/* 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 3 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, see . * */ #define FORBIDDEN_SYMBOL_ALLOW_ALL #include "common/scummsys.h" #include "common/config-manager.h" #include "common/debug-channels.h" #include "common/events.h" #include "common/system.h" #include "engines/advancedDetector.h" #include "engines/util.h" #include "graphics/paletteman.h" #include "graphics/screen.h" #include "qdengine/qdengine.h" #include "qdengine/console.h" #include "qdengine/parser/qdscr_parser.h" #include "qdengine/qdcore/qd_game_dispatcher.h" namespace QDEngine { QDEngineEngine *g_engine; QDEngineEngine::QDEngineEngine(OSystem *syst, const ADGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc), _randomSource("QDEngine") { g_engine = this; _pixelformat = Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0); } QDEngineEngine::~QDEngineEngine() { delete _screen; cleanup_XML_Parser(); } uint32 QDEngineEngine::getFeatures() const { return _gameDescription->flags; } Common::String QDEngineEngine::getGameId() const { return _gameDescription->gameId; } const char *QDEngineEngine::getExeName() const { return _gameDescription->filesDescriptions[1].fileName; } Common::Error QDEngineEngine::run() { initGraphics(640, 480); _screen = new Graphics::Screen(); // Set the engine's debugger console setDebugger(new Console()); // If a savegame was selected from the launcher, load it int saveSlot = ConfMan.getInt("save_slot"); if (saveSlot != -1) (void)loadGameState(saveSlot); // Simple event handling loop byte pal[256 * 3] = { 0 }; Common::Event e; int offset = 0; while (!shouldQuit()) { while (g_system->getEventManager()->pollEvent(e)) { } // Cycle through a simple palette ++offset; for (int i = 0; i < 256; ++i) pal[i * 3 + 1] = (i + offset) % 256; g_system->getPaletteManager()->setPalette(pal, 0, 256); _screen->update(); engineMain(); // Delay for a bit. All events loops should have a delay // to prevent the system being unduly loaded g_system->delayMillis(10); } return Common::kNoError; } bool canSaveGameStateCurrently(Common::U32String *msg) { return qdGameDispatcher::get_dispatcher()->get_active_scene() != nullptr; } Common::Error QDEngineEngine::saveGameStream(Common::WriteStream *stream, bool isAutosave) { if (qdGameDispatcher::get_dispatcher()->save_save(stream)) return Common::kNoError; return Common::kWritingFailed; } Common::Error QDEngineEngine::loadGameStream(Common::SeekableReadStream *stream) { if (qdGameDispatcher::get_dispatcher()->load_save(stream)) return Common::kNoError; return Common::kReadingFailed; } } // namespace QDEngine // Translates cp-1251..utf-8 byte *transCyrillic(const Common::String &str) { const byte *s = (const byte *)str.c_str(); static byte tmp[1024]; #ifndef WIN32 static int trans[] = { 0xa8, 0xd081, 0xb8, 0xd191, 0xc0, 0xd090, 0xc1, 0xd091, 0xc2, 0xd092, 0xc3, 0xd093, 0xc4, 0xd094, 0xc5, 0xd095, 0xc6, 0xd096, 0xc7, 0xd097, 0xc8, 0xd098, 0xc9, 0xd099, 0xca, 0xd09a, 0xcb, 0xd09b, 0xcc, 0xd09c, 0xcd, 0xd09d, 0xce, 0xd09e, 0xcf, 0xd09f, 0xd0, 0xd0a0, 0xd1, 0xd0a1, 0xd2, 0xd0a2, 0xd3, 0xd0a3, 0xd4, 0xd0a4, 0xd5, 0xd0a5, 0xd6, 0xd0a6, 0xd7, 0xd0a7, 0xd8, 0xd0a8, 0xd9, 0xd0a9, 0xda, 0xd0aa, 0xdb, 0xd0ab, 0xdc, 0xd0ac, 0xdd, 0xd0ad, 0xde, 0xd0ae, 0xdf, 0xd0af, 0xe0, 0xd0b0, 0xe1, 0xd0b1, 0xe2, 0xd0b2, 0xe3, 0xd0b3, 0xe4, 0xd0b4, 0xe5, 0xd0b5, 0xe6, 0xd0b6, 0xe7, 0xd0b7, 0xe8, 0xd0b8, 0xe9, 0xd0b9, 0xea, 0xd0ba, 0xeb, 0xd0bb, 0xec, 0xd0bc, 0xed, 0xd0bd, 0xee, 0xd0be, 0xef, 0xd0bf, 0xf0, 0xd180, 0xf1, 0xd181, 0xf2, 0xd182, 0xf3, 0xd183, 0xf4, 0xd184, 0xf5, 0xd185, 0xf6, 0xd186, 0xf7, 0xd187, 0xf8, 0xd188, 0xf9, 0xd189, 0xfa, 0xd18a, 0xfb, 0xd18b, 0xfc, 0xd18c, 0xfd, 0xd18d, 0xfe, 0xd18e, 0xff, 0xd18f, 0x96, 0x2d2d, 0xab, 0x3c3c, 0xbb, 0x3c3c, 0x97, 0x2d2d, 0x85, 0x2e2e, 0x8e, 0x3f3f, 0x90, 0x3f3f, 0x92, 0x2727, 0xa0, 0x2020, 0x00 }; #endif int i = 0; for (const byte *p = s; *p; p++) { #ifdef WIN32 // translate from cp1251 to cp866 byte c = *p; if (c >= 0xC0 && c <= 0xEF) c = c - 0xC0 + 0x80; else if (c >= 0xF0) c = c - 0xF0 + 0xE0; else if (c == 0xA8) c = 0xF0; else if (c == 0xB8) c = 0xF1; tmp[i++] = c; #else if (*p < 128) { tmp[i++] = *p; } else { int j; for (j = 0; trans[j]; j += 2) { if (trans[j] == *p) { tmp[i++] = (trans[j + 1] >> 8) & 0xff; tmp[i++] = trans[j + 1] & 0xff; break; } } if (!trans[j]) { warning("transCyrillic: no mapping for %d (0x%x)", *p, *p); tmp[i++] = '?'; tmp[i++] = '?'; } } #endif } tmp[i] = 0; return tmp; }