Пример #1
0
void Processor::z_save() {
	bool success = false;

	if (zargc != 0) {
		// Open auxilary file
		frefid_t ref = glk_fileref_create_by_prompt(fileusage_Data | fileusage_BinaryMode,
			filemode_Write, 0);
		if (ref != nullptr) {
			// Write data
			strid_t f = glk_stream_open_file(ref, filemode_Write);

			glk_put_buffer_stream(f, (const char *)zmp + zargs[0], zargs[1]);

			glk_stream_close(f);
			success = true;
		}
	} else {
		success = saveGame().getCode() == Common::kNoError;
	}

	if (h_version <= V3)
		branch(success);
	else
		store(success);
}
Пример #2
0
void GameStatePlay::checkSaveEvent() {
	if (mapr->save_game) {
		mapr->respawn_point = floor(pc->stats.pos);
		saveGame();
		mapr->save_game = false;
	}
}
Пример #3
0
void Game::handleKeys(SDL_Keycode key) {
	switch (key) {
	case SDLK_s: {
		if (stage < 10) {
			stage++;
			lastStageUp = 0;
		}
		break;
	}
	case SDLK_F3:
		saveGame();
		break;
	case SDLK_l:
	case SDLK_F4:
		loadGame();
		break;
	case SDLK_p:
		pause = !pause;
		break;
	case SDLK_DOWN:
		tempSpeedUp = true;
		break;
	case SDLK_UP:
	case SDLK_SPACE:
		brick->toRotate = true;
		break;
	case SDLK_LEFT:
		lastPressedKey = LEFT;
		break;
	case SDLK_RIGHT:
		lastPressedKey = RIGHT;
		break;
	}
}
Пример #4
0
bool MainWindow::save()
{
	if (m_currentFile.isEmpty())
		return saveAs();

	return saveGame(m_currentFile);
}
Пример #5
0
bool StarTrekEngine::showSaveMenu() {
	GUI::SaveLoadChooser *dialog;
	Common::String desc;
	int slot;

	dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);

	slot = dialog->runModalWithCurrentTarget();
	desc = dialog->getResultString();

	if (desc.empty()) {
		// create our own description for the saved game, the user didnt enter it
		desc = dialog->createDefaultSaveDescription(slot);
	}

	if (desc.size() > 28)
		desc = Common::String(desc.c_str(), 28);

	delete dialog;

	if (slot < 0)
		return true;

	return saveGame(slot, desc);
}
Пример #6
0
void GameStatePlay::checkCutscene() {
	if (!mapr->cutscene)
		return;

	GameStateCutscene *cutscene = new GameStateCutscene(NULL);

	if (!cutscene->load(mapr->cutscene_file)) {
		delete cutscene;
		mapr->cutscene = false;
		return;
	}

	// handle respawn point and set game play game_slot
	cutscene->game_slot = game_slot;

	if (mapr->teleportation) {

		if (mapr->teleport_mapname != "")
			mapr->respawn_map = mapr->teleport_mapname;

		mapr->respawn_point = mapr->teleport_destination;

	}
	else {
		mapr->respawn_point = floor(pc->stats.pos);
	}

	if (SAVE_ONLOAD)
		saveGame();

	delete requestedGameState;
	requestedGameState = cutscene;
}
Пример #7
0
MainWindow::MainWindow(QWidget *parent) :
    QMainWindow(parent),
    ui(new Ui::MainWindow),
    currentColor(QColor("#000")),
    game(new GameWidget(this))
{
    ui->setupUi(this);

    QPixmap icon(16, 16);
    icon.fill(currentColor);
    ui->colorButton->setIcon( QIcon(icon) );

    connect(ui->startButton, SIGNAL(clicked()), game,SLOT(startGame()));
    connect(ui->stopButton, SIGNAL(clicked()), game,SLOT(stopGame()));
    connect(ui->clearButton, SIGNAL(clicked()), game,SLOT(clear()));
    connect(ui->iterInterval, SIGNAL(valueChanged(int)), game, SLOT(setInterval(int)));
    connect(ui->cellsControl, SIGNAL(valueChanged(int)), game, SLOT(setCellNumber(int)));
    connect(ui->colorButton, SIGNAL(clicked()), this, SLOT(selectMasterColor()));

    connect(ui->saveButton, SIGNAL(clicked()), this, SLOT(saveGame()));
    connect(ui->loadButton, SIGNAL(clicked()), this, SLOT(loadGame()));

    ui->mainLayout->setStretchFactor(ui->gameLayout, 8);
    ui->mainLayout->setStretchFactor(ui->setLayout, 2);
    ui->gameLayout->addWidget(game);
}
Пример #8
0
void GameStatePlay::checkStash() {
	if (mapr->stash) {
		// If triggered, open the stash and inventory menus
		menu->closeAll();
		menu->inv->visible = true;
		menu->stash->visible = true;
		mapr->stash = false;
	}
	else if (menu->stash->visible) {
		// Close stash if inventory is closed
		if (!menu->inv->visible) {
			menu->resetDrag();
			menu->stash->visible = false;
		}

		// If the player walks away from the stash, close its menu
		float interact_distance = calcDist(pc->stats.pos, mapr->stash_pos);
		if (interact_distance > INTERACT_RANGE || !pc->stats.alive) {
			menu->resetDrag();
			menu->stash->visible = false;
		}

	}

	// If the stash has been updated, save the game
	if (menu->stash->updated) {
		menu->stash->updated = false;
		saveGame();
	}
}
Пример #9
0
Common::Error AgiEngine::saveGameState(int slot, const Common::String &desc) {
	Common::String saveLoadSlot = getSavegameFilename(slot);
	if (saveGame(saveLoadSlot, desc) == errOK)
		return Common::kNoError;
	else
		return Common::kUnknownError;
}
Пример #10
0
saveMenu() {
       
       int input;
       
       printf("*********** PIMP QUEST ***************\n");
       printf("1. New Game\n");
       printf("2. Load Previous Game\n");
       printf("3. Save Game\n");
       printf("Selection: ");
       scanf("%d", &input);
       switch (input) {
              case 1:
                   system("cls");
                   newGame();
                   break;
              case 2:
                   system("cls");
                   loadgame();
                   break;
              case 3:
                   system("cls");
                   saveGame();
                   break;
              default: 
                     system("cls");
                     printf("Something happened that wasn't supposed to..exiting.");
                     break;
                     }
                     
}
Пример #11
0
void GameScreen::createActions()
{
    quit = new QAction("Main Menu", this);
    connect(quit, SIGNAL(triggered()), this, SLOT(returnToMenu()));
    save = new QAction("Save and Quit", this);
    connect(save, SIGNAL(triggered()), dynamic_cast<startup*>(this->parent()), SLOT(saveGame()));
}
Пример #12
0
bool LabEngine::saveRestoreGame() {
	bool isOK = false;

	// The original had one screen for saving/loading. We have two.
	// Ask the user which screen to use.
	GUI::MessageDialog saveOrLoad(_("Would you like to save or restore a game?"), _("Save"), _("Restore"));

	int choice = saveOrLoad.runModal();
	if (choice == GUI::kMessageOK) {
		// Save
		GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
		int slot = dialog->runModalWithCurrentTarget();
		if (slot >= 0) {
			Common::String desc = dialog->getResultString();

			if (desc.empty()) {
				// create our own description for the saved game, the user didn't enter it
				desc = dialog->createDefaultSaveDescription(slot);
			}

			isOK = saveGame(slot, desc);
		}
		delete dialog;
	} else {
		// Restore
		GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
		int slot = dialog->runModalWithCurrentTarget();
		if (slot >= 0) {
			isOK = loadGame(slot);
		}
		delete dialog;
	}

	return isOK;
}
Пример #13
0
void game_hub::hubMenu()
{
	bool hubMenu = true;
	while (hubMenu)
	{
		printf("Hub Menu\n");
		printf("----------------------\n");
		int menu_sel = getSel("1. Open Party Menu", "2. Manage Characters",
								 	 "3. Save Game", "4. Cancel");
		switch (menu_sel)
		{
			case 1://Open party menu
			{
				Team->partyMenu();
				break;
			}
			case 2://Manage Characters
			{
				Team->managePlayers();
				break;
			}
			case 3://Save Game
			{
				saveGame();
				break;
			}
			case 4://Cancel
			{
				printf("Cancelling action...\n");
				hubMenu = false;
				break;
			}
		}
	}
}
Пример #14
0
Client::~Client() {
	if(gameInProgress) {
		saveGame(false);
		clearGameKeys();
	}
	close(sd);
}
Пример #15
0
/**
 * Saves the selected save.
 * @param action Pointer to an action.
 */
void ListSaveState::btnSaveGameClick(Action *)
{
	if (_selectedRow != -1)
	{
		saveGame();
	}
}
Пример #16
0
int AgiEngine::saveGameSimple() {
	Common::String fileName = getSavegameFilename(0);

	int result = saveGame(fileName, "Default savegame");
	if (result != errOK)
		messageBox("Error saving game.");
	return result;
}
Пример #17
0
/**
 * Saves the selected save.
 * @param action Pointer to an action.
 */
void ListSaveState::edtSaveKeyPress(Action *action)
{
	if (action->getDetails()->key.keysym.sym == SDLK_RETURN ||
		action->getDetails()->key.keysym.sym == SDLK_KP_ENTER)
	{
		saveGame();
	}
}
Пример #18
0
static void saveGameInSlot()
{
	saveGame(menu.index - 1);

	freeMessageQueue();

	setInfoBoxMessage(60, 255, 255, 255, _("Game Saved"));

	pauseGame();
}
Пример #19
0
/*
 * Main function for handling the "save" command, for saving a game during the game stage.
 *
 * @return: -9 if an error occured during the saving of the file or if the specified name does not end with ".xml"
 *			 0 otherwise
 */
int saveGameByCommand(char* command){
	char path[1024];
	if (sscanf(command, "save %1023s", path) != 1){
		return -1;
	}
	if (!strstr(path, ".xml")){
		return -9;
	}
	return saveGame(path);
}
Пример #20
0
void Kolf::saveGameAs()
{
	QString newfilename = KFileDialog::getSaveFileName(":savedkolf", "application/x-kolf", this, i18n("Pick Saved Game to Save To"));
	if (newfilename.isNull())
		return;

	loadedGame = newfilename;

	saveGame();
}
Пример #21
0
void FastQSPWindow::saveGameDialog() {
  QString filename = QFileDialog::getSaveFileName(
      this, "Save Game", saveDir.absolutePath(), "QSP save-game (*.sav)");
  if (!filename.isEmpty() &&
      !filename.endsWith(QLatin1String(".sav"), Qt::CaseInsensitive))
    filename += QLatin1String(".sav");
// New save system
//  qspJack->saveGameStatus(filename);
  saveGame(filename);
}
Пример #22
0
Common::Error Sword2Engine::saveGameState(int slot, const char *desc) {
	uint32 saveVal = saveGame(slot, (const byte *)desc);

	if (saveVal == SR_OK)
		return Common::kNoError;
	else if (saveVal == SR_ERR_WRITEFAIL || saveVal == SR_ERR_FILEOPEN)
		return Common::kWritingFailed;
	else
		return Common::kUnknownError;
}
Пример #23
0
void exitFunc(int value) {
    muteSND();
    if (!autoSavingEnabled && numRamBanks && !gbsMode) {
        printMenuMessage("Saving SRAM...");
        saveGame();
    }
    printMessage[0] = '\0';
    closeMenu();
    selectRom();
}
Пример #24
0
        virtual void doAction() {
            watch->stop();

            Area area;
            area.add(background, false);
            saveGame(&area, game);
            
            gameArea->updateMouse();
            gameArea->draw();
            watch->start();
        };
Пример #25
0
void MainLoop::saveUI(PModel& model, Model::GameType type, View::SplashType splashType) {
  ProgressMeter meter(1.0 / 62500);
  Square::progressMeter = &meter;
  view->displaySplash(meter, splashType);
  string path = getSavePath(model.get(), type);
  MEASURE(saveGame(model, path), "saving time");
  view->clearSplash();
  Square::progressMeter = nullptr;
  if (type == Model::GameType::RETIRED_KEEPER && options->getBoolValue(OptionId::ONLINE))
    uploadFile(path);
}
Пример #26
0
void setAutoSaveFunc(int value) {
    muteSND();
    gameboySyncAutosave();
    autoSavingEnabled = value;
    saveGame(); // Synchronizes save file with filesystem
    if (numRamBanks && !gbsMode && !autoSavingEnabled)
        enableMenuOption("Exit without saving");
    else
        disableMenuOption("Exit without saving");
    refreshSND();
}
Пример #27
0
void AGOSEngine_PuzzlePack::opp_saveUserGame() {
	// 132: save game
	if (_clockStopped != 0)
		_gameTime += getTime() - _clockStopped;
	_clockStopped = 0;

	if (!getBitFlag(110)) {
		// Swampy adventures
		saveGame(1, NULL);
	}
	//saveHiScores()
}
Пример #28
0
void suspendFunc(int value) {
    muteSND();
    if (!autoSavingEnabled) {
        printMenuMessage("Saving SRAM...");
        saveGame();
    }
    printMenuMessage("Saving state...");
    saveState(-1);
    printMessage[0] = '\0';
    closeMenu();
    selectRom();
}
Пример #29
0
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;
}
Пример #30
0
/**
 * Check for cancel key to exit menus or exit the game.
 * Also check closing the game window entirely.
 */
void GameStatePlay::checkCancel() {

	// if user has clicked exit game from exit menu
	if (menu->requestingExit()) {
		if (SAVE_ONEXIT)
			saveGame();

		snd->stopMusic();
		delete requestedGameState;
		requestedGameState = new GameStateTitle();
	}

	// if user closes the window
	if (inpt->done) {
		if (SAVE_ONEXIT)
			saveGame();

		snd->stopMusic();
		exitRequested = true;
	}
}