scummvm/engines/bbvs/bbvs.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

433 lines
10 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 BBVS_BBVS_H
#define BBVS_BBVS_H
#include "audio/mixer.h"
#include "common/array.h"
#include "common/events.h"
#include "common/file.h"
#include "common/memstream.h"
#include "common/random.h"
#include "common/str.h"
#include "common/substream.h"
#include "common/system.h"
#include "common/winexe.h"
#include "common/winexe_pe.h"
#include "engines/engine.h"
struct ADGameDescription;
namespace Bbvs {
class ActionCommands;
struct Action;
class GameModule;
struct Condition;
struct Conditions;
struct ActionResult;
struct ActionResults;
struct ActionCommand;
struct CameraInit;
struct SceneObjectDef;
struct SceneObjectInit;
struct SceneExit;
struct Animation;
struct SceneSound;
class DrawList;
class SpriteModule;
class Screen;
class SoundMan;
#define BBVS_SAVEGAME_VERSION 0
enum {
GF_GUILANGSWITCH = (1 << 0) // If GUI language switch is required for menus
};
enum {
kVerbLook = 0,
kVerbUse = 1,
kVerbTalk = 2,
kVerbWalk = 3,
kVerbInvItem = 4,
kVerbShowInv = 5
};
enum {
kITNone = 0,
kITEmpty = 1,
KITSceneObject = 2,
kITBgObject = 3,
kITDialog = 4,
kITScroll = 5,
kITSceneExit = 6,
kITInvItem = 7
};
enum {
kGSScene = 0,
kGSInventory = 1,
kGSVerbs = 2,
kGSWait = 3,
kGSDialog = 4,
kGSWaitDialog = 5
};
enum {
kActionCmdStop = 0,
kActionCmdWalkObject = 3,
kActionCmdMoveObject = 4,
kActionCmdAnimObject = 5,
kActionCmdSetCameraPos = 7,
kActionCmdPlaySpeech = 8,
kActionCmdPlaySound = 10,
kActionCmdStartBackgroundSound = 11,
kActionCmdStopBackgroundSound = 12
};
enum {
kCondUnused = 1,
kCondSceneObjectVerb = 2,
kCondBgObjectVerb = 3,
kCondSceneObjectInventory = 4,
kCondBgObjectInventory = 5,
kCondHasInventoryItem = 6,
kCondHasNotInventoryItem = 7,
kCondIsGameVar = 8,
kCondIsNotGameVar = 9,
kCondIsPrevSceneNum = 10,
kCondIsCurrTalkObject = 11,
kCondIsDialogItem = 12,
kCondIsCameraNum = 13,
kCondIsNotPrevSceneNum = 14,
kCondDialogItem0 = 15,
kCondIsButtheadAtBgObject = 16,
kCondIsNotSceneVisited = 17,
kCondIsSceneVisited = 18,
kCondIsCameraNumTransition = 19
};
enum {
kActResAddInventoryItem = 1,
kActResRemoveInventoryItem = 2,
kActResSetGameVar = 3,
kActResUnsetGameVar = 4,
kActResStartDialog = 5,
kActResChangeScene = 6
};
enum {
kLeftButtonClicked = 1,
kRightButtonClicked = 2,
kLeftButtonDown = 4,
kRightButtonDown = 8,
kAnyButtonClicked = kLeftButtonClicked | kRightButtonClicked,
kAnyButtonDown = kLeftButtonDown | kRightButtonDown
};
struct BBPoint {
int16 x, y;
};
struct BBRect {
int16 x, y, width, height;
};
struct BBPolygon {
const BBPoint *points;
int pointsCount;
};
struct Rect {
int16 left, top, right, bottom;
};
struct SceneObject {
uint32 x, y;
SceneObjectDef *sceneObjectDef;
Animation *anim;
int animIndex;
int frameIndex;
int frameTicks;
int walkCount;
int xIncr, yIncr;
int turnValue, turnCount, turnTicks;
Common::Point walkDestPt;
SceneObject() : sceneObjectDef(0), anim(0) {
}
};
struct SceneObjectAction {
int sceneObjectIndex;
int animationIndex;
Common::Point walkDest;
};
struct WalkInfo {
int16 x, y;
int delta;
int direction;
Common::Point midPt;
int walkAreaIndex;
};
struct WalkArea {
int16 x, y, width, height;
bool checked;
int linksCount;
WalkArea *links[16];
WalkInfo *linksD1[32];
WalkInfo *linksD2[32];
bool contains(const Common::Point &pt) const;
};
const int kSnapshotSize = 23072;
const int kSceneObjectsCount = 64;
const int kSceneSoundsCount = 8;
const int kInventoryItemStatusCount = 50;
const int kDialogItemStatusCount = 50;
const int kGameVarsCount = 2000;
const int kSceneVisitedCount = 64;
const int kMainMenu = 44;
const int kCredits = 45;
const int kMaxDistance = 0xFFFFFF;
static const int8 kWalkTurnTbl[] = {
7, 9, 4, 8, 6, 10, 5, 11
};
class BbvsEngine : public Engine {
protected:
Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
public:
BbvsEngine(OSystem *syst, const ADGameDescription *gd);
~BbvsEngine();
void newGame();
void continueGameFromQuickSave();
void setNewSceneNum(int newSceneNum);
const Common::String getTargetName() { return _targetName; }
const ADGameDescription *_gameDescription;
private:
Graphics::PixelFormat _pixelFormat;
#ifdef USE_TRANSLATION
Common::String _oldGUILanguage;
#endif
public:
Common::RandomSource *_random;
GameModule *_gameModule;
SpriteModule *_spriteModule;
SoundMan *_sound;
Screen *_screen;
int _bootSaveSlot;
int _mouseX, _mouseY;
uint _mouseButtons;
Common::KeyCode _keyCode;
int _mouseCursorSpriteIndex;
int _gameState;
int _gameTicks;
Common::Point _mousePos;
Common::Point _verbPos;
Common::Point _walkMousePos;
int _activeItemType;
int _activeItemIndex;
int _currTalkObjectIndex;
Common::Point _cameraPos, _newCameraPos;
int _newSceneNum, _prevSceneNum, _currSceneNum;
int _playVideoNumber;
int _dialogSlotCount;
byte _dialogItemStatus[kDialogItemStatusCount];
byte _gameVars[kGameVarsCount];
byte _sceneVisited[kSceneVisitedCount];
int _currVerbNum;
int _currInventoryItem;
byte _inventoryItemStatus[kInventoryItemStatusCount];
int _inventoryButtonIndex;
Action *_currAction;
uint32 _currActionCommandTimeStamp;
int _currActionCommandIndex;
Common::Array<Action*> _walkAreaActions;
SceneObject _sceneObjects[kSceneObjectsCount];
Common::Array<SceneObjectAction> _sceneObjectActions;
SceneObject *_buttheadObject, *_beavisObject;
int _currCameraNum;
byte _backgroundSoundsActive[kSceneSoundsCount];
Audio::SoundHandle _speechSoundHandle;
int _walkAreasCount;
WalkArea _walkAreas[80];
int _walkInfosCount;
WalkInfo _walkInfos[256];
int _walkableRectsCount;
Common::Rect _walkableRects[256];
Common::Rect _tempWalkableRects1[256];
Common::Rect _tempWalkableRects2[256];
WalkInfo *_walkInfoPtrs[256];
WalkArea *_sourceWalkArea, *_destWalkArea;
Common::Point _sourceWalkAreaPt, _destWalkAreaPt, _finalWalkPt;
int _currWalkDistance;
bool _walkReachedDestArea;
bool _hasSnapshot;
byte *_snapshot;
Common::SeekableMemoryWriteStream *_snapshotStream;
char _easterEggInput[7];
void updateEvents();
int getRandom(int max);
void drawDebugInfo();
void drawScreen();
void updateGame();
bool evalCondition(Conditions &conditions);
bool evalCameraCondition(Conditions &conditions, int value);
int evalDialogCondition(Conditions &conditions);
void evalActionResults(ActionResults &results);
void updateBackgroundSounds();
void loadScene(int sceneNum);
void initScene(bool sounds);
bool changeScene();
bool update(int mouseX, int mouseY, uint mouseButtons, Common::KeyCode keyCode);
void buildDrawList(DrawList &drawList);
void updateVerbs();
void updateDialog(bool clicked);
void updateInventory(bool clicked);
void updateScene(bool clicked);
bool performActionCommand(ActionCommand *actionCommand);
bool processCurrAction();
void skipCurrAction();
void updateCommon();
void updateWalkableRects();
void startWalkObject(SceneObject *sceneObject);
void updateWalkObject(SceneObject *sceneObject);
void walkObject(SceneObject *sceneObject, const Common::Point &destPt, int walkSpeed);
void turnObject(SceneObject *sceneObject);
int rectSubtract(const Common::Rect &rect1, const Common::Rect &rect2, Common::Rect *outRects);
WalkInfo *addWalkInfo(int16 x, int16 y, int delta, int direction, int16 midPtX, int16 midPtY, int walkAreaIndex);
void initWalkAreas(SceneObject *sceneObject);
WalkArea *getWalkAreaAtPos(const Common::Point &pt);
bool canButtheadWalkToDest(const Common::Point &destPt);
void canWalkToDest(WalkArea *walkArea, int infoCount);
bool walkTestLineWalkable(const Common::Point &sourcePt, const Common::Point &destPt, WalkInfo *walkInfo);
void walkFindPath(WalkArea *sourceWalkArea, int infoCount);
int calcDistance(const Common::Point &pt1, const Common::Point &pt2);
void walkFoundPath(int count);
void updateSceneObjectsTurnValue();
void updateDialogConditions();
void playSpeech(int soundNum);
void stopSpeech();
void playSound(uint soundNum, bool loop = false);
void stopSound(uint soundNum);
void stopSounds();
bool runMinigame(int minigameNum);
void playVideo(int videoNum);
void runMainMenu();
void checkEasterEgg(char key);
// Savegame API
enum kReadSaveHeaderError {
kRSHENoError = 0,
kRSHEInvalidType = 1,
kRSHEInvalidVersion = 2,
kRSHEIoError = 3
};
struct SaveHeader {
Common::String description;
uint32 version;
byte gameID;
uint32 flags;
uint32 saveDate;
uint32 saveTime;
uint32 playTime;
Graphics::Surface *thumbnail;
};
bool _isSaveAllowed;
bool canLoadGameStateCurrently() { return _isSaveAllowed; }
bool canSaveGameStateCurrently() { return _isSaveAllowed; }
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const Common::String &description);
void savegame(const char *filename, const char *description);
void loadgame(const char *filename);
const char *getSavegameFilename(int num);
bool existsSavegame(int num);
static Common::String getSavegameFilename(const Common::String &target, int num);
WARN_UNUSED_RESULT static kReadSaveHeaderError readSaveHeader(Common::SeekableReadStream *in, SaveHeader &header, bool skipThumbnail = true);
void allocSnapshot();
void freeSnapshot();
void saveSnapshot();
void writeContinueSavegame();
};
} // End of namespace Bbvs
#endif // BBVS_BBVS_H