TSAGE: Cleaned up the savegame code, and enabled it for Blue Force

This commit is contained in:
Paul Gilbert 2011-09-10 11:22:39 +10:00
parent c75da8051c
commit b3773f7c37
8 changed files with 78 additions and 64 deletions

View File

@ -3790,8 +3790,9 @@ void SceneHandler::process(Event &event) {
}
// Mouse press handling
if (_globals->_player._uiEnabled && (event.eventType == EVENT_BUTTON_DOWN) &&
!_globals->_sceneItems.empty()) {
bool enabled = (_vm->getGameID() == GType_BlueForce) ? _globals->_player._enabled :
_globals->_player._uiEnabled;
if (enabled && (event.eventType == EVENT_BUTTON_DOWN) && !_globals->_sceneItems.empty()) {
// Check if the mouse is on the player
if (_globals->_player.contains(event.mousePos)) {
playerAction(event);

View File

@ -196,7 +196,7 @@ void EventsClass::setCursor(CursorType cursorType) {
// Exit cursor (Blue Force)
assert(_vm->getGameID() == GType_BlueForce);
cursor = _resourceManager->getSubResource(1, 5, 7, &size);
_currentCursor = CURSOR_TALK;
_currentCursor = CURSOR_EXIT;
break;
case CURSOR_ARROW:

View File

@ -188,7 +188,24 @@ BlueForceGlobals::BlueForceGlobals(): Globals() {
void BlueForceGlobals::synchronize(Serializer &s) {
Globals::synchronize(s);
error("Sync variables");
s.syncAsSint16LE(_dayNumber);
s.syncAsSint16LE(_v4CEA4);
s.syncAsSint16LE(_v4CEA8);
s.syncAsSint16LE(_driveFromScene);
s.syncAsSint16LE(_driveToScene);
s.syncAsSint16LE(_v4CF9E);
s.syncAsSint16LE(_v4E238);
s.syncAsSint16LE(_v501FC);
s.syncAsSint16LE(_v50696);
s.syncAsSint16LE(_v51C42);
s.syncAsSint16LE(_v51C44);
s.syncAsSint16LE(_interfaceY);
s.syncAsSint16LE(_bookmark);
s.syncAsSint16LE(_mapLocationId);
s.syncAsSint16LE(_clip1Bullets);
s.syncAsSint16LE(_clip2Bullets);
}
void BlueForceGlobals::reset() {

View File

@ -166,6 +166,7 @@ class BlueForceGlobals: public Globals {
public:
ASoundExt _sound1, _sound2, _sound3;
UIElements _uiElements;
StripProxy _stripProxy;
int _dayNumber;
int _v4CEA4;
int _v4CEA8;
@ -173,15 +174,14 @@ public:
int _driveToScene;
int _v4CF9E;
int _v4E238;
int _v50696;
int _v501FC;
int _v50696;
int _v51C42;
int _v51C44;
int _interfaceY;
Bookmark _bookmark;
int _mapLocationId;
int _clip1Bullets, _clip2Bullets;
StripProxy _stripProxy;
BlueForceGlobals();
void reset();

View File

@ -21,8 +21,6 @@
*/
#include "common/config-manager.h"
#include "common/translation.h"
#include "gui/saveload.h"
#include "tsage/ringworld/ringworld_logic.h"
#include "tsage/scenes.h"
#include "tsage/tsage.h"
@ -406,51 +404,6 @@ RingworldInvObjectList::RingworldInvObjectList() :
/*--------------------------------------------------------------------------*/
void RingworldGame::restartGame() {
if (MessageDialog::show(RESTART_MSG, CANCEL_BTN_STRING, RESTART_BTN_STRING) == 1)
_globals->_game->restart();
}
void RingworldGame::saveGame() {
if (!_vm->canSaveGameStateCurrently())
MessageDialog::show(SAVING_NOT_ALLOWED_MSG, OK_BTN_STRING);
else {
// Show the save dialog
handleSaveLoad(true, _globals->_sceneHandler->_saveGameSlot, _globals->_sceneHandler->_saveName);
}
}
void RingworldGame::restoreGame() {
if (!_vm->canLoadGameStateCurrently())
MessageDialog::show(RESTORING_NOT_ALLOWED_MSG, OK_BTN_STRING);
else {
// Show the load dialog
handleSaveLoad(false, _globals->_sceneHandler->_loadGameSlot, _globals->_sceneHandler->_saveName);
}
}
void RingworldGame::quitGame() {
if (MessageDialog::show(QUIT_CONFIRM_MSG, CANCEL_BTN_STRING, QUIT_BTN_STRING) == 1)
_vm->quitGame();
}
void RingworldGame::handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName) {
const EnginePlugin *plugin = 0;
EngineMan.findGame(_vm->getGameId(), &plugin);
GUI::SaveLoadChooser *dialog;
if (saveFlag)
dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"));
else
dialog = new GUI::SaveLoadChooser(_("Load game:"), _("Load"));
dialog->setSaveMode(saveFlag);
saveSlot = dialog->runModalWithPluginAndTarget(plugin, ConfMan.getActiveDomainName());
saveName = dialog->getResultString();
delete dialog;
}
void RingworldGame::start() {
// Set some default flags
_globals->setFlag(12);

View File

@ -147,15 +147,9 @@ public:
#define RING_INVENTORY (*((::TsAGE::Ringworld::RingworldInvObjectList *)_globals->_inventory))
class RingworldGame: public Game {
protected:
virtual void handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName);
public:
virtual void start();
virtual void restart();
virtual void restartGame();
virtual void saveGame();
virtual void restoreGame();
virtual void quitGame();
virtual void endGame(int resNum, int lineNum);
virtual Scene *createScene(int sceneNumber);

View File

@ -20,11 +20,15 @@
*
*/
#include "common/config-manager.h"
#include "common/translation.h"
#include "gui/saveload.h"
#include "tsage/scenes.h"
#include "tsage/globals.h"
#include "tsage/ringworld/ringworld_logic.h"
#include "tsage/tsage.h"
#include "tsage/saveload.h"
#include "tsage/staticres.h"
namespace TsAGE {
@ -505,6 +509,51 @@ void Scene::setZoomPercents(int yStart, int minPercent, int yEnd, int maxPercent
/*--------------------------------------------------------------------------*/
void Game::restartGame() {
if (MessageDialog::show(RESTART_MSG, CANCEL_BTN_STRING, RESTART_BTN_STRING) == 1)
_globals->_game->restart();
}
void Game::saveGame() {
if (!_vm->canSaveGameStateCurrently())
MessageDialog::show(SAVING_NOT_ALLOWED_MSG, OK_BTN_STRING);
else {
// Show the save dialog
handleSaveLoad(true, _globals->_sceneHandler->_saveGameSlot, _globals->_sceneHandler->_saveName);
}
}
void Game::restoreGame() {
if (!_vm->canLoadGameStateCurrently())
MessageDialog::show(RESTORING_NOT_ALLOWED_MSG, OK_BTN_STRING);
else {
// Show the load dialog
handleSaveLoad(false, _globals->_sceneHandler->_loadGameSlot, _globals->_sceneHandler->_saveName);
}
}
void Game::quitGame() {
if (MessageDialog::show(QUIT_CONFIRM_MSG, CANCEL_BTN_STRING, QUIT_BTN_STRING) == 1)
_vm->quitGame();
}
void Game::handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName) {
const EnginePlugin *plugin = 0;
EngineMan.findGame(_vm->getGameId(), &plugin);
GUI::SaveLoadChooser *dialog;
if (saveFlag)
dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"));
else
dialog = new GUI::SaveLoadChooser(_("Load game:"), _("Load"));
dialog->setSaveMode(saveFlag);
saveSlot = dialog->runModalWithPluginAndTarget(plugin, ConfMan.getActiveDomainName());
saveName = dialog->getResultString();
delete dialog;
}
void Game::execute() {
// Main game loop
bool activeFlag = false;

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@ -115,7 +115,7 @@ protected:
SynchronizedList<GameHandler *> _handlers;
static bool notLockedFn(GameHandler *g);
virtual void handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName) {}
virtual void handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName);
public:
virtual ~Game() {}
@ -125,10 +125,10 @@ public:
void execute();
virtual void start() = 0;
virtual void restart() {}
virtual void restartGame() {}
virtual void saveGame() {}
virtual void restoreGame() {}
virtual void quitGame() {}
virtual void restartGame();
virtual void saveGame();
virtual void restoreGame();
virtual void quitGame();
virtual void endGame(int resNum, int lineNum) {}
virtual Scene *createScene(int sceneNumber) = 0;
virtual void processEvent(Event &event) {}