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qdengine.cpp
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qdengine.cpp
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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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::Language QDEngineEngine::getLanguage() const {
return _gameDescription->language;
}
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;
}