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path: root/engines/fullpipe/stateloader.cpp
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2018-05-05FULLPIPE: Reduce duplicate header includesDavid Fioramonti
Remove duplicate headers in two files and ordered the headers similar to other fullpipe files.
2018-04-07ALL: Load savegame thumbnail only when necessaryAdrian Frühwirth
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.
2018-03-24FULLPIPE: Fix playtime not being read from savegamesAdrian Frühwirth
Fixes Trac#10394.
2018-03-24FULLPIPE: Use zero playtime when filling dummy headerAdrian Frühwirth
This is a tad more meaningful than a random value, especially should we for some reason use dummy header information to actually set playtime in the future.
2017-12-02FULLPIPE: Fix bug #10317: Save game metadata is missingEugene Sandulenko
2017-11-18FULLPIPE: Fix memory leaks restoring save gamesColin Snover
2017-11-18FULLPIPE: Fix memory leaks and unnecessary indirect allocations in Motion ↵Colin Snover
and Sc2
2017-11-18FULLPIPE: Remove unnecessary and unsafe C-style castsColin Snover
2017-11-18FULLPIPE: Fix memory leaks of MovTable and remove unnecessary extra classColin Snover
2017-11-18FULLPIPE: Fix memory leaks of SceneTagColin Snover
2017-11-18FULLPIPE: Fix memory leak of save game thumbnailColin Snover
2017-11-18FULLPIPE: Fix leaks and unnecessary extra allocations in FullpipeEngineColin Snover
2017-03-24Unify all string function parameters to be const Common::String &Filippos Karapetis
Thanks to wjp for the suggestion
2017-03-22FULLPIPE: Change more object-related functions to use Common::StringFilippos Karapetis
2017-03-22FULLPIPE: Use Common::String in all scene object namesFilippos Karapetis
2017-03-22FULLPIPE: Change transCyrillic() to accept a Common::StringFilippos Karapetis
2016-12-20FULLPIPE: Delete temporary memory streams used with MfcArchiveFilippos Karapetis
2016-12-11FULLPIPE: Implement Russian demo differencesEugene Sandulenko
2016-12-11FULLPIPE: Simplify demo check in the engineEugene Sandulenko
2016-12-11FULLPIPE: Beginnings of support of Russian demoEugene Sandulenko
2016-11-28FULLPIPE: Silence GCC warnings (mostly signed/unsigned ones)Torbjörn Andersson
2016-09-27FULLPIPE: Add support loading/saving from GMMEugene Sandulenko
2016-09-27FULLPIPE: Add support for loading from launcherEugene Sandulenko
2016-09-25FULLPIPE: Remove redundant debug outputEugene Sandulenko
2016-09-25FULLPIPE: Fix loading savesEugene Sandulenko
2016-09-25FULLPIPE: Added more debug output to saveload codeEugene Sandulenko
2016-09-23FULLPIPE: Added more debug info to saveload codeEugene Sandulenko
2016-09-21FULLPIPE: Furhter simplification of loading codeEugene Sandulenko
2016-09-21FULLPIPE: Optimize savegame loadingEugene Sandulenko
2016-09-20FULLPIPE: Correctly fill out dummy header on reading failureEugene Sandulenko
2016-09-20FULLPIPE: Save ScummVM-specific header with the savesEugene Sandulenko
2016-09-20FULLPIPE: Move more stuff to stateloader.cppEugene Sandulenko
2016-09-19FULLPIPE: Fix game save/loadEugene Sandulenko
2016-09-19FULLPIPE: Fix saving object to savegamesEugene Sandulenko
2016-09-19FULLPIPE: Added debug info to saveload codeEugene Sandulenko
2016-09-19FULLPIPE: Correct slot number on loadingEugene Sandulenko
2016-09-18FULLPIPE: Implemented savefile loadingEugene Sandulenko
2016-09-18FULLPIPE: Moved save-related functions to statesaver.cppEugene Sandulenko
2016-09-18FULLPIPE: Implement map saving and save obfuscationEugene Sandulenko
2016-09-16FULLPIPE: Further work on game savingEugene Sandulenko
2016-08-29FULLPIPE: More signed readsEugene Sandulenko
2016-07-28FULLPIPE: Split all debug output by channelsEugene Sandulenko
2014-06-12FULLPIPE: Implement GameVar::~GameVar()Eugene Sandulenko
2014-05-02FULLPIPE: Removed couple of PtrList usages for code clarityEugene Sandulenko
2014-02-18FULLPIPE: Make GPL headers consistent in themselves.Johannes Schickel
2014-01-14FULLPIPE: Implement FullpipeEngine::updateMap()Eugene Sandulenko
2014-01-10FULLPIPE: Implement preloadCallback()Eugene Sandulenko
2014-01-08FULLPIPE: Stubbed and implemented some class destructorsEugene Sandulenko
2013-12-28FULLPIPE: Correctly implement scene switching from command lineEugene Sandulenko
2013-12-21FULLPIPE: g_fullpipe -> g_fp for brevityEugene Sandulenko