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ACCESS: Implement loading savegames from launcher
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parent
f12fa2de07
commit
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@ -108,6 +108,7 @@ AccessEngine::AccessEngine(OSystem *syst, const AccessGameDescription *gameDesc)
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_narateFile = 0;
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_txtPages = 0;
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_sndSubFile = 0;
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_loadSaveSlot = -1;
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}
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AccessEngine::~AccessEngine() {
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@ -173,6 +174,13 @@ void AccessEngine::initialize() {
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_buffer1.create(g_system->getWidth() + TILE_WIDTH, g_system->getHeight());
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_buffer2.create(g_system->getWidth(), g_system->getHeight());
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// If requested, load a savegame instead of showing the intro
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if (ConfMan.hasKey("save_slot")) {
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int saveSlot = ConfMan.getInt("save_slot");
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if (saveSlot >= 0 && saveSlot <= 999)
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_loadSaveSlot = saveSlot;
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}
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}
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Common::Error AccessEngine::run() {
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@ -106,6 +106,7 @@ private:
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protected:
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const AccessGameDescription *_gameDescription;
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Common::RandomSource _randomSource;
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int _loadSaveSlot;
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/**
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* Main handler for showing game rooms
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@ -64,10 +64,16 @@ AmazonEngine::~AmazonEngine() {
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}
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void AmazonEngine::playGame() {
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// Do introduction
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doIntroduction();
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if (shouldQuit())
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return;
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// Initialise Amazon game-specific objects
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_room = new AmazonRoom(this);
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_scripts = new AmazonScripts(this);
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if (_loadSaveSlot != -1) {
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// Do introduction
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doIntroduction();
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if (shouldQuit())
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return;
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}
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// Setup the game
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setupGame();
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@ -75,12 +81,13 @@ void AmazonEngine::playGame() {
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_screen->clearScreen();
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_screen->setPanel(0);
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_screen->forceFadeOut();
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_events->showCursor();
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// Setup and execute the room
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_room = new AmazonRoom(this);
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_scripts = new AmazonScripts(this);
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// If there's a pending savegame to load, load it
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if (_loadSaveSlot != -1)
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loadGameState(_loadSaveSlot);
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// Execute the room
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_room->doRoom();
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}
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