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authorSven Hesse2009-05-31 02:15:43 +0000
committerSven Hesse2009-05-31 02:15:43 +0000
commit896df6daf337bf83f27193918eb386321c4b0166 (patch)
treec124f8f102052cdd6207e2507d097aff4bc7f44e /engines/gob/save/saveload_v3.cpp
parentc938667d4b60005a926007376305f3da8621f7c7 (diff)
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- A new save system for the GobEngine, one that is not fundamentally broken and is versioned. Unfortunately, this invalidates most save games created on big-endian machines, since endian-issues was a main problem with the old system
- Removed the now superfluous variables sizes svn-id: r41056
Diffstat (limited to 'engines/gob/save/saveload_v3.cpp')
-rw-r--r--engines/gob/save/saveload_v3.cpp570
1 files changed, 570 insertions, 0 deletions
diff --git a/engines/gob/save/saveload_v3.cpp b/engines/gob/save/saveload_v3.cpp
new file mode 100644
index 0000000000..e2af420e08
--- /dev/null
+++ b/engines/gob/save/saveload_v3.cpp
@@ -0,0 +1,570 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "gob/save/saveload.h"
+#include "gob/save/saveconverter.h"
+#include "gob/helper.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 - 1700) / varSize);
+}
+
+int SaveLoad_v3::GameHandler::File::getSlotRemainder(int32 offset) const {
+ uint32 varSize = SaveHandler::getVarSize(_vm);
+
+ if (varSize == 0)
+ return -1;
+
+ return ((offset - 1700) % 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, 500);
+ memset(_index, 0, 1200);
+ _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, 1700);
+}
+
+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 (offset < 500) {
+ // Global properties, like joker usage
+
+ debugC(3, kDebugSaveLoad, "Loading global properties");
+
+ if ((size + offset) > 500) {
+ warning("Wrong global properties list size (%d, %d)", size, offset);
+ return false;
+ }
+
+ _vm->_inter->_variables->copyFrom(dataVar, _props + offset, size);
+
+ } else if (offset == 500) {
+ // Save index
+
+ if (size != 1200) {
+ 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 (offset < 500) {
+ // Global properties, like joker usage
+
+ debugC(3, kDebugSaveLoad, "Saving global properties");
+
+ if ((size + offset) > 500) {
+ warning("Wrong global properties list size (%d, %d)", size, offset);
+ return false;
+ }
+
+ _vm->_inter->_variables->copyTo(dataVar, _props + offset, size);
+
+ } else if (offset == 500) {
+ // Save index
+
+ if (size != 1200) {
+ warning("Requested index has wrong size (%d)", size);
+ return false;
+ }
+
+ // Just copy the index into our buffer
+ _vm->_inter->_variables->copyTo(dataVar, _index, 1200);
+ _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))) {
+ char *slotFile = _slotFile->build(slot);
+
+ if (!slotFile)
+ return false;
+
+ delete _reader;
+
+ SaveConverter_v3 converter(_vm, slotFile);
+ if (converter.isOldSave()) {
+ // Old save, plug the converter in
+ if (!converter.load()) {
+ delete[] slotFile;
+ return false;
+ }
+
+ _reader = new SaveReader(_usesScreenshots ? 3 : 2, slot, converter);
+
+ } else
+ _reader = new SaveReader(_usesScreenshots ? 3 : 2, slot, slotFile);
+
+ delete[] 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))) {
+ char *slotFile = _slotFile->build(slot);
+
+ if (!slotFile)
+ return false;
+
+ delete _writer;
+ _writer = new SaveWriter(_usesScreenshots ? 3 : 2, slot, slotFile);
+
+ delete[] 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::buildIndex(byte *buffer) const {
+ Common::SaveFileManager *saveMan = g_system->getSavefileManager();
+ Common::InSaveFile *in;
+
+ for (uint32 i = 0; i < _slotCount; i++, buffer++) {
+ char *slotFile = build(i);
+
+ if (slotFile && ((in = saveMan->openForLoading(slotFile)))) {
+ delete in;
+ *buffer = 1;
+ } else
+ *buffer = 0;
+
+ delete[] slotFile;
+ }
+}
+
+
+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->buildIndex(_index + 40);
+ // The last 10 bytes are 0
+ memset(_index + 70, 0, 10);
+ } else if (_sShotType == kScreenshotTypeLost) {
+ // Create/Fake the index
+ _file->buildIndex(_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::createSprite(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, targetName) {
+
+ _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