mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 18:02:05 +00:00
f26f85ee96
svn-id: r35572
540 lines
12 KiB
C++
540 lines
12 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#include "common/savefile.h"
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#include "gui/dialog.h"
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#include "gui/widget.h"
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#include "gui/ListWidget.h"
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#include "gui/message.h"
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#include "parallaction/parallaction.h"
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#include "parallaction/saveload.h"
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#include "parallaction/sound.h"
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/* Nippon Safes savefiles are called 'nippon.000' to 'nippon.099'.
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*
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* A special savefile named 'nippon.999' holds information on whether the user completed one or more parts of the game.
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*/
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#define NUM_SAVESLOTS 100
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#define SPECIAL_SAVESLOT 999
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namespace Parallaction {
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class SaveLoadChooser : public GUI::Dialog {
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typedef Common::String String;
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typedef Common::StringList StringList;
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protected:
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GUI::ListWidget *_list;
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GUI::ButtonWidget *_chooseButton;
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GUI::GraphicsWidget *_gfxWidget;
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GUI::StaticTextWidget *_date;
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GUI::StaticTextWidget *_time;
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GUI::StaticTextWidget *_playtime;
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GUI::ContainerWidget *_container;
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uint8 _fillR, _fillG, _fillB;
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public:
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SaveLoadChooser(const String &title, const String &buttonLabel);
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~SaveLoadChooser();
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virtual void handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data);
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const String &getResultString() const;
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void setList(const StringList& list);
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int runModal();
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virtual void reflowLayout();
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};
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Common::String SaveLoad_ns::genOldSaveFileName(uint slot) {
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assert(slot < NUM_SAVESLOTS || slot == SPECIAL_SAVESLOT);
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char s[20];
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sprintf(s, "game.%i", slot);
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return Common::String(s);
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}
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Common::String SaveLoad::genSaveFileName(uint slot) {
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assert(slot < NUM_SAVESLOTS || slot == SPECIAL_SAVESLOT);
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char s[20];
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sprintf(s, "%s.%.3d", _saveFilePrefix.c_str(), slot);
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return Common::String(s);
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}
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Common::InSaveFile *SaveLoad::getInSaveFile(uint slot) {
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Common::String name = genSaveFileName(slot);
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return _saveFileMan->openForLoading(name.c_str());
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}
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Common::OutSaveFile *SaveLoad::getOutSaveFile(uint slot) {
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Common::String name = genSaveFileName(slot);
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return _saveFileMan->openForSaving(name.c_str());
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}
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void SaveLoad_ns::doLoadGame(uint16 slot) {
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_vm->cleanupGame();
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Common::InSaveFile *f = getInSaveFile(slot);
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if (!f) return;
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Common::String s, character, location;
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// scrap the line with the savefile name
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f->readLine();
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character = f->readLine();
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location = f->readLine();
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s = f->readLine();
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_vm->_location._startPosition.x = atoi(s.c_str());
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s = f->readLine();
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_vm->_location._startPosition.y = atoi(s.c_str());
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s = f->readLine();
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_score = atoi(s.c_str());
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s = f->readLine();
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_globalFlags = atoi(s.c_str());
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s = f->readLine();
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_vm->_numLocations = atoi(s.c_str());
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uint16 _si;
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for (_si = 0; _si < _vm->_numLocations; _si++) {
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s = f->readLine();
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strcpy(_vm->_locationNames[_si], s.c_str());
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s = f->readLine();
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_vm->_localFlags[_si] = atoi(s.c_str());
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}
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_vm->cleanInventory(false);
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ItemName name;
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uint32 value;
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for (_si = 0; _si < 30; _si++) {
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s = f->readLine();
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value = atoi(s.c_str());
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s = f->readLine();
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name = atoi(s.c_str());
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_vm->addInventoryItem(name, value);
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}
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delete f;
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// force reload of character to solve inventory
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// bugs, but it's a good maneuver anyway
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strcpy(_vm->_characterName1, "null");
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char tmp[PATH_LEN];
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sprintf(tmp, "%s.%s" , location.c_str(), character.c_str());
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_vm->scheduleLocationSwitch(tmp);
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return;
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}
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void SaveLoad_ns::doSaveGame(uint16 slot, const char* name) {
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Common::OutSaveFile *f = getOutSaveFile(slot);
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if (f == 0) {
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char buf[32];
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sprintf(buf, "Can't save game in slot %i\n\n", slot);
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GUI::MessageDialog dialog(buf);
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dialog.runModal();
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return;
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}
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char s[200];
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memset(s, 0, sizeof(s));
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if (!name || name[0] == '\0') {
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sprintf(s, "default_%i", slot);
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} else {
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strncpy(s, name, 199);
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}
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f->writeString(s);
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f->writeString("\n");
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sprintf(s, "%s\n", _vm->_char.getFullName());
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f->writeString(s);
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sprintf(s, "%s\n", _saveData1);
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f->writeString(s);
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sprintf(s, "%d\n", _vm->_char._ani->getX());
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f->writeString(s);
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sprintf(s, "%d\n", _vm->_char._ani->getY());
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f->writeString(s);
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sprintf(s, "%d\n", _score);
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f->writeString(s);
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sprintf(s, "%u\n", _globalFlags);
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f->writeString(s);
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sprintf(s, "%d\n", _vm->_numLocations);
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f->writeString(s);
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for (uint16 _si = 0; _si < _vm->_numLocations; _si++) {
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sprintf(s, "%s\n%u\n", _vm->_locationNames[_si], _vm->_localFlags[_si]);
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f->writeString(s);
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}
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const InventoryItem *item;
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for (uint16 _si = 0; _si < 30; _si++) {
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item = _vm->getInventoryItem(_si);
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sprintf(s, "%u\n%d\n", item->_id, item->_index);
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f->writeString(s);
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}
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delete f;
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return;
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}
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enum {
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kSaveCmd = 'SAVE',
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kLoadCmd = 'LOAD',
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kPlayCmd = 'PLAY',
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kOptionsCmd = 'OPTN',
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kHelpCmd = 'HELP',
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kAboutCmd = 'ABOU',
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kQuitCmd = 'QUIT',
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kChooseCmd = 'CHOS'
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};
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SaveLoadChooser::SaveLoadChooser(const String &title, const String &buttonLabel)
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: Dialog("ScummSaveLoad"), _list(0), _chooseButton(0), _gfxWidget(0) {
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// _drawingHints |= GUI::THEME_HINT_SPECIAL_COLOR;
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_backgroundType = GUI::ThemeEngine::kDialogBackgroundSpecial;
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new GUI::StaticTextWidget(this, "ScummSaveLoad.Title", title);
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// Add choice list
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_list = new GUI::ListWidget(this, "ScummSaveLoad.List");
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_list->setEditable(true);
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_list->setNumberingMode(GUI::kListNumberingOne);
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_gfxWidget = new GUI::GraphicsWidget(this, 0, 0, 10, 10);
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_date = new GUI::StaticTextWidget(this, 0, 0, 10, 10, "No date saved", Graphics::kTextAlignCenter);
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_time = new GUI::StaticTextWidget(this, 0, 0, 10, 10, "No time saved", Graphics::kTextAlignCenter);
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_playtime = new GUI::StaticTextWidget(this, 0, 0, 10, 10, "No playtime saved", Graphics::kTextAlignCenter);
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// Buttons
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new GUI::ButtonWidget(this, "ScummSaveLoad.Cancel", "Cancel", GUI::kCloseCmd, 0);
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_chooseButton = new GUI::ButtonWidget(this, "ScummSaveLoad.Choose", buttonLabel, kChooseCmd, 0);
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_chooseButton->setEnabled(false);
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_container = new GUI::ContainerWidget(this, 0, 0, 10, 10);
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// _container->setHints(GUI::THEME_HINT_USE_SHADOW);
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}
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SaveLoadChooser::~SaveLoadChooser() {
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}
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const Common::String &SaveLoadChooser::getResultString() const {
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return _list->getSelectedString();
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}
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void SaveLoadChooser::setList(const StringList& list) {
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_list->setList(list);
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}
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int SaveLoadChooser::runModal() {
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if (_gfxWidget)
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_gfxWidget->setGfx(0);
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int ret = GUI::Dialog::runModal();
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return ret;
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}
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void SaveLoadChooser::handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) {
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int selItem = _list->getSelected();
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switch (cmd) {
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case GUI::kListItemActivatedCmd:
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case GUI::kListItemDoubleClickedCmd:
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if (selItem >= 0) {
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if (!getResultString().empty()) {
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_list->endEditMode();
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setResult(selItem);
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close();
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}
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}
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break;
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case kChooseCmd:
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_list->endEditMode();
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setResult(selItem);
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close();
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break;
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case GUI::kListSelectionChangedCmd: {
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_list->startEditMode();
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// Disable button if nothing is selected, or (in load mode) if an empty
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// list item is selected. We allow choosing an empty item in save mode
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// because we then just assign a default name.
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_chooseButton->setEnabled(selItem >= 0 && (!getResultString().empty()));
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_chooseButton->draw();
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} break;
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case GUI::kCloseCmd:
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setResult(-1);
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default:
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Dialog::handleCommand(sender, cmd, data);
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}
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}
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void SaveLoadChooser::reflowLayout() {
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_container->setVisible(false);
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_gfxWidget->setVisible(false);
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_date->setVisible(false);
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_time->setVisible(false);
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_playtime->setVisible(false);
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Dialog::reflowLayout();
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}
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int SaveLoad_ns::buildSaveFileList(Common::StringList& l) {
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Common::String pattern = _saveFilePrefix + ".???";
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Common::StringList filenames = _saveFileMan->listSavefiles(pattern.c_str());
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Common::String s;
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int count = 0;
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for (int i = 0; i < NUM_SAVESLOTS; i++) {
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s.clear();
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Common::InSaveFile *f = getInSaveFile(i);
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if (f) {
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s = f->readLine();
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count++;
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}
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delete f;
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l.push_back(s);
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}
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return count;
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}
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int SaveLoad_ns::selectSaveFile(uint16 arg_0, const char* caption, const char* button) {
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SaveLoadChooser* slc = new SaveLoadChooser(caption, button);
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Common::StringList l;
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/*int count = */ buildSaveFileList(l);
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slc->setList(l);
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int idx = slc->runModal();
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if (idx >= 0) {
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_saveFileName = slc->getResultString();
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}
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delete slc;
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return idx;
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}
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bool SaveLoad_ns::loadGame() {
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int _di = selectSaveFile( 0, "Load file", "Load" );
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if (_di == -1) {
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return false;
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}
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doLoadGame(_di);
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GUI::TimedMessageDialog dialog("Loading game...", 1500);
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dialog.runModal();
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_vm->_input->setArrowCursor();
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return true;
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}
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bool SaveLoad_ns::saveGame() {
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if (!scumm_stricmp(_vm->_location._name, "caveau")) {
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return false;
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}
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int slot = selectSaveFile( 1, "Save file", "Save" );
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if (slot == -1) {
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return false;
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}
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doSaveGame(slot, _saveFileName.c_str());
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GUI::TimedMessageDialog dialog("Saving game...", 1500);
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dialog.runModal();
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return true;
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}
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void SaveLoad_ns::setPartComplete(const char *part) {
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Common::String s;
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bool alreadyPresent = false;
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Common::InSaveFile *inFile = getInSaveFile(SPECIAL_SAVESLOT);
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if (inFile) {
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s = inFile->readLine();
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delete inFile;
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if (s.contains(part)) {
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alreadyPresent = true;
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}
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}
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if (!alreadyPresent) {
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Common::OutSaveFile *outFile = getOutSaveFile(SPECIAL_SAVESLOT);
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outFile->writeString(s);
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outFile->writeString(part);
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outFile->finalize();
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delete outFile;
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}
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return;
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}
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void SaveLoad_ns::getGamePartProgress(bool *complete, int size) {
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assert(complete && size >= 3);
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Common::InSaveFile *inFile = getInSaveFile(SPECIAL_SAVESLOT);
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Common::String s = inFile->readLine();
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delete inFile;
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complete[0] = s.contains("dino");
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complete[1] = s.contains("donna");
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complete[2] = s.contains("dough");
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}
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void SaveLoad_ns::renameOldSavefiles() {
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bool exists[NUM_SAVESLOTS];
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uint num = 0;
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uint i;
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for (i = 0; i < NUM_SAVESLOTS; i++) {
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exists[i] = false;
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Common::String name = genOldSaveFileName(i);
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Common::InSaveFile *f = _saveFileMan->openForLoading(name.c_str());
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if (f) {
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exists[i] = true;
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num++;
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}
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delete f;
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}
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if (num == 0) {
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// there are no old savefiles: nothing to do
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return;
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}
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GUI::MessageDialog dialog0(
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"ScummVM found that you have old savefiles for Nippon Safes that should be renamed.\n"
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"The old names are no longer supported, so you will not be able to load your games if you don't convert them.\n\n"
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"Press OK to convert them now, otherwise you will be asked you next time.\n", "OK", "Cancel");
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int choice = dialog0.runModal();
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if (choice == 0) {
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// user pressed cancel
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return;
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}
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uint success = 0;
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for (i = 0; i < NUM_SAVESLOTS; i++) {
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if (exists[i]) {
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Common::String oldName = genOldSaveFileName(i);
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Common::String newName = genSaveFileName(i);
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if (_saveFileMan->renameSavefile(oldName.c_str(), newName.c_str())) {
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success++;
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} else {
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warning("Error %i (%s) occurred while renaming %s to %s", _saveFileMan->getError(),
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_saveFileMan->getErrorDesc().c_str(), oldName.c_str(), newName.c_str());
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}
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}
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}
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char msg[200];
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if (success == num) {
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sprintf(msg, "ScummVM successfully converted all your savefiles.");
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} else {
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sprintf(msg,
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"ScummVM printed some warnings in your console window and can't guarantee all your files have been converted.\n\n"
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"Please report to the team.");
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}
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GUI::MessageDialog dialog1(msg);
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dialog1.runModal();
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return;
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}
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bool SaveLoad_br::loadGame() {
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// TODO: implement loadgame
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return false;
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}
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bool SaveLoad_br::saveGame() {
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// TODO: implement savegame
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return false;
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}
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void SaveLoad_br::getGamePartProgress(bool *complete, int size) {
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assert(complete && size >= 3);
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// TODO: implement progress loading
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complete[0] = true;
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complete[1] = true;
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complete[2] = true;
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}
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void SaveLoad_br::setPartComplete(const char *part) {
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// TODO: implement progress saving
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}
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} // namespace Parallaction
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