/* 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_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 - (kPropsSize + kIndexSize)) / varSize); } int SaveLoad_v4::GameHandler::File::getSlotRemainder(int32 offset) const { uint32 varSize = SaveHandler::getVarSize(_vm); if (varSize == 0) return -1; return ((offset - (kPropsSize + kIndexSize)) % varSize); } SaveLoad_v4::GameHandler::GameHandler(GobEngine *vm, const char *target) : SaveHandler(vm) { _firstSize = true; memset(_props, 0, kPropsSize); memset(_index, 0, kIndexSize); _hasIndex = false; _slotFile = new File(vm, target); _lastSlot = -1; _writer = 0; _reader = 0; } SaveLoad_v4::GameHandler::~GameHandler() { delete _slotFile; delete _reader; delete _writer; } int SaveLoad_v4::GameHandler::getLastSlot() const { return _lastSlot; } 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, kPropsSize + kIndexSize); } 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 (((uint32) offset) < kPropsSize) { // Global properties 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; _lastSlot = slot; } 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 (((uint32) offset) < kPropsSize) { // Global properties 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; _lastSlot = slot; } 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))) { Common::String slotFile = _slotFile->build(slot); if (slotFile.empty()) return false; delete _reader; SaveConverter_v4 converter(_vm, slotFile); if (converter.isOldSave()) { // Old save, plug the converter in if (!converter.load()) { return false; } _reader = new SaveReader(3, slot, converter); } else _reader = new SaveReader(3, slot, 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))) { Common::String slotFile = _slotFile->build(slot); if (slotFile.empty()) return false; delete _writer; _writer = new SaveWriter(3, slot, 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() { } int SaveLoad_v4::ScreenPropsHandler::File::getSlot(int32 offset) const { return _slot; } int SaveLoad_v4::ScreenPropsHandler::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(_slot)) 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; } int slot = _gameHandler->getLastSlot(); if (slot == -1) slot = _file->getSlot(offset); return _gameHandler->loadScreenProps(slot, _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; } int slot = _gameHandler->getLastSlot(); if (slot == -1) slot = _file->getSlot(offset); return _gameHandler->saveScreenProps(slot, _curProps->_props); } SaveLoad_v4::SaveLoad_v4(GobEngine *vm, const char *targetName) : SaveLoad(vm) { _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