scummvm/engines/cge/cge.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

343 lines
8.3 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 CGE_CGE_H
#define CGE_CGE_H
#include "common/random.h"
#include "common/savefile.h"
#include "common/serializer.h"
#include "common/str.h"
#include "common/rect.h"
#include "engines/engine.h"
#include "gui/debugger.h"
#include "graphics/surface.h"
#include "cge/console.h"
#include "cge/bitmap.h"
#include "cge/sound.h"
struct ADGameDescription;
namespace CGE {
class Console;
class Sprite;
class Cluster;
class Vga;
class System;
class Keyboard;
class Mouse;
class HorizLine;
class InfoLine;
class SceneLight;
class CommandHandler;
class EventManager;
class ResourceManager;
class Walk;
class Text;
class Talk;
#define kSavegameVersion 2
#define kSavegameStrSize 11
#define kPocketX 174
#define kPocketY 176
#define kPocketDX 18
#define kPocketDY 22
#define kPocketNX 8
#define kPocketNY 1
#define kPocketSX 8
#define kPocketSY 3
#define kSceneDx 9
#define kSceneDy 10
#define kSceneNx 8
#define kSceneNy 3
#define kSceneMax kSceneNx * kSceneNy
#define kPathMax 128
#define kCryptSeed 0xA5
#define kMaxFile 128
#define kMapXCnt 40
#define kMapZCnt 20
#define kMapTop 80
#define kSayTheEnd 41
// our engine debug channels
enum {
kCGEDebugBitmap = 1 << 0,
kCGEDebugFile = 1 << 1,
kCGEDebugEngine = 1 << 2
};
enum SnList {
kNear, kTake
};
enum CallbackType {
kNullCB = 0, kQGame, kMiniStep, kXScene, kSoundSetVolume
};
struct SavegameHeader {
uint8 version;
Common::String saveName;
Graphics::Surface *thumbnail;
int saveYear, saveMonth, saveDay;
int saveHour, saveMinutes;
};
extern const char *savegameStr;
struct Bar {
uint8 _horz;
uint8 _vert;
};
class Font {
char _path[kPathMax];
void load();
CGEEngine *_vm;
public:
uint8 *_widthArr;
uint16 *_pos;
uint8 *_map;
Font(CGEEngine *vm, const char *name);
~Font();
uint16 width(const char *text);
void save();
};
class CGEEngine : public Engine {
private:
uint32 _lastFrame, _lastTick;
void tick();
void syncHeader(Common::Serializer &s);
void writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header);
void syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream, bool tiny);
bool savegameExists(int slotNumber);
Common::String generateSaveName(int slot);
public:
CGEEngine(OSystem *syst, const ADGameDescription *gameDescription);
~CGEEngine();
virtual bool hasFeature(EngineFeature f) const;
virtual bool canLoadGameStateCurrently();
virtual bool canSaveGameStateCurrently();
virtual Common::Error loadGameState(int slot);
virtual Common::Error saveGameState(int slot, const Common::String &desc);
static const int _maxSceneArr[5];
bool _quitFlag;
bool _showBoundariesFl;
const ADGameDescription *_gameDescription;
int _startupMode;
int _oldLev;
int _pocPtr;
bool _music;
int _pocref[kPocketNX];
uint8 _volume[2];
int _maxScene;
bool _flag[4];
bool _dark;
bool _game;
bool _endGame;
int _now;
int _lev;
int _mode;
int _gameCase2Cpt;
int _offUseCount;
Dac *_bitmapPalette;
uint8 _clusterMap[kMapZCnt][kMapXCnt];
Sprite *_sprTv;
Sprite *_sprK1;
Sprite *_sprK2;
Sprite *_sprK3;
Common::Point _heroXY[kSceneMax];
Bar _barriers[kSceneMax + 1];
Font *_font;
Vga *_vga;
System *_sys;
Sprite *_pocLight;
Keyboard *_keyboard;
Mouse *_mouse;
Sprite *_sprite;
Sprite *_miniScene;
Sprite *_shadow;
HorizLine *_horzLine;
InfoLine *_infoLine;
InfoLine *_debugLine;
SceneLight *_sceneLight;
CommandHandler *_commandHandler;
CommandHandler *_commandHandlerTurbo;
EventManager *_eventManager;
Fx *_fx;
Sound *_sound;
ResourceManager *_resman;
Sprite *_pocket[kPocketNX];
Walk *_hero;
Text *_text;
Talk *_talk;
Common::RandomSource _randomSource;
MusicPlayer *_midiPlayer;
BitmapPtr *_miniShp;
BitmapPtr *_miniShpList;
int _startGameSlot;
virtual Common::Error run();
GUI::Debugger *getDebugger() {
return _console;
}
void cge_main();
void switchScene(int newScene);
void startCountDown();
void quit();
void resetQSwitch();
void optionTouch(int opt, uint16 mask);
void resetGame();
bool loadGame(int slotNumber, SavegameHeader *header = NULL, bool tiny = false);
void setMapBrick(int x, int z);
void switchMapping();
void loadSprite(const char *fname, int ref, int scene, int col, int row, int pos);
void loadScript(const char *fname);
void loadUser();
void runGame();
bool showTitle(const char *name);
void movie(const char *ext);
void inf(const char *text, bool wideSpace = false);
void selectSound();
void dummy() {}
void NONE();
void SB();
void sceneDown();
void sceneUp();
void xScene();
void qGame();
void SBM();
void GUS();
void GUSM();
void MIDI();
void AUTO();
void setPortD();
void setPortM();
void setIRQ();
void setDMA();
void mainLoop();
void handleFrame();
void saveGame(int slotNumber, const Common::String &desc);
WARN_UNUSED_RESULT static bool readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header, bool skipThumbnail = true);
void switchMusic();
void selectPocket(int n);
void expandSprite(Sprite *spr);
void contractSprite(Sprite *spr);
int findPocket(Sprite *spr);
void feedSnail(Sprite *spr, SnList snq);
void pocFul();
void hide1(Sprite *spr);
void loadMapping();
void heroCover(int cvr);
void trouble(int seq, int text);
void offUse();
void tooFar();
void loadHeroXY();
void keyClick();
void switchColorMode();
void killSprite();
void switchDebug();
void miniStep(int stp);
void postMiniStep(int stp);
void showBak(int ref);
void initSceneValues();
char *mergeExt(char *buf, const char *name, const char *ext);
int takeEnum(const char **tab, const char *text);
int newRandom(int range);
void sndSetVolume();
Sprite *locate(int ref);
Sprite *spriteAt(int x, int y);
Cluster XZ(int16 x, int16 y);
void killText();
void snBackPt(Sprite *spr, int stp);
void snHBarrier(const int scene, const int barX);
void snVBarrier(const int scene, const int barY);
void snCover(Sprite *spr, int xref);
void snFlag(int indx, bool v);
void snFlash(bool on);
void snGame(Sprite *spr, int num);
void snGhost(Bitmap *bmp);
void snGive(Sprite *spr, int stp);
void snHide(Sprite *spr, int val);
void snKeep(Sprite *spr, int stp);
void snKill(Sprite *spr);
void snLevel(Sprite *spr, int lev);
void snLight(bool in);
void snMouse(bool on);
void snNNext(Sprite *spr, int p);
void snPort(Sprite *spr, int port);
void snReach(Sprite *spr, int mode);
void snRelZ(Sprite *spr, int z);
void snRNNext(Sprite *spr, int p);
void snRTNext(Sprite *spr, int p);
void snSend(Sprite *spr, int val);
void snRelX(Sprite *spr, int x);
void snRelY(Sprite *spr, int y);
void snRmNear(Sprite *spr);
void snRmTake(Sprite *spr);
void snRSeq(Sprite *spr, int val);
void snSeq(Sprite *spr, int val);
void snSetRef(Sprite *spr, int nr);
void snSetX(Sprite *spr, int x);
void snSetX0(int scene, int x0);
void snSetXY(Sprite *spr, uint16 xy);
void snSetY(Sprite *spr, int y);
void snSetY0(int scene, int y0);
void snSetZ(Sprite *spr, int z);
void snSlave(Sprite *spr, int ref);
void snSound(Sprite *spr, int wav);
void snSwap(Sprite *spr, int xref);
void snTNext(Sprite *spr, int p);
void snTrans(Sprite *spr, int trans);
void snUncover(Sprite *spr, Sprite *xspr);
void snWalk(Sprite *spr, int x, int y);
void snZTrim(Sprite *spr);
protected:
int _recentStep;
private:
CGEConsole *_console;
void init();
void deinit();
};
// Example console class
class Console : public GUI::Debugger {
public:
Console(CGEEngine *vm) {}
virtual ~Console() {}
};
} // End of namespace CGE
#endif