Add basic single slot load/save support for dimp/swampy for now
svn-id: r24086
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parent
d01420c344
commit
af21ec036f
4 changed files with 84 additions and 38 deletions
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@ -110,7 +110,11 @@ int AGOSEngine::displaySaveGameList(int curpos, bool load, char *dst) {
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char *AGOSEngine::genSaveName(int slot) {
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static char buf[15];
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if (getGameType() == GType_FF) {
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if (getGameId() == GID_DIMP) {
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sprintf(buf, "dimp.sav");
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} else if (getGameType() == GType_PP) {
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sprintf(buf, "swampy.sav");
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} else if (getGameType() == GType_FF) {
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if (slot == 999) {
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// Restart state
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if (getPlatform() == Common::kPlatformWindows)
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@ -576,7 +580,7 @@ loop:;
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undefineBox(0x7FFF);
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}
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bool AGOSEngine::saveGame(uint slot, char *caption) {
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bool AGOSEngine::saveGame(uint slot, const char *caption) {
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Common::WriteStream *f;
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uint item_index, num_item, i, j;
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TimeEvent *te;
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@ -592,7 +596,7 @@ bool AGOSEngine::saveGame(uint slot, char *caption) {
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return false;
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}
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if (getGameType() == GType_FF) {
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if (getGameType() == GType_FF || getGameType() == GType_PP) {
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f->write(caption, 100);
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curTime = time(NULL);
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} else {
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@ -609,7 +613,7 @@ bool AGOSEngine::saveGame(uint slot, char *caption) {
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i++;
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f->writeUint32BE(i);
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if (_clockStopped)
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if (getGameType() == GType_FF && _clockStopped)
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gsc += ((uint32)time(NULL) - _clockStopped);
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for (te = _firstTimeStruct; te; te = te->next) {
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f->writeUint32BE(te->time - curTime + gsc);
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@ -650,8 +654,8 @@ bool AGOSEngine::saveGame(uint slot, char *caption) {
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}
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}
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// write the 255 variables
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for (i = 0; i != 255; i++) {
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// write the variables
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for (i = 0; i != _numVars; i++) {
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f->writeUint16BE(readVariable(i));
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}
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@ -660,13 +664,19 @@ bool AGOSEngine::saveGame(uint slot, char *caption) {
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f->writeUint16BE(itemPtrToID(_itemStore[i]));
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}
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// Write the bits in array 1
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for (i = 0; i != 16; i++)
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f->writeUint16BE(_bitArray[i]);
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if (getGameType() == GType_PP) {
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// Write the bits in array 1
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for (i = 0; i != 128; i++)
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f->writeUint16BE(_bitArray[i]);
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} else {
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// Write the bits in array 1
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for (i = 0; i != 16; i++)
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f->writeUint16BE(_bitArray[i]);
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// Write the bits in array 2
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for (i = 0; i != 16; i++)
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f->writeUint16BE(_bitArrayTwo[i]);
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// Write the bits in array 2
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for (i = 0; i != 16; i++)
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f->writeUint16BE(_bitArrayTwo[i]);
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}
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// Write the bits in array 3
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if (getGameType() == GType_FF) {
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@ -709,7 +719,7 @@ bool AGOSEngine::loadGame(uint slot) {
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return false;
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}
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if (getGameType() == GType_FF) {
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if (getGameType() == GType_FF || getGameType() == GType_PP) {
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f->read(ident, 100);
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} else {
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f->read(ident, 18);
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@ -781,8 +791,8 @@ bool AGOSEngine::loadGame(uint slot) {
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}
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// read the 255 variables
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for (i = 0; i != 255; i++) {
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// read the variables
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for (i = 0; i != _numVars; i++) {
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writeVariable(i, f->readUint16BE());
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}
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@ -791,13 +801,19 @@ bool AGOSEngine::loadGame(uint slot) {
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_itemStore[i] = derefItem(f->readUint16BE());
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}
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// Read the bits in array 1
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for (i = 0; i != 16; i++)
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_bitArray[i] = f->readUint16BE();
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if (getGameType() == GType_PP) {
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// Read the bits in array 1
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for (i = 0; i != 128; i++)
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_bitArray[i] = f->readUint16BE();
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} else {
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// Read the bits in array 1
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for (i = 0; i != 16; i++)
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_bitArray[i] = f->readUint16BE();
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// Read the bits in array 2
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for (i = 0; i != 16; i++)
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_bitArrayTwo[i] = f->readUint16BE();
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// Read the bits in array 2
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for (i = 0; i != 16; i++)
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_bitArrayTwo[i] = f->readUint16BE();
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}
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// Read the bits in array 3
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if (getGameType() == GType_FF) {
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