/* 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/file.h" #include "common/config-manager.h" #include "common/savefile.h" #include "graphics/thumbnail.h" #include "graphics/surface.h" #include "agi/agi.h" #include "agi/graphics.h" #include "agi/sprite.h" #include "agi/keyboard.h" #include "agi/menu.h" #define SAVEGAME_VERSION 5 // // 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): added AGIPAL save/load support // Version 4 (ScummVM): added thumbnails and save creation date/time // Version 5 (ScummVM): Added game md5 // namespace Agi { static const uint32 AGIflag = MKTAG('A','G','I',':'); int AgiEngine::saveGame(const char *fileName, const char *description) { char gameIDstring[8] = "gameIDX"; int i; Common::OutSaveFile *out; int result = errOK; 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); // Thumbnail Graphics::saveThumbnail(*out); // Creation date/time TimeDate curTime; _system->getTimeAndDate(curTime); uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF); uint16 saveTime = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF); out->writeUint32BE(saveDate); debugC(5, kDebugLevelMain | kDebugLevelSavegame, "Writing save date (%d)", saveDate); out->writeUint16BE(saveTime); debugC(5, kDebugLevelMain | kDebugLevelSavegame, "Writing save time (%d)", saveTime); // TODO: played time 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); const char *tmp = getGameMD5(); // As reported in bug report #2849084 "AGI: Crash when saving fallback-matched game" // getGameMD5 will return NULL for fallback matched games. Since there is also no // filename available we can not compute any MD5 here either. Thus we will just set // the MD5 sum in the savegame to all zero, when getGameMD5 returns NULL. if (!tmp) { for (i = 0; i < 32; ++i) out->writeByte(0); } else { for (i = 0; i < 32; ++i) out->writeByte(tmp[i]); } 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)shouldQuit()); 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(_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 < _imageStack.size(); i++) { ImageStackElement ise = _imageStack[i]; out->writeByte(ise.type); out->writeSint16BE(ise.parm1); out->writeSint16BE(ise.parm2); out->writeSint16BE(ise.parm3); out->writeSint16BE(ise.parm4); out->writeSint16BE(ise.parm5); out->writeSint16BE(ise.parm6); out->writeSint16BE(ise.parm7); } out->writeByte(0); //Write which file number AGIPAL is using (0 if not being used) out->writeSint16BE(_gfx->getAGIPalFileNum()); out->finalize(); if (out->err()) { warning("Can't write file '%s'. (Disk full?)", fileName); result = errIOError; } else debugC(1, kDebugLevelMain | kDebugLevelSavegame, "Saved game %s in file %s", description, fileName); delete out; debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Closed %s", fileName); _lastSaveTime = _system->getMillis(); return result; } 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 < 2) // is the save game pre-ScummVM? 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); if (saveVersion < 3) warning("This save game contains no AGIPAL data, if the game is using the AGIPAL hack, it won't work correctly"); if (saveVersion >= 4) { // We don't need the thumbnail here, so just read it and discard it Graphics::Surface *thumbnail = new Graphics::Surface(); assert(thumbnail); Graphics::loadThumbnail(*in, *thumbnail); delete thumbnail; thumbnail = 0; in->readUint32BE(); // save date in->readUint16BE(); // save time // TODO: played time } _game.state = (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; } strncpy(_game.id, loadId, 8); if (saveVersion >= 5) { char md5[32 + 1]; for (i = 0; i < 32; i++) { md5[i] = in->readByte(); } md5[i] = 0; // terminate // As noted above in AgiEngine::saveGame the MD5 sum field may be all zero // when the save was made via a fallback matched game. In this case we will // replace the MD5 sum with a nicer string, so that the user can easily see // this fact in the debug output. The string saved in "md5" will never match // any valid MD5 sum, thus it is safe to do that here. if (md5[0] == 0) strcpy(md5, "fallback matched"); debug(0, "Saved game MD5: \"%s\"", md5); if (!getGameMD5()) { warning("Since your game was only detected via the fallback detector, there is no possibility to assure the save is compatible with your game version"); debug(0, "The game used for saving is \"%s\".", md5); } else if (strcmp(md5, getGameMD5())) { warning("Game was saved with different gamedata - you may encounter problems"); debug(0, "Your game is \"%s\" and save is \"%s\".", getGameMD5(), md5); } } for (i = 0; i < MAX_FLAGS; i++) _game.flags[i] = in->readByte(); for (i = 0; i < MAX_VARS; i++) _game.vars[i] = in->readByte(); setvar(vFreePages, 180); // Set amount of free memory to realistic value (Overwriting the just loaded value) _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 = (InputMode)in->readSint16BE(); _game.lognum = in->readSint16BE(); _game.playerControl = in->readSint16BE(); if (in->readSint16BE()) quitGame(); _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.controllerOccured[i] = 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 Common::String saveLoadSlot; char extension[5]; snprintf(extension, sizeof(extension), ".%.3d", num); saveLoadSlot = _targetName + extension; return saveLoadSlot.c_str(); } void AgiEngine::getSavegameDescription(int num, char *buf, bool showEmpty) { char fileName[MAXPATHLEN]; 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 }; _noSaveLoadAllowed = true; for (i = 0; i < NUM_VISIBLE_SLOTS; i++) { getSavegameDescription(_firstSlot + 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->drawCurrentStyleButton(buttonX[i], buttonY, buttonText[i], false, false, i == 0); AllowSyntheticEvents on(this); int oldFirstSlot = _firstSlot + 1; int oldActive = active + 1; while (!(shouldQuit() || _restartGame)) { int sbPos = 0; // Use the extreme scrollbar positions only if the extreme // slots are in sight. (We have to calculate this even if we // don't redraw the save slots, because it's also used for // clicking in the scrollbar. 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; } if (oldFirstSlot != _firstSlot || oldActive != active) { 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[] = " "; 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); oldActive = active; oldFirstSlot = _firstSlot; } pollTimer(); key = doPollKeyboard(); // It may happen that somebody will open GMM while // this dialog is open, and load a game // We are processing it here, effectively jumping // out of the dead loop if (getflag(fRestoreJustRan)) { rc = -2; goto getout; } 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)_mouse.y - 1) / CHAR_COLS - (vm + 4); xmin = (hm + 1) * CHAR_COLS; xmax = xmin + CHAR_COLS * 34; if ((int)_mouse.x >= xmin && (int)_mouse.x <= xmax) { if (slotClicked >= 0 && slotClicked < NUM_VISIBLE_SLOTS) active = slotClicked; } xmin = (hm + 36) * CHAR_COLS; xmax = xmin + CHAR_COLS; if ((int)_mouse.x >= xmin && (int)_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(_firstSlot + 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(_firstSlot, 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(_firstSlot + 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(_firstSlot, 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(_firstSlot + 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(_firstSlot + i, desc[i]); break; } _gfx->doUpdate(); } press: debugC(8, kDebugLevelMain | kDebugLevelInput, "Button pressed: %d", rc); getout: closeWindow(); _noSaveLoadAllowed = false; return rc; } int AgiEngine::saveGameDialog() { char fileName[MAXPATHLEN]; 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; do { 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 + _firstSlot == 0) messageBox("That slot is for Autosave only."); else if (slot < 0) return errOK; } while (slot + _firstSlot == 0); 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(_firstSlot + 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, _firstSlot + slot); rc = selectionBox(dstr, buttons); if (rc != 0) { messageBox("Game NOT saved."); return errOK; } sprintf(fileName, "%s", getSavegameFilename(_firstSlot + slot)); debugC(8, kDebugLevelMain | kDebugLevelResources, "file is [%s]", fileName); // Make sure all graphics was blitted to screen. This fixes bug // #2960567: "AGI: Ego partly erased in Load/Save thumbnails" _gfx->doUpdate(); int result = saveGame(fileName, desc); if (result == errOK) messageBox("Game saved."); else messageBox("Error saving game."); return result; } int AgiEngine::saveGameSimple() { int result = saveGame(getSavegameFilename(0), "Default savegame"); if (result != errOK) messageBox("Error saving game."); return result; } int AgiEngine::loadGameDialog() { char fileName[MAXPATHLEN]; 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; _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) { if (slot == -1) // slot = -2 when GMM was launched messageBox("Game NOT restored."); return errOK; } sprintf(fileName, "%s", getSavegameFilename(_firstSlot + 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[MAXPATHLEN]; 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; } void AgiEngine::recordImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3, int16 p4, int16 p5, int16 p6, int16 p7) { ImageStackElement pnew; pnew.type = type; pnew.pad = 0; pnew.parm1 = p1; pnew.parm2 = p2; pnew.parm3 = p3; pnew.parm4 = p4; pnew.parm5 = p5; pnew.parm6 = p6; pnew.parm7 = p7; _imageStack.push(pnew); } void AgiEngine::replayImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3, int16 p4, int16 p5, int16 p6, int16 p7) { switch (type) { case ADD_PIC: debugC(8, kDebugLevelMain, "--- decoding picture %d ---", p1); agiLoadResource(rPICTURE, p1); _picture->decodePicture(p1, p2, p3 != 0); break; case ADD_VIEW: agiLoadResource(rVIEW, p1); _sprites->addToPic(p1, p2, p3, p4, p5, p6, p7); break; } } void AgiEngine::clearImageStack() { _imageStack.clear(); } void AgiEngine::releaseImageStack() { _imageStack.clear(); } void AgiEngine::checkQuickLoad() { if (ConfMan.hasKey("save_slot")) { char saveNameBuffer[256]; snprintf(saveNameBuffer, 256, "%s.%03d", _targetName.c_str(), ConfMan.getInt("save_slot")); _sprites->eraseBoth(); _sound->stopSound(); if (loadGame(saveNameBuffer, false) == errOK) { // Do not check game id _game.exitAllLogics = 1; _menu->enableAll(); } } } Common::Error AgiEngine::loadGameState(int slot) { char saveLoadSlot[12]; sprintf(saveLoadSlot, "%s.%.3d", _targetName.c_str(), slot); _sprites->eraseBoth(); _sound->stopSound(); if (loadGame(saveLoadSlot) == errOK) { _game.exitAllLogics = 1; _menu->enableAll(); return Common::kNoError; } else { return Common::kUnknownError; } } Common::Error AgiEngine::saveGameState(int slot, const char *desc) { char saveLoadSlot[12]; sprintf(saveLoadSlot, "%s.%.3d", _targetName.c_str(), slot); if (saveGame(saveLoadSlot, desc) == errOK) return Common::kNoError; else return Common::kUnknownError; } } // End of namespace Agi