static void io_writeto() { lua_Object f = lua_getparam(FIRSTARG); if (f == LUA_NOOBJECT) { closefile(FOUTPUT); setreturn(2, FOUTPUT); } else if (lua_tag(f) == gettag(IOTAG)) { int32 id = lua_getuserdata(f); LuaFile *current = getfile(id); if (!current->isOpen()) { pushresult(0); return; } setreturn(id, FOUTPUT); } else { Common::String s = Common::lastPathComponent(luaL_check_string(FIRSTARG), '\\'); LuaFile *current; Common::WriteStream *outFile = NULL; Common::SaveFileManager *saveFileMan = g_system->getSavefileManager(); outFile = saveFileMan->openForSaving(s); if (!outFile) { pushresult(0); return; } current = new LuaFile(); current->_out = outFile; current->_filename = s; setreturn(addfile(current), FOUTPUT); } }
Common::OutSaveFile *SaveWriter::openSave(const Common::String &fileName) { if (fileName.empty()) return 0; Common::SaveFileManager *saveMan = g_system->getSavefileManager(); return saveMan->openForSaving(fileName); }
Common::Error saveSavegameData(int saveGameIdx, const Common::String &saveName, DraciEngine &vm) { Common::String filename = vm.getSavegameFile(saveGameIdx); Common::SaveFileManager *saveMan = g_system->getSavefileManager(); Common::OutSaveFile *f = saveMan->openForSaving(filename); if (f == NULL) return Common::kNoGameDataFoundError; TimeDate curTime; vm._system->getTimeAndDate(curTime); // Save the savegame header DraciSavegameHeader header; header.saveName = saveName; header.date = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF); header.time = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF); header.playtime = vm.getTotalPlayTime() / 1000; writeSavegameHeader(f, header); if (f->err()) { delete f; saveMan->removeSavefile(filename); return Common::kWritingFailed; } else { // Create the remainder of the savegame Common::Serializer s(NULL, f); vm._game->DoSync(s); f->finalize(); delete f; return Common::kNoError; } }
Common::Error saveSavegameData(int saveGameIdx, const Common::String &saveName) { const char *filename = _vm->getSavegameFile(saveGameIdx); Common::SaveFileManager *saveMan = g_system->getSavefileManager(); Common::OutSaveFile *f = saveMan->openForSaving(filename); if (f == NULL) return Common::kNoGameDataFoundError; // Save the savegame header CruiseSavegameHeader header; header.saveName = saveName; writeSavegameHeader(f, header); if (f->err()) { delete f; saveMan->removeSavefile(filename); return Common::kWritingFailed; } else { // Create the remainder of the savegame Common::Serializer s(NULL, f); DoSync(s); f->finalize(); delete f; return Common::kNoError; } }
static void io_appendto() { Common::String s = Common::lastPathComponent(luaL_check_string(FIRSTARG), '\\'); Common::SeekableReadStream *inFile = NULL; Common::SaveFileManager *saveFileMan = g_system->getSavefileManager(); inFile = saveFileMan->openForLoading(s); if (!inFile) { pushresult(0); return; } int size = inFile->size(); byte *buf = new byte[size]; inFile->read(buf, size); delete inFile; Common::WriteStream *outFile = NULL; outFile = saveFileMan->openForSaving(s); if (!outFile) pushresult(0); else { outFile->write(buf, size); LuaFile *current = new LuaFile(); current->_out = outFile; current->_filename = s; setreturn(addfile(current), FOUTPUT); } delete[] buf; }
Common::OutSaveFile *SlotFileStatic::openWrite() const { Common::String name = build(); if (name.empty()) return 0; Common::SaveFileManager *saveMan = g_system->getSavefileManager(); Common::OutSaveFile *result = saveMan->openForSaving(name); return result; }
void SaveManager::saveGame(uint slot, const Common::String &saveName, Common::MemoryWriteStreamDynamic *stream) { Common::SaveFileManager *saveFileManager = g_system->getSavefileManager(); Common::OutSaveFile *file = saveFileManager->openForSaving(_engine->generateSaveFileName(slot)); writeSaveGameHeader(file, saveName); file->write(stream->getData(), stream->size()); file->finalize(); delete file; }
void SaveManager::saveGame(uint slot, const Common::String &saveName) { // The games only support 20 slots //assert(slot <= 1 && slot <= 20); Common::SaveFileManager *saveFileManager = g_system->getSavefileManager(); Common::OutSaveFile *file = saveFileManager->openForSaving(_engine->generateSaveFileName(slot)); writeSaveGameHeader(file, saveName); _engine->getScriptManager()->serialize(file); file->finalize(); delete file; }
/** * This test creates a savefile for the given testbed-state and could be reloaded using the saveFile API. * It is intended to test saving and loading from savefiles. */ bool SaveGametests::writeDataToFile(const char *fileName, const char *msg) { Common::SaveFileManager *saveFileMan = g_system->getSavefileManager(); Common::OutSaveFile *saveFile = saveFileMan->openForSaving(fileName); if (!saveFile) { Testsuite::logDetailedPrintf("Can't open saveFile %s\n", fileName); return false; } saveFile->writeString(msg); saveFile->finalize(); delete saveFile; return true; }
bool BasePersistenceManager::saveFile(const Common::String &filename) { byte *prefixBuffer = _richBuffer; uint32 prefixSize = _richBufferSize; byte *buffer = ((Common::MemoryWriteStreamDynamic *)_saveStream)->getData(); uint32 bufferSize = ((Common::MemoryWriteStreamDynamic *)_saveStream)->size(); Common::SaveFileManager *saveMan = ((WintermuteEngine *)g_engine)->getSaveFileMan(); Common::OutSaveFile *file = saveMan->openForSaving(filename); file->write(prefixBuffer, prefixSize); file->write(buffer, bufferSize); bool retVal = !file->err(); file->finalize(); delete file; return retVal; }
void SkyMetaEngine::removeSaveState(const char *target, int slot) const { if (slot == 0) // do not delete the auto save return; Common::SaveFileManager *saveFileMan = g_system->getSavefileManager(); char fName[20]; sprintf(fName,"SKY-VM.%03d", slot - 1); saveFileMan->removeSavefile(fName); // Load current save game descriptions Common::StringArray savenames; savenames.resize(MAX_SAVE_GAMES+1); Common::InSaveFile *inf; inf = saveFileMan->openForLoading("SKY-VM.SAV"); if (inf != NULL) { char *tmpBuf = new char[MAX_SAVE_GAMES * MAX_TEXT_LEN]; char *tmpPtr = tmpBuf; inf->read(tmpBuf, MAX_SAVE_GAMES * MAX_TEXT_LEN); for (int i = 0; i < MAX_SAVE_GAMES; ++i) { savenames[i] = tmpPtr; tmpPtr += savenames[i].size() + 1; } delete inf; delete[] tmpBuf; } // Update the save game description at the given slot savenames[slot - 1] = ""; // Save the updated descriptions Common::OutSaveFile *outf; outf = saveFileMan->openForSaving("SKY-VM.SAV"); bool ioFailed = true; if (outf) { for (uint16 cnt = 0; cnt < MAX_SAVE_GAMES; cnt++) { outf->write(savenames[cnt].c_str(), savenames[cnt].size() + 1); } outf->finalize(); if (!outf->err()) ioFailed = false; delete outf; } if (ioFailed) warning("Unable to store Savegame names to file SKY-VM.SAV. (%s)", saveFileMan->popErrorDesc().c_str()); }
bool LabEngine::saveGame(int slot, const Common::String desc) { Common::String fileName = generateSaveFileName(slot); Common::SaveFileManager *saveFileManager = _system->getSavefileManager(); Common::OutSaveFile *file = saveFileManager->openForSaving(fileName); if (!file) return false; // Load scene pic _graphics->readPict(getPictName(false)); writeSaveGameHeader(file, desc); file->writeUint16LE(_roomNum); file->writeUint16LE(getDirection()); file->writeUint16LE(getQuarters()); // Conditions for (int i = 0; i < _conditions->_lastElement / (8 * 2); i++) file->writeUint16LE(_conditions->_array[i]); // Rooms found for (int i = 0; i < _roomsFound->_lastElement / (8 * 2); i++) file->writeUint16LE(_roomsFound->_array[i]); _specialLocks->save(file); // Breadcrumbs for (uint i = 0; i < MAX_CRUMBS; i++) { file->writeUint16LE(_breadCrumbs[i]._crumbRoomNum); file->writeUint16LE(_breadCrumbs[i]._crumbDirection); } file->flush(); file->finalize(); delete file; _mainDisplay = true; _alternate = false; _event->simulateEvent(); _graphics->screenUpdate(); return true; }
void SaveManager::saveGame(uint slot, const Common::String &saveName, bool useSaveBuffer) { if (!_tempSave && useSaveBuffer) return; Common::SaveFileManager *saveFileManager = g_system->getSavefileManager(); Common::OutSaveFile *file = saveFileManager->openForSaving(_engine->generateSaveFileName(slot)); writeSaveGameHeader(file, saveName, useSaveBuffer); if (useSaveBuffer) file->write(_tempSave->getData(), _tempSave->size()); else _engine->getScriptManager()->serialize(file); file->finalize(); delete file; if (useSaveBuffer) flushSaveBuffer(); _lastSaveTime = g_system->getMillis(); }
Common::Error SciEngine::saveGameState(int slot, const Common::String &desc) { Common::String fileName = Common::String::format("%s.%03d", _targetName.c_str(), slot); Common::SaveFileManager *saveFileMan = g_engine->getSaveFileManager(); Common::OutSaveFile *out = saveFileMan->openForSaving(fileName); const char *version = ""; if (!out) { warning("Opening savegame \"%s\" for writing failed", fileName.c_str()); return Common::kWritingFailed; } if (!gamestate_save(_gamestate, out, desc, version)) { warning("Saving the game state to '%s' failed", fileName.c_str()); return Common::kWritingFailed; } else { out->finalize(); if (out->err()) { warning("Writing the savegame failed"); return Common::kWritingFailed; } delete out; } return Common::kNoError; }
bool DMEngine::writeCompleteSaveFile(int16 saveSlot, Common::String& saveDescription, int16 saveAndPlayChoice) { Common::String savefileName = getSavefileName(saveSlot); Common::SaveFileManager *saveFileManager = _system->getSavefileManager(); Common::OutSaveFile *file = saveFileManager->openForSaving(savefileName); if (!file) return false; writeSaveGameHeader(file, saveDescription); file->writeSint32BE(_gameVersion->_saveTargetToWrite); file->writeSint32BE(1); // save version file->writeSint32BE(_gameVersion->_origSaveFormatToWrite); file->writeSint32BE(_gameVersion->_origPlatformToWrite); // Was _gameID, useless. file->writeSint32BE(0); file->writeUint16BE(_dungeonId); // write C0_SAVE_PART_GLOBAL_DATA part file->writeSint32BE(_gameTime); //L1348_s_GlobalData.LastRandomNumber = G0349_ul_LastRandomNumber; file->writeUint16BE(_championMan->_partyChampionCount); file->writeSint16BE(_dungeonMan->_partyMapX); file->writeSint16BE(_dungeonMan->_partyMapY); file->writeUint16BE(_dungeonMan->_partyDir); file->writeByte(_dungeonMan->_partyMapIndex); file->writeSint16BE(_championMan->_leaderIndex); file->writeSint16BE(_championMan->_magicCasterChampionIndex); file->writeUint16BE(_timeline->_eventCount); file->writeUint16BE(_timeline->_firstUnusedEventIndex); file->writeUint16BE(_timeline->_eventMaxCount); file->writeUint16BE(_groupMan->_currActiveGroupCount); file->writeSint32BE(_projexpl->_lastCreatureAttackTime); file->writeSint32BE(_projexpl->_lastPartyMovementTime); file->writeSint16BE(_disabledMovementTicks); file->writeSint16BE(_projectileDisableMovementTicks); file->writeSint16BE(_lastProjectileDisabledMovementDirection); file->writeUint16BE(_championMan->_leaderHandObject.toUint16()); file->writeUint16BE(_groupMan->_maxActiveGroupCount); // write C1_SAVE_PART_ACTIVE_GROUP part _groupMan->saveActiveGroupPart(file); // write C2_SAVE_PART_PARTY part _championMan->savePartyPart2(file); // write C3_SAVE_PART_EVENTS part _timeline->saveEventsPart(file); // write C4_SAVE_PART_TIMELINE part _timeline->saveTimelinePart(file); // write sentinel file->writeUint32BE(0x6f85e3d3); // save _g278_dungeonFileHeader DungeonFileHeader &header = _dungeonMan->_dungeonFileHeader; file->writeUint16BE(header._ornamentRandomSeed); file->writeUint16BE(header._rawMapDataSize); file->writeByte(header._mapCount); file->writeByte(0); // to match the structure of dungeon.dat, will be discarded file->writeUint16BE(header._textDataWordCount); file->writeUint16BE(header._partyStartLocation); file->writeUint16BE(header._squareFirstThingCount); for (uint16 i = 0; i < 16; ++i) file->writeUint16BE(header._thingCounts[i]); // save _g277_dungeonMaps for (uint16 i = 0; i < _dungeonMan->_dungeonFileHeader._mapCount; ++i) { Map &map = _dungeonMan->_dungeonMaps[i]; file->writeUint16BE(map._rawDunDataOffset); file->writeUint32BE(0); // to match the structure of dungeon.dat, will be discarded file->writeByte(map._offsetMapX); file->writeByte(map._offsetMapY); uint16 tmp; tmp = ((map._height & 0x1F) << 11) | ((map._width & 0x1F) << 6) | (map._level & 0x3F); file->writeUint16BE(tmp); tmp = ((map._randFloorOrnCount & 0xF) << 12) | ((map._floorOrnCount & 0xF) << 8) | ((map._randWallOrnCount & 0xF) << 4) | (map._wallOrnCount & 0xF); file->writeUint16BE(tmp); tmp = ((map._difficulty & 0xF) << 12) | ((map._creatureTypeCount & 0xF) << 4) | (map._doorOrnCount & 0xF); file->writeUint16BE(tmp); tmp = ((map._doorSet1 & 0xF) << 12) | ((map._doorSet0 & 0xF) << 8) | ((map._wallSet & 0xF) << 4) | (map._floorSet & 0xF); file->writeUint16BE(tmp); } // save _g280_dungeonColumnsCumulativeSquareThingCount for (uint16 i = 0; i < _dungeonMan->_dungeonColumCount; ++i) file->writeUint16BE(_dungeonMan->_dungeonColumnsCumulativeSquareThingCount[i]); // save _g283_squareFirstThings for (uint16 i = 0; i < _dungeonMan->_dungeonFileHeader._squareFirstThingCount; ++i) file->writeUint16BE(_dungeonMan->_squareFirstThings[i].toUint16()); // save _g260_dungeonTextData for (uint16 i = 0; i < _dungeonMan->_dungeonFileHeader._textDataWordCount; ++i) file->writeUint16BE(_dungeonMan->_dungeonTextData[i]); // save _g284_thingData for (uint16 thingIndex = 0; thingIndex < 16; ++thingIndex) for (uint16 i = 0; i < _dungeonMan->_thingDataWordCount[thingIndex] * _dungeonMan->_dungeonFileHeader._thingCounts[thingIndex]; ++i) file->writeUint16BE(_dungeonMan->_thingData[thingIndex][i]); // save _g276_dungeonRawMapData for (uint32 i = 0; i < _dungeonMan->_dungeonFileHeader._rawMapDataSize; ++i) file->writeByte(_dungeonMan->_dungeonRawMapData[i]); file->flush(); file->finalize(); delete file; return true; }
/** * Save game to supplied slot */ bool FileManager::saveGame(const int16 slot, const Common::String &descrip) { debugC(1, kDebugFile, "saveGame(%d, %s)", slot, descrip.c_str()); int16 savegameId; Common::String savegameDescription; if (slot == -1) { GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser("Save game:", "Save", true); savegameId = dialog->runModalWithCurrentTarget(); savegameDescription = dialog->getResultString(); delete dialog; } else { savegameId = slot; if (!descrip.empty()) { savegameDescription = descrip; } else { savegameDescription = Common::String::format("Quick save #%d", slot); } } if (savegameId < 0) // dialog aborted return false; Common::String savegameFile = _vm->getSavegameFilename(savegameId); Common::SaveFileManager *saveMan = g_system->getSavefileManager(); Common::OutSaveFile *out = saveMan->openForSaving(savegameFile); if (!out) { warning("Can't create file '%s', game not saved", savegameFile.c_str()); return false; } // Write version. We can't restore from obsolete versions out->writeByte(kSavegameVersion); if (savegameDescription == "") { savegameDescription = "Untitled savegame"; } out->writeSint16BE(savegameDescription.size() + 1); out->write(savegameDescription.c_str(), savegameDescription.size() + 1); Graphics::saveThumbnail(*out); TimeDate curTime; _vm->_system->getTimeAndDate(curTime); uint32 saveDate = (curTime.tm_mday & 0xFF) << 24 | ((curTime.tm_mon + 1) & 0xFF) << 16 | ((curTime.tm_year + 1900) & 0xFFFF); uint16 saveTime = (curTime.tm_hour & 0xFF) << 8 | ((curTime.tm_min) & 0xFF); out->writeUint32BE(saveDate); out->writeUint16BE(saveTime); _vm->_object->saveObjects(out); const Status &gameStatus = _vm->getGameStatus(); // Save whether hero image is swapped out->writeByte(_vm->_heroImage); // Save score out->writeSint16BE(_vm->getScore()); // Save story mode out->writeByte((gameStatus._storyModeFl) ? 1 : 0); // Save jumpexit mode out->writeByte((_vm->_mouse->getJumpExitFl()) ? 1 : 0); // Save gameover status out->writeByte((gameStatus._gameOverFl) ? 1 : 0); // Save screen states for (int i = 0; i < _vm->_numStates; i++) out->writeByte(_vm->_screenStates[i]); _vm->_scheduler->saveSchedulerData(out); // Save palette table _vm->_screen->savePal(out); // Save maze status out->writeByte((_vm->_maze._enabledFl) ? 1 : 0); out->writeByte(_vm->_maze._size); out->writeSint16BE(_vm->_maze._x1); out->writeSint16BE(_vm->_maze._y1); out->writeSint16BE(_vm->_maze._x2); out->writeSint16BE(_vm->_maze._y2); out->writeSint16BE(_vm->_maze._x3); out->writeSint16BE(_vm->_maze._x4); out->writeByte(_vm->_maze._firstScreenIndex); out->writeByte((byte)_vm->getGameStatus()._viewState); out->finalize(); delete out; return true; }
reg_t kSaveGame(EngineState *s, int argc, reg_t *argv) { Common::String game_id; 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; } 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 didnt 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 { // Real call from script game_id = s->_segMan->getString(argv[0]); 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 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 = 0; savegameId < SAVEGAMEID_OFFICIALRANGE_START; savegameId++) { for (savegameNr = 0; savegameNr < saves.size(); savegameNr++) { if (savegameId == saves[savegameNr].id) break; } if (savegameNr == saves.size()) break; } if (savegameId == SAVEGAMEID_OFFICIALRANGE_START) 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; 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 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); }
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. // Überprüfen, ob die Slot-ID zulässig 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 öffnen 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 für diesen Slot aktualisieren. _impl->readSlotSavegameInformation(slotID); // Empty the cache, to remove old thumbnails Kernel::getInstance()->getResourceManager()->emptyThumbnailCache(); // Erfolg signalisieren. return true; }
void file_open(EngineState *s, const char *filename, int mode) { const Common::String wrappedName = ((Sci::SciEngine*)g_engine)->wrapFilename(filename); Common::SeekableReadStream *inFile = 0; Common::WriteStream *outFile = 0; Common::SaveFileManager *saveFileMan = g_engine->getSaveFileManager(); if (mode == _K_FILE_MODE_OPEN_OR_FAIL) { // Try to open file, abort if not possible inFile = saveFileMan->openForLoading(wrappedName); // If no matching savestate exists: fall back to reading from a regular file if (!inFile) inFile = SearchMan.createReadStreamForMember(filename); if (!inFile) warning("file_open(_K_FILE_MODE_OPEN_OR_FAIL) failed to open file '%s'", filename); } else if (mode == _K_FILE_MODE_CREATE) { // Create the file, destroying any content it might have had outFile = saveFileMan->openForSaving(wrappedName); if (!outFile) warning("file_open(_K_FILE_MODE_CREATE) failed to create file '%s'", filename); } else if (mode == _K_FILE_MODE_OPEN_OR_CREATE) { // Try to open file, create it if it doesn't exist // FIXME: I am disabling this for now, as it's not quite clear what // should happen if the given file already exists... open it for appending? // Or (more likely), open it for reading *and* writing? We may have to // clone the file for that, etc., see also the long comment at the start // of this file. // We really need some examples on how this is used. error("file_open(_K_FILE_MODE_OPEN_OR_CREATE) File creation currently not supported"); } else { error("file_open: unsupported mode %d", mode); } if (!inFile && !outFile) { // Failed debug(3, "file_open() failed"); s->r_acc = make_reg(0, 0xffff); return; } #if 0 // FIXME: The old FreeSCI code for opening a file. Left as a reference, as apparently // the implementation below used to work well enough. debugC(2, kDebugLevelFile, "Opening file %s with mode %d\n", filename, mode); if ((mode == _K_FILE_MODE_OPEN_OR_FAIL) || (mode == _K_FILE_MODE_OPEN_OR_CREATE)) { file = sci_fopen(filename, "r" FO_BINARY "+"); // Attempt to open existing file debugC(2, kDebugLevelFile, "Opening file %s with mode %d\n", filename, mode); if (!file) { debugC(2, kDebugLevelFile, "Failed. Attempting to copy from resource dir...\n"); file = f_open_mirrored(s, filename); if (file) debugC(2, kDebugLevelFile, "Success!\n"); else debugC(2, kDebugLevelFile, "Not found.\n"); } } if ((!file) && ((mode == _K_FILE_MODE_OPEN_OR_CREATE) || (mode == _K_FILE_MODE_CREATE))) { file = sci_fopen(filename, "w" FO_BINARY "+"); /* Attempt to create file */ debugC(2, kDebugLevelFile, "Creating file %s with mode %d\n", filename, mode); } if (!file) { // Failed debugC(2, kDebugLevelFile, "file_open() failed\n"); s->r_acc = make_reg(0, 0xffff); return; } #endif // Find a free file handle uint handle = 1; // Ignore _fileHandles[0] while ((handle < s->_fileHandles.size()) && s->_fileHandles[handle].isOpen()) handle++; if (handle == s->_fileHandles.size()) { // Hit size limit => Allocate more space s->_fileHandles.resize(s->_fileHandles.size() + 1); } s->_fileHandles[handle]._in = inFile; s->_fileHandles[handle]._out = outFile; s->_fileHandles[handle]._name = filename; s->r_acc = make_reg(0, handle); debug(3, " -> opened file '%s' with handle %d", filename, handle); }
reg_t kSaveGame(EngineState *s, int funct_nr, int argc, reg_t *argv) { char *game_id = kernel_dereference_char_pointer(s, argv[0], 0); int savedir_nr = argv[1].toUint16(); int savedir_id; // Savegame ID, derived from savedir_nr and the savegame ID list char *game_description = kernel_dereference_char_pointer(s, argv[2], 0); char *version = argc > 3 ? strdup(kernel_dereference_char_pointer(s, argv[3], 0)) : NULL; debug(3, "kSaveGame(%s,%d,%s,%s)", game_id, savedir_nr, game_description, version); s->game_version = version; Common::Array<SavegameDesc> saves; listSavegames(saves); fprintf(stderr, "savedir_nr = %d\n", savedir_nr); if (savedir_nr >= 0 && (uint)savedir_nr < saves.size()) { // Overwrite savedir_id = saves[savedir_nr].id; } else if (savedir_nr >= 0 && savedir_nr < MAX_SAVEGAME_NR) { uint i = 0; fprintf(stderr, "searching for hole\n"); savedir_id = 0; // First, look for holes while (i < saves.size()) { if (saves[i].id == savedir_id) { ++savedir_id; i = 0; } else ++i; } if (savedir_id >= MAX_SAVEGAME_NR) { warning("Internal error: Free savegame ID is %d, shouldn't happen", savedir_id); return NULL_REG; } // This loop terminates when savedir_id is not in [x | ex. n. saves [n].id = x] } else { warning("Savegame ID %d is not allowed", savedir_nr); return NULL_REG; } Common::String filename = ((Sci::SciEngine*)g_engine)->getSavegameName(savedir_id); Common::SaveFileManager *saveFileMan = g_engine->getSaveFileManager(); Common::OutSaveFile *out; if (!(out = saveFileMan->openForSaving(filename))) { warning("Error opening savegame \"%s\" for writing", filename.c_str()); s->r_acc = NULL_REG; return NULL_REG; } if (gamestate_save(s, out, game_description)) { warning("Saving the game failed."); s->r_acc = NULL_REG; } else { out->finalize(); if (out->err()) { delete out; warning("Writing the savegame failed."); s->r_acc = NULL_REG; } else { delete out; s->r_acc = make_reg(0, 1); } } free(s->game_version); s->game_version = NULL; return s->r_acc; }