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zlib is used when available and falls back on gzio. This allows performance improvements as our CRC32 and gzio implementations are slower than base zlib. As zlib is available when libpng is present, this is sensible to benefit from it.
431 lines
14 KiB
C++
431 lines
14 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#include "common/fs.h"
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#include "common/savefile.h"
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#include "common/compression/deflate.h"
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#include "sword25/kernel/kernel.h"
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#include "sword25/kernel/persistenceservice.h"
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#include "sword25/kernel/inputpersistenceblock.h"
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#include "sword25/kernel/outputpersistenceblock.h"
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#include "sword25/kernel/filesystemutil.h"
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#include "sword25/gfx/graphicengine.h"
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#include "sword25/sfx/soundengine.h"
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#include "sword25/input/inputengine.h"
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#include "sword25/math/regionregistry.h"
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#include "sword25/script/script.h"
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namespace Sword25 {
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//static const char *SAVEGAME_EXTENSION = ".b25s";
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static const char *SAVEGAME_DIRECTORY = "saves";
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static const char *FILE_MARKER = "BS25SAVEGAME";
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static const uint SLOT_COUNT = 18;
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static const uint FILE_COPY_BUFFER_SIZE = 1024 * 10;
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static const char *VERSIONIDOLD = "SCUMMVM1";
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static const char *VERSIONID = "SCUMMVM2";
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static const int VERSIONNUM = 3;
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#define MAX_SAVEGAME_SIZE 100
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char gameTarget[MAX_SAVEGAME_SIZE];
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void setGameTarget(const char *target) {
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strncpy(gameTarget, target, MAX_SAVEGAME_SIZE - 1);
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}
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static Common::String generateSavegameFilename(uint slotID) {
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char buffer[MAX_SAVEGAME_SIZE+5];
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snprintf(buffer, MAX_SAVEGAME_SIZE+5, "%s.%.3d", gameTarget, slotID);
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return Common::String(buffer);
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}
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static Common::String formatTimestamp(TimeDate time) {
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// In the original BS2.5 engine, this used a local object to show the date/time as as a string.
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// For now in ScummVM it's being hardcoded to 'dd-MON-yyyy hh:mm:ss'
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Common::String monthList[12] = {
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"Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec"
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};
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char buffer[100];
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snprintf(buffer, 100, "%.2d-%s-%.4d %.2d:%.2d:%.2d",
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time.tm_mday, monthList[time.tm_mon].c_str(), 1900 + time.tm_year,
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time.tm_hour, time.tm_min, time.tm_sec
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);
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return Common::String(buffer);
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}
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static Common::String loadString(Common::InSaveFile *in, uint maxSize = 999) {
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Common::String result;
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char ch = (char)in->readByte();
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while (ch != '\0') {
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result += ch;
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if (result.size() >= maxSize)
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break;
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ch = (char)in->readByte();
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}
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return result;
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}
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struct SavegameInformation {
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bool isOccupied;
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bool isCompatible;
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Common::String description;
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int version;
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uint gamedataLength;
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uint gamedataOffset;
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uint gamedataUncompressedLength;
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SavegameInformation() {
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clear();
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}
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void clear() {
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isOccupied = false;
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isCompatible = false;
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description = "";
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gamedataLength = 0;
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gamedataOffset = 0;
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gamedataUncompressedLength = 0;
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}
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};
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struct PersistenceService::Impl {
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SavegameInformation _savegameInformations[SLOT_COUNT];
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Impl() {
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reloadSlots();
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}
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void reloadSlots() {
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// Iterate through all the saved games, and read their thumbnails.
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for (uint i = 0; i < SLOT_COUNT; ++i) {
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readSlotSavegameInformation(i);
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}
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}
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void readSlotSavegameInformation(uint slotID) {
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// Get the information corresponding to the requested save slot.
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SavegameInformation &curSavegameInfo = _savegameInformations[slotID];
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curSavegameInfo.clear();
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// Generate the save slot file name.
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Common::String filename = generateSavegameFilename(slotID);
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// Try to open the savegame for loading
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Common::SaveFileManager *sfm = g_system->getSavefileManager();
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Common::InSaveFile *file = sfm->openForLoading(filename);
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if (file) {
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// Read in the header
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Common::String storedMarker = loadString(file);
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Common::String storedVersionID = loadString(file);
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if (storedVersionID == VERSIONIDOLD) {
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curSavegameInfo.version = 1;
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} else {
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Common::String versionNum = loadString(file);
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curSavegameInfo.version = atoi(versionNum.c_str());
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}
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Common::String gameDescription = loadString(file);
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Common::String gamedataLength = loadString(file);
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curSavegameInfo.gamedataLength = atoi(gamedataLength.c_str());
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Common::String gamedataUncompressedLength = loadString(file);
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curSavegameInfo.gamedataUncompressedLength = atoi(gamedataUncompressedLength.c_str());
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// If the header can be read in and is detected to be valid, we will have a valid file
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if (storedMarker == FILE_MARKER) {
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// The slot is marked as occupied.
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curSavegameInfo.isOccupied = true;
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// Check if the saved game is compatible with the current engine version.
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curSavegameInfo.isCompatible = (curSavegameInfo.version <= VERSIONNUM);
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// Load the save game description.
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curSavegameInfo.description = gameDescription;
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// The offset to the stored save game data within the file.
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// This reflects the current position, as the header information
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// is still followed by a space as separator.
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curSavegameInfo.gamedataOffset = static_cast<uint>(file->pos());
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}
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delete file;
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}
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}
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};
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PersistenceService &PersistenceService::getInstance() {
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static PersistenceService instance;
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return instance;
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}
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PersistenceService::PersistenceService() : _impl(new Impl) {
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}
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PersistenceService::~PersistenceService() {
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delete _impl;
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}
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void PersistenceService::reloadSlots() {
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_impl->reloadSlots();
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}
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uint PersistenceService::getSlotCount() {
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return SLOT_COUNT;
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}
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Common::String PersistenceService::getSavegameDirectory() {
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Common::FSNode node(FileSystemUtil::getUserdataDirectory());
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Common::FSNode childNode = node.getChild(SAVEGAME_DIRECTORY);
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// Try and return the path using the savegame subfolder. But if doesn't exist, fall back on the data directory
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if (childNode.exists())
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return childNode.getPath();
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return node.getPath();
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}
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namespace {
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bool checkslotID(uint slotID) {
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// Überprüfen, ob die Slot-ID zulässig ist.
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if (slotID >= SLOT_COUNT) {
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error("Tried to access an invalid slot (%d). Only slot ids from 0 to %d are allowed.", slotID, SLOT_COUNT - 1);
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return false;
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} else {
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return true;
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}
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}
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}
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bool PersistenceService::isSlotOccupied(uint slotID) {
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if (!checkslotID(slotID))
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return false;
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return _impl->_savegameInformations[slotID].isOccupied;
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}
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bool PersistenceService::isSavegameCompatible(uint slotID) {
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if (!checkslotID(slotID))
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return false;
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return _impl->_savegameInformations[slotID].isCompatible;
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}
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Common::String &PersistenceService::getSavegameDescription(uint slotID) {
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static Common::String emptyString;
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if (!checkslotID(slotID))
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return emptyString;
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return _impl->_savegameInformations[slotID].description;
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}
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Common::String &PersistenceService::getSavegameFilename(uint slotID) {
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static Common::String result;
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if (!checkslotID(slotID))
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return result;
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result = generateSavegameFilename(slotID);
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return result;
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}
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int PersistenceService::getSavegameVersion(uint slotID) {
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if (!checkslotID(slotID))
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return -1;
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return _impl->_savegameInformations[slotID].version;
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}
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bool PersistenceService::saveGame(uint slotID, const Common::String &screenshotFilename) {
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// FIXME: This code is a hack which bypasses the savefile API,
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// and should eventually be removed.
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// Überprüfen, ob die Slot-ID zulässig ist.
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if (slotID >= SLOT_COUNT) {
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error("Tried to save to an invalid slot (%d). Only slot ids form 0 to %d are allowed.", slotID, SLOT_COUNT - 1);
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return false;
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}
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// Dateinamen erzeugen.
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Common::String filename = generateSavegameFilename(slotID);
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// Spielstanddatei öffnen und die Headerdaten schreiben.
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Common::SaveFileManager *sfm = g_system->getSavefileManager();
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Common::OutSaveFile *file = sfm->openForSaving(filename);
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file->writeString(FILE_MARKER);
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file->writeByte(0);
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file->writeString(VERSIONID);
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file->writeByte(0);
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char buf[20];
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snprintf(buf, 20, "%d", VERSIONNUM);
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file->writeString(buf);
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file->writeByte(0);
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TimeDate dt;
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g_system->getTimeAndDate(dt);
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file->writeString(formatTimestamp(dt));
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file->writeByte(0);
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if (file->err()) {
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error("Unable to write header data to savegame file \"%s\".", filename.c_str());
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}
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// Alle notwendigen Module persistieren.
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OutputPersistenceBlock writer;
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bool success = true;
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success &= Kernel::getInstance()->getScript()->persist(writer);
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success &= RegionRegistry::instance().persist(writer);
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success &= Kernel::getInstance()->getGfx()->persist(writer);
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success &= Kernel::getInstance()->getSfx()->persist(writer);
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success &= Kernel::getInstance()->getInput()->persist(writer);
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if (!success) {
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error("Unable to persist modules for savegame file \"%s\".", filename.c_str());
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}
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// Write the save game data uncompressed, since the final saved game will be
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// compressed anyway.
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char sBuffer[10];
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snprintf(sBuffer, 10, "%u", writer.getDataSize());
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file->writeString(sBuffer);
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file->writeByte(0);
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snprintf(sBuffer, 10, "%u", writer.getDataSize());
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file->writeString(sBuffer);
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file->writeByte(0);
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file->write(writer.getData(), writer.getDataSize());
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// Get the screenshot
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Common::SeekableReadStream *thumbnail = Kernel::getInstance()->getGfx()->getThumbnail();
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if (thumbnail) {
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byte *buffer = new byte[FILE_COPY_BUFFER_SIZE];
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thumbnail->seek(0, SEEK_SET);
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while (!thumbnail->eos()) {
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int bytesRead = thumbnail->read(&buffer[0], FILE_COPY_BUFFER_SIZE);
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file->write(&buffer[0], bytesRead);
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}
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delete[] buffer;
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} else {
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warning("The screenshot file \"%s\" does not exist. Savegame is written without a screenshot.", filename.c_str());
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}
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file->finalize();
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delete file;
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// Savegameinformationen für diesen Slot aktualisieren.
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_impl->readSlotSavegameInformation(slotID);
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// Empty the cache, to remove old thumbnails
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Kernel::getInstance()->getResourceManager()->emptyThumbnailCache();
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// Erfolg signalisieren.
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return true;
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}
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bool PersistenceService::loadGame(uint slotID) {
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Common::SaveFileManager *sfm = g_system->getSavefileManager();
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Common::InSaveFile *file;
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// Überprüfen, ob die Slot-ID zulässig ist.
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if (slotID >= SLOT_COUNT) {
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error("Tried to load from an invalid slot (%d). Only slot ids form 0 to %d are allowed.", slotID, SLOT_COUNT - 1);
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return false;
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}
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SavegameInformation &curSavegameInfo = _impl->_savegameInformations[slotID];
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// Überprüfen, ob der Slot belegt ist.
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if (!curSavegameInfo.isOccupied) {
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error("Tried to load from an empty slot (%d).", slotID);
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return false;
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}
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// Überprüfen, ob der Spielstand im angegebenen Slot mit der aktuellen Engine-Version kompatibel ist.
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// Im Debug-Modus wird dieser Test übersprungen. Für das Testen ist es hinderlich auf die Einhaltung dieser strengen Bedingung zu bestehen,
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// da sich die Versions-ID bei jeder Codeänderung mitändert.
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#ifndef DEBUG
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if (!curSavegameInfo.isCompatible) {
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error("Tried to load a savegame (%d) that is not compatible with this engine version.", slotID);
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return false;
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}
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#endif
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byte *compressedDataBuffer = new byte[curSavegameInfo.gamedataLength];
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byte *uncompressedDataBuffer = new byte[curSavegameInfo.gamedataUncompressedLength];
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Common::String filename = generateSavegameFilename(slotID);
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file = sfm->openForLoading(filename);
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file->seek(curSavegameInfo.gamedataOffset);
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file->read(reinterpret_cast<char *>(&compressedDataBuffer[0]), curSavegameInfo.gamedataLength);
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if (file->err()) {
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error("Unable to load the gamedata from the savegame file \"%s\".", filename.c_str());
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delete[] compressedDataBuffer;
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delete[] uncompressedDataBuffer;
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return false;
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}
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// Uncompress game data, if needed.
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unsigned long uncompressedBufferSize = curSavegameInfo.gamedataUncompressedLength;
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if (uncompressedBufferSize > curSavegameInfo.gamedataLength) {
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// Older saved game, where the game data was compressed again.
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if (!Common::inflateZlib(reinterpret_cast<byte *>(&uncompressedDataBuffer[0]), &uncompressedBufferSize,
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reinterpret_cast<byte *>(&compressedDataBuffer[0]), curSavegameInfo.gamedataLength)) {
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error("Unable to decompress the gamedata from savegame file \"%s\".", filename.c_str());
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delete[] uncompressedDataBuffer;
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delete[] compressedDataBuffer;
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delete file;
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return false;
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}
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} else {
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// Newer saved game with uncompressed game data, copy it as-is.
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memcpy(uncompressedDataBuffer, compressedDataBuffer, uncompressedBufferSize);
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}
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InputPersistenceBlock reader(&uncompressedDataBuffer[0], curSavegameInfo.gamedataUncompressedLength, curSavegameInfo.version);
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// Einzelne Engine-Module depersistieren.
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bool success = true;
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success &= Kernel::getInstance()->getScript()->unpersist(reader);
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// Muss unbedingt nach Script passieren. Da sonst die bereits wiederhergestellten Regions per Garbage-Collection gekillt werden.
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success &= RegionRegistry::instance().unpersist(reader);
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success &= Kernel::getInstance()->getGfx()->unpersist(reader);
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success &= Kernel::getInstance()->getSfx()->unpersist(reader);
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success &= Kernel::getInstance()->getInput()->unpersist(reader);
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delete[] compressedDataBuffer;
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delete[] uncompressedDataBuffer;
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delete file;
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if (!success) {
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error("Unable to unpersist the gamedata from savegame file \"%s\".", filename.c_str());
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return false;
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}
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return true;
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}
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} // End of namespace Sword25
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