/* 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 "common/archive.h" #include "common/file.h" #include "common/str.h" #include "common/savefile.h" #include "sci/sci.h" #include "sci/engine/state.h" #include "sci/engine/kernel.h" #include "sci/engine/savegame.h" namespace Sci { enum { MAX_SAVEGAME_NR = 20 /**< Maximum number of savegames */ }; struct SavegameDesc { int id; int date; int time; }; /* * Note on how file I/O is implemented: In ScummVM, one can not create/write * arbitrary data files, simply because many of our target platforms do not * support this. The only files one can create are savestates. But SCI has an * opcode to create and write to seemingly 'arbitrary' files. This is mainly * used in LSL3 for LARRY3.DRV (which is a game data file, not a driver) and * in LSL5 for MEMORY.DRV (which is again a game data file and contains the * game's password). * To implement that opcode, we combine the SaveFileManager with regular file * code, similarly to how the SCUMM HE engine does it. * * To handle opening a file called "foobar", what we do is this: First, we * create an 'augmented file name', by prepending the game target and a dash, * so if we running game target sq1sci, the name becomes "sq1sci-foobar". * Next, we check if such a file is known to the SaveFileManager. If so, we * we use that for reading/writing, delete it, whatever. * * If no such file is present but we were only asked to *read* the file, * we fallback to looking for a regular file called "foobar", and open that * for reading only. */ FileHandle::FileHandle() : _in(0), _out(0) { } FileHandle::~FileHandle() { close(); } void FileHandle::close() { delete _in; delete _out; _in = 0; _out = 0; _name.clear(); } bool FileHandle::isOpen() const { return _in || _out; } enum { _K_FILE_MODE_OPEN_OR_CREATE = 0, _K_FILE_MODE_OPEN_OR_FAIL = 1, _K_FILE_MODE_CREATE = 2 }; void file_open(EngineState *s, const char *filename, int mode) { // QfG3 character import prepends /\ to the filenames. if (filename[0] == '/' && filename[1] == '\\') filename += 2; Common::String englishName = s->getLanguageString(filename, K_LANG_ENGLISH); const Common::String wrappedName = ((Sci::SciEngine*)g_engine)->wrapFilename(englishName); Common::SeekableReadStream *inFile = 0; Common::WriteStream *outFile = 0; Common::SaveFileManager *saveFileMan = g_engine->getSaveFileManager(); if (mode == _K_FILE_MODE_OPEN_OR_FAIL) { // Try to open file, abort if not possible inFile = saveFileMan->openForLoading(wrappedName); // If no matching savestate exists: fall back to reading from a regular file if (!inFile) inFile = SearchMan.createReadStreamForMember(englishName); // Special case for LSL3: It tries to create a new dummy file, LARRY3.DRV // Apparently, if the file doesn't exist here, it should be created. The game // scripts then go ahead and fill its contents with data. It seems to be a similar // case as the dummy MEMORY.DRV file in LSL5, but LSL5 creates the file if it can't // find it with a separate call to file_open() if (!inFile && englishName == "LARRY3.DRV") { outFile = saveFileMan->openForSaving(wrappedName); outFile->finalize(); delete outFile; outFile = 0; inFile = SearchMan.createReadStreamForMember(wrappedName); } if (!inFile) warning("file_open(_K_FILE_MODE_OPEN_OR_FAIL) failed to open file '%s'", englishName.c_str()); } else if (mode == _K_FILE_MODE_CREATE) { // Create the file, destroying any content it might have had outFile = saveFileMan->openForSaving(wrappedName); if (!outFile) warning("file_open(_K_FILE_MODE_CREATE) failed to create file '%s'", englishName.c_str()); } else if (mode == _K_FILE_MODE_OPEN_OR_CREATE) { // Try to open file, create it if it doesn't exist outFile = saveFileMan->openForSaving(wrappedName); if (!outFile) warning("file_open(_K_FILE_MODE_CREATE) failed to create file '%s'", englishName.c_str()); // QfG1 opens the character export file with _K_FILE_MODE_CREATE first, closes it immediately and opens it again // with this here // Perhaps other games use this for read access as well // I guess changing this whole code into using virtual files and writing them after close would be more appropriate } else { error("file_open: unsupported mode %d (filename '%s')", mode, englishName.c_str()); } if (!inFile && !outFile) { // Failed debug(3, "file_open() failed"); s->r_acc = SIGNAL_REG; return; } // Find a free file handle uint handle = 1; // Ignore _fileHandles[0] while ((handle < s->_fileHandles.size()) && s->_fileHandles[handle].isOpen()) handle++; if (handle == s->_fileHandles.size()) { // Hit size limit => Allocate more space s->_fileHandles.resize(s->_fileHandles.size() + 1); } s->_fileHandles[handle]._in = inFile; s->_fileHandles[handle]._out = outFile; s->_fileHandles[handle]._name = englishName; s->r_acc = make_reg(0, handle); debug(3, " -> opened file '%s' with handle %d", englishName.c_str(), handle); } reg_t kFOpen(EngineState *s, int argc, reg_t *argv) { Common::String name = s->_segMan->getString(argv[0]); int mode = argv[1].toUint16(); debug(3, "kFOpen(%s,0x%x)", name.c_str(), mode); file_open(s, name.c_str(), mode); return s->r_acc; } static FileHandle *getFileFromHandle(EngineState *s, uint handle) { if (handle == 0) { error("Attempt to use file handle 0"); return 0; } if ((handle >= s->_fileHandles.size()) || !s->_fileHandles[handle].isOpen()) { error("Attempt to use invalid/unused file handle %d", handle); return 0; } return &s->_fileHandles[handle]; } reg_t kFClose(EngineState *s, int argc, reg_t *argv) { debug(3, "kFClose(%d)", argv[0].toUint16()); if (argv[0] != SIGNAL_REG) { FileHandle *f = getFileFromHandle(s, argv[0].toUint16()); if (f) f->close(); } return s->r_acc; } reg_t kFPuts(EngineState *s, int argc, reg_t *argv) { int handle = argv[0].toUint16(); Common::String data = s->_segMan->getString(argv[1]); getFileFromHandle(s, handle)->_out->write(data.c_str(), data.size()); return s->r_acc; } static void fgets_wrapper(EngineState *s, char *dest, int maxsize, int handle) { debugC(2, kDebugLevelFile, "FGets'ing %d bytes from handle %d\n", maxsize, handle); FileHandle *f = getFileFromHandle(s, handle); if (!f) return; if (!f->_in) { error("fgets_wrapper: Trying to read from file '%s' opened for writing", f->_name.c_str()); return; } f->_in->readLine(dest, maxsize); // The returned string must not have an ending LF int strSize = strlen(dest); if (strSize > 0) { if (dest[strSize - 1] == 0x0A) dest[strSize - 1] = 0; } debugC(2, kDebugLevelFile, "FGets'ed \"%s\"\n", dest); } static int _savegame_index_struct_compare(const void *a, const void *b) { const SavegameDesc *A = (const SavegameDesc *)a; const SavegameDesc *B = (const SavegameDesc *)b; if (B->date != A->date) return B->date - A->date; return B->time - A->time; } void listSavegames(Common::Array &saves) { Common::SaveFileManager *saveFileMan = g_engine->getSaveFileManager(); // Load all saves Common::StringList saveNames = saveFileMan->listSavefiles(((SciEngine *)g_engine)->getSavegamePattern()); for (Common::StringList::const_iterator iter = saveNames.begin(); iter != saveNames.end(); ++iter) { Common::String filename = *iter; Common::SeekableReadStream *in; if ((in = saveFileMan->openForLoading(filename))) { SavegameMetadata meta; if (!get_savegame_metadata(in, &meta)) { // invalid delete in; continue; } delete in; SavegameDesc desc; desc.id = strtol(filename.end() - 3, NULL, 10); desc.date = meta.savegame_date; // We need to fix date in here, because we save DDMMYYYY instead of YYYYMMDD, so sorting wouldnt work desc.date = ((desc.date & 0xFFFF) << 16) | ((desc.date & 0xFF0000) >> 8) | ((desc.date & 0xFF000000) >> 24); desc.time = meta.savegame_time; debug(3, "Savegame in file %s ok, id %d", filename.c_str(), desc.id); saves.push_back(desc); } } // Sort the list by creation date of the saves qsort(saves.begin(), saves.size(), sizeof(SavegameDesc), _savegame_index_struct_compare); } reg_t kFGets(EngineState *s, int argc, reg_t *argv) { int maxsize = argv[1].toUint16(); char *buf = new char[maxsize]; int handle = argv[2].toUint16(); debug(3, "kFGets(%d,%d)", handle, maxsize); fgets_wrapper(s, buf, maxsize, handle); s->_segMan->memcpy(argv[0], (const byte*)buf, maxsize); return argv[0]; } /** * Writes the cwd to the supplied address and returns the address in acc. */ reg_t kGetCWD(EngineState *s, int argc, reg_t *argv) { // We do not let the scripts see the file system, instead pretending // we are always in the same directory. // TODO/FIXME: Is "/" a good value? Maybe "" or "." or "C:\" are better? s->_segMan->strcpy(argv[0], "/"); debug(3, "kGetCWD() -> %s", "/"); return argv[0]; } enum { K_DEVICE_INFO_GET_DEVICE = 0, K_DEVICE_INFO_GET_CURRENT_DEVICE = 1, K_DEVICE_INFO_PATHS_EQUAL = 2, K_DEVICE_INFO_IS_FLOPPY = 3, K_DEVICE_INFO_GET_SAVECAT_NAME = 7, K_DEVICE_INFO_GET_SAVEFILE_NAME = 8 }; reg_t kDeviceInfo(EngineState *s, int argc, reg_t *argv) { int mode = argv[0].toUint16(); switch (mode) { case K_DEVICE_INFO_GET_DEVICE: { Common::String input_str = s->_segMan->getString(argv[1]); s->_segMan->strcpy(argv[2], "/"); debug(3, "K_DEVICE_INFO_GET_DEVICE(%s) -> %s", input_str.c_str(), "/"); break; } case K_DEVICE_INFO_GET_CURRENT_DEVICE: s->_segMan->strcpy(argv[1], "/"); debug(3, "K_DEVICE_INFO_GET_CURRENT_DEVICE() -> %s", "/"); break; case K_DEVICE_INFO_PATHS_EQUAL: { Common::String path1_s = s->_segMan->getString(argv[1]); Common::String path2_s = s->_segMan->getString(argv[2]); debug(3, "K_DEVICE_INFO_PATHS_EQUAL(%s,%s)", path1_s.c_str(), path2_s.c_str()); return make_reg(0, Common::matchString(path2_s.c_str(), path1_s.c_str(), false, true)); } break; case K_DEVICE_INFO_IS_FLOPPY: { Common::String input_str = s->_segMan->getString(argv[1]); debug(3, "K_DEVICE_INFO_IS_FLOPPY(%s)", input_str.c_str()); return NULL_REG; /* Never */ } /* SCI uses these in a less-than-portable way to delete savegames. ** Read http://www-plan.cs.colorado.edu/creichen/freesci-logs/2005.10/log20051019.html ** for more information on our workaround for this. */ case K_DEVICE_INFO_GET_SAVECAT_NAME: { Common::String game_prefix = s->_segMan->getString(argv[2]); s->_segMan->strcpy(argv[1], "__throwaway"); debug(3, "K_DEVICE_INFO_GET_SAVECAT_NAME(%s) -> %s", game_prefix.c_str(), "__throwaway"); } break; case K_DEVICE_INFO_GET_SAVEFILE_NAME: { Common::String game_prefix = s->_segMan->getString(argv[2]); int savegame_id = argv[3].toUint16(); s->_segMan->strcpy(argv[1], "__throwaway"); debug(3, "K_DEVICE_INFO_GET_SAVEFILE_NAME(%s,%d) -> %s", game_prefix.c_str(), savegame_id, "__throwaway"); Common::Array saves; listSavegames(saves); int savedir_nr = saves[savegame_id].id; Common::String filename = ((Sci::SciEngine*)g_engine)->getSavegameName(savedir_nr); Common::SaveFileManager *saveFileMan = g_engine->getSaveFileManager(); saveFileMan->removeSavefile(filename); } break; default: // TODO: Not all sub-commands are handled. E.g. KQ5CD calls sub-command 5 warning("Unknown DeviceInfo() sub-command: %d", mode); break; } return s->r_acc; } reg_t kGetSaveDir(EngineState *s, int argc, reg_t *argv) { #ifdef ENABLE_SCI32 // TODO: SCI32 uses a parameter here. if (argc > 0) warning("kGetSaveDir called with %d parameter(s): %04x:%04x", argc, PRINT_REG(argv[0])); #endif return make_reg(s->sys_strings_segment, SYS_STRING_SAVEDIR); } reg_t kCheckFreeSpace(EngineState *s, int argc, reg_t *argv) { Common::String path = s->_segMan->getString(argv[0]); debug(3, "kCheckFreeSpace(%s)", path.c_str()); // We simply always pretend that there is enough space. // The alternative would be to write a big test file, which is not nice // on systems where doing so is very slow. return make_reg(0, 1); } reg_t kCheckSaveGame(EngineState *s, int argc, reg_t *argv) { Common::String game_id = s->_segMan->getString(argv[0]); int savedir_nr = argv[1].toUint16(); debug(3, "kCheckSaveGame(%s, %d)", game_id.c_str(), savedir_nr); Common::Array saves; listSavegames(saves); savedir_nr = saves[savedir_nr].id; if (savedir_nr > MAX_SAVEGAME_NR - 1) { return NULL_REG; } Common::SaveFileManager *saveFileMan = g_engine->getSaveFileManager(); Common::String filename = ((Sci::SciEngine*)g_engine)->getSavegameName(savedir_nr); Common::SeekableReadStream *in; if ((in = saveFileMan->openForLoading(filename))) { // found a savegame file SavegameMetadata meta; if (!get_savegame_metadata(in, &meta)) { // invalid s->r_acc = make_reg(0, 0); } else { s->r_acc = make_reg(0, 1); } delete in; } else { s->r_acc = make_reg(0, 1); } return s->r_acc; } reg_t kGetSaveFiles(EngineState *s, int argc, reg_t *argv) { Common::String game_id = s->_segMan->getString(argv[0]); reg_t nametarget = argv[1]; reg_t *nameoffsets = s->_segMan->derefRegPtr(argv[2], 0); debug(3, "kGetSaveFiles(%s)", game_id.c_str()); Common::Array saves; listSavegames(saves); s->r_acc = NULL_REG; Common::SaveFileManager *saveFileMan = g_engine->getSaveFileManager(); for (uint i = 0; i < saves.size(); i++) { Common::String filename = ((Sci::SciEngine*)g_engine)->getSavegameName(saves[i].id); Common::SeekableReadStream *in; if ((in = saveFileMan->openForLoading(filename))) { // found a savegame file SavegameMetadata meta; if (!get_savegame_metadata(in, &meta)) { // invalid delete in; continue; } if (!meta.savegame_name.empty()) { if (meta.savegame_name.lastChar() == '\n') meta.savegame_name.deleteLastChar(); *nameoffsets = s->r_acc; // Store savegame ID ++s->r_acc.offset; // Increase number of files found nameoffsets++; // Make sure the next ID string address is written to the next pointer Common::String name = meta.savegame_name; if (name.size() > SCI_MAX_SAVENAME_LENGTH-1) name = Common::String(meta.savegame_name.c_str(), SCI_MAX_SAVENAME_LENGTH-1); s->_segMan->strcpy(nametarget, name.c_str()); // Increase name offset pointer accordingly nametarget.offset += SCI_MAX_SAVENAME_LENGTH; } delete in; } } //free(gfname); s->_segMan->strcpy(nametarget, ""); // Terminate list return s->r_acc; } reg_t kSaveGame(EngineState *s, int argc, reg_t *argv) { Common::String game_id = s->_segMan->getString(argv[0]); int savedir_nr = argv[1].toUint16(); int savedir_id; // Savegame ID, derived from savedir_nr and the savegame ID list Common::String game_description = s->_segMan->getString(argv[2]); Common::String version; if (argc > 3) version = s->_segMan->getString(argv[3]); debug(3, "kSaveGame(%s,%d,%s,%s)", game_id.c_str(), savedir_nr, game_description.c_str(), version.c_str()); Common::Array saves; listSavegames(saves); if (savedir_nr >= 0 && (uint)savedir_nr < saves.size()) { // Overwrite savedir_id = saves[savedir_nr].id; } else if (savedir_nr >= 0 && savedir_nr < MAX_SAVEGAME_NR) { uint i = 0; savedir_id = 0; // First, look for holes while (i < saves.size()) { if (saves[i].id == savedir_id) { ++savedir_id; i = 0; } else ++i; } if (savedir_id >= MAX_SAVEGAME_NR) { warning("Internal error: Free savegame ID is %d, shouldn't happen", savedir_id); return NULL_REG; } // This loop terminates when savedir_id is not in [x | ex. n. saves [n].id = x] } else { warning("Savegame ID %d is not allowed", savedir_nr); return NULL_REG; } Common::String filename = ((Sci::SciEngine*)g_engine)->getSavegameName(savedir_id); Common::SaveFileManager *saveFileMan = g_engine->getSaveFileManager(); Common::OutSaveFile *out; if (!(out = saveFileMan->openForSaving(filename))) { warning("Error opening savegame \"%s\" for writing", filename.c_str()); s->r_acc = NULL_REG; return NULL_REG; } if (gamestate_save(s, out, game_description.c_str(), version.c_str())) { warning("Saving the game failed."); s->r_acc = NULL_REG; } else { out->finalize(); if (out->err()) { delete out; warning("Writing the savegame failed."); s->r_acc = NULL_REG; } else { delete out; s->r_acc = make_reg(0, 1); } } return s->r_acc; } reg_t kRestoreGame(EngineState *s, int argc, reg_t *argv) { Common::String game_id = s->_segMan->getString(argv[0]); int savedir_nr = argv[1].toUint16(); debug(3, "kRestoreGame(%s,%d)", game_id.c_str(), savedir_nr); Common::Array saves; listSavegames(saves); savedir_nr = saves[savedir_nr].id; if (savedir_nr > -1) { Common::SaveFileManager *saveFileMan = g_engine->getSaveFileManager(); Common::String filename = ((Sci::SciEngine*)g_engine)->getSavegameName(savedir_nr); Common::SeekableReadStream *in; if ((in = saveFileMan->openForLoading(filename))) { // found a savegame file EngineState *newstate = gamestate_restore(s, in); delete in; if (newstate) { s->successor = newstate; script_abort_flag = 2; // Abort current game with replay shrink_execution_stack(s, s->execution_stack_base + 1); } else { s->r_acc = make_reg(0, 1); warning("Restoring failed (game_id = '%s')", game_id.c_str()); } return s->r_acc; } } s->r_acc = make_reg(0, 1); warning("Savegame #%d not found", savedir_nr); return s->r_acc; } reg_t kValidPath(EngineState *s, int argc, reg_t *argv) { Common::String path = s->_segMan->getString(argv[0]); debug(3, "kValidPath(%s) -> %d", path.c_str(), s->r_acc.offset); // Always return true return make_reg(0, 1); } enum { K_FILEIO_OPEN = 0, K_FILEIO_CLOSE = 1, K_FILEIO_READ_RAW = 2, K_FILEIO_WRITE_RAW = 3, K_FILEIO_UNLINK = 4, K_FILEIO_READ_STRING = 5, K_FILEIO_WRITE_STRING = 6, K_FILEIO_SEEK = 7, K_FILEIO_FIND_FIRST = 8, K_FILEIO_FIND_NEXT = 9, K_FILEIO_FILE_EXISTS = 10, // SCI1.1 K_FILEIO_RENAME = 11, // SCI32 // 12? K_FILEIO_READ_BYTE = 13, K_FILEIO_WRITE_BYTE = 14, K_FILEIO_READ_WORD = 15, K_FILEIO_WRITE_WORD = 16 }; reg_t DirSeeker::firstFile(const Common::String &mask, reg_t buffer) { // Verify that we are given a valid buffer if (!buffer.segment) { error("DirSeeker::firstFile('%s') invoked with invalid buffer", mask.c_str()); return NULL_REG; } _outbuffer = buffer; // Prefix the mask const Common::String wrappedMask = ((Sci::SciEngine*)g_engine)->wrapFilename(mask); // Obtain a list of all savefiles matching the given mask Common::SaveFileManager *saveFileMan = g_engine->getSaveFileManager(); _savefiles = saveFileMan->listSavefiles(wrappedMask); // Reset the list iterator and write the first match to the output buffer, if any. _iter = _savefiles.begin(); return nextFile(); } reg_t DirSeeker::nextFile() { if (_iter == _savefiles.end()) { return NULL_REG; } const Common::String wrappedString = *_iter; // Strip the prefix Common::String string = ((Sci::SciEngine*)g_engine)->unwrapFilename(wrappedString); if (string.size() > 12) string = Common::String(string.c_str(), 12); _state->_segMan->strcpy(_outbuffer, string.c_str()); // Return the result and advance the list iterator :) ++_iter; return _outbuffer; } reg_t kFileIO(EngineState *s, int argc, reg_t *argv) { int func_nr = argv[0].toUint16(); switch (func_nr) { case K_FILEIO_OPEN : { Common::String name = s->_segMan->getString(argv[1]); int mode = argv[2].toUint16(); // SQ4 floppy prepends /\ to the filenames if (name.hasPrefix("/\\")) { name.deleteChar(0); name.deleteChar(0); } // SQ4 floppy attempts to update the savegame index file sq4sg.dir // when deleting saved games. We don't use an index file for saving // or loading, so just stop the game from modifying the file here // in order to avoid having it saved in the ScummVM save directory if (name == "sq4sg.dir") { debugC(2, kDebugLevelFile, "Not opening unused file sq4sg.dir"); return SIGNAL_REG; } if (name.empty()) { warning("Attempted to open a file with an empty filename"); return SIGNAL_REG; } file_open(s, name.c_str(), mode); debug(3, "K_FILEIO_OPEN(%s,0x%x)", name.c_str(), mode); break; } case K_FILEIO_CLOSE : { debug(3, "K_FILEIO_CLOSE(%d)", argv[1].toUint16()); FileHandle *f = getFileFromHandle(s, argv[1].toUint16()); if (f) f->close(); break; } case K_FILEIO_READ_RAW : { int handle = argv[1].toUint16(); int size = argv[3].toUint16(); char *buf = new char[size]; debug(3, "K_FILEIO_READ_RAW(%d,%d)", handle, size); s->r_acc = make_reg(0, getFileFromHandle(s, handle)->_in->read(buf, size)); s->_segMan->memcpy(argv[2], (const byte*)buf, size); delete[] buf; break; } case K_FILEIO_WRITE_RAW : { int handle = argv[1].toUint16(); int size = argv[3].toUint16(); char *buf = new char[size]; s->_segMan->memcpy((byte*)buf, argv[2], size); debug(3, "K_FILEIO_WRITE_RAW(%d,%d)", handle, size); getFileFromHandle(s, handle)->_out->write(buf, size); delete[] buf; break; } case K_FILEIO_UNLINK : { Common::String name = s->_segMan->getString(argv[1]); Common::SaveFileManager *saveFileMan = g_engine->getSaveFileManager(); // SQ4 floppy prepends /\ to the filenames if (name.hasPrefix("/\\")) { name.deleteChar(0); name.deleteChar(0); } // Special case for SQ4 floppy: This game has hardcoded names for all of its // savegames, and they are all named "sq4sg.xxx", where xxx is the slot. We just // take the slot number here, and delete the appropriate save game if (name.hasPrefix("sq4sg.")) { // Special handling for SQ4... get the slot number and construct the save game name int slotNum = atoi(name.c_str() + name.size() - 3); Common::Array saves; listSavegames(saves); int savedir_nr = saves[slotNum].id; name = ((Sci::SciEngine*)g_engine)->getSavegameName(savedir_nr); saveFileMan->removeSavefile(name); } else { const Common::String wrappedName = ((Sci::SciEngine*)g_engine)->wrapFilename(name); saveFileMan->removeSavefile(wrappedName); } debug(3, "K_FILEIO_UNLINK(%s)", name.c_str()); // TODO/FIXME: Should we return something (like, a bool indicating // whether deleting the save succeeded or failed)? break; } case K_FILEIO_READ_STRING : { int size = argv[2].toUint16(); char *buf = new char[size]; int handle = argv[3].toUint16(); debug(3, "K_FILEIO_READ_STRING(%d,%d)", handle, size); fgets_wrapper(s, buf, size, handle); s->_segMan->memcpy(argv[1], (const byte*)buf, size); delete[] buf; return argv[1]; } case K_FILEIO_WRITE_STRING : { int handle = argv[1].toUint16(); int size = argv[3].toUint16(); Common::String str = s->_segMan->getString(argv[2]); debug(3, "K_FILEIO_WRITE_STRING(%d,%d)", handle, size); // CHECKME: Is the size parameter used at all? // In the LSL5 password protection it is zero, and we should // then write a full string. (Not sure if it should write the // terminating zero.) getFileFromHandle(s, handle)->_out->write(str.c_str(), str.size()); break; } case K_FILEIO_SEEK : { int handle = argv[1].toUint16(); int offset = argv[2].toUint16(); int whence = argv[3].toUint16(); debug(3, "K_FILEIO_SEEK(%d,%d,%d)", handle, offset, whence); s->r_acc = make_reg(0, getFileFromHandle(s, handle)->_in->seek(offset, whence)); break; } case K_FILEIO_FIND_FIRST : { Common::String mask = s->_segMan->getString(argv[1]); reg_t buf = argv[2]; int attr = argv[3].toUint16(); // We won't use this, Win32 might, though... debug(3, "K_FILEIO_FIND_FIRST(%s,0x%x)", mask.c_str(), attr); // We remove ".*". mask will get prefixed, so we will return all additional files for that gameid if (mask == "*.*") mask = "*"; // QfG3 uses this mask for the character import if (mask == "/\\*.*") mask = "*"; //#ifndef WIN32 // if (mask == "*.*") // mask = "*"; // For UNIX //#endif s->r_acc = s->_dirseeker.firstFile(mask, buf); break; } case K_FILEIO_FIND_NEXT : { debug(3, "K_FILEIO_FIND_NEXT()"); s->r_acc = s->_dirseeker.nextFile(); break; } case K_FILEIO_FILE_EXISTS : { Common::String name = s->_segMan->getString(argv[1]); // Check for regular file bool exists = Common::File::exists(name); Common::SaveFileManager *saveFileMan = g_engine->getSaveFileManager(); const Common::String wrappedName = ((Sci::SciEngine*)g_engine)->wrapFilename(name); if (!exists) exists = !saveFileMan->listSavefiles(name).empty(); if (!exists) { // Try searching for the file prepending target- Common::SeekableReadStream *inFile = saveFileMan->openForLoading(wrappedName); exists = (inFile != 0); delete inFile; } // Special case for non-English versions of LSL5: The English version of LSL5 calls // kFileIO(), case K_FILEIO_OPEN for reading to check if memory.drv exists (which is // where the game's password is stored). If it's not found, it calls kFileIO() again, // case K_FILEIO_OPEN for writing and creates a new file. Non-English versions call // kFileIO(), case K_FILEIO_FILE_EXISTS instead, and fail if memory.drv can't be found. // We create a default memory.drv file with no password, so that the game can continue if (!exists && name == "memory.drv") { // Create a new file, and write the bytes for the empty password string inside byte defaultContent[] = { 0xE9, 0xE9, 0xEB, 0xE1, 0x0D, 0x0A, 0x31, 0x30, 0x30, 0x30 }; Common::WriteStream *outFile = saveFileMan->openForSaving(wrappedName); for (int i = 0; i < 10; i++) outFile->writeByte(defaultContent[i]); outFile->finalize(); delete outFile; exists = true; } debug(3, "K_FILEIO_FILE_EXISTS(%s) -> %d", name.c_str(), exists); return make_reg(0, exists); } case K_FILEIO_RENAME: { Common::String oldName = s->_segMan->getString(argv[1]); Common::String newName = s->_segMan->getString(argv[2]); // SCI1.1 returns 0 on success and a DOS error code on fail. SCI32 returns -1 on fail. // We just return -1 for all versions. if (g_engine->getSaveFileManager()->renameSavefile(oldName, newName)) return NULL_REG; else return SIGNAL_REG; } #ifdef ENABLE_SCI32 case K_FILEIO_READ_BYTE: // Read the byte into the low byte of the accumulator return make_reg(0, (s->r_acc.toUint16() & 0xff00) | getFileFromHandle(s, argv[1].toUint16())->_in->readByte()); case K_FILEIO_WRITE_BYTE: getFileFromHandle(s, argv[1].toUint16())->_out->writeByte(argv[2].toUint16() & 0xff); break; case K_FILEIO_READ_WORD: return make_reg(0, getFileFromHandle(s, argv[1].toUint16())->_in->readUint16LE()); case K_FILEIO_WRITE_WORD: getFileFromHandle(s, argv[1].toUint16())->_out->writeUint16LE(argv[2].toUint16()); break; #endif default: error("Unknown FileIO() sub-command: %d", func_nr); } return s->r_acc; } } // End of namespace Sci