scummvm/engines/sherlock/detection.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

260 lines
6.9 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 "sherlock/sherlock.h"
#include "sherlock/saveload.h"
#include "sherlock/scalpel/scalpel.h"
#include "sherlock/tattoo/tattoo.h"
#include "common/system.h"
#include "common/translation.h"
#include "engines/advancedDetector.h"
namespace Sherlock {
struct SherlockGameDescription {
ADGameDescription desc;
GameType gameID;
};
GameType SherlockEngine::getGameID() const {
return _gameDescription->gameID;
}
Common::Platform SherlockEngine::getPlatform() const {
return _gameDescription->desc.platform;
}
Common::Language SherlockEngine::getLanguage() const {
return _gameDescription->desc.language;
}
} // End of namespace Sherlock
static const PlainGameDescriptor sherlockGames[] = {
{ "scalpel", "The Case of the Serrated Scalpel" },
{ "rosetattoo", "The Case of the Rose Tattoo" },
{0, 0}
};
#define GAMEOPTION_ORIGINAL_SAVES GUIO_GAMEOPTIONS1
#define GAMEOPTION_FADE_STYLE GUIO_GAMEOPTIONS2
#define GAMEOPTION_HELP_STYLE GUIO_GAMEOPTIONS3
#define GAMEOPTION_PORTRAITS_ON GUIO_GAMEOPTIONS4
#define GAMEOPTION_WINDOW_STYLE GUIO_GAMEOPTIONS5
#define GAMEOPTION_TRANSPARENT_WINDOWS GUIO_GAMEOPTIONS6
static const ADExtraGuiOptionsMap optionsList[] = {
{
GAMEOPTION_ORIGINAL_SAVES,
{
_s("Use original save/load screens"),
_s("Use the original save/load screens instead of the ScummVM ones"),
"originalsaveload",
false
}
},
{
GAMEOPTION_FADE_STYLE,
{
_s("Pixellated scene transitions"),
_s("When changing scenes, a randomized pixel transition is done"),
"fade_style",
true
}
},
{
GAMEOPTION_HELP_STYLE,
{
_s("Don't show hotspots when moving mouse"),
_s("Only show hotspot names after you actually click on a hotspot or action button"),
"help_style",
false
}
},
{
GAMEOPTION_PORTRAITS_ON,
{
_s("Show character portraits"),
_s("Show portraits for the characters when conversing"),
"portraits_on",
true
}
},
{
GAMEOPTION_WINDOW_STYLE,
{
_s("Slide dialogs into view"),
_s("Slide UI dialogs into view, rather than simply showing them immediately"),
"window_style",
true
}
},
{
GAMEOPTION_TRANSPARENT_WINDOWS,
{
_s("Transparent windows"),
_s("Show windows with a partially transparent background"),
"transparent_windows",
true
}
},
AD_EXTRA_GUI_OPTIONS_TERMINATOR
};
#include "sherlock/detection_tables.h"
class SherlockMetaEngine : public AdvancedMetaEngine {
public:
SherlockMetaEngine() : AdvancedMetaEngine(Sherlock::gameDescriptions, sizeof(Sherlock::SherlockGameDescription),
sherlockGames, optionsList) {}
virtual const char *getName() const {
return "Sherlock Engine";
}
virtual const char *getOriginalCopyright() const {
return "Sherlock Engine (C) 1992-1996 Mythos Software, 1992-1996 (C) Electronic Arts";
}
/**
* Creates an instance of the game engine
*/
virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const;
/**
* Returns a list of features the game's MetaEngine support
*/
virtual bool hasFeature(MetaEngineFeature f) const;
/**
* Return a list of savegames
*/
virtual SaveStateList listSaves(const char *target) const;
/**
* Returns the maximum number of allowed save slots
*/
virtual int getMaximumSaveSlot() const;
/**
* Deletes a savegame in the specified slot
*/
virtual void removeSaveState(const char *target, int slot) const;
/**
* Given a specified savegame slot, returns extended information for the save
*/
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
};
bool SherlockMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
const Sherlock::SherlockGameDescription *gd = (const Sherlock::SherlockGameDescription *)desc;
if (gd) {
switch (gd->gameID) {
case Sherlock::GType_SerratedScalpel:
*engine = new Sherlock::Scalpel::ScalpelEngine(syst, gd);
break;
case Sherlock::GType_RoseTattoo:
*engine = new Sherlock::Tattoo::TattooEngine(syst, gd);
break;
default:
error("Unknown game");
break;
}
}
return gd != 0;
}
bool SherlockMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave) ||
(f == kSavesSupportMetaInfo) ||
(f == kSavesSupportThumbnail) ||
(f == kSimpleSavesNames);
}
bool Sherlock::SherlockEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsRTL) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
bool Sherlock::SherlockEngine::isDemo() const {
return _gameDescription->desc.flags & ADGF_DEMO;
}
SaveStateList SherlockMetaEngine::listSaves(const char *target) const {
return Sherlock::SaveManager::getSavegameList(target);
}
int SherlockMetaEngine::getMaximumSaveSlot() const {
return MAX_SAVEGAME_SLOTS;
}
void SherlockMetaEngine::removeSaveState(const char *target, int slot) const {
Common::String filename = Sherlock::SaveManager(nullptr, target).generateSaveName(slot);
g_system->getSavefileManager()->removeSavefile(filename);
}
SaveStateDescriptor SherlockMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
Common::String filename = Sherlock::SaveManager(nullptr, target).generateSaveName(slot);
Common::InSaveFile *f = g_system->getSavefileManager()->openForLoading(filename);
if (f) {
Sherlock::SherlockSavegameHeader header;
if (!Sherlock::SaveManager::readSavegameHeader(f, header, false)) {
delete f;
return SaveStateDescriptor();
}
delete f;
// Create the return descriptor
SaveStateDescriptor desc(slot, header._saveName);
desc.setThumbnail(header._thumbnail);
desc.setSaveDate(header._year, header._month, header._day);
desc.setSaveTime(header._hour, header._minute);
desc.setPlayTime(header._totalFrames * GAME_FRAME_TIME);
return desc;
}
return SaveStateDescriptor();
}
#if PLUGIN_ENABLED_DYNAMIC(SHERLOCK)
REGISTER_PLUGIN_DYNAMIC(SHERLOCK, PLUGIN_TYPE_ENGINE, SherlockMetaEngine);
#else
REGISTER_PLUGIN_STATIC(SHERLOCK, PLUGIN_TYPE_ENGINE, SherlockMetaEngine);
#endif