34 Commits

Author SHA1 Message Date
Tomasz Długosz
eaab877d66 JANITORIAL: fix the name of original author of cge and cge2
The first name is Janusz, not Janus.
The correct name was used in AUTHORS and credits.
In case of doubts, see his personal webpage: https://www.jbw.pl/ - name is in the page footer
2020-04-18 20:59:57 +02:00
Paul Gilbert
9f175c4053 ENGINES: Cleanup of savegame filenames generation
This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames
2020-02-16 15:44:28 -08:00
Paul Gilbert
a00e44ba6c ENGINES: Merge saveGameState virtual methods into a single one 2020-02-16 15:44:28 -08:00
Adrian Frühwirth
03312fba61 CGE2: Add play time metadata to savegames 2018-05-05 22:19:03 +02:00
Adrian Frühwirth
00e59a3122 ALL: Load savegame thumbnail only when necessary
This commit introduces the following changes:

1. Graphics::loadThumbnail()

   Now returns a boolean and takes a new argument skipThumbnail which
   defaults to false. In case of true, loadThumbnail() reads past the
   thumbnail data in the input stream instead of actually loading the
   thumbnail. This simplifies savegame handling where, up until now,
   many engines always read the whole savegame metadata (including
   the thumbnail) and then threw away the thumbnail when not needed
   (which is in almost all cases, the most common exception being
   MetaEngine::querySaveMetaInfos() which is responsible for loading
   savegame metadata for displaying it in the GUI launcher.

2. readSavegameHeader()

   Engines which already implement such a method (name varies) now take
   a new argument skipThumbnail (default: true) which is passed
   through to loadThumbnail(). This means that the default case for
   readSavegameHeader() is now _not_ loading the thumbnail from a
   savegame and just reading past it. In those cases, e.g.
   querySaveMetaInfos(), where we actually are interested in loading
   the thumbnail readSavegameHeader() needs to explicitely be called
   with skipThumbnail == false.

   Engines whose readSavegameHeader() (name varies) already takes an
   argument loadThumbnail have been adapted to have a similar
   prototype and semantics.
   I.e. readSaveHeader(in, loadThumbnail, header) now is
   readSaveHeader(in, header, skipThumbnail).

3. Error handling

   Engines which previously did not check the return value of
   readSavegameHeader() (name varies) now do so ensuring that possibly
   broken savegames (be it a broken thumbnail or something else) don't
   make it into the GUI launcher list in the first place.
2018-04-07 09:26:20 +02:00
Ori Avtalion
3564032330 JANITORIAL: Reduce audio header dependencies 2016-04-14 16:10:21 +03:00
Filippos Karapetis
c76c72c799 CGE2: Remove trailing whitespace 2014-10-28 16:06:07 +02:00
unknown
5c8129a1dd CGE2: Refactor _startupMode. 2014-09-07 11:01:23 +02:00
uruk
854849f57a CGE2: Get rid of detection.h, move things to detection.cpp. 2014-08-11 15:28:43 +02:00
uruk
0ea1268940 CGE2: Fix canSaveGameStateCurrently(). 2014-08-09 17:22:19 +02:00
uruk
010a806a19 CGE2: Rework canSaveGameStateCurrently(). 2014-08-03 22:50:16 +02:00
uruk
11d2cf66b6 CGE2: Rework the handling of the sound buttons on the toolbar.
Also keep in sync the volume settings and the audio mode of the game and the settings in the Launcher.
2014-08-03 22:23:55 +02:00
uruk
7dfb2b01f1 CGE2: Rearrange content of saveload.cpp and cge2.h a bit. 2014-08-03 15:04:00 +02:00
uruk
60a77ae6d7 CGE2: Add autosave functionality. 2014-08-03 14:46:11 +02:00
uruk
06144cee4b CGE2: Remove dummies from save header and change save checksum.
The old saves are broken by our new FXP implementation anyway.
2014-07-30 09:05:07 +02:00
uruk
e5139cdd9c CGE2: Fix loading during gameplay. 2014-07-29 20:59:29 +02:00
uruk
0b8a727a0e CGE2: Repair computation of save checksum. 2014-07-29 18:42:00 +02:00
uruk
4e32736e44 CGE2: Prevent the engine from entering an endless loop when loading.
Also remove CommandHandler::reset(), since it's not useful anymore.
2014-07-29 16:41:56 +02:00
uruk
b33653000d CGE2: Fix saving of moving heroes. 2014-07-29 16:13:29 +02:00
uruk
6e00d80b4b CGE2: Implement Vga::rotate(). 2014-07-29 11:52:57 +02:00
uruk
5016e09acf CGE2: Don't bother with saving/loading sound options.
We always get them for the setting of the Launcher.
2014-07-29 09:06:14 +02:00
uruk
d95a4c5f72 CGE2: Get rid of _flag. 2014-07-29 09:05:41 +02:00
uruk
db6cab7a6f CGE2: Repair loading from savestate. 2014-07-28 20:40:42 +02:00
uruk
3c0665edfa CGE2: Rework loadUser().
Now initToolbar() works as intended both when starting a new game or when loading an old gamestate.
2014-07-25 19:20:50 +02:00
uruk
24cc8a8762 CGE2: Implement checkSaySwitch() and add/fix connected code. 2014-07-24 18:11:10 +02:00
uruk
755fedcceb CGE2: Set speech only/text only/both modes according to Launcher options. 2014-07-24 16:50:36 +02:00
uruk
6e26422468 CGE2: Rework loading of sprites from file.
Now it satisfies the needs described in the last commit's TODO comment.
2014-07-21 19:57:33 +02:00
uruk
e15f40978a CGE2: Implement loading from the Launcher. 2014-07-04 19:07:38 +02:00
uruk
8b8216bf2c CGE2: Fully implement the save/load system.
Now the toolbar is working too after loading.
2014-07-04 18:39:03 +02:00
uruk
ddf4f4598d CGE2: Rename saveHeroPos() to storeHeroPos(). 2014-07-04 13:01:29 +02:00
uruk
927be46c87 CGE2: Remove unnecessary parameter from Spare::sync(). 2014-07-04 13:01:28 +02:00
uruk
f155546ecb CGE2: Partially working save/load system.
There's a mayor bug which blocks the toolbar from interaction after loading. To be investigated during the upcoming days.
2014-07-04 13:01:28 +02:00
uruk
ade740de10 CGE2: Implement saving. 2014-06-29 22:52:03 +02:00
uruk
38a59bee3e CGE2: Add skeleton for save/load system.
Also rename loadGame() to loadHeroes().
2014-06-29 20:36:54 +02:00