scummvm/engines/sherlock/scalpel/scalpel_saveload.cpp
2016-10-09 14:59:58 +02:00

299 lines
11 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "sherlock/scalpel/scalpel_fixed_text.h"
#include "sherlock/scalpel/scalpel_saveload.h"
#include "sherlock/scalpel/scalpel_screen.h"
#include "sherlock/scalpel/scalpel.h"
namespace Sherlock {
namespace Scalpel {
const int ENV_POINTS[6][3] = {
{ 41, 80, 61 }, // Exit
{ 81, 120, 101 }, // Load
{ 121, 160, 141 }, // Save
{ 161, 200, 181 }, // Up
{ 201, 240, 221 }, // Down
{ 241, 280, 261 } // Quit
};
/*----------------------------------------------------------------*/
ScalpelSaveManager::ScalpelSaveManager(SherlockEngine *vm, const Common::String &target) :
SaveManager(vm, target), _envMode(SAVEMODE_NONE) {
_fixedTextExit = FIXED(LoadSave_Exit);
_fixedTextLoad = FIXED(LoadSave_Load);
_fixedTextSave = FIXED(LoadSave_Save);
_fixedTextUp = FIXED(LoadSave_Up);
_fixedTextDown = FIXED(LoadSave_Down);
_fixedTextQuit = FIXED(LoadSave_Quit);
_hotkeyExit = toupper(_fixedTextExit[0]);
_hotkeyLoad = toupper(_fixedTextLoad[0]);
_hotkeySave = toupper(_fixedTextSave[0]);
_hotkeyUp = toupper(_fixedTextUp[0]);
_hotkeyDown = toupper(_fixedTextDown[0]);
_hotkeyQuit = toupper(_fixedTextQuit[0]);
_hotkeysIndexed[0] = _hotkeyExit;
_hotkeysIndexed[1] = _hotkeyLoad;
_hotkeysIndexed[2] = _hotkeySave;
_hotkeysIndexed[3] = _hotkeyUp;
_hotkeysIndexed[4] = _hotkeyDown;
_hotkeysIndexed[5] = _hotkeyQuit;
_fixedTextQuitGameQuestion = FIXED(QuitGame_Question);
_fixedTextQuitGameYes = FIXED(QuitGame_Yes);
_fixedTextQuitGameNo = FIXED(QuitGame_No);
_hotkeyQuitGameYes = toupper(_fixedTextQuitGameYes[0]);
_hotkeyQuitGameNo = toupper(_fixedTextQuitGameNo[0]);
}
int ScalpelSaveManager::identifyUserButton(int key) {
for (uint16 hotkeyNr = 0; hotkeyNr < sizeof(_hotkeysIndexed); hotkeyNr++) {
if (key == _hotkeysIndexed[hotkeyNr])
return hotkeyNr;
}
return -1;
}
void ScalpelSaveManager::drawInterface() {
ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
UserInterface &ui = *_vm->_ui;
// Create a list of savegame slots
createSavegameList();
screen._backBuffer1.fillRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y + 10), BORDER_COLOR);
screen._backBuffer1.fillRect(Common::Rect(0, CONTROLS_Y + 10, 2, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
screen._backBuffer1.fillRect(Common::Rect(318, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
screen._backBuffer1.fillRect(Common::Rect(0, 199, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
screen._backBuffer1.fillRect(Common::Rect(2, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND);
screen.makeButton(Common::Rect(ENV_POINTS[0][0], CONTROLS_Y, ENV_POINTS[0][1], CONTROLS_Y + 10),
ENV_POINTS[0][2], _fixedTextExit);
screen.makeButton(Common::Rect(ENV_POINTS[1][0], CONTROLS_Y, ENV_POINTS[1][1], CONTROLS_Y + 10),
ENV_POINTS[1][2], _fixedTextLoad);
screen.makeButton(Common::Rect(ENV_POINTS[2][0], CONTROLS_Y, ENV_POINTS[2][1], CONTROLS_Y + 10),
ENV_POINTS[2][2], _fixedTextSave);
screen.makeButton(Common::Rect(ENV_POINTS[3][0], CONTROLS_Y, ENV_POINTS[3][1], CONTROLS_Y + 10),
ENV_POINTS[3][2], _fixedTextUp);
screen.makeButton(Common::Rect(ENV_POINTS[4][0], CONTROLS_Y, ENV_POINTS[4][1], CONTROLS_Y + 10),
ENV_POINTS[4][2], _fixedTextDown);
screen.makeButton(Common::Rect(ENV_POINTS[5][0], CONTROLS_Y, ENV_POINTS[5][1], CONTROLS_Y + 10),
ENV_POINTS[5][2], _fixedTextQuit);
if (!_savegameIndex)
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_NULL, 0, _fixedTextUp);
if (_savegameIndex == MAX_SAVEGAME_SLOTS - ONSCREEN_FILES_COUNT)
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_NULL, 0, _fixedTextDown);
for (int idx = _savegameIndex; idx < _savegameIndex + ONSCREEN_FILES_COUNT; ++idx) {
screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
INV_FOREGROUND, "%d.", idx + 1);
screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
INV_FOREGROUND, "%s", _savegames[idx].c_str());
}
if (!ui._slideWindows) {
screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
} else {
ui.summonWindow();
}
_envMode = SAVEMODE_NONE;
}
int ScalpelSaveManager::getHighlightedButton() const {
Common::Point pt = _vm->_events->mousePos();
for (int idx = 0; idx < 6; ++idx) {
if (pt.x > ENV_POINTS[idx][0] && pt.x < ENV_POINTS[idx][1] && pt.y > CONTROLS_Y
&& pt.y < (CONTROLS_Y + 10))
return idx;
}
return -1;
}
void ScalpelSaveManager::highlightButtons(int btnIndex) {
ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
byte color = (btnIndex == 0) ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[0][2], CONTROLS_Y), color, 1, _fixedTextExit);
if ((btnIndex == 1) || ((_envMode == SAVEMODE_LOAD) && (btnIndex != 2)))
screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, _fixedTextLoad);
else
screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_FOREGROUND, true, _fixedTextLoad);
if ((btnIndex == 2) || ((_envMode == SAVEMODE_SAVE) && (btnIndex != 1)))
screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, _fixedTextSave);
else
screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_FOREGROUND, true, _fixedTextSave);
if (btnIndex == 3 && _savegameIndex)
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, _fixedTextUp);
else
if (_savegameIndex)
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_FOREGROUND, true, _fixedTextUp);
if ((btnIndex == 4) && (_savegameIndex < MAX_SAVEGAME_SLOTS - 5))
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, _fixedTextDown);
else if (_savegameIndex < (MAX_SAVEGAME_SLOTS - 5))
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_FOREGROUND, true, _fixedTextDown);
color = (btnIndex == 5) ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[5][2], CONTROLS_Y), color, 1, _fixedTextQuit);
}
bool ScalpelSaveManager::checkGameOnScreen(int slot) {
ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
// Check if it's already on-screen
if (slot != -1 && (slot < _savegameIndex || slot >= (_savegameIndex + ONSCREEN_FILES_COUNT))) {
_savegameIndex = slot;
screen._backBuffer1.fillRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
for (int idx = _savegameIndex; idx < (_savegameIndex + 5); ++idx) {
screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
INV_FOREGROUND, "%d.", idx + 1);
screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
INV_FOREGROUND, "%s", _savegames[idx].c_str());
}
screen.slamRect(Common::Rect(3, CONTROLS_Y + 11, 318, SHERLOCK_SCREEN_HEIGHT));
byte color = !_savegameIndex ? COMMAND_NULL : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), color, 1, _fixedTextUp);
color = (_savegameIndex == (MAX_SAVEGAME_SLOTS - 5)) ? COMMAND_NULL : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), color, 1, _fixedTextDown);
return true;
}
return false;
}
bool ScalpelSaveManager::promptForDescription(int slot) {
Events &events = *_vm->_events;
Scene &scene = *_vm->_scene;
ScalpelScreen &screen = *(ScalpelScreen *)_vm->_screen;
Talk &talk = *_vm->_talk;
int xp, yp;
bool flag = false;
screen.buttonPrint(Common::Point(ENV_POINTS[0][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextExit);
screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextLoad);
screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextSave);
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextUp);
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextDown);
screen.buttonPrint(Common::Point(ENV_POINTS[5][2], CONTROLS_Y), COMMAND_NULL, true, _fixedTextQuit);
Common::String saveName = _savegames[slot];
if (isSlotEmpty(slot)) {
// It's an empty slot, so start off with an empty save name
saveName = "";
yp = CONTROLS_Y + 12 + (slot - _savegameIndex) * 10;
screen.vgaBar(Common::Rect(24, yp, 85, yp + 9), INV_BACKGROUND);
}
screen.print(Common::Point(6, CONTROLS_Y + 12 + (slot - _savegameIndex) * 10), TALK_FOREGROUND, "%d.", slot + 1);
screen.print(Common::Point(24, CONTROLS_Y + 12 + (slot - _savegameIndex) * 10), TALK_FOREGROUND, "%s", saveName.c_str());
xp = 24 + screen.stringWidth(saveName);
yp = CONTROLS_Y + 12 + (slot - _savegameIndex) * 10;
int done = 0;
do {
while (!_vm->shouldQuit() && !events.kbHit()) {
scene.doBgAnim();
if (talk._talkToAbort)
return false;
// Allow event processing
events.pollEventsAndWait();
events.setButtonState();
flag = !flag;
if (flag)
screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_FOREGROUND);
else
screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_BACKGROUND);
}
if (_vm->shouldQuit())
return false;
// Get the next keypress
Common::KeyState keyState = events.getKey();
if (keyState.keycode == Common::KEYCODE_BACKSPACE && saveName.size() > 0) {
// Delete character of save name
screen.vgaBar(Common::Rect(xp - screen.charWidth(saveName.lastChar()), yp - 1,
xp + 8, yp + 9), INV_BACKGROUND);
xp -= screen.charWidth(saveName.lastChar());
screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_FOREGROUND);
saveName.deleteLastChar();
} else if (keyState.keycode == Common::KEYCODE_RETURN && saveName.compareToIgnoreCase(EMPTY_SAVEGAME_SLOT)) {
done = 1;
} else if (keyState.keycode == Common::KEYCODE_ESCAPE) {
screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_BACKGROUND);
done = -1;
} else if (keyState.ascii >= ' ' && keyState.ascii <= 'z' && saveName.size() < 50
&& (xp + screen.charWidth(keyState.ascii)) < 308) {
char c = (char)keyState.ascii;
screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_BACKGROUND);
screen.print(Common::Point(xp, yp), TALK_FOREGROUND, "%c", c);
xp += screen.charWidth(c);
screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_FOREGROUND);
saveName += c;
}
} while (!done);
if (done == 1) {
// Enter key perssed
_savegames[slot] = saveName;
} else {
done = 0;
_envMode = SAVEMODE_NONE;
highlightButtons(-1);
}
return done == 1;
}
} // End of namespace Scalpel
} // End of namespace Sherlock