Moved save/load code into SaveLoad class.

svn-id: r34220
This commit is contained in:
Nicola Mettifogo 2008-08-31 06:14:45 +00:00
parent 983863bef3
commit 1fd91e2bb0
9 changed files with 198 additions and 88 deletions

View File

@ -32,6 +32,7 @@
#include "parallaction/input.h"
#include "parallaction/parallaction.h"
#include "parallaction/saveload.h"
#include "parallaction/sound.h"
@ -341,7 +342,7 @@ void Parallaction_ns::_c_frankenstein(void *parm) {
void Parallaction_ns::_c_finito(void *parm) {
setPartComplete(_char);
_saveLoad->setPartComplete(_char.getBaseName());
cleanInventory();
cleanupGame();

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@ -28,6 +28,7 @@
#include "parallaction/gui.h"
#include "parallaction/input.h"
#include "parallaction/parallaction.h"
#include "parallaction/saveload.h"
namespace Parallaction {
@ -223,7 +224,7 @@ public:
_availItems = 4;
bool complete[3];
_vm->getGamePartProgress(complete, 3);
_vm->_saveLoad->getGamePartProgress(complete, 3);
for (int i = 0; i < 3 && complete[i]; i++, _availItems++) ;
// TODO: keep track of and destroy menu item frames/surfaces

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@ -29,6 +29,7 @@
#include "parallaction/gui.h"
#include "parallaction/input.h"
#include "parallaction/parallaction.h"
#include "parallaction/saveload.h"
#include "parallaction/sound.h"
@ -284,7 +285,7 @@ public:
}
virtual void enter() {
_result = _vm->loadGame();
_result = _vm->_saveLoad->loadGame();
}
};
@ -759,7 +760,7 @@ public:
virtual void enter() {
bool completed[3];
_vm->getGamePartProgress(completed, 3);
_vm->_saveLoad->getGamePartProgress(completed, 3);
_allPartsComplete = (completed[0] && completed[1] && completed[2]);
_vm->_input->setMouseState(MOUSE_DISABLED);

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@ -35,6 +35,7 @@
#include "parallaction/input.h"
#include "parallaction/parallaction.h"
#include "parallaction/debug.h"
#include "parallaction/saveload.h"
#include "parallaction/sound.h"
@ -307,13 +308,13 @@ void Parallaction::processInput(int event) {
switch (event) {
case kEvSaveGame:
_input->stopHovering();
saveGame();
_saveLoad->saveGame();
_input->setArrowCursor();
break;
case kEvLoadGame:
_input->stopHovering();
loadGame();
_saveLoad->loadGame();
_input->setArrowCursor();
break;

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@ -205,6 +205,7 @@ public:
};
class SaveLoad;
#define NUM_LOCATIONS 120
@ -218,9 +219,6 @@ public:
int init();
virtual bool loadGame() = 0;
virtual bool saveGame() = 0;
Input *_input;
void processInput(int event);
@ -296,10 +294,10 @@ public:
Debugger *_debugger;
char _characterName1[50]; // only used in changeCharacter
protected: // data
uint32 _baseTime;
char _characterName1[50]; // only used in changeCharacter
Common::String _saveFileName;
@ -322,7 +320,6 @@ protected: // members
bool pickupItem(ZonePtr z);
public:
void scheduleLocationSwitch(const char *location);
virtual void changeCharacter(const char *name) = 0;
@ -339,9 +336,9 @@ public:
void showSlide(const char *name, int x = 0, int y = 0);
ZonePtr _zoneTrap;
SaveLoad *_saveLoad;
virtual void cleanupGame() = 0;
virtual void getGamePartProgress(bool *complete, int size) = 0;
public:
void highlightInventoryItem(ItemPosition pos);
@ -443,13 +440,9 @@ public:
virtual void callFunction(uint index, void* parm);
bool loadGame();
bool saveGame();
void switchBackground(const char* background, const char* mask);
void cleanupGame();
void getGamePartProgress(bool *complete, int size);
private:
bool _inTestResult;
@ -459,22 +452,12 @@ private:
void initFonts();
void freeFonts();
void renameOldSavefiles();
Common::String genSaveFileName(uint slot, bool oldStyle = false);
Common::InSaveFile *getInSaveFile(uint slot);
Common::OutSaveFile *getOutSaveFile(uint slot);
void setPartComplete(const Character& character);
private:
void changeLocation(char *location);
void changeCharacter(const char *name);
void runPendingZones();
void doLoadGame(uint16 slot);
void doSaveGame(uint16 slot, const char* name);
int buildSaveFileList(Common::StringList& l);
int selectSaveFile(uint16 arg_0, const char* caption, const char* button);
void initResources();
static const Callable _dosCallables[25];
@ -560,8 +543,6 @@ public:
void setupSubtitles(char *s, char *s2, int y);
void clearSubtitles();
void getGamePartProgress(bool *complete, int size);
public:
Table *_countersNames;

View File

@ -28,6 +28,7 @@
#include "parallaction/parallaction.h"
#include "parallaction/input.h"
#include "parallaction/saveload.h"
#include "parallaction/sound.h"
namespace Parallaction {
@ -82,6 +83,8 @@ int Parallaction_br::init() {
_subtitle[0] = -1;
_subtitle[1] = -1;
_saveLoad = new SaveLoad_br(this, _saveFileMan);
Parallaction::init();
return 0;

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@ -29,6 +29,7 @@
#include "parallaction/parallaction.h"
#include "parallaction/input.h"
#include "parallaction/saveload.h"
#include "parallaction/sound.h"
@ -149,6 +150,8 @@ int Parallaction_ns::init() {
_location._animations.push_front(_char._ani);
_saveLoad = new SaveLoad_ns(this, _saveFileMan);
Parallaction::init();
return 0;
@ -183,7 +186,7 @@ void Parallaction_ns::callFunction(uint index, void* parm) {
int Parallaction_ns::go() {
renameOldSavefiles();
_saveLoad->renameOldSavefiles();
_globalFlagsNames = _disk->loadTable("global");
@ -410,6 +413,10 @@ void Parallaction_ns::cleanupGame() {
_location._animations.push_front(_char._ani);
_score = 0;
_soundMan->stopMusic();
_introSarcData3 = 200;
_introSarcData2 = 1;
return;
}

View File

@ -31,6 +31,7 @@
#include "gui/message.h"
#include "parallaction/parallaction.h"
#include "parallaction/saveload.h"
#include "parallaction/sound.h"
@ -57,12 +58,11 @@ protected:
GUI::StaticTextWidget *_time;
GUI::StaticTextWidget *_playtime;
GUI::ContainerWidget *_container;
Parallaction_ns *_vm;
uint8 _fillR, _fillG, _fillB;
public:
SaveLoadChooser(const String &title, const String &buttonLabel, Parallaction_ns *engine);
SaveLoadChooser(const String &title, const String &buttonLabel);
~SaveLoadChooser();
virtual void handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data);
@ -73,34 +73,39 @@ public:
virtual void reflowLayout();
};
Common::String Parallaction_ns::genSaveFileName(uint slot, bool oldStyle) {
Common::String SaveLoad_ns::genOldSaveFileName(uint slot) {
assert(slot < NUM_SAVESLOTS || slot == SPECIAL_SAVESLOT);
char s[20];
sprintf(s, (oldStyle ? "game.%i" : "nippon.%.3d"), slot );
sprintf(s, "game.%i", slot);
return Common::String(s);
}
Common::InSaveFile *Parallaction_ns::getInSaveFile(uint slot) {
Common::String SaveLoad::genSaveFileName(uint slot) {
assert(slot < NUM_SAVESLOTS || slot == SPECIAL_SAVESLOT);
char s[20];
sprintf(s, "%s.%.3d", _saveFilePrefix.c_str(), slot);
return Common::String(s);
}
Common::InSaveFile *SaveLoad::getInSaveFile(uint slot) {
Common::String name = genSaveFileName(slot);
return _saveFileMan->openForLoading(name.c_str());
}
Common::OutSaveFile *Parallaction_ns::getOutSaveFile(uint slot) {
Common::OutSaveFile *SaveLoad::getOutSaveFile(uint slot) {
Common::String name = genSaveFileName(slot);
return _saveFileMan->openForSaving(name.c_str());
}
void Parallaction_ns::doLoadGame(uint16 slot) {
void SaveLoad_ns::doLoadGame(uint16 slot) {
_soundMan->stopMusic();
cleanupGame();
_introSarcData3 = 200;
_introSarcData2 = 1;
_vm->cleanupGame();
Common::InSaveFile *f = getInSaveFile(slot);
if (!f) return;
@ -116,10 +121,10 @@ void Parallaction_ns::doLoadGame(uint16 slot) {
f->readLine(l, 15);
f->readLine(s, 15);
_location._startPosition.x = atoi(s);
_vm->_location._startPosition.x = atoi(s);
f->readLine(s, 15);
_location._startPosition.y = atoi(s);
_vm->_location._startPosition.y = atoi(s);
f->readLine(s, 15);
_score = atoi(s);
@ -135,23 +140,23 @@ void Parallaction_ns::doLoadGame(uint16 slot) {
// need to invoke freeZones here with kEngineQuit set, because the
// call in changeLocation preserve certain zones.
_engineFlags |= kEngineQuit;
freeZones();
_vm->freeZones();
_engineFlags &= ~kEngineQuit;
_numLocations = atoi(s);
_vm->_numLocations = atoi(s);
uint16 _si;
for (_si = 0; _si < _numLocations; _si++) {
for (_si = 0; _si < _vm->_numLocations; _si++) {
f->readLine(s, 20);
s[strlen(s)] = '\0';
strcpy(_locationNames[_si], s);
strcpy(_vm->_locationNames[_si], s);
f->readLine(s, 15);
_localFlags[_si] = atoi(s);
_vm->_localFlags[_si] = atoi(s);
}
cleanInventory(false);
_vm->cleanInventory(false);
ItemName name;
uint32 value;
@ -162,24 +167,24 @@ void Parallaction_ns::doLoadGame(uint16 slot) {
f->readLine(s, 15);
name = atoi(s);
addInventoryItem(name, value);
_vm->addInventoryItem(name, value);
}
delete f;
// force reload of character to solve inventory
// bugs, but it's a good maneuver anyway
strcpy(_characterName1, "null");
strcpy(_vm->_characterName1, "null");
char tmp[PATH_LEN];
sprintf(tmp, "%s.%s" , l, n);
scheduleLocationSwitch(tmp);
_vm->scheduleLocationSwitch(tmp);
return;
}
void Parallaction_ns::doSaveGame(uint16 slot, const char* name) {
void SaveLoad_ns::doSaveGame(uint16 slot, const char* name) {
Common::OutSaveFile *f = getOutSaveFile(slot);
if (f == 0) {
@ -202,30 +207,30 @@ void Parallaction_ns::doSaveGame(uint16 slot, const char* name) {
f->writeString(s);
f->writeString("\n");
sprintf(s, "%s\n", _char.getFullName());
sprintf(s, "%s\n", _vm->_char.getFullName());
f->writeString(s);
sprintf(s, "%s\n", _saveData1);
f->writeString(s);
sprintf(s, "%d\n", _char._ani->getX());
sprintf(s, "%d\n", _vm->_char._ani->getX());
f->writeString(s);
sprintf(s, "%d\n", _char._ani->getY());
sprintf(s, "%d\n", _vm->_char._ani->getY());
f->writeString(s);
sprintf(s, "%d\n", _score);
f->writeString(s);
sprintf(s, "%u\n", _globalFlags);
f->writeString(s);
sprintf(s, "%d\n", _numLocations);
sprintf(s, "%d\n", _vm->_numLocations);
f->writeString(s);
for (uint16 _si = 0; _si < _numLocations; _si++) {
sprintf(s, "%s\n%u\n", _locationNames[_si], _localFlags[_si]);
for (uint16 _si = 0; _si < _vm->_numLocations; _si++) {
sprintf(s, "%s\n%u\n", _vm->_locationNames[_si], _vm->_localFlags[_si]);
f->writeString(s);
}
const InventoryItem *item;
for (uint16 _si = 0; _si < 30; _si++) {
item = getInventoryItem(_si);
item = _vm->getInventoryItem(_si);
sprintf(s, "%u\n%d\n", item->_id, item->_index);
f->writeString(s);
}
@ -247,8 +252,8 @@ enum {
};
SaveLoadChooser::SaveLoadChooser(const String &title, const String &buttonLabel, Parallaction_ns *engine)
: Dialog("scummsaveload"), _list(0), _chooseButton(0), _gfxWidget(0), _vm(engine) {
SaveLoadChooser::SaveLoadChooser(const String &title, const String &buttonLabel)
: Dialog("scummsaveload"), _list(0), _chooseButton(0), _gfxWidget(0) {
// _drawingHints |= GUI::THEME_HINT_SPECIAL_COLOR;
@ -335,7 +340,7 @@ void SaveLoadChooser::reflowLayout() {
Dialog::reflowLayout();
}
int Parallaction_ns::buildSaveFileList(Common::StringList& l) {
int SaveLoad_ns::buildSaveFileList(Common::StringList& l) {
char buf[200];
@ -359,9 +364,9 @@ int Parallaction_ns::buildSaveFileList(Common::StringList& l) {
}
int Parallaction_ns::selectSaveFile(uint16 arg_0, const char* caption, const char* button) {
int SaveLoad_ns::selectSaveFile(uint16 arg_0, const char* caption, const char* button) {
SaveLoadChooser* slc = new SaveLoadChooser(caption, button, this);
SaveLoadChooser* slc = new SaveLoadChooser(caption, button);
Common::StringList l;
@ -380,7 +385,7 @@ int Parallaction_ns::selectSaveFile(uint16 arg_0, const char* caption, const cha
bool Parallaction_ns::loadGame() {
bool SaveLoad_ns::loadGame() {
int _di = selectSaveFile( 0, "Load file", "Load" );
if (_di == -1) {
@ -392,15 +397,15 @@ bool Parallaction_ns::loadGame() {
GUI::TimedMessageDialog dialog("Loading game...", 1500);
dialog.runModal();
_input->setArrowCursor();
_vm->_input->setArrowCursor();
return true;
}
bool Parallaction_ns::saveGame() {
bool SaveLoad_ns::saveGame() {
if (!scumm_stricmp(_location._name, "caveau")) {
if (!scumm_stricmp(_vm->_location._name, "caveau")) {
return false;
}
@ -418,7 +423,7 @@ bool Parallaction_ns::saveGame() {
}
void Parallaction_ns::setPartComplete(const Character& character) {
void SaveLoad_ns::setPartComplete(const char *part) {
char buf[30];
bool alreadyPresent = false;
@ -429,7 +434,7 @@ void Parallaction_ns::setPartComplete(const Character& character) {
inFile->readLine(buf, 29);
delete inFile;
if (strstr(buf, character.getBaseName())) {
if (strstr(buf, part)) {
alreadyPresent = true;
}
}
@ -437,7 +442,7 @@ void Parallaction_ns::setPartComplete(const Character& character) {
if (!alreadyPresent) {
Common::OutSaveFile *outFile = getOutSaveFile(SPECIAL_SAVESLOT);
outFile->writeString(buf);
outFile->writeString(character.getBaseName());
outFile->writeString(part);
outFile->finalize();
delete outFile;
}
@ -445,7 +450,7 @@ void Parallaction_ns::setPartComplete(const Character& character) {
return;
}
void Parallaction_ns::getGamePartProgress(bool *complete, int size) {
void SaveLoad_ns::getGamePartProgress(bool *complete, int size) {
assert(complete && size >= 3);
char buf[30];
@ -458,17 +463,7 @@ void Parallaction_ns::getGamePartProgress(bool *complete, int size) {
complete[2] = strstr(buf, "dough");
}
void Parallaction_br::getGamePartProgress(bool *complete, int size) {
assert(complete && size >= 3);
// TODO: implement progress loading
complete[0] = true;
complete[1] = true;
complete[2] = true;
}
void Parallaction_ns::renameOldSavefiles() {
void SaveLoad_ns::renameOldSavefiles() {
bool exists[NUM_SAVESLOTS];
uint num = 0;
@ -476,7 +471,7 @@ void Parallaction_ns::renameOldSavefiles() {
for (i = 0; i < NUM_SAVESLOTS; i++) {
exists[i] = false;
Common::String name = genSaveFileName(i, true);
Common::String name = genOldSaveFileName(i);
Common::InSaveFile *f = _saveFileMan->openForLoading(name.c_str());
if (f) {
exists[i] = true;
@ -504,8 +499,8 @@ void Parallaction_ns::renameOldSavefiles() {
uint success = 0;
for (i = 0; i < NUM_SAVESLOTS; i++) {
if (exists[i]) {
Common::String oldName = genSaveFileName(i, true);
Common::String newName = genSaveFileName(i, false);
Common::String oldName = genOldSaveFileName(i);
Common::String newName = genSaveFileName(i);
if (_saveFileMan->renameSavefile(oldName.c_str(), newName.c_str())) {
success++;
} else {
@ -531,4 +526,28 @@ void Parallaction_ns::renameOldSavefiles() {
}
bool SaveLoad_br::loadGame() {
// TODO: implement loadgame
return false;
}
bool SaveLoad_br::saveGame() {
// TODO: implement savegame
return false;
}
void SaveLoad_br::getGamePartProgress(bool *complete, int size) {
assert(complete && size >= 3);
// TODO: implement progress loading
complete[0] = true;
complete[1] = true;
complete[2] = true;
}
void SaveLoad_br::setPartComplete(const char *part) {
// TODO: implement progress saving
}
} // namespace Parallaction

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@ -0,0 +1,96 @@
/* 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.
*
* $URL$
* $Id$
*
*/
#ifndef PARALLACTION_SAVELOAD_H
#define PARALLACTION_SAVELOAD_H
namespace Parallaction {
struct Character;
class SaveLoad {
protected:
Common::SaveFileManager *_saveFileMan;
Common::String _saveFilePrefix;
Common::String genSaveFileName(uint slot);
Common::InSaveFile *getInSaveFile(uint slot);
Common::OutSaveFile *getOutSaveFile(uint slot);
public:
SaveLoad(Common::SaveFileManager* saveFileMan, const char *prefix) : _saveFileMan(saveFileMan), _saveFilePrefix(prefix) { }
virtual ~SaveLoad() { }
virtual bool loadGame() = 0;
virtual bool saveGame() = 0;
virtual void getGamePartProgress(bool *complete, int size) = 0;
virtual void setPartComplete(const char *part) = 0;
virtual void renameOldSavefiles() { }
};
class SaveLoad_ns : public SaveLoad {
Parallaction_ns *_vm;
Common::String _saveFileName;
Common::String genOldSaveFileName(uint slot);
protected:
void renameOldSavefiles();
void doLoadGame(uint16 slot);
void doSaveGame(uint16 slot, const char* name);
int buildSaveFileList(Common::StringList& l);
int selectSaveFile(uint16 arg_0, const char* caption, const char* button);
public:
SaveLoad_ns(Parallaction_ns *vm, Common::SaveFileManager *saveFileMan) : SaveLoad(saveFileMan, "nippon"), _vm(vm) { }
virtual bool loadGame();
virtual bool saveGame();
virtual void getGamePartProgress(bool *complete, int size);
virtual void setPartComplete(const char *part);
};
class SaveLoad_br : public SaveLoad {
Parallaction_br *_vm;
public:
SaveLoad_br(Parallaction_br *vm, Common::SaveFileManager *saveFileMan) : SaveLoad(saveFileMan, "bra"), _vm(vm) { }
virtual bool loadGame();
virtual bool saveGame();
virtual void getGamePartProgress(bool *complete, int size);
virtual void setPartComplete(const char *part);
};
}; // namespace Parallaction
#endif