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engines/glk/advsys/advsys.cpp
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123
engines/glk/advsys/advsys.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "glk/advsys/advsys.h"
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#include "common/translation.h"
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#include "common/config-manager.h"
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namespace Glk {
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namespace AdvSys {
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void AdvSys::runGame() {
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// Check for savegame
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_saveSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1;
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if (!initialize()) {
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GUIErrorMessage(_("Could not start AdvSys game"));
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return;
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}
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// Outer play loop - this loop re-iterates if a game is restarted
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while (!shouldQuit()) {
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// Run game startup
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execute(_initCodeOffset);
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if (_saveSlot != -1) {
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Common::ErrorCode err = loadGameState(_saveSlot).getCode();
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_saveSlot = -1;
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if (err != Common::kNoError)
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print(_("Sorry, the savegame couldn't be restored"));
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else
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_pendingLine = "look"; // Do a look action after loading the savegame
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}
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// Gameplay loop
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while (!shouldQuit() && !shouldRestart()) {
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// Run update code
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execute(_updateCodeOffset);
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// Get and parse a single line
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if (getInput()) {
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if (singleAction()) {
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while (!shouldQuit() && nextCommand() && singleAction()) {}
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}
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}
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}
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}
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deinitialize();
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}
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bool AdvSys::initialize() {
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// Create a Glk window for the game
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if (!GlkInterface::initialize())
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return false;
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// Load the game's header
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if (!Game::init(&_gameFile))
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return false;
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return true;
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}
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void AdvSys::deinitialize() {
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}
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bool AdvSys::singleAction() {
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// Do the before code
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switch (execute(_beforeOffset)) {
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case ABORT:
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// Script aborted
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return false;
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case CHAIN:
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// Execute the action handler
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if (execute(getActionField(getVariable(V_ACTION), A_CODE)) == ABORT)
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return false;
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// fall through
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case FINISH:
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// Do the after code
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if (execute(_afterOffset) == ABORT)
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return false;
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break;
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default:
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break;
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}
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return true;
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}
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Common::Error AdvSys::readSaveData(Common::SeekableReadStream *rs) {
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if (rs->size() != (int)_saveSize)
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return Common::kReadingFailed;
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rs->read(_saveArea, rs->size());
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return Common::kNoError;
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}
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Common::Error AdvSys::writeGameData(Common::WriteStream *ws) {
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ws->write(_saveArea, _saveSize);
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return Common::kNoError;
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}
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} // End of namespace AdvSys
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} // End of namespace Glk
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