scummvm/engines/gob/save/saveload_v3.cpp
2011-05-12 01:16:22 +02:00

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