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
This commit is contained in:
Robert Špalek 2009-10-04 05:44:23 +00:00
parent bf408b0dbe
commit df14027c41
6 changed files with 66 additions and 19 deletions

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@ -41,6 +41,7 @@
#include "draci/sprite.h"
#include "draci/screen.h"
#include "draci/mouse.h"
#include "draci/saveload.h"
namespace Draci {
@ -350,8 +351,19 @@ const char *DraciEngine::getSavegameFile(int saveGameIdx) {
}
Common::Error DraciEngine::loadGameState(int slot) {
// TODO
return Common::kNoError;
// When called from run() using save_slot, the next operation is the
// call to start() calling enterNewRoom().
// When called from handleEvents() in the middle of the game, the next
// operation after handleEvents() exits from loop(), and returns to
// start() to the same place as above.
// In both cases, we are safe to override the data structures right
// here are now, without waiting for any other code to finish, thanks
// to our constraint in canLoadGameStateCurrently() and to having
// enterNewRoom() called right after we exit from here.
//
// TODO: Handle saving in the map room. Verify inventory and fix
// dialogs.
return loadSavegameData(slot, this);
}
bool DraciEngine::canLoadGameStateCurrently() {
@ -360,8 +372,7 @@ bool DraciEngine::canLoadGameStateCurrently() {
}
Common::Error DraciEngine::saveGameState(int slot, const char *desc) {
// TODO
return Common::kNoError;
return saveSavegameData(slot, desc, *this);
}
bool DraciEngine::canSaveGameStateCurrently() {

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@ -226,6 +226,8 @@ void Game::loop() {
_loopStatus, _loopSubstatus);
_vm->handleEvents();
if (shouldExitLoop()) // after loading
break;
// Fetch mouse coordinates
int x = _vm->_mouse->getPosX();
@ -1384,6 +1386,10 @@ int Game::getRoomNum() const {
return _currentRoom._roomNum;
}
void Game::setRoomNum(int num) {
_currentRoom._roomNum = num;
}
int Game::getPreviousRoomNum() const {
return _previousRoom;
}
@ -1502,6 +1508,31 @@ Game::~Game() {
delete[] _items;
}
void Game::DoSync(Common::Serializer &s) {
s.syncAsUint16LE(_currentRoom._roomNum);
for (uint i = 0; i < _info._numObjects; ++i) {
GameObject& obj = _objects[i];
s.syncAsSint16LE(obj._location);
s.syncAsByte(obj._visible);
}
for (uint i = 0; i < _info._numItems; ++i) {
s.syncAsByte(_itemStatus[i]);
}
for (int i = 0; i < kInventorySlots; ++i) {
s.syncAsSint16LE(_inventory[i]);
}
for (int i = 0; i < _info._numVariables; ++i) {
s.syncAsSint16LE(_variables[i]);
}
for (uint i = 0; i < _info._numDialogueBlocks; ++i) {
s.syncAsSint16LE(_dialogueVars[i]);
}
}
bool WalkingMap::isWalkable(int x, int y) const {
// Convert to map pixels

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@ -27,6 +27,7 @@
#define DRACI_GAME_H
#include "common/str.h"
#include "common/serializer.h"
#include "draci/barchive.h"
#include "draci/script.h"
#include "draci/animation.h"
@ -275,6 +276,7 @@ public:
const Person *getPerson(int personID) const;
int getRoomNum() const;
void setRoomNum(int num);
int getPreviousRoomNum() const;
void scheduleEnteringRoomUsingGate(int room, int gate);
@ -336,6 +338,8 @@ public:
void schedulePalette(int paletteID);
int getScheduledPalette() const;
void DoSync(Common::Serializer &s);
private:
void deleteAnimationsAfterIndex(int lastAnimIndex);
void enterNewRoom();

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@ -42,6 +42,7 @@ Mouse::Mouse(DraciEngine *vm) {
void Mouse::handleEvent(Common::Event event) {
switch (event.type) {
case Common::EVENT_LBUTTONDOWN:
// TODO: remove _modifierState, since right click can be achieved via Cmd
if (!(_modifierState & 3)) {
debugC(6, kDraciGeneralDebugLevel, "Left button down (x: %u y: %u)", _x, _y);
_lButton = true;

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@ -72,7 +72,7 @@ bool readSavegameHeader(Common::InSaveFile *in, DraciSavegameHeader &header) {
return true;
}
void writeSavegameHeader(Common::OutSaveFile *out, const DraciSavegameHeader &header, const Graphics::Surface &thumb) {
void writeSavegameHeader(Common::OutSaveFile *out, const DraciSavegameHeader &header) {
// Write out a savegame header
out->write(draciIdentString, 6);
out->writeByte(DRACI_SAVEGAME_VERSION);
@ -80,19 +80,15 @@ void writeSavegameHeader(Common::OutSaveFile *out, const DraciSavegameHeader &he
// Write savegame name
out->write(header.saveName.c_str(), header.saveName.size() + 1);
out->writeUint32BE(header.date);
out->writeUint16BE(header.time);
out->writeUint32BE(header.playtime);
out->writeUint32LE(header.date);
out->writeUint16LE(header.time);
out->writeUint32LE(header.playtime);
// Create a thumbnail and save it
Graphics::saveThumbnail(*out, thumb);
Graphics::saveThumbnail(*out);
}
static void DoSync(Common::Serializer &s) {
}
Common::Error saveSavegameData(int saveGameIdx, const Common::String &saveName, const DraciEngine &vm) {
Common::Error saveSavegameData(int saveGameIdx, const Common::String &saveName, DraciEngine &vm) {
const char *filename = vm.getSavegameFile(saveGameIdx);
Common::SaveFileManager *saveMan = g_system->getSavefileManager();
Common::OutSaveFile *f = saveMan->openForSaving(filename);
@ -108,7 +104,7 @@ Common::Error saveSavegameData(int saveGameIdx, const Common::String &saveName,
header.date = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
header.time = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF);
header.playtime = vm._system->getMillis() / 1000 - vm._engineStartTime;
writeSavegameHeader(f, header, *vm._screen->getSurface());
writeSavegameHeader(f, header);
if (f->err()) {
delete f;
@ -117,7 +113,7 @@ Common::Error saveSavegameData(int saveGameIdx, const Common::String &saveName,
} else {
// Create the remainder of the savegame
Common::Serializer s(NULL, f);
DoSync(s);
vm._game->DoSync(s);
f->finalize();
delete f;
@ -142,12 +138,16 @@ Common::Error loadSavegameData(int saveGameIdx, DraciEngine *vm) {
// Synchronise the remaining data of the savegame
Common::Serializer s(f, NULL);
DoSync(s);
int oldRoomNum = vm->_game->getRoomNum();
vm->_game->DoSync(s);
delete f;
// Post processing
vm->_engineStartTime = vm->_system->getMillis() / 1000 - header.playtime;
vm->_game->scheduleEnteringRoomUsingGate(vm->_game->getRoomNum(), 0);
vm->_game->setRoomNum(oldRoomNum);
vm->_game->setExitLoop(true);
return Common::kNoError;
}

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@ -46,8 +46,8 @@ struct DraciSavegameHeader {
class DraciEngine;
bool readSavegameHeader(Common::InSaveFile *in, DraciSavegameHeader &header);
void writeSavegameHeader(Common::OutSaveFile *out, const DraciSavegameHeader &header, const Graphics::Surface &thumb);
Common::Error saveSavegameData(int saveGameIdx, const Common::String &saveName, const DraciEngine &vm);
void writeSavegameHeader(Common::OutSaveFile *out, const DraciSavegameHeader &header);
Common::Error saveSavegameData(int saveGameIdx, const Common::String &saveName, DraciEngine &vm);
Common::Error loadSavegameData(int saveGameIdx, DraciEngine *vm);
} // End of namespace Draci