diff options
author | Paul Gilbert | 2010-09-14 11:55:31 +0000 |
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committer | Eugene Sandulenko | 2010-10-12 23:48:50 +0000 |
commit | 5c228cea0b5d69e819d0fd48ac7290320d743450 (patch) | |
tree | 1c4e844cdbad911bc488c16561df44c553f7f301 /engines/sword25 | |
parent | cf664780cb860078f4e06684d862ce4a2c981316 (diff) | |
download | scummvm-rg350-5c228cea0b5d69e819d0fd48ac7290320d743450.tar.gz scummvm-rg350-5c228cea0b5d69e819d0fd48ac7290320d743450.tar.bz2 scummvm-rg350-5c228cea0b5d69e819d0fd48ac7290320d743450.zip |
SWORD25: Fixes to the savegame saving code
svn-id: r53351
Diffstat (limited to 'engines/sword25')
-rw-r--r-- | engines/sword25/kernel/persistenceservice.cpp | 105 |
1 files changed, 57 insertions, 48 deletions
diff --git a/engines/sword25/kernel/persistenceservice.cpp b/engines/sword25/kernel/persistenceservice.cpp index 46e9bbea3b..3c7d50688b 100644 --- a/engines/sword25/kernel/persistenceservice.cpp +++ b/engines/sword25/kernel/persistenceservice.cpp @@ -36,6 +36,7 @@ // Includes // ----------------------------------------------------------------------------- +#include "common/fs.h" #include "common/savefile.h" #include "sword25/kernel/kernel.h" #include "sword25/kernel/persistenceservice.h" @@ -61,25 +62,22 @@ const char *SAVEGAME_DIRECTORY = "saves"; const char *FILE_MARKER = "BS25SAVEGAME"; const uint SLOT_COUNT = 18; const uint FILE_COPY_BUFFER_SIZE = 1024 * 10; -const char *VERSIONID = "1"; +const char *VERSIONID = "5"; // ------------------------------------------------------------------------- -Common::String GenerateSavegameFilename(uint SlotID) { - Common::String oss; - oss += SlotID; - oss += SAVEGAME_EXTENSION; - return oss; +Common::String GenerateSavegameFilename(uint slotID) { + char buffer[10]; + sprintf(buffer, "%d%s", slotID, SAVEGAME_EXTENSION); + return Common::String(buffer); } // ------------------------------------------------------------------------- Common::String GenerateSavegamePath(uint SlotID) { - Common::String oss; - oss = PersistenceService::GetSavegameDirectory(); - oss += FileSystemUtil::GetInstance().GetPathSeparator(); - oss += GenerateSavegameFilename(SlotID); - return oss; + Common::FSNode folder(PersistenceService::GetSavegameDirectory()); + + return folder.getChild(GenerateSavegameFilename(SlotID)).getPath(); } // ------------------------------------------------------------------------- @@ -92,7 +90,7 @@ Common::String FormatTimestamp(TimeDate Time) { }; char buffer[100]; snprintf(buffer, 100, "%.2d-%s-%.4d %.2d:%.2d:%.2d", - Time.tm_mday, monthList[Time.tm_mon].c_str(), Time.tm_year, + Time.tm_mday, monthList[Time.tm_mon].c_str(), 1900 + Time.tm_year, Time.tm_hour, Time.tm_min, Time.tm_sec ); @@ -103,14 +101,17 @@ Common::String FormatTimestamp(TimeDate Time) { Common::String LoadString(Common::InSaveFile *In, uint MaxSize = 999) { Common::String Result; - char ch; - while ((ch = (char)In->readByte()) != '\0') { + + char ch = (char)In->readByte(); + while ((ch != '\0') && (ch != ' ')) { Result += ch; if (Result.size() >= MaxSize) break; + ch = (char)In->readByte(); } return Result; } + } namespace Sword25 { @@ -167,38 +168,37 @@ struct PersistenceService::Impl { CurSavegameInfo.Clear(); // Den Dateinamen für den Spielstand des Slots generieren. - Common::String Filename = GenerateSavegamePath(SlotID); - - // Feststellen, ob eine Spielstanddatei dieses Namens existiert. - if (FileSystemUtil::GetInstance().FileExists(Filename)) { - // Read in the game - Common::SaveFileManager *sfm = g_system->getSavefileManager(); - Common::InSaveFile *File = sfm->openForLoading(Filename); - - if (File) { - // Read in the header - Common::String StoredMarker = LoadString(File); - Common::String StoredVersionID = LoadString(File); - CurSavegameInfo.GamedataLength = File->readUint32LE(); - CurSavegameInfo.GamedataUncompressedLength = File->readUint32LE(); - - // If the header can be read in and is detected to be valid, we will have a valid file - if (StoredMarker == FILE_MARKER) { - // Der Slot wird als belegt markiert. - CurSavegameInfo.IsOccupied = true; - // Speichern, ob der Spielstand kompatibel mit der aktuellen Engine-Version ist. - CurSavegameInfo.IsCompatible = (StoredVersionID == Common::String(VERSIONID)); - // Dateinamen des Spielstandes speichern. - CurSavegameInfo.Filename = GenerateSavegameFilename(SlotID); - // Die Beschreibung des Spielstandes besteht aus einer textuellen Darstellung des Änderungsdatums der Spielstanddatei. - CurSavegameInfo.Description = FormatTimestamp(FileSystemUtil::GetInstance().GetFileTime(Filename)); - // Den Offset zu den gespeicherten Spieldaten innerhalb der Datei speichern. - // Dieses entspricht der aktuellen Position + 1, da nach der letzten Headerinformation noch ein Leerzeichen als trenner folgt. - CurSavegameInfo.GamedataOffset = static_cast<uint>(File->pos()) + 1; - } - - delete File; + Common::String Filename = GenerateSavegameFilename(SlotID); + + // Try to open the savegame for loading + Common::SaveFileManager *sfm = g_system->getSavefileManager(); + Common::InSaveFile *File = sfm->openForLoading(Filename); + + if (File) { + // Read in the header + Common::String StoredMarker = LoadString(File); + Common::String StoredVersionID = LoadString(File); + Common::String gameDataLength = LoadString(File); + CurSavegameInfo.GamedataLength = atoi(gameDataLength.c_str()); + Common::String gamedataUncompressedLength = LoadString(File); + CurSavegameInfo.GamedataUncompressedLength = atoi(gamedataUncompressedLength.c_str()); + + // If the header can be read in and is detected to be valid, we will have a valid file + if (StoredMarker == FILE_MARKER) { + // Der Slot wird als belegt markiert. + CurSavegameInfo.IsOccupied = true; + // Speichern, ob der Spielstand kompatibel mit der aktuellen Engine-Version ist. + CurSavegameInfo.IsCompatible = (StoredVersionID == Common::String(VERSIONID)); + // Dateinamen des Spielstandes speichern. + CurSavegameInfo.Filename = GenerateSavegameFilename(SlotID); + // Die Beschreibung des Spielstandes besteht aus einer textuellen Darstellung des Änderungsdatums der Spielstanddatei. + CurSavegameInfo.Description = FormatTimestamp(FileSystemUtil::GetInstance().GetFileTime(Filename)); + // Den Offset zu den gespeicherten Spieldaten innerhalb der Datei speichern. + // Dieses entspricht der aktuellen Position + 1, da nach der letzten Headerinformation noch ein Leerzeichen als trenner folgt. + CurSavegameInfo.GamedataOffset = static_cast<uint>(File->pos()) + 1; } + + delete File; } } }; @@ -240,7 +240,14 @@ uint PersistenceService::GetSlotCount() { // ----------------------------------------------------------------------------- Common::String PersistenceService::GetSavegameDirectory() { - return FileSystemUtil::GetInstance().GetUserdataDirectory() + FileSystemUtil::GetInstance().GetPathSeparator() + SAVEGAME_DIRECTORY; + Common::FSNode node(FileSystemUtil::GetInstance().GetUserdataDirectory()); + Common::FSNode childNode = node.getChild(SAVEGAME_DIRECTORY); + + // Try and return the path using the savegame subfolder. But if doesn't exist, fall back on the data directory + if (childNode.exists()) + return childNode.getPath(); + + return node.getPath(); } // ----------------------------------------------------------------------------- @@ -297,7 +304,7 @@ bool PersistenceService::SaveGame(uint SlotID, const Common::String &ScreenshotF } // Dateinamen erzeugen. - Common::String Filename = GenerateSavegamePath(SlotID).c_str(); + Common::String Filename = GenerateSavegameFilename(SlotID); // Sicherstellen, dass das Verzeichnis für die Spielstanddateien existiert. FileSystemUtil::GetInstance().CreateDirectory(GetSavegameDirectory()); @@ -340,7 +347,7 @@ bool PersistenceService::SaveGame(uint SlotID, const Common::String &ScreenshotF snprintf(sBuffer, 10, "%ld", CompressedLength); File->writeString(sBuffer); File->writeByte(' '); - snprintf(sBuffer, 10, "%uld", Writer.GetDataSize()); + snprintf(sBuffer, 10, "%lu", Writer.GetDataSize()); File->writeString(sBuffer); File->writeByte(' '); @@ -368,6 +375,8 @@ bool PersistenceService::SaveGame(uint SlotID, const Common::String &ScreenshotF // Savegameinformationen für diesen Slot aktualisieren. m_impl->ReadSlotSavegameInformation(SlotID); + File->finalize(); + delete File; delete[] CompressionBuffer; // Erfolg signalisieren. |