-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathFEPLoadGame.cpp
More file actions
249 lines (194 loc) · 6.54 KB
/
Copy pathFEPLoadGame.cpp
File metadata and controls
249 lines (194 loc) · 6.54 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
#include "Common.h"
#include "FEPLoadGame.h"
#include "Frontend.h"
#include "Renderinfo.h"
#include "SpriteRenderer.h"
#include "MemoryCard.h"
#include "career.h"
//*********************************************************************************
BOOL CFEPLoadGame::Init()
{
mCX = 0;
mCY = 0;
mSaveGameNumber=-1;
mSaveGameName[0] = 0;
return TRUE;
}
//*********************************************************************************
void CFEPLoadGame::Shutdown()
{
}
//*********************************************************************************
void CFEPLoadGame::ButtonPressed(SINT button,float val)
{
switch (button)
{
case BUTTON_FRONTEND_MENU_UP:
mCY --;
if (mCY < 0)
mCY = 0;
FRONTEND.PlaySound(FES_MOVE);
break;
case BUTTON_FRONTEND_MENU_DOWN:
mCY ++;
if (mCY > 0xFF)
mCY = 0xFF;
FRONTEND.PlaySound(FES_MOVE);
break;
case BUTTON_FRONTEND_MENU_LEFT:
mCX --;
if (mCX < 0)
mCX = 0;
FRONTEND.PlaySound(FES_MOVE);
break;
case BUTTON_FRONTEND_MENU_RIGHT:
mCX ++;
if (mCX > 0xFF)
mCX = 0xFF;
FRONTEND.PlaySound(FES_MOVE);
break;
case BUTTON_FRONTEND_MENU_SELECT:
FRONTEND.PlaySound(FES_SELECT);
break;
case BUTTON_FRONTEND_MENU_BACK:
FRONTEND.PlaySound(FES_BACK);
FRONTEND.SetPage(FEP_DEVSELECT, 0);
break;
};
}
//*********************************************************************************
void CFEPLoadGame::Process(EFEPState state)
{
// Update hard drive and Memory Unit status
if (state != FEPS_INACTIVE)
MEMORYCARD.Update();
if ((state==FEPS_ACTIVE) && (!FEMESSBOX.BeingDisplayed()))
{
// Attempt to kick off the save game process
StartLoad();
}
}
//*********************************************************************************
void CFEPLoadGame::RenderPreCommon(float transition, EFrontEndPage dest)
{
FRONTEND.DrawStandardVideoBackground(transition, 0x3fffffff, dest);
}
//*********************************************************************************
void CFEPLoadGame::Render(float transition, EFrontEndPage dest)
{
FRONTEND.DrawSlidingTextBordersAndMask(transition, dest);
//*************************************************************************
// Load game rendering, selection of device, etc.
//***********************************************
//** Help Text. None here.
//***********************************************
//** Title Bar
FRONTEND.DrawTitleBar(FET.GetText(FEX_LOADGAME2), transition, dest);
//*************************************************************************
// BEA logo
float tr = RangeTransition(transition, 0.75f, 1.f);
FRONTEND.GetCommonPage()->RenderSmallBEALogo(tr);
FRONTEND.GetCommonPage()->RenderHelpText(FEH_CONTINUE, transition);
}
//*********************************************************************************
void CFEPLoadGame::TransitionNotification(EFrontEndPage from)
{
mStartTime = PLATFORM.GetSysTimeFloat() + 2.f;
}
//*********************************************************************************
// Initialise the data and variables required to load the game, and kick off the
// load process
void CFEPLoadGame::StartLoad()
{
if (mSaveGameNumber==-1)
{
ASSERT(mSaveGameName[0] == 0);
TRACE("Error - no slot number to load from!\n");
return;
}
else
{
ASSERT(mSaveGameName[0] != 0);
}
#if TARGET == XBOX
// let's get the name of the card from which we're trying to load
MEMORYCARD.GetCardOrPreviousCardName2(FRONTEND.GetMemoryCardNumber(), FRONTEND.mFEPSaveGame.mSavedToCardName);
#endif
// copy across to the save game name because we'll be saving soon.
wcscpy(FRONTEND.mFEPSaveGame.mSaveGameName, mSaveGameName);
// and into the virtual keyboard just in case it needs it.
wcscpy(FRONTEND.mFEPVirtualKeyboard.m_strData, mSaveGameName);
// and put the cursor at the end.
FRONTEND.mFEPVirtualKeyboard.m_iPos = wcslen(mSaveGameName);
// Make sure the current device is present
BOOL present,formatted;
MEMORYCARD.Update();
MEMORYCARD.GetCardInfo(FRONTEND.GetMemoryCardNumber(),&present,&formatted,NULL,NULL);
if ((!present) || (!formatted))
{
// Erk! Whinge to the player. Share code with savegame.
CFEPSaveGame::RemovedMUWhinge(FEX_REMOVEDLOAD);
return;
}
// let's ask whether the memory card has changed. We don't actually care, but this call resets the bool as well.
MEMORYCARD.CardBeenUnpluggedSinceLastTimeIAsked(FRONTEND.GetMemoryCardNumber());
// Load savegame
int buffersize,bytesread;
buffersize=CAREER.SizeOfSaveGame();
BYTE *buffer=new (MEMTYPE_UNKNOWN) BYTE[buffersize];
// ***TEXT
EFETextHack text = FRONTEND.GetMemoryCardNumber() == -1? FEX_LOADING_HD: FEX_LOADING;
FRONTEND.StartMCOperation(FRONTEND.mFrontEndText.GetText(text,FRONTEND.GetMemoryCardNumber()
#if TARGET == PS2
+1
#endif
));
int res=MEMORYCARD.ReadSave(FRONTEND.GetMemoryCardNumber(),mSaveGameNumber,mSaveGameName,buffer,buffersize,&bytesread);
FRONTEND.EndMCOperation();
if (res==MCE_SUCCESS)
{
if (!CAREER.Load((char *)buffer, true))
{
// Version number mismatch
FEMESSBOX.Kill();
FEMESSBOX.Create(320.f, 240.f, 400, FO(100), FET.GetText(FEX_BADSAVEVERSION), PLATFORM.Font(FONT_SMALL), 0, 10, FALSE, FEMB_OPTION_A_CONTINUE, FALSE);
FRONTEND.SetPage(FEP_DEVSELECT, 0);
}
else
{
// Loaded OK
FEMESSBOX.Kill();
FEMESSBOX.Create(320.f, 240.f, 400, FO(100), FET.GetText(FEX_LOADDONE), PLATFORM.Font(FONT_SMALL), 0, 10, FALSE, FEMB_OPTION_OK, FALSE);
FEMESSBOX.SetOnDismiss(FRONTEND.GetSuccessPage(), FRONTEND.GetSuccessTransTime());
// remember that from now on we can autosave to this location.
FRONTEND.SetAutoSave(CFrontEnd::AUTO_SAVE_NORMAL);
}
}
else
{
// All errors go through the same system.
// Has he whipped out the MU card while loading?
BOOL present,formatted;
MEMORYCARD.Update();
MEMORYCARD.GetCardInfo(FRONTEND.GetMemoryCardNumber(),&present,&formatted,NULL,NULL);
if (!present)
{
// gosh he's been very silly. Let's complain.
CFEPSaveGame::RemovedMUWhinge(FEX_REMOVEDLOAD);
}
else
{
// otherwise, general whinge.
FEMESSBOX.Kill();
WCHAR whinge[256];
wcscpy( whinge, FRONTEND.mFrontEndText.GetText(FEX_LOADINVALID,FRONTEND.GetMemoryCardNumber()
#if TARGET == PS2
+1
#endif
));
FEMESSBOX.Create(320.f, 240.f, 400, FO(100), whinge, PLATFORM.Font(FONT_SMALL), 0, 10, FALSE, FEMB_OPTION_A_CONTINUE, FALSE);
}
FRONTEND.SetPage(FEP_DEVSELECT, 0);
}
SAFE_DELETE_ARRAY(buffer);
}