/* 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. * * $URL$ * $Id$ * */ #include "common/stdafx.h" #include "common/savefile.h" #include "gui/widget.h" #include "gui/ListWidget.h" #include "gui/message.h" #include "parallaction/parallaction.h" /* Nippon Safes savefiles are called 'game.0' to 'game.9'. The game conventiently allows users to * give meanigful name to savegames, and it uses an extra file 'savegame' to keep track of these * names. * * This re-implementation disposes of the extra file to make moving of savefiles easier. Debugging * will benefit from this, too. The savegame name is written as the first line of the savefile * itself, thus breaking compatibility with the original version. Who cares anyway? */ namespace Parallaction { extern char _gameNames[][20]; void Parallaction::doLoadGame(uint16 slot) { _introSarcData3 = 200; _introSarcData2 = 1; char filename[PATH_LEN]; sprintf(filename, "game.%i", slot); Common::InSaveFile *f = _saveFileMan->openForLoading(filename); if (!f) return; char s[30]; f->readLine(s, 29); f->readLine(_characterName, 15); f->readLine(_location._name, 15); strcat(_location._name, "."); f->readLine(s, 15); _location._startPosition.x = atoi(s); f->readLine(s, 15); _location._startPosition.y = atoi(s); f->readLine(s, 15); _score = atoi(s); f->readLine(s, 15); _commandFlags = atoi(s); f->readLine(s, 15); // TODO (LIST): unify (and parametrize) calls to freeZones. // We aren't calling freeAnimations because it is not needed, since // kChangeLocation will trigger a complete deletion. Anyway, we still // need to invoke freeZones here with kEngineQuit set, because the // call in changeLocation preserve certain zones. _engineFlags |= kEngineQuit; freeZones(); _engineFlags &= ~kEngineQuit; _numLocations = atoi(s); uint16 _si; for (_si = 0; _si < _numLocations; _si++) { f->readLine(s, 20); s[strlen(s)] = '\0'; strcpy(_locationNames[_si], s); f->readLine(s, 15); _localFlags[_si] = atoi(s); } _locationNames[_si][0] = '\0'; for (_si = 0; _si < 30; _si++) { f->readLine(s, 15); _inventory[_si]._id = atoi(s); f->readLine(s, 15); _inventory[_si]._index = atoi(s); } delete f; _engineFlags &= ~kEngineTransformedDonna; if (!scumm_stricmp(_characterName, "donnatras")) { _engineFlags |= kEngineTransformedDonna; strcpy(_characterName, "donna"); } if (!scumm_stricmp(_characterName, "minidonnatras")) { _engineFlags |= kEngineTransformedDonna; strcpy(_characterName, _minidonnaName); } if (IS_MINI_CHARACTER(_characterName)) { strcpy(filename, _characterName+4); } else { strcpy(filename, _characterName); } // strcat(filename, ".tab"); // freeTable(_objectsNames); // initTable(filename, _objectsNames); // refreshInventory(_vm->_characterName); // parseLocation("common"); // force reload of character to solve inventory // bugs, but it's a good maneuver anyway strcpy(_characterName1, "null"); strcat(_location._name, _characterName); _engineFlags |= kEngineChangeLocation; return; } void Parallaction::doSaveGame(uint16 slot, const char* name) { char path[PATH_LEN]; sprintf(path, "game.%i", slot); Common::OutSaveFile *f = _saveFileMan->openForSaving(path); if (f == 0) { char buf[32]; sprintf(buf, "Can't save game in slot %i\n\n(%s)", slot, path); GUI::MessageDialog dialog(buf); dialog.runModal(); return; } char s[30]; if (!name || name[0] == '\0') { sprintf(s, "default_%i", slot); } else { strncpy(s, name, 29); } f->writeString(s); f->writeString("\n"); if (_engineFlags & kEngineTransformedDonna) { sprintf(s, "%stras\n", _characterName); } else { sprintf(s, "%s\n", _characterName); } f->writeString(s); sprintf(s, "%s\n", _saveData1); f->writeString(s); sprintf(s, "%d\n", _char._ani._left); f->writeString(s); sprintf(s, "%d\n", _char._ani._top); f->writeString(s); sprintf(s, "%d\n", _score); f->writeString(s); sprintf(s, "%u\n", _commandFlags); f->writeString(s); sprintf(s, "%d\n", _numLocations); f->writeString(s); for (uint16 _si = 0; _si < _numLocations; _si++) { sprintf(s, "%s\n%u\n", _locationNames[_si], _localFlags[_si]); f->writeString(s); } for (uint16 _si = 0; _si < 30; _si++) { sprintf(s, "%u\n%d\n", _inventory[_si]._id, _inventory[_si]._index); f->writeString(s); } delete f; refreshInventory(_characterName); return; } enum { kSaveCmd = 'SAVE', kLoadCmd = 'LOAD', kPlayCmd = 'PLAY', kOptionsCmd = 'OPTN', kHelpCmd = 'HELP', kAboutCmd = 'ABOU', kQuitCmd = 'QUIT', kChooseCmd = 'CHOS' }; SaveLoadChooser::SaveLoadChooser(const String &title, const String &buttonLabel, Parallaction *engine) : Dialog("scummsaveload"), _list(0), _chooseButton(0), _gfxWidget(0), _vm(engine) { // _drawingHints |= GUI::THEME_HINT_SPECIAL_COLOR; new GUI::StaticTextWidget(this, "scummsaveload_title", title); // Add choice list _list = new GUI::ListWidget(this, "scummsaveload_list"); _list->setEditable(true); _list->setNumberingMode(GUI::kListNumberingOne); _container = new GUI::ContainerWidget(this, 0, 0, 10, 10); _container->setHints(GUI::THEME_HINT_USE_SHADOW); _gfxWidget = new GUI::GraphicsWidget(this, 0, 0, 10, 10); _date = new GUI::StaticTextWidget(this, 0, 0, 10, 10, "No date saved", GUI::kTextAlignCenter); _time = new GUI::StaticTextWidget(this, 0, 0, 10, 10, "No time saved", GUI::kTextAlignCenter); _playtime = new GUI::StaticTextWidget(this, 0, 0, 10, 10, "No playtime saved", GUI::kTextAlignCenter); // Buttons new GUI::ButtonWidget(this, "scummsaveload_cancel", "Cancel", GUI::kCloseCmd, 0); _chooseButton = new GUI::ButtonWidget(this, "scummsaveload_choose", buttonLabel, kChooseCmd, 0); _chooseButton->setEnabled(false); } SaveLoadChooser::~SaveLoadChooser() { } const Common::String &SaveLoadChooser::getResultString() const { return _list->getSelectedString(); } void SaveLoadChooser::setList(const StringList& list) { _list->setList(list); } int SaveLoadChooser::runModal() { if (_gfxWidget) _gfxWidget->setGfx(0); int ret = GUI::Dialog::runModal(); return ret; } void SaveLoadChooser::handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) { int selItem = _list->getSelected(); switch (cmd) { case GUI::kListItemActivatedCmd: case GUI::kListItemDoubleClickedCmd: if (selItem >= 0) { if (!getResultString().empty()) { _list->endEditMode(); setResult(selItem); close(); } } break; case kChooseCmd: _list->endEditMode(); setResult(selItem); close(); break; case GUI::kListSelectionChangedCmd: { _list->startEditMode(); // Disable button if nothing is selected, or (in load mode) if an empty // list item is selected. We allow choosing an empty item in save mode // because we then just assign a default name. _chooseButton->setEnabled(selItem >= 0 && (!getResultString().empty())); _chooseButton->draw(); } break; case GUI::kCloseCmd: setResult(-1); default: Dialog::handleCommand(sender, cmd, data); } } void SaveLoadChooser::reflowLayout() { _container->setFlags(GUI::WIDGET_INVISIBLE); _gfxWidget->setFlags(GUI::WIDGET_INVISIBLE); _date->setFlags(GUI::WIDGET_INVISIBLE); _time->setFlags(GUI::WIDGET_INVISIBLE); _playtime->setFlags(GUI::WIDGET_INVISIBLE); Dialog::reflowLayout(); } int Parallaction::buildSaveFileList(Common::StringList& l) { char name[16]; char buf[30]; int count = 0; for (int i = 0; i < 10; i++) { sprintf(name, "game.%i", i); buf[0] = '\0'; Common::InSaveFile *f = _saveFileMan->openForLoading(name); if (f) { f->readLine(buf, 29); delete f; count++; } l.push_back(buf); } return count; } int Parallaction::selectSaveFile(uint16 arg_0, const char* caption, const char* button) { SaveLoadChooser* slc = new SaveLoadChooser(caption, button, this); Common::StringList l; /*int count = */ buildSaveFileList(l); slc->setList(l); int idx = slc->runModal(); if (idx >= 0) { _saveFileName = slc->getResultString(); } delete slc; return idx; } void Parallaction::loadGame() { int _di = selectSaveFile( 0, "Load file", "Load" ); if (_di == -1) { return; } doLoadGame(_di); GUI::TimedMessageDialog dialog("Loading game...", 1500); dialog.runModal(); changeCursor(kCursorArrow); return; } void Parallaction::saveGame() { if (!scumm_stricmp(_location._name, "caveau")) return; int slot = selectSaveFile( 1, "Save file", "Save" ); if (slot == -1) { return; } doSaveGame(slot, _saveFileName.c_str()); GUI::TimedMessageDialog dialog("Saving game...", 1500); dialog.runModal(); return; } } // namespace Parallaction