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![aryanrawlani28](/assets/img/avatar_default.png)
Only for strings without an explicit action. The first level takes in a u32 string, encodes it, and passes it along further with the default action - For gui widgets, the strings are passed in as native u32 strings. - For everything else, they are being converted to u32 by Common::convertToU32... and then being passed along
152 lines
3.8 KiB
C++
152 lines
3.8 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 "glk/zcode/zcode.h"
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#include "glk/zcode/frotz_types.h"
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#include "glk/zcode/screen.h"
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#include "glk/zcode/quetzal.h"
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#include "engines/util.h"
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#include "common/config-manager.h"
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#include "common/translation.h"
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namespace Glk {
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namespace ZCode {
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ZCode *g_vm;
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ZCode::ZCode(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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ZCode::~ZCode() {
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reset_memory();
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}
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void ZCode::initGraphicsMode() {
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_gameFile.seek(0);
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byte version = _gameFile.readByte();
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if (version == 6) {
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// The V6 games have graphics that expect 320x200 mode
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Graphics::PixelFormat pixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0);
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initGraphics(320, 200, &pixelFormat);
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} else {
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GlkEngine::initGraphicsMode();
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}
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}
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Screen *ZCode::createScreen() {
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return new FrotzScreen();
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}
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void ZCode::runGame() {
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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 ZCode::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 ZCode::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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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("%s", _("Error reading save file").encode().c_str());
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}
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return Common::kNoError;
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}
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Common::Error ZCode::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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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").encode().c_str());
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return Common::kNoError;
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}
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} // End of namespace ZCode
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} // End of namespace Glk
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