コード例 #1
0
ファイル: win32.c プロジェクト: SimonKagstrom/sarien-j2me
static void refresh_screen()
{
	erase_both ();
	show_pic ();
	blit_both ();
	commit_both ();
	put_screen ();
}
コード例 #2
0
ファイル: savegame.c プロジェクト: UIKit0/sarien
int load_game(char* s)
{
	int i, ver, vt_entries = MAX_VIEWTABLE;
	UINT8 t;
	SINT16 parm[7];
	char sig[8];
	char id[8];
	char description[256];
	FILE *f = fopen(s, "rb");

	if(!f)
		return err_BadFileOpen;

	read_bytes(f, sig, 8);
	if (strncmp (sig, strSig, 8)) {
		fclose(f);
		return err_BadFileOpen;
	}

	read_string (f, description);

	ver = read_uint8(f);
	if (ver == 0)
		vt_entries = 64;
	game.state = read_uint8(f);
	/* game.name - not saved */
	read_string(f, id);
	if(strcmp(id, game.id)) {
		fclose(f);
		return err_BadFileOpen;
	}
	/* game.crc - not saved */

	for (i = 0; i < MAX_FLAGS; i++)
		game.flags[i] = read_uint8(f);
	for (i = 0; i < MAX_VARS; i++)
		game.vars[i] = read_uint8(f);

	game.horizon = read_sint16(f);
	game.line_status = read_sint16(f);
	game.line_user_input = read_sint16(f);
	game.line_min_print = read_sint16(f);

	/* These are never saved */
	game.cursor_pos = 0;
	game.input_buffer[0] = 0;
	game.echo_buffer[0] = 0;
	game.keypress = 0;

	game.input_mode = read_sint16(f);
	game.lognum = read_sint16(f);

	game.player_control = read_sint16(f);
	game.quit_prog_now = read_sint16(f);
	game.status_line = read_sint16(f);
	game.clock_enabled = read_sint16(f);
	game.exit_all_logics = read_sint16(f);
	game.picture_shown = read_sint16(f);
	game.has_prompt = read_sint16(f);
	game.game_flags = read_sint16(f);
	game.input_enabled = !read_sint16(f);

	for (i = 0; i < _HEIGHT; i++)
		game.pri_table[i] = read_uint8(f);

	if(game.has_window)
		close_window();
	game.msg_box_ticks = 0;
	game.block.active = FALSE;
	/* game.window - fixed by close_window() */
	/* game.has_window - fixed by close_window() */

	game.gfx_mode = read_sint16(f);
	game.cursor_char = read_uint8(f);
	game.color_fg = read_sint16(f);
	game.color_bg = read_sint16(f);

	/* game.hires (#ifdef USE_HIRES) - rebuilt from image stack */
	/* game.sbuf - rebuilt from image stack */

	/* game.ego_words - fixed by clean_input */
	/* game.num_ego_words - fixed by clean_input */

	game.num_objects = read_sint16(f);
	for(i = 0; i < (SINT16)game.num_objects; i++)
		object_set_location(i, read_sint16(f));

	/* Those are not serialized */
	for (i = 0; i < MAX_DIRS; i++) {
		game.ev_keyp[i].occured = FALSE;
	}

	for (i = 0; i < MAX_STRINGS; i++)
		read_string (f, game.strings[i]);

	for (i = 0; i < MAX_DIRS; i++) {
		if(read_uint8(f) & RES_LOADED)
			agi_load_resource (rLOGIC, i);
		else
			agi_unload_resource (rLOGIC, i);
		game.logics[i].sIP = read_sint16(f);
		game.logics[i].cIP = read_sint16(f);
	}

	for (i = 0; i < MAX_DIRS; i++) {
		if(read_uint8(f) & RES_LOADED)
			agi_load_resource(rPICTURE, i);
		else
			agi_unload_resource(rPICTURE, i);
	}

	for (i = 0; i < MAX_DIRS; i++) {
		if(read_uint8(f) & RES_LOADED)
			agi_load_resource(rVIEW, i);
		else
			agi_unload_resource(rVIEW, i);
	}

	for(i = 0; i < MAX_DIRS; i++) {
		if(read_uint8(f) & RES_LOADED)
			agi_load_resource(rSOUND, i);
		else
			agi_unload_resource(rSOUND, i);
	}

	/* game.pictures - loaded above */
	/* game.logics - loaded above */
	/* game.views - loaded above */
	/* game.sounds - loaded above */

	for (i = 0; i < vt_entries; i++) {
		struct vt_entry* v = &game.view_table[i];

		v->step_time = read_uint8(f);
		v->step_time_count = read_uint8(f);
		v->entry = read_uint8(f);
		v->x_pos = read_sint16(f);
		v->y_pos = read_sint16(f);
		v->current_view = read_uint8(f);

		/* v->view_data - fixed below  */

		v->current_loop = read_uint8(f);
		v->num_loops = read_uint8(f);

		/* v->loop_data - fixed below  */

		v->current_cel = read_uint8(f);
		v->num_cels = read_uint8(f);

		/* v->cel_data - fixed below  */
		/* v->cel_data_2 - fixed below  */
		
		v->x_pos2 = read_sint16(f);
		v->y_pos2 = read_sint16(f);

		/* v->s - fixed below */

		v->x_size = read_sint16(f);
		v->y_size = read_sint16(f);
		v->step_size = read_uint8(f);
		v->cycle_time = read_uint8(f);
		v->cycle_time_count = read_uint8(f);
		v->direction = read_uint8(f);

		v->motion = read_uint8(f);
		v->cycle = read_uint8(f);
		v->priority = read_uint8(f);

		v->flags = read_uint16(f);
		
		v->parm1 = read_uint8(f);
		v->parm2 = read_uint8(f);
		v->parm3 = read_uint8(f);
		v->parm4 = read_uint8(f);
	}
	for (i = vt_entries; i < MAX_VIEWTABLE; i++) {
		memset (&game.view_table[i], 0, sizeof (struct vt_entry));
	}

	/* Fix some pointers in viewtable */

	for (i = 0; i < MAX_VIEWTABLE; i++) {
		struct vt_entry* v = &game.view_table[i];

		if(game.dir_view[v->current_view].offset == _EMPTY)
			continue;

		if(!(game.dir_view[v->current_view].flags & RES_LOADED))
			agi_load_resource(rVIEW, v->current_view);

		set_view(v, v->current_view); /* Fix v->view_data */
		set_loop(v, v->current_loop); /* Fix v->loop_data */
		set_cel(v, v->current_cel);   /* Fix v->cel_data */
		v->cel_data_2 = v->cel_data;
		v->s = NULL;		/* not sure if it is used... */
	}

	erase_both();

	/* Clear input line */
	clear_screen(0);
	write_status();

	/* Recreate background from saved image stack */
	clear_image_stack();
	while ((t = read_uint8(f)) != 0) {
		for (i = 0; i < 7; i++)
			parm[i] = read_sint16(f);
		replay_image_stack_call (t, parm[0], parm[1], parm[2],
			parm[3], parm[4], parm[5], parm[6]);
	}

	fclose(f);

	setflag(F_restore_just_ran, TRUE);

	game.has_prompt = 0;	/* force input line repaint if necessary*/
	clean_input();
	
	erase_both();
	blit_both();
	commit_both();
	show_pic();
	do_update();

	return err_OK;
}