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https://github.com/libretro/scummvm.git
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123 lines
3.0 KiB
C++
123 lines
3.0 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 "glk/frotz/frotz.h"
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#include "glk/frotz/frotz_types.h"
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#include "glk/frotz/screen.h"
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#include "glk/frotz/quetzal.h"
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#include "common/config-manager.h"
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namespace Glk {
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namespace Frotz {
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Frotz *g_vm;
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Frotz::Frotz(OSystem *syst, const GlkGameDescription &gameDesc) :
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Processor(syst, gameDesc) {
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g_vm = this;
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}
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Frotz::~Frotz() {
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reset_memory();
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}
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Screen *Frotz::createScreen() {
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return new FrotzScreen();
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}
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void Frotz::runGame(Common::SeekableReadStream *gameFile) {
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story_fp = gameFile;
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initialize();
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// If save was selected from the launcher, handle loading it
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int saveSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1;
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if (saveSlot != -1) {
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int loadResult = loadGameState(saveSlot).getCode() == Common::kNoError ? 2 : -1;
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if (h_version <= V3)
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branch(loadResult);
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else
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store(loadResult);
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}
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// Game loop
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interpret();
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if (!shouldQuit()) {
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flush_buffer();
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glk_exit();
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}
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}
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void Frotz::initialize() {
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// Call process initialization
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Processor::initialize();
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// Restart the game
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z_restart();
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}
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Common::Error Frotz::saveGameData(strid_t file, const Common::String &desc) {
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Quetzal q(story_fp);
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bool success = q.save(*file, this, desc);
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if (!success)
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print_string("Error writing save file\n");
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return Common::kNoError;
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}
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Common::Error Frotz::loadGameData(strid_t file) {
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Quetzal q(story_fp);
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bool success = q.restore(*file, this) == 2;
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if (success) {
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zbyte old_screen_rows;
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zbyte old_screen_cols;
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// In V3, reset the upper window.
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if (h_version == V3)
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split_window(0);
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LOW_BYTE(H_SCREEN_ROWS, old_screen_rows);
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LOW_BYTE(H_SCREEN_COLS, old_screen_cols);
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// Reload cached header fields
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restart_header();
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/* Since QUETZAL files may be saved on many different machines,
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* the screen sizes may vary a lot. Erasing the status window
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* seems to cover up most of the resulting badness.
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*/
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if (h_version > V3 && h_version != V6 && (h_screen_rows != old_screen_rows
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|| h_screen_cols != old_screen_cols))
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erase_window(1);
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} else {
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error("Error reading save file");
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}
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return Common::kNoError;
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}
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} // End of namespace Scott
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} // End of namespace Glk
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