Beispiel #1
0
	void finalize() {
		if (_zlibErr != Z_OK)
			return;

		// Process whatever remaining data there is.
		processData(Z_FINISH);

		// Since processData only writes out blocks of size BUFSIZE,
		// we may have to flush some stragglers.
		uint remainder = BUFSIZE - _stream.avail_out;
		if (remainder > 0) {
			if (_wrapped->write(_buf, remainder) != remainder) {
				_zlibErr = Z_ERRNO;
			}
		}

		// Finalize the wrapped savefile, too
		_wrapped->finalize();
	}
Beispiel #2
0
reg_t kFileIOExists(EngineState *s, int argc, reg_t *argv) {
	Common::String name = s->_segMan->getString(argv[0]);

#ifdef ENABLE_SCI32
	// Cache the file existence result for the Phantasmagoria
	// save index file, as the game scripts keep checking for
	// its existence.
	if (name == PHANTASMAGORIA_SAVEGAME_INDEX && s->_virtualIndexFile)
		return TRUE_REG;
#endif

	bool exists = false;

	// 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);
}