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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/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"
#ifdef ENABLE_SCI32
#include "sci/resource.h"
#endif
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<SavegameDesc> &saves);
extern int findSavegame(Common::Array<SavegameDesc> &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<SavegameDesc> 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) {
if (!s)
return make_reg(0, getSciVersion());
error("not supposed to call this");
}
reg_t kCheckCD(EngineState *s, int argc, reg_t *argv) {
const int16 cdNo = argc > 0 ? argv[0].toSint16() : 0;
if (cdNo) {
g_sci->getResMan()->findDisc(cdNo);
}
return make_reg(0, g_sci->getResMan()->getCurrentDiscNo());
}
reg_t kGetSavedCD(EngineState *s, int argc, reg_t *argv) {
// TODO: This is wrong, CD number needs to be available prior to
// the save game being loaded
return make_reg(0, g_sci->getResMan()->getCurrentDiscNo());
}
#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.
//
// The same logic is being followed for torinsg.cat - this shows
// the "Open..." button when continuing a game.
//
// 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" || name == "torinsg.cat")) {
Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager();
const Common::String pattern = (name == "autosave.cat") ? g_sci->wrapFilename("autosave.###") : g_sci->getSavegamePattern();
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<SavegameDesc> 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<SavegameDesc> 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<ExecStack>::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<int16>(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]);
// We don't fully implement all cases that could occur here, and
// assume the file to be renamed is a wrapped filename.
// Known usage: In Phant1 and KQ7 while deleting savegames.
// The scripts rewrite the dir file as a temporary file, and then
// rename it to the actual dir file.
oldName = g_sci->wrapFilename(oldName);
newName = g_sci->wrapFilename(newName);
// 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<SavegameDesc> 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<SavegameDesc> 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<SavegameDesc> 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<SavegameDesc> saves;
listSavegames(saves);
uint totalSaves = MIN<uint>(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<SavegameDesc> 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
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