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authorPeter Kohaut2019-02-10 18:08:54 +0100
committerPeter Kohaut2019-02-10 18:10:25 +0100
commiteb5f4548819052bc6d33fce2e291b3ca864fbf06 (patch)
tree4078c10588f57a4068d74a4d3cf89578853d843a /engines/bladerunner/bladerunner.cpp
parent1384afd0f6151e5c39e8f4234fd3a3730ef46f49 (diff)
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BLADERUNNER: Added auto save feature
Also fixed a bug in KIA save screen, where not selecting a save slot can lead to overwriting other save game.
Diffstat (limited to 'engines/bladerunner/bladerunner.cpp')
-rw-r--r--engines/bladerunner/bladerunner.cpp59
1 files changed, 56 insertions, 3 deletions
diff --git a/engines/bladerunner/bladerunner.cpp b/engines/bladerunner/bladerunner.cpp
index d66836510c..bad251a333 100644
--- a/engines/bladerunner/bladerunner.cpp
+++ b/engines/bladerunner/bladerunner.cpp
@@ -109,7 +109,7 @@ BladeRunnerEngine::BladeRunnerEngine(OSystem *syst, const ADGameDescription *des
_playerDead = false;
_speechSkipped = false;
_gameOver = false;
- _gameAutoSave = 0;
+ _gameAutoSave = -1;
_gameIsLoading = false;
_sceneIsLoading = false;
@@ -309,7 +309,7 @@ Common::Error BladeRunnerEngine::run() {
_mouse->disable();
if (_gameOver) {
- // autoSaveGame(4, 1); // TODO
+ autoSaveGame(4, true);
_endCredits->show();
}
}
@@ -836,7 +836,10 @@ void BladeRunnerEngine::gameTick() {
_settings->openNewScene();
}
- // TODO: Autosave
+ if (_gameAutoSave >= 0) {
+ autoSaveGame(_gameAutoSave, false);
+ _gameAutoSave = -1;
+ }
//probably not needed, this version of tick is just loading data from buffer
//_audioMixer->tick();
@@ -1933,6 +1936,56 @@ void BladeRunnerEngine::newGame(int difficulty) {
_settings->setStartingGame();
}
+void BladeRunnerEngine::autoSaveGame(int textId, bool endgame) {
+ TextResource textAutoSave(this);
+ if (!textAutoSave.open("AUTOSAVE")) {
+ return;
+ }
+
+ SaveStateList saveList = BladeRunner::SaveFileManager::list(getTargetName());
+
+ // Find first available save slot
+ int slot = -1;
+ int maxSlot = -1;
+ for (int i = 0; i < (int)saveList.size(); ++i) {
+ maxSlot = MAX(maxSlot, saveList[i].getSaveSlot());
+ if (saveList[i].getSaveSlot() != i) {
+ slot = i;
+ break;
+ }
+ }
+
+ if (slot == -1) {
+ slot = maxSlot + 1;
+ }
+
+ Common::OutSaveFile *saveFile = BladeRunner::SaveFileManager::openForSaving(getTargetName(), slot);
+ if (saveFile == nullptr || saveFile->err()) {
+ delete saveFile;
+ }
+
+ BladeRunner::SaveFileHeader header;
+ if (endgame) {
+ header._name = "END_GAME_STATE";
+ } else {
+ header._name = textAutoSave.getText(textId);
+ }
+
+ BladeRunner::SaveFileManager::writeHeader(*saveFile, header);
+
+ Graphics::Surface thumbnail = generateThumbnail();
+
+ _time->pause();
+ saveGame(*saveFile, thumbnail);
+ _time->resume();
+
+ saveFile->finalize();
+
+ thumbnail.free();
+
+ delete saveFile;
+}
+
void BladeRunnerEngine::ISez(const Common::String &str) {
debug("\t%s", str.c_str());
}