void CGEEngine::xScene() { debugC(6, kCGEDebugEngine, "CGEEngine::xScene()"); sceneDown(); if (_lev != -1) _commandHandler->addCommand(kCmdLevel, -1, _lev, &_sceneLight); sceneUp(); }
Common::Error CGE2Engine::loadGameState(int slot) { _commandHandler->clear(); _commandHandlerTurbo->clear(); sceneDown(); if (!loadGame(slot)) return Common::kReadingFailed; sceneUp(_now); initToolbar(); return Common::kNoError; }
void CGEEngine::qGame() { debugC(1, kCGEDebugEngine, "CGEEngine::qGame()"); sceneDown(); _oldLev = _lev; // Write out the user's progress saveGame(0, Common::String("Automatic Savegame")); _vga->sunset(); _finis = true; }
Common::Error CGEEngine::saveGameState(int slot, const Common::String &desc) { sceneDown(); _oldLev = _lev; // Write out the user's progress saveGame(slot, desc); // Reload the scene sceneUp(); return Common::kNoError; }
Common::Error CGEEngine::loadGameState(int slot) { // Clear current game activity sceneDown(); resetGame(); // Load the game loadGame(slot, NULL); _commandHandler->addCommand(kCmdLevel, -1, _oldLev, &_sceneLight); _sceneLight->gotoxy(kSceneX + ((_now - 1) % kSceneNx) * kSceneDx + kSceneSX, kSceneY + ((_now - 1) / kSceneNx) * kSceneDy + kSceneSY); sceneUp(); return Common::kNoError; }
Common::Error CGEEngine::loadGameState(int slot) { // Clear current game activity sceneDown(); _hero->park(); resetGame(); // If music is playing, kill it. if (_music) _midiPlayer->killMidi(); // Load the game loadGame(slot, NULL); _commandHandler->addCommand(kCmdLevel, -1, _oldLev, &_sceneLight); _sceneLight->gotoxy(kSceneX + ((_now - 1) % kSceneNx) * kSceneDx + kSceneSX, kSceneY + ((_now - 1) / kSceneNx) * kSceneDy + kSceneSY); sceneUp(); return Common::kNoError; }
void CGE2Engine::saveGame(int slotNumber, const Common::String &desc) { // Set up the serializer Common::String slotName = generateSaveName(slotNumber); Common::OutSaveFile *saveFile = g_system->getSavefileManager()->openForSaving(slotName); // Write out the ScummVM savegame header SavegameHeader header; header.saveName = desc; header.version = kSavegameVersion; writeSavegameHeader(saveFile, header); // Write out the data of the savegame sceneDown(); syncGame(nullptr, saveFile); // Finish writing out game data saveFile->finalize(); delete saveFile; }
Common::Error CGEEngine::saveGameState(int slot, const Common::String &desc) { sceneDown(); _hero->park(); _oldLev = _lev; int x = _hero->_x; int y = _hero->_y; int z = _hero->_z; // Write out the user's progress saveGame(slot, desc); _commandHandler->addCommand(kCmdLevel, -1, _oldLev, &_sceneLight); // Reload the scene sceneUp(); // Restore player position _hero->gotoxy(x, y); _hero->_z = z; return Common::kNoError; }
void MidiWindow::getNewNoteValue(int channel, int note, int velocity) { if(isLearning) { learningNote->setValue(note); learningNote = NULL; isLearning = false; ui->btnSwitchDisplay->setEnabled(true); ui->btnSceneNext->setEnabled(true); ui->btnSceneBack->setEnabled(true); ui->btnTransitionUp->setEnabled(true); ui->btnTransitionDown->setEnabled(true); } else { if(note == ui->spinSwitchDisplay->value()) { emit switchDisplay(); } else if(note == ui->spinSceneNext->value()) { emit sceneUp(); } else if(note == ui->spinSceneBack->value()) { emit sceneDown(); } else if(note == ui->spinTransitionUp->value()) { emit transitionUp(); } else if(note == ui->spinTransitionDown->value()) { emit transitionDown(); } } saveConf(); }
void CGEEngine::xScene() { debugC(6, kCGEDebugEngine, "CGEEngine::xScene()"); sceneDown(); sceneUp(); }