Example #1
0
bool NeverhoodEngine::loadgame(const char *filename) {
	Common::InSaveFile *in;
	if (!(in = g_system->getSavefileManager()->openForLoading(filename))) {
		warning("Can't open file '%s', game not loaded", filename);
		return false;
	}

	SaveHeader header;

	kReadSaveHeaderError errorCode = readSaveHeader(in, false, header);

	if (errorCode != kRSHENoError) {
		warning("Error loading savegame '%s'", filename);
		delete in;
		return false;
	}

	g_engine->setTotalPlayTime(header.playTime * 1000);

	_gameVars->loadState(in);

	_gameState.sceneNum = _gameVars->getGlobalVar(V_CURRENT_SCENE);
	_gameState.which = _gameVars->getGlobalVar(V_CURRENT_SCENE_WHICH);

	_gameModule->requestRestoreGame();

	delete in;
	return true;
}
Example #2
0
void ToltecsEngine::loadgame(const char *filename) {
	Common::InSaveFile *in;
	if (!(in = g_system->getSavefileManager()->openForLoading(filename))) {
		warning("Can't open file '%s', game not loaded", filename);
		return;
	}

	SaveHeader header;

	kReadSaveHeaderError errorCode = readSaveHeader(in, false, header);
	
	if (errorCode != kRSHENoError) {
		warning("Error loading savegame '%s'", filename);
		delete in;
		return;
	}
	
	_sound->stopAll();
	_music->stopSequence();
	g_engine->setTotalPlayTime(header.playTime * 1000);

	_cameraX = in->readUint16LE();
	_cameraY = in->readUint16LE();
	_cameraHeight = in->readUint16LE();

	_guiHeight = in->readUint16LE();

	_sceneWidth = in->readUint16LE();
	_sceneHeight = in->readUint16LE();
	_sceneResIndex = in->readUint32LE();

	_walkSpeedX = in->readUint16LE();
	_walkSpeedY = in->readUint16LE();

	_counter01 = in->readUint32LE();
	_counter02 = in->readUint32LE();
	_movieSceneFlag = in->readByte() != 0;
	_flag01 = in->readByte();

	_mouseX = in->readUint16LE();
	_mouseY = in->readUint16LE();
	_mouseDisabled = in->readUint16LE();
	
	_system->warpMouse(_mouseX, _mouseY);
 	_system->showMouse(_mouseDisabled == 0);

	_palette->loadState(in);
	_script->loadState(in);
	_anim->loadState(in);
	_screen->loadState(in);
	if (header.version >= 2)
		_sound->loadState(in);
	if (header.version >= 3)
		_music->loadState(in);

	delete in;

	loadScene(_sceneResIndex);

	_newCameraX = _cameraX;
	_newCameraY = _cameraY;
}
Example #3
0
void BbvsEngine::loadgame(const char *filename) {
	Common::InSaveFile *in;
	if (!(in = g_system->getSavefileManager()->openForLoading(filename))) {
		warning("Can't open file '%s', game not loaded", filename);
		return;
	}

	SaveHeader header;

	kReadSaveHeaderError errorCode = readSaveHeader(in, false, header);
	
	if (errorCode != kRSHENoError) {
		warning("Error loading savegame '%s'", filename);
		delete in;
		return;
	}
	
	g_engine->setTotalPlayTime(header.playTime * 1000);
	
	memset(_sceneObjects, 0, sizeof(_sceneObjects));
	for (int i = 0; i < kSceneObjectsCount; ++i) {
		_sceneObjects[i].walkDestPt.x = -1;
		_sceneObjects[i].walkDestPt.y = -1;
	}

	_currSceneNum = 0;
	_newSceneNum = in->readUint32LE();
	
	initScene(false);

	_prevSceneNum = in->readUint32LE();
	_gameState = in->readUint32LE();
	_mouseCursorSpriteIndex = in->readUint32LE();
	_mousePos.x = in->readUint16LE();
	_mousePos.y = in->readUint16LE();
	_currVerbNum = in->readUint32LE();
	_activeItemType = in->readUint32LE();
	_activeItemIndex = in->readUint32LE();
	_verbPos.x = in->readUint16LE();
	_verbPos.y = in->readUint16LE();
	_inventoryButtonIndex = in->readUint32LE();
	_currInventoryItem = in->readUint32LE();
	_currTalkObjectIndex = in->readUint32LE();
	_currCameraNum = in->readUint32LE();
	_cameraPos.x = in->readUint16LE();
	_cameraPos.y = in->readUint16LE();
	_newCameraPos.x = in->readUint16LE();
	_newCameraPos.y = in->readUint16LE();
	_dialogSlotCount = in->readUint32LE();
	_walkMousePos.x = in->readUint16LE();
	_walkMousePos.y = in->readUint16LE();
	in->read(_backgroundSoundsActive, kSceneSoundsCount);
	in->read(_inventoryItemStatus, kInventoryItemStatusCount);
	in->read(_dialogItemStatus, kDialogItemStatusCount);
	in->read(_gameVars, kGameVarsCount);
	in->read(_sceneVisited, kSceneVisitedCount);
	for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) {
		SceneObject *obj = &_sceneObjects[i];
		obj->x = in->readUint32LE();
		obj->y = in->readUint32LE();
		obj->animIndex = in->readUint32LE();
		obj->frameIndex = in->readUint32LE();
		obj->frameTicks = in->readUint32LE();
		obj->walkCount = in->readUint32LE();
		obj->xIncr = in->readUint32LE(); 
		obj->yIncr = in->readUint32LE();
		obj->turnValue = in->readUint32LE(); 
		obj->turnCount = in->readUint32LE(); 
		obj->turnTicks = in->readUint32LE();
		obj->walkDestPt.x = in->readUint16LE();
		obj->walkDestPt.y = in->readUint16LE();
		obj->anim = obj->animIndex > 0 ? _gameModule->getAnimation(obj->animIndex) : 0;
	}
	
	updateWalkableRects();

	// Restart scene background sounds
	for (int i = 0; i < _gameModule->getSceneSoundsCount(); ++i) {
		if (_backgroundSoundsActive[i]) {
			SceneSound *sceneSound = _gameModule->getSceneSound(i);
			playSound(sceneSound->soundNum, true);
		}
	}

	_currAction = 0;
	_currActionCommandIndex = -1;

	delete in;

}