Files
scummvm/engines/glk/alan2/alan2.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

196 lines
5.2 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/alan2/alan2.h"
#include "glk/alan2/exe.h"
#include "glk/alan2/main.h"
#include "glk/alan2/glkio.h"
#include "common/system.h"
#include "common/config-manager.h"
#include "common/translation.h"
#include "common/error.h"
#include "common/scummsys.h"
#include "common/serializer.h"
#include "glk/glk.h"
#include "glk/streams.h"
namespace Glk {
namespace Alan2 {
Alan2 *g_vm = nullptr;
Alan2::Alan2(OSystem *syst, const GlkGameDescription &gameDesc) : GlkAPI(syst, gameDesc),
vm_exited_cleanly(false), _restartFlag(false), _saveSlot(-1), _pendingLook(false) {
g_vm = this;
txtfil = nullptr;
logfil = nullptr;
memory = nullptr;
}
void Alan2::runGame() {
if (initialize())
Glk::Alan2::run();
deinitialize();
}
bool Alan2::initialize() {
// Set up adventure name
_advName = getFilename();
if (_advName.size() > 4 && _advName[_advName.size() - 4] == '.')
_advName = Common::String(_advName.c_str(), _advName.size() - 4);
// first, open a window for error output
glkMainWin = g_vm->glk_window_open(0, 0, 0, wintype_TextBuffer, 0);
if (glkMainWin == nullptr)
::error("FATAL ERROR: Cannot open initial window");
g_vm->glk_stylehint_set(wintype_TextGrid, style_User1, stylehint_ReverseColor, 1);
glkStatusWin = g_vm->glk_window_open(glkMainWin, winmethod_Above |
winmethod_Fixed, 1, wintype_TextGrid, 0);
g_vm->glk_set_window(glkMainWin);
// Set up the code file to point to the already opened game file
codfil = &_gameFile;
if (_gameFile.size() < 8) {
GUIErrorMessage(_("This is too short to be a valid Alan2 file."));
return false;
}
if (_gameFile.readUint32BE() != MKTAG(2, 8, 1, 0)) {
GUIErrorMessage(_("This is not a valid Alan2 file."));
return false;
}
// Open up the text file
txtfil = new Common::File();
if (!txtfil->open(Common::String::format("%s.dat", _advName.c_str()))) {
GUIErrorMessage("Could not open adventure text data file");
delete txtfil;
return false;
}
// Check for a save being loaded directly from the launcher
_saveSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1;
return true;
}
void Alan2::deinitialize() {
free(memory);
delete txtfil;
delete logfil;
}
Common::Error Alan2::readSaveData(Common::SeekableReadStream *rs) {
Common::Serializer s(rs, nullptr);
synchronizeSave(s);
return Common::kNoError;
}
Common::Error Alan2::writeGameData(Common::WriteStream *ws) {
Common::Serializer s(nullptr, ws);
synchronizeSave(s);
ws->flush();
return Common::kNoError;
}
// This works around gcc errors for passing packed structure fields
void syncVal(Common::Serializer &s, uint32 *fld) {
uint32 &v = *fld;
s.syncAsUint32LE(v);
}
static void syncActors(Common::Serializer &s) {
for (uint i = ACTMIN; i <= ACTMAX; ++i) {
syncVal(s, &acts[i - ACTMIN].loc);
syncVal(s, &acts[i - ACTMIN].script);
syncVal(s, &acts[i - ACTMIN].step);
syncVal(s, &acts[i - ACTMIN].count);
if (acts[i - ACTMIN].atrs) {
for (AtrElem *atr = (AtrElem *)addrTo(acts[i - ACTMIN].atrs); !endOfTable(atr); ++atr)
syncVal(s, &atr->val);
}
}
}
static void syncLocations(Common::Serializer &s) {
for (uint i = LOCMIN; i <= LOCMAX; ++i) {
syncVal(s, &locs[i - LOCMIN].describe);
if (locs[i - LOCMIN].atrs)
for (AtrElem *atr = (AtrElem *)addrTo(locs[i - LOCMIN].atrs); !endOfTable(atr); atr++)
syncVal(s, &atr->val);
}
}
static void syncObjects(Common::Serializer &s) {
for (uint i = OBJMIN; i <= OBJMAX; ++i) {
syncVal(s, &objs[i - OBJMIN].loc);
if (objs[i - OBJMIN].atrs)
for (AtrElem *atr = (AtrElem *)addrTo(objs[i - OBJMIN].atrs); !endOfTable(atr); atr++)
syncVal(s, &atr->val);
}
}
static void syncEventQueue(Common::Serializer &s) {
int i;
EvtqElem *arr = eventq;
if (s.isLoading()) {
i = 0;
do {
arr[i].synchronize(s);
i++;
} while (arr[i - 1].time != 0);
etop = i - 1;
} else {
// Mark the top
arr[etop].time = 0;
for (i = 0; i <= etop; ++i)
arr[i].synchronize(s);
}
}
static void syncScores(Common::Serializer &s) {
for (int i = 0; scores[i] != EOD; i++)
syncVal(s, &scores[i]);
}
void Alan2::synchronizeSave(Common::Serializer &s) {
// Sync various savegame data
cur.synchronize(s);
syncActors(s);
syncLocations(s);
syncObjects(s);
syncEventQueue(s);
syncScores(s);
}
} // End of namespace Alan2
} // End of namespace Glk