diff options
Diffstat (limited to 'engines/agi/saveload.cpp')
-rw-r--r-- | engines/agi/saveload.cpp | 824 |
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 |