scummvm/engines/mads/game.h
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

257 lines
5.7 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.
*
*/
#ifndef MADS_GAME_H
#define MADS_GAME_H
#include "common/scummsys.h"
#include "common/savefile.h"
#include "common/str-array.h"
#include "common/serializer.h"
#include "mads/audio.h"
#include "mads/scene.h"
#include "mads/game_data.h"
#include "mads/globals.h"
#include "mads/inventory.h"
#include "mads/player.h"
#include "mads/screen.h"
#include "mads/camera.h"
namespace MADS {
class MADSEngine;
enum KernelMode {
KERNEL_GAME_LOAD = 0, KERNEL_SECTION_PRELOAD = 1, KERNEL_SECTION_INIT = 2,
KERNEL_ROOM_PRELOAD = 3, KERNEL_ROOM_INIT = 4, KERNEL_ACTIVE_CODE = 5
};
enum SyncType {
SYNC_SEQ = 1, SYNC_PLAYER = 2, SYNC_ANIM = 3, SYNC_CLOCK = 4
};
#define MADS_SAVEGAME_VERSION 1
struct MADSSavegameHeader {
uint8 _version;
Common::String _saveName;
Graphics::Surface *_thumbnail;
int _year, _month, _day;
int _hour, _minute;
int _totalFrames;
};
class Game {
private:
/**
* Main game loop
*/
void gameLoop();
/**
* Inner game loop for executing gameplay within a game section
*/
void sectionLoop();
/**
* Load quotes data
*/
void loadQuotes();
protected:
MADSEngine *_vm;
MSurface *_surface;
int _statusFlag;
Common::StringArray _quotes;
bool _quoteEmergency;
bool _vocabEmergency;
bool _anyEmergency;
int _lastSave;
Common::String _saveName;
Common::InSaveFile *_saveFile;
Graphics::Surface *_saveThumb;
/**
* Constructor
*/
Game(MADSEngine *vm);
/**
* Initializes the current section number of the game
*/
void initSection(int sectionNumber);
//@{
/** @name Virtual Method list */
/**
* Perform any game-specifcic startup
*/
virtual void startGame() = 0;
/**
* Initializes global variables for a new game
*/
virtual void initializeGlobals() = 0;
/**
* Set up the section handler specific to each section
*/
virtual void setSectionHandler() = 0;
/**
* Checks for whether to show a dialog
*/
virtual void checkShowDialog() = 0;
//@}
public:
static Game *init(MADSEngine *vm);
public:
Player _player;
ScreenObjects _screenObjects;
int _sectionNumber;
int _priorSectionNumber;
int _currentSectionNumber;
InventoryObjects _objects;
SectionHandler *_sectionHandler;
VisitedScenes _visitedScenes;
Scene _scene;
KernelMode _kernelMode;
int _trigger;
ScreenTransition _fx;
TriggerMode _triggerMode;
TriggerMode _triggerSetupMode;
uint32 _priorFrameTimer;
Common::String _aaName;
int _winStatus;
int _widepipeCtr;
int _loadGameSlot;
int _panningSpeed;
Camera _camX, _camY;
public:
virtual ~Game();
/**
* Main outer loop for the game
*/
void run();
/**
* Return the number of quotes
*/
uint32 getQuotesSize() { return _quotes.size(); }
/**
* Get a specific quote string
*/
const Common::String &getQuote(uint32 index) { return _quotes[index - 1]; }
/**
* Split a quote into two lines for display on-screen
*/
void splitQuote(const Common::String &source, Common::String &line1, Common::String &line2);
Common::StringArray getMessage(uint32 id);
/**
* Returns the globals for the game
*/
virtual Globals &globals() = 0;
/**
* Standard object handling across the game
*/
virtual void doObjectAction() = 0;
/**
* Fallback handler for any action that isn't explicitly handled
*/
virtual void unhandledAction() = 0;
/**
* Global game step
*/
virtual void step() = 0;
/**
* Synchronize the game data
* @param s Serializer
* @param phase1 If true, it's synchronizing the basic scene information
*/
virtual void synchronize(Common::Serializer &s, bool phase1);
virtual void setNaughtyMode(bool naughtyMode) {}
virtual bool getNaughtyMode() const { return true; }
// DEPRECATED: ScummVM re-implementation keeps all the quotes loaded, so the methods below are stubs
void clearQuotes() {}
void loadQuoteRange(int startNum, int endNum) {}
void loadQuoteSet(...) {}
void loadQuote(int quoteNum) {}
/**
* Handle a keyboard event
*/
void handleKeypress(const Common::KeyState &kbd);
/**
* Starts a savegame loading.
* @remarks Due to the way the engine is implemented, loading is done in two
* parts, the second part after the specific scene has been loaded
*/
void loadGame(int slotNumber);
/**
* Save the current game
*/
void saveGame(int slotNumber, const Common::String &saveName);
/**
* Write out a savegame header
*/
void writeSavegameHeader(Common::OutSaveFile *out, MADSSavegameHeader &header);
/**
* Read in a savegame header
*/
WARN_UNUSED_RESULT static bool readSavegameHeader(Common::InSaveFile *in, MADSSavegameHeader &header, bool skipThumbnail = true);
/**
* Creates a temporary thumbnail for use in saving games
*/
void createThumbnail();
void syncTimers(SyncType slaveType, int slaveId, SyncType masterType, int masterId);
void camInitDefault();
void camSetSpeed();
void camUpdate();
};
} // End of namespace MADS
#endif /* MADS_GAME_H */