/* 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/advsys/advsys.h" #include "common/translation.h" #include "common/config-manager.h" namespace Glk { namespace AdvSys { void AdvSys::runGame() { // Check for savegame _saveSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1; if (!initialize()) { GUIErrorMessage(_("Could not start AdvSys game")); return; } // Outer play loop - this loop re-iterates if a game is restarted while (!shouldQuit()) { // Run game startup execute(_initCodeOffset); if (_saveSlot != -1) { Common::ErrorCode err = loadGameState(_saveSlot).getCode(); _saveSlot = -1; if (err != Common::kNoError) print(_("Sorry, the savegame couldn't be restored")); else _pendingLine = "look"; // Do a look action after loading the savegame } // Gameplay loop while (!shouldQuit() && !shouldRestart()) { // Run update code execute(_updateCodeOffset); // Get and parse a single line if (getInput()) { if (singleAction()) { while (!shouldQuit() && nextCommand() && singleAction()) {} } } } } deinitialize(); } bool AdvSys::initialize() { // Create a Glk window for the game if (!GlkInterface::initialize()) return false; // Load the game's header if (!Game::init(&_gameFile)) return false; return true; } void AdvSys::deinitialize() { } bool AdvSys::singleAction() { // Do the before code switch (execute(_beforeOffset)) { case ABORT: // Script aborted return false; case CHAIN: // Execute the action handler if (execute(getActionField(getVariable(V_ACTION), A_CODE)) == ABORT) return false; // fall through case FINISH: // Do the after code if (execute(_afterOffset) == ABORT) return false; break; default: break; } return true; } Common::Error AdvSys::readSaveData(Common::SeekableReadStream *rs) { if (rs->size() != (int)_saveSize) return Common::kReadingFailed; rs->read(_saveArea, rs->size()); return Common::kNoError; } Common::Error AdvSys::writeGameData(Common::WriteStream *ws) { ws->write(_saveArea, _saveSize); return Common::kNoError; } } // End of namespace AdvSys } // End of namespace Glk