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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 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
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