Rewrote save game screen, added rest of multiple save file support

This commit is contained in:
Maruno17
2024-10-22 22:17:19 +01:00
parent 6152b75cb1
commit 3eb2724794
12 changed files with 762 additions and 70 deletions

View File

@@ -8,16 +8,10 @@
module SaveData
DIRECTORY = (File.directory?(System.data_directory)) ? System.data_directory : "./"
FILENAME_REGEX = /Game(\d*)\.rxdata$/
# Contains the file path of the save file.
FILE_PATH = if File.directory?(System.data_directory)
System.data_directory + "/Game.rxdata"
else
"./Game.rxdata"
end
# @return [Boolean] whether the save file exists
# @return [Boolean] whether any save files exist
def self.exists?
return File.file?(FILE_PATH)
return !all_save_files.empty?
end
# @return[Array] array of filenames in the save folder that are save files
@@ -60,7 +54,7 @@ module SaveData
def self.read_from_file(file_path)
validate file_path => String
save_data = get_data_from_file(file_path)
save_data = to_hash_format(save_data) if save_data.is_a?(Array)
save_data = to_hash_format(save_data) if save_data.is_a?(Array) # Pre-v19 save file support
if !save_data.empty? && run_conversions(save_data)
File.open(file_path, "wb") { |file| Marshal.dump(save_data, file) }
end
@@ -84,6 +78,11 @@ module SaveData
File.delete(DIRECTORY + filename + ".bak") if File.file?(DIRECTORY + filename + ".bak")
end
def self.filename_from_index(index = 0)
return "Game.rxdata" if index <= 0
return "Game#{index}.rxdata"
end
# Converts the pre-v19 format data to the new format.
# @param old_format [Array] pre-v19 format save data
# @return [Hash] save data in new format

View File

@@ -201,7 +201,8 @@ module SaveData
validate save_data => Hash
conversions_to_run = self.get_conversions(save_data)
return false if conversions_to_run.none?
File.open(SaveData::FILE_PATH + ".bak", "wb") { |f| Marshal.dump(save_data, f) }
filepath = SaveData::DIRECTORY + SaveData.filename_from_index(save_data[:stats].save_filename_number || 0)
File.open(filepath + ".bak", "wb") { |f| Marshal.dump(save_data, f) }
Console.echo_h1(_INTL("Converting save file"))
conversions_to_run.each do |conversion|
Console.echo_li("#{conversion.title}...")

View File

@@ -27,9 +27,7 @@ module Game
pbSetResizeFactor([$PokemonSystem.screensize, 4].min)
# Set language (and choose language if there is no save file)
if !Settings::LANGUAGES.empty?
# TODO: Change this to check for any save file.
save_data = (SaveData.exists?) ? SaveData.read_from_file(SaveData::FILE_PATH) : {}
$PokemonSystem.language = pbChooseLanguage if save_data.empty? && Settings::LANGUAGES.length >= 2
$PokemonSystem.language = pbChooseLanguage if !SaveData.exists? && Settings::LANGUAGES.length >= 2
MessageTypes.load_message_files(Settings::LANGUAGES[$PokemonSystem.language][1])
end
end
@@ -41,7 +39,6 @@ module Game
$game_map.events.each_value { |event| event.clear_starting }
end
$game_temp.common_event_id = 0 if $game_temp
$game_temp.begun_new_game = true
pbMapInterpreter&.clear
pbMapInterpreter&.setup(nil, 0, 0)
$scene = Scene_Map.new
@@ -104,18 +101,21 @@ module Game
end
# Saves the game. Returns whether the operation was successful.
# @param save_file [String] the save file path
# @param index [Integer] the number to put in the save file's name Game#.rzdata
# @param directory [String] the folder to put the save file in
# @param safe [Boolean] whether $PokemonGlobal.safesave should be set to true
# @return [Boolean] whether the operation was successful
# @raise [SaveData::InvalidValueError] if an invalid value is being saved
def save(save_file = SaveData::FILE_PATH, safe: false)
validate save_file => String, safe => [TrueClass, FalseClass]
def save(index, directory = SaveData::DIRECTORY, safe: false)
validate index => Integer, directory => String, safe => [TrueClass, FalseClass]
filename = SaveData.filename_from_index(index)
$PokemonGlobal.safesave = safe
$game_system.save_count += 1
$game_system.magic_number = $data_system.magic_number
$stats.set_time_last_saved
$stats.save_filename_number = index
begin
SaveData.save_to_file(save_file)
SaveData.save_to_file(directory + filename)
Graphics.frame_reset
rescue IOError, SystemCallError
$game_system.save_count -= 1

View File

@@ -1153,9 +1153,7 @@ class Interpreter
# * Call Save Screen
#-----------------------------------------------------------------------------
def command_352
scene = PokemonSave_Scene.new
screen = PokemonSaveScreen.new(scene)
screen.pbSaveScreen
pbFadeOutIn { UI::Save.new.main }
return true
end

View File

@@ -0,0 +1,8 @@
#===============================================================================
# NOTE: Some Settings in here will be moved elsewhere eventually. They're all
# just gathered here while the new UI is being written.
#===============================================================================
module Settings
# :one, :adventure, :multiple
SAVE_SLOTS = :multiple
end

View File

@@ -41,7 +41,6 @@ class Game_Temp
attr_accessor :background_bitmap
attr_accessor :fadestate # for sprite hashes
# Other
attr_accessor :begun_new_game # new game flag (true fron new game until saving)
attr_accessor :menu_beep # menu: play sound effect flag
attr_accessor :menu_last_choice # pause menu: index of last selection
attr_accessor :memorized_bgm # set when trainer intro BGM is played
@@ -79,7 +78,6 @@ class Game_Temp
@transition_name = ""
@fadestate = 0
# Other
@begun_new_game = false
@menu_beep = false
@memorized_bgm = nil
@memorized_bgm_position = 0

View File

@@ -33,12 +33,18 @@ class Game_System
@message_frame = 0
@save_count = 0
@magic_number = 0
@adventure_magic_number = rand(2**32)
@autoscroll_x_speed = 0
@autoscroll_y_speed = 0
@bgm_position = 0
@bgs_position = 0
end
def adventure_magic_number
@adventure_magic_number ||= rand(2**32)
return @adventure_magic_number
end
def battle_bgm
return (@battle_bgm) ? @battle_bgm : $data_system.battle_bgm
end

View File

@@ -62,6 +62,7 @@ class GameStats
attr_accessor :play_sessions
attr_accessor :time_last_saved # In seconds
attr_reader :real_time_saved
attr_accessor :save_filename_number # -1 if haven't saved yet
def initialize
# Travel
@@ -151,6 +152,7 @@ class GameStats
@play_sessions = 0
@time_last_saved = 0
@real_time_saved = 0
@save_filename_number = -1
end
def distance_moved
@@ -185,6 +187,11 @@ class GameStats
return @play_time
end
# For looking at a save file's play time.
def real_play_time
return @play_time
end
def play_time_per_session
return play_time / @play_sessions
end

View File

@@ -286,16 +286,17 @@ MenuHandlers.add(:pause_menu, :save, {
next $game_system && !$game_system.save_disabled && !pbInSafari? && !pbInBugContest?
},
"effect" => proc { |menu|
menu.hide_menu
scene = PokemonSave_Scene.new
screen = PokemonSaveScreen.new(scene)
if screen.pbSaveScreen
pbPlayDecisionSE
ret = false
pbFadeOutIn do
ret = UI::Save.new.main
if ret
menu.silent_end_screen
next true
end
else
menu.refresh
menu.show_menu
next false
end
end
next ret
}
})
@@ -335,10 +336,6 @@ MenuHandlers.add(:pause_menu, :quit_game, {
"effect" => proc { |menu|
menu.hide_menu
if pbConfirmMessage(_INTL("Are you sure you want to quit the game?"))
scene = PokemonSave_Scene.new
screen = PokemonSaveScreen.new(scene)
screen.pbSaveScreen
menu.silent_end_screen
$scene = nil
next true
end

View File

@@ -2,6 +2,8 @@
#
#===============================================================================
class UI::LoadPanel < UI::SpriteContainer
attr_writer :label
GRAPHICS_FOLDER = "Load/"
TEXT_COLOR_THEMES = { # These color themes are added to @sprites[:overlay]
:default => [Color.new(88, 88, 80), Color.new(168, 184, 184)] # Base and shadow colour
@@ -258,13 +260,16 @@ end
#===============================================================================
class UI::LoadVisuals < UI::BaseVisuals
attr_reader :slot_index
attr_reader :save_data
GRAPHICS_FOLDER = "Load/" # Subfolder in Graphics/UI
PANEL_SPACING_EDGE = 4
PANEL_SPACING = PANEL_SPACING_EDGE * 2
# save_data here is an array of all save files' data. It has been compacted.
# commands is {:continue => _INTL("Continue"), :new_game => _INTL("New Game")}, etc.
# save_data here is an array of [save filename, save data hash]. It has been
# compacted.
# commands is {:continue => _INTL("Continue"), :new_game => _INTL("New Game")},
# etc.
def initialize(commands, save_data, default_slot_index = 0)
@save_data = save_data
@commands = commands
@@ -372,7 +377,13 @@ class UI::LoadVisuals < UI::BaseVisuals
# Determine whether the Mystery Gift option is visible
@sprites[:mystery_gift].visible = @save_data[@slot_index][1][:player].mystery_gift_unlocked
refresh_panel_positions
# Set the options, and change the language if relevant
old_language = $PokemonSystem.language
SaveData.load_bootup_values(@save_data[@slot_index][1], true)
if $PokemonSystem.language != old_language
MessageTypes.load_message_files(Settings::LANGUAGES[$PokemonSystem.language][1])
full_refresh
end
pbPlayCursorSE if !forced
end
@@ -395,6 +406,7 @@ class UI::LoadVisuals < UI::BaseVisuals
def full_refresh
refresh
refresh_labels
@sprites.each_pair { |key, sprite| sprite.refresh if sprite.respond_to?(:refresh) }
end
@@ -431,6 +443,16 @@ class UI::LoadVisuals < UI::BaseVisuals
@sprites[:continue_next]&.selected = false
end
def refresh_labels
MenuHandlers.each_available(:load_screen, self) do |option, _hash, name|
@sprites[option].label = name
if option == :continue
@sprites[:continue_previous].label = name
@sprites[:continue_next].label = name
end
end
end
def refresh_on_index_changed(old_index)
refresh_selected_panel
refresh_panel_positions
@@ -503,7 +525,7 @@ class UI::Load < UI::BaseScreen
SCREEN_ID = :load_screen
def initialize
load_save_data
load_all_save_data
if $DEBUG && !FileTest.exist?("Game.rgssad") && Settings::SKIP_CONTINUE_SCREEN
@disposed = true
perform_action((@save_data.empty?) ? :new_game : :continue)
@@ -532,22 +554,15 @@ class UI::Load < UI::BaseScreen
#-----------------------------------------------------------------------------
def load_save_data
# TODO: Move this kind of code into module SaveData.
def load_all_save_data
@save_data = []
@default_slot_index = 0
last_edited_time = nil
files = SaveData.all_save_files
files.each do |file|
# Load the save file
this_save_data = SaveData.read_from_file(SaveData::DIRECTORY + file)
if !SaveData.valid?(this_save_data)
if File.file?(SaveData::DIRECTORY + file + ".bak")
show_message(_INTL("The save file is corrupt. A backup will be loaded."))
this_save_data = load_save_file(SaveData::FILE_PATH + ".bak")
else
prompt_corrupted_save_deletion(file)
end
end
this_save_data = load_save_file(SaveData::DIRECTORY, file)
@save_data.push([file, this_save_data])
# Find the most recently edited save file; default to selecting that one
save_time = this_save_data[:stats].real_time_saved || 0
@@ -557,14 +572,31 @@ class UI::Load < UI::BaseScreen
end
end
SaveData.load_bootup_values(@save_data[@default_slot_index][1], true) if !@save_data.empty?
MessageTypes.load_message_files(Settings::LANGUAGES[$PokemonSystem.language][1])
end
# TODO: Move this kind of code into module SaveData.
def load_save_file(directory, filename)
ret = SaveData.read_from_file(directory + filename)
if !SaveData.valid?(ret)
if File.file?(directory + filename + ".bak")
show_message(_INTL("The save file is corrupt. A backup will be loaded."))
ret = load_save_file(directory, filename + ".bak")
end
if prompt_corrupted_save_deletion(filename)
delete_save_data(filename)
$PokemonSystem = PokemonSystem.new
else
exit
end
end
return ret
end
def prompt_corrupted_save_deletion(filename)
show_message(_INTL("The save file is corrupt, or is incompatible with this game.") + "\1")
pbPlayDecisionSE
exit if !show_confirm_serious_message(_INTL("Do you want to delete the save file and start anew?"))
delete_save_data(filename)
$PokemonSystem = PokemonSystem.new
return show_confirm_serious_message(_INTL("Do you want to delete the save file and start anew?"))
end
def prompt_save_deletion(filename)
@@ -672,6 +704,10 @@ UIActionHandlers.add(UI::Load::SCREEN_ID, :delete_save, {
#===============================================================================
# Menu options that exist in the load screen.
# NOTE: This can also be called when screen is UI::LoadVisuals (for
# retranslating the names upon selecting a save file with a different
# language). Try not to have a condition that references things only in
# UI::Load.
#===============================================================================
MenuHandlers.add(:load_screen, :continue, {
"name" => _INTL("Continue"),

View File

@@ -0,0 +1,641 @@
#===============================================================================
#
#===============================================================================
class UI::SavePanel < UI::SpriteContainer
attr_reader :sprites
GRAPHICS_FOLDER = "Save/"
TEXT_COLOR_THEMES = { # These color themes are added to @sprites[:overlay]
:default => [Color.new(88, 88, 80), Color.new(168, 184, 184)], # Base and shadow colour
:white => [Color.new(248, 248, 248), Color.new(172, 188, 188)],
:male => [Color.new(0, 112, 248), Color.new(120, 184, 232)],
:female => [Color.new(232, 32, 16), Color.new(248, 168, 184)]
}
PANEL_WIDTH = 384
PANEL_HEIGHT = 204
def initialize(save_data, viewport)
@save_data = save_data
@show_arrows = false
super(viewport)
refresh
end
def initialize_sprites
initialize_panel_background
initialize_overlay
initialize_player_sprite
initialize_pokemon_icons
initialize_arrow_sprites
end
def initialize_panel_background
@sprites[:background] = ChangelingSprite.new(0, 0, @viewport)
panel_srcs.each_pair do |key, values|
@sprites[:background].add_bitmap(key, values)
end
@sprites[:background].change_bitmap(:default)
record_values(:background)
end
def initialize_overlay
add_overlay(:overlay, @sprites[:background].width, @sprites[:background].height)
@sprites[:overlay].z = 10
record_values(:overlay)
end
def initialize_player_sprite
meta = GameData::PlayerMetadata.get(@save_data[:player].character_ID)
filename = pbGetPlayerCharset(meta.walk_charset, @save_data[:player], true)
@sprites[:player] = TrainerWalkingCharSprite.new(filename, @viewport)
if !@sprites[:player].bitmap
raise _INTL("Player character {1}'s walking charset was not found (filename: \"{2}\").",
@save_data[:player].character_ID, filename)
end
@sprites[:player].x = 44 - (@sprites[:player].bitmap.width / 8)
@sprites[:player].y = 36 - (@sprites[:player].bitmap.height / 8)
@sprites[:player].z = 1
record_values(:player)
end
def initialize_pokemon_icons
Settings::MAX_PARTY_SIZE.times do |i|
@sprites["pokemon_#{i}"] = PokemonIconSprite.new(@save_data[:player].party[i], @viewport)
@sprites["pokemon_#{i}"].x, @sprites["pokemon_#{i}"].y = pokemon_coords(i)
@sprites["pokemon_#{i}"].z = 1
@sprites["pokemon_#{i}"].setOffset
record_values("pokemon_#{i}")
end
end
def initialize_arrow_sprites
@sprites[:left_arrow] = AnimatedSprite.new(UI_FOLDER + "left_arrow", 8, 40, 28, 2, @viewport)
@sprites[:left_arrow].x = -16
@sprites[:left_arrow].y = (height / 2) - 14
@sprites[:left_arrow].z = 20
@sprites[:left_arrow].visible = false
@sprites[:left_arrow].play
record_values(:left_arrow)
@sprites[:right_arrow] = AnimatedSprite.new(UI_FOLDER + "right_arrow", 8, 40, 28, 2, @viewport)
@sprites[:right_arrow].x = width - 24
@sprites[:right_arrow].y = (height / 2) - 14
@sprites[:right_arrow].z = 20
@sprites[:right_arrow].visible = false
@sprites[:right_arrow].play
record_values(:right_arrow)
end
#-----------------------------------------------------------------------------
def width
return PANEL_WIDTH
end
def height
return PANEL_HEIGHT
end
def panel_srcs
return {
:default => [graphics_folder + "panels", 0, 0, PANEL_WIDTH, PANEL_HEIGHT],
:new_slot => [graphics_folder + "panels", 0, PANEL_HEIGHT, PANEL_WIDTH, PANEL_HEIGHT]
}
end
def pokemon_coords(index)
return 272 + (66 * (index % 2)),
36 + (50 * (index / 2))
end
def show_arrows=(value)
return if @show_arrows == value
@show_arrows = value
@sprites[:left_arrow].visible = value
@sprites[:right_arrow].visible = value
end
def set_data(save_data)
@save_data = save_data
@sprites[:background].change_bitmap((@save_data) ? :default : :new_slot)
set_player_sprite
refresh
end
def set_player_sprite
if !@save_data
@sprites[:player].visible = false
return
end
@sprites[:player].visible = true
meta = GameData::PlayerMetadata.get(@save_data[:player].character_ID)
filename = pbGetPlayerCharset(meta.walk_charset, @save_data[:player], true)
@sprites[:player].charset = filename
if !@sprites[:player].bitmap
raise _INTL("Player character {1}'s walking charset was not found (filename: \"{2}\").",
@save_data[:player].character_ID, filename)
end
end
#-----------------------------------------------------------------------------
def refresh
super
refresh_pokemon
draw_save_file_text
end
def refresh_pokemon
Settings::MAX_PARTY_SIZE.times do |i|
if @save_data
@sprites["pokemon_#{i}"].pokemon = @save_data[:player].party[i]
@sprites["pokemon_#{i}"].visible = true
else
@sprites["pokemon_#{i}"].visible = false
end
end
end
def draw_save_file_text
if !@save_data
draw_text(_INTL("Create a new save file"), width / 2, (height / 2) - 10, align: :center)
return
end
gender_theme = :default
if @save_data[:player].male?
gender_theme = :male
elsif @save_data[:player].female?
gender_theme = :female
end
# Player's name
draw_text(@save_data[:player].name, 78, 30, theme: gender_theme)
# Location
map_id = @save_data[:map_factory].map.map_id
map_name = pbGetMapNameFromId(map_id)
map_name = map_name.gsub(/\\PN/, @save_data[:player].name)
map_name = map_name.gsub(/\\v\[(\d+)\]/) { |num| @save_data[:variables][$~[1].to_i].to_s }
draw_text(map_name, 14, 78)
# Gym Badges
draw_text(_INTL("Badges:"), 14, 110, theme: :white)
draw_text(@save_data[:player].badge_count.to_s, 222, 110, align: :right)
# Pokédex owned count
draw_text(_INTL("Pokédex:"), 14, 142, theme: :white)
draw_text(@save_data[:player].pokedex.seen_count.to_s, 222, 142, align: :right)
# Time played
draw_text(_INTL("Play time:"), 14, 174, theme: :white)
play_time = @save_data[:stats]&.real_play_time.to_i || 0
hour = (play_time / 60) / 60
min = (play_time / 60) % 60
play_time_text = (hour > 0) ? _INTL("{1}h {2}m", hour, min) : _INTL("{1}m", min)
draw_text(play_time_text, 222, 174, align: :right)
save_time = @save_data[:stats]&.real_time_saved
if save_time
save_time = Time.at(save_time)
if System.user_language[3..4] == "US" # If the user is in the United States
save_text = save_time.strftime("%-m/&-d/%Y")
else
save_text = save_time.strftime("%-d/%-m/%Y")
end
draw_text(save_text, PANEL_WIDTH - 14, 174, align: :right)
else
draw_text("???", PANEL_WIDTH - 14, 174, align: :right)
end
end
def refresh_existing_pokemon
Settings::MAX_PARTY_SIZE.times do |i|
@sprites["pokemon_#{i}"].pokemon = @save_data[:player].party[i]
end
end
end
#===============================================================================
#
#===============================================================================
class UI::SaveVisuals < UI::BaseVisuals
attr_reader :index
GRAPHICS_FOLDER = "Save/" # Subfolder in Graphics/UI
TEXT_COLOR_THEMES = { # These color themes are added to @sprites[:overlay]
:default => [Color.new(80, 80, 88), Color.new(176, 192, 192)] # Base and shadow colour
}
PANEL_SPACING = 8
# save_data here is an array of [save filename, save data hash]. It has been
# compacted.
def initialize(save_data, current_save_data, default_index = 0)
@save_data = save_data
@current_save_data = current_save_data
@index = default_index # Which save slot is selected
@choosing_save_file = false
super()
end
def initialize_sprites
initialize_continue_panels
end
def initialize_continue_panels
# Continue panel in middle
this_index = @index
@sprites[:continue] = create_slot_panel(this_index)
# Continue panel to left
if !@save_data.empty?
previous_index = this_index - 1
@sprites[:continue_previous] = create_slot_panel(this_index - 1)
@sprites[:continue_previous].x = @sprites[:continue].x - @sprites[:continue].width - PANEL_SPACING
@sprites[:continue_previous].visible = false
# Continue panel to right
next_index = this_index + 1
@sprites[:continue_next] = create_slot_panel(this_index + 1)
@sprites[:continue_next].x = @sprites[:continue].x + @sprites[:continue].width + PANEL_SPACING
@sprites[:continue_next].visible = false
end
end
#-----------------------------------------------------------------------------
def create_slot_panel(slot_index, initializing = true)
slot_index += @save_data.length + 1 if slot_index < 0
slot_index -= @save_data.length + 1 if slot_index >= @save_data.length + 1
if initializing
this_save_data = @current_save_data[1]
else
this_save_data = (@save_data[slot_index]) ? @save_data[slot_index][1] : nil
end
ret = UI::SavePanel.new(this_save_data, @viewport)
ret.x = (Graphics.width - ret.width) / 2
ret.y = 40
return ret
end
#-----------------------------------------------------------------------------
def set_index(new_index, forced = false)
while new_index < 0
new_index += @save_data.length + 1
end
while new_index >= @save_data.length + 1
new_index -= @save_data.length + 1
end
return if !forced && @index == new_index
# Set the new index
@index = new_index
# Show the newly selected slot's information in the Continue panel
this_save_data = (@save_data[@index]) ? @save_data[@index][1] : nil
@sprites[:continue].set_data(this_save_data)
# Show the newly adjacent slots' information in the adjacent Continue panels
prev_index = @index - 1
prev_index += @save_data.length + 1 if prev_index < 0
this_save_data = (@save_data[prev_index]) ? @save_data[prev_index][1] : nil
@sprites[:continue_previous]&.set_data(this_save_data)
next_index = (@index + 1) % (@save_data.length + 1)
this_save_data = (@save_data[next_index]) ? @save_data[next_index][1] : nil
@sprites[:continue_next]&.set_data(this_save_data)
refresh
pbPlayCursorSE if !forced
end
def go_to_next_save_slot
set_index(@index + 1)
end
def go_to_previous_save_slot
set_index(@index - 1)
end
#-----------------------------------------------------------------------------
def start_choose_save_file
@choosing_save_file = true
@sprites[:continue_previous].visible = true
@sprites[:continue_next].visible = true
@sprites[:continue].show_arrows = true
set_index(@index, true)
end
#-----------------------------------------------------------------------------
def refresh_overlay
super
if @choosing_save_file
if @save_data[index] &&
@save_data[index][1][:game_system].adventure_magic_number
if @save_data[index][1][:game_system].adventure_magic_number == $game_system.adventure_magic_number
save_time = @save_data[index][1][:stats].real_play_time
delta_time = ($stats.play_time - save_time).to_i
hour = (delta_time / 60) / 60
min = (delta_time / 60) % 60
if hour > 0
draw_text(_INTL("Play time since save: {1}h {2}m", hour, min), 8, 4)
else
draw_text(_INTL("Play time since save: {1}m", min), 8, 4)
end
else
draw_text(_INTL("Different adventure!"), 8, 4)
end
end
if @save_data[@index]
draw_text(sprintf("%d/%d", @index + 1, @save_data.length), Graphics.width - 8, 4, align: :right)
end
elsif $stats.save_count > 0 && $stats.real_time_saved
save_time = Time.at($stats.real_time_saved)
if System.user_language[3..4] == "US" # If the user is in the United States
date_text = save_time.strftime("%-m/&-d/%Y")
else
date_text = save_time.strftime("%-d/%-m/%Y")
end
time_text = save_time.strftime("%H:%M")
draw_text(_INTL("Last saved on {1} at {2}", date_text, time_text), 8, 4)
end
end
def full_refresh
refresh
@sprites.each_pair { |key, sprite| sprite.refresh if sprite.respond_to?(:refresh) }
end
#-----------------------------------------------------------------------------
def update_input
# Check for movement to a different save slot
if Input.repeat?(Input::LEFT)
go_to_previous_save_slot
elsif Input.repeat?(Input::RIGHT)
go_to_next_save_slot
end
# Check for interaction
if Input.trigger?(Input::USE)
return update_interaction(Input::USE)
elsif Input.trigger?(Input::BACK)
return update_interaction(Input::BACK)
end
return nil
end
def update_interaction(input)
case input
when Input::USE
pbPlayDecisionSE
return :choose_slot
when Input::BACK
pbPlayCancelSE
return :quit
end
return nil
end
#-----------------------------------------------------------------------------
def navigate
help_text = _INTL("Choose a file to save in.")
help_window = Window_AdvancedTextPokemon.newWithSize(
help_text, 0, 0, Graphics.width, 96, @viewport
)
help_window.z = 2000
help_window.setSkin(MessageConfig.pbGetSpeechFrame)
help_window.letterbyletter = false
pbBottomRight(help_window)
# Navigate loop
ret = super
# Clean up
help_window.dispose
return ret
end
end
#===============================================================================
#
#===============================================================================
class UI::Save < UI::BaseScreen
attr_reader :save_data
SCREEN_ID = :save_screen
def initialize
create_current_save_data
load_all_save_data
super
end
def initialize_visuals
@visuals = UI::SaveVisuals.new(@save_data, @current_save_data, @default_index)
end
#-----------------------------------------------------------------------------
def index
return @visuals&.index || @default_index
end
#-----------------------------------------------------------------------------
# This is pseudo-save data containing the current state of the game.
def create_current_save_data
@current_save_data = [0, {
:player => $player,
:map_factory => $map_factory,
:variables => $game_variables,
:stats => $stats
}]
end
def load_all_save_data
# Load the save file
@save_data = []
files = SaveData.all_save_files
files.each do |file|
this_save_data = load_save_file(SaveData::DIRECTORY, file)
@save_data.push([file, this_save_data])
end
# Find the save file index matching the current game's filename number
if $stats.save_filename_number && $stats.save_filename_number >= 0
expected_filename = SaveData.filename_from_index($stats.save_filename_number)
@default_index = @save_data.index { |sav| sav[0] == expected_filename }
@default_index ||= @save_data.length # Just in case
else
@default_index = @save_data.length # New save slot
end
end
def load_save_file(directory, filename)
ret = SaveData.read_from_file(directory + filename)
if !SaveData.valid?(ret)
if File.file?(directory + filename + ".bak")
show_message(_INTL("The save file is corrupt. A backup will be loaded."))
ret = load_save_file(directory, filename + ".bak")
end
if prompt_corrupted_save_deletion(filename)
delete_save_data(filename)
else
exit
end
end
return ret
end
def prompt_corrupted_save_deletion(filename)
show_message(_INTL("The save file is corrupt, or is incompatible with this game.") + "\1")
pbPlayDecisionSE
return show_confirm_serious_message(_INTL("Do you want to delete the save file and start anew?"))
end
def delete_save_data(filename)
begin
SaveData.delete_file(filename)
yield if block_given?
show_message(_INTL("The save file was deleted."))
rescue SystemCallError
show_message(_INTL("The save file could not be deleted."))
end
end
def different_adventure?(slot_index)
return false if !@save_data[slot_index]
return false if !@save_data[slot_index][1][:game_system].adventure_magic_number
return @save_data[slot_index][1][:game_system].adventure_magic_number != $game_system.adventure_magic_number
end
def prompt_overwrite_save_file(slot_index)
if different_adventure?(slot_index)
show_message(_INTL("WARNING!") + "\1")
show_message(_INTL("There is a different game file that is already saved.") + "\1")
show_message(_INTL("If you save now, the other file's adventure, including items and Pokémon, will be entirely lost.") + "\1")
if !show_confirm_serious_message(_INTL("Are you sure you want to save now and overwrite the other save file?"))
return false
end
end
return true
end
# NOTE: Save filenames are "Game#.rxdata" where "#" is slot_index, except for
# 0 which just produces "Game.rzdata". This is to support old save
# files which are that name.
def save_game(file_number)
# TODO: I don't know about this "GUI save choice" being here.
# pbSEPlay("GUI save choice")
if Game.save(file_number)
# Refresh the panels to show the new save's data
file = SaveData.filename_from_index(file_number)
slot_index = @save_data.index { |sav| sav[0] == file }
slot_index ||= @save_data.length # New save file
this_save_data = load_save_file(SaveData::DIRECTORY, file)
@save_data[slot_index] = [file, this_save_data]
@visuals.set_index(slot_index, true)
# Announce the save success
show_message(_INTL("{1} saved the game.", $player.name)) {
# TODO: Stop SE.
pbMEPlay("GUI save game")
# TODO: Wait for ME to finish playing, then auto-close the message.
}
@result = true
else
show_message(_INTL("Save failed."))
# TODO: Auto-close this message.
@result = false
end
end
def get_save_file_number(slot_index = -1)
filename = (slot_index >= 0 && @save_data[slot_index]) ? @save_data[slot_index][0] : @save_data.last[0]
filename[SaveData::FILENAME_REGEX] # Just to get the number in the filename
ret = $~[1].to_i
ret += 1 if slot_index < 0 || !@save_data[slot_index]
return ret
end
#-----------------------------------------------------------------------------
def full_refresh
@visuals.full_refresh
end
#-----------------------------------------------------------------------------
def main
start_screen
# If the player doesn't want to save, just exit the screen
if !show_confirm_message(_INTL("Would you like to save the game?"))
end_screen
return false
end
# If there are no existing save files, just save in the first slot
if @save_data.empty?
save_game(0)
end_screen
return @result
end
# If there are existing save files, do something depending on which save
# files are allowed to be made
case Settings::SAVE_SLOTS
when :multiple
# Choose a save slot to replace
@visuals.start_choose_save_file
loop do
command = @visuals.navigate
break if command == :quit
if !@save_data[index] ||
show_confirm_message(_INTL("Do you want to overwrite this save file?"))
if different_adventure?(index)
show_message(_INTL("WARNING!") + "\1")
pbPlayDecisionSE
show_message(_INTL("This save file is a different adventure.") + "\1")
pbPlayDecisionSE
show_message(_INTL("If you save now, that adventure, including items and Pokémon, will be entirely lost.") + "\1")
pbPlayDecisionSE
next if !show_confirm_serious_message(_INTL("Are you sure you want to overwrite it?"))
end
file_number = get_save_file_number(index)
save_game(file_number)
break
end
end
when :adventure
if $stats.save_filename_number && $stats.save_filename_number >= 0 # Was saved previously
save_game($stats.save_filename_number)
else
file_number = get_save_file_number(-1) # New save slot
save_game(file_number)
end
when :one
save_game(0) if prompt_overwrite_save_file(0)
end
end_screen
return @result
end
end
#===============================================================================
#
#===============================================================================
def pbSaveScreen
ret = false
pbFadeOutIn { ret = UI::Save.new.main }
return ret
end
def pbEmergencySave
oldscene = $scene
$scene = nil
pbMessage(_INTL("The script is taking too long. The game will restart."))
return if !$player
filename_number = $stats.save_filename_number || -1
filename = SaveData.filename_from_index(filename_number)
if SaveData.exists?
File.open(SaveData::DIRECTORY + filename, "rb") do |r|
File.open(SaveData::DIRECTORY + filename + ".bak", "wb") do |w|
loop do
s = r.read(4096)
break if !s
w.write(s)
end
end
end
end
if Game.save(filename_number)
pbMessage("\\se[]" + _INTL("The game was saved.") + "\\me[GUI save game]\\wtnp[20]")
pbMessage("\\se[]" + _INTL("The previous save file has been backed up.") + "\\wtnp[20]")
else
pbMessage("\\se[]" + _INTL("Save failed.") + "\\wtnp[30]")
end
$scene = oldscene
end

View File

@@ -1,3 +1,4 @@
=begin
#===============================================================================
#
#===============================================================================
@@ -107,9 +108,8 @@ end
#
#===============================================================================
def pbSaveScreen
scene = PokemonSave_Scene.new
screen = PokemonSaveScreen.new(scene)
ret = screen.pbSaveScreen
ret = false
pbFadeOutIn { ret = UI::Save.new.main }
return ret
end
@@ -137,3 +137,4 @@ def pbEmergencySave
end
$scene = oldscene
end
=end