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author | Sven Hesse | 2009-05-31 02:15:43 +0000 |
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committer | Sven Hesse | 2009-05-31 02:15:43 +0000 |
commit | 896df6daf337bf83f27193918eb386321c4b0166 (patch) | |
tree | c124f8f102052cdd6207e2507d097aff4bc7f44e /engines/gob/save/saveload_v4.cpp | |
parent | c938667d4b60005a926007376305f3da8621f7c7 (diff) | |
download | scummvm-rg350-896df6daf337bf83f27193918eb386321c4b0166.tar.gz scummvm-rg350-896df6daf337bf83f27193918eb386321c4b0166.tar.bz2 scummvm-rg350-896df6daf337bf83f27193918eb386321c4b0166.zip |
- 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_v4.cpp')
-rw-r--r-- | engines/gob/save/saveload_v4.cpp | 555 |
1 files changed, 555 insertions, 0 deletions
diff --git a/engines/gob/save/saveload_v4.cpp b/engines/gob/save/saveload_v4.cpp new file mode 100644 index 0000000000..fcf9a1fe6f --- /dev/null +++ b/engines/gob/save/saveload_v4.cpp @@ -0,0 +1,555 @@ +/* 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_v4::SaveFile SaveLoad_v4::_saveFiles[] = { + { "cat.inf", kSaveModeSave, 0, "savegame"}, + { "save.tmp", kSaveModeSave, 0, "current screen properties"}, + { "save0.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 0 + { "save1.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 1 + { "save2.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 2 + { "save3.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 3 + { "save4.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 4 + { "save5.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 5 + { "save6.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 6 + { "save7.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 7 + { "save8.tmp", kSaveModeSave, 0, "savegame screen properties"}, // Slot 8 + { "save9.tmp", kSaveModeSave, 0, "savegame screen properties"} // Slot 9 +}; + + +SaveLoad_v4::GameHandler::File::File(GobEngine *vm, const char *base) : + SlotFileIndexed(vm, SaveLoad_v4::kSlotCount, base, "s") { +} + +SaveLoad_v4::GameHandler::File::File(const File &file) : + SlotFileIndexed(file._vm, file._slotCount, file._base, file._ext) { +} + +SaveLoad_v4::GameHandler::File::~File() { +} + +int SaveLoad_v4::GameHandler::File::getSlot(int32 offset) const { + uint32 varSize = SaveHandler::getVarSize(_vm); + + if (varSize == 0) + return -1; + + return ((offset - 1700) / varSize); +} + +int SaveLoad_v4::GameHandler::File::getSlotRemainder(int32 offset) const { + uint32 varSize = SaveHandler::getVarSize(_vm); + + if (varSize == 0) + return -1; + + return ((offset - 1700) % varSize); +} + + +SaveLoad_v4::GameHandler::GameHandler(GobEngine *vm, const char *target) : SaveHandler(vm) { + _firstSize = true; + memset(_props, 0, 500); + memset(_index, 0, 1200); + _hasIndex = false; + + _slotFile = new File(vm, target); + + _writer = 0; + _reader = 0; +} + +SaveLoad_v4::GameHandler::~GameHandler() { + delete _slotFile; + delete _reader; + delete _writer; +} + +int32 SaveLoad_v4::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_v4::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 + + 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_v4::GameHandler::save(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 + + 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_v4::GameHandler::saveScreenProps(int slot, const byte *props) { + if (!createWriter(slot)) + return false; + + SavePartMem mem(256000); + + if (!mem.readFrom(props, 0, 256000)) + return false; + + return _writer->writePart(2, &mem); +} + +bool SaveLoad_v4::GameHandler::loadScreenProps(int slot, byte *props) { + if (!createReader(slot)) + return false; + + SavePartMem mem(256000); + + if (!_reader->readPart(2, &mem)) + return false; + + if (!mem.writeInto(props, 0, 256000)) + return false; + + return true; +} + +void SaveLoad_v4::GameHandler::buildIndex(byte *buffer) const { + uint32 varSize = SaveHandler::getVarSize(_vm); + + if (varSize == 0) + return; + + SavePartInfo info(kSlotNameLength, (uint32) _vm->getGameType(), + 0, _vm->getEndianness(), varSize); + + SaveConverter_v4 converter(_vm); + + _slotFile->buildIndex(buffer, info, &converter); + + // 400 bytes index + 800 bytes 0 + memset(buffer + 400, 0, 800); +} + +bool SaveLoad_v4::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_v4 converter(_vm, slotFile); + if (converter.isOldSave()) { + // Old save, plug the converter in + if (!converter.load()) { + delete[] slotFile; + return false; + } + + _reader = new SaveReader(3, slot, converter); + + } else + _reader = new SaveReader(3, slot, slotFile); + + delete[] slotFile; + + if (!_reader->load()) { + delete _reader; + _reader = 0; + return false; + } + } + + return true; +} + +bool SaveLoad_v4::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(3, slot, slotFile); + + delete[] slotFile; + } + + return true; +} + + +SaveLoad_v4::CurScreenPropsHandler::CurScreenPropsHandler(GobEngine *vm) : + SaveHandler(vm) { + + _props = new byte[256000]; + memset(_props, 0, 256000); +} + +SaveLoad_v4::CurScreenPropsHandler::~CurScreenPropsHandler() { + delete[] _props; +} + +int32 SaveLoad_v4::CurScreenPropsHandler::getSize() { + return 256000; +} + +bool SaveLoad_v4::CurScreenPropsHandler::load(int16 dataVar, + int32 size, int32 offset) { + + // Using a sprite as a buffer + if (size <= 0) + return true; + + if ((offset < 0) || (size + offset) > 256000) { + warning("Invalid size (%d) or offset (%d)", size, offset); + return false; + } + + debugC(3, kDebugSaveLoad, "Loading screen properties (%d, %d, %d)", + dataVar, size, offset); + + _vm->_inter->_variables->copyFrom(dataVar, _props + offset, size); + + return true; +} + +bool SaveLoad_v4::CurScreenPropsHandler::save(int16 dataVar, + int32 size, int32 offset) { + + // Using a sprite as a buffer + if (size <= 0) + return true; + + if ((offset < 0) || (size + offset) > 256000) { + warning("Invalid size (%d) or offset (%d)", size, offset); + return false; + } + + debugC(3, kDebugSaveLoad, "Saving screen properties (%d, %d, %d)", + dataVar, size, offset); + + _vm->_inter->_variables->copyTo(dataVar, _props + offset, size); + + return true; +} + + +SaveLoad_v4::ScreenPropsHandler::File::File(const SaveLoad_v4::GameHandler::File &file, + uint32 slot) : SaveLoad_v4::GameHandler::File(file) { + + _slot = slot; +} + +SaveLoad_v4::ScreenPropsHandler::File::File::~File() { +} + +int SaveLoad_v4::ScreenPropsHandler::File::File::getSlot(int32 offset) const { + return _slot; +} + +int SaveLoad_v4::ScreenPropsHandler::File::File::getSlotRemainder(int32 offset) const { + return 0; +} + + +SaveLoad_v4::ScreenPropsHandler::ScreenPropsHandler(GobEngine *vm, uint32 slot, + CurScreenPropsHandler *curProps, GameHandler *gameHandler) : SaveHandler(vm) { + + _slot = slot; + _curProps = curProps; + _gameHandler = gameHandler; + + _file = new File(*_gameHandler->_slotFile, _slot); +} + +SaveLoad_v4::ScreenPropsHandler::~ScreenPropsHandler() { + delete _file; +} + +int32 SaveLoad_v4::ScreenPropsHandler::getSize() { + if (_file->exists()) + return 256000; + + return 0; +} + +bool SaveLoad_v4::ScreenPropsHandler::load(int16 dataVar, int32 size, int32 offset) { + if (size != -5) { + warning("Invalid saving procedure (%d, %d, %d)", dataVar, size, offset); + return false; + } + + return _gameHandler->loadScreenProps(_file->getSlot(offset), _curProps->_props); +} + +bool SaveLoad_v4::ScreenPropsHandler::save(int16 dataVar, int32 size, int32 offset) { + if (size != -5) { + warning("Invalid saving procedure (%d, %d, %d)", dataVar, size, offset); + return false; + } + + return _gameHandler->saveScreenProps(_file->getSlot(offset), _curProps->_props); +} + + +SaveLoad_v4::SaveLoad_v4(GobEngine *vm, const char *targetName) : + SaveLoad(vm, targetName) { + + _gameHandler = new GameHandler(vm, _targetName); + _curProps = new CurScreenPropsHandler(vm); + for (int i = 0; i < 10; i++) + _props[i] = new ScreenPropsHandler(vm, i, _curProps, _gameHandler); + + _saveFiles[0].handler = _gameHandler; + _saveFiles[1].handler = _curProps; + for (int i = 0; i < 10; i++) + _saveFiles[i + 2].handler = _props[i]; +} + +SaveLoad_v4::~SaveLoad_v4() { + delete _gameHandler; + delete _curProps; + for (int i = 0; i < 10; i++) + delete _props[i]; +} + +const SaveLoad_v4::SaveFile *SaveLoad_v4::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_v4::SaveFile *SaveLoad_v4::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_v4::getHandler(const char *fileName) const { + const SaveFile *saveFile = getSaveFile(fileName); + + if (saveFile) + return saveFile->handler; + + return 0; +} + +const char *SaveLoad_v4::getDescription(const char *fileName) const { + const SaveFile *saveFile = getSaveFile(fileName); + + if (saveFile) + return saveFile->description; + + return 0; +} + +SaveLoad::SaveMode SaveLoad_v4::getSaveMode(const char *fileName) const { + const SaveFile *saveFile = getSaveFile(fileName); + + if (saveFile) + return saveFile->mode; + + return kSaveModeNone; +} + +} // End of namespace Gob |