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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_v4.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_v4.cpp')
-rw-r--r--engines/gob/save/saveload_v4.cpp555
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