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968f959158
Bug #2960567: "AGI: Ego partly erased in Load/Save thumbnails". Force screen redraw after confirmation window is closed. svn-id: r49734
1032 lines
28 KiB
C++
1032 lines
28 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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//
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// Savegame support by Vasyl Tsvirkunov <vasyl@pacbell.net>
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// Multi-slots by Claudio Matsuoka <claudio@helllabs.org>
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//
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#include "common/file.h"
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#include "graphics/thumbnail.h"
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#include "common/config-manager.h"
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#include "common/savefile.h"
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#include "agi/agi.h"
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#include "agi/graphics.h"
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#include "agi/sprite.h"
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#include "agi/keyboard.h"
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#include "agi/menu.h"
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#define SAVEGAME_VERSION 5
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//
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// Version 0 (Sarien): view table has 64 entries
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// Version 1 (Sarien): view table has 256 entries (needed in KQ3)
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// Version 2 (ScummVM): first ScummVM version
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// Version 3 (ScummVM): added AGIPAL save/load support
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// Version 4 (ScummVM): added thumbnails and save creation date/time
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// Version 5 (ScummVM): Added game md5
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//
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namespace Agi {
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static const uint32 AGIflag = MKID_BE('AGI:');
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int AgiEngine::saveGame(const char *fileName, const char *description) {
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char gameIDstring[8] = "gameIDX";
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int i;
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Common::OutSaveFile *out;
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int result = errOK;
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debugC(3, kDebugLevelMain | kDebugLevelSavegame, "AgiEngine::saveGame(%s, %s)", fileName, description);
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if (!(out = _saveFileMan->openForSaving(fileName))) {
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warning("Can't create file '%s', game not saved", fileName);
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return errBadFileOpen;
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} else {
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debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for writing", fileName);
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}
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out->writeUint32BE(AGIflag);
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out->write(description, 31);
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out->writeByte(SAVEGAME_VERSION);
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debugC(5, kDebugLevelMain | kDebugLevelSavegame, "Writing save game version (%d)", SAVEGAME_VERSION);
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// Thumbnail
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Graphics::saveThumbnail(*out);
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// Creation date/time
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TimeDate curTime;
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_system->getTimeAndDate(curTime);
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uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
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uint16 saveTime = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF);
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out->writeUint32BE(saveDate);
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debugC(5, kDebugLevelMain | kDebugLevelSavegame, "Writing save date (%d)", saveDate);
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out->writeUint16BE(saveTime);
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debugC(5, kDebugLevelMain | kDebugLevelSavegame, "Writing save time (%d)", saveTime);
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// TODO: played time
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out->writeByte(_game.state);
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debugC(5, kDebugLevelMain | kDebugLevelSavegame, "Writing game state (%d)", _game.state);
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strcpy(gameIDstring, _game.id);
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out->write(gameIDstring, 8);
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debugC(5, kDebugLevelMain | kDebugLevelSavegame, "Writing game id (%s, %s)", gameIDstring, _game.id);
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const char *tmp = getGameMD5();
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// As reported in bug report #2849084 "AGI: Crash when saving fallback-matched game"
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// getGameMD5 will return NULL for fallback matched games. Since there is also no
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// filename available we can not compute any MD5 here either. Thus we will just set
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// the MD5 sum in the savegame to all zero, when getGameMD5 returns NULL.
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if (!tmp) {
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for (i = 0; i < 32; ++i)
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out->writeByte(0);
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} else {
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for (i = 0; i < 32; ++i)
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out->writeByte(tmp[i]);
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}
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for (i = 0; i < MAX_FLAGS; i++)
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out->writeByte(_game.flags[i]);
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for (i = 0; i < MAX_VARS; i++)
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out->writeByte(_game.vars[i]);
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out->writeSint16BE((int8)_game.horizon);
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out->writeSint16BE((int16)_game.lineStatus);
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out->writeSint16BE((int16)_game.lineUserInput);
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out->writeSint16BE((int16)_game.lineMinPrint);
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out->writeSint16BE((int16)_game.inputMode);
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out->writeSint16BE((int16)_game.lognum);
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out->writeSint16BE((int16)_game.playerControl);
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out->writeSint16BE((int16)shouldQuit());
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out->writeSint16BE((int16)_game.statusLine);
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out->writeSint16BE((int16)_game.clockEnabled);
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out->writeSint16BE((int16)_game.exitAllLogics);
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out->writeSint16BE((int16)_game.pictureShown);
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out->writeSint16BE((int16)_game.hasPrompt);
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out->writeSint16BE((int16)_game.gameFlags);
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out->writeSint16BE((int16)_game.inputEnabled);
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for (i = 0; i < _HEIGHT; i++)
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out->writeByte(_game.priTable[i]);
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out->writeSint16BE((int16)_game.gfxMode);
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out->writeByte(_game.cursorChar);
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out->writeSint16BE((int16)_game.colorFg);
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out->writeSint16BE((int16)_game.colorBg);
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// game.hires
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// game.sbuf
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// game.ego_words
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// game.num_ego_words
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out->writeSint16BE((int16)_game.numObjects);
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for (i = 0; i < (int16)_game.numObjects; i++)
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out->writeSint16BE((int16)objectGetLocation(i));
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// game.ev_keyp
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for (i = 0; i < MAX_STRINGS; i++)
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out->write(_game.strings[i], MAX_STRINGLEN);
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// record info about loaded resources
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for (i = 0; i < MAX_DIRS; i++) {
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out->writeByte(_game.dirLogic[i].flags);
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out->writeSint16BE((int16)_game.logics[i].sIP);
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out->writeSint16BE((int16)_game.logics[i].cIP);
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}
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for (i = 0; i < MAX_DIRS; i++)
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out->writeByte(_game.dirPic[i].flags);
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for (i = 0; i < MAX_DIRS; i++)
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out->writeByte(_game.dirView[i].flags);
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for (i = 0; i < MAX_DIRS; i++)
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out->writeByte(_game.dirSound[i].flags);
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// game.pictures
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// game.logics
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// game.views
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// game.sounds
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for (i = 0; i < MAX_VIEWTABLE; i++) {
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VtEntry *v = &_game.viewTable[i];
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out->writeByte(v->stepTime);
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out->writeByte(v->stepTimeCount);
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out->writeByte(v->entry);
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out->writeSint16BE(v->xPos);
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out->writeSint16BE(v->yPos);
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out->writeByte(v->currentView);
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// v->view_data
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out->writeByte(v->currentLoop);
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out->writeByte(v->numLoops);
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// v->loop_data
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out->writeByte(v->currentCel);
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out->writeByte(v->numCels);
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// v->cel_data
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// v->cel_data_2
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out->writeSint16BE(v->xPos2);
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out->writeSint16BE(v->yPos2);
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// v->s
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out->writeSint16BE(v->xSize);
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out->writeSint16BE(v->ySize);
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out->writeByte(v->stepSize);
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out->writeByte(v->cycleTime);
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out->writeByte(v->cycleTimeCount);
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out->writeByte(v->direction);
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out->writeByte(v->motion);
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out->writeByte(v->cycle);
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out->writeByte(v->priority);
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out->writeUint16BE(v->flags);
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out->writeByte(v->parm1);
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out->writeByte(v->parm2);
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out->writeByte(v->parm3);
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out->writeByte(v->parm4);
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}
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// Save image stack
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for (i = 0; i < _imageStack.size(); i++) {
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ImageStackElement ise = _imageStack[i];
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out->writeByte(ise.type);
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out->writeSint16BE(ise.parm1);
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out->writeSint16BE(ise.parm2);
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out->writeSint16BE(ise.parm3);
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out->writeSint16BE(ise.parm4);
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out->writeSint16BE(ise.parm5);
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out->writeSint16BE(ise.parm6);
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out->writeSint16BE(ise.parm7);
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}
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out->writeByte(0);
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//Write which file number AGIPAL is using (0 if not being used)
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out->writeSint16BE(_gfx->getAGIPalFileNum());
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out->finalize();
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if (out->err()) {
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warning("Can't write file '%s'. (Disk full?)", fileName);
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result = errIOError;
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} else
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debugC(1, kDebugLevelMain | kDebugLevelSavegame, "Saved game %s in file %s", description, fileName);
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delete out;
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debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Closed %s", fileName);
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_lastSaveTime = _system->getMillis();
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return result;
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}
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int AgiEngine::loadGame(const char *fileName, bool checkId) {
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char description[31], saveVersion, loadId[8];
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int i, vtEntries = MAX_VIEWTABLE;
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uint8 t;
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int16 parm[7];
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Common::InSaveFile *in;
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debugC(3, kDebugLevelMain | kDebugLevelSavegame, "AgiEngine::loadGame(%s)", fileName);
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if (!(in = _saveFileMan->openForLoading(fileName))) {
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warning("Can't open file '%s', game not loaded", fileName);
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return errBadFileOpen;
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} else {
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debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for reading", fileName);
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}
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uint32 typea = in->readUint32BE();
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if (typea == AGIflag) {
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debugC(6, kDebugLevelMain | kDebugLevelSavegame, "Has AGI flag, good start");
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} else {
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warning("This doesn't appear to be an AGI savegame, game not restored");
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delete in;
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return errOK;
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}
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in->read(description, 31);
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debugC(6, kDebugLevelMain | kDebugLevelSavegame, "Description is: %s", description);
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saveVersion = in->readByte();
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if (saveVersion < 2) // is the save game pre-ScummVM?
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warning("Old save game version (%d, current version is %d). Will try and read anyway, but don't be surprised if bad things happen", saveVersion, SAVEGAME_VERSION);
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if (saveVersion < 3)
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warning("This save game contains no AGIPAL data, if the game is using the AGIPAL hack, it won't work correctly");
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if (saveVersion >= 4) {
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// We don't need the thumbnail here, so just read it and discard it
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Graphics::Surface *thumbnail = new Graphics::Surface();
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assert(thumbnail);
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Graphics::loadThumbnail(*in, *thumbnail);
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delete thumbnail;
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thumbnail = 0;
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in->readUint32BE(); // save date
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in->readUint16BE(); // save time
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// TODO: played time
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}
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_game.state = in->readByte();
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in->read(loadId, 8);
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if (strcmp(loadId, _game.id) && checkId) {
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delete in;
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warning("This save seems to be from a different AGI game (save from %s, running %s), not loaded", loadId, _game.id);
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return errBadFileOpen;
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}
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strncpy(_game.id, loadId, 8);
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if (saveVersion >= 5) {
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char md5[32 + 1];
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for (i = 0; i < 32; i++) {
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md5[i] = in->readByte();
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}
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md5[i] = 0; // terminate
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// As noted above in AgiEngine::saveGame the MD5 sum field may be all zero
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// when the save was made via a fallback matched game. In this case we will
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// replace the MD5 sum with a nicer string, so that the user can easily see
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// this fact in the debug output. The string saved in "md5" will never match
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// any valid MD5 sum, thus it is safe to do that here.
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if (md5[0] == 0)
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strcpy(md5, "fallback matched");
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debug(0, "Saved game MD5: \"%s\"", md5);
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if (!getGameMD5()) {
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warning("Since your game was only detected via the fallback detector, there is no possibility to assure the save is compatible with your game version.");
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debug(0, "The game used for saving is \"%s\".", md5);
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} else if (strcmp(md5, getGameMD5())) {
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warning("Game was saved with different gamedata - you may encounter problems");
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debug(0, "Your game is \"%s\" and save is \"%s\".", getGameMD5(), md5);
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}
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}
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for (i = 0; i < MAX_FLAGS; i++)
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_game.flags[i] = in->readByte();
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for (i = 0; i < MAX_VARS; i++)
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_game.vars[i] = in->readByte();
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setvar(vFreePages, 180); // Set amount of free memory to realistic value (Overwriting the just loaded value)
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_game.horizon = in->readSint16BE();
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_game.lineStatus = in->readSint16BE();
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_game.lineUserInput = in->readSint16BE();
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_game.lineMinPrint = in->readSint16BE();
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// These are never saved
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_game.cursorPos = 0;
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_game.inputBuffer[0] = 0;
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_game.echoBuffer[0] = 0;
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_game.keypress = 0;
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_game.inputMode = in->readSint16BE();
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_game.lognum = in->readSint16BE();
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_game.playerControl = in->readSint16BE();
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if (in->readSint16BE())
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quitGame();
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_game.statusLine = in->readSint16BE();
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_game.clockEnabled = in->readSint16BE();
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_game.exitAllLogics = in->readSint16BE();
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_game.pictureShown = in->readSint16BE();
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_game.hasPrompt = in->readSint16BE();
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_game.gameFlags = in->readSint16BE();
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_game.inputEnabled = in->readSint16BE();
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for (i = 0; i < _HEIGHT; i++)
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_game.priTable[i] = in->readByte();
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if (_game.hasWindow)
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closeWindow();
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_game.msgBoxTicks = 0;
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_game.block.active = false;
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// game.window - fixed by close_window()
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// game.has_window - fixed by close_window()
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_game.gfxMode = in->readSint16BE();
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_game.cursorChar = in->readByte();
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_game.colorFg = in->readSint16BE();
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_game.colorBg = in->readSint16BE();
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// game.hires - rebuilt from image stack
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// game.sbuf - rebuilt from image stack
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// game.ego_words - fixed by clean_input
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// game.num_ego_words - fixed by clean_input
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_game.numObjects = in->readSint16BE();
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for (i = 0; i < (int16)_game.numObjects; i++)
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objectSetLocation(i, in->readSint16BE());
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// Those are not serialized
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for (i = 0; i < MAX_DIRS; i++) {
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_game.controllerOccured[i] = false;
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}
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for (i = 0; i < MAX_STRINGS; i++)
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in->read(_game.strings[i], MAX_STRINGLEN);
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for (i = 0; i < MAX_DIRS; i++) {
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if (in->readByte() & RES_LOADED)
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agiLoadResource(rLOGIC, i);
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else
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agiUnloadResource(rLOGIC, i);
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_game.logics[i].sIP = in->readSint16BE();
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_game.logics[i].cIP = in->readSint16BE();
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}
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for (i = 0; i < MAX_DIRS; i++) {
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if (in->readByte() & RES_LOADED)
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agiLoadResource(rPICTURE, i);
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else
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agiUnloadResource(rPICTURE, i);
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}
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for (i = 0; i < MAX_DIRS; i++) {
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if (in->readByte() & RES_LOADED)
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agiLoadResource(rVIEW, i);
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else
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agiUnloadResource(rVIEW, i);
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}
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for (i = 0; i < MAX_DIRS; i++) {
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if (in->readByte() & RES_LOADED)
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agiLoadResource(rSOUND, i);
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else
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agiUnloadResource(rSOUND, i);
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}
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// game.pictures - loaded above
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// game.logics - loaded above
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// game.views - loaded above
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// game.sounds - loaded above
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for (i = 0; i < vtEntries; i++) {
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VtEntry *v = &_game.viewTable[i];
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v->stepTime = in->readByte();
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v->stepTimeCount = in->readByte();
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v->entry = in->readByte();
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v->xPos = in->readSint16BE();
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v->yPos = in->readSint16BE();
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v->currentView = in->readByte();
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// v->view_data - fixed below
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v->currentLoop = in->readByte();
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v->numLoops = in->readByte();
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// v->loop_data - fixed below
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v->currentCel = in->readByte();
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v->numCels = in->readByte();
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// v->cel_data - fixed below
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// v->cel_data_2 - fixed below
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v->xPos2 = in->readSint16BE();
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v->yPos2 = in->readSint16BE();
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// v->s - fixed below
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v->xSize = in->readSint16BE();
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v->ySize = in->readSint16BE();
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v->stepSize = in->readByte();
|
|
v->cycleTime = in->readByte();
|
|
v->cycleTimeCount = in->readByte();
|
|
v->direction = in->readByte();
|
|
|
|
v->motion = in->readByte();
|
|
v->cycle = in->readByte();
|
|
v->priority = in->readByte();
|
|
|
|
v->flags = in->readUint16BE();
|
|
|
|
v->parm1 = in->readByte();
|
|
v->parm2 = in->readByte();
|
|
v->parm3 = in->readByte();
|
|
v->parm4 = in->readByte();
|
|
}
|
|
for (i = vtEntries; i < MAX_VIEWTABLE; i++) {
|
|
memset(&_game.viewTable[i], 0, sizeof(VtEntry));
|
|
}
|
|
|
|
// Fix some pointers in viewtable
|
|
|
|
for (i = 0; i < MAX_VIEWTABLE; i++) {
|
|
VtEntry *v = &_game.viewTable[i];
|
|
|
|
if (_game.dirView[v->currentView].offset == _EMPTY)
|
|
continue;
|
|
|
|
if (!(_game.dirView[v->currentView].flags & RES_LOADED))
|
|
agiLoadResource(rVIEW, v->currentView);
|
|
|
|
setView(v, v->currentView); // Fix v->view_data
|
|
setLoop(v, v->currentLoop); // Fix v->loop_data
|
|
setCel(v, v->currentCel); // Fix v->cel_data
|
|
v->celData2 = v->celData;
|
|
v->s = NULL; // not sure if it is used...
|
|
}
|
|
|
|
_sprites->eraseBoth();
|
|
|
|
// Clear input line
|
|
_gfx->clearScreen(0);
|
|
writeStatus();
|
|
|
|
// Recreate background from saved image stack
|
|
clearImageStack();
|
|
while ((t = in->readByte()) != 0) {
|
|
for (i = 0; i < 7; i++)
|
|
parm[i] = in->readSint16BE();
|
|
replayImageStackCall(t, parm[0], parm[1], parm[2],
|
|
parm[3], parm[4], parm[5], parm[6]);
|
|
}
|
|
|
|
// Load AGIPAL Data
|
|
if (saveVersion >= 3)
|
|
_gfx->setAGIPal(in->readSint16BE());
|
|
|
|
delete in;
|
|
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Closed %s", fileName);
|
|
|
|
setflag(fRestoreJustRan, true);
|
|
|
|
_game.hasPrompt = 0; // force input line repaint if necessary
|
|
cleanInput();
|
|
|
|
_sprites->eraseBoth();
|
|
_sprites->blitBoth();
|
|
_sprites->commitBoth();
|
|
_picture->showPic();
|
|
_gfx->doUpdate();
|
|
|
|
return errOK;
|
|
}
|
|
|
|
#define NUM_SLOTS 100
|
|
#define NUM_VISIBLE_SLOTS 12
|
|
|
|
const char *AgiEngine::getSavegameFilename(int num) {
|
|
static Common::String saveLoadSlot;
|
|
char extension[5];
|
|
snprintf(extension, sizeof(extension), ".%.3d", num);
|
|
|
|
saveLoadSlot = _targetName + extension;
|
|
return saveLoadSlot.c_str();
|
|
}
|
|
|
|
void AgiEngine::getSavegameDescription(int num, char *buf, bool showEmpty) {
|
|
char fileName[MAXPATHLEN];
|
|
Common::InSaveFile *in;
|
|
|
|
debugC(4, kDebugLevelMain | kDebugLevelSavegame, "Current game id is %s", _targetName.c_str());
|
|
sprintf(fileName, "%s", getSavegameFilename(num));
|
|
if (!(in = _saveFileMan->openForLoading(fileName))) {
|
|
debugC(4, kDebugLevelMain | kDebugLevelSavegame, "File %s does not exist", fileName);
|
|
|
|
if (showEmpty)
|
|
strcpy(buf, " (empty slot)");
|
|
else
|
|
*buf = 0;
|
|
} else {
|
|
debugC(4, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for reading", fileName);
|
|
|
|
uint32 type = in->readUint32BE();
|
|
|
|
if (type == AGIflag) {
|
|
debugC(6, kDebugLevelMain | kDebugLevelSavegame, "Has AGI flag, good start");
|
|
in->read(buf, 31);
|
|
} else {
|
|
warning("This doesn't appear to be an AGI savegame");
|
|
strcpy(buf, "(corrupt file)");
|
|
}
|
|
|
|
delete in;
|
|
}
|
|
}
|
|
|
|
int AgiEngine::selectSlot() {
|
|
int i, key, active = 0;
|
|
int rc = -1;
|
|
int hm = 1, vm = 3; // box margins
|
|
int xmin, xmax, slotClicked;
|
|
char desc[NUM_VISIBLE_SLOTS][40];
|
|
int textCentre, buttonLength, buttonX[2], buttonY;
|
|
const char *buttonText[] = { " OK ", "Cancel", NULL };
|
|
|
|
_noSaveLoadAllowed = true;
|
|
|
|
for (i = 0; i < NUM_VISIBLE_SLOTS; i++) {
|
|
getSavegameDescription(_firstSlot + i, desc[i]);
|
|
}
|
|
|
|
textCentre = GFX_WIDTH / CHAR_LINES / 2;
|
|
buttonLength = 6;
|
|
buttonX[0] = (textCentre - 3 * buttonLength / 2) * CHAR_COLS;
|
|
buttonX[1] = (textCentre + buttonLength / 2) * CHAR_COLS;
|
|
buttonY = (vm + 17) * CHAR_LINES;
|
|
|
|
for (i = 0; i < 2; i++)
|
|
_gfx->drawCurrentStyleButton(buttonX[i], buttonY, buttonText[i], false, false, i == 0);
|
|
|
|
AllowSyntheticEvents on(this);
|
|
int oldFirstSlot = _firstSlot + 1;
|
|
int oldActive = active + 1;
|
|
|
|
while (!(shouldQuit() || _restartGame)) {
|
|
int sbPos = 0;
|
|
|
|
// Use the extreme scrollbar positions only if the extreme
|
|
// slots are in sight. (We have to calculate this even if we
|
|
// don't redraw the save slots, because it's also used for
|
|
// clicking in the scrollbar.
|
|
|
|
if (_firstSlot == 0)
|
|
sbPos = 1;
|
|
else if (_firstSlot == NUM_SLOTS - NUM_VISIBLE_SLOTS)
|
|
sbPos = NUM_VISIBLE_SLOTS - 2;
|
|
else {
|
|
sbPos = 2 + (_firstSlot * (NUM_VISIBLE_SLOTS - 4)) / (NUM_SLOTS - NUM_VISIBLE_SLOTS - 1);
|
|
if (sbPos >= NUM_VISIBLE_SLOTS - 3)
|
|
sbPos = NUM_VISIBLE_SLOTS - 3;
|
|
}
|
|
|
|
if (oldFirstSlot != _firstSlot || oldActive != active) {
|
|
char dstr[64];
|
|
for (i = 0; i < NUM_VISIBLE_SLOTS; i++) {
|
|
sprintf(dstr, "[%2d. %-28.28s]", i + _firstSlot, desc[i]);
|
|
printText(dstr, 0, hm + 1, vm + 4 + i,
|
|
(40 - 2 * hm) - 1, i == active ? MSG_BOX_COLOUR : MSG_BOX_TEXT,
|
|
i == active ? MSG_BOX_TEXT : MSG_BOX_COLOUR);
|
|
}
|
|
|
|
char upArrow[] = "^";
|
|
char downArrow[] = "v";
|
|
char scrollBar[] = " ";
|
|
|
|
for (i = 1; i < NUM_VISIBLE_SLOTS - 1; i++)
|
|
printText(scrollBar, 35, hm + 1, vm + 4 + i, 1, MSG_BOX_COLOUR, 7, true);
|
|
|
|
printText(upArrow, 35, hm + 1, vm + 4, 1, 8, 7);
|
|
printText(downArrow, 35, hm + 1, vm + 4 + NUM_VISIBLE_SLOTS - 1, 1, 8, 7);
|
|
printText(scrollBar, 35, hm + 1, vm + 4 + sbPos, 1, MSG_BOX_COLOUR, MSG_BOX_TEXT);
|
|
|
|
oldActive = active;
|
|
oldFirstSlot = _firstSlot;
|
|
}
|
|
|
|
pollTimer();
|
|
key = doPollKeyboard();
|
|
|
|
// It may happen that somebody will open GMM while
|
|
// this dialog is open, and load a game
|
|
// We are processing it here, effectively jumping
|
|
// out of the dead loop
|
|
if (getflag(fRestoreJustRan)) {
|
|
rc = -2;
|
|
goto getout;
|
|
}
|
|
|
|
switch (key) {
|
|
case KEY_ENTER:
|
|
rc = active;
|
|
strncpy(_game.strings[MAX_STRINGS], desc[i], MAX_STRINGLEN);
|
|
goto press;
|
|
case KEY_ESCAPE:
|
|
rc = -1;
|
|
goto getout;
|
|
case BUTTON_LEFT:
|
|
if (_gfx->testButton(buttonX[0], buttonY, buttonText[0])) {
|
|
rc = active;
|
|
strncpy(_game.strings[MAX_STRINGS], desc[i], MAX_STRINGLEN);
|
|
goto press;
|
|
}
|
|
if (_gfx->testButton(buttonX[1], buttonY, buttonText[1])) {
|
|
rc = -1;
|
|
goto getout;
|
|
}
|
|
slotClicked = ((int)_mouse.y - 1) / CHAR_COLS - (vm + 4);
|
|
xmin = (hm + 1) * CHAR_COLS;
|
|
xmax = xmin + CHAR_COLS * 34;
|
|
if ((int)_mouse.x >= xmin && (int)_mouse.x <= xmax) {
|
|
if (slotClicked >= 0 && slotClicked < NUM_VISIBLE_SLOTS)
|
|
active = slotClicked;
|
|
}
|
|
xmin = (hm + 36) * CHAR_COLS;
|
|
xmax = xmin + CHAR_COLS;
|
|
if ((int)_mouse.x >= xmin && (int)_mouse.x <= xmax) {
|
|
if (slotClicked >= 0 && slotClicked < NUM_VISIBLE_SLOTS) {
|
|
if (slotClicked == 0)
|
|
keyEnqueue(KEY_UP);
|
|
else if (slotClicked == NUM_VISIBLE_SLOTS - 1)
|
|
keyEnqueue(KEY_DOWN);
|
|
else if (slotClicked < sbPos)
|
|
keyEnqueue(KEY_UP_RIGHT);
|
|
else if (slotClicked > sbPos)
|
|
keyEnqueue(KEY_DOWN_RIGHT);
|
|
}
|
|
}
|
|
break;
|
|
case KEY_DOWN:
|
|
active++;
|
|
if (active >= NUM_VISIBLE_SLOTS) {
|
|
if (_firstSlot + NUM_VISIBLE_SLOTS < NUM_SLOTS) {
|
|
_firstSlot++;
|
|
for (i = 1; i < NUM_VISIBLE_SLOTS; i++)
|
|
memcpy(desc[i - 1], desc[i], sizeof(desc[0]));
|
|
getSavegameDescription(_firstSlot + NUM_VISIBLE_SLOTS - 1, desc[NUM_VISIBLE_SLOTS - 1]);
|
|
}
|
|
active = NUM_VISIBLE_SLOTS - 1;
|
|
}
|
|
break;
|
|
case KEY_UP:
|
|
active--;
|
|
if (active < 0) {
|
|
active = 0;
|
|
if (_firstSlot > 0) {
|
|
_firstSlot--;
|
|
for (i = NUM_VISIBLE_SLOTS - 1; i > 0; i--)
|
|
memcpy(desc[i], desc[i - 1], sizeof(desc[0]));
|
|
getSavegameDescription(_firstSlot, desc[0]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
// Page Up/Down and mouse wheel scrolling all leave 'active'
|
|
// unchanged so that a visible slot will remain selected.
|
|
|
|
case WHEEL_DOWN:
|
|
if (_firstSlot < NUM_SLOTS - NUM_VISIBLE_SLOTS) {
|
|
_firstSlot++;
|
|
for (i = 1; i < NUM_VISIBLE_SLOTS; i++)
|
|
memcpy(desc[i - 1], desc[i], sizeof(desc[0]));
|
|
getSavegameDescription(_firstSlot + NUM_VISIBLE_SLOTS - 1, desc[NUM_VISIBLE_SLOTS - 1]);
|
|
}
|
|
break;
|
|
case WHEEL_UP:
|
|
if (_firstSlot > 0) {
|
|
_firstSlot--;
|
|
for (i = NUM_VISIBLE_SLOTS - 1; i > 0; i--)
|
|
memcpy(desc[i], desc[i - 1], sizeof(desc[0]));
|
|
getSavegameDescription(_firstSlot, desc[0]);
|
|
}
|
|
break;
|
|
case KEY_DOWN_RIGHT:
|
|
// This is probably triggered by Page Down.
|
|
_firstSlot += NUM_VISIBLE_SLOTS;
|
|
if (_firstSlot > NUM_SLOTS - NUM_VISIBLE_SLOTS) {
|
|
_firstSlot = NUM_SLOTS - NUM_VISIBLE_SLOTS;
|
|
}
|
|
for (i = 0; i < NUM_VISIBLE_SLOTS; i++)
|
|
getSavegameDescription(_firstSlot + i, desc[i]);
|
|
break;
|
|
case KEY_UP_RIGHT:
|
|
// This is probably triggered by Page Up.
|
|
_firstSlot -= NUM_VISIBLE_SLOTS;
|
|
if (_firstSlot < 0) {
|
|
_firstSlot = 0;
|
|
}
|
|
for (i = 0; i < NUM_VISIBLE_SLOTS; i++)
|
|
getSavegameDescription(_firstSlot + i, desc[i]);
|
|
break;
|
|
}
|
|
_gfx->doUpdate();
|
|
}
|
|
|
|
press:
|
|
debugC(8, kDebugLevelMain | kDebugLevelInput, "Button pressed: %d", rc);
|
|
|
|
getout:
|
|
closeWindow();
|
|
|
|
_noSaveLoadAllowed = false;
|
|
|
|
return rc;
|
|
}
|
|
|
|
int AgiEngine::saveGameDialog() {
|
|
char fileName[MAXPATHLEN];
|
|
char *desc;
|
|
const char *buttons[] = { "Do as I say!", "I regret", NULL };
|
|
char dstr[200];
|
|
int rc, slot = 0;
|
|
int hm, vm, hp, vp;
|
|
int w;
|
|
|
|
hm = 1;
|
|
vm = 3;
|
|
hp = hm * CHAR_COLS;
|
|
vp = vm * CHAR_LINES;
|
|
w = (40 - 2 * hm) - 1;
|
|
|
|
do {
|
|
drawWindow(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp);
|
|
printText("Select a slot in which you wish to\nsave the game:",
|
|
0, hm + 1, vm + 1, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
|
|
slot = selectSlot();
|
|
if (slot == 0)
|
|
messageBox("That slot is for Autosave only.");
|
|
else if (slot < 0)
|
|
return errOK;
|
|
}
|
|
while (slot == 0);
|
|
|
|
drawWindow(hp, vp + 5 * CHAR_LINES, GFX_WIDTH - hp,
|
|
GFX_HEIGHT - vp - 9 * CHAR_LINES);
|
|
printText("Enter a description for this game:",
|
|
0, hm + 1, vm + 6, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
|
|
_gfx->drawRectangle(3 * CHAR_COLS, 11 * CHAR_LINES - 1,
|
|
37 * CHAR_COLS, 12 * CHAR_LINES, MSG_BOX_TEXT);
|
|
_gfx->flushBlock(3 * CHAR_COLS, 11 * CHAR_LINES - 1,
|
|
37 * CHAR_COLS, 12 * CHAR_LINES);
|
|
|
|
// The description field of the save/restore dialog holds 32 characters
|
|
// but we use four of them for the slot number. The input field is a
|
|
// bit wider than that, so we don't have to worry about leaving space
|
|
// for the cursor.
|
|
|
|
getString(2, 11, 28, MAX_STRINGS);
|
|
|
|
// If we're saving over an old slot, show the old description. We can't
|
|
// access that buffer directly, so we have to feed the characters to
|
|
// the input handler one at a time.
|
|
|
|
char name[40];
|
|
int numChars;
|
|
|
|
getSavegameDescription(_firstSlot + slot, name, false);
|
|
|
|
for (numChars = 0; numChars < 28 && name[numChars]; numChars++)
|
|
handleGetstring(name[numChars]);
|
|
|
|
_gfx->printCharacter(numChars + 3, 11, _game.cursorChar, MSG_BOX_COLOUR, MSG_BOX_TEXT);
|
|
do {
|
|
mainCycle();
|
|
} while (_game.inputMode == INPUT_GETSTRING);
|
|
closeWindow();
|
|
|
|
desc = _game.strings[MAX_STRINGS];
|
|
sprintf(dstr, "Are you sure you want to save the game "
|
|
"described as:\n\n%s\n\nin slot %d?\n\n\n", desc, _firstSlot + slot);
|
|
|
|
rc = selectionBox(dstr, buttons);
|
|
|
|
if (rc != 0) {
|
|
messageBox("Game NOT saved.");
|
|
return errOK;
|
|
}
|
|
|
|
sprintf(fileName, "%s", getSavegameFilename(_firstSlot + slot));
|
|
debugC(8, kDebugLevelMain | kDebugLevelResources, "file is [%s]", fileName);
|
|
|
|
// Make sure all graphics was blitted to screen. This fixes bug
|
|
// #2960567: "AGI: Ego partly erased in Load/Save thumbnails"
|
|
_gfx->doUpdate();
|
|
|
|
int result = saveGame(fileName, desc);
|
|
|
|
if (result == errOK)
|
|
messageBox("Game saved.");
|
|
else
|
|
messageBox("Error saving game.");
|
|
|
|
return result;
|
|
}
|
|
|
|
int AgiEngine::saveGameSimple() {
|
|
int result = saveGame(getSavegameFilename(0), "Default savegame");
|
|
if (result != errOK)
|
|
messageBox("Error saving game.");
|
|
return result;
|
|
}
|
|
|
|
int AgiEngine::loadGameDialog() {
|
|
char fileName[MAXPATHLEN];
|
|
int rc, slot = 0;
|
|
int hm, vm, hp, vp; // box margins
|
|
int w;
|
|
|
|
hm = 1;
|
|
vm = 3;
|
|
hp = hm * CHAR_COLS;
|
|
vp = vm * CHAR_LINES;
|
|
w = (40 - 2 * hm) - 1;
|
|
|
|
_sprites->eraseBoth();
|
|
_sound->stopSound();
|
|
|
|
drawWindow(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp);
|
|
printText("Select a game which you wish to\nrestore:",
|
|
0, hm + 1, vm + 1, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
|
|
|
|
slot = selectSlot();
|
|
|
|
if (slot < 0) {
|
|
if (slot == -1) // slot = -2 when GMM was launched
|
|
messageBox("Game NOT restored.");
|
|
|
|
return errOK;
|
|
}
|
|
|
|
sprintf(fileName, "%s", getSavegameFilename(_firstSlot + slot));
|
|
|
|
if ((rc = loadGame(fileName)) == errOK) {
|
|
messageBox("Game restored.");
|
|
_game.exitAllLogics = 1;
|
|
_menu->enableAll();
|
|
} else {
|
|
messageBox("Error restoring game.");
|
|
}
|
|
|
|
return rc;
|
|
}
|
|
|
|
int AgiEngine::loadGameSimple() {
|
|
char fileName[MAXPATHLEN];
|
|
int rc = 0;
|
|
|
|
sprintf(fileName, "%s", getSavegameFilename(0));
|
|
|
|
_sprites->eraseBoth();
|
|
_sound->stopSound();
|
|
closeWindow();
|
|
|
|
if ((rc = loadGame(fileName)) == errOK) {
|
|
messageBox("Game restored.");
|
|
_game.exitAllLogics = 1;
|
|
_menu->enableAll();
|
|
} else {
|
|
messageBox("Error restoring game.");
|
|
}
|
|
|
|
return rc;
|
|
}
|
|
|
|
void AgiEngine::recordImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
|
|
int16 p4, int16 p5, int16 p6, int16 p7) {
|
|
ImageStackElement pnew;
|
|
|
|
pnew.type = type;
|
|
pnew.pad = 0;
|
|
pnew.parm1 = p1;
|
|
pnew.parm2 = p2;
|
|
pnew.parm3 = p3;
|
|
pnew.parm4 = p4;
|
|
pnew.parm5 = p5;
|
|
pnew.parm6 = p6;
|
|
pnew.parm7 = p7;
|
|
|
|
_imageStack.push(pnew);
|
|
}
|
|
|
|
void AgiEngine::replayImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
|
|
int16 p4, int16 p5, int16 p6, int16 p7) {
|
|
switch (type) {
|
|
case ADD_PIC:
|
|
debugC(8, kDebugLevelMain, "--- decoding picture %d ---", p1);
|
|
agiLoadResource(rPICTURE, p1);
|
|
_picture->decodePicture(p1, p2, p3 != 0);
|
|
break;
|
|
case ADD_VIEW:
|
|
agiLoadResource(rVIEW, p1);
|
|
_sprites->addToPic(p1, p2, p3, p4, p5, p6, p7);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void AgiEngine::clearImageStack() {
|
|
_imageStack.clear();
|
|
}
|
|
|
|
void AgiEngine::releaseImageStack() {
|
|
_imageStack.clear();
|
|
}
|
|
|
|
void AgiEngine::checkQuickLoad() {
|
|
if (ConfMan.hasKey("save_slot")) {
|
|
char saveNameBuffer[256];
|
|
|
|
snprintf(saveNameBuffer, 256, "%s.%03d", _targetName.c_str(), ConfMan.getInt("save_slot"));
|
|
|
|
_sprites->eraseBoth();
|
|
_sound->stopSound();
|
|
|
|
if (loadGame(saveNameBuffer, false) == errOK) { // Do not check game id
|
|
_game.exitAllLogics = 1;
|
|
_menu->enableAll();
|
|
}
|
|
}
|
|
}
|
|
|
|
Common::Error AgiEngine::loadGameState(int slot) {
|
|
char saveLoadSlot[12];
|
|
sprintf(saveLoadSlot, "%s.%.3d", _targetName.c_str(), slot);
|
|
|
|
_sprites->eraseBoth();
|
|
_sound->stopSound();
|
|
|
|
if (loadGame(saveLoadSlot) == errOK) {
|
|
_game.exitAllLogics = 1;
|
|
_menu->enableAll();
|
|
return Common::kNoError;
|
|
} else {
|
|
return Common::kUnknownError;
|
|
}
|
|
}
|
|
|
|
Common::Error AgiEngine::saveGameState(int slot, const char *desc) {
|
|
char saveLoadSlot[12];
|
|
sprintf(saveLoadSlot, "%s.%.3d", _targetName.c_str(), slot);
|
|
if (saveGame(saveLoadSlot, desc) == errOK)
|
|
return Common::kNoError;
|
|
else
|
|
return Common::kUnknownError;
|
|
}
|
|
|
|
} // End of namespace Agi
|