scummvm/engines/cge2/cge2.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

339 lines
8.6 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.
*
*/
/*
* This code is based on original Sfinx source code
* Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
*/
#ifndef CGE2_CGE2_H
#define CGE2_CGE2_H
#include "common/random.h"
#include "common/savefile.h"
#include "common/serializer.h"
#include "engines/engine.h"
#include "engines/advancedDetector.h"
#include "common/system.h"
#include "cge2/fileio.h"
#include "cge2/console.h"
#include "audio/mixer.h"
namespace CGE2 {
class Vga;
class Sprite;
class MusicPlayer;
class Fx;
class Sound;
class Text;
struct HeroTab;
class FXP;
class V3D;
class V2D;
struct Dac;
class Spare;
class CommandHandler;
class InfoLine;
class Mouse;
class Keyboard;
class Talk;
class Hero;
class Bitmap;
class System;
class EventManager;
class Font;
class Map;
struct SavegameHeader;
#define kScrWidth 320
#define kScrHeight 240
#define kScrDepth 480
#define kPanHeight 40
#define kWorldHeight (kScrHeight - kPanHeight)
#define kMaxFile 128
#define kPathMax 128
#define kDimMax 8
#define kWayMax 10
#define kPocketMax 4
#define kSceneMax 100
#define kMaxPoint 4
#define kInfoX 160
#define kInfoY -11
#define kInfoW 180
#define kPocketsWidth 59
#define kLineMax 512
#define kIntroExt ".I80"
#define kTabName "CGE.TAB"
#define kPocketFull 170
#define kGameFrameDelay (750 / 50)
#define kGameTickDelay (750 / 62)
#define kMusicRef 122
#define kPowerRef 123
#define kDvolRef 124
#define kMvolRef 125
#define kBusyRef 127
#define kOffUseCount 130
#define kOffUseText 131
#define kSysTimeRate 6 // 12 Hz
#define kBlinkRate 4 // 3 Hz
#define kQuitTitle 200
#define kQuitText 201
#define kNoQuitText 202
#define kSavegameVersion 1
#define kSavegameStrSize 12
#define kSavegameStr "SCUMMVM_CGE2"
#define kColorNum 6
struct SavegameHeader {
uint8 version;
Common::String saveName;
Graphics::Surface *thumbnail;
int saveYear, saveMonth, saveDay;
int saveHour, saveMinutes;
};
enum ColorBank { kCBRel, kCBStd, kCBSay, kCBInf, kCBMnu, kCBWar };
enum GamePhase { kPhaseInGame, kPhaseIntro, kPhaseOver };
// our engine debug channels
enum {
kCGE2DebugOpcode = 1 << 0
};
enum CallbackType {
kNullCB = 0, kQGame, kXScene
};
enum Action { kNear, kMTake, kFTake, kActions };
typedef void (CGE2Engine::*NotifyFunctionType)();
class CGE2Engine : public Engine {
private:
uint32 _lastFrame, _lastTick;
void tick();
CGE2Console *_console;
void init();
void deinit();
Common::String generateSaveName(int slot);
void writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header);
void saveGame(int slotNumber, const Common::String &desc);
bool loadGame(int slotNumber);
void syncHeader(Common::Serializer &s);
void syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream);
void resetGame();
public:
CGE2Engine(OSystem *syst, const ADGameDescription *gameDescription);
virtual bool hasFeature(EngineFeature f) const;
virtual bool canSaveGameStateCurrently();
virtual bool canLoadGameStateCurrently();
virtual Common::Error saveGameState(int slot, const Common::String &desc);
virtual Common::Error loadGameState(int slot);
virtual Common::Error run();
WARN_UNUSED_RESULT static bool readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header, bool skipThumbnail = true);
GUI::Debugger *getDebugger() {
return _console;
}
bool showTitle(const char *name);
void cge2_main();
char *mergeExt(char *buf, const char *name, const char *ext);
void inf(const char *text, ColorBank col = kCBInf);
void movie(const char *ext);
void runGame();
void loadHeroes();
void loadScript(const char *fname, bool onlyToolbar = false);
Sprite *loadSprite(const char *fname, int ref, int scene, V3D &pos);
void badLab(const char *fn);
void sceneUp(int cav);
void sceneDown();
void closePocket();
void switchScene(int scene);
void storeHeroPos();
void showBak(int ref);
void loadTab();
int newRandom(int range);
void openPocket();
void selectPocket(int n);
void busy(bool on);
void feedSnail(Sprite *spr, Action snq, Hero *hero);
int freePockets(int sx);
int findActivePocket(int ref);
void pocFul();
void killText();
void mainLoop();
void handleFrame();
Sprite *locate(int ref);
bool isHero(Sprite *spr);
void loadUser();
void loadPos();
void releasePocket(Sprite *spr);
void switchHero(int sex);
void offUse();
void setAutoColors();
bool cross(const V2D &a, const V2D &b, const V2D &c, const V2D &d);
bool contain(const V2D &a, const V2D &b, const V2D &p);
long det(const V2D &a, const V2D &b, const V2D &c);
int sgn(long n);
int mapCross(const V2D &a, const V2D &b);
Sprite *spriteAt(V2D pos);
void keyClick();
void swapInPocket(Sprite *spr, Sprite *xspr);
void busyStep();
void optionTouch(int opt, uint16 mask);
void switchColorMode();
void switchMusic();
void quit();
void setVolume(int idx, int cnt);
void checkVolumeSwitches();
void switchCap();
void switchVox();
void switchSay();
void initToolbar();
void initVolumeSwitch(Sprite *volSwitch, int val);
void checkMute();
void checkSounds();
void setEye(const V3D &e);
void setEye(const V2D& e2, int z = -kScrWidth);
void setEye(const char *s);
int number(char *s);
char *token(char *s);
char *tail(char *s);
int takeEnum(const char **tab, const char *text);
ID ident(const char *s);
bool testBool(char *s);
void snKill(Sprite *spr);
void snHide(Sprite *spr, int val);
void snMidi(int val);
void snSeq(Sprite *spr, int val);
void snRSeq(Sprite *spr, int val);
void snSend(Sprite *spr, int val);
void snSwap(Sprite *spr, int val);
void snCover(Sprite *spr, int val);
void snUncover(Sprite *spr, Sprite *spr2);
void snKeep(Sprite *spr, int val);
void snGive(Sprite *spr, int val);
void snGoto(Sprite *spr, int val);
void snPort(Sprite *spr, int port);
void snMouse(bool on);
void snNNext(Sprite *spr, Action act, int val);
void snRNNext(Sprite *spr, int val);
void snRMTNext(Sprite *spr, int val);
void snRFTNext(Sprite *spr, int val);
void snRmNear(Sprite *spr);
void snRmMTake(Sprite *spr);
void snRmFTake(Sprite *spr);
void snSetRef(Sprite *spr, int val);
void snFlash(bool on);
void snCycle(int cnt);
void snWalk(Sprite *spr, int val);
void snReach(Sprite *spr, int val);
void snSound(Sprite *spr, int wav, Audio::Mixer::SoundType soundType = Audio::Mixer::kSFXSoundType);
void snRoom(Sprite *spr, bool on);
void snGhost(Bitmap *bmp);
void snSay(Sprite *spr, int val);
void hide1(Sprite *spr);
Sprite *expandSprite(Sprite *spr);
void qGame();
void xScene();
const ADGameDescription *_gameDescription;
Common::RandomSource _randomSource;
bool _quitFlag;
Dac *_bitmapPalette;
GamePhase _gamePhase; // Original name: startupmode
int _now;
int _sex;
int _mouseTop;
bool _dark;
int _waitSeq;
int _waitRef;
struct {
int *_wait;
int _ref[2];
} _soundStat;
bool _taken;
bool _endGame;
int _req;
NotifyFunctionType _midiNotify;
NotifyFunctionType _spriteNotify;
int _startGameSlot;
bool _sayCap;
bool _sayVox;
int _oldMusicVolume;
int _oldSfxVolume;
bool _music;
bool _muteAll;
ResourceManager *_resman;
Vga *_vga;
MusicPlayer *_midiPlayer;
Fx *_fx;
Sound *_sound;
Text *_text;
HeroTab *_heroTab[2];
V3D *_eye;
V3D *_eyeTab[kSceneMax];
Spare *_spare;
CommandHandler *_commandHandler;
CommandHandler *_commandHandlerTurbo;
Font *_font;
InfoLine *_infoLine;
Mouse *_mouse;
Keyboard *_keyboard;
Talk *_talk;
V3D *_point[kMaxPoint];
System *_sys;
Sprite *_busyPtr;
Sprite *_vol[2];
EventManager *_eventManager;
Map *_map;
};
} // End of namespace CGE2
#endif // CGE2_CGE2_H