/* 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/inter.h" #include "gob/variables.h" namespace Gob { SaveLoad_v3::SaveFile SaveLoad_v3::_saveFiles[] = { { "cat.inf", kSaveModeSave , 0, "savegame"}, { "ima.inf", kSaveModeSave , 0, "screenshot"}, { "bloc.inf", kSaveModeSave , 0, "notes"}, { "intro.$$$", kSaveModeIgnore, 0, "temporary sprite"}, { "prot", kSaveModeIgnore, 0, 0}, { "config", kSaveModeIgnore, 0, 0} }; SaveLoad_v3::GameHandler::File::File(GobEngine *vm, const char *base) : SlotFileIndexed(vm, SaveLoad_v3::kSlotCount, base, "s") { } SaveLoad_v3::GameHandler::File::File(const File &file) : SlotFileIndexed(file._vm, file._slotCount, file._base, file._ext) { } SaveLoad_v3::GameHandler::File::~File() { } int SaveLoad_v3::GameHandler::File::getSlot(int32 offset) const { uint32 varSize = SaveHandler::getVarSize(_vm); if (varSize == 0) return -1; return ((offset - (kPropsSize + kIndexSize)) / varSize); } int SaveLoad_v3::GameHandler::File::getSlotRemainder(int32 offset) const { uint32 varSize = SaveHandler::getVarSize(_vm); if (varSize == 0) return -1; return ((offset - (kPropsSize + kIndexSize)) % varSize); } SaveLoad_v3::GameHandler::GameHandler(GobEngine *vm, const char *target, bool usesScreenshots) : SaveHandler(vm) { _slotFile = new File(vm, target); _usesScreenshots = usesScreenshots; _firstSize = true; memset(_props, 0, kPropsSize); memset(_index, 0, kIndexSize); _hasIndex = false; _writer = 0; _reader = 0; } SaveLoad_v3::GameHandler::~GameHandler() { delete _slotFile; delete _reader; delete _writer; } int32 SaveLoad_v3::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, kPropsSize + kIndexSize); } bool SaveLoad_v3::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 (((uint32) offset) < kPropsSize) { // Global properties, like joker usage debugC(3, kDebugSaveLoad, "Loading global properties"); if (((uint32) (offset + size)) > kPropsSize) { warning("Wrong global properties list size (%d, %d)", size, offset); return false; } _vm->_inter->_variables->copyFrom(dataVar, _props + offset, size); } else if (((uint32) offset) == kPropsSize) { // 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 { // 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_v3::GameHandler::save(int16 dataVar, int32 size, int32 offset) { uint32 varSize = SaveHandler::getVarSize(_vm); if (varSize == 0) return false; if (size == 0) { // Indicator to save all variables dataVar = 0; size = varSize; } if (((uint32) offset) < kPropsSize) { // Global properties, like joker usage debugC(3, kDebugSaveLoad, "Saving global properties"); if (((uint32) (offset + size)) > kPropsSize) { warning("Wrong global properties list size (%d, %d)", size, offset); return false; } _vm->_inter->_variables->copyTo(dataVar, _props + offset, size); } else if (((uint32) offset) == kPropsSize) { // 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, 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_v3::GameHandler::saveScreenshot(int slot, const SavePartSprite *screenshot) { if (!createWriter(slot)) return false; return _writer->writePart(2, screenshot); } bool SaveLoad_v3::GameHandler::loadScreenshot(int slot, SavePartSprite *screenshot) { if (!createReader(slot)) return false; return _reader->readPart(2, screenshot); } void SaveLoad_v3::GameHandler::buildIndex(byte *buffer) const { uint32 varSize = SaveHandler::getVarSize(_vm); if (varSize == 0) return; SavePartInfo info(40, (uint32) _vm->getGameType(), 0, _vm->getEndianness(), varSize); SaveConverter_v3 converter(_vm); _slotFile->buildIndex(buffer, info, &converter); } bool SaveLoad_v3::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))) { Common::String slotFile = _slotFile->build(slot); if (slotFile.empty()) return false; delete _reader; SaveConverter_v3 converter(_vm, slotFile); if (converter.isOldSave()) { // Old save, plug the converter in if (!converter.load()) { return false; } _reader = new SaveReader(_usesScreenshots ? 3 : 2, slot, converter); } else _reader = new SaveReader(_usesScreenshots ? 3 : 2, slot, slotFile); if (!_reader->load()) { delete _reader; _reader = 0; return false; } } return true; } bool SaveLoad_v3::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))) { Common::String slotFile = _slotFile->build(slot); if (slotFile.empty()) return false; delete _writer; _writer = new SaveWriter(_usesScreenshots ? 3 : 2, slot, slotFile); } return true; } SaveLoad_v3::ScreenshotHandler::File::File(const SaveLoad_v3::GameHandler::File &file, uint32 shotSize, uint32 shotIndexSize) : SaveLoad_v3::GameHandler::File(file) { _shotSize = shotSize; _shotIndexSize = shotIndexSize; } SaveLoad_v3::ScreenshotHandler::File::~File() { } int SaveLoad_v3::ScreenshotHandler::File::getSlot(int32 offset) const { return ((offset - _shotIndexSize) / _shotSize); } int SaveLoad_v3::ScreenshotHandler::File::getSlotRemainder(int32 offset) const { return ((offset - _shotIndexSize) % _shotSize); } void SaveLoad_v3::ScreenshotHandler::File::buildIndex(byte *buffer) const { Common::SaveFileManager *saveMan = g_system->getSavefileManager(); Common::InSaveFile *in; for (uint32 i = 0; i < _slotCount; i++, buffer++) { Common::String slotFile = build(i); if (!slotFile.empty() && ((in = saveMan->openForLoading(slotFile)))) { delete in; *buffer = 1; } else *buffer = 0; } } SaveLoad_v3::ScreenshotHandler::ScreenshotHandler(GobEngine *vm, GameHandler *gameHandler, ScreenshotType sShotType) : TempSpriteHandler(vm) { assert(gameHandler); _gameHandler = gameHandler; _sShotType = sShotType; _shotSize = (_sShotType == kScreenshotTypeLost) ? 4768 : 19968; _shotIndexSize = (_sShotType == kScreenshotTypeLost) ? 50 : 80; _file = new File(*_gameHandler->_slotFile, _shotSize, _shotIndexSize); memset(_index, 0, 80); } SaveLoad_v3::ScreenshotHandler::~ScreenshotHandler() { delete _file; } int32 SaveLoad_v3::ScreenshotHandler::getSize() { return _file->tallyUpFiles(_shotSize, _shotIndexSize); } bool SaveLoad_v3::ScreenshotHandler::load(int16 dataVar, int32 size, int32 offset) { if (offset < _shotIndexSize) { // Screenshot index list if ((size + offset) > _shotIndexSize) { warning("Wrong screenshot index offset (%d, %d)", size, offset); return false; } if (_sShotType == kScreenshotTypeGob3) { // Create/Fake the index _file->buildIndex(_index + 40); // The last 10 bytes are 0 memset(_index + 70, 0, 10); } else if (_sShotType == kScreenshotTypeLost) { // Create/Fake the index _file->buildIndex(_index); // The last byte is 0 _index[30] = 0; } _vm->_inter->_variables->copyFrom(dataVar, _index + offset, size); } else { // Screenshot uint32 slot = _file->getSlot(offset); int slotRem = _file->getSlotRemainder(offset); if ((slot >= kSlotCount) || (slotRem != 0)) return false; if (!TempSpriteHandler::createSprite(dataVar, size, offset)) return false; if (!_gameHandler->loadScreenshot(slot, _sprite)) return false; if (!TempSpriteHandler::load(dataVar, size, offset)) return false; } return true; } bool SaveLoad_v3::ScreenshotHandler::save(int16 dataVar, int32 size, int32 offset) { if (offset < _shotIndexSize) { // Screenshot index list if ((size + offset) > _shotIndexSize) { warning("Wrong screenshot index offset (%d, %d)", size, offset); return false; } _vm->_inter->_variables->copyTo(dataVar, _index + offset, size); } else { // Screenshot if (!TempSpriteHandler::save(dataVar, size, offset)) return false; uint32 slot = _file->getSlot(offset); int slotRem = _file->getSlotRemainder(offset); if ((slot >= kSlotCount) || (slotRem != 0)) return false; return _gameHandler->saveScreenshot(slot, _sprite); } return true; } SaveLoad_v3::SaveLoad_v3(GobEngine *vm, const char *targetName, ScreenshotType sShotType) : SaveLoad(vm) { _sShotType = sShotType; // The Amiga version doesn't use screenshots if (_vm->getPlatform() == Common::kPlatformAmiga) { _gameHandler = new GameHandler(vm, targetName, false); _screenshotHandler = 0; } else { _gameHandler = new GameHandler(vm, targetName, true); _screenshotHandler = new ScreenshotHandler(vm, _gameHandler, sShotType); } _notesHandler = new NotesHandler(2560, vm, targetName); _saveFiles[0].handler = _gameHandler; _saveFiles[1].handler = _screenshotHandler; _saveFiles[2].handler = _notesHandler; } SaveLoad_v3::~SaveLoad_v3() { delete _screenshotHandler; delete _gameHandler; delete _notesHandler; } const SaveLoad_v3::SaveFile *SaveLoad_v3::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_v3::SaveFile *SaveLoad_v3::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_v3::getHandler(const char *fileName) const { const SaveFile *saveFile = getSaveFile(fileName); if (saveFile) return saveFile->handler; return 0; } const char *SaveLoad_v3::getDescription(const char *fileName) const { const SaveFile *saveFile = getSaveFile(fileName); if (saveFile) return saveFile->description; return 0; } SaveLoad::SaveMode SaveLoad_v3::getSaveMode(const char *fileName) const { const SaveFile *saveFile = getSaveFile(fileName); if (saveFile) return saveFile->mode; return kSaveModeNone; } } // End of namespace Gob