mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
606 lines
20 KiB
Ruby
606 lines
20 KiB
Ruby
#===============================================================================
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#
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#===============================================================================
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class UI::SavePanel < UI::SpriteContainer
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attr_reader :sprites
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GRAPHICS_FOLDER = "Save/"
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TEXT_COLOR_THEMES = { # Themes not in DEFAULT_TEXT_COLOR_THEMES
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:white => [Color.new(248, 248, 248), Color.new(172, 188, 188)],
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:male => [Color.new(0, 112, 248), Color.new(120, 184, 232)],
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:female => [Color.new(232, 32, 16), Color.new(248, 168, 184)]
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}
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PANEL_WIDTH = 384
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PANEL_HEIGHT = 204
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def initialize(save_data, viewport)
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@save_data = save_data
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@show_arrows = false
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super(viewport)
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refresh
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end
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def initialize_sprites
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initialize_panel_background
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initialize_overlay
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initialize_player_sprite
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initialize_pokemon_icons
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initialize_arrow_sprites
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end
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def initialize_panel_background
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@sprites[:background] = ChangelingSprite.new(0, 0, @viewport)
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panel_srcs.each_pair do |key, values|
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@sprites[:background].add_bitmap(key, values)
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end
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@sprites[:background].change_bitmap(:default)
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record_values(:background)
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end
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def initialize_overlay
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add_overlay(:overlay, @sprites[:background].width, @sprites[:background].height)
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@sprites[:overlay].z = 10
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record_values(:overlay)
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end
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def initialize_player_sprite
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meta = GameData::PlayerMetadata.get(@save_data[:player].character_ID)
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filename = pbGetPlayerCharset(meta.walk_charset, @save_data[:player], true)
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@sprites[:player] = TrainerWalkingCharSprite.new(filename, @viewport)
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if !@sprites[:player].bitmap
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raise _INTL("Player character {1}'s walking charset was not found (filename: \"{2}\").",
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@save_data[:player].character_ID, filename)
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end
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@sprites[:player].x = 44 - (@sprites[:player].bitmap.width / 8)
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@sprites[:player].y = 36 - (@sprites[:player].bitmap.height / 8)
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@sprites[:player].z = 1
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record_values(:player)
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end
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def initialize_pokemon_icons
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Settings::MAX_PARTY_SIZE.times do |i|
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@sprites["pokemon_#{i}"] = PokemonIconSprite.new(@save_data[:player].party[i], @viewport)
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@sprites["pokemon_#{i}"].x, @sprites["pokemon_#{i}"].y = pokemon_coords(i)
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@sprites["pokemon_#{i}"].z = 1
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@sprites["pokemon_#{i}"].setOffset
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record_values("pokemon_#{i}")
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end
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end
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def initialize_arrow_sprites
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@sprites[:left_arrow] = AnimatedSprite.new(UI_FOLDER + "left_arrow", 8, 40, 28, 2, @viewport)
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@sprites[:left_arrow].x = -16
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@sprites[:left_arrow].y = (height / 2) - 14
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@sprites[:left_arrow].z = 20
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@sprites[:left_arrow].visible = false
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@sprites[:left_arrow].play
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record_values(:left_arrow)
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@sprites[:right_arrow] = AnimatedSprite.new(UI_FOLDER + "right_arrow", 8, 40, 28, 2, @viewport)
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@sprites[:right_arrow].x = width - 24
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@sprites[:right_arrow].y = (height / 2) - 14
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@sprites[:right_arrow].z = 20
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@sprites[:right_arrow].visible = false
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@sprites[:right_arrow].play
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record_values(:right_arrow)
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end
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#-----------------------------------------------------------------------------
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def width
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return PANEL_WIDTH
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end
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def height
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return PANEL_HEIGHT
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end
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def panel_srcs
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return {
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:default => [graphics_folder + "panels", 0, 0, PANEL_WIDTH, PANEL_HEIGHT],
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:new_slot => [graphics_folder + "panels", 0, PANEL_HEIGHT, PANEL_WIDTH, PANEL_HEIGHT]
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}
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end
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def pokemon_coords(index)
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return 272 + (66 * (index % 2)),
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36 + (50 * (index / 2))
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end
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def show_arrows=(value)
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return if @show_arrows == value
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@show_arrows = value
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@sprites[:left_arrow].visible = value
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@sprites[:right_arrow].visible = value
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end
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def set_data(save_data)
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@save_data = save_data
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@sprites[:background].change_bitmap((@save_data) ? :default : :new_slot)
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set_player_sprite
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refresh
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end
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def set_player_sprite
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if !@save_data
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@sprites[:player].visible = false
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return
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end
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@sprites[:player].visible = true
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meta = GameData::PlayerMetadata.get(@save_data[:player].character_ID)
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filename = pbGetPlayerCharset(meta.walk_charset, @save_data[:player], true)
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@sprites[:player].charset = filename
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if !@sprites[:player].bitmap
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raise _INTL("Player character {1}'s walking charset was not found (filename: \"{2}\").",
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@save_data[:player].character_ID, filename)
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end
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end
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#-----------------------------------------------------------------------------
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def refresh
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super
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refresh_pokemon
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draw_save_file_text
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end
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def refresh_pokemon
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Settings::MAX_PARTY_SIZE.times do |i|
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if @save_data
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@sprites["pokemon_#{i}"].pokemon = @save_data[:player].party[i]
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@sprites["pokemon_#{i}"].visible = true
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else
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@sprites["pokemon_#{i}"].visible = false
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end
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end
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end
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def draw_save_file_text
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if !@save_data
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draw_text(_INTL("Create a new save file"), width / 2, (height / 2) - 10, align: :center, theme: :gray)
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return
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end
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gender_theme = :default
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if @save_data[:player].male?
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gender_theme = :male
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elsif @save_data[:player].female?
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gender_theme = :female
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end
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# Player's name
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draw_text(@save_data[:player].name, 78, 30, theme: gender_theme)
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# Location
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map_id = @save_data[:map_factory].map.map_id
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map_name = pbGetMapNameFromId(map_id)
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map_name = map_name.gsub(/\\PN/, @save_data[:player].name)
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map_name = map_name.gsub(/\\v\[(\d+)\]/) { |num| @save_data[:variables][$~[1].to_i].to_s }
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draw_text(map_name, 14, 78, theme: :gray)
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# Gym Badges
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draw_text(_INTL("Badges:"), 14, 110, theme: :white)
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draw_text(@save_data[:player].badge_count.to_s, 222, 110, align: :right, theme: :gray)
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# Pokédex owned count
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draw_text(_INTL("Pokédex:"), 14, 142, theme: :white)
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draw_text(@save_data[:player].pokedex.seen_count.to_s, 222, 142, align: :right, theme: :gray)
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# Time played
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draw_text(_INTL("Play time:"), 14, 174, theme: :white)
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play_time = @save_data[:stats]&.real_play_time.to_i || 0
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hour = (play_time / 60) / 60
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min = (play_time / 60) % 60
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play_time_text = (hour > 0) ? _INTL("{1}h {2}m", hour, min) : _INTL("{1}m", min)
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draw_text(play_time_text, 222, 174, align: :right, theme: :gray)
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save_time = @save_data[:stats]&.real_time_saved
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if save_time
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save_time = Time.at(save_time)
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if System.user_language[3..4] == "US" # If the user is in the United States
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save_text = save_time.strftime("%-m/&-d/%Y")
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else
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save_text = save_time.strftime("%-d/%-m/%Y")
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end
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draw_text(save_text, PANEL_WIDTH - 14, 174, align: :right, theme: :gray)
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else
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draw_text("???", PANEL_WIDTH - 14, 174, align: :right, theme: :gray)
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end
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end
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def refresh_existing_pokemon
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Settings::MAX_PARTY_SIZE.times do |i|
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@sprites["pokemon_#{i}"].pokemon = @save_data[:player].party[i]
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end
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class UI::SaveVisuals < UI::BaseVisuals
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attr_reader :index
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GRAPHICS_FOLDER = "Save/" # Subfolder in Graphics/UI
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PANEL_SPACING = 8
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# save_data here is an array of [save filename, save data hash]. It has been
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# compacted.
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def initialize(save_data, current_save_data, default_index = 0)
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@save_data = save_data
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@current_save_data = current_save_data
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@index = default_index # Which save slot is selected
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@choosing_save_file = false
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super()
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end
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def initialize_sprites
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initialize_continue_panels
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end
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def initialize_continue_panels
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# Continue panel in middle
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this_index = @index
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@sprites[:continue] = create_slot_panel(this_index)
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# Continue panel to left
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if !@save_data.empty?
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previous_index = this_index - 1
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@sprites[:continue_previous] = create_slot_panel(this_index - 1)
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@sprites[:continue_previous].x = @sprites[:continue].x - @sprites[:continue].width - PANEL_SPACING
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@sprites[:continue_previous].visible = false
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# Continue panel to right
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next_index = this_index + 1
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@sprites[:continue_next] = create_slot_panel(this_index + 1)
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@sprites[:continue_next].x = @sprites[:continue].x + @sprites[:continue].width + PANEL_SPACING
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@sprites[:continue_next].visible = false
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end
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end
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#-----------------------------------------------------------------------------
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def create_slot_panel(slot_index, initializing = true)
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slot_index += @save_data.length + 1 if slot_index < 0
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slot_index -= @save_data.length + 1 if slot_index >= @save_data.length + 1
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if initializing
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this_save_data = @current_save_data[1]
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else
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this_save_data = (@save_data[slot_index]) ? @save_data[slot_index][1] : nil
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end
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ret = UI::SavePanel.new(this_save_data, @viewport)
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ret.x = (Graphics.width - ret.width) / 2
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ret.y = 40
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return ret
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end
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#-----------------------------------------------------------------------------
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def set_index(new_index, forced = false)
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while new_index < 0
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new_index += @save_data.length + 1
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end
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while new_index >= @save_data.length + 1
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new_index -= @save_data.length + 1
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end
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return if !forced && @index == new_index
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# Set the new index
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@index = new_index
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# Show the newly selected slot's information in the Continue panel
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this_save_data = (@save_data[@index]) ? @save_data[@index][1] : nil
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@sprites[:continue].set_data(this_save_data)
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# Show the newly adjacent slots' information in the adjacent Continue panels
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prev_index = @index - 1
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prev_index += @save_data.length + 1 if prev_index < 0
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this_save_data = (@save_data[prev_index]) ? @save_data[prev_index][1] : nil
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@sprites[:continue_previous]&.set_data(this_save_data)
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next_index = (@index + 1) % (@save_data.length + 1)
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this_save_data = (@save_data[next_index]) ? @save_data[next_index][1] : nil
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@sprites[:continue_next]&.set_data(this_save_data)
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refresh
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pbPlayCursorSE if !forced
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end
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def go_to_next_save_slot
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set_index(@index + 1)
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end
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def go_to_previous_save_slot
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set_index(@index - 1)
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end
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#-----------------------------------------------------------------------------
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def start_choose_save_file
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@choosing_save_file = true
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@sprites[:continue_previous].visible = true
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@sprites[:continue_next].visible = true
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@sprites[:continue].show_arrows = true
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set_index(@index, true)
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end
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#-----------------------------------------------------------------------------
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def refresh_overlay
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super
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if @choosing_save_file
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if @save_data[index] &&
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@save_data[index][1][:game_system].adventure_magic_number
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if @save_data[index][1][:game_system].adventure_magic_number == $game_system.adventure_magic_number
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save_time = @save_data[index][1][:stats].real_play_time
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delta_time = ($stats.play_time - save_time).to_i
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if delta_time >= 0
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hour = (delta_time / 60) / 60
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min = (delta_time / 60) % 60
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if hour > 0
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draw_text(_INTL("Play time since save: {1}h {2}m", hour, min), 8, 4, theme: :gray)
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else
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draw_text(_INTL("Play time since save: {1}m", min), 8, 4, theme: :gray)
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end
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else
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draw_text(_INTL("Alternate version of your adventure!"), 8, 4, theme: :gray)
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end
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else
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draw_text(_INTL("Different adventure!"), 8, 4, theme: :gray)
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end
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end
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if @save_data[@index]
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draw_text(sprintf("%d/%d", @index + 1, @save_data.length), Graphics.width - 8, 4, align: :right, theme: :gray)
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end
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elsif $stats.save_count > 0 && $stats.real_time_saved
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save_time = Time.at($stats.real_time_saved)
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if System.user_language[3..4] == "US" # If the user is in the United States
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date_text = save_time.strftime("%-m/&-d/%Y")
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else
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date_text = save_time.strftime("%-d/%-m/%Y")
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end
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time_text = save_time.strftime("%H:%M")
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draw_text(_INTL("Last saved on {1} at {2}", date_text, time_text), 8, 4, theme: :gray)
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end
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end
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def full_refresh
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refresh
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@sprites.each_pair { |key, sprite| sprite.refresh if sprite.respond_to?(:refresh) }
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end
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#-----------------------------------------------------------------------------
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def update_input
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# Check for movement to a different save slot
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if Input.repeat?(Input::LEFT)
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go_to_previous_save_slot
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elsif Input.repeat?(Input::RIGHT)
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go_to_next_save_slot
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end
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# Check for interaction
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if Input.trigger?(Input::USE)
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return update_interaction(Input::USE)
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elsif Input.trigger?(Input::BACK)
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return update_interaction(Input::BACK)
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end
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return nil
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end
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def update_interaction(input)
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case input
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when Input::USE
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pbPlayDecisionSE
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return :choose_slot
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when Input::BACK
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pbPlayCancelSE
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return :quit
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end
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return nil
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end
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#-----------------------------------------------------------------------------
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def navigate
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help_text = _INTL("Choose a file to save in.")
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help_window = Window_AdvancedTextPokemon.newWithSize(
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help_text, 0, 0, Graphics.width, 96, @viewport
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)
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help_window.z = 2000
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help_window.setSkin(MessageConfig.pbGetSpeechFrame)
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help_window.letterbyletter = false
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pbBottomRight(help_window)
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# Navigate loop
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ret = super
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# Clean up
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help_window.dispose
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return ret
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class UI::Save < UI::BaseScreen
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attr_reader :save_data
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SCREEN_ID = :save_screen
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include UI::LoadSaveDataMixin
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def initialize
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create_current_save_data
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load_all_save_data
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determine_default_save_file
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super
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end
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def initialize_visuals
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@visuals = UI::SaveVisuals.new(@save_data, @current_save_data, @default_index)
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end
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#-----------------------------------------------------------------------------
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def index
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return @visuals&.index || @default_index
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end
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#-----------------------------------------------------------------------------
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# This is pseudo-save data containing the current state of the game.
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def create_current_save_data
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@current_save_data = [0, {
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:player => $player,
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:map_factory => $map_factory,
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:variables => $game_variables,
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:stats => $stats
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}]
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end
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def determine_default_save_file
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# Find the save file index matching the current game's filename number
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if $stats.save_filename_number && $stats.save_filename_number >= 0
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expected_filename = SaveData.filename_from_index($stats.save_filename_number)
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@default_index = @save_data.index { |sav| sav[0] == expected_filename }
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@default_index ||= @save_data.length # Just in case
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else
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@default_index = @save_data.length # New save slot
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end
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end
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def different_adventure?(slot_index)
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return false if !@save_data[slot_index]
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return false if !@save_data[slot_index][1][:game_system].adventure_magic_number
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return @save_data[slot_index][1][:game_system].adventure_magic_number != $game_system.adventure_magic_number
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end
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def prompt_overwrite_save_file(slot_index)
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if different_adventure?(slot_index)
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show_message(_INTL("WARNING!") + "\1")
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show_message(_INTL("There is a different game file that is already saved.") + "\1")
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show_message(_INTL("If you save now, the other file's adventure, including items and Pokémon, will be entirely lost.") + "\1")
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if !show_confirm_serious_message(_INTL("Are you sure you want to save now and overwrite the other save file?"))
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return false
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end
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end
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return true
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end
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# NOTE: Save filenames are "Game#.rxdata" where "#" is slot_index, except for
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# 0 which just produces "Game.rzdata". This is to support old save
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# files which are that name.
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def save_game(file_number)
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# TODO: I don't know about this "GUI save choice" being here.
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# pbSEPlay("GUI save choice")
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if Game.save(file_number)
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# Refresh the panels to show the new save's data
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file = SaveData.filename_from_index(file_number)
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slot_index = @save_data.index { |sav| sav[0] == file }
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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
|