scummvm/engines/glk/alan2/alan2.cpp
Le Philousophe 1c87f428d0 GLK: Fix off-by-one memory read
The for loop shouldn't check previous entity on the first iteration
2019-07-07 09:26:52 -07:00

196 lines
5.2 KiB
C++

/* 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), _restartFlag(false), _saveSlot(-1), _pendingLook(false) {
g_vm = this;
txtfil = nullptr;
logfil = nullptr;
memory = nullptr;
}
void Alan2::runGame() {
if (initialize())
Glk::Alan2::run();
deinitialize();
}
bool Alan2::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)
::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;
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;
}
// Open up the text file
txtfil = new Common::File();
if (!txtfil->open(Common::String::format("%s.dat", _advName.c_str()))) {
GUIErrorMessage("Could not open adventure text data file");
delete txtfil;
return false;
}
// Check for a save being loaded directly from the launcher
_saveSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1;
return true;
}
void Alan2::deinitialize() {
free(memory);
delete txtfil;
delete logfil;
}
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);
}
static void syncActors(Common::Serializer &s) {
for (uint 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 (AtrElem *atr = (AtrElem *)addrTo(acts[i - ACTMIN].atrs); !endOfTable(atr); ++atr)
syncVal(s, &atr->val);
}
}
}
static void syncLocations(Common::Serializer &s) {
for (uint i = LOCMIN; i <= LOCMAX; ++i) {
syncVal(s, &locs[i - LOCMIN].describe);
if (locs[i - LOCMIN].atrs)
for (AtrElem *atr = (AtrElem *)addrTo(locs[i - LOCMIN].atrs); !endOfTable(atr); atr++)
syncVal(s, &atr->val);
}
}
static void syncObjects(Common::Serializer &s) {
for (uint i = OBJMIN; i <= OBJMAX; ++i) {
syncVal(s, &objs[i - OBJMIN].loc);
if (objs[i - OBJMIN].atrs)
for (AtrElem *atr = (AtrElem *)addrTo(objs[i - OBJMIN].atrs); !endOfTable(atr); atr++)
syncVal(s, &atr->val);
}
}
static void syncEventQueue(Common::Serializer &s) {
int i;
EvtqElem *arr = eventq;
if (s.isLoading()) {
i = 0;
do {
arr[i].synchronize(s);
i++;
} while (arr[i - 1].time != 0);
etop = i - 1;
} else {
// Mark the top
arr[etop].time = 0;
for (i = 0; i <= etop; ++i)
arr[i].synchronize(s);
}
}
static void syncScores(Common::Serializer &s) {
for (int i = 0; scores[i] != EOD; i++)
syncVal(s, &scores[i]);
}
void Alan2::synchronizeSave(Common::Serializer &s) {
// Sync various savegame data
cur.synchronize(s);
syncActors(s);
syncLocations(s);
syncObjects(s);
syncEventQueue(s);
syncScores(s);
}
} // End of namespace Alan2
} // End of namespace Glk