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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.
*
*/
#include "agi/agi.h"
#include "agi/graphics.h"
#include "agi/text.h"
#include "agi/keyboard.h"
#include "agi/systemui.h"
namespace Agi {
SystemUI::SystemUI(AgiEngine *vm, GfxMgr *gfx, TextMgr *text) {
_vm = vm;
_gfx = gfx;
_text = text;
_textStatusScore = "Score:%v3 of %v7";
_textStatusSoundOn = "Sound:on";
_textStatusSoundOff = "Sound:off";
_textPause = " Game paused.\nPress Enter to continue.";
_textRestart = "Press ENTER to restart\nthe game.\n\nPress ESC to continue\nthis game.";
_textQuit = "Press ENTER to quit.\nPress ESC to keep playing.";
_textInventoryYouAreCarrying = "You are carrying:";
_textInventoryNothing = "nothing";
_textInventorySelectItems = "Press ENTER to select, ESC to cancel";
_textInventoryReturnToGame = "Press a key to return to the game";
_textSaveGameSelectSlot = "Use the arrow keys to select the slot in which you wish to save the game. Press ENTER to save in the slot, ESC to not save a game.";
_textSaveGameEnterDescription = "How would you like to describe this saved game?\n\n";
_textSaveGameVerify = "About to save the game\ndescribed as:\n\n%s\n\nin file:\n%s\n\nPress ENTER to continue.\nPress ESC to cancel.";
_textRestoreGameNoSlots = "There are no games to\nrestore in\n\n ScummVM saved game directory\n\nPress ENTER to continue.";
_textRestoreGameSelectSlot = "Use the arrow keys to select the game which you wish to restore. Press ENTER to restore the game, ESC to not restore a game.";
_textRestoreGameError = "Error in restoring game.\nPress ENTER to quit.";
_textRestoreGameVerify = "About to restore the game\ndescribed as:\n\n%s\n\nfrom file:\n%s\n\nPress ENTER to continue.\nPress ESC to cancel.";
// Replace with translated text, when needed
switch (_vm->getLanguage()) {
case Common::RU_RUS:
_textStatusScore = "\x91\xE7\xA5\xE2: %v3 \xA8\xA7 %v7";
_textStatusSoundOn = "\x87\xA2\xE3\xAA: \xA2\xAA\xAB";
_textStatusSoundOff = "\x87\xA2\xE3\xAA: \xA2\xEB\xAA\xAB";
_textPause = " \x88\xA3\xE0\xA0 \xAE\xE1\xE2\xA0\xAD\xAE\xA2\xAB\xA5\xAD\xA0\nENTER - \xAF\xE0\xAE\xA4\xAE\xAB\xA6\xA5\xAD\xA8\xA5.";
//_textPause = " \x88\xa3\xe0\xa0 \xae\xe1\xe2\xa0\xad\xae\xa2\xab\xa5\xad\xa0. \n\n\n"; <- mouse
// pause button text "\x8f\xe0\xae\xa4\xae\xab\xa6\xa8\xe2\xec"
_textRestart = "ENTER - \xAF\xA5\xE0\xA5\xA7\xA0\xAF\xE3\xE1\xE2\xA8\xE2\xEC \xA8\xA3\xE0\xE3.\n\nESC - \xAF\xE0\xAE\xA4\xAE\xAB\xA6\xA5\xAD\xA8\xA5 \xA8\xA3\xE0\xEB.";
_textQuit = "ENTER-\xA2\xEB\xE5\xAE\xA4 \xA8\xA7 \xA8\xA3\xE0\xEB.\nESC - \xA8\xA3\xE0\xA0\xE2\xEC \xA4\xA0\xAB\xEC\xE8\xA5.";
_textInventoryYouAreCarrying = " \x93 \xA2\xA0\xE1 \xA5\xE1\xE2\xEC\x3A ";
_textInventoryNothing = "\xAD\xA8\xE7\xA5\xA3\xAE";
_textInventorySelectItems = "ENTER - \xA2\xEB\xA1\xAE\xE0, ESC - \xAE\xE2\xAC\xA5\xAD\xA0.";
_textInventoryReturnToGame = "\x8B\xEE\xA1\xA0\xEF \xAA\xAB\xA0\xA2\xA8\xE8\xA0 - \xA2\xAE\xA7\xA2\xE0\xA0\xE2 \xA2 \xA8\xA3\xE0\xE3";
_textSaveGameSelectSlot ="\x91 \xAF\xAE\xAC\xAE\xE9\xEC\xEE \xAA\xAB\xA0\xA2\xA8\xE8 \xAA\xE3\xE0\xE1\xAE\xE0\xA0 \xA2\xEB\xA1\xA5\xE0\xA8\xE2\xA5 \xE1\xE2\xE0\xAE\xAA\xE3, \xA2 \xAA\xAE\xE2\xAE\xE0\xE3\xEE \xA2\xEB \xA6\xA5\xAB\xA0\xA5\xE2\xA5 \xA7\xA0\xAF\xA8\xE1\xA0\xE2\xEC \xA8\xA3\xE0\xE3. \x8D\xA0\xA6\xAC\xA8\xE2\xA5 ENTER \xA4\xAB\xEF \xA7\xA0\xAF\xA8\xE1\xA8 \xA8\xA3\xE0\xEB, ESC - \xAE\xE2\xAC\xA5\xAD\xA0 \xA7\xA0\xAF\xA8\xE1\xA8.";
_textSaveGameEnterDescription = "\x8A\xA0\xAA \xA2\xEB \xA6\xA5\xAB\xA0\xA5\xE2\xA5 \xAD\xA0\xA7\xA2\xA0\xE2\xEC \xED\xE2\xE3 \xA7\xA0\xAF\xA8\xE1\xEB\xA2\xA0\xA5\xAC\xE3\xEE \xA8\xA3\xE0\xE3?\n\n";
_textSaveGameVerify = "\x83\xAE\xE2\xAE\xA2 \xAA \xA7\xA0\xAF\xA8\xE1\xA8 \xA8\xA3\xE0\xEB, \n\xAE\xAF\xA8\xE1\xA0\xAD\xAD\xAE\xA9 \xAA\xA0\xAA:\n\n%s\n\n\xA2 \xE4\xA0\xA9\xAB:\n%s\n\n\x84\xAB\xEF \xAF\xE0\xAE\xA4\xAE\xAB\xA6\xA5\xAD\xA8\xEF \xAD\xA0\xA6\xAC\xA8\xE2\xA5 ENTER.\nESC - \xAE\xE2\xAC\xA5\xAD\xA0.";
_textRestoreGameNoSlots ="\x82 \xAA\xA0\xE2\xA0\xAB\xAE\xA3\xA5\n\n ScummVM saved game directory\n\n\xAD\xA5\xE2 \xA7\xA0\xAF\xA8\xE1\xA0\xAD\xAD\xEB\xE5 \xA8\xA3\xE0.\n\nENTER - \xAF\xE0\xAE\xA4\xAE\xAB\xA6\xA5\xAD\xA8\xA5.";
_textRestoreGameSelectSlot = "\x91 \xAF\xAE\xAC\xAE\xE9\xEC\xEE \xAA\xAB\xA0\xA2\xA8\xE8 \xAA\xE3\xE0\xE1\xAE\xE0\xA0 \xA2\xEB\xA1\xA5\xE0\xA8\xE2\xA5 \xA8\xA3\xE0\xE3, \xAA\xAE\xE2\xAE\xE0\xE3\xEE \xA2\xEB \xA6\xA5\xAB\xA0\xA5\xE2\xA5 \xE1\xE7\xA8\xE2\xA0\xE2\xEC. \x8D\xA0\xA6\xAC\xA8\xE2\xA5 ENTER \xA4\xAB\xEF \xE1\xE7\xA8\xE2\xEB\xA2\xA0\xAD\xA8\xEF \xA8\xA3\xE0\xEB, ESC - \xA4\xAB\xEF \xAE\xE2\xAC\xA5\xAD\xEB.";
_textRestoreGameError ="\x8E\xE8\xA8\xA1\xAA\xA0 \xA2 \xA7\xA0\xAF\xA8\xE1\xA0\xAD\xAD\xAE\xA9 \xA8\xA3\xE0\xA5.\nENTER - \xA2\xEB\xE5\xAE\xA4.";
_textRestoreGameVerify = "\x83\xAE\xE2\xAE\xA2 \xAA \xE1\xE7\xA8\xE2\xEB\xA2\xA0\xAD\xA8\xEE \xA8\xA3\xE0\xEB\x2C\n\xAE\xAF\xA8\xE1\xA0\xAD\xAD\xAE\xA9 \xAA\xA0\xAA.\n\n%s\n\n\xA8\xA7 \xE4\xA0\xA9\xAB\xA0:\n%s\n\n\x84\xAB\xEF \xAF\xE0\xAE\xA4\xAE\xAB\xA6\xA5\xAD\xA8\xEF \xAD\xA0\xA6\xAC\xA8\xE2\xA5 ENTER.\nESC - \xAE\xE2\xAC\xA5\xAD\xA0.";
break;
default:
break;
}
}
SystemUI::~SystemUI() {
clearSavedGameSlots();
}
const char *SystemUI::getStatusTextScore() {
return _textStatusScore;
}
const char *SystemUI::getStatusTextSoundOn() {
return _textStatusSoundOn;
}
const char *SystemUI::getStatusTextSoundOff() {
return _textStatusSoundOff;
}
void SystemUI::pauseDialog() {
_vm->_text->messageBox(_textPause);
}
bool SystemUI::restartDialog() {
return _vm->_text->messageBox(_textRestart);
}
bool SystemUI::quitDialog() {
return _vm->_text->messageBox(_textQuit);
}
const char *SystemUI::getInventoryTextNothing() {
return _textInventoryNothing;
}
const char *SystemUI::getInventoryTextYouAreCarrying() {
return _textInventoryYouAreCarrying;
}
const char *SystemUI::getInventoryTextSelectItems() {
return _textInventorySelectItems;
}
const char *SystemUI::getInventoryTextReturnToGame() {
return _textInventoryReturnToGame;
}
int16 SystemUI::figureOutAutomaticSaveGameSlot(const char *automaticSaveDescription) {
int16 matchedGameSlotId = -1;
int16 freshGameSlotId = -1;
// Fill saved game slot cache
readSavedGameSlots(false, false); // don't filter, but also don't include auto-save slot
// Walk through saved game slots
// check, if description matches and return the slot
// if no match can be found, return the first non-existant slot
// if all slots exist, return -1
figureOutAutomaticSavedGameSlot(automaticSaveDescription, matchedGameSlotId, freshGameSlotId);
if (matchedGameSlotId >= 0)
return matchedGameSlotId; // return matched slot
if (freshGameSlotId >= 0)
return freshGameSlotId; // return first non-existant slot
return -1; // no slots exist, not match found
}
int16 SystemUI::figureOutAutomaticRestoreGameSlot(const char *automaticSaveDescription) {
int16 matchedGameSlotId = -1;
int16 freshGameSlotId = -1;
// Fill saved game slot cache
readSavedGameSlots(true, false); // filter non-existant/invalid saves, also don't include auto-save slot
// Walk through saved game slots
// check, if description matches and return the slot. Otherwise return -1
figureOutAutomaticSavedGameSlot(automaticSaveDescription, matchedGameSlotId, freshGameSlotId);
if (matchedGameSlotId >= 0)
return matchedGameSlotId; // return matched slot
return -1; // no match found
}
int16 SystemUI::askForSaveGameSlot() {
int16 saveGameSlotNr = -1;
// Fill saved game slot cache
readSavedGameSlots(false, false); // don't filter, but also don't include auto-save slot
saveGameSlotNr = askForSavedGameSlot(_textSaveGameSelectSlot);
if (saveGameSlotNr < 0) {
// User cancelled? exit now
return -1;
}
// return actual slot number of the saved game
return _savedGameArray[saveGameSlotNr].slotId;
}
bool SystemUI::askForSaveGameDescription(int16 slotId, Common::String &newDescription) {
// Let user enter new description
bool previousEditState = _text->inputGetEditStatus();
byte previousEditCursor = _text->inputGetCursorChar();
_text->drawMessageBox(_textSaveGameEnterDescription, 0, 31, true);
_text->charPos_Push();
_text->charAttrib_Push();
_text->inputEditOn();
_text->charPos_SetInsideWindow(3, 0);
_text->charAttrib_Set(15, 0);
_text->clearBlockInsideWindow(3, 0, 31, 0); // input line is supposed to be black
_text->inputSetCursorChar('_');
// figure out the current description of the slot
_text->stringSet("");
for (uint16 slotNr = 0; slotNr < _savedGameArray.size(); slotNr++) {
if (_savedGameArray[slotNr].slotId == slotId) {
// found slotId
if (_savedGameArray[slotNr].isValid) {
// and also valid, so use its description
_text->stringSet(_savedGameArray[slotNr].description);
}
}
}
_vm->cycleInnerLoopActive(CYCLE_INNERLOOP_GETSTRING);
_text->stringEdit(30); // only allow up to 30 characters
_text->charAttrib_Pop();
_text->charPos_Pop();
_text->inputSetCursorChar(previousEditCursor);
if (!previousEditState) {
_text->inputEditOff();
}
_text->closeWindow();
if (!_text->stringWasEntered()) {
// User cancelled? exit now
return false;
}
// Now verify that the user really wants to do this
if (!askForSavedGameVerification(_textSaveGameVerify, (char *)_text->_inputString, slotId)) {
return false;
}
newDescription.clear();
newDescription += (char *)_text->_inputString;
return true;
}
int16 SystemUI::askForRestoreGameSlot() {
int16 restoreGameSlotNr = -1;
// Fill saved game slot cache
readSavedGameSlots(true, true); // filter empty/corrupt slots, but including auto-save slot
if (_savedGameArray.size() == 0) {
// no saved games
_vm->_text->messageBox(_textRestoreGameNoSlots);
return -1;
}
restoreGameSlotNr = askForSavedGameSlot(_textRestoreGameSelectSlot);
// User cancelled? exit now
if (restoreGameSlotNr < 0)
return -1;
SystemUISavedGameEntry *selectedSavedGameEntry = &_savedGameArray[restoreGameSlotNr];
// Check, if selected saved game was marked as valid
if (!selectedSavedGameEntry->isValid) {
_vm->_text->messageBox(_textRestoreGameError);
return -1;
}
// Now verify that the user really wants to do this
if (!askForSavedGameVerification(_textRestoreGameVerify, selectedSavedGameEntry->description, selectedSavedGameEntry->slotId)) {
return -1;
}
// return actual slot number of the saved game
return _savedGameArray[restoreGameSlotNr].slotId;
}
int16 SystemUI::askForSavedGameSlot(const char *slotListText) {
int16 messageBoxHeight = 0;
int16 slotsCount = _savedGameArray.size();
if (slotsCount > SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN) {
messageBoxHeight = 5 + SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN;
} else {
messageBoxHeight = 5 + slotsCount;
}
_text->drawMessageBox(slotListText, messageBoxHeight, 34, true);
drawSavedGameSlots();
drawSavedGameSlotSelector(true);
_vm->cycleInnerLoopActive(CYCLE_INNERLOOP_SYSTEMUI_SELECTSAVEDGAMESLOT);
do {
_vm->mainCycle();
} while (_vm->cycleInnerLoopIsActive() && !(_vm->shouldQuit() || _vm->_restartGame));
_text->closeWindow();
return _savedGameSelectedSlotNr;
}
void SystemUI::savedGameSlot_CharPress(int16 newChar) {
int16 slotCount = _savedGameArray.size();
int16 newUpmostSlotNr = _savedGameUpmostSlotNr;
int16 newSelectedSlotNr = _savedGameSelectedSlotNr;
bool slotsScrolled = false;
switch (newChar) {
case AGI_KEY_ENTER:
_vm->cycleInnerLoopInactive(); // exit savedGameSlot-loop
return;
break;
case AGI_KEY_ESCAPE:
_savedGameSelectedSlotNr = -1;
_vm->cycleInnerLoopInactive(); // exit savedGameSlot-loop
return;
break;
case AGI_KEY_UP: // previous slot
newSelectedSlotNr--;
break;
case AGI_KEY_DOWN: // next slot
newSelectedSlotNr++;
break;
// FEATURE: any scroll functionality was not available in original AGI
// Original AGI was in fact limited to a total of 12 save slots
case AGI_KEY_PAGE_UP: // scroll up
newUpmostSlotNr -= SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN;
break;
case AGI_KEY_PAGE_DOWN: // scroll down
newUpmostSlotNr += SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN;
break;
case AGI_KEY_HOME: // scroll all the way up
newUpmostSlotNr = 0;
break;
case AGI_KEY_END: // scroll all the way down
newUpmostSlotNr = (slotCount - 1) - (SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN - 1);
break;
default:
break;
}
if (newUpmostSlotNr != _savedGameUpmostSlotNr) {
// Make sure, upmost slot number is valid
if (newUpmostSlotNr < 0) {
newUpmostSlotNr = 0;
}
if (newUpmostSlotNr + (SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN - 1) >= slotCount) {
newUpmostSlotNr = (slotCount - 1) - (SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN - 1);
if (newUpmostSlotNr < 0)
newUpmostSlotNr = 0;
}
if (newUpmostSlotNr != _savedGameUpmostSlotNr) {
// Still different? then actually force a slot number change in any case
slotsScrolled = true;
// also adjust selected slot number now
int16 slotDifference = _savedGameSelectedSlotNr - _savedGameUpmostSlotNr;
newSelectedSlotNr = newUpmostSlotNr + slotDifference;
}
}
if ((newSelectedSlotNr != _savedGameSelectedSlotNr) || slotsScrolled) {
// slot number was changed
// Make slot number valid and scroll in case it's needed
if (newSelectedSlotNr < 0) {
newSelectedSlotNr = slotCount - 1;
newUpmostSlotNr = newSelectedSlotNr - SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN;
if (newUpmostSlotNr < 0)
newUpmostSlotNr = 0;
}
if (newSelectedSlotNr >= slotCount) {
newSelectedSlotNr = 0;
newUpmostSlotNr = 0;
}
if (newSelectedSlotNr < newUpmostSlotNr) {
// scroll up when needed
newUpmostSlotNr = newSelectedSlotNr;
}
if (newSelectedSlotNr >= newUpmostSlotNr + SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN) {
// scroll down when needed
newUpmostSlotNr = newSelectedSlotNr - (SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN - 1);
}
bool drawSlots = false;
// remove selector
drawSavedGameSlotSelector(false);
if (newUpmostSlotNr != _savedGameUpmostSlotNr) {
drawSlots = true;
}
_savedGameUpmostSlotNr = newUpmostSlotNr;
_savedGameSelectedSlotNr = newSelectedSlotNr;
if (drawSlots) {
drawSavedGameSlots();
}
drawSavedGameSlotSelector(true);
}
}
void SystemUI::clearSavedGameSlots() {
_savedGameArray.clear();
_savedGameUpmostSlotNr = 0;
_savedGameSelectedSlotNr = 0;
}
void SystemUI::createSavedGameDisplayText(char *destDisplayText, const char *actualDescription, int16 slotId, bool fillUpWithSpaces) {
char fillUpChar = fillUpWithSpaces ? ' ' : 0x00;
char slotIdChar[3];
int16 actualDescriptionLen = 0;
// clear with spaces
memset(destDisplayText, fillUpChar, SYSTEMUI_SAVEDGAME_DISPLAYTEXT_LEN);
// create fixed prefix (" 1:", "10:", etc.)
sprintf(slotIdChar, "%02d", slotId);
memcpy(destDisplayText, slotIdChar, 2);
destDisplayText[2] = ':';
actualDescriptionLen = strlen(actualDescription);
if (actualDescriptionLen > (SYSTEMUI_SAVEDGAME_DISPLAYTEXT_LEN - SYSTEMUI_SAVEDGAME_DISPLAYTEXT_PREFIX_LEN)) {
actualDescriptionLen = SYSTEMUI_SAVEDGAME_DISPLAYTEXT_LEN - SYSTEMUI_SAVEDGAME_DISPLAYTEXT_PREFIX_LEN;
}
if (actualDescriptionLen > 0) {
memcpy(destDisplayText + SYSTEMUI_SAVEDGAME_DISPLAYTEXT_PREFIX_LEN, actualDescription, actualDescriptionLen);
}
destDisplayText[SYSTEMUI_SAVEDGAME_DISPLAYTEXT_LEN] = 0; // terminator
}
void SystemUI::readSavedGameSlots(bool filterNonexistant, bool withAutoSaveSlot) {
SavedGameSlotIdArray slotIdArray;
int16 lastSlotId = -1;
int16 curSlotId = 0;
int16 loopSlotId = 0;
SystemUISavedGameEntry savedGameEntry;
Common::String saveDescription;
uint32 saveDate = 0;
uint16 saveTime = 0;
bool saveIsValid = false;
int16 mostRecentSlotNr = -1;
uint32 mostRecentSlotSaveDate = 0;
uint16 mostRecentSlotSaveTime = 0;
clearSavedGameSlots();
// we assume that the Slot-Ids are in order
slotIdArray = _vm->getSavegameSlotIds();
slotIdArray.push_back(SYSTEMUI_SAVEDGAME_MAXIMUM_SLOTS); // so that the loop will process all slots
SavedGameSlotIdArray::iterator it;
SavedGameSlotIdArray::iterator end = slotIdArray.end();;
for (it = slotIdArray.begin(); it != end; it++) {
curSlotId = *it;
assert(curSlotId > lastSlotId); // safety check
if (curSlotId == 0) {
// Skip over auto-save slot, if not requested
if (!withAutoSaveSlot)
continue;
}
// only allow slot-ids 000 up to 099
if (curSlotId >= SYSTEMUI_SAVEDGAME_MAXIMUM_SLOTS)
curSlotId = SYSTEMUI_SAVEDGAME_MAXIMUM_SLOTS;
if (!filterNonexistant) {
// add slot-ids from last one up to current one (not including the current one)
lastSlotId++;
for (loopSlotId = lastSlotId; loopSlotId < curSlotId; loopSlotId++) {
if (loopSlotId == 0) {
// Skip over auto-save slot, if not requested
if (!withAutoSaveSlot)
continue;
}
savedGameEntry.slotId = loopSlotId;
savedGameEntry.exists = false;
savedGameEntry.isValid = false;
memset(savedGameEntry.description, 0, sizeof(savedGameEntry.description));
createSavedGameDisplayText(savedGameEntry.displayText, "", loopSlotId, true);
_savedGameArray.push_back(savedGameEntry);
}
}
if (curSlotId >= SYSTEMUI_SAVEDGAME_MAXIMUM_SLOTS)
break; // force an exit, limit reached
savedGameEntry.slotId = curSlotId;
if (_vm->getSavegameInformation(curSlotId, saveDescription, saveDate, saveTime, saveIsValid)) {
if (saveIsValid) {
// saved game is valid
// check, if this is the latest slot
if (saveDate > mostRecentSlotSaveDate) {
mostRecentSlotNr = _savedGameArray.size();
mostRecentSlotSaveDate = saveDate;
mostRecentSlotSaveTime = saveTime;
} else if ((saveDate == mostRecentSlotSaveDate) && (saveTime >= mostRecentSlotSaveTime)) {
// larger or equal is on purpose, so that we use the last slot in case there are multiple saves
// with the exact same date+time
mostRecentSlotNr = _savedGameArray.size();
mostRecentSlotSaveDate = saveDate;
mostRecentSlotSaveTime = saveTime;
}
}
} else {
// slot doesn't exist
if (filterNonexistant) {
continue;
}
}
savedGameEntry.exists = true;
savedGameEntry.isValid = saveIsValid;
memset(savedGameEntry.description, 0, sizeof(savedGameEntry.description));
strncpy(savedGameEntry.description, saveDescription.c_str(), SYSTEMUI_SAVEDGAME_DESCRIPTION_LEN);
createSavedGameDisplayText(savedGameEntry.displayText, saveDescription.c_str(), curSlotId, true);
_savedGameArray.push_back(savedGameEntry);
lastSlotId = curSlotId;
}
if (mostRecentSlotNr >= 0) {
// valid slot found, we use it as default
// Sierra AGI seems to have done the same
_savedGameSelectedSlotNr = mostRecentSlotNr;
if (mostRecentSlotNr < SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN) {
// available without scrolling, so keep upmost slot 0
_savedGameUpmostSlotNr = 0;
} else {
// we need to scroll, try to have the slot in the middle
int16 slotCount = _savedGameArray.size();
_savedGameUpmostSlotNr = mostRecentSlotNr - (SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN / 2);
if ((_savedGameUpmostSlotNr + (SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN - 1)) >= slotCount) {
// current upmost would result in empty lines, because it's at the end, push it upwards
_savedGameUpmostSlotNr = (slotCount - 1) - (SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN - 1);
}
}
}
}
void SystemUI::figureOutAutomaticSavedGameSlot(const char *automaticSaveDescription, int16 &matchedGameSlotId, int16 &freshGameSlotId) {
bool foundFresh = false;
for (uint16 slotNr = 0; slotNr < _savedGameArray.size(); slotNr++) {
SystemUISavedGameEntry *savedGameEntry = &_savedGameArray[slotNr];
if (savedGameEntry->isValid) {
// valid saved game
if (strcmp(savedGameEntry->description, automaticSaveDescription) == 0) {
// we got a match
matchedGameSlotId = savedGameEntry->slotId;
return;
}
}
if (!foundFresh) {
// no new slot found yet
if (!savedGameEntry->exists) {
// and current slot doesn't exist
if (slotNr) {
// and slot is not the auto-save slot -> remember this slot
freshGameSlotId = savedGameEntry->slotId;
foundFresh = true;
}
}
}
}
return;
}
void SystemUI::drawSavedGameSlots() {
int16 slotsToDrawCount = _savedGameArray.size() - _savedGameUpmostSlotNr;
int16 slotNr = 0;
if (slotsToDrawCount > SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN) {
slotsToDrawCount = SYSTEMUI_SAVEDGAME_SLOTS_ON_SCREEN;
}
_text->charAttrib_Push();
_text->charAttrib_Set(0, 15);
for (slotNr = 0; slotNr < slotsToDrawCount; slotNr++) {
_text->displayTextInsideWindow("-", 5 + slotNr, 1);
_text->displayTextInsideWindow(_savedGameArray[_savedGameUpmostSlotNr + slotNr].displayText, 5 + slotNr, 3);
}
_text->charAttrib_Pop();
}
void SystemUI::drawSavedGameSlotSelector(bool active) {
int16 windowRow = 5 + (_savedGameSelectedSlotNr - _savedGameUpmostSlotNr);
_text->charAttrib_Push();
_text->charAttrib_Set(0, 15);
if (active) {
_text->displayTextInsideWindow("\x1a", windowRow, 0);
} else {
_text->displayTextInsideWindow(" ", windowRow, 0);
}
_text->charAttrib_Pop();
}
bool SystemUI::askForSavedGameVerification(const char *verifyText, const char *actualDescription, int16 slotId) {
char displayDescription[SYSTEMUI_SAVEDGAME_DISPLAYTEXT_LEN + 1];
Common::String userActionVerify;
Common::String savedGameFilename = _vm->getSavegameFilename(slotId);
int16 userKey = 0;
createSavedGameDisplayText(displayDescription, actualDescription, slotId, false);
userActionVerify = Common::String::format(verifyText, displayDescription, savedGameFilename.c_str());
_text->drawMessageBox(userActionVerify.c_str(), 0, 35);
userKey = _vm->waitKey();
_text->closeWindow();
switch (userKey) {
case AGI_KEY_ENTER:
case AGI_KEY_LEFT:
return true;
break;
default:
break;
}
return false;
}
} // End of namespace Agi
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