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https://github.com/libretro/scummvm.git
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824ecc0aad
Saving and loading is accessible via ScummVM dialogs. No in-game UI support yet. It is possible to load saves from original game via debugger console. ScummVM saves have additional header and are incompatibile with original game.
88 lines
2.3 KiB
C++
88 lines
2.3 KiB
C++
/* 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 "bladerunner/crimes_database.h"
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/savefile.h"
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#include "bladerunner/text_resource.h"
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namespace BladeRunner {
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CrimesDatabase::CrimesDatabase(BladeRunnerEngine *vm, const Common::String &cluesResource, int crimeCount) {
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_crimeCount = crimeCount;
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_crimes.resize(_crimeCount);
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_assetTypes.resize(_crimeCount);
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_cluesText = new TextResource(vm);
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if (!_cluesText->open(cluesResource)) {
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delete _cluesText;
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return;
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}
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for (int i = 0; i != _crimeCount; ++i) {
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_crimes[i] = -1;
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_assetTypes[i] = -1;
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}
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}
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CrimesDatabase::~CrimesDatabase() {
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delete _cluesText;
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}
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void CrimesDatabase::setCrime(int clueId, int crimeId) {
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_crimes[clueId] = crimeId;
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}
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int CrimesDatabase::getCrime(int clueId) const {
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return _crimes[clueId];
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}
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void CrimesDatabase::setAssetType(int clueId, int assetType) {
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_assetTypes[clueId] = assetType;
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}
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int CrimesDatabase::getAssetType(int clueId) const {
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return _assetTypes[clueId];
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}
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const char *CrimesDatabase::getClueText(int clueId) const {
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return _cluesText->getText(clueId);
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}
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void CrimesDatabase::save(SaveFileWriteStream &f) {
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for (int i = 0; i < _crimeCount; ++i) {
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int8 c = _crimes[i];
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f.writeSByte(c);
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}
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}
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void CrimesDatabase::load(SaveFileReadStream &f) {
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for (int i = 0; i < _crimeCount; ++i) {
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_crimes[i] = f.readSByte();
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}
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}
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} // End of namespace BladeRunner
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