aboutsummaryrefslogtreecommitdiff
path: root/engines/agi/saveload.cpp
diff options
context:
space:
mode:
authorMax Horn2007-03-30 22:59:45 +0000
committerMax Horn2007-03-30 22:59:45 +0000
commit00919e3a93264bcb261fdc00343ca29b26ac5171 (patch)
treee9aaf084fa5766ac25659bb47822c3d9677385c0 /engines/agi/saveload.cpp
parent69ede83dd312e4a8099bcc81edd2e916f814fd4b (diff)
downloadscummvm-rg350-00919e3a93264bcb261fdc00343ca29b26ac5171.tar.gz
scummvm-rg350-00919e3a93264bcb261fdc00343ca29b26ac5171.tar.bz2
scummvm-rg350-00919e3a93264bcb261fdc00343ca29b26ac5171.zip
Renamed AGIs savegame.cpp to saveload.cpp, to match the other engines
svn-id: r26330
Diffstat (limited to 'engines/agi/saveload.cpp')
-rw-r--r--engines/agi/saveload.cpp824
1 files changed, 824 insertions, 0 deletions
diff --git a/engines/agi/saveload.cpp b/engines/agi/saveload.cpp
new file mode 100644
index 0000000000..4f25b58cc5
--- /dev/null
+++ b/engines/agi/saveload.cpp
@@ -0,0 +1,824 @@
+/* ScummVM - Scumm Interpreter
+ * Copyright (C) 2006 The ScummVM project
+ *
+ * Copyright (C) 1999-2003 Sarien Team
+ *
+ * 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * Savegame support by Vasyl Tsvirkunov <vasyl@pacbell.net>
+ * Multi-slots by Claudio Matsuoka <claudio@helllabs.org>
+ */
+
+#include "common/stdafx.h"
+#include "common/file.h"
+
+#include "agi/agi.h"
+#include "agi/graphics.h"
+#include "agi/sprite.h"
+#include "agi/keyboard.h"
+#include "agi/menu.h"
+
+#define SAVEGAME_VERSION 3
+
+/*
+ * Version 0 (Sarien): view table has 64 entries
+ * Version 1 (Sarien): view table has 256 entries (needed in KQ3)
+ * Version 2 (ScummVM): first ScummVM version
+ * Version 3 (ScummVM): adding AGIPAL save/load support
+ */
+
+namespace Agi {
+
+static const uint32 AGIflag=MKID_BE('AGI:');
+
+int AgiEngine::saveGame(const char *fileName, const char *description) {
+ char gameIDstring[8]="gameIDX";
+ int i;
+ struct ImageStackElement *ptr = _imageStack;
+ Common::OutSaveFile *out;
+
+ debugC(3, kDebugLevelMain | kDebugLevelSavegame, "AgiEngine::saveGame(%s, %s)", fileName, description);
+ if (!(out = _saveFileMan->openForSaving(fileName))) {
+ warning("Can't create file '%s', game not saved", fileName);
+ return errBadFileOpen;
+ } else {
+ debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for writing", fileName);
+ }
+
+ out->writeUint32BE(AGIflag);
+ out->write(description, 31);
+
+ out->writeByte(SAVEGAME_VERSION);
+ debugC(5, kDebugLevelMain | kDebugLevelSavegame, "Writing save game version (%d)", SAVEGAME_VERSION);
+
+ out->writeByte(_game.state);
+ debugC(5, kDebugLevelMain | kDebugLevelSavegame, "Writing game state (%d)", _game.state);
+
+ strcpy(gameIDstring, _game.id);
+ out->write(gameIDstring, 8);
+ debugC(5, kDebugLevelMain | kDebugLevelSavegame, "Writing game id (%s, %s)", gameIDstring, _game.id);
+
+ for (i = 0; i < MAX_FLAGS; i++)
+ out->writeByte(_game.flags[i]);
+ for (i = 0; i < MAX_VARS; i++)
+ out->writeByte(_game.vars[i]);
+
+ out->writeSint16BE((int8)_game.horizon);
+ out->writeSint16BE((int16)_game.lineStatus);
+ out->writeSint16BE((int16)_game.lineUserInput);
+ out->writeSint16BE((int16)_game.lineMinPrint);
+
+ out->writeSint16BE((int16)_game.inputMode);
+ out->writeSint16BE((int16)_game.lognum);
+
+ out->writeSint16BE((int16)_game.playerControl);
+ out->writeSint16BE((int16)_game.quitProgNow);
+ out->writeSint16BE((int16)_game.statusLine);
+ out->writeSint16BE((int16)_game.clockEnabled);
+ out->writeSint16BE((int16)_game.exitAllLogics);
+ out->writeSint16BE((int16)_game.pictureShown);
+ out->writeSint16BE((int16)_game.hasPrompt);
+ out->writeSint16BE((int16)_game.gameFlags);
+
+ out->writeSint16BE((int16)_game.inputEnabled);
+
+ for (i = 0; i < _HEIGHT; i++)
+ out->writeByte(_game.priTable[i]);
+
+ out->writeSint16BE((int16)_game.gfxMode);
+ out->writeByte(_game.cursorChar);
+ out->writeSint16BE((int16)_game.colorFg);
+ out->writeSint16BE((int16)_game.colorBg);
+
+ /* game.hires */
+ /* game.sbuf */
+ /* game.ego_words */
+ /* game.num_ego_words */
+
+ out->writeSint16BE((int16)_game.numObjects);
+ for (i = 0; i < (int16)_game.numObjects; i++)
+ out->writeSint16BE((int16)objectGetLocation(i));
+
+ /* game.ev_keyp */
+ for (i = 0; i < MAX_STRINGS; i++)
+ out->write(_game.strings[i], MAX_STRINGLEN);
+
+ /* record info about loaded resources */
+ for (i = 0; i < MAX_DIRS; i++) {
+ out->writeByte(_game.dirLogic[i].flags);
+ out->writeSint16BE((int16)_game.logics[i].sIP);
+ out->writeSint16BE((int16)_game.logics[i].cIP);
+ }
+ for (i = 0; i < MAX_DIRS; i++)
+ out->writeByte(_game.dirPic[i].flags);
+ for (i = 0; i < MAX_DIRS; i++)
+ out->writeByte(_game.dirView[i].flags);
+ for (i = 0; i < MAX_DIRS; i++)
+ out->writeByte(_game.dirSound[i].flags);
+
+ /* game.pictures */
+ /* game.logics */
+ /* game.views */
+ /* game.sounds */
+
+ for (i = 0; i < MAX_VIEWTABLE; i++) {
+ VtEntry *v = &_game.viewTable[i];
+
+ out->writeByte(v->stepTime);
+ out->writeByte(v->stepTimeCount);
+ out->writeByte(v->entry);
+ out->writeSint16BE(v->xPos);
+ out->writeSint16BE(v->yPos);
+ out->writeByte(v->currentView);
+
+ /* v->view_data */
+
+ out->writeByte(v->currentLoop);
+ out->writeByte(v->numLoops);
+
+ /* v->loop_data */
+
+ out->writeByte(v->currentCel);
+ out->writeByte(v->numCels);
+
+ /* v->cel_data */
+ /* v->cel_data_2 */
+
+ out->writeSint16BE(v->xPos2);
+ out->writeSint16BE(v->yPos2);
+
+ /* v->s */
+
+ out->writeSint16BE(v->xSize);
+ out->writeSint16BE(v->ySize);
+ out->writeByte(v->stepSize);
+ out->writeByte(v->cycleTime);
+ out->writeByte(v->cycleTimeCount);
+ out->writeByte(v->direction);
+
+ out->writeByte(v->motion);
+ out->writeByte(v->cycle);
+ out->writeByte(v->priority);
+
+ out->writeUint16BE(v->flags);
+
+ out->writeByte(v->parm1);
+ out->writeByte(v->parm2);
+ out->writeByte(v->parm3);
+ out->writeByte(v->parm4);
+ }
+
+ /* Save image stack */
+
+ for (i = 0; i < _imageStackPointer; i++) {
+ ptr = &_imageStack[i];
+ out->writeByte(ptr->type);
+ out->writeSint16BE(ptr->parm1);
+ out->writeSint16BE(ptr->parm2);
+ out->writeSint16BE(ptr->parm3);
+ out->writeSint16BE(ptr->parm4);
+ out->writeSint16BE(ptr->parm5);
+ out->writeSint16BE(ptr->parm6);
+ out->writeSint16BE(ptr->parm7);
+ }
+ out->writeByte(0);
+
+ //Write which file number AGIPAL is using (0 if not being used)
+ out->writeSint16BE(_gfx->getAGIPalFileNum());
+
+ out->finalize();
+ if (out->ioFailed())
+ warning("Can't write file '%s'. (Disk full?)", fileName);
+ else
+ debugC(1, kDebugLevelMain | kDebugLevelSavegame, "Saved game %s in file %s", description, fileName);
+
+ delete out;
+ debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Closed %s", fileName);
+ return errOK;
+}
+
+int AgiEngine::loadGame(const char *fileName) {
+ char description[31], saveVersion, loadId[8];
+ int i, vtEntries = MAX_VIEWTABLE;
+ uint8 t;
+ int16 parm[7];
+ Common::InSaveFile *in;
+
+ debugC(3, kDebugLevelMain | kDebugLevelSavegame, "AgiEngine::loadGame(%s)", fileName);
+
+ if (!(in = _saveFileMan->openForLoading(fileName))) {
+ warning("Can't open file '%s', game not loaded", fileName);
+ return errBadFileOpen;
+ } else {
+ debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for reading", fileName);
+ }
+
+ uint32 typea = in->readUint32BE();
+ if (typea == AGIflag) {
+ debugC(6, kDebugLevelMain | kDebugLevelSavegame, "Has AGI flag, good start");
+ } else {
+ warning("This doesn't appear to be an AGI savegame, game not restored");
+ delete in;
+ return errOK;
+ }
+
+ in->read(description, 31);
+
+ debugC(6, kDebugLevelMain | kDebugLevelSavegame, "Description is: %s", description);
+
+ saveVersion = in->readByte();
+ if (saveVersion != SAVEGAME_VERSION)
+ warning("Old save game version (%d, current version is %d). Will try and read anyway, but don't be surprised if bad things happen", saveVersion, SAVEGAME_VERSION);
+
+ _game.state = in->readByte();
+
+ in->read(loadId, 8);
+ if (strcmp(loadId, _game.id)) {
+ delete in;
+ warning("This save seems to be from a different AGI game (save from %s, running %s), not loaded", loadId, _game.id);
+ return errBadFileOpen;
+ }
+
+ for (i = 0; i < MAX_FLAGS; i++)
+ _game.flags[i] = in->readByte();
+ for (i = 0; i < MAX_VARS; i++)
+ _game.vars[i] = in->readByte();
+
+ _game.horizon = in->readSint16BE();
+ _game.lineStatus = in->readSint16BE();
+ _game.lineUserInput = in->readSint16BE();
+ _game.lineMinPrint = in->readSint16BE();
+
+ /* These are never saved */
+ _game.cursorPos = 0;
+ _game.inputBuffer[0] = 0;
+ _game.echoBuffer[0] = 0;
+ _game.keypress = 0;
+
+ _game.inputMode = in->readSint16BE();
+ _game.lognum = in->readSint16BE();
+
+ _game.playerControl = in->readSint16BE();
+ _game.quitProgNow = in->readSint16BE();
+ _game.statusLine = in->readSint16BE();
+ _game.clockEnabled = in->readSint16BE();
+ _game.exitAllLogics = in->readSint16BE();
+ _game.pictureShown = in->readSint16BE();
+ _game.hasPrompt = in->readSint16BE();
+ _game.gameFlags = in->readSint16BE();
+ _game.inputEnabled = in->readSint16BE();
+
+ for (i = 0; i < _HEIGHT; i++)
+ _game.priTable[i] = in->readByte();
+
+ if (_game.hasWindow)
+ closeWindow();
+
+ _game.msgBoxTicks = 0;
+ _game.block.active = false;
+ /* game.window - fixed by close_window() */
+ /* game.has_window - fixed by close_window() */
+
+ _game.gfxMode = in->readSint16BE();
+ _game.cursorChar = in->readByte();
+ _game.colorFg = in->readSint16BE();
+ _game.colorBg = in->readSint16BE();
+
+ /* game.hires - rebuilt from image stack */
+ /* game.sbuf - rebuilt from image stack */
+
+ /* game.ego_words - fixed by clean_input */
+ /* game.num_ego_words - fixed by clean_input */
+
+ _game.numObjects = in->readSint16BE();
+ for (i = 0; i < (int16)_game.numObjects; i++)
+ objectSetLocation(i, in->readSint16BE());
+
+ /* Those are not serialized */
+ for (i = 0; i < MAX_DIRS; i++) {
+ _game.evKeyp[i].occured = false;
+ }
+
+ for (i = 0; i < MAX_STRINGS; i++)
+ in->read(_game.strings[i], MAX_STRINGLEN);
+
+ for (i = 0; i < MAX_DIRS; i++) {
+ if (in->readByte() & RES_LOADED)
+ agiLoadResource(rLOGIC, i);
+ else
+ agiUnloadResource(rLOGIC, i);
+ _game.logics[i].sIP = in->readSint16BE();
+ _game.logics[i].cIP = in->readSint16BE();
+ }
+
+ for (i = 0; i < MAX_DIRS; i++) {
+ if (in->readByte() & RES_LOADED)
+ agiLoadResource(rPICTURE, i);
+ else
+ agiUnloadResource(rPICTURE, i);
+ }
+
+ for (i = 0; i < MAX_DIRS; i++) {
+ if (in->readByte() & RES_LOADED)
+ agiLoadResource(rVIEW, i);
+ else
+ agiUnloadResource(rVIEW, i);
+ }
+
+ for (i = 0; i < MAX_DIRS; i++) {
+ if (in->readByte() & RES_LOADED)
+ agiLoadResource(rSOUND, i);
+ else
+ agiUnloadResource(rSOUND, i);
+ }
+
+ /* game.pictures - loaded above */
+ /* game.logics - loaded above */
+ /* game.views - loaded above */
+ /* game.sounds - loaded above */
+
+ for (i = 0; i < vtEntries; i++) {
+ VtEntry *v = &_game.viewTable[i];
+
+ v->stepTime = in->readByte();
+ v->stepTimeCount = in->readByte();
+ v->entry = in->readByte();
+ v->xPos = in->readSint16BE();
+ v->yPos = in->readSint16BE();
+ v->currentView = in->readByte();
+
+ /* v->view_data - fixed below */
+
+ v->currentLoop = in->readByte();
+ v->numLoops = in->readByte();
+
+ /* v->loop_data - fixed below */
+
+ v->currentCel = in->readByte();
+ v->numCels = in->readByte();
+
+ /* v->cel_data - fixed below */
+ /* v->cel_data_2 - fixed below */
+
+ v->xPos2 = in->readSint16BE();
+ v->yPos2 = in->readSint16BE();
+
+ /* v->s - fixed below */
+
+ v->xSize = in->readSint16BE();
+ v->ySize = in->readSint16BE();
+ v->stepSize = in->readByte();
+ v->cycleTime = in->readByte();
+ v->cycleTimeCount = in->readByte();
+ v->direction = in->readByte();
+
+ v->motion = in->readByte();
+ v->cycle = in->readByte();
+ v->priority = in->readByte();
+
+ v->flags = in->readUint16BE();
+
+ v->parm1 = in->readByte();
+ v->parm2 = in->readByte();
+ v->parm3 = in->readByte();
+ v->parm4 = in->readByte();
+ }
+ for (i = vtEntries; i < MAX_VIEWTABLE; i++) {
+ memset(&_game.viewTable[i], 0, sizeof(VtEntry));
+ }
+
+ /* Fix some pointers in viewtable */
+
+ for (i = 0; i < MAX_VIEWTABLE; i++) {
+ VtEntry *v = &_game.viewTable[i];
+
+ if (_game.dirView[v->currentView].offset == _EMPTY)
+ continue;
+
+ if (!(_game.dirView[v->currentView].flags & RES_LOADED))
+ agiLoadResource(rVIEW, v->currentView);
+
+ setView(v, v->currentView); /* Fix v->view_data */
+ setLoop(v, v->currentLoop); /* Fix v->loop_data */
+ setCel(v, v->currentCel); /* Fix v->cel_data */
+ v->celData2 = v->celData;
+ v->s = NULL; /* not sure if it is used... */
+ }
+
+ _sprites->eraseBoth();
+
+ /* Clear input line */
+ _gfx->clearScreen(0);
+ writeStatus();
+
+ /* Recreate background from saved image stack */
+ clearImageStack();
+ while ((t = in->readByte()) != 0) {
+ for (i = 0; i < 7; i++)
+ parm[i] = in->readSint16BE();
+ replayImageStackCall(t, parm[0], parm[1], parm[2],
+ parm[3], parm[4], parm[5], parm[6]);
+ }
+
+ //Load AGIPAL Data
+ if (saveVersion >= 3)
+ _gfx->setAGIPal(in->readSint16BE());
+
+ delete in;
+ debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Closed %s", fileName);
+
+ setflag(fRestoreJustRan, true);
+
+ _game.hasPrompt = 0; /* force input line repaint if necessary */
+ cleanInput();
+
+ _sprites->eraseBoth();
+ _sprites->blitBoth();
+ _sprites->commitBoth();
+ _picture->showPic();
+ _gfx->doUpdate();
+
+ return errOK;
+}
+
+#define NUM_SLOTS 100
+#define NUM_VISIBLE_SLOTS 12
+
+const char *AgiEngine::getSavegameFilename(int num) {
+ static char saveLoadSlot[12];
+ sprintf(saveLoadSlot, "%s.%.3d", _targetName.c_str(), num + _firstSlot);
+ return saveLoadSlot;
+}
+
+void AgiEngine::getSavegameDescription(int num, char *buf, bool showEmpty) {
+ char fileName[MAX_PATH];
+ Common::InSaveFile *in;
+
+ debugC(4, kDebugLevelMain | kDebugLevelSavegame, "Current game id is %s", _targetName.c_str());
+ sprintf(fileName, "%s", getSavegameFilename(num));
+ if (!(in = _saveFileMan->openForLoading(fileName))) {
+ debugC(4, kDebugLevelMain | kDebugLevelSavegame, "File %s does not exist", fileName);
+ if (showEmpty)
+ strcpy(buf, " (empty slot)");
+ else
+ *buf = 0;
+ } else {
+ debugC(4, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for reading", fileName);
+ uint32 type = in->readUint32BE();
+ if (type == AGIflag) {
+ debugC(6, kDebugLevelMain | kDebugLevelSavegame, "Has AGI flag, good start");
+ in->read(buf, 31);
+ } else {
+ warning("This doesn't appear to be an AGI savegame");
+ strcpy(buf, "(corrupt file)");
+ }
+
+ delete in;
+ }
+}
+
+int AgiEngine::selectSlot() {
+ int i, key, active = 0;
+ int rc = -1;
+ int hm = 1, vm = 3; /* box margins */
+ int xmin, xmax, slotClicked;
+ char desc[NUM_VISIBLE_SLOTS][40];
+ int textCentre, buttonLength, buttonX[2], buttonY;
+ const char *buttonText[] = { " OK ", "Cancel", NULL };
+
+ for (i = 0; i < NUM_VISIBLE_SLOTS; i++) {
+ getSavegameDescription(i, desc[i]);
+ }
+
+ textCentre = GFX_WIDTH / CHAR_LINES / 2;
+ buttonLength = 6;
+ buttonX[0] = (textCentre - 3 * buttonLength / 2) * CHAR_COLS;
+ buttonX[1] = (textCentre + buttonLength / 2) * CHAR_COLS;
+ buttonY = (vm + 17) * CHAR_LINES;
+
+ for (i = 0; i < 2; i++)
+ _gfx->drawButton(buttonX[i], buttonY, buttonText[i], 0, 0, MSG_BOX_TEXT, MSG_BOX_COLOUR);
+
+ AllowSyntheticEvents on(this);
+
+ for (;;) {
+ char dstr[64];
+ for (i = 0; i < NUM_VISIBLE_SLOTS; i++) {
+ sprintf(dstr, "[%2d. %-28.28s]", i + _firstSlot, desc[i]);
+ printText(dstr, 0, hm + 1, vm + 4 + i,
+ (40 - 2 * hm) - 1, i == active ? MSG_BOX_COLOUR : MSG_BOX_TEXT,
+ i == active ? MSG_BOX_TEXT : MSG_BOX_COLOUR);
+ }
+
+ char upArrow[] = "^";
+ char downArrow[] = "v";
+ char scrollBar[] = " ";
+
+ int sbPos;
+
+ // Use the extreme scrollbar positions only if the extreme
+ // slots are in sight.
+
+ if (_firstSlot == 0)
+ sbPos = 1;
+ else if (_firstSlot == NUM_SLOTS - NUM_VISIBLE_SLOTS)
+ sbPos = NUM_VISIBLE_SLOTS - 2;
+ else {
+ sbPos = 2 + (_firstSlot * (NUM_VISIBLE_SLOTS - 4)) / (NUM_SLOTS - NUM_VISIBLE_SLOTS - 1);
+ if (sbPos >= NUM_VISIBLE_SLOTS - 3)
+ sbPos = NUM_VISIBLE_SLOTS - 3;
+ }
+
+ for (i = 1; i < NUM_VISIBLE_SLOTS - 1; i++)
+ printText(scrollBar, 35, hm + 1, vm + 4 + i, 1, MSG_BOX_COLOUR, 7, true);
+
+ printText(upArrow, 35, hm + 1, vm + 4, 1, 8, 7);
+ printText(downArrow, 35, hm + 1, vm + 4 + NUM_VISIBLE_SLOTS - 1, 1, 8, 7);
+ printText(scrollBar, 35, hm + 1, vm + 4 + sbPos, 1, MSG_BOX_COLOUR, MSG_BOX_TEXT);
+
+ _gfx->pollTimer(); /* msdos driver -> does nothing */
+ key = doPollKeyboard();
+ switch (key) {
+ case KEY_ENTER:
+ rc = active;
+ strncpy(_game.strings[MAX_STRINGS], desc[i], MAX_STRINGLEN);
+ goto press;
+ case KEY_ESCAPE:
+ rc = -1;
+ goto getout;
+ case BUTTON_LEFT:
+ if (_gfx->testButton(buttonX[0], buttonY, buttonText[0])) {
+ rc = active;
+ strncpy(_game.strings[MAX_STRINGS], desc[i], MAX_STRINGLEN);
+ goto press;
+ }
+ if (_gfx->testButton(buttonX[1], buttonY, buttonText[1])) {
+ rc = -1;
+ goto getout;
+ }
+ slotClicked = ((int)g_mouse.y-1)/CHAR_COLS-(vm+4);
+ xmin = (hm + 1) * CHAR_COLS;
+ xmax = xmin + CHAR_COLS * 34;
+ if ((int)g_mouse.x >= xmin && (int)g_mouse.x <= xmax) {
+ if (slotClicked >= 0 && slotClicked < NUM_VISIBLE_SLOTS)
+ active = slotClicked;
+ }
+ xmin = (hm + 36) * CHAR_COLS;
+ xmax = xmin + CHAR_COLS;
+ if ((int)g_mouse.x >= xmin && (int)g_mouse.x <= xmax) {
+ if (slotClicked >= 0 && slotClicked < NUM_VISIBLE_SLOTS) {
+ if (slotClicked == 0)
+ keyEnqueue(KEY_UP);
+ else if (slotClicked == NUM_VISIBLE_SLOTS - 1)
+ keyEnqueue(KEY_DOWN);
+ else if (slotClicked < sbPos)
+ keyEnqueue(KEY_UP_RIGHT);
+ else if (slotClicked > sbPos)
+ keyEnqueue(KEY_DOWN_RIGHT);
+ }
+ }
+ break;
+ case KEY_DOWN:
+ active++;
+ if (active >= NUM_VISIBLE_SLOTS) {
+ if (_firstSlot + NUM_VISIBLE_SLOTS < NUM_SLOTS) {
+ _firstSlot++;
+ for (i = 1; i < NUM_VISIBLE_SLOTS; i++)
+ memcpy(desc[i - 1], desc[i], sizeof(desc[0]));
+ getSavegameDescription(NUM_VISIBLE_SLOTS - 1, desc[NUM_VISIBLE_SLOTS - 1]);
+ }
+ active = NUM_VISIBLE_SLOTS - 1;
+ }
+ break;
+ case KEY_UP:
+ active--;
+ if (active < 0) {
+ active = 0;
+ if (_firstSlot > 0) {
+ _firstSlot--;
+ for (i = NUM_VISIBLE_SLOTS - 1; i > 0; i--)
+ memcpy(desc[i], desc[i - 1], sizeof(desc[0]));
+ getSavegameDescription(0, desc[0]);
+ }
+ }
+ break;
+
+ // Page Up/Down and mouse wheel scrolling all leave 'active'
+ // unchanged so that a visible slot will remain selected.
+
+ case WHEEL_DOWN:
+ if (_firstSlot < NUM_SLOTS - NUM_VISIBLE_SLOTS) {
+ _firstSlot++;
+ for (i = 1; i < NUM_VISIBLE_SLOTS; i++)
+ memcpy(desc[i - 1], desc[i], sizeof(desc[0]));
+ getSavegameDescription(NUM_VISIBLE_SLOTS - 1, desc[NUM_VISIBLE_SLOTS - 1]);
+ }
+ break;
+ case WHEEL_UP:
+ if (_firstSlot > 0) {
+ _firstSlot--;
+ for (i = NUM_VISIBLE_SLOTS - 1; i > 0; i--)
+ memcpy(desc[i], desc[i - 1], sizeof(desc[0]));
+ getSavegameDescription(0, desc[0]);
+ }
+ break;
+ case KEY_DOWN_RIGHT:
+ // This is probably triggered by Page Down.
+ _firstSlot += NUM_VISIBLE_SLOTS;
+ if (_firstSlot > NUM_SLOTS - NUM_VISIBLE_SLOTS) {
+ _firstSlot = NUM_SLOTS - NUM_VISIBLE_SLOTS;
+ }
+ for (i = 0; i < NUM_VISIBLE_SLOTS; i++)
+ getSavegameDescription(i, desc[i]);
+ break;
+ case KEY_UP_RIGHT:
+ // This is probably triggered by Page Up.
+ _firstSlot -= NUM_VISIBLE_SLOTS;
+ if (_firstSlot < 0) {
+ _firstSlot = 0;
+ }
+ for (i = 0; i < NUM_VISIBLE_SLOTS; i++)
+ getSavegameDescription(i, desc[i]);
+ break;
+ }
+ _gfx->doUpdate();
+ }
+
+press:
+ debugC(8, kDebugLevelMain | kDebugLevelInput, "Button pressed: %d", rc);
+
+getout:
+ closeWindow();
+ return rc;
+}
+
+int AgiEngine::saveGameDialog() {
+ char fileName[MAX_PATH];
+ char *desc;
+ const char *buttons[] = { "Do as I say!", "I regret", NULL };
+ char dstr[200];
+ int rc, slot = 0;
+ int hm, vm, hp, vp;
+ int w;
+
+ hm = 1;
+ vm = 3;
+ hp = hm * CHAR_COLS;
+ vp = vm * CHAR_LINES;
+ w = (40 - 2 * hm) - 1;
+
+ sprintf(fileName, "%s", getSavegameFilename(slot));
+
+ drawWindow(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp);
+ printText("Select a slot in which you wish to\nsave the game:",
+ 0, hm + 1, vm + 1, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
+
+ slot = selectSlot();
+ if (slot < 0)
+ return errOK;
+
+ drawWindow(hp, vp + 5 * CHAR_LINES, GFX_WIDTH - hp,
+ GFX_HEIGHT - vp - 9 * CHAR_LINES);
+ printText("Enter a description for this game:",
+ 0, hm + 1, vm + 6, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
+ _gfx->drawRectangle(3 * CHAR_COLS, 11 * CHAR_LINES - 1,
+ 37 * CHAR_COLS, 12 * CHAR_LINES, MSG_BOX_TEXT);
+ _gfx->flushBlock(3 * CHAR_COLS, 11 * CHAR_LINES - 1,
+ 37 * CHAR_COLS, 12 * CHAR_LINES);
+
+ // The description field of the save/restore dialog holds 32 characters
+ // but we use four of them for the slot number. The input field is a
+ // bit wider than that, so we don't have to worry about leaving space
+ // for the cursor.
+
+ getString(2, 11, 28, MAX_STRINGS);
+
+ // If we're saving over an old slot, show the old description. We can't
+ // access that buffer directly, so we have to feed the characters to
+ // the input handler one at a time.
+
+ char name[40];
+ int numChars;
+
+ getSavegameDescription(slot, name, false);
+
+ for (numChars = 0; numChars < 28 && name[numChars]; numChars++)
+ handleGetstring(name[numChars]);
+
+ _gfx->printCharacter(numChars + 3, 11, _game.cursorChar, MSG_BOX_COLOUR, MSG_BOX_TEXT);
+ do {
+ mainCycle();
+ } while (_game.inputMode == INPUT_GETSTRING);
+ closeWindow();
+
+ desc = _game.strings[MAX_STRINGS];
+ sprintf(dstr, "Are you sure you want to save the game "
+ "described as:\n\n%s\n\nin slot %d?\n\n\n", desc, slot + _firstSlot);
+
+ rc = selectionBox(dstr, buttons);
+
+ if (rc != 0) {
+ messageBox("Game NOT saved.");
+ return errOK;
+ }
+
+ sprintf(fileName, "%s", getSavegameFilename(slot));
+ debugC(8, kDebugLevelMain | kDebugLevelResources, "file is [%s]", fileName);
+
+ saveGame(fileName, desc);
+
+ messageBox("Game saved.");
+
+ return errOK;
+}
+
+int AgiEngine::saveGameSimple() {
+ char fileName[MAX_PATH];
+
+ sprintf(fileName, "%s", getSavegameFilename(0));
+ saveGame(fileName, "Default savegame");
+
+ return errOK;
+}
+
+int AgiEngine::loadGameDialog() {
+ char fileName[MAX_PATH];
+ int rc, slot = 0;
+ int hm, vm, hp, vp; /* box margins */
+ int w;
+
+ hm = 1;
+ vm = 3;
+ hp = hm * CHAR_COLS;
+ vp = vm * CHAR_LINES;
+ w = (40 - 2 * hm) - 1;
+
+ sprintf(fileName, "%s", getSavegameFilename(slot));
+
+ _sprites->eraseBoth();
+ _sound->stopSound();
+
+ drawWindow(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp);
+ printText("Select a game which you wish to\nrestore:",
+ 0, hm + 1, vm + 1, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
+
+ slot = selectSlot();
+
+ if (slot < 0) {
+ messageBox("Game NOT restored.");
+ return errOK;
+ }
+
+ sprintf(fileName, "%s", getSavegameFilename(slot));
+
+ if ((rc = loadGame(fileName)) == errOK) {
+ messageBox("Game restored.");
+ _game.exitAllLogics = 1;
+ _menu->enableAll();
+ } else {
+ messageBox("Error restoring game.");
+ }
+
+ return rc;
+}
+
+int AgiEngine::loadGameSimple() {
+ char fileName[MAX_PATH];
+ int rc = 0;
+
+ sprintf(fileName, "%s", getSavegameFilename(0));
+
+ _sprites->eraseBoth();
+ _sound->stopSound();
+ closeWindow();
+
+ if ((rc = loadGame(fileName)) == errOK) {
+ messageBox("Game restored.");
+ _game.exitAllLogics = 1;
+ _menu->enableAll();
+ } else {
+ messageBox("Error restoring game.");
+ }
+
+ return rc;
+}
+
+} // End of namespace Agi