scummvm/engines/bbvs/saveload.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

276 lines
9.1 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 "bbvs/bbvs.h"
#include "bbvs/gamemodule.h"
#include "common/savefile.h"
#include "graphics/thumbnail.h"
namespace Bbvs {
WARN_UNUSED_RESULT BbvsEngine::kReadSaveHeaderError BbvsEngine::readSaveHeader(Common::SeekableReadStream *in, SaveHeader &header, bool skipThumbnail) {
header.version = in->readUint32LE();
if (header.version > BBVS_SAVEGAME_VERSION)
return kRSHEInvalidVersion;
byte descriptionLen = in->readByte();
header.description = "";
while (descriptionLen--)
header.description += (char)in->readByte();
if (!Graphics::loadThumbnail(*in, header.thumbnail, skipThumbnail)) {
return kRSHEIoError;
}
// Not used yet, reserved for future usage
header.gameID = in->readByte();
header.flags = in->readUint32LE();
header.saveDate = in->readUint32LE();
header.saveTime = in->readUint32LE();
header.playTime = in->readUint32LE();
return ((in->eos() || in->err()) ? kRSHEIoError : kRSHENoError);
}
void BbvsEngine::savegame(const char *filename, const char *description) {
Common::OutSaveFile *out;
if (!(out = _system->getSavefileManager()->openForSaving(filename))) {
warning("Can't create file '%s', game not saved", filename);
return;
}
TimeDate curTime;
_system->getTimeAndDate(curTime);
// Header start
out->writeUint32LE(BBVS_SAVEGAME_VERSION);
byte descriptionLen = strlen(description);
out->writeByte(descriptionLen);
out->write(description, descriptionLen);
Graphics::saveThumbnail(*out);
// Not used yet, reserved for future usage
out->writeByte(0);
out->writeUint32LE(0);
uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
uint32 saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF);
uint32 playTime = g_engine->getTotalPlayTime() / 1000;
out->writeUint32LE(saveDate);
out->writeUint32LE(saveTime);
out->writeUint32LE(playTime);
// Header end
out->write(_snapshot, _snapshotStream->pos());
out->finalize();
delete out;
}
void BbvsEngine::loadgame(const char *filename) {
Common::InSaveFile *in;
if (!(in = _system->getSavefileManager()->openForLoading(filename))) {
warning("Can't open file '%s', game not loaded", filename);
return;
}
SaveHeader header;
kReadSaveHeaderError errorCode = readSaveHeader(in, header);
if (errorCode != kRSHENoError) {
warning("Error loading savegame '%s'", filename);
delete in;
return;
}
g_engine->setTotalPlayTime(header.playTime * 1000);
memset(_sceneObjects, 0, sizeof(_sceneObjects));
for (int i = 0; i < kSceneObjectsCount; ++i) {
_sceneObjects[i].walkDestPt.x = -1;
_sceneObjects[i].walkDestPt.y = -1;
}
_currSceneNum = 0;
_newSceneNum = in->readUint32LE();
initScene(false);
_prevSceneNum = in->readUint32LE();
_gameState = in->readUint32LE();
_mouseCursorSpriteIndex = in->readUint32LE();
_mousePos.x = in->readUint16LE();
_mousePos.y = in->readUint16LE();
_currVerbNum = in->readUint32LE();
_activeItemType = in->readUint32LE();
_activeItemIndex = in->readUint32LE();
_verbPos.x = in->readUint16LE();
_verbPos.y = in->readUint16LE();
_inventoryButtonIndex = in->readUint32LE();
_currInventoryItem = in->readUint32LE();
_currTalkObjectIndex = in->readUint32LE();
_currCameraNum = in->readUint32LE();
_cameraPos.x = in->readUint16LE();
_cameraPos.y = in->readUint16LE();
_newCameraPos.x = in->readUint16LE();
_newCameraPos.y = in->readUint16LE();
_dialogSlotCount = in->readUint32LE();
_walkMousePos.x = in->readUint16LE();
_walkMousePos.y = in->readUint16LE();
in->read(_backgroundSoundsActive, kSceneSoundsCount);
in->read(_inventoryItemStatus, kInventoryItemStatusCount);
in->read(_dialogItemStatus, kDialogItemStatusCount);
in->read(_gameVars, kGameVarsCount);
in->read(_sceneVisited, kSceneVisitedCount);
for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) {
SceneObject *obj = &_sceneObjects[i];
obj->x = in->readUint32LE();
obj->y = in->readUint32LE();
obj->animIndex = in->readUint32LE();
obj->frameIndex = in->readUint32LE();
obj->frameTicks = in->readUint32LE();
obj->walkCount = in->readUint32LE();
obj->xIncr = in->readUint32LE();
obj->yIncr = in->readUint32LE();
obj->turnValue = in->readUint32LE();
obj->turnCount = in->readUint32LE();
obj->turnTicks = in->readUint32LE();
obj->walkDestPt.x = in->readUint16LE();
obj->walkDestPt.y = in->readUint16LE();
obj->anim = obj->animIndex > 0 ? _gameModule->getAnimation(obj->animIndex) : 0;
}
updateWalkableRects();
// Restart scene background sounds
for (int i = 0; i < _gameModule->getSceneSoundsCount(); ++i) {
if (_backgroundSoundsActive[i]) {
SceneSound *sceneSound = _gameModule->getSceneSound(i);
playSound(sceneSound->soundNum, true);
}
}
_currAction = 0;
_currActionCommandIndex = -1;
delete in;
}
Common::Error BbvsEngine::loadGameState(int slot) {
const char *fileName = getSavegameFilename(slot);
loadgame(fileName);
return Common::kNoError;
}
Common::Error BbvsEngine::saveGameState(int slot, const Common::String &description) {
const char *fileName = getSavegameFilename(slot);
savegame(fileName, description.c_str());
return Common::kNoError;
}
const char *BbvsEngine::getSavegameFilename(int num) {
static Common::String filename;
filename = getSavegameFilename(_targetName, num);
return filename.c_str();
}
Common::String BbvsEngine::getSavegameFilename(const Common::String &target, int num) {
assert(num >= 0 && num <= 999);
return Common::String::format("%s.%03d", target.c_str(), num);
}
bool BbvsEngine::existsSavegame(int num) {
return _system->getSavefileManager()->listSavefiles(getSavegameFilename(_targetName, num)).size() != 0;
}
void BbvsEngine::allocSnapshot() {
_snapshot = new byte[kSnapshotSize];
_snapshotStream = new Common::SeekableMemoryWriteStream(_snapshot, kSnapshotSize);
}
void BbvsEngine::freeSnapshot() {
delete _snapshotStream;
delete[] _snapshot;
}
void BbvsEngine::saveSnapshot() {
_hasSnapshot = true;
_snapshotStream->seek(0);
_snapshotStream->writeUint32LE(_currSceneNum);
_snapshotStream->writeUint32LE(_prevSceneNum);
_snapshotStream->writeUint32LE(_gameState);
_snapshotStream->writeUint32LE(_mouseCursorSpriteIndex);
_snapshotStream->writeUint16LE(_mousePos.x);
_snapshotStream->writeUint16LE(_mousePos.y);
_snapshotStream->writeUint32LE(_currVerbNum);
_snapshotStream->writeUint32LE(_activeItemType);
_snapshotStream->writeUint32LE(_activeItemIndex);
_snapshotStream->writeUint16LE(_verbPos.x);
_snapshotStream->writeUint16LE(_verbPos.y);
_snapshotStream->writeUint32LE(_inventoryButtonIndex);
_snapshotStream->writeUint32LE(_currInventoryItem);
_snapshotStream->writeUint32LE(_currTalkObjectIndex);
_snapshotStream->writeUint32LE(_currCameraNum);
_snapshotStream->writeUint16LE(_cameraPos.x);
_snapshotStream->writeUint16LE(_cameraPos.y);
_snapshotStream->writeUint16LE(_newCameraPos.x);
_snapshotStream->writeUint16LE(_newCameraPos.y);
_snapshotStream->writeUint32LE(_dialogSlotCount);
_snapshotStream->writeUint16LE(_walkMousePos.x);
_snapshotStream->writeUint16LE(_walkMousePos.y);
_snapshotStream->write(_backgroundSoundsActive, kSceneSoundsCount);
_snapshotStream->write(_inventoryItemStatus, kInventoryItemStatusCount);
_snapshotStream->write(_dialogItemStatus, kDialogItemStatusCount);
_snapshotStream->write(_gameVars, kGameVarsCount);
_snapshotStream->write(_sceneVisited, kSceneVisitedCount);
for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) {
SceneObject *obj = &_sceneObjects[i];
_snapshotStream->writeUint32LE(obj->x);
_snapshotStream->writeUint32LE(obj->y);
_snapshotStream->writeUint32LE(obj->animIndex);
_snapshotStream->writeUint32LE(obj->frameIndex);
_snapshotStream->writeUint32LE(obj->frameTicks);
_snapshotStream->writeUint32LE(obj->walkCount);
_snapshotStream->writeUint32LE(obj->xIncr);
_snapshotStream->writeUint32LE(obj->yIncr);
_snapshotStream->writeUint32LE(obj->turnValue);
_snapshotStream->writeUint32LE(obj->turnCount);
_snapshotStream->writeUint32LE(obj->turnTicks);
_snapshotStream->writeUint16LE(obj->walkDestPt.x);
_snapshotStream->writeUint16LE(obj->walkDestPt.y);
}
}
void BbvsEngine::writeContinueSavegame() {
if (_hasSnapshot) {
saveGameState(0, "Continue");
}
}
} // End of namespace Bbvs