1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #include "glk/advsys/advsys.h"
24 #include "common/translation.h"
25 #include "common/config-manager.h"
26 
27 namespace Glk {
28 namespace AdvSys {
29 
runGame()30 void AdvSys::runGame() {
31 	// Check for savegame
32 	_saveSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1;
33 
34 	if (!initialize()) {
35 		GUIErrorMessage(_("Could not start AdvSys game"));
36 		return;
37 	}
38 
39 	// Outer play loop - this loop re-iterates if a game is restarted
40 	while (!shouldQuit()) {
41 		// Run game startup
42 		execute(_initCodeOffset);
43 
44 		if (_saveSlot != -1) {
45 			Common::ErrorCode err = loadGameState(_saveSlot).getCode();
46 			_saveSlot = -1;
47 			if (err != Common::kNoError)
48 				print(_("Sorry, the savegame couldn't be restored"));
49 			else
50 				_pendingLine = "look";		// Do a look action after loading the savegame
51 		}
52 
53 		// Gameplay loop
54 		while (!shouldQuit() && !shouldRestart()) {
55 			// Run update code
56 			execute(_updateCodeOffset);
57 
58 			// Get and parse a single line
59 			if (getInput()) {
60 				if (singleAction()) {
61 					while (!shouldQuit() && nextCommand() && singleAction()) {}
62 				}
63 			}
64 		}
65 	}
66 
67 	deinitialize();
68 }
69 
initialize()70 bool AdvSys::initialize() {
71 	// Create a Glk window for the game
72 	if (!GlkInterface::initialize())
73 		return false;
74 
75 	// Load the game's header
76 	if (!Game::init(&_gameFile))
77 		return false;
78 
79 	return true;
80 }
81 
deinitialize()82 void AdvSys::deinitialize() {
83 }
84 
singleAction()85 bool AdvSys::singleAction() {
86 	// Do the before code
87 	switch (execute(_beforeOffset)) {
88 	case ABORT:
89 		// Script aborted
90 		return false;
91 	case CHAIN:
92 		// Execute the action handler
93 		if (execute(getActionField(getVariable(V_ACTION), A_CODE)) == ABORT)
94 			return false;
95 
96 		// fall through
97 	case FINISH:
98 		// Do the after code
99 		if (execute(_afterOffset) == ABORT)
100 			return false;
101 		break;
102 
103 	default:
104 		break;
105 	}
106 
107 	return true;
108 }
109 
readSaveData(Common::SeekableReadStream * rs)110 Common::Error AdvSys::readSaveData(Common::SeekableReadStream *rs) {
111 	if (rs->size() != (int)_saveSize)
112 		return Common::kReadingFailed;
113 
114 	rs->read(_saveArea, rs->size());
115 	return Common::kNoError;
116 }
117 
writeGameData(Common::WriteStream * ws)118 Common::Error AdvSys::writeGameData(Common::WriteStream *ws) {
119 	ws->write(_saveArea, _saveSize);
120 	return Common::kNoError;
121 }
122 
123 } // End of namespace AdvSys
124 } // End of namespace Glk
125