/* 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. * * $URL$ * $Id$ * */ #ifndef GOB_SAVE_SAVELOAD_H #define GOB_SAVE_SAVELOAD_H #include "gob/save/savefile.h" #include "gob/save/savehandler.h" namespace Gob { class GobEngine; /** A system for saving and loading. */ class SaveLoad { public: /** How to handle the specific save. */ enum SaveMode { kSaveModeNone, //!< Don't handle it kSaveModeIgnore, //!< Ignore it kSaveModeExists, //!< Just claim it exists kSaveModeSave //!< A normal save }; /** The constructor. * * @param targetName The game's target name. Used as a base for the save names. */ SaveLoad(GobEngine *vm); virtual ~SaveLoad(); /** "foo\bar\quux.bla" => "quux.bla". */ static const char *stripPath(const char *fileName); /** Returns how to handle that file. */ virtual SaveMode getSaveMode(const char *fileName) const; /** Returns the file's (virtual) size. */ int32 getSize(const char *fileName); /** Loads size bytes from offset into the variables starting with dataVar. */ bool load(const char *fileName, int16 dataVar, int32 size, int32 offset); /** Saves size bytes from the variables starting with data dataVar at offset. */ bool save(const char *fileName, int16 dataVar, int32 size, int32 offset); protected: GobEngine *_vm; virtual SaveHandler *getHandler(const char *fileName) const; virtual const char *getDescription(const char *fileName) const; }; /** Save/Load class for Gobliins 2, Ween: The Prophecy and Bargon Attack. */ class SaveLoad_v2 : public SaveLoad { public: static const uint32 kSlotCount = 15; static const uint32 kSlotNameLength = 40; /** The index. kSlotCount * kSlotNameLength bytes. */ static const uint32 kIndexSize = kSlotCount * kSlotNameLength; SaveLoad_v2(GobEngine *vm, const char *targetName); virtual ~SaveLoad_v2(); SaveMode getSaveMode(const char *fileName) const; protected: struct SaveFile { const char *sourceName; SaveMode mode; SaveHandler *handler; const char *description; }; /** Handles the save slots. */ class GameHandler : public SaveHandler { public: GameHandler(GobEngine *vm, const char *target); ~GameHandler(); int32 getSize(); bool load(int16 dataVar, int32 size, int32 offset); bool save(int16 dataVar, int32 size, int32 offset); private: /** Slot file construction. */ class File : public SlotFileIndexed { public: File(GobEngine *vm, const char *base); ~File(); int getSlot(int32 offset) const; int getSlotRemainder(int32 offset) const; }; byte _index[kIndexSize]; bool _hasIndex; File *_slotFile; void buildIndex(byte *buffer) const; }; static SaveFile _saveFiles[]; GameHandler *_gameHandler; NotesHandler *_notesHandler; TempSpriteHandler *_tempSpriteHandler; SaveHandler *getHandler(const char *fileName) const; const char *getDescription(const char *fileName) const; const SaveFile *getSaveFile(const char *fileName) const; SaveFile *getSaveFile(const char *fileName); }; /** Save/Load class for Goblins 3 and Lost in Time. */ class SaveLoad_v3 : public SaveLoad { public: static const uint32 kSlotCount = 30; static const uint32 kSlotNameLength = 40; static const uint32 kPropsSize = 500; /** Index. kSlotCount * kSlotNameLength bytes. */ static const uint32 kIndexSize = kSlotCount * kSlotNameLength; enum ScreenshotType { kScreenshotTypeGob3, //!< Goblins 3 type screenshot kScreenshotTypeLost //!< Lost in Time type screenshot }; SaveLoad_v3(GobEngine *vm, const char *targetName, ScreenshotType sShotType); virtual ~SaveLoad_v3(); SaveMode getSaveMode(const char *fileName) const; protected: struct SaveFile { const char *sourceName; SaveMode mode; SaveHandler *handler; const char *description; }; class ScreenshotHandler; /** Handles the save slots. */ class GameHandler : public SaveHandler { friend class SaveLoad_v3::ScreenshotHandler; public: GameHandler(GobEngine *vm, const char *target, bool usesScreenshots); ~GameHandler(); int32 getSize(); bool load(int16 dataVar, int32 size, int32 offset); bool save(int16 dataVar, int32 size, int32 offset); bool saveScreenshot(int slot, const SavePartSprite *screenshot); bool loadScreenshot(int slot, SavePartSprite *screenshot); /** Slot file construction. */ class File : public SlotFileIndexed { public: File(GobEngine *vm, const char *base); File(const File &file); ~File(); int getSlot(int32 offset) const; int getSlotRemainder(int32 offset) const; }; private: File *_slotFile; bool _usesScreenshots; bool _firstSize; /** Global properties. */ byte _props[kPropsSize]; byte _index[kIndexSize]; bool _hasIndex; SaveReader *_reader; SaveWriter *_writer; void buildIndex(byte *buffer) const; bool createReader(int slot); bool createWriter(int slot); }; /** Handles the screenshots. */ class ScreenshotHandler : public TempSpriteHandler { public: ScreenshotHandler(GobEngine *vm, GameHandler *gameHandler, ScreenshotType sShotType); ~ScreenshotHandler(); int32 getSize(); bool load(int16 dataVar, int32 size, int32 offset); bool save(int16 dataVar, int32 size, int32 offset); private: /** Slot file construction. */ class File : public SaveLoad_v3::GameHandler::File { public: File(const SaveLoad_v3::GameHandler::File &file, uint32 shotSize, uint32 shotIndexSize); ~File(); int getSlot(int32 offset) const; int getSlotRemainder(int32 offset) const; void buildIndex(byte *buffer) const; protected: uint32 _shotSize; uint32 _shotIndexSize; }; File *_file; GameHandler *_gameHandler; ScreenshotType _sShotType; uint32 _shotSize; int32 _shotIndexSize; byte _index[80]; }; static SaveFile _saveFiles[]; ScreenshotType _sShotType; GameHandler *_gameHandler; NotesHandler *_notesHandler; ScreenshotHandler *_screenshotHandler; SaveHandler *getHandler(const char *fileName) const; const char *getDescription(const char *fileName) const; const SaveFile *getSaveFile(const char *fileName) const; SaveFile *getSaveFile(const char *fileName); }; /** Save/Load class for Woodruff. */ class SaveLoad_v4 : public SaveLoad { public: static const uint32 kSlotCount = 10; static const uint32 kSlotNameLength = 40; static const uint32 kPropsSize = 500; /** Index. kSlotCount * kSlotNameLength bytes + 800 bytes 0. */ static const uint32 kIndexSize = (kSlotCount * kSlotNameLength) + 800; SaveLoad_v4(GobEngine *vm, const char *targetName); virtual ~SaveLoad_v4(); SaveMode getSaveMode(const char *fileName) const; protected: struct SaveFile { const char *sourceName; SaveMode mode; SaveHandler *handler; const char *description; }; class ScreenPropsHandler; /** Handles the save slots. */ class GameHandler : public SaveHandler { friend class SaveLoad_v4::ScreenPropsHandler; public: GameHandler(GobEngine *vm, const char *target); ~GameHandler(); int getLastSlot() const; int32 getSize(); bool load(int16 dataVar, int32 size, int32 offset); bool save(int16 dataVar, int32 size, int32 offset); bool saveScreenProps(int slot, const byte *props); bool loadScreenProps(int slot, byte *props); /** Slot file construction. */ class File : public SlotFileIndexed { public: File(GobEngine *vm, const char *base); File(const File &file); ~File(); int getSlot(int32 offset) const; int getSlotRemainder(int32 offset) const; }; private: bool _firstSize; byte _props[kPropsSize]; byte _index[kIndexSize]; bool _hasIndex; File *_slotFile; int _lastSlot; SaveReader *_reader; SaveWriter *_writer; void buildIndex(byte *buffer) const; bool createReader(int slot); bool createWriter(int slot); }; class CurScreenPropsHandler : public SaveHandler { friend class SaveLoad_v4::ScreenPropsHandler; public: CurScreenPropsHandler(GobEngine *vm); ~CurScreenPropsHandler(); int32 getSize(); bool load(int16 dataVar, int32 size, int32 offset); bool save(int16 dataVar, int32 size, int32 offset); private: byte *_props; }; class ScreenPropsHandler : public SaveHandler { public: ScreenPropsHandler(GobEngine *vm, uint32 slot, CurScreenPropsHandler *curProps, GameHandler *gameHandler); ~ScreenPropsHandler(); int32 getSize(); bool load(int16 dataVar, int32 size, int32 offset); bool save(int16 dataVar, int32 size, int32 offset); private: class File : public SaveLoad_v4::GameHandler::File { public: File(const SaveLoad_v4::GameHandler::File &file, uint32 slot); ~File(); int getSlot(int32 offset) const; int getSlotRemainder(int32 offset) const; private: uint32 _slot; }; uint32 _slot; CurScreenPropsHandler *_curProps; GameHandler *_gameHandler; File *_file; }; static SaveFile _saveFiles[]; GameHandler *_gameHandler; CurScreenPropsHandler *_curProps; ScreenPropsHandler *_props[10]; SaveHandler *getHandler(const char *fileName) const; const char *getDescription(const char *fileName) const; const SaveFile *getSaveFile(const char *fileName) const; SaveFile *getSaveFile(const char *fileName); }; /** Save/Load class for Urban Runner. */ class SaveLoad_v6 : public SaveLoad { public: static const uint32 kSlotCount = 60; static const uint32 kSlotNameLength = 40; static const uint32 kPropsSize = 500; /** Index. kSlotCount * kSlotNameLength bytes. */ static const uint32 kIndexSize = kSlotCount * kSlotNameLength; SaveLoad_v6(GobEngine *vm, const char *targetName); virtual ~SaveLoad_v6(); SaveMode getSaveMode(const char *fileName) const; protected: struct SaveFile { const char *sourceName; SaveMode mode; SaveHandler *handler; const char *description; }; /** Handles the save slots. */ class GameHandler : public SaveHandler { public: GameHandler(GobEngine *vm, const char *target); ~GameHandler(); int32 getSize(); bool load(int16 dataVar, int32 size, int32 offset); bool save(int16 dataVar, int32 size, int32 offset); private: /** Slot file construction. */ class File : public SlotFileIndexed { public: File(GobEngine *vm, const char *base); ~File(); int getSlot(int32 offset) const; int getSlotRemainder(int32 offset) const; }; byte _props[kPropsSize]; byte _index[kIndexSize]; File *_slotFile; void buildIndex(byte *buffer) const; void refreshProps(); }; static SaveFile _saveFiles[]; GameHandler *_gameHandler; SaveHandler *getHandler(const char *fileName) const; const char *getDescription(const char *fileName) const; const SaveFile *getSaveFile(const char *fileName) const; SaveFile *getSaveFile(const char *fileName); }; /** Save/Load class for Playtoons. */ class SaveLoad_Playtoons : public SaveLoad { public: static const uint32 kSlotCount = 60; static const uint32 kSlotNameLength = 40; static const uint32 kPropsSize = 1642; /** Index. kSlotCount * kSlotNameLength bytes. */ static const uint32 kIndexSize = kSlotCount * kSlotNameLength; SaveLoad_Playtoons(GobEngine *vm, const char *targetName); virtual ~SaveLoad_Playtoons(); SaveMode getSaveMode(const char *fileName) const; protected: struct SaveFile { const char *sourceName; SaveMode mode; SaveHandler *handler; const char *description; }; /** Handles the save slots. */ class GameHandler : public SaveHandler { public: GameHandler(GobEngine *vm, const char *target); ~GameHandler(); int32 getSize(); bool load(int16 dataVar, int32 size, int32 offset); bool save(int16 dataVar, int32 size, int32 offset); private: /** Slot file construction. */ class File : public SlotFileIndexed { public: File(GobEngine *vm, const char *base); ~File(); int getSlot(int32 offset) const; int getSlotRemainder(int32 offset) const; }; byte _props[kPropsSize]; byte _index[kIndexSize]; File *_slotFile; void buildIndex(byte *buffer) const; }; static SaveFile _saveFiles[]; GameHandler *_gameHandler; SaveHandler *getHandler(const char *fileName) const; const char *getDescription(const char *fileName) const; const SaveFile *getSaveFile(const char *fileName) const; SaveFile *getSaveFile(const char *fileName); }; } // End of namespace Gob #endif // GOB_SAVE_SAVELOAD_H