scummvm/engines/sci/engine/kfile.cpp
Colin Snover b3cfe699f6 SCI32: Fix read overflow when there are no save games
SCI system scripts will always try to read once from the game IDs
array even if the number of games is zero.
2016-09-29 19:39:16 -05:00

1288 lines
41 KiB
C++

/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/archive.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/file.h"
#include "common/macresman.h"
#include "common/str.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/translation.h"
#include "common/memstream.h"
#include "gui/saveload.h"
#include "sci/sci.h"
#include "sci/engine/file.h"
#include "sci/engine/state.h"
#include "sci/engine/kernel.h"
#include "sci/engine/savegame.h"
#include "sci/sound/audio.h"
#include "sci/console.h"
#ifdef ENABLE_SCI32
#include "sci/resource.h"
#endif
namespace Sci {
extern reg_t file_open(EngineState *s, const Common::String &filename, int mode, bool unwrapFilename);
extern FileHandle *getFileFromHandle(EngineState *s, uint handle);
extern int fgets_wrapper(EngineState *s, char *dest, int maxsize, int handle);
extern void listSavegames(Common::Array<SavegameDesc> &saves);
extern int findSavegame(Common::Array<SavegameDesc> &saves, int16 savegameId);
extern bool fillSavegameDesc(const Common::String &filename, SavegameDesc *desc);
/**
* Writes the cwd to the supplied address and returns the address in acc.
*/
reg_t kGetCWD(EngineState *s, int argc, reg_t *argv) {
// We do not let the scripts see the file system, instead pretending
// we are always in the same directory.
// TODO/FIXME: Is "/" a good value? Maybe "" or "." or "C:\" are better?
s->_segMan->strcpy(argv[0], "/");
debugC(kDebugLevelFile, "kGetCWD() -> %s", "/");
return argv[0];
}
enum {
K_DEVICE_INFO_GET_DEVICE = 0,
K_DEVICE_INFO_GET_CURRENT_DEVICE = 1,
K_DEVICE_INFO_PATHS_EQUAL = 2,
K_DEVICE_INFO_IS_FLOPPY = 3,
K_DEVICE_INFO_GET_CONFIG_PATH = 5,
K_DEVICE_INFO_GET_SAVECAT_NAME = 7,
K_DEVICE_INFO_GET_SAVEFILE_NAME = 8
};
reg_t kDeviceInfo(EngineState *s, int argc, reg_t *argv) {
if (g_sci->getGameId() == GID_FANMADE && argc == 1) {
// WORKAROUND: The fan game script library calls kDeviceInfo with one parameter.
// According to the scripts, it wants to call CurDevice. However, it fails to
// provide the subop to the function.
s->_segMan->strcpy(argv[0], "/");
return s->r_acc;
}
int mode = argv[0].toUint16();
switch (mode) {
case K_DEVICE_INFO_GET_DEVICE: {
Common::String input_str = s->_segMan->getString(argv[1]);
s->_segMan->strcpy(argv[2], "/");
debug(3, "K_DEVICE_INFO_GET_DEVICE(%s) -> %s", input_str.c_str(), "/");
break;
}
case K_DEVICE_INFO_GET_CURRENT_DEVICE:
s->_segMan->strcpy(argv[1], "/");
debug(3, "K_DEVICE_INFO_GET_CURRENT_DEVICE() -> %s", "/");
break;
case K_DEVICE_INFO_PATHS_EQUAL: {
Common::String path1_s = s->_segMan->getString(argv[1]);
Common::String path2_s = s->_segMan->getString(argv[2]);
debug(3, "K_DEVICE_INFO_PATHS_EQUAL(%s,%s)", path1_s.c_str(), path2_s.c_str());
return make_reg(0, Common::matchString(path2_s.c_str(), path1_s.c_str(), false, true));
}
break;
case K_DEVICE_INFO_IS_FLOPPY: {
Common::String input_str = s->_segMan->getString(argv[1]);
debug(3, "K_DEVICE_INFO_IS_FLOPPY(%s)", input_str.c_str());
return NULL_REG; /* Never */
}
case K_DEVICE_INFO_GET_CONFIG_PATH: {
// Early versions return drive letter, later versions a path string
// FIXME: Implement if needed, for now return NULL_REG
return NULL_REG;
}
/* SCI uses these in a less-than-portable way to delete savegames.
** Read http://www-plan.cs.colorado.edu/creichen/freesci-logs/2005.10/log20051019.html
** for more information on our workaround for this.
*/
case K_DEVICE_INFO_GET_SAVECAT_NAME: {
Common::String game_prefix = s->_segMan->getString(argv[2]);
s->_segMan->strcpy(argv[1], "__throwaway");
debug(3, "K_DEVICE_INFO_GET_SAVECAT_NAME(%s) -> %s", game_prefix.c_str(), "__throwaway");
}
break;
case K_DEVICE_INFO_GET_SAVEFILE_NAME: {
Common::String game_prefix = s->_segMan->getString(argv[2]);
uint virtualId = argv[3].toUint16();
s->_segMan->strcpy(argv[1], "__throwaway");
debug(3, "K_DEVICE_INFO_GET_SAVEFILE_NAME(%s,%d) -> %s", game_prefix.c_str(), virtualId, "__throwaway");
if ((virtualId < SAVEGAMEID_OFFICIALRANGE_START) || (virtualId > SAVEGAMEID_OFFICIALRANGE_END))
error("kDeviceInfo(deleteSave): invalid savegame ID specified");
uint savegameId = virtualId - SAVEGAMEID_OFFICIALRANGE_START;
Common::Array<SavegameDesc> saves;
listSavegames(saves);
if (findSavegame(saves, savegameId) != -1) {
// Confirmed that this id still lives...
Common::String filename = g_sci->getSavegameName(savegameId);
Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager();
saveFileMan->removeSavefile(filename);
}
break;
}
default:
error("Unknown DeviceInfo() sub-command: %d", mode);
break;
}
return s->r_acc;
}
reg_t kCheckFreeSpace(EngineState *s, int argc, reg_t *argv) {
// A file path to test is also passed to this function as a separate
// argument, but we do not actually check anything, so it is unused
enum {
kSaveGameSize = 0,
kFreeDiskSpace = 1,
kEnoughSpaceToSave = 2
};
int16 subop;
// In SCI2.1mid, the call is moved into kFileIO and the arguments are
// flipped
if (getSciVersion() >= SCI_VERSION_2_1_MIDDLE) {
subop = argc > 0 ? argv[0].toSint16() : 2;
} else {
subop = argc > 1 ? argv[1].toSint16() : 2;
}
switch (subop) {
case kSaveGameSize:
return make_reg(0, 0);
case kFreeDiskSpace: // in KiB; up to 32MiB maximum
return make_reg(0, 0x7fff);
case kEnoughSpaceToSave:
return make_reg(0, 1);
default:
error("kCheckFreeSpace: called with unknown sub-op %d", subop);
}
}
reg_t kValidPath(EngineState *s, int argc, reg_t *argv) {
Common::String path = s->_segMan->getString(argv[0]);
debug(3, "kValidPath(%s) -> %d", path.c_str(), s->r_acc.getOffset());
// Always return true
return make_reg(0, 1);
}
#ifdef ENABLE_SCI32
reg_t kCD(EngineState *s, int argc, reg_t *argv) {
if (!s)
return make_reg(0, getSciVersion());
error("not supposed to call this");
}
reg_t kCheckCD(EngineState *s, int argc, reg_t *argv) {
const int16 cdNo = argc > 0 ? argv[0].toSint16() : 0;
if (cdNo) {
g_sci->getResMan()->findDisc(cdNo);
}
return make_reg(0, g_sci->getResMan()->getCurrentDiscNo());
}
reg_t kGetSavedCD(EngineState *s, int argc, reg_t *argv) {
// TODO: This is wrong, CD number needs to be available prior to
// the save game being loaded
return make_reg(0, g_sci->getResMan()->getCurrentDiscNo());
}
#endif
// ---- FileIO operations -----------------------------------------------------
#ifdef ENABLE_SCI32
static bool isSaveCatalogue(const Common::String &name) {
return name == "autosave.cat" || name.hasSuffix("sg.cat");
}
// SCI32 save game scripts check for, and write directly to, the save game
// catalogue. Since ScummVM does not use these catalogues, when looking for a
// catalogue, we instead check for save games within ScummVM that are logically
// equivalent to the behaviour of SSCI.
static bool saveCatalogueExists(const Common::String &name) {
bool exists = false;
Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager();
// There will always be one save game in some games, the "new game"
// game, which should be ignored when deciding if there are any save
// games available
uint numPermanentSaves;
switch (g_sci->getGameId()) {
case GID_TORIN:
case GID_LSL7:
case GID_LIGHTHOUSE:
numPermanentSaves = 1;
break;
default:
numPermanentSaves = 0;
break;
}
// Torin uses autosave.cat; LSL7 uses autosvsg.cat
if (name == "autosave.cat" || name == "autosvsg.cat") {
exists = !saveFileMan->listSavefiles(g_sci->getSavegameName(0)).empty();
} else {
exists = saveFileMan->listSavefiles(g_sci->getSavegamePattern()).size() > numPermanentSaves;
}
return exists;
}
#endif
reg_t kFileIO(EngineState *s, int argc, reg_t *argv) {
if (!s)
return make_reg(0, getSciVersion());
error("not supposed to call this");
}
reg_t kFileIOOpen(EngineState *s, int argc, reg_t *argv) {
Common::String name = s->_segMan->getString(argv[0]);
assert(name != "");
int mode = argv[1].toUint16();
bool unwrapFilename = true;
// SQ4 floppy prepends /\ to the filenames
if (name.hasPrefix("/\\")) {
name.deleteChar(0);
name.deleteChar(0);
}
// SQ4 floppy attempts to update the savegame index file sq4sg.dir when
// deleting saved games. We don't use an index file for saving or loading,
// so just stop the game from modifying the file here in order to avoid
// having it saved in the ScummVM save directory.
if (name == "sq4sg.dir") {
debugC(kDebugLevelFile, "Not opening unused file sq4sg.dir");
return SIGNAL_REG;
}
#ifdef ENABLE_SCI32
// See kMakeSaveCatName
if (name == "fake.cat") {
return make_reg(0, VIRTUALFILE_HANDLE_SCI32SAVE);
}
if (isSaveCatalogue(name)) {
const bool exists = saveCatalogueExists(name);
if (exists) {
// Dummy handle is used to represent the catalogue and ignore any
// direct game script writes
return make_reg(0, VIRTUALFILE_HANDLE_SCI32SAVE);
} else {
return SIGNAL_REG;
}
}
#endif
if (name.empty()) {
// Happens many times during KQ1 (e.g. when typing something)
debugC(kDebugLevelFile, "Attempted to open a file with an empty filename");
return SIGNAL_REG;
}
debugC(kDebugLevelFile, "kFileIO(open): %s, 0x%x", name.c_str(), mode);
if (name.hasPrefix("sciAudio\\")) {
// fan-made sciAudio extension, don't create those files and instead return a virtual handle
return make_reg(0, VIRTUALFILE_HANDLE_SCIAUDIO);
}
#ifdef ENABLE_SCI32
// Shivers is trying to store savegame descriptions and current spots in
// separate .SG files, which are hardcoded in the scripts.
// Essentially, there is a normal save file, created by the executable
// and an extra hardcoded save file, created by the game scripts, probably
// because they didn't want to modify the save/load code to add the extra
// information.
// Each slot in the book then has two strings, the save description and a
// description of the current spot that the player is at.
// For now, we don't allow the creation of these files, which means that
// all the spot descriptions next to each slot description will be empty.
// Until a viable solution is found to handle these
// extra files and until the spot description strings are initialized
// correctly, we resort to virtual files in order to make the load screen
// useable. Without this code it is unusable, as the extra information is
// always saved to 0.SG for some reason, but on restore the correct file is
// used. Perhaps the virtual ID is not taken into account when saving.
//
// Future TODO: maintain spot descriptions and show them too, ideally without
// having to return to this logic of extra hardcoded files.
if (g_sci->getGameId() == GID_SHIVERS && name.hasSuffix(".SG")) {
if (mode == _K_FILE_MODE_OPEN_OR_CREATE || mode == _K_FILE_MODE_CREATE) {
// Game scripts are trying to create a file with the save
// description, stop them here
debugC(kDebugLevelFile, "Not creating unused file %s", name.c_str());
return SIGNAL_REG;
} else if (mode == _K_FILE_MODE_OPEN_OR_FAIL) {
// Create a virtual file containing the save game description
// and slot number, as the game scripts expect.
int slotNumber;
sscanf(name.c_str(), "%d.SG", &slotNumber);
Common::Array<SavegameDesc> saves;
listSavegames(saves);
int savegameNr = findSavegame(saves, slotNumber);
assert(savegameNr >= 0);
int size = strlen(saves[savegameNr].name) + 2;
char *buf = (char *)malloc(size);
strcpy(buf, saves[savegameNr].name);
buf[size - 1] = 0; // Spot description (empty)
uint handle = findFreeFileHandle(s);
s->_fileHandles[handle]._in = new Common::MemoryReadStream((byte *)buf, size, DisposeAfterUse::YES);
s->_fileHandles[handle]._out = nullptr;
s->_fileHandles[handle]._name = "";
return make_reg(0, handle);
}
}
#endif
// QFG import rooms get a virtual filelisting instead of an actual one
if (g_sci->inQfGImportRoom()) {
// We need to find out what the user actually selected, "savedHeroes" is
// already destroyed when we get here. That's why we need to remember
// selection via kDrawControl.
name = s->_dirseeker.getVirtualFilename(s->_chosenQfGImportItem);
unwrapFilename = false;
}
return file_open(s, name, mode, unwrapFilename);
}
reg_t kFileIOClose(EngineState *s, int argc, reg_t *argv) {
debugC(kDebugLevelFile, "kFileIO(close): %d", argv[0].toUint16());
if (argv[0] == SIGNAL_REG)
return s->r_acc;
uint16 handle = argv[0].toUint16();
if (handle >= VIRTUALFILE_HANDLE_START) {
// it's a virtual handle? ignore it
return getSciVersion() >= SCI_VERSION_2 ? TRUE_REG : SIGNAL_REG;
}
FileHandle *f = getFileFromHandle(s, handle);
if (f) {
f->close();
if (getSciVersion() <= SCI_VERSION_0_LATE)
return s->r_acc; // SCI0 semantics: no value returned
return getSciVersion() >= SCI_VERSION_2 ? TRUE_REG : SIGNAL_REG;
}
if (getSciVersion() <= SCI_VERSION_0_LATE)
return s->r_acc; // SCI0 semantics: no value returned
return NULL_REG;
}
reg_t kFileIOReadRaw(EngineState *s, int argc, reg_t *argv) {
uint16 handle = argv[0].toUint16();
uint16 size = argv[2].toUint16();
int bytesRead = 0;
char *buf = new char[size];
debugC(kDebugLevelFile, "kFileIO(readRaw): %d, %d", handle, size);
FileHandle *f = getFileFromHandle(s, handle);
if (f)
bytesRead = f->_in->read(buf, size);
// TODO: What happens if less bytes are read than what has
// been requested? (i.e. if bytesRead is non-zero, but still
// less than size)
if (bytesRead > 0)
s->_segMan->memcpy(argv[1], (const byte*)buf, size);
delete[] buf;
return make_reg(0, bytesRead);
}
reg_t kFileIOWriteRaw(EngineState *s, int argc, reg_t *argv) {
uint16 handle = argv[0].toUint16();
uint16 size = argv[2].toUint16();
#ifdef ENABLE_SCI32
if (handle == VIRTUALFILE_HANDLE_SCI32SAVE) {
return make_reg(0, size);
}
#endif
char *buf = new char[size];
uint bytesWritten = 0;
bool success = false;
s->_segMan->memcpy((byte *)buf, argv[1], size);
debugC(kDebugLevelFile, "kFileIO(writeRaw): %d, %d", handle, size);
FileHandle *f = getFileFromHandle(s, handle);
if (f) {
bytesWritten = f->_out->write(buf, size);
success = !f->_out->err();
}
delete[] buf;
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
if (!success) {
return make_reg(0, -1);
}
return make_reg(0, bytesWritten);
}
#endif
if (success)
return NULL_REG;
return make_reg(0, 6); // DOS - invalid handle
}
reg_t kFileIOUnlink(EngineState *s, int argc, reg_t *argv) {
Common::String name = s->_segMan->getString(argv[0]);
Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager();
bool result;
// SQ4 floppy prepends /\ to the filenames
if (name.hasPrefix("/\\")) {
name.deleteChar(0);
name.deleteChar(0);
}
// Special case for SQ4 floppy: This game has hardcoded names for all of
// its savegames, and they are all named "sq4sg.xxx", where xxx is the
// slot. We just take the slot number here, and delete the appropriate
// save game.
if (name.hasPrefix("sq4sg.")) {
// Special handling for SQ4... get the slot number and construct the
// save game name.
int slotNum = atoi(name.c_str() + name.size() - 3);
Common::Array<SavegameDesc> saves;
listSavegames(saves);
int savedir_nr = saves[slotNum].id;
name = g_sci->getSavegameName(savedir_nr);
result = saveFileMan->removeSavefile(name);
#ifdef ENABLE_SCI32
} else if (getSciVersion() >= SCI_VERSION_2) {
// The file name may be already wrapped, so check both cases
result = saveFileMan->removeSavefile(name);
if (!result) {
const Common::String wrappedName = g_sci->wrapFilename(name);
result = saveFileMan->removeSavefile(wrappedName);
}
#endif
} else {
const Common::String wrappedName = g_sci->wrapFilename(name);
result = saveFileMan->removeSavefile(wrappedName);
}
debugC(kDebugLevelFile, "kFileIO(unlink): %s", name.c_str());
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
return make_reg(0, result);
}
#endif
if (result)
return NULL_REG;
return make_reg(0, 2); // DOS - file not found error code
}
reg_t kFileIOReadString(EngineState *s, int argc, reg_t *argv) {
uint16 maxsize = argv[1].toUint16();
char *buf = new char[maxsize];
uint16 handle = argv[2].toUint16();
debugC(kDebugLevelFile, "kFileIO(readString): %d, %d", handle, maxsize);
uint32 bytesRead;
bytesRead = fgets_wrapper(s, buf, maxsize, handle);
s->_segMan->memcpy(argv[0], (const byte*)buf, maxsize);
delete[] buf;
return bytesRead ? argv[0] : NULL_REG;
}
reg_t kFileIOWriteString(EngineState *s, int argc, reg_t *argv) {
int handle = argv[0].toUint16();
Common::String str = s->_segMan->getString(argv[1]);
debugC(kDebugLevelFile, "kFileIO(writeString): %d", handle);
// Handle sciAudio calls in fanmade games here. sciAudio is an
// external .NET library for playing MP3 files in fanmade games.
// It runs in the background, and obtains sound commands from the
// currently running game via text files (called "conductor files").
// We skip creating these files, and instead handle the calls
// directly. Since the sciAudio calls are only creating text files,
// this is probably the most straightforward place to handle them.
if (handle == VIRTUALFILE_HANDLE_SCIAUDIO) {
Common::List<ExecStack>::const_iterator iter = s->_executionStack.reverse_begin();
iter--; // sciAudio
iter--; // sciAudio child
g_sci->_audio->handleFanmadeSciAudio(iter->sendp, s->_segMan);
return NULL_REG;
}
FileHandle *f = getFileFromHandle(s, handle);
if (f) {
f->_out->write(str.c_str(), str.size());
if (getSciVersion() <= SCI_VERSION_0_LATE)
return s->r_acc; // SCI0 semantics: no value returned
return NULL_REG;
}
if (getSciVersion() <= SCI_VERSION_0_LATE)
return s->r_acc; // SCI0 semantics: no value returned
return make_reg(0, 6); // DOS - invalid handle
}
reg_t kFileIOSeek(EngineState *s, int argc, reg_t *argv) {
uint16 handle = argv[0].toUint16();
uint16 offset = ABS<int16>(argv[1].toSint16()); // can be negative
uint16 whence = argv[2].toUint16();
debugC(kDebugLevelFile, "kFileIO(seek): %d, %d, %d", handle, offset, whence);
FileHandle *f = getFileFromHandle(s, handle);
if (f && f->_in) {
// Backward seeking isn't supported in zip file streams, thus adapt the
// parameters accordingly if games ask for such a seek mode. A known
// case where this is requested is the save file manager in Phantasmagoria
if (whence == SEEK_END) {
whence = SEEK_SET;
offset = f->_in->size() - offset;
}
return make_reg(0, f->_in->seek(offset, whence));
} else if (f && f->_out) {
error("kFileIOSeek: Unsupported seek operation on a writeable stream (offset: %d, whence: %d)", offset, whence);
}
return SIGNAL_REG;
}
reg_t kFileIOFindFirst(EngineState *s, int argc, reg_t *argv) {
Common::String mask = s->_segMan->getString(argv[0]);
reg_t buf = argv[1];
int attr = argv[2].toUint16(); // We won't use this, Win32 might, though...
debugC(kDebugLevelFile, "kFileIO(findFirst): %s, 0x%x", mask.c_str(), attr);
// We remove ".*". mask will get prefixed, so we will return all additional files for that gameid
if (mask == "*.*")
mask = "*";
return s->_dirseeker.firstFile(mask, buf, s->_segMan);
}
reg_t kFileIOFindNext(EngineState *s, int argc, reg_t *argv) {
debugC(kDebugLevelFile, "kFileIO(findNext)");
return s->_dirseeker.nextFile(s->_segMan);
}
reg_t kFileIOExists(EngineState *s, int argc, reg_t *argv) {
Common::String name = s->_segMan->getString(argv[0]);
bool exists = false;
if (g_sci->getGameId() == GID_PEPPER) {
// HACK: Special case for Pepper's Adventure in Time
// The game checks like crazy for the file CDAUDIO when entering the game menu.
// On at least Windows that makes the engine slow down to a crawl and takes at least 1 second.
// Should get solved properly by changing the code below. This here is basically for 1.8.0 release.
// TODO: Fix this properly.
if (name == "CDAUDIO")
return NULL_REG;
}
#ifdef ENABLE_SCI32
if (isSaveCatalogue(name)) {
return saveCatalogueExists(name) ? TRUE_REG : NULL_REG;
}
#endif
// TODO: It may apparently be worth caching the existence of
// phantsg.dir, and possibly even keeping it open persistently
// 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);
}
reg_t kFileIORename(EngineState *s, int argc, reg_t *argv) {
Common::String oldName = s->_segMan->getString(argv[0]);
Common::String newName = s->_segMan->getString(argv[1]);
// We don't fully implement all cases that could occur here, and
// assume the file to be renamed is a wrapped filename.
// Known usage: In Phant1 and KQ7 while deleting savegames.
// The scripts rewrite the dir file as a temporary file, and then
// rename it to the actual dir file.
oldName = g_sci->wrapFilename(oldName);
newName = g_sci->wrapFilename(newName);
// SCI1.1 returns 0 on success and a DOS error code on fail. SCI32
// returns -1 on fail. We just return -1 for all versions.
if (g_sci->getSaveFileManager()->renameSavefile(oldName, newName))
return NULL_REG;
else
return SIGNAL_REG;
}
#ifdef ENABLE_SCI32
reg_t kFileIOReadByte(EngineState *s, int argc, reg_t *argv) {
// Read the byte into the low byte of the accumulator
FileHandle *f = getFileFromHandle(s, argv[0].toUint16());
if (!f)
return NULL_REG;
return make_reg(0, (s->r_acc.toUint16() & 0xff00) | f->_in->readByte());
}
reg_t kFileIOWriteByte(EngineState *s, int argc, reg_t *argv) {
FileHandle *f = getFileFromHandle(s, argv[0].toUint16());
if (f)
f->_out->writeByte(argv[1].toUint16() & 0xff);
return s->r_acc;
}
reg_t kFileIOReadWord(EngineState *s, int argc, reg_t *argv) {
FileHandle *f = getFileFromHandle(s, argv[0].toUint16());
if (!f)
return NULL_REG;
return make_reg(0, f->_in->readUint16LE());
}
reg_t kFileIOWriteWord(EngineState *s, int argc, reg_t *argv) {
FileHandle *f = getFileFromHandle(s, argv[0].toUint16());
if (f)
f->_out->writeUint16LE(argv[1].toUint16());
return s->r_acc;
}
reg_t kFileIOGetCWD(EngineState *s, int argc, reg_t *argv) {
SciArray &fileName = *s->_segMan->lookupArray(argv[0]);
fileName.fromString("C:\\SIERRA\\");
return argv[0];
}
reg_t kFileIOIsValidDirectory(EngineState *s, int argc, reg_t *argv) {
// Used in Torin's Passage and LSL7 to determine if the directory passed as
// a parameter (usually the save directory) is valid. We always return true
// here.
return TRUE_REG;
}
#endif
// ---- Save operations -------------------------------------------------------
#ifdef ENABLE_SCI32
reg_t kSave(EngineState *s, int argc, reg_t *argv) {
if (!s)
return make_reg(0, getSciVersion());
error("not supposed to call this");
}
#endif
reg_t kSaveGame(EngineState *s, int argc, reg_t *argv) {
// slot 0 is the ScummVM auto-save slot, which is not used by us, but is
// still reserved
enum {
SAVEGAMESLOT_FIRST = 1,
SAVEGAMESLOT_LAST = 99
};
Common::String game_id = !argv[0].isNull() ? s->_segMan->getString(argv[0]) : "";
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 didn't 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
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
switch (g_sci->getGameId()) {
case GID_JONES:
// Jones has one save slot only
savegameId = 0;
break;
case GID_FANMADE: {
// Fanmade game, try to identify the game
const char *gameName = g_sci->getGameObjectName();
if (strcmp(gameName, "CascadeQuest") == 0) {
// Cascade Quest calls us directly to auto-save and uses slot 99,
// put that save into slot 0 (ScummVM auto-save slot) see bug #7007
if (virtualId == (SAVEGAMEID_OFFICIALRANGE_START - 1)) {
savegameId = 0;
}
}
break;
}
default:
break;
}
if (savegameId < 0) {
// savegameId not set yet
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 = SAVEGAMESLOT_FIRST; savegameId <= SAVEGAMESLOT_LAST; savegameId++) {
for (savegameNr = 0; savegameNr < saves.size(); savegameNr++) {
if (savegameId == saves[savegameNr].id)
break;
}
if (savegameNr == saves.size()) // Slot not found, seems to be good to go
break;
}
if (savegameId > SAVEGAMESLOT_LAST)
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 kRestoreGame(EngineState *s, int argc, reg_t *argv) {
Common::String game_id = !argv[0].isNull() ? s->_segMan->getString(argv[0]) : "";
int16 savegameId = argv[1].toSint16();
bool pausedMusic = false;
debug(3, "kRestoreGame(%s,%d)", game_id.c_str(), savegameId);
if (argv[0].isNull()) {
// Direct call, either from launcher or from a patched Game::restore
if (savegameId == -1) {
// we are supposed to show a dialog for the user and let him choose a saved game
g_sci->_soundCmd->pauseAll(true); // pause music
GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
savegameId = dialog->runModalWithCurrentTarget();
delete dialog;
if (savegameId < 0) {
g_sci->_soundCmd->pauseAll(false); // unpause music
return s->r_acc;
}
pausedMusic = true;
}
// don't adjust ID of the saved game, it's already correct
} else {
if (g_sci->getGameId() == GID_JONES) {
// Jones has one save slot only
savegameId = 0;
} else {
// Real call from script, we need to adjust ID
if ((savegameId < SAVEGAMEID_OFFICIALRANGE_START) || (savegameId > SAVEGAMEID_OFFICIALRANGE_END)) {
warning("Savegame ID %d is not allowed", savegameId);
return TRUE_REG;
}
savegameId -= SAVEGAMEID_OFFICIALRANGE_START;
}
}
s->r_acc = NULL_REG; // signals success
Common::Array<SavegameDesc> saves;
listSavegames(saves);
if (findSavegame(saves, savegameId) == -1) {
s->r_acc = TRUE_REG;
warning("Savegame ID %d not found", savegameId);
} else {
Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager();
Common::String filename = g_sci->getSavegameName(savegameId);
Common::SeekableReadStream *in;
in = saveFileMan->openForLoading(filename);
if (in) {
// found a savegame file
gamestate_restore(s, in);
delete in;
gamestate_afterRestoreFixUp(s, savegameId);
} else {
s->r_acc = TRUE_REG;
warning("Savegame #%d not found", savegameId);
}
}
if (!s->r_acc.isNull()) {
// no success?
if (pausedMusic)
g_sci->_soundCmd->pauseAll(false); // unpause music
}
return s->r_acc;
}
reg_t kGetSaveDir(EngineState *s, int argc, reg_t *argv) {
#ifdef ENABLE_SCI32
// SCI32 uses a parameter here. It is used to modify a string, stored in a
// global variable, so that game scripts store the save directory. We
// don't really set a save game directory, thus not setting the string to
// anything is the correct thing to do here.
//if (argc > 0)
// warning("kGetSaveDir called with %d parameter(s): %04x:%04x", argc, PRINT_REG(argv[0]));
#endif
return s->_segMan->getSaveDirPtr();
}
reg_t kCheckSaveGame(EngineState *s, int argc, reg_t *argv) {
Common::String game_id = s->_segMan->getString(argv[0]);
uint16 virtualId = argv[1].toUint16();
debug(3, "kCheckSaveGame(%s, %d)", game_id.c_str(), virtualId);
Common::Array<SavegameDesc> saves;
listSavegames(saves);
// we allow 0 (happens in QfG2 when trying to restore from an empty saved game list) and return false in that case
if (virtualId == 0)
return NULL_REG;
uint savegameId = 0;
if (g_sci->getGameId() == GID_JONES) {
// Jones has one save slot only
} else {
// Find saved game
if ((virtualId < SAVEGAMEID_OFFICIALRANGE_START) || (virtualId > SAVEGAMEID_OFFICIALRANGE_END))
error("kCheckSaveGame: called with invalid savegame ID (%d)", virtualId);
savegameId = virtualId - SAVEGAMEID_OFFICIALRANGE_START;
}
int savegameNr = findSavegame(saves, savegameId);
if (savegameNr == -1)
return NULL_REG;
// Check for compatible savegame version
int ver = saves[savegameNr].version;
if (ver < MINIMUM_SAVEGAME_VERSION || ver > CURRENT_SAVEGAME_VERSION)
return NULL_REG;
// Otherwise we assume the savegame is OK
return TRUE_REG;
}
reg_t kGetSaveFiles(EngineState *s, int argc, reg_t *argv) {
// Scripts ask for current save files, we can assume that if afterwards they ask us to create a new slot they really
// mean new slot instead of overwriting the old one
s->_lastSaveVirtualId = SAVEGAMEID_OFFICIALRANGE_START;
Common::Array<SavegameDesc> saves;
listSavegames(saves);
uint totalSaves = MIN<uint>(saves.size(), MAX_SAVEGAME_NR);
Common::String game_id = s->_segMan->getString(argv[0]);
debug(3, "kGetSaveFiles(%s)", game_id.c_str());
reg_t *slot = s->_segMan->derefRegPtr(argv[2], totalSaves);
if (!slot) {
warning("kGetSaveFiles: %04X:%04X invalid or too small to hold slot data", PRINT_REG(argv[2]));
totalSaves = 0;
}
const uint bufSize = (totalSaves * SCI_MAX_SAVENAME_LENGTH) + 1;
char *saveNames = new char[bufSize];
char *saveNamePtr = saveNames;
for (uint i = 0; i < totalSaves; i++) {
*slot++ = make_reg(0, saves[i].id + SAVEGAMEID_OFFICIALRANGE_START); // Store the virtual savegame ID (see above)
strcpy(saveNamePtr, saves[i].name);
saveNamePtr += SCI_MAX_SAVENAME_LENGTH;
}
*saveNamePtr = 0; // Terminate list
s->_segMan->memcpy(argv[1], (byte *)saveNames, bufSize);
delete[] saveNames;
return make_reg(0, totalSaves);
}
#ifdef ENABLE_SCI32
reg_t kSaveGame32(EngineState *s, int argc, reg_t *argv) {
Common::String gameName = "";
int16 saveNo;
Common::String saveDescription;
Common::String gameVersion = (argc <= 3 || argv[3].isNull()) ? "" : s->_segMan->getString(argv[3]);
if (argv[0].isNull()) {
// ScummVM call, from a patched Game::save
g_sci->_soundCmd->pauseAll(true);
GUI::SaveLoadChooser dialog(_("Save game:"), _("Save"), true);
saveNo = dialog.runModalWithCurrentTarget();
g_sci->_soundCmd->pauseAll(false);
if (saveNo < 0) {
return NULL_REG;
}
saveDescription = dialog.getResultString();
if (saveDescription.empty()) {
saveDescription = dialog.createDefaultSaveDescription(saveNo);
}
} else {
// Native script call
gameName = s->_segMan->getString(argv[0]);
saveNo = argv[1].toSint16();
saveDescription = argv[2].isNull() ? "" : s->_segMan->getString(argv[2]);
}
// Auto-save system used by Torin and LSL7
if (gameName == "Autosave" || gameName == "Autosv") {
if (saveNo == 0) {
// Autosave slot 0 is the autosave
} else {
// Autosave slot 1 is a "new game" save
saveNo = kNewGameId;
}
} else if (saveNo == 0) {
// SSCI save games normally start from save number 0, but this is
// reserved for the autosave game in ScummVM. So, any time a game tries
// to save to slot 0 (and it isn't an autosave), it should instead go to
// the next highest free ID
Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager();
Common::StringArray saveNames = saveFileMan->listSavefiles(g_sci->getSavegamePattern());
Common::sort(saveNames.begin(), saveNames.end());
if (saveNames.size()) {
int lastId = 0;
for (int i = 0; i < (int)saveNames.size(); ++i) {
const int id = strtol(saveNames[i].end() - 3, NULL, 10);
if (id == 0) {
continue;
}
if (id != lastId + 1) {
saveNo = lastId + 1;
break;
}
++lastId;
}
}
// There was no gap, so this save goes to a brand new slot
if (saveNo == 0) {
saveNo = saveNames.size() + 1;
}
}
Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager();
const Common::String filename = g_sci->getSavegameName(saveNo);
Common::OutSaveFile *saveStream = saveFileMan->openForSaving(filename);
if (saveStream == nullptr) {
warning("Error opening savegame \"%s\" for writing", filename.c_str());
return NULL_REG;
}
if (!gamestate_save(s, saveStream, saveDescription, gameVersion)) {
warning("Saving the game failed");
saveStream->finalize();
delete saveStream;
return NULL_REG;
}
saveStream->finalize();
if (saveStream->err()) {
warning("Writing the savegame failed");
delete saveStream;
return NULL_REG;
}
delete saveStream;
return TRUE_REG;
}
reg_t kRestoreGame32(EngineState *s, int argc, reg_t *argv) {
Common::String gameName = "";
int16 saveNo = argv[1].toSint16();
const Common::String gameVersion = argv[2].isNull() ? "" : s->_segMan->getString(argv[2]);
if (argv[0].isNull() && saveNo == -1) {
// ScummVM call, either from lancher or a patched Game::restore
g_sci->_soundCmd->pauseAll(true);
GUI::SaveLoadChooser dialog(_("Restore game:"), _("Restore"), false);
saveNo = dialog.runModalWithCurrentTarget();
g_sci->_soundCmd->pauseAll(false);
if (saveNo < 0) {
return s->r_acc;
}
} else {
gameName = s->_segMan->getString(argv[0]);
}
if (gameName == "Autosave" || gameName == "Autosv") {
if (saveNo == 0) {
// Autosave slot 0 is the autosave
} else {
// Autosave slot 1 is a "new game" save
saveNo = kNewGameId;
}
}
Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager();
const Common::String filename = g_sci->getSavegameName(saveNo);
Common::SeekableReadStream *saveStream = saveFileMan->openForLoading(filename);
if (saveStream == nullptr) {
warning("Savegame #%d not found", saveNo);
return NULL_REG;
}
gamestate_restore(s, saveStream);
delete saveStream;
gamestate_afterRestoreFixUp(s, saveNo);
return TRUE_REG;
}
reg_t kCheckSaveGame32(EngineState *s, int argc, reg_t *argv) {
const Common::String gameName = s->_segMan->getString(argv[0]);
int16 saveNo = argv[1].toSint16();
const Common::String gameVersion = argv[2].isNull() ? "" : s->_segMan->getString(argv[2]);
Common::Array<SavegameDesc> saves;
listSavegames(saves);
if ((gameName == "Autosave" || gameName == "Autosv") && saveNo == 1) {
saveNo = kNewGameId;
}
SavegameDesc save;
if (!fillSavegameDesc(g_sci->getSavegameName(saveNo), &save)) {
return NULL_REG;
}
if (save.version < MINIMUM_SAVEGAME_VERSION ||
save.version > CURRENT_SAVEGAME_VERSION ||
save.gameVersion != gameVersion) {
return NULL_REG;
}
return TRUE_REG;
}
reg_t kGetSaveFiles32(EngineState *s, int argc, reg_t *argv) {
// argv[0] is gameName, used in SSCI as the name of the save game catalogue
// but unused here since ScummVM does not support multiple catalogues
SciArray &descriptions = *s->_segMan->lookupArray(argv[1]);
SciArray &saveIds = *s->_segMan->lookupArray(argv[2]);
Common::Array<SavegameDesc> saves;
listSavegames(saves);
// Normally SSCI limits to 20 games per directory, but ScummVM allows more
// than that
descriptions.resize(SCI_MAX_SAVENAME_LENGTH * saves.size() + 1, true);
saveIds.resize(saves.size() + 1, true);
for (uint i = 0; i < saves.size(); ++i) {
const SavegameDesc &save = saves[i];
char *target = &descriptions.charAt(SCI_MAX_SAVENAME_LENGTH * i);
Common::strlcpy(target, save.name, SCI_MAX_SAVENAME_LENGTH);
saveIds.int16At(i) = save.id;
}
descriptions.charAt(SCI_MAX_SAVENAME_LENGTH * saves.size()) = '\0';
saveIds.int16At(saves.size()) = 0;
return make_reg(0, saves.size());
}
reg_t kMakeSaveCatName(EngineState *s, int argc, reg_t *argv) {
// ScummVM does not use SCI catalogues for save games, but game scripts try
// to write out catalogues manually after a save game is deleted, so we need
// to be able to identify and ignore these IO operations by always giving
// back a fixed catalogue name and then ignoring it in kFileIO
SciArray &outCatName = *s->_segMan->lookupArray(argv[0]);
outCatName.fromString("fake.cat");
return argv[0];
}
reg_t kMakeSaveFileName(EngineState *s, int argc, reg_t *argv) {
SciArray &outFileName = *s->_segMan->lookupArray(argv[0]);
// argv[1] is the game name, which is not used by ScummVM
int16 saveNo = argv[2].toSint16();
outFileName.fromString(g_sci->getSavegameName(saveNo));
return argv[0];
}
#endif
} // End of namespace Sci