/* 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/alan3/alan3.h" #include "glk/alan3/exe.h" #include "glk/alan3/main.h" #include "glk/alan3/glkio.h" #include "glk/alan3/options.h" #include "glk/alan3/output.h" #include "glk/alan3/syserr.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 Alan3 { Alan3 *g_vm = nullptr; Alan3::Alan3(OSystem *syst, const GlkGameDescription &gameDesc) : GlkAPI(syst, gameDesc), vm_exited_cleanly(false), _saveSlot(-1), _pendingLook(false) { g_vm = this; // main codfil = nullptr; textFile = nullptr; // logfil = nullptr; memory = nullptr; // exe printFlag = false; // options verboseOption = false; ignoreErrorOption = false; debugOption = false; traceSectionOption = false; tracePushOption = false; traceStackOption = false; traceSourceOption = false; traceInstructionOption = false; transcriptOption = false; logOption = false; statusLineOption = true; regressionTestOption = false; // output anyOutput = false; capitalize = false; needSpace = false; skipSpace = false; // syserr setSyserrHandler(nullptr); } void Alan3::runGame() { if (initialize()) Glk::Alan3::run(); deinitialize(); } bool Alan3::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) syserr("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 Alan3 file.")); return false; } // In Alan 3, the text data comes from the adventure file itself Common::File *txt = new Common::File(); if (!txt->open(getFilename())) { GUIErrorMessage("Could not open adventure file for text data"); delete txt; return false; } textFile = txt; // Check for a save being loaded directly from the launcher _saveSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1; return true; } void Alan3::deinitialize() { free(memory); delete textFile; // delete logfil; } Common::Error Alan3::readSaveData(Common::SeekableReadStream *rs) { Common::Serializer s(rs, nullptr); synchronizeSave(s); return Common::kNoError; } Common::Error Alan3::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 Alan3::synchronizeSave(Common::Serializer &s) { // TODO } } // End of namespace Alan3 } // End of namespace Glk