1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
|
/* 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(Common::String fileName, Common::String description) {
char gameIDstring[8] = "gameIDX";
int i;
Common::OutSaveFile *out;
int result = errOK;
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "AgiEngine::saveGame(%s, %s)", fileName.c_str(), description.c_str());
if (!(out = _saveFileMan->openForSaving(fileName))) {
warning("Can't create file '%s', game not saved", fileName.c_str());
return errBadFileOpen;
} else {
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for writing", fileName.c_str());
}
out->writeUint32BE(AGIflag);
out->write(description.c_str(), 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.c_str());
result = errIOError;
} else
debugC(1, kDebugLevelMain | kDebugLevelSavegame, "Saved game %s in file %s", description.c_str(), fileName.c_str());
delete out;
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Closed %s", fileName.c_str());
_lastSaveTime = _system->getMillis();
return result;
}
int AgiEngine::loadGame(Common::String 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.c_str());
if (!(in = _saveFileMan->openForLoading(fileName))) {
warning("Can't open file '%s', game not loaded", fileName.c_str());
return errBadFileOpen;
} else {
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for reading", fileName.c_str());
}
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::skipThumbnail(*in);
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 = (MotionType)in->readByte();
v->cycle = (CycleType)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.c_str());
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
Common::String AgiEngine::getSavegameFilename(int num) {
Common::String saveLoadSlot = _targetName;
saveLoadSlot += Common::String::format(".%.3d", num);
return saveLoadSlot;
}
void AgiEngine::getSavegameDescription(int num, char *buf, bool showEmpty) {
Common::InSaveFile *in;
Common::String fileName = getSavegameFilename(num);
debugC(4, kDebugLevelMain | kDebugLevelSavegame, "Current game id is %s", _targetName.c_str());
if (!(in = _saveFileMan->openForLoading(fileName))) {
debugC(4, kDebugLevelMain | kDebugLevelSavegame, "File %s does not exist", fileName.c_str());
if (showEmpty)
strcpy(buf, " (empty slot)");
else
*buf = 0;
} else {
debugC(4, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for reading", fileName.c_str());
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 *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;
}
Common::String fileName = getSavegameFilename(_firstSlot + slot);
debugC(8, kDebugLevelMain | kDebugLevelResources, "file is [%s]", fileName.c_str());
// 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.c_str(), desc);
if (result == errOK)
messageBox("Game saved.");
else
messageBox("Error saving game.");
return result;
}
int AgiEngine::saveGameSimple() {
Common::String fileName = getSavegameFilename(0);
int result = saveGame(fileName.c_str(), "Default savegame");
if (result != errOK)
messageBox("Error saving game.");
return result;
}
int AgiEngine::loadGameDialog() {
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;
}
Common::String fileName = getSavegameFilename(_firstSlot + slot);
if ((rc = loadGame(fileName.c_str())) == errOK) {
messageBox("Game restored.");
_game.exitAllLogics = 1;
_menu->enableAll();
} else {
messageBox("Error restoring game.");
}
return rc;
}
int AgiEngine::loadGameSimple() {
int rc = 0;
Common::String fileName = getSavegameFilename(0);
_sprites->eraseBoth();
_sound->stopSound();
closeWindow();
if ((rc = loadGame(fileName.c_str())) == 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
|