End of file handling

Hey everybody!

Sorry for my long absence! The case is that we just renovated our house with my family during the weekend (starting with Thursday), so I didn’t have much time to spend with coding. But as we finished with all the work around our house yesterday, here I am again, more tenacious than ever!
I also finished today with the file handling (at least with those parts what don’t involve saving/loading current game stance, only loading screens, sprites, texts, etc.). Sometimes figuring out what the Pascal sources are intended to do and converting it to C++ code was a rather tricky thing. (For example the problem with Pascal-style arrays and strings. Especially strings.) But finally I came over it, and now it’s done and working. At least I think it does. I made several tests to them, almost trying with all the functions and all their source files (mostly *.AVDs), but the real test will be using them in the final code. (You can check this link, if you’d like to know more about Avalanche engine’s file types and other related topics. Written by the original author of the game himself!)
My plans for the following days are these: I’ll follow the program flow with the help of the warnings I placed previously in the code during stubbing, and going one by one, I’ll implement each and every function in the code. I think the real pain will come with the screen processing units, but I don’t think I have anything to fear as long as I have as awesome helpers as fuzzie or dreammaster.
(Sadly, my mentor, Strangerke is on holiday and we can connect only rarely, but luckily SvummVM has a great community, so I don’t think that I’ll be suffering from the absence of help even for a minute.)