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/* 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/savefile.h"
#include "common/stream.h"
#include "common/memstream.h"
#include "sci/sci.h"
#include "sci/engine/file.h"
#include "sci/engine/kernel.h"
#include "sci/engine/savegame.h"
#include "sci/engine/selector.h"
#include "sci/engine/state.h"
namespace Sci {
#ifdef ENABLE_SCI32
uint32 MemoryDynamicRWStream::read(void *dataPtr, uint32 dataSize) {
// Read at most as many bytes as are still available...
if (dataSize > _size - _pos) {
dataSize = _size - _pos;
_eos = true;
}
memcpy(dataPtr, _ptr, dataSize);
_ptr += dataSize;
_pos += dataSize;
return dataSize;
}
SaveFileRewriteStream::SaveFileRewriteStream(const Common::String &fileName,
Common::SeekableReadStream *inFile,
kFileOpenMode mode,
bool compress) :
MemoryDynamicRWStream(DisposeAfterUse::YES),
_fileName(fileName),
_compress(compress) {
const bool truncate = (mode == kFileOpenModeCreate);
const bool seekToEnd = (mode == kFileOpenModeOpenOrCreate);
if (!truncate && inFile) {
const uint s = inFile->size();
ensureCapacity(s);
inFile->read(_data, s);
if (seekToEnd) {
seek(0, SEEK_END);
}
_changed = false;
} else {
_changed = true;
}
}
SaveFileRewriteStream::~SaveFileRewriteStream() {
commit();
}
void SaveFileRewriteStream::commit() {
if (!_changed) {
return;
}
Common::ScopedPtr<Common::WriteStream> outFile(g_sci->getSaveFileManager()->openForSaving(_fileName, _compress));
outFile->write(_data, _size);
_changed = false;
}
#endif
uint findFreeFileHandle(EngineState *s) {
// 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);
}
return handle;
}
/*
* 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, used
* for persisting the results of the "age quiz" across restarts) and in LSL5
* for MEMORY.DRV (which is again a game data file and contains the game's
* password, XOR encrypted).
* 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.
*/
reg_t file_open(EngineState *s, const Common::String &filename, kFileOpenMode mode, bool unwrapFilename) {
Common::String englishName = g_sci->getSciLanguageString(filename, K_LANG_ENGLISH);
englishName.toLowercase();
Common::String wrappedName = unwrapFilename ? g_sci->wrapFilename(englishName) : englishName;
Common::SeekableReadStream *inFile = 0;
Common::WriteStream *outFile = 0;
Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager();
bool isCompressed = true;
const SciGameId gameId = g_sci->getGameId();
// QFG Characters are saved via the CharSave object.
// We leave them uncompressed so that they can be imported in later QFG
// games, even when using the original interpreter.
// We check for room numbers in here, because the file suffix can be changed by the user.
// Rooms/Scripts: QFG1(EGA/VGA): 601, QFG2: 840, QFG3/4: 52
switch (gameId) {
case GID_QFG1:
case GID_QFG1VGA:
if (s->currentRoomNumber() == 601)
isCompressed = false;
break;
case GID_QFG2:
if (s->currentRoomNumber() == 840)
isCompressed = false;
break;
case GID_QFG3:
case GID_QFG4:
if (s->currentRoomNumber() == 52)
isCompressed = false;
break;
#ifdef ENABLE_SCI32
// Hoyle5 has no save games, but creates very simple text-based game options
// files that do not need to be compressed
case GID_HOYLE5:
// Phantasmagoria game scripts create their own save files, so they are
// interoperable with the original interpreter just by renaming them as long
// as they are not compressed. They are also never larger than a couple
// hundred bytes, so compression does not do much here anyway
case GID_PHANTASMAGORIA:
isCompressed = false;
break;
#endif
default:
break;
}
#ifdef ENABLE_SCI32
bool isRewritableFile;
switch (g_sci->getGameId()) {
case GID_PHANTASMAGORIA:
isRewritableFile = (filename == "phantsg.dir" || filename == "chase.dat" || filename == "tmp.dat");
break;
case GID_PQSWAT:
isRewritableFile = (filename == "swat.dat");
break;
default:
isRewritableFile = false;
}
if (isRewritableFile) {
debugC(kDebugLevelFile, " -> file_open opening %s for rewriting", wrappedName.c_str());
inFile = saveFileMan->openForLoading(wrappedName);
// If no matching savestate exists: fall back to reading from a regular
// file
if (!inFile)
inFile = SearchMan.createReadStreamForMember(englishName);
if (mode == kFileOpenModeOpenOrFail && !inFile) {
debugC(kDebugLevelFile, " -> file_open(kFileOpenModeOpenOrFail): failed to open file '%s'", englishName.c_str());
return SIGNAL_REG;
}
SaveFileRewriteStream *stream;
stream = new SaveFileRewriteStream(wrappedName, inFile, mode, isCompressed);
delete inFile;
inFile = stream;
outFile = stream;
} else
#endif
if (mode == kFileOpenModeOpenOrFail) {
// 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);
if (!inFile)
debugC(kDebugLevelFile, " -> file_open(kFileOpenModeOpenOrFail): failed to open file '%s'", englishName.c_str());
} else if (mode == kFileOpenModeCreate) {
// Create the file, destroying any content it might have had
outFile = saveFileMan->openForSaving(wrappedName, isCompressed);
if (!outFile)
debugC(kDebugLevelFile, " -> file_open(kFileOpenModeCreate): failed to create file '%s'", englishName.c_str());
} else if (mode == kFileOpenModeOpenOrCreate) {
// Try to open file, create it if it doesn't exist
outFile = saveFileMan->openForSaving(wrappedName, isCompressed);
if (!outFile)
debugC(kDebugLevelFile, " -> file_open(kFileOpenModeCreate): failed to create file '%s'", englishName.c_str());
// QfG1 opens the character export file with kFileOpenModeCreate 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
debugC(kDebugLevelFile, " -> file_open() failed");
return SIGNAL_REG;
}
uint handle = findFreeFileHandle(s);
s->_fileHandles[handle]._in = inFile;
s->_fileHandles[handle]._out = outFile;
s->_fileHandles[handle]._name = englishName;
debugC(kDebugLevelFile, " -> opened file '%s' with handle %d", englishName.c_str(), handle);
return make_reg(0, handle);
}
FileHandle *getFileFromHandle(EngineState *s, uint handle) {
if ((handle == 0) || ((handle >= kVirtualFileHandleStart) && (handle <= kVirtualFileHandleEnd))) {
error("Attempt to use invalid file handle (%d)", handle);
return 0;
}
if ((handle >= s->_fileHandles.size()) || !s->_fileHandles[handle].isOpen()) {
warning("Attempt to use invalid/unused file handle %d", handle);
return 0;
}
return &s->_fileHandles[handle];
}
int fgets_wrapper(EngineState *s, char *dest, int maxsize, int handle) {
FileHandle *f = getFileFromHandle(s, handle);
if (!f)
return 0;
if (!f->_in) {
error("fgets_wrapper: Trying to read from file '%s' opened for writing", f->_name.c_str());
return 0;
}
int readBytes = 0;
if (maxsize > 1) {
memset(dest, 0, maxsize);
f->_in->readLine(dest, maxsize);
readBytes = Common::strnlen(dest, maxsize); // FIXME: sierra sci returned byte count and didn't react on NUL characters
// The returned string must not have an ending LF
if (readBytes > 0) {
if (dest[readBytes - 1] == 0x0A)
dest[readBytes - 1] = 0;
}
} else {
*dest = 0;
}
debugC(kDebugLevelFile, " -> FGets'ed \"%s\"", dest);
return readBytes;
}
static bool _savegame_sort_byDate(const SavegameDesc &l, const SavegameDesc &r) {
if (l.date != r.date)
return (l.date > r.date);
return (l.time > r.time);
}
bool fillSavegameDesc(const Common::String &filename, SavegameDesc &desc) {
Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager();
Common::ScopedPtr<Common::SeekableReadStream> in(saveFileMan->openForLoading(filename));
if (!in) {
return false;
}
SavegameMetadata meta;
if (!get_savegame_metadata(in.get(), meta) || meta.name.empty()) {
return false;
}
const int id = strtol(filename.end() - 3, NULL, 10);
desc.id = id;
// We need to fix date in here, because we save DDMMYYYY instead of
// YYYYMMDD, so sorting wouldn't work
desc.date = ((meta.saveDate & 0xFFFF) << 16) | ((meta.saveDate & 0xFF0000) >> 8) | ((meta.saveDate & 0xFF000000) >> 24);
desc.time = meta.saveTime;
desc.version = meta.version;
desc.gameVersion = meta.gameVersion;
desc.script0Size = meta.script0Size;
desc.gameObjectOffset = meta.gameObjectOffset;
#ifdef ENABLE_SCI32
if (g_sci->getGameId() == GID_SHIVERS) {
desc.lowScore = meta.lowScore;
desc.highScore = meta.highScore;
} else if (g_sci->getGameId() == GID_MOTHERGOOSEHIRES) {
desc.avatarId = meta.avatarId;
}
#endif
if (meta.name.lastChar() == '\n')
meta.name.deleteLastChar();
// At least Phant2 requires use of strncpy, since it creates save game
// names of exactly kMaxSaveNameLength
strncpy(desc.name, meta.name.c_str(), kMaxSaveNameLength);
return true;
}
// Create an array containing all found savedgames, sorted by creation date
void listSavegames(Common::Array<SavegameDesc> &saves) {
Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager();
Common::StringArray saveNames = saveFileMan->listSavefiles(g_sci->getSavegamePattern());
for (Common::StringArray::const_iterator iter = saveNames.begin(); iter != saveNames.end(); ++iter) {
const Common::String &filename = *iter;
#ifdef ENABLE_SCI32
// exclude new game and autosave slots, except for QFG4,
// whose autosave should appear as a normal saved game
if (g_sci->getGameId() != GID_QFG4) {
const int id = strtol(filename.end() - 3, NULL, 10);
if (id == kNewGameId || id == kAutoSaveId) {
continue;
}
}
#endif
SavegameDesc desc;
if (fillSavegameDesc(filename, desc)) {
saves.push_back(desc);
}
}
// Sort the list by creation date of the saves
Common::sort(saves.begin(), saves.end(), _savegame_sort_byDate);
}
// Find a savedgame according to virtualId and return the position within our array
int findSavegame(Common::Array<SavegameDesc> &saves, int16 savegameId) {
for (uint saveNr = 0; saveNr < saves.size(); saveNr++) {
if (saves[saveNr].id == savegameId)
return saveNr;
}
return -1;
}
#ifdef ENABLE_SCI32
Common::MemoryReadStream *makeCatalogue(const uint maxNumSaves, const uint gameNameSize, const Common::String &fileNamePattern, const bool ramaFormat) {
enum {
kGameIdSize = sizeof(int16),
kNumSavesSize = sizeof(int16),
kFreeSlotSize = sizeof(int16),
kTerminatorSize = kGameIdSize,
kTerminator = 0xFFFF
};
Common::Array<SavegameDesc> games;
listSavegames(games);
const uint numSaves = MIN(games.size(), maxNumSaves);
const uint fileNameSize = fileNamePattern.empty() ? 0 : 12;
const uint entrySize = kGameIdSize + fileNameSize + gameNameSize;
uint dataSize = numSaves * entrySize + kTerminatorSize;
if (ramaFormat) {
dataSize += kNumSavesSize + kFreeSlotSize * maxNumSaves;
}
byte *out = (byte *)malloc(dataSize);
const byte *const data = out;
Common::Array<bool> usedSlots;
if (ramaFormat) {
WRITE_LE_UINT16(out, numSaves);
out += kNumSavesSize;
usedSlots.resize(maxNumSaves);
}
for (uint i = 0; i < numSaves; ++i) {
const SavegameDesc &save = games[i];
const uint16 id = save.id - kSaveIdShift;
if (!ramaFormat) {
WRITE_LE_UINT16(out, id);
out += kGameIdSize;
}
if (fileNameSize) {
const Common::String fileName = Common::String::format(fileNamePattern.c_str(), id);
strncpy(reinterpret_cast<char *>(out), fileName.c_str(), fileNameSize);
out += fileNameSize;
}
// Game names can be up to exactly gameNameSize
strncpy(reinterpret_cast<char *>(out), save.name, gameNameSize);
out += gameNameSize;
if (ramaFormat) {
WRITE_LE_UINT16(out, id);
out += kGameIdSize;
assert(id < maxNumSaves);
usedSlots[id] = true;
}
}
if (ramaFormat) {
// A table indicating which save game slots are occupied
for (uint i = 0; i < usedSlots.size(); ++i) {
WRITE_LE_UINT16(out, !usedSlots[i]);
out += kFreeSlotSize;
}
}
WRITE_LE_UINT16(out, kTerminator);
return new Common::MemoryReadStream(data, dataSize, DisposeAfterUse::YES);
}
#endif
FileHandle::FileHandle() : _in(0), _out(0) {
}
FileHandle::~FileHandle() {
close();
}
void FileHandle::close() {
// NB: It is possible _in and _out are both non-null, but
// then they point to the same object.
if (_in)
delete _in;
else
delete _out;
_in = 0;
_out = 0;
_name.clear();
}
bool FileHandle::isOpen() const {
return _in || _out;
}
void DirSeeker::addAsVirtualFiles(Common::String title, Common::String fileMask) {
Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager();
Common::StringArray foundFiles = saveFileMan->listSavefiles(fileMask);
if (!foundFiles.empty()) {
// Sort all filenames alphabetically
Common::sort(foundFiles.begin(), foundFiles.end());
Common::StringArray::iterator it;
Common::StringArray::iterator it_end = foundFiles.end();
bool titleAdded = false;
for (it = foundFiles.begin(); it != it_end; it++) {
Common::String regularFilename = *it;
Common::String wrappedFilename = Common::String(regularFilename.c_str() + fileMask.size() - 1);
Common::SeekableReadStream *testfile = saveFileMan->openForLoading(regularFilename);
int32 testfileSize = testfile->size();
delete testfile;
if (testfileSize > 1024) // check, if larger than 1k. in that case its a saved game.
continue; // and we dont want to have those in the list
if (!titleAdded) {
_files.push_back(title);
_virtualFiles.push_back("");
titleAdded = true;
}
// We need to remove the prefix for display purposes
_files.push_back(wrappedFilename);
// but remember the actual name as well
_virtualFiles.push_back(regularFilename);
}
}
}
Common::String DirSeeker::getVirtualFilename(uint fileNumber) {
if (fileNumber >= _virtualFiles.size())
error("invalid virtual filename access");
return _virtualFiles[fileNumber];
}
reg_t DirSeeker::firstFile(const Common::String &mask, reg_t buffer, SegManager *segMan) {
// Verify that we are given a valid buffer
if (!buffer.getSegment()) {
error("DirSeeker::firstFile('%s') invoked with invalid buffer", mask.c_str());
return NULL_REG;
}
_outbuffer = buffer;
_files.clear();
_virtualFiles.clear();
int QfGImport = g_sci->inQfGImportRoom();
if (QfGImport) {
_files.clear();
addAsVirtualFiles("-QfG1-", "qfg1-*");
addAsVirtualFiles("-QfG1VGA-", "qfg1vga-*");
if (QfGImport > 2)
addAsVirtualFiles("-QfG2-", "qfg2-*");
if (QfGImport > 3)
addAsVirtualFiles("-QfG3-", "qfg3-*");
if (QfGImport == 3) {
// QfG3 sorts the filelisting itself, we can't let that happen otherwise our
// virtual list would go out-of-sync
reg_t savedHeros = segMan->findObjectByName("savedHeros");
if (!savedHeros.isNull())
writeSelectorValue(segMan, savedHeros, SELECTOR(sort), 0);
}
} else {
// Prefix the mask
const Common::String wrappedMask = g_sci->wrapFilename(mask);
// Obtain a list of all files matching the given mask
Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager();
_files = saveFileMan->listSavefiles(wrappedMask);
}
// Reset the list iterator and write the first match to the output buffer,
// if any.
_iter = _files.begin();
return nextFile(segMan);
}
reg_t DirSeeker::nextFile(SegManager *segMan) {
if (_iter == _files.end()) {
return NULL_REG;
}
Common::String string;
if (_virtualFiles.empty()) {
// Strip the prefix, if we don't got a virtual filelisting
const Common::String wrappedString = *_iter;
string = g_sci->unwrapFilename(wrappedString);
} else {
string = *_iter;
}
if (string.size() > 12)
string = Common::String(string.c_str(), 12);
segMan->strcpy(_outbuffer, string.c_str());
// Return the result and advance the list iterator :)
++_iter;
return _outbuffer;
}
} // End of namespace Sci
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