/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 * Multi-slots by Claudio Matsuoka */ #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, bool checkId) { 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) && checkId) { 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