Files
scummvm/engines/glk/zcode/zcode.cpp
T
aryanrawlani28 4b6976c558 GUI: U32: Reduce number of files changed and fixes
Up until last commit, everything was working fine but the amount of files changed was too large. This commit tries to reduce the changes.

- Add a fake constructor to Keymap, text-to-speech, setDescription (save-state)
- Redirecting functions for PopUpWidget::appendEntry, ButtonWidget::setLabel, GUIErrorMessage
- Use the above functions and constructors to reduce changes in Engines
- Fix warnings being in unicode. Only output english text in - Warnings, Errors, etc.
- Mark some strings as "translation" strings. (Not yet added to POTFILES)
- Remove some CP related things from po/modules.mk
- Previously used some Common::convertToU32 where it was not necessary, replace this with u32constructor
2020-08-30 14:43:41 +02:00

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/zcode/zcode.h"
#include "glk/zcode/frotz_types.h"
#include "glk/zcode/screen.h"
#include "glk/zcode/quetzal.h"
#include "engines/util.h"
#include "common/config-manager.h"
#include "common/translation.h"
namespace Glk {
namespace ZCode {
ZCode *g_vm;
ZCode::ZCode(OSystem *syst, const GlkGameDescription &gameDesc) :
Processor(syst, gameDesc) {
g_vm = this;
}
ZCode::~ZCode() {
reset_memory();
}
void ZCode::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 *ZCode::createScreen() {
return new FrotzScreen();
}
void ZCode::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 ZCode::initialize() {
// Call process initialization
Processor::initialize();
// Restart the game
z_restart();
}
Common::Error ZCode::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("%s", ("Error reading save file"));
}
return Common::kNoError;
}
Common::Error ZCode::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
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").encode().c_str());
return Common::kNoError;
}
} // End of namespace ZCode
} // End of namespace Glk