AGI: Switched to Common::String in the save/load code

This commit is contained in:
Filippos Karapetis 2011-09-25 21:25:25 +03:00
parent c8777b774f
commit 0e4b35a8e8
4 changed files with 35 additions and 42 deletions

View file

@ -809,8 +809,8 @@ public:
virtual void replayImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
int16 p4, int16 p5, int16 p6, int16 p7) = 0;
virtual void releaseImageStack() = 0;
virtual int saveGame(const char *fileName, const char *saveName) = 0;
virtual int loadGame(const char *fileName, bool checkId = true) = 0;
virtual int saveGame(Common::String fileName, Common::String saveName) = 0;
virtual int loadGame(Common::String fileName, bool checkId = true) = 0;
int _soundemu;
@ -881,13 +881,13 @@ public:
StringData _stringdata;
void getSavegameFilename(int num, char *fileName);
Common::String getSavegameFilename(int num);
void getSavegameDescription(int num, char *buf, bool showEmpty = true);
int selectSlot();
int saveGame(const char *fileName, const char *saveName);
int saveGame(Common::String fileName, Common::String saveName);
int loadGame(Common::String fileName, bool checkId = true);
int saveGameDialog();
int saveGameSimple();
int loadGame(const char *fileName, bool checkId = true);
int loadGameDialog();
int loadGameSimple();

View file

@ -361,9 +361,7 @@ int AgiEngine::playGame() {
}
if (shouldPerformAutoSave(_lastSaveTime)) {
char fileName[MAXPATHLEN];
getSavegameFilename(0, fileName);
saveGame(fileName, "Autosave");
saveGame(getSavegameFilename(0), "Autosave");
}
} while (!(shouldQuit() || _restartGame));

View file

@ -73,8 +73,8 @@ protected:
void replayImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
int16 p4, int16 p5, int16 p6, int16 p7) {}
void releaseImageStack() {}
int saveGame(const char *fileName, const char *saveName) { return -1; }
int loadGame(const char *fileName, bool checkId = true) { return -1; }
int saveGame(Common::String fileName, Common::String saveName) { return -1; }
int loadGame(Common::String fileName, bool checkId = true) { return -1; }
// Game
Common::String getTargetName() { return _targetName; }

View file

@ -53,22 +53,22 @@ namespace Agi {
static const uint32 AGIflag = MKTAG('A','G','I',':');
int AgiEngine::saveGame(const char *fileName, const char *description) {
int AgiEngine::saveGame(Common::String fileName, Common::String description) {
char gameIDstring[8] = "gameIDX";
int i;
Common::OutSaveFile *out;
int result = errOK;
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "AgiEngine::saveGame(%s, %s)", fileName, description);
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "AgiEngine::saveGame(%s, %s)", fileName.c_str(), description);
if (!(out = _saveFileMan->openForSaving(fileName))) {
warning("Can't create file '%s', game not saved", fileName);
warning("Can't create file '%s', game not saved", fileName.c_str());
return errBadFileOpen;
} else {
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for writing", fileName);
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for writing", fileName.c_str());
}
out->writeUint32BE(AGIflag);
out->write(description, 31);
out->write(description.c_str(), 31);
out->writeByte(SAVEGAME_VERSION);
debugC(5, kDebugLevelMain | kDebugLevelSavegame, "Writing save game version (%d)", SAVEGAME_VERSION);
@ -239,33 +239,33 @@ int AgiEngine::saveGame(const char *fileName, const char *description) {
out->finalize();
if (out->err()) {
warning("Can't write file '%s'. (Disk full?)", fileName);
warning("Can't write file '%s'. (Disk full?)", fileName.c_str());
result = errIOError;
} else
debugC(1, kDebugLevelMain | kDebugLevelSavegame, "Saved game %s in file %s", description, fileName);
debugC(1, kDebugLevelMain | kDebugLevelSavegame, "Saved game %s in file %s", description, fileName.c_str());
delete out;
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Closed %s", fileName);
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Closed %s", fileName.c_str());
_lastSaveTime = _system->getMillis();
return result;
}
int AgiEngine::loadGame(const char *fileName, bool checkId) {
int AgiEngine::loadGame(Common::String fileName, bool checkId) {
char description[31], saveVersion, loadId[8];
int i, vtEntries = MAX_VIEWTABLE;
uint8 t;
int16 parm[7];
Common::InSaveFile *in;
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "AgiEngine::loadGame(%s)", fileName);
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "AgiEngine::loadGame(%s)", fileName.c_str());
if (!(in = _saveFileMan->openForLoading(fileName))) {
warning("Can't open file '%s', game not loaded", fileName);
warning("Can't open file '%s', game not loaded", fileName.c_str());
return errBadFileOpen;
} else {
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for reading", fileName);
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for reading", fileName.c_str());
}
uint32 typea = in->readUint32BE();
@ -527,7 +527,7 @@ int AgiEngine::loadGame(const char *fileName, bool checkId) {
_gfx->setAGIPal(in->readSint16BE());
delete in;
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Closed %s", fileName);
debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Closed %s", fileName.c_str());
setflag(fRestoreJustRan, true);
@ -546,28 +546,27 @@ int AgiEngine::loadGame(const char *fileName, bool checkId) {
#define NUM_SLOTS 100
#define NUM_VISIBLE_SLOTS 12
void AgiEngine::getSavegameFilename(int num, char *fileName) {
Common::String AgiEngine::getSavegameFilename(int num) {
Common::String saveLoadSlot = _targetName;
saveLoadSlot += Common::String::format(".%.3d", num);
strcpy(fileName, saveLoadSlot.c_str());
return saveLoadSlot;
}
void AgiEngine::getSavegameDescription(int num, char *buf, bool showEmpty) {
char fileName[MAXPATHLEN];
Common::InSaveFile *in;
Common::String fileName = getSavegameFilename(num);
debugC(4, kDebugLevelMain | kDebugLevelSavegame, "Current game id is %s", _targetName.c_str());
getSavegameFilename(num, fileName);
if (!(in = _saveFileMan->openForLoading(fileName))) {
debugC(4, kDebugLevelMain | kDebugLevelSavegame, "File %s does not exist", fileName);
debugC(4, kDebugLevelMain | kDebugLevelSavegame, "File %s does not exist", fileName.c_str());
if (showEmpty)
strcpy(buf, " (empty slot)");
else
*buf = 0;
} else {
debugC(4, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for reading", fileName);
debugC(4, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for reading", fileName.c_str());
uint32 type = in->readUint32BE();
@ -783,7 +782,6 @@ getout:
}
int AgiEngine::saveGameDialog() {
char fileName[MAXPATHLEN];
char *desc;
const char *buttons[] = { "Do as I say!", "I regret", NULL };
char dstr[200];
@ -853,14 +851,14 @@ int AgiEngine::saveGameDialog() {
return errOK;
}
getSavegameFilename(_firstSlot + slot, fileName);
debugC(8, kDebugLevelMain | kDebugLevelResources, "file is [%s]", fileName);
Common::String fileName = getSavegameFilename(_firstSlot + slot);
debugC(8, kDebugLevelMain | kDebugLevelResources, "file is [%s]", fileName.c_str());
// 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);
int result = saveGame(fileName.c_str(), desc);
if (result == errOK)
messageBox("Game saved.");
@ -871,17 +869,15 @@ int AgiEngine::saveGameDialog() {
}
int AgiEngine::saveGameSimple() {
char fileName[MAXPATHLEN];
getSavegameFilename(0, fileName);
Common::String fileName = getSavegameFilename(0);
int result = saveGame(fileName, "Default savegame");
int result = saveGame(fileName.c_str(), "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;
@ -908,9 +904,9 @@ int AgiEngine::loadGameDialog() {
return errOK;
}
getSavegameFilename(_firstSlot + slot, fileName);
Common::String fileName = getSavegameFilename(_firstSlot + slot);
if ((rc = loadGame(fileName)) == errOK) {
if ((rc = loadGame(fileName.c_str())) == errOK) {
messageBox("Game restored.");
_game.exitAllLogics = 1;
_menu->enableAll();
@ -922,16 +918,15 @@ int AgiEngine::loadGameDialog() {
}
int AgiEngine::loadGameSimple() {
char fileName[MAXPATHLEN];
int rc = 0;
getSavegameFilename(0, fileName);
Common::String fileName = getSavegameFilename(0);
_sprites->eraseBoth();
_sound->stopSound();
closeWindow();
if ((rc = loadGame(fileName)) == errOK) {
if ((rc = loadGame(fileName.c_str())) == errOK) {
messageBox("Game restored.");
_game.exitAllLogics = 1;
_menu->enableAll();