/* 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 "common/archive.h" #include "common/config-manager.h" #include "common/debug-channels.h" #include "common/file.h" #include "common/macresman.h" #include "common/str.h" #include "common/savefile.h" #include "common/system.h" #include "common/translation.h" #include "common/memstream.h" #include "gui/saveload.h" #include "sci/sci.h" #include "sci/engine/file.h" #include "sci/engine/state.h" #include "sci/engine/kernel.h" #include "sci/engine/savegame.h" #include "sci/sound/audio.h" #include "sci/console.h" namespace Sci { extern reg_t file_open(EngineState *s, const Common::String &filename, int mode, bool unwrapFilename); extern FileHandle *getFileFromHandle(EngineState *s, uint handle); extern int fgets_wrapper(EngineState *s, char *dest, int maxsize, int handle); extern void listSavegames(Common::Array &saves); extern int findSavegame(Common::Array &saves, int16 savegameId); /** * 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], "/"); debugC(kDebugLevelFile, "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_CONFIG_PATH = 5, K_DEVICE_INFO_GET_SAVECAT_NAME = 7, K_DEVICE_INFO_GET_SAVEFILE_NAME = 8 }; reg_t kDeviceInfo(EngineState *s, int argc, reg_t *argv) { if (g_sci->getGameId() == GID_FANMADE && argc == 1) { // WORKAROUND: The fan game script library calls kDeviceInfo with one parameter. // According to the scripts, it wants to call CurDevice. However, it fails to // provide the subop to the function. s->_segMan->strcpy(argv[0], "/"); return s->r_acc; } 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 */ } case K_DEVICE_INFO_GET_CONFIG_PATH: { // Early versions return drive letter, later versions a path string // FIXME: Implement if needed, for now return NULL_REG return NULL_REG; } /* 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]); uint virtualId = argv[3].toUint16(); s->_segMan->strcpy(argv[1], "__throwaway"); debug(3, "K_DEVICE_INFO_GET_SAVEFILE_NAME(%s,%d) -> %s", game_prefix.c_str(), virtualId, "__throwaway"); if ((virtualId < SAVEGAMEID_OFFICIALRANGE_START) || (virtualId > SAVEGAMEID_OFFICIALRANGE_END)) error("kDeviceInfo(deleteSave): invalid savegame ID specified"); uint savegameId = virtualId - SAVEGAMEID_OFFICIALRANGE_START; Common::Array saves; listSavegames(saves); if (findSavegame(saves, savegameId) != -1) { // Confirmed that this id still lives... Common::String filename = g_sci->getSavegameName(savegameId); Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager(); saveFileMan->removeSavefile(filename); } break; } default: error("Unknown DeviceInfo() sub-command: %d", mode); break; } return s->r_acc; } reg_t kCheckFreeSpace(EngineState *s, int argc, reg_t *argv) { if (argc > 1) { // SCI1.1/SCI32 // TODO: don't know if those are right for SCI32 as well // Please note that sierra sci supported both calls either w/ or w/o opcode in SCI1.1 switch (argv[1].toUint16()) { case 0: // return saved game size return make_reg(0, 0); // we return 0 case 1: // return free harddisc space (shifted right somehow) return make_reg(0, 0x7fff); // we return maximum case 2: // same as call w/o opcode break; return make_reg(0, 1); default: error("kCheckFreeSpace: called with unknown sub-op %d", argv[1].toUint16()); } } 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 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.getOffset()); // Always return true return make_reg(0, 1); } #ifdef ENABLE_SCI32 reg_t kCD(EngineState *s, int argc, reg_t *argv) { // TODO: Stub switch (argv[0].toUint16()) { case 0: if (argc == 1) { // Check if a disc is in the drive return TRUE_REG; } else { // Check if the specified disc is in the drive // and return the current disc number. We just // return the requested disc number. return argv[1]; } case 1: // Return the current CD number return make_reg(0, 1); default: warning("CD(%d)", argv[0].toUint16()); } return NULL_REG; } #endif // ---- FileIO operations ----------------------------------------------------- reg_t kFileIO(EngineState *s, int argc, reg_t *argv) { if (!s) return make_reg(0, getSciVersion()); error("not supposed to call this"); } reg_t kFileIOOpen(EngineState *s, int argc, reg_t *argv) { Common::String name = s->_segMan->getString(argv[0]); // SCI32 can call K_FILEIO_OPEN with only one argument. It seems to // just be checking if it exists. int mode = (argc < 2) ? (int)_K_FILE_MODE_OPEN_OR_FAIL : argv[1].toUint16(); bool unwrapFilename = true; // 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(kDebugLevelFile, "Not opening unused file sq4sg.dir"); return SIGNAL_REG; } // Torin's autosave system checks for the presence of autosave.cat // by opening it. Since we don't use .cat files, we instead check // for autosave.000 or autosave.001. // // This has the added benefit of not detecting an SSCI autosave.cat // accompanying SSCI autosave files that we wouldn't be able to load. if (g_sci->getGameId() == GID_TORIN && name == "autosave.cat") { Common::String pattern = g_sci->wrapFilename("autosave.###"); Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager(); bool exists = !saveFileMan->listSavefiles(pattern).empty(); if (exists) { // Dummy handle. Torin only checks if this is SIGNAL_REG, // and calls kFileIOClose on it. return make_reg(0, VIRTUALFILE_HANDLE_SCI32SAVE); } else { return SIGNAL_REG; } } if (name.empty()) { // Happens many times during KQ1 (e.g. when typing something) debugC(kDebugLevelFile, "Attempted to open a file with an empty filename"); return SIGNAL_REG; } debugC(kDebugLevelFile, "kFileIO(open): %s, 0x%x", name.c_str(), mode); if (name.hasPrefix("sciAudio\\")) { // fan-made sciAudio extension, don't create those files and instead return a virtual handle return make_reg(0, VIRTUALFILE_HANDLE_SCIAUDIO); } #ifdef ENABLE_SCI32 // Shivers is trying to store savegame descriptions and current spots in // separate .SG files, which are hardcoded in the scripts. // Essentially, there is a normal save file, created by the executable // and an extra hardcoded save file, created by the game scripts, probably // because they didn't want to modify the save/load code to add the extra // information. // Each slot in the book then has two strings, the save description and a // description of the current spot that the player is at. Currently, the // spot strings are always empty (probably related to the unimplemented // kString subop 14, which gets called right before this call). // For now, we don't allow the creation of these files, which means that // all the spot descriptions next to each slot description will be empty // (they are empty anyway). Until a viable solution is found to handle these // extra files and until the spot description strings are initialized // correctly, we resort to virtual files in order to make the load screen // useable. Without this code it is unusable, as the extra information is // always saved to 0.SG for some reason, but on restore the correct file is // used. Perhaps the virtual ID is not taken into account when saving. // // Future TODO: maintain spot descriptions and show them too, ideally without // having to return to this logic of extra hardcoded files. if (g_sci->getGameId() == GID_SHIVERS && name.hasSuffix(".SG")) { if (mode == _K_FILE_MODE_OPEN_OR_CREATE || mode == _K_FILE_MODE_CREATE) { // Game scripts are trying to create a file with the save // description, stop them here debugC(kDebugLevelFile, "Not creating unused file %s", name.c_str()); return SIGNAL_REG; } else if (mode == _K_FILE_MODE_OPEN_OR_FAIL) { // Create a virtual file containing the save game description // and slot number, as the game scripts expect. int slotNumber; sscanf(name.c_str(), "%d.SG", &slotNumber); Common::Array saves; listSavegames(saves); int savegameNr = findSavegame(saves, slotNumber - SAVEGAMEID_OFFICIALRANGE_START); int size = strlen(saves[savegameNr].name) + 2; char *buf = (char *)malloc(size); strcpy(buf, saves[savegameNr].name); buf[size - 1] = 0; // Spot description (empty) uint handle = findFreeFileHandle(s); s->_fileHandles[handle]._in = new Common::MemoryReadStream((byte *)buf, size, DisposeAfterUse::YES); s->_fileHandles[handle]._out = nullptr; s->_fileHandles[handle]._name = ""; return make_reg(0, handle); } } #endif // QFG import rooms get a virtual filelisting instead of an actual one if (g_sci->inQfGImportRoom()) { // We need to find out what the user actually selected, "savedHeroes" is // already destroyed when we get here. That's why we need to remember // selection via kDrawControl. name = s->_dirseeker.getVirtualFilename(s->_chosenQfGImportItem); unwrapFilename = false; } return file_open(s, name, mode, unwrapFilename); } reg_t kFileIOClose(EngineState *s, int argc, reg_t *argv) { debugC(kDebugLevelFile, "kFileIO(close): %d", argv[0].toUint16()); if (argv[0] == SIGNAL_REG) return s->r_acc; uint16 handle = argv[0].toUint16(); if (handle >= VIRTUALFILE_HANDLE_START) { // it's a virtual handle? ignore it return SIGNAL_REG; } FileHandle *f = getFileFromHandle(s, handle); if (f) { f->close(); if (getSciVersion() <= SCI_VERSION_0_LATE) return s->r_acc; // SCI0 semantics: no value returned return SIGNAL_REG; } if (getSciVersion() <= SCI_VERSION_0_LATE) return s->r_acc; // SCI0 semantics: no value returned return NULL_REG; } reg_t kFileIOReadRaw(EngineState *s, int argc, reg_t *argv) { uint16 handle = argv[0].toUint16(); uint16 size = argv[2].toUint16(); int bytesRead = 0; char *buf = new char[size]; debugC(kDebugLevelFile, "kFileIO(readRaw): %d, %d", handle, size); FileHandle *f = getFileFromHandle(s, handle); if (f) bytesRead = f->_in->read(buf, size); // TODO: What happens if less bytes are read than what has // been requested? (i.e. if bytesRead is non-zero, but still // less than size) if (bytesRead > 0) s->_segMan->memcpy(argv[1], (const byte*)buf, size); delete[] buf; return make_reg(0, bytesRead); } reg_t kFileIOWriteRaw(EngineState *s, int argc, reg_t *argv) { uint16 handle = argv[0].toUint16(); uint16 size = argv[2].toUint16(); char *buf = new char[size]; bool success = false; s->_segMan->memcpy((byte *)buf, argv[1], size); debugC(kDebugLevelFile, "kFileIO(writeRaw): %d, %d", handle, size); FileHandle *f = getFileFromHandle(s, handle); if (f) { f->_out->write(buf, size); success = true; } delete[] buf; if (success) return NULL_REG; return make_reg(0, 6); // DOS - invalid handle } reg_t kFileIOUnlink(EngineState *s, int argc, reg_t *argv) { Common::String name = s->_segMan->getString(argv[0]); Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager(); bool result; // 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 = g_sci->getSavegameName(savedir_nr); result = saveFileMan->removeSavefile(name); } else if (getSciVersion() >= SCI_VERSION_2) { // The file name may be already wrapped, so check both cases result = saveFileMan->removeSavefile(name); if (!result) { const Common::String wrappedName = g_sci->wrapFilename(name); result = saveFileMan->removeSavefile(wrappedName); } } else { const Common::String wrappedName = g_sci->wrapFilename(name); result = saveFileMan->removeSavefile(wrappedName); } debugC(kDebugLevelFile, "kFileIO(unlink): %s", name.c_str()); if (result) return NULL_REG; return make_reg(0, 2); // DOS - file not found error code } reg_t kFileIOReadString(EngineState *s, int argc, reg_t *argv) { uint16 maxsize = argv[1].toUint16(); char *buf = new char[maxsize]; uint16 handle = argv[2].toUint16(); debugC(kDebugLevelFile, "kFileIO(readString): %d, %d", handle, maxsize); uint32 bytesRead; bytesRead = fgets_wrapper(s, buf, maxsize, handle); s->_segMan->memcpy(argv[0], (const byte*)buf, maxsize); delete[] buf; return bytesRead ? argv[0] : NULL_REG; } reg_t kFileIOWriteString(EngineState *s, int argc, reg_t *argv) { int handle = argv[0].toUint16(); Common::String str = s->_segMan->getString(argv[1]); debugC(kDebugLevelFile, "kFileIO(writeString): %d", handle); // Handle sciAudio calls in fanmade games here. sciAudio is an // external .NET library for playing MP3 files in fanmade games. // It runs in the background, and obtains sound commands from the // currently running game via text files (called "conductor files"). // We skip creating these files, and instead handle the calls // directly. Since the sciAudio calls are only creating text files, // this is probably the most straightforward place to handle them. if (handle == VIRTUALFILE_HANDLE_SCIAUDIO) { Common::List::const_iterator iter = s->_executionStack.reverse_begin(); iter--; // sciAudio iter--; // sciAudio child g_sci->_audio->handleFanmadeSciAudio(iter->sendp, s->_segMan); return NULL_REG; } FileHandle *f = getFileFromHandle(s, handle); if (f) { f->_out->write(str.c_str(), str.size()); if (getSciVersion() <= SCI_VERSION_0_LATE) return s->r_acc; // SCI0 semantics: no value returned return NULL_REG; } if (getSciVersion() <= SCI_VERSION_0_LATE) return s->r_acc; // SCI0 semantics: no value returned return make_reg(0, 6); // DOS - invalid handle } reg_t kFileIOSeek(EngineState *s, int argc, reg_t *argv) { uint16 handle = argv[0].toUint16(); uint16 offset = ABS(argv[1].toSint16()); // can be negative uint16 whence = argv[2].toUint16(); debugC(kDebugLevelFile, "kFileIO(seek): %d, %d, %d", handle, offset, whence); FileHandle *f = getFileFromHandle(s, handle); if (f && f->_in) { // Backward seeking isn't supported in zip file streams, thus adapt the // parameters accordingly if games ask for such a seek mode. A known // case where this is requested is the save file manager in Phantasmagoria if (whence == SEEK_END) { whence = SEEK_SET; offset = f->_in->size() - offset; } return make_reg(0, f->_in->seek(offset, whence)); } else if (f && f->_out) { error("kFileIOSeek: Unsupported seek operation on a writeable stream (offset: %d, whence: %d)", offset, whence); } return SIGNAL_REG; } reg_t kFileIOFindFirst(EngineState *s, int argc, reg_t *argv) { Common::String mask = s->_segMan->getString(argv[0]); reg_t buf = argv[1]; int attr = argv[2].toUint16(); // We won't use this, Win32 might, though... debugC(kDebugLevelFile, "kFileIO(findFirst): %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 = "*"; return s->_dirseeker.firstFile(mask, buf, s->_segMan); } reg_t kFileIOFindNext(EngineState *s, int argc, reg_t *argv) { debugC(kDebugLevelFile, "kFileIO(findNext)"); return s->_dirseeker.nextFile(s->_segMan); } reg_t kFileIOExists(EngineState *s, int argc, reg_t *argv) { Common::String name = s->_segMan->getString(argv[0]); bool exists = false; if (g_sci->getGameId() == GID_PEPPER) { // HACK: Special case for Pepper's Adventure in Time // The game checks like crazy for the file CDAUDIO when entering the game menu. // On at least Windows that makes the engine slow down to a crawl and takes at least 1 second. // Should get solved properly by changing the code below. This here is basically for 1.8.0 release. // TODO: Fix this properly. if (name == "CDAUDIO") return NULL_REG; } // TODO: It may apparently be worth caching the existence of // phantsg.dir, and possibly even keeping it open persistently // Check for regular file exists = Common::File::exists(name); // Check for a savegame with the name Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager(); if (!exists) exists = !saveFileMan->listSavefiles(name).empty(); // Try searching for the file prepending "target-" const Common::String wrappedName = g_sci->wrapFilename(name); if (!exists) { exists = !saveFileMan->listSavefiles(wrappedName).empty(); } // SCI2+ debug mode if (DebugMan.isDebugChannelEnabled(kDebugLevelDebugMode)) { if (!exists && name == "1.scr") // PQ4 exists = true; if (!exists && name == "18.scr") // QFG4 exists = true; if (!exists && name == "99.scr") // GK1, KQ7 exists = true; if (!exists && name == "classes") // GK2, SQ6, LSL7 exists = true; } // 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(); exists = !outFile->err(); // check whether we managed to create the file. delete outFile; } // Special case for KQ6 Mac: The game checks for two video files to see // if they exist before it plays them. Since we support multiple naming // schemes for resource fork files, we also need to support that here in // case someone has a "HalfDome.bin" file, etc. if (!exists && g_sci->getGameId() == GID_KQ6 && g_sci->getPlatform() == Common::kPlatformMacintosh && (name == "HalfDome" || name == "Kq6Movie")) exists = Common::MacResManager::exists(name); debugC(kDebugLevelFile, "kFileIO(fileExists) %s -> %d", name.c_str(), exists); return make_reg(0, exists); } reg_t kFileIORename(EngineState *s, int argc, reg_t *argv) { Common::String oldName = s->_segMan->getString(argv[0]); Common::String newName = s->_segMan->getString(argv[1]); // 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_sci->getSaveFileManager()->renameSavefile(oldName, newName)) return NULL_REG; else return SIGNAL_REG; } #ifdef ENABLE_SCI32 reg_t kFileIOReadByte(EngineState *s, int argc, reg_t *argv) { // Read the byte into the low byte of the accumulator FileHandle *f = getFileFromHandle(s, argv[0].toUint16()); if (!f) return NULL_REG; return make_reg(0, (s->r_acc.toUint16() & 0xff00) | f->_in->readByte()); } reg_t kFileIOWriteByte(EngineState *s, int argc, reg_t *argv) { FileHandle *f = getFileFromHandle(s, argv[0].toUint16()); if (f) f->_out->writeByte(argv[1].toUint16() & 0xff); return s->r_acc; // FIXME: does this really not return anything? } reg_t kFileIOReadWord(EngineState *s, int argc, reg_t *argv) { FileHandle *f = getFileFromHandle(s, argv[0].toUint16()); if (!f) return NULL_REG; return make_reg(0, f->_in->readUint16LE()); } reg_t kFileIOWriteWord(EngineState *s, int argc, reg_t *argv) { FileHandle *f = getFileFromHandle(s, argv[0].toUint16()); if (f) f->_out->writeUint16LE(argv[1].toUint16()); return s->r_acc; // FIXME: does this really not return anything? } reg_t kFileIOCreateSaveSlot(EngineState *s, int argc, reg_t *argv) { // Used in Shivers when the user enters his name on the guest book // in the beginning to start the game. // Creates a new save slot, and returns if the operation was successful // Argument 0 denotes the save slot as a negative integer, 2 means "0" // Argument 1 is a string, with the file name, obtained from kSave(5). // The interpreter checks if it can be written to (by checking for free // disk space and write permissions) // We don't really use or need any of this... uint16 saveSlot = argv[0].toUint16(); char* fileName = s->_segMan->lookupString(argv[1])->getRawData(); warning("kFileIOCreateSaveSlot(%d, '%s')", saveSlot, fileName); return TRUE_REG; // slot creation was successful } reg_t kFileIOIsValidDirectory(EngineState *s, int argc, reg_t *argv) { // Used in Torin's Passage and LSL7 to determine if the directory passed as // a parameter (usually the save directory) is valid. We always return true // here. return TRUE_REG; } #endif // ---- Save operations ------------------------------------------------------- #ifdef ENABLE_SCI32 reg_t kSave(EngineState *s, int argc, reg_t *argv) { if (!s) return make_reg(0, getSciVersion()); error("not supposed to call this"); } #endif reg_t kSaveGame(EngineState *s, int argc, reg_t *argv) { Common::String game_id = !argv[0].isNull() ? s->_segMan->getString(argv[0]) : ""; int16 virtualId = argv[1].toSint16(); int16 savegameId = -1; Common::String game_description; Common::String version; if (argc > 3) version = s->_segMan->getString(argv[3]); // We check here, we don't want to delete a users save in case we are within a kernel function if (s->executionStackBase) { warning("kSaveGame - won't save from within kernel function"); return NULL_REG; } // Torin has two sets of saves: autosave.### and torinsg.###, both with // their own slots and .cat file. // The autosave system uses autosave.000 and autosave.001. // It also checks the presence of autosave.cat to determine if it should // show the chapter selection menu on startup. (See kFileIOOpen.) bool torinAutosave = g_sci->getGameId() == GID_TORIN && game_id == "Autosave"; if (argv[0].isNull()) { // Direct call, from a patched Game::save if ((argv[1] != SIGNAL_REG) || (!argv[2].isNull())) error("kSaveGame: assumed patched call isn't accurate"); // we are supposed to show a dialog for the user and let him choose where to save g_sci->_soundCmd->pauseAll(true); // pause music GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true); savegameId = dialog->runModalWithCurrentTarget(); game_description = dialog->getResultString(); if (game_description.empty()) { // create our own description for the saved game, the user didn't enter it game_description = dialog->createDefaultSaveDescription(savegameId); } delete dialog; g_sci->_soundCmd->pauseAll(false); // unpause music (we can't have it paused during save) if (savegameId < 0) return NULL_REG; } else if (torinAutosave) { if (argv[2].isNull()) error("kSaveGame: called with description being NULL"); game_description = s->_segMan->getString(argv[2]); savegameId = virtualId; debug(3, "kSaveGame(%s,%d,%s,%s) [Torin autosave]", game_id.c_str(), virtualId, game_description.c_str(), version.c_str()); } else { // Real call from script if (argv[2].isNull()) error("kSaveGame: called with description being NULL"); game_description = s->_segMan->getString(argv[2]); debug(3, "kSaveGame(%s,%d,%s,%s)", game_id.c_str(), virtualId, game_description.c_str(), version.c_str()); Common::Array saves; listSavegames(saves); if ((virtualId >= SAVEGAMEID_OFFICIALRANGE_START) && (virtualId <= SAVEGAMEID_OFFICIALRANGE_END)) { // savegameId is an actual Id, so search for it just to make sure savegameId = virtualId - SAVEGAMEID_OFFICIALRANGE_START; if (findSavegame(saves, savegameId) == -1) return NULL_REG; } else if (virtualId < SAVEGAMEID_OFFICIALRANGE_START) { // virtualId is low, we assume that scripts expect us to create new slot switch (g_sci->getGameId()) { case GID_JONES: // Jones has one save slot only savegameId = 0; break; case GID_FANMADE: { // Fanmade game, try to identify the game const char *gameName = g_sci->getGameObjectName(); if (strcmp(gameName, "CascadeQuest") == 0) { // Cascade Quest calls us directly to auto-save and uses slot 99, // put that save into slot 0 (ScummVM auto-save slot) see bug #7007 if (virtualId == (SAVEGAMEID_OFFICIALRANGE_START - 1)) { savegameId = 0; } } break; } default: break; } if (savegameId < 0) { // savegameId not set yet if (virtualId == s->_lastSaveVirtualId) { // if last virtual id is the same as this one, we assume that caller wants to overwrite last save savegameId = s->_lastSaveNewId; } else { uint savegameNr; // savegameId is in lower range, scripts expect us to create a new slot for (savegameId = SAVEGAMESLOT_FIRST; savegameId <= SAVEGAMESLOT_LAST; savegameId++) { for (savegameNr = 0; savegameNr < saves.size(); savegameNr++) { if (savegameId == saves[savegameNr].id) break; } if (savegameNr == saves.size()) // Slot not found, seems to be good to go break; } if (savegameId > SAVEGAMESLOT_LAST) error("kSavegame: no more savegame slots available"); } } } else { error("kSaveGame: invalid savegameId used"); } // Save in case caller wants to overwrite last newly created save s->_lastSaveVirtualId = virtualId; s->_lastSaveNewId = savegameId; } s->r_acc = NULL_REG; Common::String filename = g_sci->getSavegameName(savegameId); Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager(); Common::OutSaveFile *out; if (torinAutosave) { filename = g_sci->wrapFilename(Common::String::format("autosave.%03d", savegameId)); } out = saveFileMan->openForSaving(filename); if (!out) { warning("Error opening savegame \"%s\" for writing", filename.c_str()); } else { if (!gamestate_save(s, out, game_description, version)) { warning("Saving the game failed"); } else { s->r_acc = TRUE_REG; // save successful } out->finalize(); if (out->err()) { warning("Writing the savegame failed"); s->r_acc = NULL_REG; // write failure } delete out; } return s->r_acc; } reg_t kRestoreGame(EngineState *s, int argc, reg_t *argv) { Common::String game_id = !argv[0].isNull() ? s->_segMan->getString(argv[0]) : ""; int16 savegameId = argv[1].toSint16(); bool pausedMusic = false; debug(3, "kRestoreGame(%s,%d)", game_id.c_str(), savegameId); // See comment in kSaveGame bool torinAutosave = g_sci->getGameId() == GID_TORIN && game_id == "Autosave"; if (argv[0].isNull()) { // Direct call, either from launcher or from a patched Game::restore if (savegameId == -1) { // we are supposed to show a dialog for the user and let him choose a saved game g_sci->_soundCmd->pauseAll(true); // pause music GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false); savegameId = dialog->runModalWithCurrentTarget(); delete dialog; if (savegameId < 0) { g_sci->_soundCmd->pauseAll(false); // unpause music return s->r_acc; } pausedMusic = true; } // don't adjust ID of the saved game, it's already correct } else if (!torinAutosave) { if (g_sci->getGameId() == GID_JONES) { // Jones has one save slot only savegameId = 0; } else { // Real call from script, we need to adjust ID if ((savegameId < SAVEGAMEID_OFFICIALRANGE_START) || (savegameId > SAVEGAMEID_OFFICIALRANGE_END)) { warning("Savegame ID %d is not allowed", savegameId); return TRUE_REG; } savegameId -= SAVEGAMEID_OFFICIALRANGE_START; } } s->r_acc = NULL_REG; // signals success Common::Array saves; if (!torinAutosave) listSavegames(saves); if (!torinAutosave && findSavegame(saves, savegameId) == -1) { s->r_acc = TRUE_REG; warning("Savegame ID %d not found", savegameId); } else { Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager(); Common::String filename = g_sci->getSavegameName(savegameId); Common::SeekableReadStream *in; if (torinAutosave) { filename = g_sci->wrapFilename(Common::String::format("autosave.%03d", savegameId)); } in = saveFileMan->openForLoading(filename); if (in) { // found a savegame file gamestate_restore(s, in); delete in; gamestate_afterRestoreFixUp(s, savegameId); } else { s->r_acc = TRUE_REG; warning("Savegame #%d not found", savegameId); } } if (!s->r_acc.isNull()) { // no success? if (pausedMusic) g_sci->_soundCmd->pauseAll(false); // unpause music } return s->r_acc; } reg_t kGetSaveDir(EngineState *s, int argc, reg_t *argv) { #ifdef ENABLE_SCI32 // SCI32 uses a parameter here. It is used to modify a string, stored in a // global variable, so that game scripts store the save directory. We // don't really set a save game directory, thus not setting the string to // anything is the correct thing to do here. //if (argc > 0) // warning("kGetSaveDir called with %d parameter(s): %04x:%04x", argc, PRINT_REG(argv[0])); #endif return s->_segMan->getSaveDirPtr(); } reg_t kCheckSaveGame(EngineState *s, int argc, reg_t *argv) { Common::String game_id = s->_segMan->getString(argv[0]); uint16 virtualId = argv[1].toUint16(); debug(3, "kCheckSaveGame(%s, %d)", game_id.c_str(), virtualId); Common::Array saves; listSavegames(saves); // we allow 0 (happens in QfG2 when trying to restore from an empty saved game list) and return false in that case if (virtualId == 0) return NULL_REG; uint savegameId = 0; if (g_sci->getGameId() == GID_JONES) { // Jones has one save slot only } else { // Find saved game if ((virtualId < SAVEGAMEID_OFFICIALRANGE_START) || (virtualId > SAVEGAMEID_OFFICIALRANGE_END)) error("kCheckSaveGame: called with invalid savegame ID (%d)", virtualId); savegameId = virtualId - SAVEGAMEID_OFFICIALRANGE_START; } int savegameNr = findSavegame(saves, savegameId); if (savegameNr == -1) return NULL_REG; // Check for compatible savegame version int ver = saves[savegameNr].version; if (ver < MINIMUM_SAVEGAME_VERSION || ver > CURRENT_SAVEGAME_VERSION) return NULL_REG; // Otherwise we assume the savegame is OK return TRUE_REG; } reg_t kGetSaveFiles(EngineState *s, int argc, reg_t *argv) { Common::String game_id = s->_segMan->getString(argv[0]); debug(3, "kGetSaveFiles(%s)", game_id.c_str()); // Scripts ask for current save files, we can assume that if afterwards they ask us to create a new slot they really // mean new slot instead of overwriting the old one s->_lastSaveVirtualId = SAVEGAMEID_OFFICIALRANGE_START; Common::Array saves; listSavegames(saves); uint totalSaves = MIN(saves.size(), MAX_SAVEGAME_NR); reg_t *slot = s->_segMan->derefRegPtr(argv[2], totalSaves); if (!slot) { warning("kGetSaveFiles: %04X:%04X invalid or too small to hold slot data", PRINT_REG(argv[2])); totalSaves = 0; } const uint bufSize = (totalSaves * SCI_MAX_SAVENAME_LENGTH) + 1; char *saveNames = new char[bufSize]; char *saveNamePtr = saveNames; for (uint i = 0; i < totalSaves; i++) { *slot++ = make_reg(0, saves[i].id + SAVEGAMEID_OFFICIALRANGE_START); // Store the virtual savegame ID (see above) strcpy(saveNamePtr, saves[i].name); saveNamePtr += SCI_MAX_SAVENAME_LENGTH; } *saveNamePtr = 0; // Terminate list s->_segMan->memcpy(argv[1], (byte *)saveNames, bufSize); delete[] saveNames; return make_reg(0, totalSaves); } #ifdef ENABLE_SCI32 reg_t kMakeSaveCatName(EngineState *s, int argc, reg_t *argv) { // Normally, this creates the name of the save catalogue/directory to save into. // First parameter is the string to save the result into. Second is a string // with game parameters. We don't have a use for this at all, as we have our own // savegame directory management, thus we always return an empty string. return argv[0]; } reg_t kMakeSaveFileName(EngineState *s, int argc, reg_t *argv) { // Creates a savegame name from a slot number. Used when deleting saved games. // Param 0: the output buffer (same as in kMakeSaveCatName) // Param 1: a string with game parameters, ignored // Param 2: the selected slot SciString *resultString = s->_segMan->lookupString(argv[0]); uint16 virtualId = argv[2].toUint16(); if ((virtualId < SAVEGAMEID_OFFICIALRANGE_START) || (virtualId > SAVEGAMEID_OFFICIALRANGE_END)) error("kMakeSaveFileName: invalid savegame ID specified"); uint saveSlot = virtualId - SAVEGAMEID_OFFICIALRANGE_START; Common::Array saves; listSavegames(saves); Common::String filename = g_sci->getSavegameName(saveSlot); resultString->fromString(filename); return argv[0]; } reg_t kAutoSave(EngineState *s, int argc, reg_t *argv) { // TODO // This is a timer callback, with 1 parameter: the timer object // (e.g. "timers"). // It's used for auto-saving (i.e. save every X minutes, by checking // the elapsed time from the timer object) // This function has to return something other than 0 to proceed return TRUE_REG; } #endif } // End of namespace Sci