scummvm/engines/glk/frotz/frotz.cpp

152 lines
3.8 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "glk/frotz/frotz.h"
#include "glk/frotz/frotz_types.h"
#include "glk/frotz/screen.h"
#include "glk/frotz/quetzal.h"
#include "engines/util.h"
#include "common/config-manager.h"
#include "common/translation.h"
namespace Glk {
namespace Frotz {
Frotz *g_vm;
Frotz::Frotz(OSystem *syst, const GlkGameDescription &gameDesc) :
Processor(syst, gameDesc) {
g_vm = this;
}
Frotz::~Frotz() {
reset_memory();
}
void Frotz::initGraphicsMode() {
_gameFile.seek(0);
byte version = _gameFile.readByte();
if (version == 6) {
// The V6 games have graphics that expect 320x200 mode
Graphics::PixelFormat pixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0);
initGraphics(320, 200, &pixelFormat);
} else {
GlkEngine::initGraphicsMode();
}
}
Screen *Frotz::createScreen() {
return new FrotzScreen();
}
void Frotz::runGame() {
story_fp = &_gameFile;
initialize();
// If save was selected from the launcher, handle loading it
int saveSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1;
if (saveSlot != -1) {
int loadResult = loadGameState(saveSlot).getCode() == Common::kNoError ? 2 : -1;
if (h_version <= V3)
branch(loadResult);
else
store(loadResult);
}
// Game loop
interpret();
if (!shouldQuit()) {
flush_buffer();
glk_exit();
}
}
void Frotz::initialize() {
// Call process initialization
Processor::initialize();
// Restart the game
z_restart();
}
Common::Error Frotz::loadGameState(int slot) {
FileReference ref(slot, "", fileusage_SavedGame | fileusage_TextMode);
strid_t file = _streams->openFileStream(&ref, filemode_Read);
if (file == nullptr)
return Common::kReadingFailed;
Quetzal q(story_fp);
bool success = q.restore(*file, this) == 2;
if (success) {
zbyte old_screen_rows;
zbyte old_screen_cols;
// In V3, reset the upper window.
if (h_version == V3)
split_window(0);
LOW_BYTE(H_SCREEN_ROWS, old_screen_rows);
LOW_BYTE(H_SCREEN_COLS, old_screen_cols);
// Reload cached header fields
restart_header();
/* Since QUETZAL files may be saved on many different machines,
* the screen sizes may vary a lot. Erasing the status window
* seems to cover up most of the resulting badness.
*/
if (h_version > V3 && h_version != V6 && (h_screen_rows != old_screen_rows
|| h_screen_cols != old_screen_cols))
erase_window(1);
} else {
error(_("Error reading save file"));
}
return Common::kNoError;
}
Common::Error Frotz::saveGameState(int slot, const Common::String &desc) {
Common::String msg;
FileReference ref(slot, desc, fileusage_BinaryMode | fileusage_SavedGame);
strid_t file = _streams->openFileStream(&ref, filemode_Write);
if (file == nullptr)
return Common::kWritingFailed;
Quetzal q(story_fp);
bool success = q.save(*file, this, desc);
if (!success)
print_string(_("Error writing save file\n"));
return Common::kNoError;
}
} // End of namespace Frotz
} // End of namespace Glk