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engines/titanic/titanic.cpp
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264
engines/titanic/titanic.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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#include "titanic/titanic.h"
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#include "titanic/carry/hose.h"
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#include "titanic/core/saveable_object.h"
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#include "titanic/debugger.h"
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#include "titanic/events.h"
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#include "titanic/game_manager.h"
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#include "titanic/game/get_lift_eye2.h"
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#include "titanic/game/television.h"
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#include "titanic/game/parrot/parrot_lobby_object.h"
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#include "titanic/game/sgt/sgt_navigation.h"
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#include "titanic/game/sgt/sgt_state_room.h"
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#include "titanic/main_game_window.h"
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#include "titanic/moves/enter_exit_first_class_state.h"
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#include "titanic/moves/enter_exit_sec_class_mini_lift.h"
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#include "titanic/moves/exit_pellerator.h"
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#include "titanic/pet_control/pet_control.h"
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#include "titanic/sound/music_room.h"
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#include "titanic/sound/music_room_instrument.h"
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#include "titanic/support/files_manager.h"
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#include "titanic/support/simple_file.h"
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#include "titanic/true_talk/tt_npc_script.h"
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#include "common/archive.h"
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "common/events.h"
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#include "common/scummsys.h"
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#include "engines/util.h"
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#include "graphics/scaler.h"
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#include "graphics/screen.h"
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#include "gui/saveload.h"
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namespace Titanic {
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TitanicEngine *g_vm;
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Common::Language g_language;
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TitanicEngine::TitanicEngine(OSystem *syst, const TitanicGameDescription *gameDesc)
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: _gameDescription(gameDesc), Engine(syst), _randomSource("Titanic") {
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g_vm = this;
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g_language = getLanguage();
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_events = nullptr;
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_filesManager = nullptr;
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_window = nullptr;
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_screen = nullptr;
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_screenManager = nullptr;
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_scriptHandler = nullptr;
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_script = nullptr;
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CMusicRoom::_musicHandler = nullptr;
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_loadSaveSlot = -1;
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}
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TitanicEngine::~TitanicEngine() {
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}
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void TitanicEngine::initializePath(const Common::FSNode &gamePath) {
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Engine::initializePath(gamePath);
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SearchMan.addSubDirectoryMatching(gamePath, "assets");
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}
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bool TitanicEngine::initialize() {
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_filesManager = new CFilesManager(this);
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if (!_filesManager->loadResourceIndex()) {
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delete _filesManager;
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return false;
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}
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setDebugger(new Debugger(this));
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CSaveableObject::initClassList();
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CEnterExitFirstClassState::init();
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CGameObject::init();
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CGetLiftEye2::init();
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CHose::init();
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CMovie::init();
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CMusicRoomInstrument::init();
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CParrotLobbyObject::init();
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CSGTNavigation::init();
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CSGTStateRoom::init();
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CExitPellerator::init();
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CEnterExitSecClassMiniLift::init();
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CTelevision::init();
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CVideoSurface::setup();
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TTnpcScript::init();
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_events = new Events(this);
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_screen = new Graphics::Screen(0, 0);
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_screenManager = new OSScreenManager(this);
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_window = new CMainGameWindow(this);
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_strings.load();
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setItemNames();
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setRoomNames();
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syncSoundSettings();
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return _window->applicationStarting();
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}
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void TitanicEngine::deinitialize() {
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delete _events;
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delete _window;
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delete _screenManager;
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delete _filesManager;
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delete _screen;
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CEnterExitFirstClassState::deinit();
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CGetLiftEye2::deinit();
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CHose::deinit();
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CSGTNavigation::deinit();
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CSGTStateRoom::deinit();
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CExitPellerator::deinit();
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CEnterExitSecClassMiniLift::deinit();
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CGameObject::deinit();
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CTelevision::deinit();
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TTnpcScript::deinit();
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CMovie::deinit();
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CSaveableObject::freeClassList();
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}
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Common::Error TitanicEngine::run() {
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if (initialize()) {
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// Main event loop
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while (!shouldQuit()) {
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_events->pollEventsAndWait();
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}
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deinitialize();
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}
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return Common::kNoError;
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}
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void TitanicEngine::setItemNames() {
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Common::SeekableReadStream *r;
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r = g_vm->_filesManager->getResource("TEXT/ITEM_NAMES");
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while (r->pos() < r->size())
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_itemNames.push_back(readStringFromStream(r));
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delete r;
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r = g_vm->_filesManager->getResource("TEXT/ITEM_DESCRIPTIONS");
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while (r->pos() < r->size())
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_itemDescriptions.push_back(readStringFromStream(r));
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delete r;
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r = g_vm->_filesManager->getResource("TEXT/ITEM_IDS");
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while (r->pos() < r->size())
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_itemIds.push_back(readStringFromStream(r));
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delete r;
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}
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void TitanicEngine::setRoomNames() {
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Common::SeekableReadStream *r = g_vm->_filesManager->getResource("TEXT/ROOM_NAMES");
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while (r->pos() < r->size())
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_roomNames.push_back(readStringFromStream(r));
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delete r;
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}
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bool TitanicEngine::canLoadGameStateCurrently(Common::U32String *msg) {
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CGameManager *gameManager = _window->_gameManager;
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CScreenManager *screenMan = CScreenManager::_screenManagerPtr;
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if (!gameManager)
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// Allow loading from copyright screen and continue dialogs
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return true;
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if (!_window->_inputAllowed)
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return false;
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if (screenMan && screenMan->_inputHandler->isLocked())
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return false;
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if (!gameManager->isntTransitioning())
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return false;
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CProjectItem *project = gameManager->_project;
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if (project) {
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if (gameManager->_gameState._petActive) {
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CPetControl *pet = project->getPetControl();
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if (pet && !pet->isAreaUnlocked())
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return false;
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}
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} else {
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return false;
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}
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return true;
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}
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bool TitanicEngine::canSaveGameStateCurrently(Common::U32String *msg) {
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CGameManager *gameManager = _window->_gameManager;
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if (!gameManager)
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return false;
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return gameManager->_gameState._petActive &&
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canLoadGameStateCurrently();
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}
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Common::Error TitanicEngine::loadGameState(int slot) {
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CGameManager *gameManager = _window->_gameManager;
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if (!gameManager)
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_loadSaveSlot = slot;
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else
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_window->_project->loadGame(slot);
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return Common::kNoError;
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}
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Common::Error TitanicEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
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_window->_project->saveGame(slot, desc);
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return Common::kNoError;
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}
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CString TitanicEngine::getSavegameName(int slot) {
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// Try and open up the savegame for access
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Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(
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getSaveStateName(slot));
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if (in) {
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// Read in the savegame header data
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CompressedFile file;
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file.open(in);
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TitanicSavegameHeader header;
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bool isValid = CProjectItem::readSavegameHeader(&file, header);
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file.close();
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if (isValid)
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// Set the name text
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return header._saveName;
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}
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return CString();
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}
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void TitanicEngine::syncSoundSettings() {
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Engine::syncSoundSettings();
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if (_window->_project) {
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CPetControl *pet = _window->_project->getPetControl();
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if (pet) {
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pet->syncSoundSettings();
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}
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}
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}
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} // End of namespace Titanic
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