Add basic single slot load/save support for dimp/swampy for now

svn-id: r24086
This commit is contained in:
Travis Howell 2006-10-02 22:33:38 +00:00
parent d01420c344
commit af21ec036f
4 changed files with 84 additions and 38 deletions

View file

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