Save slot, whole variable block
|
|
|
|
uint32 slot = _slotFile->getSlot(offset);
|
|
int slotRem = _slotFile->getSlotRemainder(offset);
|
|
|
|
debugC(2, kDebugSaveLoad, "Loading from slot %d", slot);
|
|
|
|
if ((slot >= kSlotCount) || (slotRem != 0) ||
|
|
(dataVar != 0) || (((uint32) size) != varSize)) {
|
|
|
|
warning("Invalid saving procedure (%d, %d, %d, %d, %d)",
|
|
dataVar, size, offset, slot, slotRem);
|
|
return false;
|
|
}
|
|
|
|
_hasIndex = false;
|
|
|
|
if (!createReader(slot))
|
|
return false;
|
|
|
|
SavePartInfo info(kSlotNameLength, (uint32) _vm->getGameType(), 0,
|
|
_vm->getEndianness(), varSize);
|
|
SavePartVars vars(_vm, varSize);
|
|
|
|
if (!_reader->readPart(0, &info))
|
|
return false;
|
|
if (!_reader->readPart(1, &vars))
|
|
return false;
|
|
|
|
// Get all variables
|
|
if (!vars.writeInto(0, 0, varSize))
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool SaveLoad_v3::GameHandler::save(int16 dataVar, int32 size, int32 offset) {
|
|
uint32 varSize = SaveHandler::getVarSize(_vm);
|
|
|
|
if (varSize == 0)
|
|
return false;
|
|
|
|
if (size == 0) {
|
|
// Indicator to save all variables
|
|
dataVar = 0;
|
|
size = varSize;
|
|
}
|
|
|
|
if (((uint32) offset) < kPropsSize) {
|
|
// Global properties, like joker usage
|
|
|
|
debugC(3, kDebugSaveLoad, "Saving global properties");
|
|
|
|
if (((uint32) (offset + size)) > kPropsSize) {
|
|
warning("Wrong global properties list size (%d, %d)", size, offset);
|
|
return false;
|
|
}
|
|
|
|
_vm->_inter->_variables->copyTo(dataVar, _props + offset, size);
|
|
|
|
} else if (((uint32) offset) == kPropsSize) {
|
|
// Save index
|
|
|
|
if (((uint32) size) != kIndexSize) {
|
|
warning("Requested index has wrong size (%d)", size);
|
|
return false;
|
|
}
|
|
|
|
// Just copy the index into our buffer
|
|
_vm->_inter->_variables->copyTo(dataVar, _index, kIndexSize);
|
|
_hasIndex = true;
|
|
|
|
} else {
|
|
// Save slot, whole variable block
|
|
|
|
uint32 slot = _slotFile->getSlot(offset);
|
|
int slotRem = _slotFile->getSlotRemainder(offset);
|
|
|
|
debugC(2, kDebugSaveLoad, "Saving to slot %d", slot);
|
|
|
|
if ((slot >= kSlotCount) || (slotRem != 0) ||
|
|
(dataVar != 0) || (((uint32) size) != varSize)) {
|
|
|
|
warning("Invalid saving procedure (%d, %d, %d, %d, %d)",
|
|
dataVar, size, offset, slot, slotRem);
|
|
return false;
|
|
}
|
|
|
|
// An index is needed for the save slot description
|
|
if (!_hasIndex) {
|
|
warning("No index written yet");
|
|
return false;
|
|
}
|
|
|
|
_hasIndex = false;
|
|
|
|
if (!createWriter(slot))
|
|
return false;
|
|
|
|
SavePartInfo info(kSlotNameLength, (uint32) _vm->getGameType(), 0,
|
|
_vm->getEndianness(), varSize);
|
|
SavePartVars vars(_vm, varSize);
|
|
|
|
// Write the description
|
|
info.setDesc(_index + (slot * kSlotNameLength), kSlotNameLength);
|
|
// Write all variables
|
|
if (!vars.readFrom(0, 0, varSize))
|
|
return false;
|
|
|
|
if (!_writer->writePart(0, &info))
|
|
return false;
|
|
if (!_writer->writePart(1, &vars))
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool SaveLoad_v3::GameHandler::saveScreenshot(int slot,
|
|
const SavePartSprite *screenshot) {
|
|
|
|
if (!createWriter(slot))
|
|
return false;
|
|
|
|
return _writer->writePart(2, screenshot);
|
|
}
|
|
|
|
bool SaveLoad_v3::GameHandler::loadScreenshot(int slot,
|
|
SavePartSprite *screenshot) {
|
|
|
|
if (!createReader(slot))
|
|
return false;
|
|
|
|
return _reader->readPart(2, screenshot);
|
|
}
|
|
|
|
void SaveLoad_v3::GameHandler::buildIndex(byte *buffer) const {
|
|
uint32 varSize = SaveHandler::getVarSize(_vm);
|
|
|
|
if (varSize == 0)
|
|
return;
|
|
|
|
SavePartInfo info(40, (uint32) _vm->getGameType(), 0, _vm->getEndianness(), varSize);
|
|
|
|
SaveConverter_v3 converter(_vm);
|
|
|
|
_slotFile->buildIndex(buffer, info, &converter);
|
|
}
|
|
|
|
bool SaveLoad_v3::GameHandler::createReader(int slot) {
|
|
// If slot < 0, just check if a reader exists
|
|
if (slot < 0)
|
|
return (_reader != 0);
|
|
|
|
if (!_reader || (_reader->getSlot() != ((uint32) slot))) {
|
|
Common::String slotFile = _slotFile->build(slot);
|
|
|
|
if (slotFile.empty())
|
|
return false;
|
|
|
|
delete _reader;
|
|
|
|
SaveConverter_v3 converter(_vm, slotFile);
|
|
if (converter.isOldSave()) {
|
|
// Old save, plug the converter in
|
|
if (!converter.load()) {
|
|
return false;
|
|
}
|
|
|
|
_reader = new SaveReader(_usesScreenshots ? 3 : 2, slot, converter);
|
|
|
|
} else
|
|
_reader = new SaveReader(_usesScreenshots ? 3 : 2, slot, slotFile);
|
|
|
|
if (!_reader->load()) {
|
|
delete _reader;
|
|
_reader = 0;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool SaveLoad_v3::GameHandler::createWriter(int slot) {
|
|
// If slot < 0, just check if a writer exists
|
|
if (slot < 0)
|
|
return (_writer != 0);
|
|
|
|
if (!_writer || (_writer->getSlot() != ((uint32) slot))) {
|
|
Common::String slotFile = _slotFile->build(slot);
|
|
|
|
if (slotFile.empty())
|
|
return false;
|
|
|
|
delete _writer;
|
|
_writer = new SaveWriter(_usesScreenshots ? 3 : 2, slot, slotFile);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
SaveLoad_v3::ScreenshotHandler::File::File(const SaveLoad_v3::GameHandler::File &file,
|
|
uint32 shotSize, uint32 shotIndexSize) : SaveLoad_v3::GameHandler::File(file) {
|
|
|
|
_shotSize = shotSize;
|
|
_shotIndexSize = shotIndexSize;
|
|
}
|
|
|
|
SaveLoad_v3::ScreenshotHandler::File::~File() {
|
|
}
|
|
|
|
int SaveLoad_v3::ScreenshotHandler::File::getSlot(int32 offset) const {
|
|
return ((offset - _shotIndexSize) / _shotSize);
|
|
}
|
|
|
|
int SaveLoad_v3::ScreenshotHandler::File::getSlotRemainder(int32 offset) const {
|
|
return ((offset - _shotIndexSize) % _shotSize);
|
|
}
|
|
|
|
void SaveLoad_v3::ScreenshotHandler::File::buildScreenshotIndex(byte *buffer) const {
|
|
Common::SaveFileManager *saveMan = g_system->getSavefileManager();
|
|
Common::InSaveFile *in;
|
|
|
|
for (uint32 i = 0; i < _slotCount; i++, buffer++) {
|
|
Common::String slotFile = build(i);
|
|
|
|
if (!slotFile.empty() && ((in = saveMan->openForLoading(slotFile)))) {
|
|
delete in;
|
|
*buffer = 1;
|
|
} else
|
|
*buffer = 0;
|
|
}
|
|
}
|
|
|
|
|
|
SaveLoad_v3::ScreenshotHandler::ScreenshotHandler(GobEngine *vm,
|
|
GameHandler *gameHandler, ScreenshotType sShotType) : TempSpriteHandler(vm) {
|
|
|
|
assert(gameHandler);
|
|
|
|
_gameHandler = gameHandler;
|
|
_sShotType = sShotType;
|
|
|
|
_shotSize = (_sShotType == kScreenshotTypeLost) ? 4768 : 19968;
|
|
_shotIndexSize = (_sShotType == kScreenshotTypeLost) ? 50 : 80;
|
|
|
|
_file = new File(*_gameHandler->_slotFile, _shotSize, _shotIndexSize);
|
|
|
|
memset(_index, 0, 80);
|
|
}
|
|
|
|
SaveLoad_v3::ScreenshotHandler::~ScreenshotHandler() {
|
|
delete _file;
|
|
}
|
|
|
|
int32 SaveLoad_v3::ScreenshotHandler::getSize() {
|
|
return _file->tallyUpFiles(_shotSize, _shotIndexSize);
|
|
}
|
|
|
|
bool SaveLoad_v3::ScreenshotHandler::load(int16 dataVar, int32 size, int32 offset) {
|
|
if (offset < _shotIndexSize) {
|
|
// Screenshot index list
|
|
|
|
if ((size + offset) > _shotIndexSize) {
|
|
warning("Wrong screenshot index offset (%d, %d)", size, offset);
|
|
return false;
|
|
}
|
|
|
|
if (_sShotType == kScreenshotTypeGob3) {
|
|
// Create/Fake the index
|
|
_file->buildScreenshotIndex(_index + 40);
|
|
// The last 10 bytes are 0
|
|
memset(_index + 70, 0, 10);
|
|
} else if (_sShotType == kScreenshotTypeLost) {
|
|
// Create/Fake the index
|
|
_file->buildScreenshotIndex(_index);
|
|
// The last byte is 0
|
|
_index[30] = 0;
|
|
}
|
|
|
|
_vm->_inter->_variables->copyFrom(dataVar, _index + offset, size);
|
|
|
|
} else {
|
|
// Screenshot
|
|
|
|
uint32 slot = _file->getSlot(offset);
|
|
int slotRem = _file->getSlotRemainder(offset);
|
|
|
|
if ((slot >= kSlotCount) || (slotRem != 0))
|
|
return false;
|
|
|
|
if (!TempSpriteHandler::createFromSprite(dataVar, size, offset))
|
|
return false;
|
|
|
|
if (!_gameHandler->loadScreenshot(slot, _sprite))
|
|
return false;
|
|
|
|
if (!TempSpriteHandler::load(dataVar, size, offset))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool SaveLoad_v3::ScreenshotHandler::save(int16 dataVar, int32 size, int32 offset) {
|
|
if (offset < _shotIndexSize) {
|
|
// Screenshot index list
|
|
|
|
if ((size + offset) > _shotIndexSize) {
|
|
warning("Wrong screenshot index offset (%d, %d)", size, offset);
|
|
return false;
|
|
}
|
|
|
|
_vm->_inter->_variables->copyTo(dataVar, _index + offset, size);
|
|
|
|
} else {
|
|
// Screenshot
|
|
|
|
if (!TempSpriteHandler::save(dataVar, size, offset))
|
|
return false;
|
|
|
|
uint32 slot = _file->getSlot(offset);
|
|
int slotRem = _file->getSlotRemainder(offset);
|
|
|
|
if ((slot >= kSlotCount) || (slotRem != 0))
|
|
return false;
|
|
|
|
return _gameHandler->saveScreenshot(slot, _sprite);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
SaveLoad_v3::SaveLoad_v3(GobEngine *vm, const char *targetName, ScreenshotType sShotType) :
|
|
SaveLoad(vm) {
|
|
|
|
_sShotType = sShotType;
|
|
|
|
// The Amiga version doesn't use screenshots
|
|
if (_vm->getPlatform() == Common::kPlatformAmiga) {
|
|
_gameHandler = new GameHandler(vm, targetName, false);
|
|
_screenshotHandler = 0;
|
|
} else {
|
|
_gameHandler = new GameHandler(vm, targetName, true);
|
|
_screenshotHandler = new ScreenshotHandler(vm, _gameHandler, sShotType);
|
|
}
|
|
|
|
_tempSpriteHandler = new TempSpriteHandler(vm);
|
|
_notesHandler = new NotesHandler(2560, vm, targetName);
|
|
|
|
_saveFiles[0].handler = _gameHandler;
|
|
_saveFiles[1].handler = _screenshotHandler;
|
|
_saveFiles[2].handler = _tempSpriteHandler;
|
|
_saveFiles[3].handler = _notesHandler;
|
|
}
|
|
|
|
SaveLoad_v3::~SaveLoad_v3() {
|
|
delete _screenshotHandler;
|
|
delete _gameHandler;
|
|
delete _notesHandler;
|
|
delete _tempSpriteHandler;
|
|
}
|
|
|
|
const SaveLoad_v3::SaveFile *SaveLoad_v3::getSaveFile(const char *fileName) const {
|
|
fileName = stripPath(fileName);
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_saveFiles); i++)
|
|
if (!scumm_stricmp(fileName, _saveFiles[i].sourceName))
|
|
return &_saveFiles[i];
|
|
|
|
return 0;
|
|
}
|
|
|
|
SaveLoad_v3::SaveFile *SaveLoad_v3::getSaveFile(const char *fileName) {
|
|
fileName = stripPath(fileName);
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_saveFiles); i++)
|
|
if (!scumm_stricmp(fileName, _saveFiles[i].sourceName))
|
|
return &_saveFiles[i];
|
|
|
|
return 0;
|
|
}
|
|
|
|
SaveHandler *SaveLoad_v3::getHandler(const char *fileName) const {
|
|
const SaveFile *saveFile = getSaveFile(fileName);
|
|
|
|
if (saveFile)
|
|
return saveFile->handler;
|
|
|
|
return 0;
|
|
}
|
|
|
|
const char *SaveLoad_v3::getDescription(const char *fileName) const {
|
|
const SaveFile *saveFile = getSaveFile(fileName);
|
|
|
|
if (saveFile)
|
|
return saveFile->description;
|
|
|
|
return 0;
|
|
}
|
|
|
|
SaveLoad::SaveMode SaveLoad_v3::getSaveMode(const char *fileName) const {
|
|
const SaveFile *saveFile = getSaveFile(fileName);
|
|
|
|
if (saveFile)
|
|
return saveFile->mode;
|
|
|
|
return kSaveModeNone;
|
|
}
|
|
|
|
} // End of namespace Gob
|