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https://github.com/libretro/scummvm.git
synced 2025-02-21 19:51:49 +00:00
Implemented rudimentary game loading/saving.
Fixed many bugs in the boilerplate. Saving (only) things that really need to be saved. Loading seems to work modulo dialogs and (possibly) inventory. svn-id: r44586
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@ -41,6 +41,7 @@
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#include "draci/sprite.h"
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#include "draci/screen.h"
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#include "draci/mouse.h"
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#include "draci/saveload.h"
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namespace Draci {
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@ -350,8 +351,19 @@ const char *DraciEngine::getSavegameFile(int saveGameIdx) {
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}
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Common::Error DraciEngine::loadGameState(int slot) {
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// TODO
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return Common::kNoError;
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// When called from run() using save_slot, the next operation is the
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// call to start() calling enterNewRoom().
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// When called from handleEvents() in the middle of the game, the next
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// operation after handleEvents() exits from loop(), and returns to
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// start() to the same place as above.
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// In both cases, we are safe to override the data structures right
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// here are now, without waiting for any other code to finish, thanks
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// to our constraint in canLoadGameStateCurrently() and to having
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// enterNewRoom() called right after we exit from here.
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//
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// TODO: Handle saving in the map room. Verify inventory and fix
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// dialogs.
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return loadSavegameData(slot, this);
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}
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bool DraciEngine::canLoadGameStateCurrently() {
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@ -360,8 +372,7 @@ bool DraciEngine::canLoadGameStateCurrently() {
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}
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Common::Error DraciEngine::saveGameState(int slot, const char *desc) {
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// TODO
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return Common::kNoError;
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return saveSavegameData(slot, desc, *this);
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}
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bool DraciEngine::canSaveGameStateCurrently() {
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@ -226,6 +226,8 @@ void Game::loop() {
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_loopStatus, _loopSubstatus);
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_vm->handleEvents();
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if (shouldExitLoop()) // after loading
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break;
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// Fetch mouse coordinates
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int x = _vm->_mouse->getPosX();
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@ -1384,6 +1386,10 @@ int Game::getRoomNum() const {
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return _currentRoom._roomNum;
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}
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void Game::setRoomNum(int num) {
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_currentRoom._roomNum = num;
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}
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int Game::getPreviousRoomNum() const {
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return _previousRoom;
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}
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@ -1502,6 +1508,31 @@ Game::~Game() {
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delete[] _items;
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}
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void Game::DoSync(Common::Serializer &s) {
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s.syncAsUint16LE(_currentRoom._roomNum);
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for (uint i = 0; i < _info._numObjects; ++i) {
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GameObject& obj = _objects[i];
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s.syncAsSint16LE(obj._location);
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s.syncAsByte(obj._visible);
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}
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for (uint i = 0; i < _info._numItems; ++i) {
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s.syncAsByte(_itemStatus[i]);
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}
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for (int i = 0; i < kInventorySlots; ++i) {
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s.syncAsSint16LE(_inventory[i]);
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}
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for (int i = 0; i < _info._numVariables; ++i) {
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s.syncAsSint16LE(_variables[i]);
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}
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for (uint i = 0; i < _info._numDialogueBlocks; ++i) {
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s.syncAsSint16LE(_dialogueVars[i]);
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}
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}
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bool WalkingMap::isWalkable(int x, int y) const {
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// Convert to map pixels
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@ -27,6 +27,7 @@
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#define DRACI_GAME_H
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#include "common/str.h"
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#include "common/serializer.h"
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#include "draci/barchive.h"
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#include "draci/script.h"
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#include "draci/animation.h"
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@ -275,6 +276,7 @@ public:
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const Person *getPerson(int personID) const;
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int getRoomNum() const;
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void setRoomNum(int num);
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int getPreviousRoomNum() const;
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void scheduleEnteringRoomUsingGate(int room, int gate);
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@ -336,6 +338,8 @@ public:
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void schedulePalette(int paletteID);
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int getScheduledPalette() const;
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void DoSync(Common::Serializer &s);
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private:
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void deleteAnimationsAfterIndex(int lastAnimIndex);
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void enterNewRoom();
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@ -42,6 +42,7 @@ Mouse::Mouse(DraciEngine *vm) {
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void Mouse::handleEvent(Common::Event event) {
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switch (event.type) {
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case Common::EVENT_LBUTTONDOWN:
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// TODO: remove _modifierState, since right click can be achieved via Cmd
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if (!(_modifierState & 3)) {
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debugC(6, kDraciGeneralDebugLevel, "Left button down (x: %u y: %u)", _x, _y);
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_lButton = true;
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@ -72,7 +72,7 @@ bool readSavegameHeader(Common::InSaveFile *in, DraciSavegameHeader &header) {
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return true;
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}
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void writeSavegameHeader(Common::OutSaveFile *out, const DraciSavegameHeader &header, const Graphics::Surface &thumb) {
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void writeSavegameHeader(Common::OutSaveFile *out, const DraciSavegameHeader &header) {
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// Write out a savegame header
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out->write(draciIdentString, 6);
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out->writeByte(DRACI_SAVEGAME_VERSION);
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@ -80,19 +80,15 @@ void writeSavegameHeader(Common::OutSaveFile *out, const DraciSavegameHeader &he
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// Write savegame name
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out->write(header.saveName.c_str(), header.saveName.size() + 1);
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out->writeUint32BE(header.date);
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out->writeUint16BE(header.time);
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out->writeUint32BE(header.playtime);
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out->writeUint32LE(header.date);
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out->writeUint16LE(header.time);
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out->writeUint32LE(header.playtime);
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// Create a thumbnail and save it
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Graphics::saveThumbnail(*out, thumb);
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Graphics::saveThumbnail(*out);
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}
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static void DoSync(Common::Serializer &s) {
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}
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Common::Error saveSavegameData(int saveGameIdx, const Common::String &saveName, const DraciEngine &vm) {
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Common::Error saveSavegameData(int saveGameIdx, const Common::String &saveName, DraciEngine &vm) {
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const char *filename = vm.getSavegameFile(saveGameIdx);
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Common::SaveFileManager *saveMan = g_system->getSavefileManager();
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Common::OutSaveFile *f = saveMan->openForSaving(filename);
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@ -108,7 +104,7 @@ Common::Error saveSavegameData(int saveGameIdx, const Common::String &saveName,
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header.date = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
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header.time = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF);
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header.playtime = vm._system->getMillis() / 1000 - vm._engineStartTime;
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writeSavegameHeader(f, header, *vm._screen->getSurface());
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writeSavegameHeader(f, header);
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if (f->err()) {
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delete f;
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@ -117,7 +113,7 @@ Common::Error saveSavegameData(int saveGameIdx, const Common::String &saveName,
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} else {
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// Create the remainder of the savegame
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Common::Serializer s(NULL, f);
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DoSync(s);
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vm._game->DoSync(s);
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f->finalize();
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delete f;
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@ -142,12 +138,16 @@ Common::Error loadSavegameData(int saveGameIdx, DraciEngine *vm) {
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// Synchronise the remaining data of the savegame
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Common::Serializer s(f, NULL);
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DoSync(s);
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int oldRoomNum = vm->_game->getRoomNum();
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vm->_game->DoSync(s);
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delete f;
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// Post processing
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vm->_engineStartTime = vm->_system->getMillis() / 1000 - header.playtime;
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vm->_game->scheduleEnteringRoomUsingGate(vm->_game->getRoomNum(), 0);
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vm->_game->setRoomNum(oldRoomNum);
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vm->_game->setExitLoop(true);
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return Common::kNoError;
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}
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@ -46,8 +46,8 @@ struct DraciSavegameHeader {
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class DraciEngine;
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bool readSavegameHeader(Common::InSaveFile *in, DraciSavegameHeader &header);
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void writeSavegameHeader(Common::OutSaveFile *out, const DraciSavegameHeader &header, const Graphics::Surface &thumb);
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Common::Error saveSavegameData(int saveGameIdx, const Common::String &saveName, const DraciEngine &vm);
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void writeSavegameHeader(Common::OutSaveFile *out, const DraciSavegameHeader &header);
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Common::Error saveSavegameData(int saveGameIdx, const Common::String &saveName, DraciEngine &vm);
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Common::Error loadSavegameData(int saveGameIdx, DraciEngine *vm);
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} // End of namespace Draci
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