mirror of
https://github.com/libretro/scummvm.git
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312 lines
8.8 KiB
C++
312 lines
8.8 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.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/file.h"
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#include "common/language.h"
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#include "engines/util.h"
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#include "graphics/scaler.h"
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#include "graphics/thumbnail.h"
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#include "glk/glk.h"
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#include "glk/blorb.h"
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#include "glk/conf.h"
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#include "glk/debugger.h"
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#include "glk/events.h"
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#include "glk/picture.h"
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#include "glk/screen.h"
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#include "glk/selection.h"
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#include "glk/sound.h"
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#include "glk/speech.h"
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#include "glk/streams.h"
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#include "glk/windows.h"
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namespace Glk {
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GlkEngine *g_vm;
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GlkEngine::GlkEngine(OSystem *syst, const GlkGameDescription &gameDesc) :
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_gameDescription(gameDesc), Engine(syst), _random("Glk"), _quitFlag(false), _blorb(nullptr),
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_clipboard(nullptr), _conf(nullptr),_events(nullptr), _pictures(nullptr), _screen(nullptr),
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_selection(nullptr), _sounds(nullptr), _streams(nullptr), _windows(nullptr),
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_copySelect(false), _terminated(false), _pcSpeaker(nullptr), _loadSaveSlot(-1),
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gli_register_obj(nullptr), gli_unregister_obj(nullptr), gli_register_arr(nullptr),
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gli_unregister_arr(nullptr) {
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// Set up debug channels
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DebugMan.addDebugChannel(kDebugCore, "core", "Core engine debug level");
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DebugMan.addDebugChannel(kDebugScripts, "scripts", "Game scripts");
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DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics handling");
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DebugMan.addDebugChannel(kDebugSound, "sound", "Sound and Music handling");
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DebugMan.addDebugChannel(kDebugSpeech, "speech", "Text to Speech handling");
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g_vm = this;
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}
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GlkEngine::~GlkEngine() {
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delete _blorb;
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delete _clipboard;
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delete _events;
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delete _pcSpeaker;
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delete _pictures;
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delete _screen;
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delete _selection;
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delete _sounds;
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delete _streams;
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delete _windows;
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delete _conf;
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// Remove all of our debug levels here
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DebugMan.clearAllDebugChannels();
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}
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void GlkEngine::initialize() {
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createConfiguration();
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_conf->load();
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//_conf->flush();
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initGraphicsMode();
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createDebugger();
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_screen = createScreen();
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_screen->initialize();
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_clipboard = new Clipboard();
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_events = new Events();
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_pcSpeaker = new PCSpeaker(_mixer);
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_pictures = new Pictures();
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_selection = new Selection();
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_sounds = new Sounds();
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_streams = new Streams();
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_windows = new Windows(_screen);
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// Setup mixer
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syncSoundSettings();
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}
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Screen *GlkEngine::createScreen() {
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return new Screen();
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}
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void GlkEngine::initGraphicsMode() {
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initGraphics(_conf->_width, _conf->_height, &_conf->_screenFormat);
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}
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void GlkEngine::createDebugger() {
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setDebugger(new Debugger());
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}
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void GlkEngine::createConfiguration() {
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_conf = new Conf(getInterpreterType());
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}
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Common::Error GlkEngine::run() {
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// Open up the game file
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Common::String filename = getFilename();
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if (!Common::File::exists(filename))
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return Common::kNoGameDataFoundError;
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if (Blorb::isBlorb(filename)) {
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// Blorb archive
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_blorb = new Blorb(filename, getInterpreterType());
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SearchMan.add("blorb", _blorb, 99, false);
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if (!_gameFile.open("game", *_blorb))
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return Common::kNoGameDataFoundError;
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} else {
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// Check for a secondary blorb file with the same filename
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Common::StringArray blorbFilenames;
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Blorb::getBlorbFilenames(filename, blorbFilenames, getInterpreterType(), getGameID());
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for (uint idx = 0; idx < blorbFilenames.size(); ++idx) {
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if (Common::File::exists(blorbFilenames[idx])) {
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_blorb = new Blorb(blorbFilenames[idx], getInterpreterType());
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SearchMan.add("blorb", _blorb, 99, false);
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break;
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}
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}
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// Open up the game file
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if (!_gameFile.open(filename))
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return Common::kNoGameDataFoundError;
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}
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// Perform initialization
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initialize();
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// Play the game
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g_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, true);
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runGame();
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g_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
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return Common::kNoError;
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}
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bool GlkEngine::canLoadGameStateCurrently() {
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// Only allow savegames by default when sub-engines are waiting for a line
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Window *win = _windows->getFocusWindow();
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return win && (win->_lineRequest || win->_lineRequestUni);
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}
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bool GlkEngine::canSaveGameStateCurrently() {
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// Only allow savegames by default when sub-engines are waiting for a line
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Window *win = _windows->getFocusWindow();
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return win && (win->_lineRequest || win->_lineRequestUni);
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}
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Common::Error GlkEngine::loadGame() {
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frefid_t ref = _streams->createByPrompt(fileusage_BinaryMode | fileusage_SavedGame,
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filemode_Read, 0);
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if (ref == nullptr)
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return Common::kReadingFailed;
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int slotNumber = ref->_slotNumber;
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_streams->deleteRef(ref);
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return loadGameState(slotNumber);
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}
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Common::Error GlkEngine::saveGame() {
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frefid_t ref = _streams->createByPrompt(fileusage_BinaryMode | fileusage_SavedGame,
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filemode_Write, 0);
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if (ref == nullptr)
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return Common::kWritingFailed;
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int slot = ref->_slotNumber;
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Common::String desc = ref->_description;
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_streams->deleteRef(ref);
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return saveGameState(slot, desc);
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}
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Common::Error GlkEngine::loadGameState(int slot) {
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FileReference ref(slot, "", fileusage_SavedGame | fileusage_TextMode);
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strid_t file = _streams->openFileStream(&ref, filemode_Read);
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if (file == nullptr)
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return Common::kReadingFailed;
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Common::ErrorCode errCode = Common::kNoError;
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QuetzalReader r;
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if (r.open(*file, ID_IFSF))
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// Load in the savegame chunks
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errCode = loadGameChunks(r).getCode();
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file->close();
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return errCode;
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}
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Common::Error GlkEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
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Common::String msg;
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FileReference ref(slot, desc, fileusage_BinaryMode | fileusage_SavedGame);
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strid_t file = _streams->openFileStream(&ref, filemode_Write);
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if (file == nullptr)
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return Common::kWritingFailed;
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// Write out savegame chunks
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QuetzalWriter w;
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Common::ErrorCode errCode = saveGameChunks(w).getCode();
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if (errCode == Common::kNoError) {
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w.save(*file, desc);
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}
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file->close();
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return errCode;
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}
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Common::Error GlkEngine::loadGameChunks(QuetzalReader &quetzal) {
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// First scan for a SCVM chunk. It has information of the game the save is for,
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// so if present we can validate the save is for this game
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for (QuetzalReader::Iterator it = quetzal.begin(); it != quetzal.end(); ++it) {
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if ((*it)._id == ID_SCVM) {
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// Skip over date/time & playtime
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Common::SeekableReadStream *rs = it.getStream();
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rs->skip(14);
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uint32 interpType = rs->readUint32BE();
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Common::String langCode = QuetzalReader::readString(rs);
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Common::String md5 = QuetzalReader::readString(rs);
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delete rs;
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if (interpType != QuetzalBase::getInterpreterTag(getInterpreterType()) ||
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parseLanguage(langCode) != getLanguage() || md5 != getGameMD5())
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return Common::kReadingFailed;
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}
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}
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// Scan for an uncompressed memory chunk
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for (QuetzalReader::Iterator it = quetzal.begin(); it != quetzal.end(); ++it) {
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if ((*it)._id == ID_UMem) {
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Common::SeekableReadStream *rs = it.getStream();
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Common::Error err = readSaveData(rs);
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delete rs;
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return err;
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}
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}
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// Couldn't find any data chunk, so reading failed
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return Common::kReadingFailed;
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}
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Common::Error GlkEngine::saveGameChunks(QuetzalWriter &quetzal) {
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// Add the uncompressed memory chunk with the game's save data
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Common::WriteStream &ws = quetzal.add(ID_UMem);
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return writeGameData(&ws);
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}
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void GlkEngine::syncSoundSettings() {
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Engine::syncSoundSettings();
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int volume = ConfMan.getBool("sfx_mute") ? 0 : CLIP(ConfMan.getInt("sfx_volume"), 0, 255);
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_mixer->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, volume);
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SpeechManager::syncSoundSettings();
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}
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void GlkEngine::beep() {
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_pcSpeaker->speakerOn(50, 50);
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}
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void GlkEngine::switchToWhiteOnBlack() {
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const uint WHITE = _conf->parseColor("ffffff");
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const uint BLACK = _conf->parseColor("000000");
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_conf->_wMarginX = 0;
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_conf->_wMarginY = 0;
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_conf->_tMarginY = 4;
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_conf->_propInfo._caretColor = WHITE;
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_conf->_windowColor = _conf->_windowSave = 0;
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WindowStyle &ws1 = _conf->_tStyles[style_Normal];
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ws1.bg = BLACK;
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ws1.fg = WHITE;
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WindowStyle &ws2 = _conf->_tStyles[style_Input];
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ws2.bg = BLACK;
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ws2.fg = WHITE;
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}
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} // End of namespace Glk
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