scummvm/engines/mads/game.cpp
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

676 lines
17 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/scummsys.h"
#include "common/config-manager.h"
#include "common/memstream.h"
#include "common/serializer.h"
#include "graphics/palette.h"
#include "graphics/scaler.h"
#include "graphics/thumbnail.h"
#include "mads/mads.h"
#include "mads/compression.h"
#include "mads/game.h"
#include "mads/game_data.h"
#include "mads/events.h"
#include "mads/screen.h"
#include "mads/msurface.h"
#include "mads/resources.h"
#include "mads/dragonsphere/game_dragonsphere.h"
#include "mads/nebular/game_nebular.h"
#include "mads/phantom/game_phantom.h"
namespace MADS {
Game *Game::init(MADSEngine *vm) {
switch (vm->getGameID()) {
case GType_RexNebular:
return new Nebular::GameNebular(vm);
case GType_Dragonsphere:
return new Dragonsphere::GameDragonsphere(vm);
case GType_Phantom:
return new Phantom::GamePhantom(vm);
default:
error("Game: Unknown game");
}
return nullptr;
}
Game::Game(MADSEngine *vm)
: _vm(vm), _surface(nullptr), _objects(vm), _scene(vm), _screenObjects(vm), _player(vm), _camX(vm), _camY(vm) {
_sectionNumber = 1;
_priorSectionNumber = 0;
_loadGameSlot = -1;
_lastSave = -1;
_saveFile = nullptr;
_saveThumb = nullptr;
_statusFlag = 0;
_sectionHandler = nullptr;
_sectionNumber = 1;
_priorSectionNumber = 0;
_currentSectionNumber = -1;
_kernelMode = KERNEL_GAME_LOAD;
_quoteEmergency = false;
_vocabEmergency = false;
_aaName = "*I0.AA";
_priorFrameTimer = 0;
_anyEmergency = false;
_triggerMode = SEQUENCE_TRIGGER_PARSER;
_triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
_trigger = 0;
_winStatus = 0;
_widepipeCtr = 0;
_fx = kTransitionNone;
_panningSpeed = 1; // Medium speed
// Load the inventory object list
_objects.load();
if (_objects._inventoryList.size() > 0)
// At least one item in default inventory, so select first item for display
_scene._userInterface._selectedInvIndex = 0;
// Load the quotes
loadQuotes();
}
Game::~Game() {
if (_saveThumb) {
_saveThumb->free();
delete _saveThumb;
}
delete _saveFile;
_surface->free();
delete _surface;
delete _sectionHandler;
}
void Game::run() {
// If requested, load a savegame instead of showing the intro
if (ConfMan.hasKey("save_slot")) {
int saveSlot = ConfMan.getInt("save_slot");
if (saveSlot >= 0 && saveSlot <= 999)
_loadGameSlot = saveSlot;
}
_statusFlag = true;
while (!_vm->shouldQuit()) {
if (_loadGameSlot == -1) {
startGame();
}
// Get the initial starting time for the first scene
_scene._frameStartTime = _vm->_events->getFrameCounter();
if (!_vm->shouldQuit())
gameLoop();
}
}
void Game::splitQuote(const Common::String &source, Common::String &line1, Common::String &line2) {
// Make the first line up the end of the word at the half-way point
const char *strP = source.c_str() + source.size() / 2;
while (*strP != ' ') ++strP;
line1 = Common::String(source.c_str(), strP);
// The rest of the string goes in the second line
while (*strP == ' ') ++strP;
line2 = Common::String(strP);
}
void Game::gameLoop() {
while (!_vm->shouldQuit() && _statusFlag && !_winStatus) {
if (_loadGameSlot != -1) {
loadGame(_loadGameSlot);
_loadGameSlot = -1;
}
setSectionHandler();
_sectionHandler->preLoadSection();
initSection(_sectionNumber);
_vm->_sound->init(_sectionNumber);
_sectionHandler->postLoadSection();
_scene._spriteSlots.reset();
if (_sectionNumber == _currentSectionNumber)
sectionLoop();
_player.releasePlayerSprites();
assert(_scene._sprites.size() == 0);
_vm->_palette->unlock();
_vm->_events->waitCursor();
_vm->_events->freeCursors();
_vm->_sound->closeDriver();
}
}
void Game::sectionLoop() {
while (!_vm->shouldQuit() && _statusFlag && !_winStatus &&
(_sectionNumber == _currentSectionNumber)) {
_kernelMode = KERNEL_ROOM_PRELOAD;
_player._spritesChanged = true;
_quoteEmergency = false;
_vocabEmergency = false;
_vm->_events->waitCursor();
_scene.clearVocab();
_scene._dynamicHotspots.clear();
_scene.loadSceneLogic();
_player._walkAnywhere = false;
_player._stepEnabled = true;
_player._visible = true;
_vm->_dialogs->_defaultPosition = Common::Point(-1, -1);
_visitedScenes.add(_scene._nextSceneId);
// Reset the user interface
_screenObjects._forceRescan = true;
_screenObjects._inputMode = kInputBuildingSentences;
_scene._userInterface._scrollbarActive = SCROLLBAR_NONE;
_player._loadsFirst = true;
_scene._sceneLogic->setup();
if (_player._spritesChanged || _player._loadsFirst) {
if (_player._spritesLoaded)
_player.releasePlayerSprites();
_vm->_palette->resetGamePalette(18, 10);
_scene._spriteSlots.reset();
} else {
_vm->_palette->initPalette();
}
// Set up scene palette usage
_scene._scenePaletteUsage.clear();
_scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF0));
_scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF1));
_scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF2));
_vm->_palette->_paletteUsage.load(&_scene._scenePaletteUsage);
if (!_player._spritesLoaded && _player._loadsFirst) {
if (_player.loadSprites(""))
_vm->quitGame();
_player._loadedFirst = true;
}
_scene.loadScene(_scene._nextSceneId, _aaName, 0);
camInitDefault();
camSetSpeed();
_vm->_sound->pauseNewCommands();
if (!_player._spritesLoaded) {
if (_player.loadSprites(""))
_vm->quitGame();
_player._loadedFirst = false;
}
_vm->_events->initVars();
_scene._userInterface._highlightedCommandIndex = -1;
_scene._userInterface._highlightedInvIndex = -1;
_scene._userInterface._highlightedItemVocabIndex = -1;
_scene._action.clear();
_player.setFinalFacing();
_player._facing = _player._turnToFacing;
_player.cancelCommand();
_kernelMode = KERNEL_ROOM_INIT;
switch (_vm->_screenFade) {
case SCREEN_FADE_SMOOTH:
_fx = kTransitionFadeOutIn;
break;
case SCREEN_FADE_FAST:
_fx = kNullPaletteCopy;
break;
default:
_fx = kTransitionNone;
break;
}
_trigger = 0;
_priorFrameTimer = _scene._frameStartTime;
// If in the middle of restoring a game, handle the rest of the loading
if (_saveFile != nullptr) {
Common::Serializer s(_saveFile, nullptr);
synchronize(s, false);
delete _saveFile;
_saveFile = nullptr;
}
// Call the scene logic for entering the given scene
_triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
_scene._sceneLogic->enter();
// Set player data
_player._targetPos = _player._playerPos;
_player._turnToFacing = _player._facing;
_player._targetFacing = _player._facing;
_player.selectSeries();
_player.updateFrame();
_player._beenVisible = _player._visible;
_player._special = _scene.getDepthHighBits(_player._playerPos);
_player._priorTimer = _scene._frameStartTime - _player._ticksAmount;
_player.idle();
if (_scene._userInterface._selectedInvIndex >= 0) {
_scene._userInterface.loadInventoryAnim(
_objects._inventoryList[_scene._userInterface._selectedInvIndex]);
} else {
_scene._userInterface.noInventoryAnim();
}
_kernelMode = KERNEL_ACTIVE_CODE;
_scene._roomChanged = false;
if ((_quoteEmergency || _vocabEmergency) && !_anyEmergency) {
_scene._currentSceneId = _scene._priorSceneId;
_anyEmergency = true;
} else {
_anyEmergency = false;
_scene.loop();
}
_vm->_events->waitCursor();
_kernelMode = KERNEL_ROOM_PRELOAD;
for (int i = 0; i < 10; i++) {
delete _scene._animation[i];
_scene._animation[i] = nullptr;
}
_scene._reloadSceneFlag = false;
_scene._userInterface.noInventoryAnim();
_scene.removeSprites();
if (!_player._loadedFirst) {
_player._spritesLoaded = false;
_player._spritesChanged = true;
}
// Clear the scene
_scene.freeCurrentScene();
_sectionNumber = _scene._nextSceneId / 100;
// Check whether to show a dialog
checkShowDialog();
}
}
void Game::initSection(int sectionNumber) {
_priorSectionNumber = _currentSectionNumber;
_currentSectionNumber = sectionNumber;
_vm->_palette->resetGamePalette(18, 10);
_vm->_palette->setLowRange();
if (_scene._mode == SCREENMODE_VGA)
_vm->_palette->setPalette(_vm->_palette->_mainPalette, 0, 4);
_vm->_events->loadCursors("*CURSOR.SS");
assert(_vm->_events->_cursorSprites);
_vm->_events->setCursor2((_vm->_events->_cursorSprites->getCount() <= 1) ?
CURSOR_ARROW : CURSOR_WAIT);
}
void Game::loadQuotes() {
File f("*QUOTES.DAT");
Common::String msg;
while (true) {
uint8 b = f.readByte();
msg += b;
if (f.eos() || b == '\0') {
// end of string, add it to the strings list
_quotes.push_back(msg);
msg = "";
}
if (f.eos()) break;
}
f.close();
}
Common::StringArray Game::getMessage(uint32 id) {
File f("*MESSAGES.DAT");
int count = f.readUint16LE();
for (int idx = 0; idx < count; ++idx) {
uint32 itemId = f.readUint32LE();
uint32 offset = f.readUint32LE();
uint16 size = f.readUint16LE();
if (itemId == id) {
// Get the source buffer size
uint16 sizeIn;
if (idx == (count - 1)) {
sizeIn = f.size() - offset;
} else {
f.skip(4);
uint32 nextOffset = f.readUint32LE();
sizeIn = nextOffset - offset;
}
// Get the compressed data
f.seek(offset);
byte *bufferIn = new byte[sizeIn];
f.read(bufferIn, sizeIn);
// Decompress it
char *bufferOut = new char[size];
FabDecompressor fab;
fab.decompress(bufferIn, sizeIn, (byte *)bufferOut, size);
// Form the output string list
Common::StringArray result;
const char *p = bufferOut;
while (p < (bufferOut + size)) {
result.push_back(p);
p += strlen(p) + 1;
}
delete[] bufferIn;
delete[] bufferOut;
return result;
}
}
error("Invalid message Id specified");
}
static const char *const DEBUG_STRING = "WIDEPIPE";
void Game::handleKeypress(const Common::KeyState &kbd) {
if (kbd.flags & Common::KBD_CTRL) {
if (_widepipeCtr == 8) {
// Implement original game cheating keys here someday
} else {
if (kbd.keycode == (Common::KEYCODE_a +
(DEBUG_STRING[_widepipeCtr] - 'a'))) {
if (++_widepipeCtr == 8) {
MessageDialog *dlg = new MessageDialog(_vm, 2,
"CHEATING ENABLED", "(for your convenience).");
dlg->show();
delete dlg;
}
}
}
}
Scene &scene = _vm->_game->_scene;
switch (kbd.keycode) {
case Common::KEYCODE_F1:
_vm->_dialogs->_pendingDialog = DIALOG_GAME_MENU;
break;
case Common::KEYCODE_F5:
_vm->_dialogs->_pendingDialog = DIALOG_SAVE;
break;
case Common::KEYCODE_F7:
_vm->_dialogs->_pendingDialog = DIALOG_RESTORE;
break;
case Common::KEYCODE_PAGEUP:
scene._userInterface._scrollbarStrokeType = SCROLLBAR_UP;
scene._userInterface.changeScrollBar();
break;
case Common::KEYCODE_PAGEDOWN:
scene._userInterface._scrollbarStrokeType = SCROLLBAR_DOWN;
scene._userInterface.changeScrollBar();
break;
default:
break;
}
}
void Game::synchronize(Common::Serializer &s, bool phase1) {
if (phase1) {
s.syncAsSint16LE(_fx);
s.syncAsSint16LE(_trigger);
s.syncAsUint16LE(_triggerSetupMode);
s.syncAsUint16LE(_triggerMode);
s.syncString(_aaName);
s.syncAsSint16LE(_lastSave);
_scene.synchronize(s);
_objects.synchronize(s);
_visitedScenes.synchronize(s, _scene._nextSceneId);
_player.synchronize(s);
_screenObjects.synchronize(s);
} else {
// Load scene specific data for the loaded scene
_scene._sceneLogic->synchronize(s);
}
}
void Game::loadGame(int slotNumber) {
_saveFile = g_system->getSavefileManager()->openForLoading(
_vm->generateSaveName(slotNumber));
Common::Serializer s(_saveFile, nullptr);
// Load the savaegame header
MADSSavegameHeader header;
if (!readSavegameHeader(_saveFile, header))
error("Invalid savegame");
// Load most of the savegame data with the exception of scene specific info
synchronize(s, true);
// Set up section/scene and other initial states for post-load
_currentSectionNumber = -2;
_scene._currentSceneId = -2;
_sectionNumber = _scene._nextSceneId / 100;
_scene._frameStartTime = _vm->_events->getFrameCounter();
_vm->_screen->_shakeCountdown = -1;
// Default the selected inventory item to the first one, if the player has any
_scene._userInterface._selectedInvIndex = _objects._inventoryList.size() > 0 ? 0 : -1;
// Set player sprites sets flags
_player._spritesLoaded = false;
_player._spritesChanged = true;
}
void Game::saveGame(int slotNumber, const Common::String &saveName) {
Common::OutSaveFile *out = g_system->getSavefileManager()->openForSaving(
_vm->generateSaveName(slotNumber));
MADSSavegameHeader header;
header._saveName = saveName;
writeSavegameHeader(out, header);
Common::Serializer s(nullptr, out);
synchronize(s, true);
synchronize(s, false);
out->finalize();
delete out;
}
const char *const SAVEGAME_STR = "MADS";
#define SAVEGAME_STR_SIZE 4
WARN_UNUSED_RESULT bool Game::readSavegameHeader(Common::InSaveFile *in, MADSSavegameHeader &header, bool skipThumbnail) {
char saveIdentBuffer[SAVEGAME_STR_SIZE + 1];
// Validate the header Id
in->read(saveIdentBuffer, SAVEGAME_STR_SIZE + 1);
if (strncmp(saveIdentBuffer, SAVEGAME_STR, SAVEGAME_STR_SIZE))
return false;
header._version = in->readByte();
if (header._version > MADS_SAVEGAME_VERSION)
return false;
// Read in the string
header._saveName.clear();
char ch;
while ((ch = (char)in->readByte()) != '\0') header._saveName += ch;
// Get the thumbnail
if (!Graphics::loadThumbnail(*in, header._thumbnail, skipThumbnail)) {
return false;
}
// Read in save date/time
header._year = in->readSint16LE();
header._month = in->readSint16LE();
header._day = in->readSint16LE();
header._hour = in->readSint16LE();
header._minute = in->readSint16LE();
header._totalFrames = in->readUint32LE();
return true;
}
void Game::writeSavegameHeader(Common::OutSaveFile *out, MADSSavegameHeader &header) {
// Write out a savegame header
out->write(SAVEGAME_STR, SAVEGAME_STR_SIZE + 1);
out->writeByte(MADS_SAVEGAME_VERSION);
// Write savegame name
out->write(header._saveName.c_str(), header._saveName.size());
out->writeByte('\0');
// Handle the thumbnail. If there's already one set by the game, create one
if (!_saveThumb)
createThumbnail();
Graphics::saveThumbnail(*out, *_saveThumb);
_saveThumb->free();
delete _saveThumb;
_saveThumb = nullptr;
// Write out the save date/time
TimeDate td;
g_system->getTimeAndDate(td);
out->writeSint16LE(td.tm_year + 1900);
out->writeSint16LE(td.tm_mon + 1);
out->writeSint16LE(td.tm_mday);
out->writeSint16LE(td.tm_hour);
out->writeSint16LE(td.tm_min);
out->writeUint32LE(_vm->_events->getFrameCounter());
}
void Game::createThumbnail() {
if (_saveThumb) {
_saveThumb->free();
delete _saveThumb;
}
uint8 thumbPalette[PALETTE_SIZE];
_vm->_palette->grabPalette(thumbPalette, 0, PALETTE_COUNT);
_saveThumb = new Graphics::Surface();
::createThumbnail(_saveThumb, (const byte *)_vm->_screen->getPixels(),
MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT, thumbPalette);
}
void Game::syncTimers(SyncType slaveType, int slaveId, SyncType masterType, int masterId) {
uint32 syncTime = 0;
switch (masterType) {
case SYNC_SEQ:
syncTime = _scene._sequences[masterId]._timeout;
break;
case SYNC_ANIM:
syncTime = _scene._animation[masterId]->getNextFrameTimer();
break;
case SYNC_CLOCK:
syncTime = _scene._frameStartTime + masterId;
break;
case SYNC_PLAYER:
syncTime = _player._priorTimer;
break;
}
switch (slaveType) {
case SYNC_SEQ:
_scene._sequences[slaveId]._timeout = syncTime;
break;
case SYNC_PLAYER:
_player._priorTimer = syncTime;
break;
case SYNC_ANIM:
_scene._animation[slaveId]->setNextFrameTimer(syncTime);
break;
case SYNC_CLOCK:
error("syncTimer is trying to force _frameStartTime");
}
}
void Game::camInitDefault() {
_camX.setDefaultPanX();
_camY.setDefaultPanY();
}
void Game::camSetSpeed() {
switch (_panningSpeed) {
case 1:
_camX._speed = 8;
_camY._speed = 4;
break;
case 2:
_camX._speed = 320;
_camY._speed = 160;
break;
default:
_camX._speed = 4;
_camY._speed = 2;
break;
}
}
void Game::camUpdate() {
bool any_pan = _camX.camPan(&_scene._posAdjust.x, &_player._playerPos.x, 320, _scene._sceneInfo->_width);
any_pan |= _camY.camPan(&_scene._posAdjust.y, &_player._playerPos.y, 156, _scene._sceneInfo->_height);
if (any_pan) {
_scene.setCamera(_scene._posAdjust);
_screenObjects._forceRescan = true;
}
}
} // End of namespace MADS