1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
|
/* 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.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "common/fs.h"
#include "common/savefile.h"
#include "common/zlib.h"
#include "sword25/kernel/kernel.h"
#include "sword25/kernel/persistenceservice.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include "sword25/kernel/outputpersistenceblock.h"
#include "sword25/kernel/filesystemutil.h"
#include "sword25/gfx/graphicengine.h"
#include "sword25/sfx/soundengine.h"
#include "sword25/input/inputengine.h"
#include "sword25/math/regionregistry.h"
#include "sword25/script/script.h"
namespace Sword25 {
//static const char *SAVEGAME_EXTENSION = ".b25s";
static const char *SAVEGAME_DIRECTORY = "saves";
static const char *FILE_MARKER = "BS25SAVEGAME";
static const uint SLOT_COUNT = 18;
static const uint FILE_COPY_BUFFER_SIZE = 1024 * 10;
static const char *VERSIONIDOLD = "SCUMMVM1";
static const char *VERSIONID = "SCUMMVM2";
static const int VERSIONNUM = 2;
#define MAX_SAVEGAME_SIZE 100
char gameTarget[MAX_SAVEGAME_SIZE];
void setGameTarget(const char *target) {
strncpy(gameTarget, target, MAX_SAVEGAME_SIZE - 1);
}
static Common::String generateSavegameFilename(uint slotID) {
char buffer[MAX_SAVEGAME_SIZE];
snprintf(buffer, MAX_SAVEGAME_SIZE, "%s.%.3d", gameTarget, slotID);
return Common::String(buffer);
}
static Common::String formatTimestamp(TimeDate time) {
// In the original BS2.5 engine, this used a local object to show the date/time as as a string.
// For now in ScummVM it's being hardcoded to 'dd-MON-yyyy hh:mm:ss'
Common::String monthList[12] = {
"Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec"
};
char buffer[100];
snprintf(buffer, 100, "%.2d-%s-%.4d %.2d:%.2d:%.2d",
time.tm_mday, monthList[time.tm_mon].c_str(), 1900 + time.tm_year,
time.tm_hour, time.tm_min, time.tm_sec
);
return Common::String(buffer);
}
static Common::String loadString(Common::InSaveFile *in, uint maxSize = 999) {
Common::String result;
char ch = (char)in->readByte();
while (ch != '\0') {
result += ch;
if (result.size() >= maxSize)
break;
ch = (char)in->readByte();
}
return result;
}
struct SavegameInformation {
bool isOccupied;
bool isCompatible;
Common::String description;
int version;
uint gamedataLength;
uint gamedataOffset;
uint gamedataUncompressedLength;
SavegameInformation() {
clear();
}
void clear() {
isOccupied = false;
isCompatible = false;
description = "";
gamedataLength = 0;
gamedataOffset = 0;
gamedataUncompressedLength = 0;
}
};
struct PersistenceService::Impl {
SavegameInformation _savegameInformations[SLOT_COUNT];
Impl() {
reloadSlots();
}
void reloadSlots() {
// Iterate through all the saved games, and read their thumbnails.
for (uint i = 0; i < SLOT_COUNT; ++i) {
readSlotSavegameInformation(i);
}
}
void readSlotSavegameInformation(uint slotID) {
// Get the information corresponding to the requested save slot.
SavegameInformation &curSavegameInfo = _savegameInformations[slotID];
curSavegameInfo.clear();
// Generate the save slot file name.
Common::String filename = generateSavegameFilename(slotID);
// Try to open the savegame for loading
Common::SaveFileManager *sfm = g_system->getSavefileManager();
Common::InSaveFile *file = sfm->openForLoading(filename);
if (file) {
// Read in the header
Common::String storedMarker = loadString(file);
Common::String storedVersionID = loadString(file);
if (storedVersionID == VERSIONIDOLD) {
curSavegameInfo.version = 1;
} else {
Common::String versionNum = loadString(file);
curSavegameInfo.version = atoi(versionNum.c_str());
}
Common::String gameDescription = loadString(file);
Common::String gamedataLength = loadString(file);
curSavegameInfo.gamedataLength = atoi(gamedataLength.c_str());
Common::String gamedataUncompressedLength = loadString(file);
curSavegameInfo.gamedataUncompressedLength = atoi(gamedataUncompressedLength.c_str());
// If the header can be read in and is detected to be valid, we will have a valid file
if (storedMarker == FILE_MARKER) {
// The slot is marked as occupied.
curSavegameInfo.isOccupied = true;
// Check if the saved game is compatible with the current engine version.
curSavegameInfo.isCompatible = (curSavegameInfo.version <= VERSIONNUM);
// Load the save game description.
curSavegameInfo.description = gameDescription;
// The offset to the stored save game data within the file.
// This reflects the current position, as the header information
// is still followed by a space as separator.
curSavegameInfo.gamedataOffset = static_cast<uint>(file->pos());
}
delete file;
}
}
};
PersistenceService &PersistenceService::getInstance() {
static PersistenceService instance;
return instance;
}
PersistenceService::PersistenceService() : _impl(new Impl) {
}
PersistenceService::~PersistenceService() {
delete _impl;
}
void PersistenceService::reloadSlots() {
_impl->reloadSlots();
}
uint PersistenceService::getSlotCount() {
return SLOT_COUNT;
}
Common::String PersistenceService::getSavegameDirectory() {
Common::FSNode node(FileSystemUtil::getUserdataDirectory());
Common::FSNode childNode = node.getChild(SAVEGAME_DIRECTORY);
// Try and return the path using the savegame subfolder. But if doesn't exist, fall back on the data directory
if (childNode.exists())
return childNode.getPath();
return node.getPath();
}
namespace {
bool checkslotID(uint slotID) {
// �berpr�fen, ob die Slot-ID zul�ssig ist.
if (slotID >= SLOT_COUNT) {
error("Tried to access an invalid slot (%d). Only slot ids from 0 to %d are allowed.", slotID, SLOT_COUNT - 1);
return false;
} else {
return true;
}
}
}
bool PersistenceService::isSlotOccupied(uint slotID) {
if (!checkslotID(slotID))
return false;
return _impl->_savegameInformations[slotID].isOccupied;
}
bool PersistenceService::isSavegameCompatible(uint slotID) {
if (!checkslotID(slotID))
return false;
return _impl->_savegameInformations[slotID].isCompatible;
}
Common::String &PersistenceService::getSavegameDescription(uint slotID) {
static Common::String emptyString;
if (!checkslotID(slotID))
return emptyString;
return _impl->_savegameInformations[slotID].description;
}
Common::String &PersistenceService::getSavegameFilename(uint slotID) {
static Common::String result;
if (!checkslotID(slotID))
return result;
result = generateSavegameFilename(slotID);
return result;
}
int PersistenceService::getSavegameVersion(uint slotID) {
if (!checkslotID(slotID))
return -1;
return _impl->_savegameInformations[slotID].version;
}
bool PersistenceService::saveGame(uint slotID, const Common::String &screenshotFilename) {
// FIXME: This code is a hack which bypasses the savefile API,
// and should eventually be removed.
// �berpr�fen, ob die Slot-ID zul�ssig ist.
if (slotID >= SLOT_COUNT) {
error("Tried to save to an invalid slot (%d). Only slot ids form 0 to %d are allowed.", slotID, SLOT_COUNT - 1);
return false;
}
// Dateinamen erzeugen.
Common::String filename = generateSavegameFilename(slotID);
// Spielstanddatei �ffnen und die Headerdaten schreiben.
Common::SaveFileManager *sfm = g_system->getSavefileManager();
Common::OutSaveFile *file = sfm->openForSaving(filename);
file->writeString(FILE_MARKER);
file->writeByte(0);
file->writeString(VERSIONID);
file->writeByte(0);
char buf[20];
snprintf(buf, 20, "%d", VERSIONNUM);
file->writeString(buf);
file->writeByte(0);
TimeDate dt;
g_system->getTimeAndDate(dt);
file->writeString(formatTimestamp(dt));
file->writeByte(0);
if (file->err()) {
error("Unable to write header data to savegame file \"%s\".", filename.c_str());
}
// Alle notwendigen Module persistieren.
OutputPersistenceBlock writer;
bool success = true;
success &= Kernel::getInstance()->getScript()->persist(writer);
success &= RegionRegistry::instance().persist(writer);
success &= Kernel::getInstance()->getGfx()->persist(writer);
success &= Kernel::getInstance()->getSfx()->persist(writer);
success &= Kernel::getInstance()->getInput()->persist(writer);
if (!success) {
error("Unable to persist modules for savegame file \"%s\".", filename.c_str());
}
// Write the save game data uncompressed, since the final saved game will be
// compressed anyway.
char sBuffer[10];
snprintf(sBuffer, 10, "%u", writer.getDataSize());
file->writeString(sBuffer);
file->writeByte(0);
snprintf(sBuffer, 10, "%u", writer.getDataSize());
file->writeString(sBuffer);
file->writeByte(0);
file->write(writer.getData(), writer.getDataSize());
// Get the screenshot
Common::SeekableReadStream *thumbnail = Kernel::getInstance()->getGfx()->getThumbnail();
if (thumbnail) {
byte *buffer = new byte[FILE_COPY_BUFFER_SIZE];
thumbnail->seek(0, SEEK_SET);
while (!thumbnail->eos()) {
int bytesRead = thumbnail->read(&buffer[0], FILE_COPY_BUFFER_SIZE);
file->write(&buffer[0], bytesRead);
}
delete[] buffer;
} else {
warning("The screenshot file \"%s\" does not exist. Savegame is written without a screenshot.", filename.c_str());
}
file->finalize();
delete file;
// Savegameinformationen f�r diesen Slot aktualisieren.
_impl->readSlotSavegameInformation(slotID);
// Empty the cache, to remove old thumbnails
Kernel::getInstance()->getResourceManager()->emptyThumbnailCache();
// Erfolg signalisieren.
return true;
}
bool PersistenceService::loadGame(uint slotID) {
Common::SaveFileManager *sfm = g_system->getSavefileManager();
Common::InSaveFile *file;
// �berpr�fen, ob die Slot-ID zul�ssig ist.
if (slotID >= SLOT_COUNT) {
error("Tried to load from an invalid slot (%d). Only slot ids form 0 to %d are allowed.", slotID, SLOT_COUNT - 1);
return false;
}
SavegameInformation &curSavegameInfo = _impl->_savegameInformations[slotID];
// �berpr�fen, ob der Slot belegt ist.
if (!curSavegameInfo.isOccupied) {
error("Tried to load from an empty slot (%d).", slotID);
return false;
}
// �berpr�fen, ob der Spielstand im angegebenen Slot mit der aktuellen Engine-Version kompatibel ist.
// Im Debug-Modus wird dieser Test �bersprungen. F�r das Testen ist es hinderlich auf die Einhaltung dieser strengen Bedingung zu bestehen,
// da sich die Versions-ID bei jeder Code�nderung mit�ndert.
#ifndef DEBUG
if (!curSavegameInfo.isCompatible) {
error("Tried to load a savegame (%d) that is not compatible with this engine version.", slotID);
return false;
}
#endif
byte *compressedDataBuffer = new byte[curSavegameInfo.gamedataLength];
byte *uncompressedDataBuffer = new byte[curSavegameInfo.gamedataUncompressedLength];
Common::String filename = generateSavegameFilename(slotID);
file = sfm->openForLoading(filename);
file->seek(curSavegameInfo.gamedataOffset);
file->read(reinterpret_cast<char *>(&compressedDataBuffer[0]), curSavegameInfo.gamedataLength);
if (file->err()) {
error("Unable to load the gamedata from the savegame file \"%s\".", filename.c_str());
delete[] compressedDataBuffer;
delete[] uncompressedDataBuffer;
return false;
}
// Uncompress game data, if needed.
unsigned long uncompressedBufferSize = curSavegameInfo.gamedataUncompressedLength;
if (uncompressedBufferSize > curSavegameInfo.gamedataLength) {
// Older saved game, where the game data was compressed again.
if (!Common::uncompress(reinterpret_cast<byte *>(&uncompressedDataBuffer[0]), &uncompressedBufferSize,
reinterpret_cast<byte *>(&compressedDataBuffer[0]), curSavegameInfo.gamedataLength)) {
error("Unable to decompress the gamedata from savegame file \"%s\".", filename.c_str());
delete[] uncompressedDataBuffer;
delete[] compressedDataBuffer;
delete file;
return false;
}
} else {
// Newer saved game with uncompressed game data, copy it as-is.
memcpy(uncompressedDataBuffer, compressedDataBuffer, uncompressedBufferSize);
}
InputPersistenceBlock reader(&uncompressedDataBuffer[0], curSavegameInfo.gamedataUncompressedLength, curSavegameInfo.version);
// Einzelne Engine-Module depersistieren.
bool success = true;
success &= Kernel::getInstance()->getScript()->unpersist(reader);
// Muss unbedingt nach Script passieren. Da sonst die bereits wiederhergestellten Regions per Garbage-Collection gekillt werden.
success &= RegionRegistry::instance().unpersist(reader);
success &= Kernel::getInstance()->getGfx()->unpersist(reader);
success &= Kernel::getInstance()->getSfx()->unpersist(reader);
success &= Kernel::getInstance()->getInput()->unpersist(reader);
delete[] compressedDataBuffer;
delete[] uncompressedDataBuffer;
delete file;
if (!success) {
error("Unable to unpersist the gamedata from savegame file \"%s\".", filename.c_str());
return false;
}
return true;
}
} // End of namespace Sword25
|