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TITANIC: Beginnings of Continue Save dialog
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80
engines/titanic/continue_save_dialog.cpp
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80
engines/titanic/continue_save_dialog.cpp
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@ -0,0 +1,80 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "titanic/continue_save_dialog.h"
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#include "titanic/titanic.h"
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namespace Titanic {
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CContinueSaveDialog::CContinueSaveDialog() {
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g_vm->_events->addTarget(this);
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_highlightedSlot = _selectedSlot = -999;
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}
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CContinueSaveDialog::~CContinueSaveDialog() {
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g_vm->_events->removeTarget();
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}
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void CContinueSaveDialog::addSavegame(int slot, const CString &name) {
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_saves.push_back(SaveEntry(slot, name));
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}
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int CContinueSaveDialog::show() {
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// Load images for the dialog
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loadImages();
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// Render the view
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render();
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// Event loop waiting for selection
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while (!g_vm->shouldQuit() && _selectedSlot == -999) {
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g_vm->_events->pollEventsAndWait();
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}
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return _selectedSlot;
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}
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void CContinueSaveDialog::loadImages() {
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_backdrop.load("Bitmap/BACKDROP");
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_evilTwin.load("Bitmap/EVILTWIN");
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}
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void CContinueSaveDialog::render() {
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Graphics::Screen &screen = *g_vm->_screen;
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screen.clear();
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screen.blitFrom(_backdrop, Common::Point(48, 22));
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}
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void CContinueSaveDialog::leftButtonDown(const Point &mousePos) {
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}
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void CContinueSaveDialog::leftButtonUp(const Point &mousePos) {
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}
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void CContinueSaveDialog::keyDown(Common::KeyState keyState) {
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if (keyState.keycode == Common::KEYCODE_ESCAPE)
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_selectedSlot = EXIT_GAME;
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}
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} // End of namespace Titanic
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78
engines/titanic/continue_save_dialog.h
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78
engines/titanic/continue_save_dialog.h
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@ -0,0 +1,78 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef TITANIC_CONTINUE_SAVE_DIALOG_H
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#define TITANIC_CONTINUE_SAVE_DIALOG_H
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#include "common/array.h"
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#include "titanic/events.h"
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#include "titanic/support/image.h"
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#include "titanic/support/string.h"
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namespace Titanic {
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#define EXIT_GAME -2
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class CContinueSaveDialog : public CEventTarget {
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struct SaveEntry {
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int _slot;
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CString _name;
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SaveEntry() : _slot(0) {}
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SaveEntry(int slot, const CString &name) : _slot(slot), _name(name) {}
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};
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private:
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Common::Array<SaveEntry> _saves;
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int _highlightedSlot, _selectedSlot;
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Image _backdrop;
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Image _evilTwin;
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private:
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/**
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* Load the images
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*/
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void loadImages();
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/**
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* Render the dialog
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*/
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void render();
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public:
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CContinueSaveDialog();
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virtual ~CContinueSaveDialog();
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virtual void leftButtonDown(const Point &mousePos);
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virtual void leftButtonUp(const Point &mousePos);
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virtual void keyDown(Common::KeyState keyState);
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/**
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* Add a savegame to the list to be displayed
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*/
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void addSavegame(int slot, const CString &name);
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/**
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* Show the dialog and wait for a slot to be selected
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*/
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int show();
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};
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} // End of namespace Titanic
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#endif /* TITANIC_CONTINUE_SAVE_DIALOG_H */
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@ -22,6 +22,7 @@
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#include "common/config-manager.h"
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#include "titanic/titanic.h"
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#include "titanic/continue_save_dialog.h"
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#include "titanic/game_manager.h"
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#include "titanic/game_view.h"
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#include "titanic/main_game_window.h"
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@ -50,23 +51,22 @@ CMainGameWindow::~CMainGameWindow() {
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bool CMainGameWindow::Create() {
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Image image;
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bool result = image.loadResource("TITANIC");
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if (!result)
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return true;
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image.load("TITANIC");
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// TODO: Stuff
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return true;
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}
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void CMainGameWindow::applicationStarting() {
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// Set up the game project, and get game slot
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int saveSlot = loadGame();
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assert(_project);
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// Set the video mode
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CScreenManager *screenManager = CScreenManager::setCurrent();
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screenManager->setMode(640, 480, 16, 0, true);
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// Set up the game project, and get game slot
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int saveSlot = getSavegameSlot();
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if (saveSlot == -2)
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return;
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// Create game view and manager
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_gameView = new CSTGameView(this);
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_gameManager = new CGameManager(_project, _gameView);
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@ -96,7 +96,7 @@ void CMainGameWindow::applicationStarting() {
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_gameManager->initBounds();
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}
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int CMainGameWindow::loadGame() {
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int CMainGameWindow::getSavegameSlot() {
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_project = new CProjectItem();
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_project->setFilename("starship.prj");
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@ -108,7 +108,21 @@ int CMainGameWindow::selectSavegame() {
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if (ConfMan.hasKey("save_slot"))
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return ConfMan.getInt("save_slot");
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return -1;
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CContinueSaveDialog dialog;
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bool hasSavegames = false;
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// Loop through save slots to find any existing save slots
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for (int idx = 0; idx < MAX_SAVES; ++idx) {
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CString saveName = g_vm->getSavegameName(idx);
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if (!saveName.empty()) {
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dialog.addSavegame(idx, saveName);
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hasSavegames = true;
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}
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}
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// If there are savegames, show the select dialog and get a choice.
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// If there aren't, return -1 to indicate starting a new game
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return hasSavegames ? dialog.show() : -1;
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}
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void CMainGameWindow::setActiveView(CViewItem *viewItem) {
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@ -49,7 +49,7 @@ private:
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* Checks for the presence of any savegames and, if present,
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* lets the user pick one to resume
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*/
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int loadGame();
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int getSavegameSlot();
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/**
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* Creates the game "project" and determine a game save slot
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@ -1,6 +1,7 @@
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MODULE := engines/titanic
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MODULE_OBJS := \
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continue_save_dialog.o \
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debugger.o \
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detection.o \
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events.o \
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@ -20,102 +20,37 @@
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*
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*/
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#include "common/file.h"
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#include "titanic/support/image.h"
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#include "titanic/titanic.h"
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#include "image/bmp.h"
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namespace Titanic {
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BITMAPINFOHEADER::BITMAPINFOHEADER() {
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_biSize = 0;
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_biWidth = 0;
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_biHeight = 0;
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_biPlanes = 0;
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_biBitCount = 0;
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_biCompression = 0;
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_biSizeImage = 0;
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_biXPelsPerMeter = 0;
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_biYPelsPerMeter = 0;
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_biClrUsed = 0;
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_biClrImportant = 0;
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}
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/*------------------------------------------------------------------------*/
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RGBQuad::RGBQuad() : _rgbRed(0), _rgbGreen(0), _rgbBlue(0), _rgbReserved(0) {}
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/*------------------------------------------------------------------------*/
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Image::Image() {
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_bitmapInfo = nullptr;
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_bits = nullptr;
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_flag = true;
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set(16, 16);
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}
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void Image::proc6() {
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}
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void Image::set(int width, int height) {
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delete _bitmapInfo;
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if (_flag && _bitmapInfo)
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delete[] _bits;
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_bitmapInfo = new tagBITMAPINFO;
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_bits = new byte[(width + 3) & 0xFFFC * height];
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tagBITMAPINFO &bi = *_bitmapInfo;
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bi._bmiHeader._biWidth = width;
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bi._bmiHeader._biHeight = height;
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bi._bmiHeader._biPlanes = 1;
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bi._bmiHeader._biBitCount = 8;
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}
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void Image::proc8() {
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}
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bool Image::loadResource(const Common::String &name) {
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// This method is hardcoded for the Titanic splash screen resource
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assert(name == "TITANIC");
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Common::File f;
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if (!f.open("ST.exe"))
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return false;
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// The ST.exe executable has a bitmap called "TITANIC". Since we can't use
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// the Windows FindResource function in ScummVM, this is hardcoded for now
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f.seek(0x29B660);
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uint size = f.readUint32LE();
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if (size != 40)
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return false;
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loadBitmap(f);
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return true;
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}
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void Image::proc10() {
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}
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void Image::draw() {
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void Image::load(const CString &resName) {
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Common::SeekableReadStream *stream = g_vm->_filesManager->getResource(resName);
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loadBitmap(*stream);
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delete stream;
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}
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void Image::loadBitmap(Common::SeekableReadStream &s) {
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_bitmapInfo->_bmiHeader._biWidth = s.readUint32LE();
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_bitmapInfo->_bmiHeader._biHeight = s.readUint32LE();
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_bitmapInfo->_bmiHeader._biPlanes = s.readUint16LE();
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_bitmapInfo->_bmiHeader._biBitCount = s.readUint16LE();
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_bitmapInfo->_bmiHeader._biCompression = s.readUint32LE();
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_bitmapInfo->_bmiHeader._biSizeImage = s.readUint32LE();
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_bitmapInfo->_bmiHeader._biXPelsPerMeter = s.readUint32LE();
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_bitmapInfo->_bmiHeader._biYPelsPerMeter = s.readUint32LE();
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_bitmapInfo->_bmiHeader._biClrUsed = s.readUint32LE();
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_bitmapInfo->_bmiHeader._biClrImportant = s.readUint32LE();
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::Image::BitmapDecoder decoder;
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decoder.loadStream(s);
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const Graphics::Surface *src = decoder.getSurface();
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Graphics::PixelFormat scrFormat = g_system->getScreenFormat();
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if (src->format == scrFormat) {
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create(src->w, src->h, scrFormat);
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blitFrom(*src);
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} else {
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// Convert the loaded surface to the screen surface format
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const byte *palette = decoder.getPalette();
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Graphics::Surface *surface = src->convertTo(scrFormat, palette);
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create(surface->w, surface->h, scrFormat);
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blitFrom(*surface);
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surface->free();
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delete surface;
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}
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}
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} // End of namespace Titanic
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@ -23,58 +23,19 @@
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#ifndef TITANIC_IMAGE_H
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#define TITANIC_IMAGE_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/stream.h"
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#include "graphics/managed_surface.h"
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#include "titanic/support/string.h"
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namespace Titanic {
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struct BITMAPINFOHEADER {
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int _biSize;
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int _biWidth;
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int _biHeight;
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int _biPlanes;
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int _biBitCount;
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int _biCompression;
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int _biSizeImage;
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int _biXPelsPerMeter;
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int _biYPelsPerMeter;
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int _biClrUsed;
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int _biClrImportant;
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BITMAPINFOHEADER();
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};
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struct RGBQuad {
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byte _rgbRed;
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byte _rgbGreen;
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byte _rgbBlue;
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byte _rgbReserved;
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RGBQuad();
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};
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struct tagBITMAPINFO {
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BITMAPINFOHEADER _bmiHeader;
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RGBQuad _bmiColors[256];
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};
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class Image {
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class Image : public Graphics::ManagedSurface {
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private:
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void loadBitmap(Common::SeekableReadStream &s);
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public:
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tagBITMAPINFO *_bitmapInfo;
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byte *_bits;
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bool _flag;
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public:
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Image();
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virtual ~Image() {}
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virtual void proc6();
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virtual void set(int width, int height);
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virtual void proc8();
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virtual bool loadResource(const Common::String &name);
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virtual void proc10();
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virtual void draw();
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void load(const CString &resName);
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};
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} // End of namespace Titanic
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