/* 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. * */ #include "gob/save/saveload.h" #include "gob/save/saveconverter.h" #include "gob/inter.h" #include "gob/variables.h" namespace Gob { SaveLoad_Fascination::SaveFile SaveLoad_Fascination::_saveFiles[] = { { "cat.cat", kSaveModeSave, -1, 0, "savegame catalog"}, { "save0.inf", kSaveModeSave, 0, 0, "savegame"}, { "save1.inf", kSaveModeSave, 1, 0, "savegame"}, { "save2.inf", kSaveModeSave, 2, 0, "savegame"}, { "save3.inf", kSaveModeSave, 3, 0, "savegame"}, { "save4.inf", kSaveModeSave, 4, 0, "savegame"}, { "save5.inf", kSaveModeSave, 5, 0, "savegame"}, { "save6.inf", kSaveModeSave, 6, 0, "savegame"}, { "save7.inf", kSaveModeSave, 7, 0, "savegame"}, { "save8.inf", kSaveModeSave, 8, 0, "savegame"}, { "save9.inf", kSaveModeSave, 9, 0, "savegame"}, { "save10.inf", kSaveModeSave, 10, 0, "savegame"}, { "save11.inf", kSaveModeSave, 11, 0, "savegame"}, { "save12.inf", kSaveModeSave, 12, 0, "savegame"}, { "save13.inf", kSaveModeSave, 13, 0, "savegame"}, { "save14.inf", kSaveModeSave, 14, 0, "savegame"}, }; SaveLoad_Fascination::GameHandler::File::File(GobEngine *vm, const char *base) : SlotFileIndexed(vm, SaveLoad_Fascination::kSlotCount, base, "s") { } SaveLoad_Fascination::GameHandler::File::~File() { } int SaveLoad_Fascination::GameHandler::File::getSlot(int32 offset) const { return ((offset - kIndexSize) / 320); } int SaveLoad_Fascination::GameHandler::File::getSlotRemainder(int32 offset) const { return ((offset - kIndexSize) % 320); } SaveLoad_Fascination::GameHandler::GameHandler(GobEngine *vm, const char *target, int slot, byte *index, bool *hasIndex) : SaveHandler(vm) { _index = index; _hasIndex = hasIndex; _slot = slot; _slotFile = new File(vm, target); } SaveLoad_Fascination::GameHandler::~GameHandler() { delete _slotFile; } int32 SaveLoad_Fascination::GameHandler::getSize() { uint32 varSize = SaveHandler::getVarSize(_vm); if (varSize == 0) return -1; return _slotFile->tallyUpFiles(varSize, kIndexSize); } bool SaveLoad_Fascination::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 == 0) && (_slot == -1)) { // Save index if (((uint32) size) != kIndexSize) { warning("Requested index has wrong size (%d)", size); return false; } // Create/Fake the index buildIndex(_vm->_inter->_variables->getAddressOff8(dataVar)); } else { // Load slot uint32 slot = _slot; int slotRem = 0; if (_slot == -1) { slot = _slotFile->getSlot(offset); slotRem = _slotFile->getSlotRemainder(offset); } debugC(2, kDebugSaveLoad, "Loading from slot %d", slot); if ((slot >= kSlotCount) || (slotRem != 0) || (size != 320)) { warning("Invalid loading procedure (%d, %d, %d, %d, %d)", dataVar, size, offset, slot, slotRem); return false; } Common::String slotFile = _slotFile->build(slot); SaveReader *reader = 0; // New save, load directly reader = new SaveReader(2, slot, slotFile); SavePartInfo info(kSlotNameLength, (uint32) _vm->getGameType(), 0, _vm->getEndianness(), varSize); SavePartVars vars(_vm, size); if (!reader->load()) { delete reader; return false; } if (!reader->readPart(0, &info)) { delete reader; return false; } if (!reader->readPart(1, &vars)) { delete reader; return false; } // Get all variables if (!vars.writeInto(dataVar, 0, size)) { delete reader; return false; } delete reader; } return true; } bool SaveLoad_Fascination::GameHandler::save(int16 dataVar, int32 size, int32 offset) { if ((_slot == -1) && (offset == 0) && (size == 5400)) // Initialize empty file return true; uint32 varSize = SaveHandler::getVarSize(_vm); if (varSize == 0) return false; if (size == 0) { // Indicator to save all variables dataVar = 0; size = varSize; } if ((offset == 0) && (_slot == -1)) { // Save index if (((uint32) size) != kIndexSize) { warning("Requested index has wrong size (%d)", size); return false; } // Just copy the index into our buffer _vm->_inter->_variables->copyTo(dataVar, _index, kIndexSize); *_hasIndex = true; } else { // Save slot uint32 slot = _slot; int slotRem = 0; if (_slot == -1) { slot = _slotFile->getSlot(offset); slotRem = _slotFile->getSlotRemainder(offset); } debugC(2, kDebugSaveLoad, "Saving to slot %d", slot); if ((slot >= kSlotCount) || (slotRem != 0) || (size != 320)) { 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; Common::String slotFile = _slotFile->build(slot); SaveWriter writer(2, slot, slotFile); SavePartInfo info(kSlotNameLength, (uint32) _vm->getGameType(), 0, _vm->getEndianness(), varSize); SavePartVars vars(_vm, size); // Write the description info.setDesc(_index + (slot * kSlotNameLength), kSlotNameLength); // Write all variables if (!vars.readFrom(dataVar, 0, size)) return false; if (!writer.writePart(0, &info)) return false; if (!writer.writePart(1, &vars)) return false; } return true; } void SaveLoad_Fascination::GameHandler::buildIndex(byte *buffer) const { uint32 varSize = SaveHandler::getVarSize(_vm); if (varSize == 0) return; SavePartInfo info(kSlotNameLength, (uint32) _vm->getGameType(), 0, _vm->getEndianness(), varSize); _slotFile->buildIndex(buffer, info, 0); } SaveLoad_Fascination::SaveLoad_Fascination(GobEngine *vm, const char *targetName) : SaveLoad(vm) { memset(_index, 0, kIndexSize); _hasIndex = false; for (int i = 0; i < 16; i++) _saveFiles[i].handler = new GameHandler(vm, targetName, _saveFiles[i].slot, _index, &_hasIndex); } SaveLoad_Fascination::~SaveLoad_Fascination() { for (int i = 0; i < 16; i++) delete _saveFiles[i].handler; } const SaveLoad_Fascination::SaveFile *SaveLoad_Fascination::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_Fascination::SaveFile *SaveLoad_Fascination::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_Fascination::getHandler(const char *fileName) const { const SaveFile *saveFile = getSaveFile(fileName); if (saveFile) return saveFile->handler; return 0; } const char *SaveLoad_Fascination::getDescription(const char *fileName) const { const SaveFile *saveFile = getSaveFile(fileName); if (saveFile) return saveFile->description; return 0; } SaveLoad::SaveMode SaveLoad_Fascination::getSaveMode(const char *fileName) const { const SaveFile *saveFile = getSaveFile(fileName); if (saveFile) return saveFile->mode; return kSaveModeNone; } } // End of namespace Gob