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https://github.com/scummvm/scummvm.git
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Fixed an edge case where an error being thrown during the very first time a Scene is loaded would result in a chain reaction that would crash ScummVM while trying to draw invalid data on screen. Instead, the error is now properly shown on screen before quitting. Also made changes to the savegame screenshot code to make sure this change does not impact second chance saves.
167 lines
4.9 KiB
C++
167 lines
4.9 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/advancedDetector.h"
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#include "engines/nancy/nancy.h"
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#include "engines/nancy/graphics.h"
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#include "engines/nancy/input.h"
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#include "engines/nancy/state/scene.h"
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#include "common/translation.h"
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#include "common/config-manager.h"
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#include "graphics/scaler.h"
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static const ADExtraGuiOptionsMap optionsList[] = {
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{
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GAMEOPTION_PLAYER_SPEECH,
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{
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_s("Player Speech"),
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_s("Enable player speech. Only works if speech is enabled in the Audio settings."),
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"player_speech",
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true,
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0,
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0
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}
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},
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{
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GAMEOPTION_CHARACTER_SPEECH,
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{
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_s("Character Speech"),
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_s("Enable NPC speech. Only works if speech is enabled in the Audio settings."),
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"character_speech",
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true,
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0,
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0
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}
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},
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{
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GAMEOPTION_AUTO_MOVE,
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{
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_s("Auto Move"),
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_s("Automatically rotate the viewport when the mouse reaches an edge."),
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"auto_move",
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true,
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0,
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0
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}
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},
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AD_EXTRA_GUI_OPTIONS_TERMINATOR
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};
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class NancyMetaEngine : public AdvancedMetaEngine {
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public:
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const char *getName() const override {
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return "nancy";
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}
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bool hasFeature(MetaEngineFeature f) const override;
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Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *gd) const override;
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int getMaximumSaveSlot() const override;
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SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override;
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Common::KeymapArray initKeymaps(const char *target) const override;
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void getSavegameThumbnail(Graphics::Surface &thumb) override;
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void registerDefaultSettings(const Common::String &target) const override;
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const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override;
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};
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Common::KeymapArray NancyMetaEngine::initKeymaps(const char *target) const {
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Common::KeymapArray keymaps;
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Nancy::InputManager::initKeymaps(keymaps);
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return keymaps;
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}
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bool NancyMetaEngine::hasFeature(MetaEngineFeature f) const {
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return
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(f == kSupportsLoadingDuringStartup) ||
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checkExtendedSaves(f);
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}
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Common::Error NancyMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *gd) const {
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if (gd) {
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*engine = Nancy::NancyEngine::create(((const Nancy::NancyGameDescription *)gd)->gameType, syst, (const Nancy::NancyGameDescription *)gd);
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}
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if (gd) {
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return Common::kNoError;
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} else {
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return Common::Error();
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}
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}
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int NancyMetaEngine::getMaximumSaveSlot() const { return 8; }
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SaveStateDescriptor NancyMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
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SaveStateDescriptor ret = AdvancedMetaEngine::querySaveMetaInfos(target, slot);
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if (slot == getMaximumSaveSlot()) {
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// We do not allow the second chance slot to be overwritten
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ret.setWriteProtectedFlag(true);
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}
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return ret;
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}
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void NancyMetaEngine::getSavegameThumbnail(Graphics::Surface &thumb) {
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if (Nancy::g_nancy->getState() == Nancy::NancyState::kLoadSave) {
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// Do not screenshot the screen if we're in the engine's original menus,
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// since that would just screenshot the menu itself
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if (Nancy::State::Scene::hasInstance()) {
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Graphics::ManagedSurface &screenshot = Nancy::State::Scene::instance().getLastScreenshot();
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if (!screenshot.empty() && createThumbnail(&thumb, &screenshot)) {
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return;
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}
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}
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}
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// Make sure we always trigger a screen redraw to support second chance saves
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Graphics::ManagedSurface screenshotSurf;
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Nancy::g_nancy->_graphicsManager->screenshotScreen(screenshotSurf);
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if (!screenshotSurf.empty() && createThumbnail(&thumb, &screenshotSurf)) {
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return;
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}
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}
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void NancyMetaEngine::registerDefaultSettings(const Common::String &target) const {
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ConfMan.setInt("music_volume", 54 * 255 / 100, target);
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ConfMan.setInt("speech_volume", 54 * 255 / 100, target);
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ConfMan.setInt("sfx_volume", 51 * 255 / 100, target);
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ConfMan.setBool("subtitles", true, target);
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ConfMan.setBool("player_speech", true, target);
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ConfMan.setBool("character_speech", true, target);
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}
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const ADExtraGuiOptionsMap *NancyMetaEngine::getAdvancedExtraGuiOptions() const {
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return optionsList;
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}
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#if PLUGIN_ENABLED_DYNAMIC(NANCY)
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REGISTER_PLUGIN_DYNAMIC(NANCY, PLUGIN_TYPE_ENGINE, NancyMetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(NANCY, PLUGIN_TYPE_ENGINE, NancyMetaEngine);
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#endif
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