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/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* 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"
#include "parallaction/disk.h"
#include "parallaction/graphics.h"
#include "parallaction/zone.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): the very same code can be found in _c_finito().
// Why aren't we clearing Animations too, anyway?
_engineFlags |= kEngineQuit;
freeZones(_zones._next);
freeNodeList(_zones._next);
_zones._next = NULL;
_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
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