scummvm/engines/fullpipe/gameloader.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

157 lines
4.2 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 FULLPIPE_GAMELOADER_H
#define FULLPIPE_GAMELOADER_H
#include "common/ptr.h"
#include "engines/savestate.h"
#include "fullpipe/objects.h"
#include "fullpipe/inventory.h"
#include "fullpipe/messages.h"
namespace Fullpipe {
#define FULLPIPE_SAVEGAME_VERSION 2
class SceneTag;
class MctlCompound;
class InputController;
class InteractionController;
class MotionController;
class MovGraph;
class Sc2 : public CObject {
public:
int16 _sceneId;
int16 _field_2;
Scene *_scene;
/** owned */
MotionController *_motionController;
Common::Array<int32> _data1; // FIXME, could be a struct
PicAniInfoList _defPicAniInfos;
PicAniInfoList _picAniInfos;
bool _isLoaded;
Common::Array<EntranceInfo> _entranceData;
public:
Sc2();
virtual ~Sc2();
virtual bool load(MfcArchive &file);
};
typedef Common::Array<Sc2> Sc2Array;
struct PreloadItem {
int preloadId1;
int preloadId2;
int sceneId;
int param;
};
bool preloadCallback(PreloadItem &pre, int flag);
class PreloadItems : public Common::Array<PreloadItem>, public CObject {
public:
virtual bool load(MfcArchive &file);
};
struct FullpipeSavegameHeader {
char id[6];
uint8 version;
Common::String saveName;
Common::String description;
uint32 date;
uint16 time;
uint32 playtime;
Graphics::Surface *thumbnail;
};
struct SaveHeader {
int32 version;
char magic[32];
int32 updateCounter;
int32 unkField;
int32 encSize;
};
class GameLoader : public CObject {
public:
GameLoader();
virtual ~GameLoader();
virtual bool load(MfcArchive &file);
bool loadScene(int sceneId);
bool gotoScene(int sceneId, int entranceId);
bool preloadScene(int sceneId, int entranceId);
bool unloadScene(int sceneId);
void addPreloadItem(const PreloadItem &item);
void updateSystems(int counterdiff);
int getSceneTagBySceneId(int sceneId, SceneTag **st);
void applyPicAniInfos(Scene *sc, const PicAniInfoList &picAniInfo);
void saveScenePicAniInfos(int sceneId);
PicAniInfoList savePicAniInfos(Scene *sc, int flag1, int flag2);
bool readSavegame(const char *fname);
bool writeSavegame(Scene *sc, const char *fname, const Common::String &description);
void addVar(GameVar *var, GameVar *subvar);
void restoreDefPicAniInfos();
Common::ScopedPtr<GameProject> _gameProject;
InteractionController *_interactionController;
InputController *_inputController;
Inventory2 _inventory;
Sc2Array _sc2array;
void *_sceneSwitcher;
bool (*_preloadCallback)(PreloadItem &pre, int flag);
void (*_savegameCallback)(MfcArchive *archive, bool mode);
int16 _field_F8;
int16 _field_FA;
PreloadItems _preloadItems;
GameVar *_gameVar;
Common::String _gameName;
ExCommand _exCommand;
int _updateCounter;
int _preloadSceneId;
int _preloadEntranceId;
};
const char *getSavegameFile(int saveGameIdx);
WARN_UNUSED_RESULT bool readSavegameHeader(Common::InSaveFile *in, FullpipeSavegameHeader &header, bool skipThumbnail = true);
void parseSavegameHeader(Fullpipe::FullpipeSavegameHeader &header, SaveStateDescriptor &desc);
Inventory2 *getGameLoaderInventory();
InteractionController *getGameLoaderInteractionController();
MctlCompound *getSc2MctlCompoundBySceneId(int16 sceneId);
MovGraph *getSc2MovGraphBySceneId(int16 sceneId);
MctlCompound *getCurrSceneSc2MotionController();
} // End of namespace Fullpipe
#endif /* FULLPIPE_GAMELOADER_H */