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|
/* 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.
*
*/
//
// Savegame support by Vasyl Tsvirkunov <vasyl@pacbell.net>
// Multi-slots by Claudio Matsuoka <claudio@helllabs.org>
//
#include "common/file.h"
#include "common/config-manager.h"
#include "common/savefile.h"
#include "common/textconsole.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) {
Common::String saveLoadSlot = _targetName;
saveLoadSlot += Common::String::format(".%.3d", num);
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 textCenter, 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]);
}
textCenter = GFX_WIDTH / CHAR_LINES / 2;
buttonLength = 6;
buttonX[0] = (textCenter - 3 * buttonLength / 2) * CHAR_COLS;
buttonX[1] = (textCenter + 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_COLOR : MSG_BOX_TEXT,
i == active ? MSG_BOX_TEXT : MSG_BOX_COLOR);
}
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_COLOR, 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_COLOR, 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_COLOR);
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_COLOR);
_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_COLOR, 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_COLOR);
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")) {
Common::String saveNameBuffer = Common::String::format("%s.%03d", _targetName.c_str(), ConfMan.getInt("save_slot"));
_sprites->eraseBoth();
_sound->stopSound();
if (loadGame(saveNameBuffer.c_str(), 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 Common::String &desc) {
char saveLoadSlot[12];
sprintf(saveLoadSlot, "%s.%.3d", _targetName.c_str(), slot);
if (saveGame(saveLoadSlot, desc.c_str()) == errOK)
return Common::kNoError;
else
return Common::kUnknownError;
}
} // End of namespace Agi
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