mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
563 lines
13 KiB
C++
563 lines
13 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "gob/save/saveload.h"
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#include "gob/save/saveconverter.h"
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#include "gob/inter.h"
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#include "gob/variables.h"
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namespace Gob {
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SaveLoad_v4::SaveFile SaveLoad_v4::_saveFiles[] = {
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{ "cat.inf", kSaveModeSave, 0, "savegame"},
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{ "save.tmp", kSaveModeSave, 0, "current screen properties"},
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{ "save0.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 0
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{ "save1.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 1
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{ "save2.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 2
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{ "save3.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 3
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{ "save4.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 4
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{ "save5.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 5
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{ "save6.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 6
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{ "save7.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 7
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{ "save8.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 8
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{ "save9.tmp", kSaveModeSave, 0, "savegame screen properties"} // Slot 9
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};
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SaveLoad_v4::GameHandler::File::File(GobEngine *vm, const char *base) :
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SlotFileIndexed(vm, SaveLoad_v4::kSlotCount, base, "s") {
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}
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SaveLoad_v4::GameHandler::File::File(const File &file) :
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SlotFileIndexed(file._vm, file._slotCount, file._base, file._ext) {
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}
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SaveLoad_v4::GameHandler::File::~File() {
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}
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int SaveLoad_v4::GameHandler::File::getSlot(int32 offset) const {
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uint32 varSize = SaveHandler::getVarSize(_vm);
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if (varSize == 0)
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return -1;
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return ((offset - (kPropsSize + kIndexSize)) / varSize);
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}
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int SaveLoad_v4::GameHandler::File::getSlotRemainder(int32 offset) const {
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uint32 varSize = SaveHandler::getVarSize(_vm);
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if (varSize == 0)
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return -1;
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return ((offset - (kPropsSize + kIndexSize)) % varSize);
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}
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SaveLoad_v4::GameHandler::GameHandler(GobEngine *vm, const char *target) : SaveHandler(vm) {
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_firstSize = true;
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memset(_props, 0, kPropsSize);
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memset(_index, 0, kIndexSize);
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_hasIndex = false;
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_slotFile = new File(vm, target);
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_lastSlot = -1;
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_writer = 0;
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_reader = 0;
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}
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SaveLoad_v4::GameHandler::~GameHandler() {
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delete _slotFile;
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delete _reader;
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delete _writer;
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}
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int SaveLoad_v4::GameHandler::getLastSlot() const {
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return _lastSlot;
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}
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int32 SaveLoad_v4::GameHandler::getSize() {
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// Fake an empty save file for the very first query, to get clear properties
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if (_firstSize) {
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_firstSize = false;
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return -1;
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}
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uint32 varSize = SaveHandler::getVarSize(_vm);
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if (varSize == 0)
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return -1;
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return _slotFile->tallyUpFiles(varSize, kPropsSize + kIndexSize);
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}
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bool SaveLoad_v4::GameHandler::load(int16 dataVar, int32 size, int32 offset) {
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uint32 varSize = SaveHandler::getVarSize(_vm);
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if (varSize == 0)
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return false;
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if (size == 0) {
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// Indicator to load all variables
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dataVar = 0;
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size = varSize;
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}
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if (((uint32) offset) < kPropsSize) {
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// Global properties
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debugC(3, kDebugSaveLoad, "Loading global properties");
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if (((uint32) (offset + size)) > kPropsSize) {
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warning("Wrong global properties list size (%d, %d)", size, offset);
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return false;
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}
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_vm->_inter->_variables->copyFrom(dataVar, _props + offset, size);
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} else if (((uint32) offset) == kPropsSize) {
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// Save index
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if (((uint32) size) != kIndexSize) {
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warning("Requested index has wrong size (%d)", size);
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return false;
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}
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// Create/Fake the index
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buildIndex(_vm->_inter->_variables->getAddressOff8(dataVar));
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} else {
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// Save slot, whole variable block
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uint32 slot = _slotFile->getSlot(offset);
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int slotRem = _slotFile->getSlotRemainder(offset);
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debugC(2, kDebugSaveLoad, "Loading from slot %d", slot);
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if ((slot >= kSlotCount) || (slotRem != 0) ||
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(dataVar != 0) || (((uint32) size) != varSize)) {
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warning("Invalid saving procedure (%d, %d, %d, %d, %d)",
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dataVar, size, offset, slot, slotRem);
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return false;
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}
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_hasIndex = false;
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if (!createReader(slot))
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return false;
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SavePartInfo info(kSlotNameLength, (uint32) _vm->getGameType(), 0,
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_vm->getEndianness(), varSize);
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SavePartVars vars(_vm, varSize);
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if (!_reader->readPart(0, &info))
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return false;
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if (!_reader->readPart(1, &vars))
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return false;
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// Get all variables
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if (!vars.writeInto(0, 0, varSize))
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return false;
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_lastSlot = slot;
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}
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return true;
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}
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bool SaveLoad_v4::GameHandler::save(int16 dataVar, int32 size, int32 offset) {
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uint32 varSize = SaveHandler::getVarSize(_vm);
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if (varSize == 0)
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return false;
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if (size == 0) {
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// Indicator to load all variables
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dataVar = 0;
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size = varSize;
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}
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if (((uint32) offset) < kPropsSize) {
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// Global properties
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debugC(3, kDebugSaveLoad, "Saving global properties");
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if (((uint32) (offset + size)) > kPropsSize) {
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warning("Wrong global properties list size (%d, %d)", size, offset);
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return false;
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}
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_vm->_inter->_variables->copyTo(dataVar, _props + offset, size);
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} else if (((uint32) offset) == kPropsSize) {
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// Save index
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if (((uint32) size) != kIndexSize) {
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warning("Requested index has wrong size (%d)", size);
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return false;
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}
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// Just copy the index into our buffer
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_vm->_inter->_variables->copyTo(dataVar, _index, kIndexSize);
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_hasIndex = true;
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} else {
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// Save slot, whole variable block
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uint32 slot = _slotFile->getSlot(offset);
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int slotRem = _slotFile->getSlotRemainder(offset);
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debugC(2, kDebugSaveLoad, "Saving to slot %d", slot);
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if ((slot >= kSlotCount) || (slotRem != 0) ||
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(dataVar != 0) || (((uint32) size) != varSize)) {
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warning("Invalid saving procedure (%d, %d, %d, %d, %d)",
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dataVar, size, offset, slot, slotRem);
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return false;
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}
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// An index is needed for the save slot description
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if (!_hasIndex) {
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warning("No index written yet");
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return false;
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}
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_hasIndex = false;
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if (!createWriter(slot))
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return false;
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SavePartInfo info(kSlotNameLength, (uint32) _vm->getGameType(), 0,
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_vm->getEndianness(), varSize);
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SavePartVars vars(_vm, varSize);
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// Write the description
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info.setDesc(_index + (slot * kSlotNameLength), kSlotNameLength);
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// Write all variables
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if (!vars.readFrom(0, 0, varSize))
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return false;
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if (!_writer->writePart(0, &info))
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return false;
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if (!_writer->writePart(1, &vars))
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return false;
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_lastSlot = slot;
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}
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return true;
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}
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bool SaveLoad_v4::GameHandler::saveScreenProps(int slot, const byte *props) {
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if (!createWriter(slot))
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return false;
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SavePartMem mem(256000);
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if (!mem.readFrom(props, 0, 256000))
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return false;
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return _writer->writePart(2, &mem);
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}
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bool SaveLoad_v4::GameHandler::loadScreenProps(int slot, byte *props) {
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if (!createReader(slot))
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return false;
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SavePartMem mem(256000);
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if (!_reader->readPart(2, &mem))
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return false;
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if (!mem.writeInto(props, 0, 256000))
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return false;
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return true;
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}
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void SaveLoad_v4::GameHandler::buildIndex(byte *buffer) const {
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uint32 varSize = SaveHandler::getVarSize(_vm);
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if (varSize == 0)
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return;
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SavePartInfo info(kSlotNameLength, (uint32) _vm->getGameType(),
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0, _vm->getEndianness(), varSize);
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SaveConverter_v4 converter(_vm);
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_slotFile->buildIndex(buffer, info, &converter);
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// 400 bytes index + 800 bytes 0
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memset(buffer + 400, 0, 800);
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}
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bool SaveLoad_v4::GameHandler::createReader(int slot) {
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// If slot < 0, just check if a reader exists
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if (slot < 0)
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return (_reader != 0);
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if (!_reader || (_reader->getSlot() != ((uint32) slot))) {
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Common::String slotFile = _slotFile->build(slot);
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if (slotFile.empty())
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return false;
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delete _reader;
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SaveConverter_v4 converter(_vm, slotFile);
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if (converter.isOldSave()) {
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// Old save, plug the converter in
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if (!converter.load()) {
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return false;
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}
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_reader = new SaveReader(3, slot, converter);
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} else
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_reader = new SaveReader(3, slot, slotFile);
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if (!_reader->load()) {
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delete _reader;
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_reader = 0;
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return false;
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}
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}
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return true;
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}
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bool SaveLoad_v4::GameHandler::createWriter(int slot) {
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// If slot < 0, just check if a writer exists
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if (slot < 0)
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return (_writer != 0);
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if (!_writer || (_writer->getSlot() != ((uint32) slot))) {
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Common::String slotFile = _slotFile->build(slot);
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if (slotFile.empty())
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return false;
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delete _writer;
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_writer = new SaveWriter(3, slot, slotFile);
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}
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return true;
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}
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SaveLoad_v4::CurScreenPropsHandler::CurScreenPropsHandler(GobEngine *vm) :
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SaveHandler(vm) {
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_props = new byte[256000];
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memset(_props, 0, 256000);
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}
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SaveLoad_v4::CurScreenPropsHandler::~CurScreenPropsHandler() {
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delete[] _props;
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}
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int32 SaveLoad_v4::CurScreenPropsHandler::getSize() {
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return 256000;
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}
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bool SaveLoad_v4::CurScreenPropsHandler::load(int16 dataVar,
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int32 size, int32 offset) {
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// Using a sprite as a buffer
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if (size <= 0)
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return true;
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if ((offset < 0) || (size + offset) > 256000) {
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warning("Invalid size (%d) or offset (%d)", size, offset);
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return false;
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}
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debugC(3, kDebugSaveLoad, "Loading screen properties (%d, %d, %d)",
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dataVar, size, offset);
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_vm->_inter->_variables->copyFrom(dataVar, _props + offset, size);
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return true;
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}
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bool SaveLoad_v4::CurScreenPropsHandler::save(int16 dataVar,
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int32 size, int32 offset) {
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// Using a sprite as a buffer
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if (size <= 0)
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return true;
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if ((offset < 0) || (size + offset) > 256000) {
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warning("Invalid size (%d) or offset (%d)", size, offset);
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return false;
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}
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debugC(3, kDebugSaveLoad, "Saving screen properties (%d, %d, %d)",
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dataVar, size, offset);
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_vm->_inter->_variables->copyTo(dataVar, _props + offset, size);
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return true;
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}
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SaveLoad_v4::ScreenPropsHandler::File::File(const SaveLoad_v4::GameHandler::File &file,
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uint32 slot) : SaveLoad_v4::GameHandler::File(file) {
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_slot = slot;
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}
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SaveLoad_v4::ScreenPropsHandler::File::~File() {
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}
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int SaveLoad_v4::ScreenPropsHandler::File::getSlot(int32 offset) const {
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return _slot;
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}
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int SaveLoad_v4::ScreenPropsHandler::File::getSlotRemainder(int32 offset) const {
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return 0;
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}
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SaveLoad_v4::ScreenPropsHandler::ScreenPropsHandler(GobEngine *vm, uint32 slot,
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CurScreenPropsHandler *curProps, GameHandler *gameHandler) : SaveHandler(vm) {
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_slot = slot;
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_curProps = curProps;
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_gameHandler = gameHandler;
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_file = new File(*_gameHandler->_slotFile, _slot);
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}
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SaveLoad_v4::ScreenPropsHandler::~ScreenPropsHandler() {
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delete _file;
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}
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int32 SaveLoad_v4::ScreenPropsHandler::getSize() {
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if (_file->exists(_slot))
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return 256000;
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return 0;
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}
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bool SaveLoad_v4::ScreenPropsHandler::load(int16 dataVar, int32 size, int32 offset) {
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if (size != -5) {
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warning("Invalid saving procedure (%d, %d, %d)", dataVar, size, offset);
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return false;
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}
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int slot = _gameHandler->getLastSlot();
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if (slot == -1)
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slot = _file->getSlot(offset);
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return _gameHandler->loadScreenProps(slot, _curProps->_props);
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}
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bool SaveLoad_v4::ScreenPropsHandler::save(int16 dataVar, int32 size, int32 offset) {
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if (size != -5) {
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warning("Invalid saving procedure (%d, %d, %d)", dataVar, size, offset);
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return false;
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}
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int slot = _gameHandler->getLastSlot();
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if (slot == -1)
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slot = _file->getSlot(offset);
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return _gameHandler->saveScreenProps(slot, _curProps->_props);
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}
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SaveLoad_v4::SaveLoad_v4(GobEngine *vm, const char *targetName) :
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SaveLoad(vm) {
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_gameHandler = new GameHandler(vm, targetName);
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_curProps = new CurScreenPropsHandler(vm);
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for (int i = 0; i < 10; i++)
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_props[i] = new ScreenPropsHandler(vm, i, _curProps, _gameHandler);
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_saveFiles[0].handler = _gameHandler;
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_saveFiles[1].handler = _curProps;
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for (int i = 0; i < 10; i++)
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_saveFiles[i + 2].handler = _props[i];
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}
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SaveLoad_v4::~SaveLoad_v4() {
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delete _gameHandler;
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delete _curProps;
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for (int i = 0; i < 10; i++)
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delete _props[i];
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}
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const SaveLoad_v4::SaveFile *SaveLoad_v4::getSaveFile(const char *fileName) const {
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fileName = stripPath(fileName);
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for (int i = 0; i < ARRAYSIZE(_saveFiles); i++)
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if (!scumm_stricmp(fileName, _saveFiles[i].sourceName))
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return &_saveFiles[i];
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return 0;
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}
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SaveLoad_v4::SaveFile *SaveLoad_v4::getSaveFile(const char *fileName) {
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fileName = stripPath(fileName);
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for (int i = 0; i < ARRAYSIZE(_saveFiles); i++)
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if (!scumm_stricmp(fileName, _saveFiles[i].sourceName))
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return &_saveFiles[i];
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return 0;
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}
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SaveHandler *SaveLoad_v4::getHandler(const char *fileName) const {
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const SaveFile *saveFile = getSaveFile(fileName);
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if (saveFile)
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return saveFile->handler;
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return 0;
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}
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const char *SaveLoad_v4::getDescription(const char *fileName) const {
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const SaveFile *saveFile = getSaveFile(fileName);
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if (saveFile)
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return saveFile->description;
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return 0;
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}
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SaveLoad::SaveMode SaveLoad_v4::getSaveMode(const char *fileName) const {
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const SaveFile *saveFile = getSaveFile(fileName);
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if (saveFile)
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return saveFile->mode;
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return kSaveModeNone;
|
|
}
|
|
|
|
} // End of namespace Gob
|