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engines/lab/savegame.cpp
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268
engines/lab/savegame.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on Labyrinth of Time code with assistance of
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*
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* Copyright (c) 1993 Terra Nova Development
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* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
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*
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*/
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#include "common/savefile.h"
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#include "common/translation.h"
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#include "gui/message.h"
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#include "gui/saveload.h"
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#include "graphics/thumbnail.h"
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#include "engines/savestate.h"
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#include "lab/lab.h"
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#include "lab/dispman.h"
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#include "lab/eventman.h"
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#include "lab/labsets.h"
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#include "lab/music.h"
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#include "lab/processroom.h"
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#include "lab/speciallocks.h"
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namespace Lab {
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#define SAVEGAME_ID MKTAG('L', 'O', 'T', 'S')
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#define SAVEGAME_VERSION 1
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void LabEngine::writeSaveGameHeader(Common::OutSaveFile *out, const Common::String &saveName) {
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out->writeUint32BE(SAVEGAME_ID);
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// Write version
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out->writeByte(SAVEGAME_VERSION);
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// Write savegame name
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out->writeString(saveName);
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out->writeByte(0);
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// Save the game thumbnail
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Graphics::saveThumbnail(*out);
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// Creation date/time
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TimeDate curTime;
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_system->getTimeAndDate(curTime);
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uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
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uint16 saveTime = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF);
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uint32 playTime = getTotalPlayTime() / 1000;
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out->writeUint32BE(saveDate);
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out->writeUint16BE(saveTime);
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out->writeUint32BE(playTime);
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}
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WARN_UNUSED_RESULT bool readSaveGameHeader(Common::InSaveFile *in, SaveGameHeader &header, bool skipThumbnail) {
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uint32 id = in->readUint32BE();
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// Check if it's a valid ScummVM savegame
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if (id != SAVEGAME_ID)
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return false;
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// Read in the version
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header._version = in->readByte();
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// Check that the save version isn't newer than this binary
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if (header._version > SAVEGAME_VERSION)
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return false;
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// Read in the save name
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Common::String saveName;
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char ch;
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while ((ch = (char)in->readByte()) != '\0')
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saveName += ch;
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header._descr.setDescription(saveName);
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// Get the thumbnail
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Graphics::Surface *thumbnail = nullptr;
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if (!Graphics::loadThumbnail(*in, thumbnail, skipThumbnail)) {
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return false;
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}
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header._descr.setThumbnail(thumbnail);
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uint32 saveDate = in->readUint32BE();
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uint16 saveTime = in->readUint16BE();
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uint32 playTime = in->readUint32BE();
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int day = (saveDate >> 24) & 0xFF;
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int month = (saveDate >> 16) & 0xFF;
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int year = saveDate & 0xFFFF;
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header._descr.setSaveDate(year, month, day);
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int hour = (saveTime >> 8) & 0xFF;
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int minutes = saveTime & 0xFF;
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header._descr.setSaveTime(hour, minutes);
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header._descr.setPlayTime(playTime * 1000);
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if (g_engine)
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g_engine->setTotalPlayTime(playTime * 1000);
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return true;
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}
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bool LabEngine::saveGame(int slot, const Common::String &desc) {
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Common::String fileName = getSaveStateName(slot);
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Common::SaveFileManager *saveFileManager = _system->getSavefileManager();
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Common::OutSaveFile *file = saveFileManager->openForSaving(fileName);
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if (!file)
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return false;
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// Load scene pic
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_graphics->readPict(getPictName(false));
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writeSaveGameHeader(file, desc);
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file->writeUint16LE(_roomNum);
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file->writeUint16LE(getDirection());
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file->writeUint16LE(getQuarters());
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// Conditions
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for (int i = 0; i < _conditions->_lastElement / (8 * 2); i++)
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file->writeUint16LE(_conditions->_array[i]);
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// Rooms found
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for (int i = 0; i < _roomsFound->_lastElement / (8 * 2); i++)
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file->writeUint16LE(_roomsFound->_array[i]);
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_specialLocks->save(file);
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// Breadcrumbs
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for (uint i = 0; i < MAX_CRUMBS; i++) {
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file->writeUint16LE(_breadCrumbs[i]._crumbRoomNum);
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file->writeUint16LE(_breadCrumbs[i]._crumbDirection);
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}
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file->flush();
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file->finalize();
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delete file;
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_mainDisplay = true;
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_alternate = false;
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_event->simulateEvent();
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_graphics->screenUpdate();
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return true;
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}
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bool LabEngine::loadGame(int slot) {
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Common::String fileName = getSaveStateName(slot);
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Common::SaveFileManager *saveFileManager = _system->getSavefileManager();
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Common::InSaveFile *file = saveFileManager->openForLoading(fileName);
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if (!file)
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return false;
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SaveGameHeader header;
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if (!readSaveGameHeader(file, header)) {
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delete file;
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return false;
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}
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_roomNum = file->readUint16LE();
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_music->checkRoomMusic(1, _roomNum);
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_direction = file->readUint16LE();
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setQuarters(file->readUint16LE());
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// Conditions
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for (int i = 0; i < _conditions->_lastElement / (8 * 2); i++)
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_conditions->_array[i] = file->readUint16LE();
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// Rooms found
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for (int i = 0; i < _roomsFound->_lastElement / (8 * 2); i++)
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_roomsFound->_array[i] = file->readUint16LE();
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_specialLocks->load(file);
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// Breadcrumbs
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for (int i = 0; i < MAX_CRUMBS; i++) {
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_breadCrumbs[i]._crumbRoomNum = file->readUint16LE();
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_breadCrumbs[i]._crumbDirection = file->readUint16LE();
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}
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_droppingCrumbs = (_breadCrumbs[0]._crumbRoomNum != 0);
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_followingCrumbs = false;
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for (int i = 0; i < MAX_CRUMBS; i++) {
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if (_breadCrumbs[i]._crumbRoomNum == 0)
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break;
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_numCrumbs = i;
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}
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delete file;
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_curFileName = " ";
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_closeDataPtr = nullptr;
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_followingCrumbs = false;
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_graphics->_longWinInFront = false;
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_event->initMouse();
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_mainDisplay = true;
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_alternate = false;
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_event->simulateEvent();
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_graphics->screenUpdate();
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return true;
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}
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bool LabEngine::saveRestoreGame() {
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bool isOK = false;
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// The original had one screen for saving/loading. We have two.
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// Ask the user which screen to use.
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GUI::MessageDialog saveOrLoad(_("Would you like to save or restore a game?"), _("Save"), _("Restore"));
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int choice = saveOrLoad.runModal();
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if (choice == GUI::kMessageOK) {
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// Save
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GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
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int slot = dialog->runModalWithCurrentTarget();
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if (slot >= 0) {
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Common::String desc = dialog->getResultString();
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if (desc.empty()) {
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// create our own description for the saved game, the user didn't enter it
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desc = dialog->createDefaultSaveDescription(slot);
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}
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isOK = saveGame(slot, desc);
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}
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delete dialog;
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} else {
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// Restore
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GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
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int slot = dialog->runModalWithCurrentTarget();
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if (slot >= 0) {
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isOK = loadGame(slot);
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}
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delete dialog;
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}
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return isOK;
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}
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} // End of namespace Lab
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