/* 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 . * * * 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. * */ #ifndef GOB_SAVE_SAVELOAD_H #define GOB_SAVE_SAVELOAD_H #include "gob/save/savefile.h" #include "gob/save/savehandler.h" namespace Gob { class GobEngine; /** A system for saving and loading. */ class SaveLoad { public: /** How to handle the specific save. */ enum SaveMode { kSaveModeNone, ///< Don't handle it kSaveModeIgnore, ///< Ignore it kSaveModeExists, ///< Just claim it exists kSaveModeSave ///< A normal save }; /** The constructor. * * @param targetName The game's target name. Used as a base for the save names. */ SaveLoad(GobEngine *vm); virtual ~SaveLoad(); /** "foo\bar\quux.bla" => "quux.bla". */ static const char *stripPath(const char *fileName, char separator = '\\'); /** Changes all file separator characters (/,:,\) in path to newSeparator */ static Common::String replacePathSeparators(const char *path, char newSeparator); /** Returns how to handle that file. */ virtual SaveMode getSaveMode(const char *fileName) const; /** Returns all files known by the saving system matching a pattern. */ virtual Common::List getFilesMatchingPattern(const Common::Path &pattern) const; /** Returns the file's (virtual) size. */ int32 getSize(const char *fileName); /** Loads size bytes from offset into the variables starting with dataVar. */ bool load(const char *fileName, int16 dataVar, int32 size, int32 offset); bool loadToRaw(const char *fileName, byte *ptr, int32 size, int32 offset); /** Saves size bytes from the variables starting with data dataVar at offset. */ bool save(const char *fileName, int16 dataVar, int32 size, int32 offset); bool saveFromRaw(const char *fileName, byte *ptr, int32 size, int32 offset); bool copySaveGame(const char *fileNameSrc, const char *fileNameDest); /** Deletes the file. */ bool deleteFile(const char *fileName); protected: GobEngine *_vm; virtual SaveHandler *getHandler(const char *fileName) const; virtual const char *getDescription(const char *fileName) const; }; /** Save/Load class for Geisha. */ class SaveLoad_Geisha : public SaveLoad { public: SaveLoad_Geisha(GobEngine *vm, const char *targetName); ~SaveLoad_Geisha() override; SaveMode getSaveMode(const char *fileName) const override; protected: static const uint32 kSlotCount = 7; static const uint32 kSlotSize = 44; static const uint32 kSaveFileSize = kSlotCount * kSlotSize; struct SaveFile { const char *sourceName; SaveMode mode; SaveHandler *handler; const char *description; }; /** Handles the save slots. */ class GameHandler : public SaveHandler { public: GameHandler(GobEngine *vm, const Common::String &target); ~GameHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; private: /** Slot file construction. */ class File : public SlotFileIndexed { public: File(GobEngine *vm, const Common::String &base); ~File() override; int getSlot(int32 offset) const override; int getSlotRemainder(int32 offset) const override; }; File _file; }; static SaveFile _saveFiles[]; SaveHandler *getHandler(const char *fileName) const override; const char *getDescription(const char *fileName) const override; const SaveFile *getSaveFile(const char *fileName) const; SaveFile *getSaveFile(const char *fileName); }; /** Save/Load class for Gobliins 2, Ween: The Prophecy and Bargon Attack. */ class SaveLoad_v2 : public SaveLoad { public: static const uint32 kSlotCount = 15; static const uint32 kSlotNameLength = 40; /** The index. kSlotCount * kSlotNameLength bytes. */ static const uint32 kIndexSize = kSlotCount * kSlotNameLength; SaveLoad_v2(GobEngine *vm, const char *targetName); ~SaveLoad_v2() override; SaveMode getSaveMode(const char *fileName) const override; protected: struct SaveFile { const char *sourceName; SaveMode mode; SaveHandler *handler; const char *description; }; /** Handles the save slots. */ class GameHandler : public SaveHandler { public: GameHandler(GobEngine *vm, const char *target); ~GameHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; private: /** Slot file construction. */ class File : public SlotFileIndexed { public: File(GobEngine *vm, const char *base); ~File() override; int getSlot(int32 offset) const override; int getSlotRemainder(int32 offset) const override; }; byte _index[kIndexSize]; bool _hasIndex; File *_slotFile; void buildIndex(byte *buffer) const; }; static SaveFile _saveFiles[]; GameHandler *_gameHandler; NotesHandler *_notesHandler; TempSpriteHandler *_tempSpriteHandler; SaveHandler *getHandler(const char *fileName) const override; const char *getDescription(const char *fileName) const override; const SaveFile *getSaveFile(const char *fileName) const; SaveFile *getSaveFile(const char *fileName); }; /** Save/Load class for Fascination. */ class SaveLoad_Fascination : public SaveLoad { public: static const uint32 kSlotCount = 15; static const uint32 kSlotNameLength = 40; /** The index. kSlotCount * kSlotNameLength bytes. */ static const uint32 kIndexSize = kSlotCount * kSlotNameLength; SaveLoad_Fascination(GobEngine *vm, const char *targetName); ~SaveLoad_Fascination() override; SaveMode getSaveMode(const char *fileName) const override; protected: struct SaveFile { const char *sourceName; SaveMode mode; int slot; SaveHandler *handler; const char *description; }; /** Handles the save slots. */ class GameHandler : public SaveHandler { public: GameHandler(GobEngine *vm, const char *target, int slot, byte *index, bool *hasIndex); ~GameHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; private: /** Slot file construction. */ class File : public SlotFileIndexed { public: File(GobEngine *vm, const char *base); ~File() override; int getSlot(int32 offset) const override; int getSlotRemainder(int32 offset) const override; }; byte *_index; bool *_hasIndex; int _slot; File *_slotFile; void buildIndex(byte *buffer) const; }; byte _index[kIndexSize]; bool _hasIndex; static SaveFile _saveFiles[]; SaveHandler *getHandler(const char *fileName) const override; const char *getDescription(const char *fileName) const override; const SaveFile *getSaveFile(const char *fileName) const; SaveFile *getSaveFile(const char *fileName); }; /** Save/Load class for Adibou 1 */ class SaveLoad_Adibou1 : public SaveLoad { public: static const int32 kAdibou1NbrOfDrawings = 8; SaveLoad_Adibou1(GobEngine *vm, const char *targetName); ~SaveLoad_Adibou1() override; SaveMode getSaveMode(const char *fileName) const override; protected: struct SaveFile { const char *sourceName; SaveMode mode; SaveHandler *handler; const char *description; }; class SpriteHandler : public TempSpriteHandler { public: SpriteHandler(GobEngine *vm, const Common::String &target, const Common::String &ext); ~SpriteHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; private: class File : public SlotFileStatic { public: File(GobEngine *vm, const Common::String &base, const Common::String &ext); ~File() override; }; File _file; }; class DrawingWithThumbnailHandler : public TempSpriteHandler { public: DrawingWithThumbnailHandler(GobEngine *vm, const Common::String &target, const Common::String &ext); ~DrawingWithThumbnailHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; private: class File : public SlotFileStatic { public: File(GobEngine *vm, const Common::String &base, const Common::String &ext); ~File() override; }; File _file; SaveWriter *_writer; SaveReader *_reader; }; class GameFileHandler : public SaveHandler { public: GameFileHandler(GobEngine *vm, const Common::String &target, const Common::String &ext); ~GameFileHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; bool deleteFile() override; private: // Save from raw pointer if ptrRaw != nullptr, else save from game variables bool save(const byte *ptrRaw, int16 dataVar, int32 size, int32 offset); class File : public SlotFileStatic { public: File(GobEngine *vm, const Common::String &base, const Common::String &ext); ~File() override; }; File _file; }; static SaveFile _saveFiles[]; GameFileHandler *_bouHandler; GameFileHandler *_constructionHandler; SpriteHandler *_drawingHandler; TempSpriteHandler *_menuHandler; DrawingWithThumbnailHandler *_drawingWithThumbnailHandler[kAdibou1NbrOfDrawings]; SaveHandler *getHandler(const char *fileName) const override; const char *getDescription(const char *fileName) const override; const SaveFile *getSaveFile(const char *fileName) const; SaveFile *getSaveFile(const char *fileName); }; /** Save/Load class for Goblins 3 and Lost in Time. */ class SaveLoad_v3 : public SaveLoad { public: static const uint32 kSlotCount = 30; static const uint32 kSlotNameLength = 40; static const uint32 kPropsSize = 500; /** Index. kSlotCount * kSlotNameLength bytes. */ static const uint32 kIndexSize = kSlotCount * kSlotNameLength; enum ScreenshotType { kScreenshotTypeGob3, ///< Goblins 3 type screenshot kScreenshotTypeLost ///< Lost in Time type screenshot }; SaveLoad_v3(GobEngine *vm, const char *targetName, ScreenshotType sShotType); ~SaveLoad_v3() override; SaveMode getSaveMode(const char *fileName) const override; protected: struct SaveFile { const char *sourceName; SaveMode mode; SaveHandler *handler; const char *description; }; class ScreenshotHandler; /** Handles the save slots. */ class GameHandler : public SaveHandler { friend class SaveLoad_v3::ScreenshotHandler; public: GameHandler(GobEngine *vm, const char *target, bool usesScreenshots); ~GameHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; bool saveScreenshot(int slot, const SavePartSprite *screenshot); bool loadScreenshot(int slot, SavePartSprite *screenshot); /** Slot file construction. */ class File : public SlotFileIndexed { public: File(GobEngine *vm, const char *base); File(const File &file); ~File() override; int getSlot(int32 offset) const override; int getSlotRemainder(int32 offset) const override; }; private: File *_slotFile; bool _usesScreenshots; bool _firstSize; /** Global properties. */ byte _props[kPropsSize]; byte _index[kIndexSize]; bool _hasIndex; SaveReader *_reader; SaveWriter *_writer; void buildIndex(byte *buffer) const; bool createReader(int slot); bool createWriter(int slot); }; /** Handles the screenshots. */ class ScreenshotHandler : public TempSpriteHandler { public: ScreenshotHandler(GobEngine *vm, GameHandler *gameHandler, ScreenshotType sShotType); ~ScreenshotHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; private: /** Slot file construction. */ class File : public SaveLoad_v3::GameHandler::File { public: File(const SaveLoad_v3::GameHandler::File &file, uint32 shotSize, uint32 shotIndexSize); ~File() override; int getSlot(int32 offset) const override; int getSlotRemainder(int32 offset) const override; void buildScreenshotIndex(byte *buffer) const; protected: uint32 _shotSize; uint32 _shotIndexSize; }; File *_file; GameHandler *_gameHandler; ScreenshotType _sShotType; uint32 _shotSize; int32 _shotIndexSize; byte _index[80]; }; static SaveFile _saveFiles[]; ScreenshotType _sShotType; GameHandler *_gameHandler; NotesHandler *_notesHandler; TempSpriteHandler *_tempSpriteHandler; ScreenshotHandler *_screenshotHandler; SaveHandler *getHandler(const char *fileName) const override; const char *getDescription(const char *fileName) const override; const SaveFile *getSaveFile(const char *fileName) const; SaveFile *getSaveFile(const char *fileName); }; /** Save/Load class for Inca 2. */ class SaveLoad_Inca2 : public SaveLoad { public: static const uint32 kSlotCount = 40; static const uint32 kPropsSize = 500; SaveLoad_Inca2(GobEngine *vm, const char *targetName); ~SaveLoad_Inca2() override; SaveMode getSaveMode(const char *fileName) const override; protected: struct SaveFile { const char *sourceName; SaveMode mode; SaveHandler *handler; const char *description; }; /** Handles the voice language info file. */ class VoiceHandler : public SaveHandler { public: VoiceHandler(GobEngine *vm); ~VoiceHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; }; class ScreenshotHandler; /** Handles the save slots. */ class GameHandler : public SaveHandler { friend class SaveLoad_Inca2::ScreenshotHandler; public: GameHandler(GobEngine *vm, const char *target); ~GameHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; bool saveScreenshot(int slot, const SavePartSprite *screenshot); bool loadScreenshot(int slot, SavePartSprite *screenshot); /** Slot file construction. */ class File : public SlotFileIndexed { public: File(GobEngine *vm, const char *base); File(const File &file); ~File() override; int getSlot(int32 offset) const override; int getSlotRemainder(int32 offset) const override; }; private: File *_slotFile; byte _props[kPropsSize]; SaveReader *_reader; SaveWriter *_writer; void buildIndex(); bool createReader(int slot); bool createWriter(int slot); }; /** Handles the screenshots. */ class ScreenshotHandler : public TempSpriteHandler { public: ScreenshotHandler(GobEngine *vm, GameHandler *gameHandler); ~ScreenshotHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; private: /** Slot file construction. */ class File : public SaveLoad_Inca2::GameHandler::File { public: File(const SaveLoad_Inca2::GameHandler::File &file); ~File() override; int getSlot(int32 offset) const override; int getSlotRemainder(int32 offset) const override; void buildScreenshotIndex(byte *buffer) const; }; File *_file; GameHandler *_gameHandler; byte _index[80]; }; static SaveFile _saveFiles[]; VoiceHandler *_voiceHandler; TempSpriteHandler *_tempSpriteHandler; GameHandler *_gameHandler; ScreenshotHandler *_screenshotHandler; SaveHandler *getHandler(const char *fileName) const override; const char *getDescription(const char *fileName) const override; const SaveFile *getSaveFile(const char *fileName) const; SaveFile *getSaveFile(const char *fileName); }; /** Save/Load class for Woodruff. */ class SaveLoad_v4 : public SaveLoad { public: static const uint32 kSlotCount = 10; static const uint32 kSlotNameLength = 40; static const uint32 kPropsSize = 500; /** Index. kSlotCount * kSlotNameLength bytes + 800 bytes 0. */ static const uint32 kIndexSize = (kSlotCount * kSlotNameLength) + 800; SaveLoad_v4(GobEngine *vm, const char *targetName); ~SaveLoad_v4() override; SaveMode getSaveMode(const char *fileName) const override; protected: struct SaveFile { const char *sourceName; SaveMode mode; SaveHandler *handler; const char *description; }; class ScreenPropsHandler; /** Handles the save slots. */ class GameHandler : public SaveHandler { friend class SaveLoad_v4::ScreenPropsHandler; public: GameHandler(GobEngine *vm, const char *target); ~GameHandler() override; int getLastSlot() const; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; bool saveScreenProps(int slot, const byte *props); bool loadScreenProps(int slot, byte *props); /** Slot file construction. */ class File : public SlotFileIndexed { public: File(GobEngine *vm, const char *base); File(const File &file); ~File() override; int getSlot(int32 offset) const override; int getSlotRemainder(int32 offset) const override; }; private: bool _firstSize; byte _props[kPropsSize]; byte _index[kIndexSize]; bool _hasIndex; File *_slotFile; int _lastSlot; SaveReader *_reader; SaveWriter *_writer; void buildIndex(byte *buffer) const; bool createReader(int slot); bool createWriter(int slot); }; class CurScreenPropsHandler : public SaveHandler { friend class SaveLoad_v4::ScreenPropsHandler; public: CurScreenPropsHandler(GobEngine *vm); ~CurScreenPropsHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; private: byte *_props; }; class ScreenPropsHandler : public SaveHandler { public: ScreenPropsHandler(GobEngine *vm, uint32 slot, CurScreenPropsHandler *curProps, GameHandler *gameHandler); ~ScreenPropsHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; private: class File : public SaveLoad_v4::GameHandler::File { public: File(const SaveLoad_v4::GameHandler::File &file, uint32 slot); ~File() override; int getSlot(int32 offset) const override; int getSlotRemainder(int32 offset) const override; private: uint32 _slot; }; uint32 _slot; CurScreenPropsHandler *_curProps; GameHandler *_gameHandler; File *_file; }; static SaveFile _saveFiles[]; GameHandler *_gameHandler; CurScreenPropsHandler *_curProps; ScreenPropsHandler *_props[10]; SaveHandler *getHandler(const char *fileName) const override; const char *getDescription(const char *fileName) const override; const SaveFile *getSaveFile(const char *fileName) const; SaveFile *getSaveFile(const char *fileName); }; /** Save/Load class for Urban Runner. */ class SaveLoad_v6 : public SaveLoad { public: static const uint32 kSlotCount = 60; static const uint32 kSlotNameLength = 40; static const uint32 kPropsSize = 500; /** Index. kSlotCount * kSlotNameLength bytes. */ static const uint32 kIndexSize = kSlotCount * kSlotNameLength; SaveLoad_v6(GobEngine *vm, const char *targetName); ~SaveLoad_v6() override; SaveMode getSaveMode(const char *fileName) const override; protected: struct SaveFile { const char *sourceName; SaveMode mode; SaveHandler *handler; const char *description; }; /** Handles the temp sprites. */ class SpriteHandler : public TempSpriteHandler { public: SpriteHandler(GobEngine *vm); ~SpriteHandler() override; bool set(SaveReader *reader, uint32 part); bool get(SaveWriter *writer, uint32 part); }; /** Handles the save slots. */ class GameHandler : public SaveHandler { public: GameHandler(GobEngine *vm, const char *target, SpriteHandler &spriteHandler); ~GameHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; uint8 getExtraID(int slot); bool loadExtra(int slot, uint8 id, int16 dataVar, int32 size, int32 offset); bool saveExtra(int slot, uint8 id, int16 dataVar, int32 size, int32 offset); private: /** Slot file construction. */ class File : public SlotFileIndexed { public: File(GobEngine *vm, const char *base); ~File() override; int getSlot(int32 offset) const override; int getSlotRemainder(int32 offset) const override; }; SpriteHandler *_spriteHandler; byte _props[kPropsSize]; byte _index[kIndexSize]; File *_slotFile; SaveReader *_reader; SaveWriter *_writer; bool _hasExtra; void buildIndex(byte *buffer) const; void refreshProps(); bool createReader(int slot); bool createWriter(int slot); }; /** Handles the autosave. */ class AutoHandler : public SaveHandler { public: AutoHandler(GobEngine *vm, const Common::String &target); ~AutoHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; private: class File : public SlotFileStatic { public: File(GobEngine *vm, const Common::String &base); ~File() override; }; File _file; }; /** Handles the autosave temp sprite. */ class AutoSpriteHandler : public TempSpriteHandler { public: AutoSpriteHandler(GobEngine *vm, const Common::String &target); ~AutoSpriteHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; private: class File : public SlotFileStatic { public: File(GobEngine *vm, const Common::String &base); ~File() override; }; File _file; }; /** Handles the temporary saves. */ class TempHandler : public SaveHandler { public: TempHandler(GobEngine *vm); ~TempHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; bool deleteFile() override; private: bool _empty; uint32 _size; byte *_data; }; class ExtraHandler : public SaveHandler { public: ExtraHandler(GobEngine *vm, GameHandler &game, uint8 id, int slot); ~ExtraHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; private: uint8 _id; int _slot; GameHandler *_game; }; static SaveFile _saveFiles[]; SpriteHandler *_spriteHandler; GameHandler *_gameHandler; AutoHandler *_autoHandler; AutoSpriteHandler *_autoSpriteHandler; TempHandler *_tmpHandler[2]; ExtraHandler *_extraHandler[120]; SaveHandler *getHandler(const char *fileName) const override; const char *getDescription(const char *fileName) const override; const SaveFile *getSaveFile(const char *fileName) const; SaveFile *getSaveFile(const char *fileName); }; /** Save/Load class for Playtoons. */ class SaveLoad_Playtoons : public SaveLoad { public: static const uint32 kSlotCount = 60; static const uint32 kSlotNameLength = 40; static const uint32 kPropsSize = 3921; /** Index. kSlotCount * kSlotNameLength bytes. */ static const uint32 kIndexSize = kSlotCount * kSlotNameLength; SaveLoad_Playtoons(GobEngine *vm, const char *targetName); ~SaveLoad_Playtoons() override; SaveMode getSaveMode(const char *fileName) const override; protected: struct SaveFile { const char *sourceName; SaveMode mode; SaveHandler *handler; const char *description; }; /** Handles the save slots. */ class GameHandler : public SaveHandler { public: GameHandler(GobEngine *vm, const char *target); ~GameHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; private: /** Slot file construction. */ class File : public SlotFileIndexed { public: File(GobEngine *vm, const char *base); ~File() override; int getSlot(int32 offset) const override; int getSlotRemainder(int32 offset) const override; }; byte _props[kPropsSize]; byte _index[kIndexSize]; File *_slotFile; TempSpriteHandler *_tempSpriteHandler; void buildIndex(byte *buffer) const; }; static SaveFile _saveFiles[]; GameHandler *_gameHandler; SaveHandler *getHandler(const char *fileName) const override; const char *getDescription(const char *fileName) const override; const SaveFile *getSaveFile(const char *fileName) const; SaveFile *getSaveFile(const char *fileName); }; /** Save/Load class for Adibou 2/Adi. */ class SaveLoad_v7: public SaveLoad { public: static const uint32 kChildrenCount = 16; static const uint32 kAdibou2NbrOfApplications = 7; static const uint32 kAdibou2NbrOfSavedDrawings = 12; static const uint32 kAdibou2NbrOfConstructionGameFiles = 3; static const uint32 kAdi4NbrOfTempFiles = 9; static const uint32 kAdi4NbrOfApplications = 2; // Only Math/Language for now static const uint32 kAdi4NbrOfSchoolYears = 8; // 4 isolated files, 1 "config" and "statv" file per child, 1 "dip" and "res" file per app x school year x child static const uint32 kAdi4NbrOfGameFiles = 4 + 2 * kChildrenCount + 2 * kAdi4NbrOfApplications * kAdi4NbrOfSchoolYears * kChildrenCount; SaveLoad_v7(GobEngine *vm, const char *targetName); ~SaveLoad_v7() override; SaveMode getSaveMode(const char *fileName) const override; Common::List getFilesMatchingPattern(const Common::Path &pattern) const override; protected: struct SaveFile { const char *sourceName; SaveMode mode; SaveHandler *handler; const char *description; }; class SpriteHandler : public TempSpriteHandler { public: SpriteHandler(GobEngine *vm, const Common::String &target, const Common::String &ext); ~SpriteHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; bool loadToRaw(byte *ptr, int32 size, int32 offset) override; bool saveFromRaw(const byte* ptr, int32 size, int32 offset) override; bool deleteFile() override; private: class File : public SlotFileStatic { public: File(GobEngine *vm, const Common::String &base, const Common::String &ext); ~File() override; }; File _file; }; class DrawingOnFloppyDiskHandler : public TempSpriteHandler { public: DrawingOnFloppyDiskHandler(GobEngine *vm, SaveReader *reader, SaveWriter *writer, bool isThumbnail, uint32 chunkSize = 1); ~DrawingOnFloppyDiskHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; bool deleteFile() override; private: class File : public SlotFileStatic { public: File(GobEngine *vm, const Common::String &base, const Common::String &ext); ~File() override; }; //File _file; SaveWriter *_writer; SaveReader *_reader; bool _isThumbnail; int32 _chunkSize; }; class GameFileHandler : public SaveHandler { public: GameFileHandler(GobEngine *vm, const Common::String &target, const Common::String &ext); ~GameFileHandler() override; int32 getSize() override; bool load(int16 dataVar, int32 size, int32 offset) override; bool save(int16 dataVar, int32 size, int32 offset) override; bool loadToRaw(byte *ptr, int32 size, int32 offset) override; bool saveFromRaw(const byte *ptr, int32 size, int32 offset) override; bool deleteFile() override; private: // Save from raw pointer if ptrRaw != nullptr, else save from game variables bool save(const byte *ptrRaw, int16 dataVar, int32 size, int32 offset); class File : public SlotFileStatic { public: File(GobEngine *vm, const Common::String &base, const Common::String &ext); ~File() override; }; File _file; }; static SaveFile _saveFiles[]; SpriteHandler *_faceHandler[kChildrenCount]; FakeFileHandler *_childrenHandler; FakeFileHandler *_debilHandler[4]; GameFileHandler *_configHandler; GameFileHandler *_adibou2EnvHandler[kChildrenCount]; SpriteHandler *_adibou2WeatherHandler[kChildrenCount]; GameFileHandler *_adibou2BreakoutGameProgressHandler[kChildrenCount]; FakeFileHandler *_adibou2ConstructionGameTempFileHandler[kAdibou2NbrOfConstructionGameFiles]; GameFileHandler *_adibou2ConstructionGameProgressHandler[kChildrenCount][kAdibou2NbrOfConstructionGameFiles]; GameFileHandler *_adibou2AppProgressHandler[kChildrenCount][kAdibou2NbrOfApplications]; GameFileHandler *_adibou2MemoHandler[kChildrenCount]; GameFileHandler *_adibou2DiploHandler[kChildrenCount]; GameFileHandler *_adibou2AppliHandler[kAdibou2NbrOfApplications]; GameFileHandler *_adibou2CriteHandler[kAdibou2NbrOfApplications]; GameFileHandler *_adibou2ExoHandler[kAdibou2NbrOfApplications]; GameFileHandler *_adibou2ApplicationsInfoHandler; FakeFileHandler *_adibou2RetourHandler; FakeFileHandler *_adibou2LanceHandler; TempSpriteHandler *_adibou2AppIcoHandler[kAdibou2NbrOfApplications]; SpriteHandler *_adibou2DrawingHandler[kChildrenCount][kAdibou2NbrOfSavedDrawings]; SpriteHandler *_adibou2DrawingThumbnailHandler[kChildrenCount][kAdibou2NbrOfSavedDrawings]; GameFileHandler *_adibou2DrawingPaletteHandler[kChildrenCount]; SpriteHandler *_adibou2DrawingMailboxHandler[kChildrenCount]; SpriteHandler *_adibou2CakePhotoHandler[kChildrenCount]; SpriteHandler *_adibou2FlowerPhotoHandler[kChildrenCount]; SpriteHandler *_adibou2FlowerInVaseHandler[kChildrenCount]; SpriteHandler *_adibou2FadedFlowerInVaseHandler[kChildrenCount]; SpriteHandler *_adibou2PosterHandler[kChildrenCount]; DrawingOnFloppyDiskHandler *_adibou2DrawingOnFloppyDiskHandler; DrawingOnFloppyDiskHandler *_adibou2DrawingThumbnailOnFloppyDiskHandler; FakeFileHandler *_adibou2TestDobHandler; FakeFileHandler *_adibou2ExerciseListHandler; FakeFileHandler *_adibou2RelanceHandler; FakeFileHandler *_adibou2MemHandler; GameFileHandler *_adibou2AppProgressExtHandler[kAdibou2NbrOfApplications - 4][kChildrenCount]; GameFileHandler *_adibou2AppliIniHandler[kAdibou2NbrOfApplications]; FakeFileHandler *_adi4TempFileHandler[kAdi4NbrOfTempFiles]; GameFileHandler *_adi4GameFileHandler[kAdi4NbrOfGameFiles]; SaveHandler *getHandler(const char *fileName) const override; const char *getDescription(const char *fileName) const override; const SaveFile *getSaveFile(const char *fileName) const; }; } // End of namespace Gob #endif // GOB_SAVE_SAVELOAD_H