Пример #1
0
void CGEEngine::xScene() {
	debugC(6, kCGEDebugEngine, "CGEEngine::xScene()");

	sceneDown();
	if (_lev != -1)
		_commandHandler->addCommand(kCmdLevel, -1, _lev, &_sceneLight);
	sceneUp();
}
Пример #2
0
Common::Error CGE2Engine::loadGameState(int slot) {
	_commandHandler->clear();
	_commandHandlerTurbo->clear();
	sceneDown();
	if (!loadGame(slot))
		return Common::kReadingFailed;
	sceneUp(_now);
	initToolbar();
	return Common::kNoError;
}
Пример #3
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 #4
0
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;
}
Пример #5
0
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;
}
Пример #6
0
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;
}
Пример #7
0
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;
}
Пример #8
0
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;
}
Пример #9
0
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();
}
Пример #10
0
void CGEEngine::xScene() {
	debugC(6, kCGEDebugEngine, "CGEEngine::xScene()");

	sceneDown();
	sceneUp();
}