/* 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) { g_vm = this; } void Alan2::runGame() { Common::String gameFileName = _gameFile.getName(); if (!is_gamefile_valid()) return; initialize(); Glk::Alan2::run(); } void Alan2::initialize() { // 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; strncpy(codfnm, getFilename().c_str(), 255); codfnm[255] = '\0'; // Open up the text file txtfil = new Common::File(); if (!txtfil->open(Common::String::format("%s.dat", advnam))) ::error("Could not open adventure text data file"); } 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); } void Alan2::synchronizeSave(Common::Serializer &s) { AtrElem *atr; Aword i; // Sync current values cur.synchronize(s); // Save actors for (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 (atr = (AtrElem *)addrTo(acts[i - ACTMIN].atrs); !endOfTable(atr); ++atr) syncVal(s, &atr->val); } } // Sync locations for (i = LOCMIN; i <= LOCMAX; ++i) { syncVal(s, &locs[i - LOCMIN].describe); if (locs[i - LOCMIN].atrs) for (atr = (AtrElem *)addrTo(locs[i - LOCMIN].atrs); !endOfTable(atr); atr++) syncVal(s, &atr->val); } // Sync objects for (i = OBJMIN; i <= OBJMAX; ++i) { syncVal(s, &objs[i - OBJMIN].loc); if (objs[i - OBJMIN].atrs) for (atr = (AtrElem *)addrTo(objs[i - OBJMIN].atrs); !endOfTable(atr); atr++) syncVal(s, &atr->val); } // Sync the event queue if (s.isSaving()) { eventq[etop].time = 0; // Mark the top for (i = 0; i <= (Aword)etop; ++i) eventq[i].synchronize(s); } else { for (etop = 0; eventq[etop - 1].time; ++etop) eventq[etop].synchronize(s); --etop; } // Sync scores for (i = 0; (int)scores[i] != EOF; i++) syncVal(s, &scores[i]); } bool Alan2::is_gamefile_valid() { // Set up adventure name _advName = getFilename(); while (_advName.contains('.')) _advName.deleteLastChar(); advnam = _advName.c_str(); 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; } return Common::File::exists(Common::String::format("%s.dat", advnam)); } } // End of namespace Alan2 } // End of namespace Glk