324 lines
8.9 KiB
C++
324 lines
8.9 KiB
C++
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/* 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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/*
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* This code is based on Labyrinth of Time code with assistance of
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*
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* Copyright (c) 1993 Terra Nova Development
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* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
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*
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*/
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#include "lab/stddefines.h"
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#include "lab/labfun.h"
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#include "lab/modernsavegame.h"
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namespace Lab {
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/* The version string */
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#if defined(DOSCODE)
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#define SAVEVERSION "LBS2"
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#else
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#define SAVEVERSION "LBS3"
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#define SAVEVERSION_COMPAT "LBS2"
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#endif
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#define BOOKMARK 0
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#define CARDMARK 1
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#define FLOPPY 2
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typedef void *LABFH;
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#define INVALID_LABFH NULL
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uint16 FileType, FileNum;
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/*----- The Amiga specific area of saveGame.c -----*/
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/*****************************************************************************/
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/* Opens a file to write to from disk. */
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/*****************************************************************************/
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static LABFH saveGameOpen(char *filename, bool iswrite) {
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warning("STUB: saveGameOpen");
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return 0;
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#if 0
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if (iswrite) {
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unlink(filename);
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return fopen(filename, "wb");
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} else
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return fopen(filename, "rb");
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#endif
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}
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/*****************************************************************************/
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/* Closes a file. */
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/*****************************************************************************/
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static void saveGameClose(LABFH file, bool iswrite) {
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warning("STUB: saveGameClose");
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return;
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#if 0
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if (file != INVALID_LABFH)
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fclose(file);
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#endif
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}
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/*****************************************************************************/
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/* Writes a block of memory to whatever it is that we're writing to. */
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/*****************************************************************************/
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static void saveGameWriteBlock(LABFH file, void *data, uint32 size) {
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warning("STUB: saveGameWriteBlock");
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return;
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//fwrite(data, 1, size, file);
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}
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/*****************************************************************************/
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/* Writes a block of memory to whatever it is that we're writing to. */
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/*****************************************************************************/
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static void saveGameReadBlock(LABFH file, void *data, uint32 size) {
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warning("STUB: saveGameReadBlock");
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return;
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//fread(data, 1, size, file);
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}
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/*----- The machine independent section of saveGame.c -----*/
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/* Lab: Labyrinth specific */
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extern uint16 combination[6];
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extern uint16 CurTile[4] [4];
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#if !defined(DOSCODE)
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extern CrumbData BreadCrumbs[MAX_CRUMBS];
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extern uint16 NumCrumbs;
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extern bool DroppingCrumbs;
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extern bool FollowingCrumbs;
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#endif
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/*****************************************************************************/
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/* Writes the game out to disk. */
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/* Assumes that the file has already been openned and is there. */
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/*****************************************************************************/
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static bool saveGame(uint16 RoomNum, uint16 Direction, uint16 Quarters, LargeSet set1, LargeSet set2, LABFH file) {
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#if !defined(DOSCODE)
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uint16 temp;
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CrumbData crumbs[sizeof(BreadCrumbs) / sizeof(CrumbData)];
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#endif
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uint16 last, counter, counter1;
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char c;
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saveGameWriteBlock(file, (void *)SAVEVERSION, 4L);
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#if defined(DOSCODE)
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saveGameWriteBlock(file, &RoomNum, 2L);
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saveGameWriteBlock(file, &Direction, 2L);
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saveGameWriteBlock(file, &Quarters, 2L);
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#else
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temp = swapUShort(RoomNum);
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saveGameWriteBlock(file, &temp, 2L);
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temp = swapUShort(Direction);
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saveGameWriteBlock(file, &temp, 2L);
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temp = swapUShort(Quarters);
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saveGameWriteBlock(file, &temp, 2L);
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#endif
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last = set1->lastElement / 8;
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saveGameWriteBlock(file, &(set1->array[0]), (uint32) last);
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last = set2->lastElement / 8;
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saveGameWriteBlock(file, &(set2->array[0]), (uint32) last);
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/* LAB: the combination lock and tile stuff */
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for (counter = 0; counter < 6; counter++) {
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c = (char)combination[counter];
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saveGameWriteBlock(file, &c, 1L);
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}
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for (counter = 0; counter < 4; counter++)
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for (counter1 = 0; counter1 < 4; counter1++)
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#if defined(DOSCODE)
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saveGameWriteBlock(file, &(CurTile[counter] [counter1]), 2L);
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#else
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{
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temp = swapUShort(CurTile[counter] [counter1]);
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saveGameWriteBlock(file, &temp, 2L);
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}
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#endif
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#if !defined(DOSCODE)
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saveGameWriteBlock(file, g_SaveGameImage, SAVED_IMAGE_SIZE);
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memcpy(crumbs, BreadCrumbs, sizeof BreadCrumbs);
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swapUShortPtr(&crumbs[0].RoomNum, sizeof(BreadCrumbs) / sizeof(uint16));
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saveGameWriteBlock(file, crumbs, sizeof BreadCrumbs);
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#endif
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saveGameClose(file, true);
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return true;
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}
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/*****************************************************************************/
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/* Reads the game from disk. */
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/* Assumes that the file has already been openned and is there. */
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/*****************************************************************************/
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static bool loadGame(uint16 *RoomNum, uint16 *Direction, uint16 *Quarters, LargeSet set1, LargeSet set2, LABFH file) {
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#if !defined(DOSCODE)
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uint16 t;
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CrumbData crumbs[sizeof(BreadCrumbs) / sizeof(CrumbData)];
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#endif
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char temp[5], c;
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uint16 last, counter, counter1;
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saveGameReadBlock(file, temp, 4L);
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temp[4] = 0;
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/*
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if (strcmp(temp, SAVEVERSION) != 0)
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{
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saveGameClose(file, false);
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return false;
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}
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*/
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#if defined(DOSCODE)
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saveGameReadBlock(file, RoomNum, 2L);
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saveGameReadBlock(file, Direction, 2L);
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saveGameReadBlock(file, Quarters, 2L);
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#else
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saveGameReadBlock(file, &t, 2L);
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*RoomNum = swapUShort(t);
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saveGameReadBlock(file, &t, 2L);
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*Direction = swapUShort(t);
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saveGameReadBlock(file, &t, 2L);
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*Quarters = swapUShort(t);
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#endif
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last = set1->lastElement / 8;
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saveGameReadBlock(file, &(set1->array[0]), (uint32) last);
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last = set2->lastElement / 8;
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saveGameReadBlock(file, &(set2->array[0]), (uint32) last);
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/* LAB: the combination lock and tile stuff */
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for (counter = 0; counter < 6; counter++) {
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saveGameReadBlock(file, &c, 1L);
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combination[counter] = c;
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}
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for (counter = 0; counter < 4; counter++)
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for (counter1 = 0; counter1 < 4; counter1++)
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#if defined(DOSCODE)
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saveGameReadBlock(file, &(CurTile[counter] [counter1]), 2L);
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#else
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{
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saveGameReadBlock(file, &t, 2L);
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CurTile[counter] [counter1] = swapUShort(t);
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}
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#endif
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if (strcmp(temp, SAVEVERSION) == 0) {
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saveGameReadBlock(file, g_SaveGameImage, SAVED_IMAGE_SIZE);
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memset(crumbs, 0, sizeof BreadCrumbs);
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saveGameReadBlock(file, crumbs, sizeof BreadCrumbs);
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swapUShortPtr(&crumbs[0].RoomNum, sizeof(BreadCrumbs) / sizeof(uint16));
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memcpy(BreadCrumbs, crumbs, sizeof BreadCrumbs);
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DroppingCrumbs = (BreadCrumbs[0].RoomNum != 0);
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FollowingCrumbs = false;
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for (counter = 0; counter < MAX_CRUMBS; counter++)
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if (BreadCrumbs[counter].RoomNum == 0) break;
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NumCrumbs = counter;
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}
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saveGameClose(file, false);
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return true;
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}
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/*****************************************************************************/
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/* Saves the game to the floppy disk. */
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/*****************************************************************************/
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bool saveFloppy(char *path, uint16 RoomNum, uint16 Direction, uint16 NumQuarters, LargeSet Conditions, LargeSet Rooms, uint16 filenum, uint16 type) {
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LABFH FPtr;
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g_music->checkMusic();
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FileType = type;
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FileNum = filenum;
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if ((FPtr = saveGameOpen(path, true)) != INVALID_LABFH)
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saveGame(RoomNum, Direction, NumQuarters, Conditions, Rooms, FPtr);
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else
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return false;
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return true;
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}
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/*****************************************************************************/
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/* Reads the game from the floppy disk. */
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/*****************************************************************************/
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bool readFloppy(char *path, uint16 *RoomNum, uint16 *Direction, uint16 *NumQuarters, LargeSet Conditions, LargeSet Rooms, uint16 filenum, uint16 type) {
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LABFH FPtr;
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g_music->checkMusic();
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FileType = type;
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FileNum = filenum;
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if ((FPtr = saveGameOpen(path, false)) != INVALID_LABFH) {
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if (!loadGame(RoomNum, Direction, NumQuarters, Conditions, Rooms, FPtr))
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return false;
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} else
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return false;
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return true;
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}
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} // End of namespace Lab
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