/* 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. * */ /* Based on Agility interpreter version 1.1.1 */ #ifndef GLK_AGT #define GLK_AGT #include "common/scummsys.h" #include "glk/glk_api.h" namespace Glk { namespace AGT { enum DelayMode { DELAY_FULL, DELAY_SHORT, DELAY_OFF }; enum FontMode { FONT_AUTOMATIC, FONT_FIXED_WIDTH, FONT_PROPORTIONAL, FONT_DEBUG }; /** * AGT Adams game interpreter */ class AGT : public GlkAPI { public: const char *gagt_gamefile; /* Name of game file. */ const char *gagt_game_message; /* Error message. */ DelayMode gagt_delay_mode; /** * We use two Glk windows; one is two lines at the top of the display area * for status, and the other is the remainder of the display area, used for, * well, everything else. Where a particular Glk implementation won't do * more than one window, the status window remains NULL. */ winid_t gagt_main_window, gagt_status_window; /** * Transcript stream and input log. These are NULL if there is no current * collection of these strings. */ strid_t gagt_transcript_stream, gagt_inputlog_stream; /** * Input read log stream, for reading back an input log */ strid_t gagt_readlog_stream; /* Options that may be turned off or set by command line flags. */ FontMode gagt_font_mode; bool gagt_replacement_enabled, gagt_extended_status_enabled, gagt_abbreviations_enabled, gagt_commands_enabled; /** * Flag to set if we want to test for a clean exit. Without this it's a * touch tricky sometimes to corner AGiliTy into calling exit() for us; it * tends to require a broken game file. */ bool gagt_clean_exit_test; private: /** * Handles initialization */ void initialize(); /** * Handles flag setup from configuration */ void initializeSettings(); public: /** * Constructor */ AGT(OSystem *syst, const GlkGameDescription &gameDesc); /** * Returns the running interpreter type */ virtual InterpreterType getInterpreterType() const override { return INTERPRETER_AGT; } /** * Execute the game */ virtual void runGame() override; /** * Load a savegame from the passed Quetzal file chunk stream */ virtual Common::Error readSaveData(Common::SeekableReadStream *rs) override; /** * Save the game. The passed write stream represents access to the UMem chunk * in the Quetzal save file that will be created */ virtual Common::Error writeGameData(Common::WriteStream *ws) override; }; extern AGT *g_vm; } // End of namespace AGT } // End of namespace Glk #endif