mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 06:08:35 +00:00
60de72a73e
Loading a savegame from the Launcher for FOTAQ was broken by
commit de879dd
(QUEEN: Disable load/save until game is properly
initialized). The patch comes from libretro to fix an issue
described as "ScummVM allows you to load a previous save before
the game is properly initialised. At best, this leads to
undefined behaviour. Most of the time it causes a segfault."
This commit allows loading save game earlier than the original
patch so that loading savegames from the launcher works again.
I don't know the details of the issue that was seen in libretro,
but I tested this change with both address-sanitizer and valgrind
on both Linux and macOS, and neither tool report any issue when
loading a savegame from the launcher.
This fixes bug #11327 (FOTAQ: Loading save game from the launcher
doesn't work).
384 lines
11 KiB
C++
384 lines
11 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "base/plugins.h"
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#include "common/config-manager.h"
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#include "common/events.h"
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#include "common/file.h"
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#include "common/fs.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "common/textconsole.h"
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#include "engines/util.h"
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#include "queen/queen.h"
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#include "queen/bankman.h"
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#include "queen/command.h"
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#include "queen/cutaway.h"
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#include "queen/debug.h"
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#include "queen/display.h"
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#include "queen/graphics.h"
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#include "queen/grid.h"
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#include "queen/input.h"
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#include "queen/logic.h"
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#include "queen/resource.h"
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#include "queen/sound.h"
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#include "queen/talk.h"
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#include "queen/walk.h"
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namespace Queen {
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QueenEngine::QueenEngine(OSystem *syst)
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: Engine(syst), _bam(nullptr), _bankMan(nullptr), _command(nullptr), _debugger(nullptr),
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_display(nullptr), _graphics(nullptr), _grid(nullptr), _input(nullptr), _logic(nullptr),
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_sound(nullptr), _resource(nullptr), _walk(nullptr), _gameStarted(false),
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randomizer("queen") {
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}
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QueenEngine::~QueenEngine() {
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delete _bam;
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delete _resource;
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delete _bankMan;
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delete _command;
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delete _display;
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delete _graphics;
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delete _grid;
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delete _input;
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delete _logic;
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delete _sound;
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delete _walk;
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//_debugger is deleted by Engine
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}
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void QueenEngine::registerDefaultSettings() {
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ConfMan.registerDefault("talkspeed", Logic::DEFAULT_TALK_SPEED);
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ConfMan.registerDefault("subtitles", true);
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_subtitles = true;
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}
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void QueenEngine::checkOptionSettings() {
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// check talkspeed value
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if (_talkSpeed < MIN_TEXT_SPEED) {
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_talkSpeed = MIN_TEXT_SPEED;
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} else if (_talkSpeed > MAX_TEXT_SPEED) {
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_talkSpeed = MAX_TEXT_SPEED;
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}
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// demo and interview versions don't have speech at all
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if (_sound->speechOn() && (_resource->isDemo() || _resource->isInterview())) {
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_sound->speechToggle(false);
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}
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// ensure text is always on when voice is off
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if (!_sound->speechOn()) {
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_subtitles = true;
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}
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}
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void QueenEngine::syncSoundSettings() {
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Engine::syncSoundSettings();
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readOptionSettings();
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}
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void QueenEngine::readOptionSettings() {
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bool mute = false;
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if (ConfMan.hasKey("mute"))
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mute = ConfMan.getBool("mute");
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_sound->setVolume(ConfMan.getInt("music_volume"));
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_sound->musicToggle(!(mute || ConfMan.getBool("music_mute")));
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_sound->sfxToggle(!(mute || ConfMan.getBool("sfx_mute")));
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_sound->speechToggle(!(mute || ConfMan.getBool("speech_mute")));
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_talkSpeed = (ConfMan.getInt("talkspeed") * (MAX_TEXT_SPEED - MIN_TEXT_SPEED) + 255 / 2) / 255 + MIN_TEXT_SPEED;
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_subtitles = ConfMan.getBool("subtitles");
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checkOptionSettings();
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}
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void QueenEngine::writeOptionSettings() {
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ConfMan.setInt("music_volume", _sound->getVolume());
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ConfMan.setBool("music_mute", !_sound->musicOn());
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ConfMan.setBool("sfx_mute", !_sound->sfxOn());
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ConfMan.setInt("talkspeed", ((_talkSpeed - MIN_TEXT_SPEED) * 255 + (MAX_TEXT_SPEED - MIN_TEXT_SPEED) / 2) / (MAX_TEXT_SPEED - MIN_TEXT_SPEED));
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ConfMan.setBool("speech_mute", !_sound->speechOn());
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ConfMan.setBool("subtitles", _subtitles);
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ConfMan.flushToDisk();
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}
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void QueenEngine::update(bool checkPlayerInput) {
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_graphics->update(_logic->currentRoom());
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_logic->update();
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int frameDelay = (_lastUpdateTime + Input::DELAY_NORMAL - _system->getMillis());
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if (frameDelay <= 0) {
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frameDelay = 1;
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}
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_input->delay(frameDelay);
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_lastUpdateTime = _system->getMillis();
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if (!_resource->isInterview()) {
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_display->palCustomScroll(_logic->currentRoom());
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}
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BobSlot *joe = _graphics->bob(0);
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_display->update(joe->active, joe->x, joe->y);
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_input->checkKeys();
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if (canLoadOrSave()) {
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if (_input->quickSave()) {
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_input->quickSaveReset();
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saveGameState(SLOT_QUICKSAVE, "Quicksave");
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}
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if (_input->quickLoad()) {
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_input->quickLoadReset();
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loadGameState(SLOT_QUICKSAVE);
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}
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}
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if (!_input->cutawayRunning()) {
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if (checkPlayerInput) {
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_command->updatePlayer();
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}
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if (_input->idleTime() >= Input::DELAY_SCREEN_BLANKER) {
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_display->blankScreen();
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}
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}
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_sound->updateMusic();
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}
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bool QueenEngine::canLoadOrSave() const {
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return !_input->cutawayRunning() && !(_resource->isDemo() || _resource->isInterview()) && _gameStarted;
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}
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bool QueenEngine::canLoadGameStateCurrently() {
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return canLoadOrSave();
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}
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bool QueenEngine::canSaveGameStateCurrently() {
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return canLoadOrSave();
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}
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Common::Error QueenEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
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debug(3, "Saving game to slot %d", slot);
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char name[20];
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Common::Error err = Common::kNoError;
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makeGameStateName(slot, name);
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Common::OutSaveFile *file = _saveFileMan->openForSaving(name);
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if (file) {
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// save data
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byte *saveData = new byte[SAVESTATE_MAX_SIZE];
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byte *p = saveData;
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_bam->saveState(p);
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_grid->saveState(p);
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_logic->saveState(p);
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_sound->saveState(p);
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uint32 dataSize = p - saveData;
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assert(dataSize < SAVESTATE_MAX_SIZE);
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// write header
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file->writeUint32BE('SCVM');
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file->writeUint32BE(SAVESTATE_CUR_VER);
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file->writeUint32BE(0);
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file->writeUint32BE(dataSize);
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char description[32];
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Common::strlcpy(description, desc.c_str(), sizeof(description));
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file->write(description, sizeof(description));
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// write save data
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file->write(saveData, dataSize);
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file->finalize();
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// check for errors
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if (file->err()) {
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warning("Can't write file '%s'. (Disk full?)", name);
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err = Common::kWritingFailed;
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}
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delete[] saveData;
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delete file;
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} else {
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warning("Can't create file '%s', game not saved", name);
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err = Common::kCreatingFileFailed;
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}
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return err;
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}
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Common::Error QueenEngine::loadGameState(int slot) {
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debug(3, "Loading game from slot %d", slot);
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Common::Error err = Common::kNoError;
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GameStateHeader header;
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Common::InSaveFile *file = readGameStateHeader(slot, &header);
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if (file && header.dataSize != 0) {
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byte *saveData = new byte[header.dataSize];
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byte *p = saveData;
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if (file->read(saveData, header.dataSize) != header.dataSize) {
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warning("Error reading savegame file");
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err = Common::kReadingFailed;
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} else {
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_bam->loadState(header.version, p);
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_grid->loadState(header.version, p);
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_logic->loadState(header.version, p);
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_sound->loadState(header.version, p);
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if (header.dataSize != (uint32)(p - saveData)) {
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warning("Corrupted savegame file");
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err = Common::kReadingFailed; // FIXME
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} else {
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_logic->setupRestoredGame();
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}
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}
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delete[] saveData;
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delete file;
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} else {
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err = Common::kReadingFailed;
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}
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return err;
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}
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Common::InSaveFile *QueenEngine::readGameStateHeader(int slot, GameStateHeader *gsh) {
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char name[20];
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makeGameStateName(slot, name);
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Common::InSaveFile *file = _saveFileMan->openForLoading(name);
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if (file && file->readUint32BE() == MKTAG('S','C','V','M')) {
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gsh->version = file->readUint32BE();
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gsh->flags = file->readUint32BE();
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gsh->dataSize = file->readUint32BE();
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file->read(gsh->description, sizeof(gsh->description));
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} else {
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memset(gsh, 0, sizeof(GameStateHeader));
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}
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return file;
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}
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Common::String QueenEngine::getSaveStateName(int slot) const {
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if (slot == SLOT_LISTPREFIX) {
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return "queen.s??";
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} else if (slot == SLOT_AUTOSAVE) {
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slot = getAutosaveSlot();
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}
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assert(slot >= 0);
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return Common::String::format("queen.s%02d", slot);
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}
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void QueenEngine::makeGameStateName(int slot, char *buf) const {
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Common::String name = getSaveStateName(slot);
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strcpy(buf, name.c_str());
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}
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int QueenEngine::getGameStateSlot(const char *filename) const {
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int i = -1;
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const char *slot = strrchr(filename, '.');
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if (slot && (slot[1] == 's' || slot[1] == 'S')) {
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i = atoi(slot + 2);
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}
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return i;
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}
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void QueenEngine::findGameStateDescriptions(char descriptions[100][32]) {
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char prefix[20];
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makeGameStateName(SLOT_LISTPREFIX, prefix);
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Common::StringArray filenames = _saveFileMan->listSavefiles(prefix);
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for (Common::StringArray::const_iterator it = filenames.begin(); it != filenames.end(); ++it) {
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int i = getGameStateSlot(it->c_str());
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if (i >= 0 && i < SAVESTATE_MAX_NUM) {
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GameStateHeader header;
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Common::InSaveFile *f = readGameStateHeader(i, &header);
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strcpy(descriptions[i], header.description);
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delete f;
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}
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}
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}
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bool Queen::QueenEngine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsReturnToLauncher) ||
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime) ||
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(f == kSupportsSubtitleOptions);
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}
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Common::Error QueenEngine::run() {
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initGraphics(GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT);
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_resource = new Resource();
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_bam = new BamScene(this);
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_bankMan = new BankManager(_resource);
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_command = new Command(this);
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_debugger = new Debugger(this);
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setDebugger(_debugger);
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_display = new Display(this, _system);
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_graphics = new Graphics(this);
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_grid = new Grid(this);
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_input = new Input(_resource->getLanguage(), _system);
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if (_resource->isDemo()) {
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_logic = new LogicDemo(this);
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} else if (_resource->isInterview()) {
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_logic = new LogicInterview(this);
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} else {
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_logic = new LogicGame(this);
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}
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_sound = Sound::makeSoundInstance(_mixer, this, _resource->getCompression());
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_walk = new Walk(this);
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//_talkspeedScale = (MAX_TEXT_SPEED - MIN_TEXT_SPEED) / 255.0;
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registerDefaultSettings();
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// Setup mixer
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syncSoundSettings();
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_logic->start();
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_gameStarted = true;
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if (ConfMan.hasKey("save_slot") && canLoadOrSave()) {
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loadGameState(ConfMan.getInt("save_slot"));
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}
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_lastUpdateTime = _system->getMillis();
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while (!shouldQuit()) {
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if (_logic->newRoom() > 0) {
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_logic->update();
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_logic->oldRoom(_logic->currentRoom());
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_logic->currentRoom(_logic->newRoom());
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_logic->changeRoom();
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_display->fullscreen(false);
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if (_logic->currentRoom() == _logic->newRoom()) {
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_logic->newRoom(0);
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}
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} else if (_logic->joeWalk() == JWM_EXECUTE) {
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_logic->joeWalk(JWM_NORMAL);
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_command->executeCurrentAction();
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} else {
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_logic->joeWalk(JWM_NORMAL);
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update(true);
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}
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}
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return Common::kNoError;
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}
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} // End of namespace Queen
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