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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 3 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, see <http://www.gnu.org/licenses/>.
*
*
* This file is dual-licensed.
* In addition to the GPLv3 license mentioned above, this code is also
* licensed under LGPL 2.1. See LICENSES/COPYING.LGPL file for the
* full text of the license.
*
*/
#include "gob/save/saveload.h"
#include "gob/save/saveconverter.h"
#include "gob/inter.h"
#include "gob/variables.h"
namespace Gob {
SaveLoad_Adibou1::SaveFile SaveLoad_Adibou1::_saveFiles[] = {
{ "bou.inf", kSaveModeSave, nullptr, "adibou1"},
{ "dessin.inf", kSaveModeSave, nullptr, "paint game drawing"},
{ "const.inf", kSaveModeSave, nullptr, "construction game"},
{ "menu.inf", kSaveModeSave, nullptr, "temporary sprite"},
{ "dessin1.inf", kSaveModeSave, nullptr, "paint game drawing"},
{ "dessin2.inf", kSaveModeSave, nullptr, "paint game drawing"},
{ "dessin3.inf", kSaveModeSave, nullptr, "paint game drawing"},
{ "dessin4.inf", kSaveModeSave, nullptr, "paint game drawing"},
{ "dessin5.inf", kSaveModeSave, nullptr, "paint game drawing"},
{ "dessin6.inf", kSaveModeSave, nullptr, "paint game drawing"},
{ "dessin7.inf", kSaveModeSave, nullptr, "paint game drawing"},
{ "dessin8.inf", kSaveModeSave, nullptr, "paint game drawing"},
{ "a:\\bou.inf", kSaveModeIgnore, nullptr, "copy of the savegame to be sent "
"to Coktel Vision on a floppy"
"when completing the game"},
};
SaveLoad_Adibou1::SaveLoad_Adibou1(GobEngine *vm, const char *targetName) :
SaveLoad(vm) {
uint32 index = 0;
_saveFiles[index++].handler = _bouHandler = new GameFileHandler(vm, targetName, "bouinf");
_saveFiles[index++].handler = _drawingHandler = new SpriteHandler(vm, targetName, "drawing");
_saveFiles[index++].handler = _constructionHandler = new GameFileHandler(vm, targetName, "construction");
_saveFiles[index++].handler = _menuHandler = new TempSpriteHandler(vm);
for (int i = 0; i < kAdibou1NbrOfDrawings; i++) {
_saveFiles[index++].handler = _drawingWithThumbnailHandler[i] = new DrawingWithThumbnailHandler(vm,
targetName,
Common::String::format("drawing%02d", i + 1));
}
}
SaveLoad_Adibou1::~SaveLoad_Adibou1() {
delete _bouHandler;
delete _drawingHandler;
delete _constructionHandler;
delete _menuHandler;
for (int i = 0; i < kAdibou1NbrOfDrawings; i++)
delete _drawingWithThumbnailHandler[i];
}
SaveLoad_Adibou1::SpriteHandler::File::File(GobEngine *vm, const Common::String &base, const Common::String &ext) :
SlotFileStatic(vm, base, ext) {
}
SaveLoad_Adibou1::SpriteHandler::File::~File() {
}
SaveLoad_Adibou1::SpriteHandler::SpriteHandler(GobEngine *vm, const Common::String &target, const Common::String &ext)
: TempSpriteHandler(vm), _file(vm, target, ext) {
}
SaveLoad_Adibou1::SpriteHandler::~SpriteHandler() {
}
int32 SaveLoad_Adibou1::SpriteHandler::getSize() {
Common::String fileName = _file.build();
if (fileName.empty())
return -1;
SaveReader reader(1, 0, fileName);
SaveHeader header;
if (!reader.load())
return -1;
if (!reader.readPartHeader(0, &header))
return -1;
// Return the part's size
return header.getSize();
}
bool SaveLoad_Adibou1::SpriteHandler::load(int16 dataVar, int32 size, int32 offset) {
if (!TempSpriteHandler::createFromSprite(dataVar, size, offset))
return false;
Common::String fileName = _file.build();
if (fileName.empty())
return false;
SaveReader reader(1, 0, fileName);
if (!reader.load())
return false;
if (!reader.readPart(0, _sprite))
return false;
return TempSpriteHandler::load(dataVar, size, offset);
}
bool SaveLoad_Adibou1::SpriteHandler::save(int16 dataVar, int32 size, int32 offset) {
if (!TempSpriteHandler::save(dataVar, size, offset))
return false;
Common::String fileName = _file.build();
if (fileName.empty())
return false;
SaveWriter writer(1, 0, fileName);
return writer.writePart(0, _sprite);
}
SaveLoad_Adibou1::DrawingWithThumbnailHandler::File::File(GobEngine *vm, const Common::String &base, const Common::String &ext) :
SlotFileStatic(vm, base, ext) {
}
SaveLoad_Adibou1::DrawingWithThumbnailHandler::File::~File() {
}
SaveLoad_Adibou1::DrawingWithThumbnailHandler::DrawingWithThumbnailHandler(GobEngine *vm,
const Common::String &target,
const Common::String &ext)
: TempSpriteHandler(vm), _file(vm, target, ext) {
Common::String fileName = _file.build();
_reader = new SaveReader(2, 0, fileName); // Two parts: the thumbnail + the actual drawing
_writer = new SaveWriter(2, 0, fileName);
}
SaveLoad_Adibou1::DrawingWithThumbnailHandler::~DrawingWithThumbnailHandler() {
delete _reader;
delete _writer;
}
int32 SaveLoad_Adibou1::DrawingWithThumbnailHandler::getSize() {
if (!_reader)
return -1;
if (!_reader->load())
return -1;
SaveHeader header1, header2;
if (!_reader->readPartHeader(0, &header1))
return -1;
if (!_reader->readPartHeader(1, &header2))
return -1;
return header1.getSize() + header2.getSize();
}
bool SaveLoad_Adibou1::DrawingWithThumbnailHandler::load(int16 dataVar, int32 size, int32 offset) {
if (!TempSpriteHandler::createFromSprite(dataVar, size, offset))
return false;
Common::String fileName = _file.build();
if (fileName.empty())
return false;
if (!_reader->load())
return false;
uint32 part = (offset == 0) ? 0 : 1;
if (!_reader->readPart(part, _sprite))
return false;
return TempSpriteHandler::load(dataVar, size, offset);
}
bool SaveLoad_Adibou1::DrawingWithThumbnailHandler::save(int16 dataVar, int32 size, int32 offset) {
if (!TempSpriteHandler::save(dataVar, size, offset))
return false;
Common::String fileName = _file.build();
if (fileName.empty())
return false;
uint32 part = (offset == 0) ? 0 : 1;
return _writer->writePart(part, _sprite);
}
SaveLoad_Adibou1::GameFileHandler::File::File(GobEngine *vm, const Common::String &base, const Common::String &ext) :
SlotFileStatic(vm, base, ext) {
}
SaveLoad_Adibou1::GameFileHandler::File::~File() {
}
SaveLoad_Adibou1::GameFileHandler::GameFileHandler(GobEngine *vm, const Common::String &target, const Common::String &ext) :
SaveHandler(vm), _file(vm, target, ext) {
}
SaveLoad_Adibou1::GameFileHandler::~GameFileHandler() {
}
int32 SaveLoad_Adibou1::GameFileHandler::getSize() {
Common::String fileName = _file.build();
if (fileName.empty())
return -1;
SaveReader reader(1, 0, fileName);
SaveHeader header;
if (!reader.load())
return -1;
if (!reader.readPartHeader(0, &header))
return -1;
// Return the part's size
return header.getSize();
}
bool SaveLoad_Adibou1::GameFileHandler::load(int16 dataVar, int32 size, int32 offset) {
Common::String fileName = _file.build();
if (fileName.empty())
return false;
if (size < 0) {
// Hack in original game, using a bitmap memory as a temporary buffer to make
// a copy the savegame. We do not need this copy, so we can just ignore it.
debugC(1, kDebugSaveLoad, "Ignoring bou.inf save with negative size");
return true;
}
if (size == 0) {
uint32 varSize = SaveHandler::getVarSize(_vm);
// Indicator to load all variables
dataVar = 0;
size = (int32) varSize;
}
int32 fileSize = getSize();
if (fileSize < 0)
return false;
SaveReader reader(1, 0, fileName);
SavePartVars vars(_vm, fileSize);
if (!reader.load()) {
return false;
}
if (!reader.readPart(0, &vars)) {
return false;
}
if (!vars.writeInto((uint16) dataVar, offset, size)) {
return false;
}
return true;
}
bool SaveLoad_Adibou1::GameFileHandler::save(const byte *ptrRaw, int16 dataVar, int32 size, int32 offset) {
Common::String fileName = _file.build();
if (fileName.empty())
return false;
if (size == 0) {
// Indicator to save all variables
dataVar = 0;
uint32 varSize = SaveHandler::getVarSize(_vm);
size = (int32) varSize;
}
int32 fileSize = getSize();
int32 newFileSize = size;
if (fileSize > 0) {
newFileSize = MAX<int32>(fileSize, size + offset);
}
SavePartVars vars(_vm, newFileSize);
if (fileSize > 0
&&
(offset > 0 || size < fileSize)) {
// Load data from file, as some of it will not be overwritten
SaveReader reader(1, 0, fileName);
if (!reader.load()) {
return false;
}
if (fileSize == newFileSize) {
// We can use the same SavePartVars object
if (!reader.readPart(0, &vars)) {
return false;
}
} else {
// We need to use a temporary SavePartVars object to load data
SavePartVars vars_from_file(_vm, fileSize);
if (!reader.readPart(0, &vars_from_file)) {;
return false;
}
// Copy data from temporary SavePartVars object to the real one
vars.readFromRaw(vars_from_file.data(), 0, fileSize);
}
}
SaveWriter writer(1, 0, fileName);
if (ptrRaw) {
// Write data from raw pointer
vars.readFromRaw(ptrRaw, offset, size);
} else {
// Write data from variables
if (!vars.readFrom((uint16) dataVar, offset, size))
return false;
}
return writer.writePart(0, &vars);
}
bool SaveLoad_Adibou1::GameFileHandler::save(int16 dataVar, int32 size, int32 offset) {
return save(nullptr, dataVar, size, offset);
}
bool SaveLoad_Adibou1::GameFileHandler::deleteFile() {
Common::String fileName = _file.build();
if (fileName.empty())
return false;
SaveWriter writer(1, 0, fileName);
return writer.deleteFile();
}
const SaveLoad_Adibou1::SaveFile *SaveLoad_Adibou1::getSaveFile(const char *fileName) const {
for (int i = 0; i < ARRAYSIZE(_saveFiles); i++)
if (!scumm_stricmp(fileName, _saveFiles[i].sourceName))
return &_saveFiles[i];
return 0;
}
SaveLoad_Adibou1::SaveFile *SaveLoad_Adibou1::getSaveFile(const char *fileName) {
fileName = stripPath(fileName);
for (int i = 0; i < ARRAYSIZE(_saveFiles); i++)
if (!scumm_stricmp(fileName, _saveFiles[i].sourceName))
return &_saveFiles[i];
return 0;
}
SaveHandler *SaveLoad_Adibou1::getHandler(const char *fileName) const {
const SaveFile *saveFile = getSaveFile(fileName);
if (saveFile)
return saveFile->handler;
return 0;
}
const char *SaveLoad_Adibou1::getDescription(const char *fileName) const {
const SaveFile *saveFile = getSaveFile(fileName);
if (saveFile)
return saveFile->description;
return 0;
}
SaveLoad::SaveMode SaveLoad_Adibou1::getSaveMode(const char *fileName) const {
const SaveFile *saveFile = getSaveFile(fileName);
if (saveFile)
return saveFile->mode;
return kSaveModeNone;
}
} // End of namespace Gob
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