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|
/* 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/adrift/adrift.h"
#include "glk/adrift/scprotos.h"
#include "glk/adrift/scgamest.h"
#include "common/file.h"
#include "common/system.h"
#include "common/savefile.h"
namespace Glk {
namespace Adrift {
/* Assorted definitions and constants. */
static const sc_char NEWLINE = '\n';
static const sc_char CARRIAGE_RETURN = '\r';
static const sc_char NUL = '\0';
/* Global tracing flags. */
static sc_uint if_trace_flags = 0;
/*
* if_initialize()
*
* First-time runtime checks for the overall interpreter. This function
* tries to ensure correct compile options.
*/
static void if_initialize(void) {
static sc_bool initialized = FALSE;
/* Only do checks on the first call. */
if (!initialized) {
/* Make a few quick checks on types and type sizes. */
if (sizeof(sc_byte) != 1 || sizeof(sc_char) != 1) {
sc_error("if_initialize: sizeof sc_byte or sc_char"
" is not 1, check compile options\n");
} else if (sizeof(sc_uint) < 4 || sizeof(sc_int) < 4) {
sc_error("if_initialize: sizeof sc_uint or sc_int"
" is not at least 4, check compile options\n");
} else if (sizeof(sc_uint) > 8 || sizeof(sc_int) > 8) {
sc_error("if_initialize: sizeof sc_uint or sc_int"
" is more than 8, check compile options\n");
} else if (!((sc_uint) - 1 > 0)) {
sc_error("if_initialize: sc_uint appears not to be unsigned,"
" check compile options\n");
}
initialized = TRUE;
}
}
/*
* if_bool()
* sc_set_trace_flags()
* if_get_trace_flag()
*
* Set and retrieve tracing flags. Setting new values propagates the new
* tracing setting to all modules that support it.
*/
static sc_bool if_bool(sc_uint flag) {
return flag ? TRUE : FALSE;
}
void sc_set_trace_flags(sc_uint trace_flags) {
if_initialize();
/* Save the value for queries. */
if_trace_flags = trace_flags;
/* Propagate tracing to modules that support it. */
parse_debug_trace(if_bool(trace_flags & SC_TRACE_PARSE));
prop_debug_trace(if_bool(trace_flags & SC_TRACE_PROPERTIES));
var_debug_trace(if_bool(trace_flags & SC_TRACE_VARIABLES));
uip_debug_trace(if_bool(trace_flags & SC_TRACE_PARSER));
lib_debug_trace(if_bool(trace_flags & SC_TRACE_LIBRARY));
evt_debug_trace(if_bool(trace_flags & SC_TRACE_EVENTS));
npc_debug_trace(if_bool(trace_flags & SC_TRACE_NPCS));
obj_debug_trace(if_bool(trace_flags & SC_TRACE_OBJECTS));
task_debug_trace(if_bool(trace_flags & SC_TRACE_TASKS));
restr_debug_trace(if_bool(trace_flags & SC_TRACE_TASKS));
pf_debug_trace(if_bool(trace_flags & SC_TRACE_PRINTFILTER));
}
sc_bool if_get_trace_flag(sc_uint bitmask) {
return if_bool(if_trace_flags & bitmask);
}
/*
* if_print_string_common()
* if_print_string()
* if_print_debug()
* if_print_character_common()
* if_print_character()
* if_print_debug_character()
* if_print_tag()
*
* Call OS-specific print function for the given arguments.
*/
static void if_print_string_common(const sc_char *string, void (*print_string_function)(const sc_char *)) {
assert(string);
if (string[0] != NUL)
print_string_function(string);
}
void if_print_string(const sc_char *string) {
if_print_string_common(string, os_print_string);
}
void if_print_debug(const sc_char *string) {
if_print_string_common(string, os_print_string_debug);
}
static void if_print_character_common(sc_char character, void (*print_string_function)(const sc_char *)) {
if (character != NUL) {
sc_char buffer[2];
buffer[0] = character;
buffer[1] = NUL;
print_string_function(buffer);
}
}
void if_print_character(sc_char character) {
if_print_character_common(character, os_print_string);
}
void if_print_debug_character(sc_char character) {
if_print_character_common(character, os_print_string_debug);
}
void if_print_tag(sc_int tag, const sc_char *arg) {
assert(arg);
os_print_tag(tag, arg);
}
/*
* if_read_line_common()
* if_read_line()
* if_read_debug()
*
* Call OS-specific line read function. Clean up any read data a little
* before returning it to the caller.
*/
static void if_read_line_common(sc_char *buffer, sc_int length,
sc_bool(*read_line_function)(sc_char *, sc_int)) {
sc_bool is_line_available;
sc_int last;
assert(buffer && length > 0);
/* Loop until valid player input is available. */
do {
/* Space first with a blank line, and clear the buffer. */
if_print_character('\n');
memset(buffer, NUL, length);
is_line_available = read_line_function(buffer, length);
if (g_vm->shouldQuit())
return;
} while (!is_line_available);
/* Drop any trailing newline/return. */
last = strlen(buffer) - 1;
while (last >= 0
&& (buffer[last] == CARRIAGE_RETURN || buffer[last] == NEWLINE))
buffer[last--] = NUL;
}
void if_read_line(sc_char *buffer, sc_int length) {
if_read_line_common(buffer, length, os_read_line);
}
void if_read_debug(sc_char *buffer, sc_int length) {
if_read_line_common(buffer, length, os_read_line_debug);
}
/*
* if_confirm()
*
* Call OS-specific confirm function.
*/
sc_bool if_confirm(sc_int type) {
return os_confirm(type);
}
/*
* if_open_saved_game()
* if_write_saved_game()
* if_read_saved_game()
* if_close_saved_game()
*
* Call OS-specific functions for saving and restoring games.
*/
void *if_open_saved_game(sc_bool is_save) {
return os_open_file(is_save);
}
void if_write_saved_game(void *opaque, const sc_byte *buffer, sc_int length) {
assert(buffer);
os_write_file(opaque, buffer, length);
}
sc_int if_read_saved_game(void *opaque, sc_byte *buffer, sc_int length) {
assert(buffer);
return os_read_file(opaque, buffer, length);
}
void if_close_saved_game(void *opaque) {
os_close_file(opaque);
}
/*
* if_display_hints()
*
* Call OS-specific hint display function.
*/
void if_display_hints(sc_gameref_t game) {
assert(gs_is_game_valid(game));
os_display_hints((sc_game) game);
}
/*
* if_update_sound()
* if_update_graphic()
*
* Call OS-specific sound and graphic handler functions.
*/
void if_update_sound(const sc_char *filename, sc_int sound_offset, sc_int sound_length,
sc_bool is_looping) {
if (strlen(filename) > 0)
os_play_sound(filename, sound_offset, sound_length, is_looping);
else
os_stop_sound();
}
void if_update_graphic(const sc_char *filename,
sc_int graphic_offset, sc_int graphic_length) {
os_show_graphic(filename, graphic_offset, graphic_length);
}
/*
* sc_scare_version()
* sc_scare_emulation()
*
* Return a version string and Adrift emulation level.
*/
const sc_char *sc_scare_version(void) {
if_initialize();
return "SCARE " SCARE_VERSION SCARE_PATCH_LEVEL;
}
sc_int sc_scare_emulation(void) {
if_initialize();
return SCARE_EMULATION;
}
/*
* if_file_read_callback()
* if_file_write_callback()
*
* Standard FILE* reader and writer callback for constructing callback-style
* calls from filename and stream variants.
*/
static sc_int if_file_read_callback(void *opaque, sc_byte *buffer, sc_int length) {
Common::SeekableReadStream *stream = (Common::SeekableReadStream *)opaque;
sc_int bytes;
bytes = stream->read(buffer, length);
if (stream->err())
sc_error("if_file_read_callback: warning: read error\n");
return bytes;
}
static void if_file_write_callback(void *opaque, const sc_byte *buffer, sc_int length) {
Common::WriteStream *stream = (Common::WriteStream *) opaque;
stream->write(buffer, length);
if (stream->err())
sc_error("if_file_write_callback: warning: write error\n");
}
/*
* sc_game_from_filename()
* sc_game_from_stream()
* sc_game_from_callback()
*
* Called by the OS-specific layer to create a run context. The _filename()
* and _stream() variants are adapters for run_create().
*/
sc_game sc_game_from_filename(const sc_char *filename) {
Common::File *stream;
sc_game game;
if_initialize();
if (!filename) {
sc_error("sc_game_from_filename: nullptr filename\n");
return nullptr;
}
stream = new Common::File();
if (!stream->open(filename)) {
delete stream;
sc_error("sc_game_from_filename: fopen error\n");
return nullptr;
}
game = run_create(if_file_read_callback, stream);
delete stream;
return game;
}
sc_game sc_game_from_stream(Common::SeekableReadStream *stream) {
if_initialize();
if (!stream) {
sc_error("sc_game_from_stream: nullptr stream\n");
return nullptr;
}
return run_create(if_file_read_callback, stream);
}
sc_game sc_game_from_callback(sc_int(*callback)(void *, sc_byte *, sc_int), void *opaque) {
if_initialize();
if (!callback) {
sc_error("sc_game_from_callback: nullptr callback\n");
return nullptr;
}
return run_create(callback, opaque);
}
/*
* if_game_error()
*
* Common function to verify that the game passed in to functions below
* is a valid game. Returns TRUE on game error, FALSE if okay.
*/
static sc_bool if_game_error(const sc_gameref_t game, const sc_char *function_name) {
/* Check for invalid game -- null pointer or bad magic. */
if (!gs_is_game_valid(game)) {
if (game)
sc_error("%s: invalid game\n", function_name);
else
sc_error("%s: nullptr game\n", function_name);
return TRUE;
}
/* No game error. */
return FALSE;
}
/*
* sc_interpret_game()
* sc_restart_game()
* sc_save_game()
* sc_load_game()
* sc_undo_game_turn()
* sc_quit_game()
*
* Called by the OS-specific layer to run a game loaded into a run context,
* and to quit the interpreter on demand, if required. sc_quit_game()
* is implemented as a longjmp(), so never returns to the caller --
* instead, the program behaves as if sc_interpret_game() had returned.
* sc_load_game() will longjmp() if the restore is successful (thus
* behaving like sc_restart_game()), but will return if the game could not
* be restored. sc_undo_game_turn() behaves like sc_load_game().
*/
void sc_interpret_game(CONTEXT, sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_interpret_game"))
return;
run_interpret(context, game_);
}
void sc_restart_game(CONTEXT, sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_restart_game"))
return;
CALL1(run_restart, game_);
}
sc_bool sc_save_game(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_save_game"))
return FALSE;
return run_save_prompted(game_);
}
sc_bool sc_load_game(CONTEXT, sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_load_game"))
return FALSE;
return run_restore_prompted(context, game_);
}
sc_bool sc_undo_game_turn(CONTEXT, sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_undo_game_turn"))
return FALSE;
return run_undo(context, game_);
}
void sc_quit_game(CONTEXT, sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_quit_game"))
return;
run_quit(context, game_);
}
/*
* sc_save_game_to_filename()
* sc_save_game_to_stream()
* sc_save_game_to_callback()
* sc_load_game_from_filename()
* sc_load_game_from_stream()
* sc_load_game_from_callback()
*
* Low level game saving and loading functions. The normal sc_save_game()
* and sc_load_game() functions act exactly as the "save" and "restore"
* game commands, in that they prompt the user for a stream to write or read.
* These alternative forms allow the caller to directly specify the data
* streams.
*/
sc_bool sc_save_game_to_filename(sc_game game, const sc_char *filename) {
const sc_gameref_t game_ = (sc_gameref_t)game;
Common::OutSaveFile *sf;
if (if_game_error(game_, "sc_save_game_to_filename"))
return FALSE;
if (!filename) {
sc_error("sc_save_game_to_filename: nullptr filename\n");
return FALSE;
}
sf = g_system->getSavefileManager()->openForSaving(filename);
if (!sf) {
sc_error("sc_save_game_to_filename: fopen error\n");
return FALSE;
}
run_save(game_, if_file_write_callback, sf);
sf->finalize();
delete sf;
return TRUE;
}
void sc_save_game_to_stream(sc_game game, Common::SeekableReadStream *stream) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_save_game_to_stream"))
return;
if (!stream) {
sc_error("sc_save_game_to_stream: nullptr stream\n");
return;
}
run_save(game_, if_file_write_callback, stream);
}
void sc_save_game_to_callback(sc_game game,
void (*callback)(void *, const sc_byte *, sc_int), void *opaque) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_save_game_to_callback"))
return;
if (!callback) {
sc_error("sc_save_game_to_callback: nullptr callback\n");
return;
}
run_save(game_, callback, opaque);
}
sc_bool sc_load_game_from_filename(CONTEXT, sc_game game, const sc_char *filename) {
const sc_gameref_t game_ = (sc_gameref_t)game;
Common::InSaveFile *sf;
sc_bool status;
if (if_game_error(game_, "sc_load_game_from_filename"))
return FALSE;
if (!filename) {
sc_error("sc_load_game_from_filename: nullptr filename\n");
return FALSE;
}
sf = g_system->getSavefileManager()->openForLoading(filename);
if (!sf) {
sc_error("sc_load_game_from_filename: fopen error\n");
return FALSE;
}
status = run_restore(context, game_, if_file_read_callback, sf);
delete sf;
return status;
}
sc_bool sc_load_game_from_stream(CONTEXT, sc_game game, Common::SeekableReadStream *stream) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_load_game_from_stream"))
return FALSE;
if (!stream) {
sc_error("sc_load_game_from_stream: nullptr stream\n");
return FALSE;
}
return run_restore(context, game_, if_file_read_callback, stream);
}
sc_bool sc_load_game_from_callback(CONTEXT, sc_game game,
sc_int(*callback)(void *, sc_byte *, sc_int), void *opaque) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_load_game_from_callback"))
return FALSE;
if (!callback) {
sc_error("sc_load_game_from_callback: nullptr callback\n");
return FALSE;
}
return run_restore(context, game_, callback, opaque);
}
/*
* sc_free_game()
*
* Called by the OS-specific layer to free run context memory.
*/
void sc_free_game(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_free_game"))
return;
run_destroy(game_);
}
/*
* sc_is_game_running()
* sc_get_game_name()
* sc_get_game_author()
* sc_get_game_compile_date()
* sc_get_game_turns()
* sc_get_game_score()
* sc_get_game_max_score()
* sc_get_game_room ()
* sc_get_game_status_line ()
* sc_get_game_preferred_font ()
* sc_get_game_bold_room_names()
* sc_get_game_verbose()
* sc_get_game_notify_score_change()
* sc_has_game_completed()
* sc_is_game_undo_available()
*
* Return a few attributes of a game.
*/
sc_bool sc_is_game_running(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_is_game_running"))
return FALSE;
return run_is_running(game_);
}
const sc_char *sc_get_game_name(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
const sc_char *retval;
if (if_game_error(game_, "sc_get_game_name"))
return "[invalid game]";
run_get_attributes(game_, &retval,
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
nullptr, nullptr);
return retval;
}
const sc_char *
sc_get_game_author(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
const sc_char *retval;
if (if_game_error(game_, "sc_get_game_author"))
return "[invalid game]";
run_get_attributes(game_, nullptr, &retval,
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
nullptr);
return retval;
}
const sc_char *sc_get_game_compile_date(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
const sc_char *retval;
if (if_game_error(game_, "sc_get_game_compile_date"))
return "[invalid game]";
run_get_attributes(game_, nullptr, nullptr, &retval,
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr);
return retval;
}
sc_int sc_get_game_turns(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
sc_int retval;
if (if_game_error(game_, "sc_get_game_turns"))
return 0;
run_get_attributes(game_, nullptr, nullptr, nullptr, &retval,
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr);
return retval;
}
sc_int sc_get_game_score(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
sc_int retval;
if (if_game_error(game_, "sc_get_game_score"))
return 0;
run_get_attributes(game_, nullptr, nullptr, nullptr, nullptr, &retval,
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr);
return retval;
}
sc_int sc_get_game_max_score(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
sc_int retval;
if (if_game_error(game_, "sc_get_game_max_score"))
return 0;
run_get_attributes(game_, nullptr, nullptr, nullptr, nullptr, nullptr, &retval,
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr);
return retval;
}
const sc_char *sc_get_game_room(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
const sc_char *retval;
if (if_game_error(game_, "sc_get_game_room"))
return "[invalid game]";
run_get_attributes(game_, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, &retval,
nullptr, nullptr, nullptr, nullptr, nullptr);
return retval;
}
const sc_char *sc_get_game_status_line(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
const sc_char *retval;
if (if_game_error(game_, "sc_get_game_status_line"))
return "[invalid game]";
run_get_attributes(game_, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
&retval, nullptr, nullptr, nullptr, nullptr);
return retval;
}
const sc_char *sc_get_game_preferred_font(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
const sc_char *retval;
if (if_game_error(game_, "sc_get_game_preferred_font"))
return "[invalid game]";
run_get_attributes(game_, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
nullptr, &retval, nullptr, nullptr, nullptr);
return retval;
}
sc_bool sc_get_game_bold_room_names(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
sc_bool retval;
if (if_game_error(game_, "sc_get_game_bold_room_names"))
return FALSE;
run_get_attributes(game_, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
nullptr, nullptr, &retval, nullptr, nullptr);
return retval;
}
sc_bool sc_get_game_verbose(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
sc_bool retval;
if (if_game_error(game_, "sc_get_game_verbose"))
return FALSE;
run_get_attributes(game_, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
nullptr, nullptr, nullptr, &retval, nullptr);
return retval;
}
sc_bool sc_get_game_notify_score_change(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
sc_bool retval;
if (if_game_error(game_, "sc_get_game_notify_score_change"))
return FALSE;
run_get_attributes(game_, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
nullptr, nullptr, nullptr, nullptr, &retval);
return retval;
}
sc_bool sc_has_game_completed(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_has_game_completed"))
return FALSE;
return run_has_completed(game_);
}
sc_bool sc_is_game_undo_available(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_is_game_undo_available"))
return FALSE;
return run_is_undo_available(game_);
}
/*
* sc_set_game_bold_room_names()
* sc_set_game_verbose()
* sc_set_game_notify_score_change()
*
* Set a few attributes of a game.
*/
void sc_set_game_bold_room_names(sc_game game, sc_bool flag) {
const sc_gameref_t game_ = (sc_gameref_t)game;
sc_bool bold, verbose, notify;
if (if_game_error(game_, "sc_set_game_bold_room_names"))
return;
run_get_attributes(game_, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
nullptr, nullptr, &bold, &verbose, ¬ify);
run_set_attributes(game_, flag, verbose, notify);
}
void sc_set_game_verbose(sc_game game, sc_bool flag) {
const sc_gameref_t game_ = (sc_gameref_t)game;
sc_bool bold, verbose, notify;
if (if_game_error(game_, "sc_set_game_verbose"))
return;
run_get_attributes(game_, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
nullptr, nullptr, &bold, &verbose, ¬ify);
run_set_attributes(game_, bold, flag, notify);
}
void sc_set_game_notify_score_change(sc_game game, sc_bool flag) {
const sc_gameref_t game_ = (sc_gameref_t)game;
sc_bool bold, verbose, notify;
if (if_game_error(game_, "sc_set_game_notify_score_change"))
return;
run_get_attributes(game_, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
nullptr, nullptr, &bold, &verbose, ¬ify);
run_set_attributes(game_, bold, verbose, flag);
}
/*
* sc_does_game_use_sounds()
* sc_does_game_use_graphics()
*
* Indicate the game's use of resources.
*/
sc_bool sc_does_game_use_sounds(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_does_game_use_sounds"))
return FALSE;
return res_has_sound(game_);
}
sc_bool sc_does_game_use_graphics(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_does_game_use_graphics"))
return FALSE;
return res_has_graphics(game_);
}
/*
* sc_get_first_game_hint()
* sc_get_next_game_hint()
* sc_get_game_hint_question()
* sc_get_game_subtle_hint()
* sc_get_game_sledgehammer_hint()
*
* Iterate currently available hints, and return strings for a hint.
*/
sc_game_hint sc_get_first_game_hint(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_get_first_game_hint"))
return nullptr;
return run_hint_iterate(game_, nullptr);
}
sc_game_hint sc_get_next_game_hint(sc_game game, sc_game_hint hint) {
const sc_gameref_t game_ = (sc_gameref_t)game;
const sc_hintref_t hint_ = (sc_hintref_t)hint;
if (if_game_error(game_, "sc_get_next_game_hint"))
return nullptr;
if (!hint_) {
sc_error("sc_get_next_game_hint: nullptr hint\n");
return nullptr;
}
return run_hint_iterate(game_, hint_);
}
const sc_char *sc_get_game_hint_question(sc_game game, sc_game_hint hint) {
const sc_gameref_t game_ = (sc_gameref_t)game;
const sc_hintref_t hint_ = (sc_hintref_t)hint;
if (if_game_error(game_, "sc_get_game_hint_question"))
return nullptr;
if (!hint_) {
sc_error("sc_get_game_hint_question: nullptr hint\n");
return nullptr;
}
return run_get_hint_question(game_, hint_);
}
const sc_char *sc_get_game_subtle_hint(sc_game game, sc_game_hint hint) {
const sc_gameref_t game_ = (sc_gameref_t)game;
const sc_hintref_t hint_ = (sc_hintref_t)hint;
if (if_game_error(game_, "sc_get_game_subtle_hint"))
return nullptr;
if (!hint_) {
sc_error("sc_get_game_subtle_hint: nullptr hint\n");
return nullptr;
}
return run_get_subtle_hint(game_, hint_);
}
const sc_char *sc_get_game_unsubtle_hint(sc_game game, sc_game_hint hint) {
const sc_gameref_t game_ = (sc_gameref_t)game;
const sc_hintref_t hint_ = (sc_hintref_t)hint;
if (if_game_error(game_, "sc_get_game_unsubtle_hint"))
return nullptr;
if (!hint_) {
sc_error("sc_get_game_unsubtle_hint: nullptr hint\n");
return nullptr;
}
return run_get_unsubtle_hint(game_, hint_);
}
/*
* sc_set_game_debugger_enabled()
* sc_is_game_debugger_enabled()
* sc_run_game_debugger_command()
*
* Enable, disable, and query game debugging, and run a single debug command.
*/
void sc_set_game_debugger_enabled(sc_game game, sc_bool flag) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_set_game_debugger_enabled"))
return;
debug_set_enabled(game_, flag);
}
sc_bool sc_get_game_debugger_enabled(sc_game game) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_get_game_debugger_enabled"))
return FALSE;
return debug_get_enabled(game_);
}
sc_bool sc_run_game_debugger_command(sc_game game, const sc_char *debug_command) {
const sc_gameref_t game_ = (sc_gameref_t)game;
if (if_game_error(game_, "sc_run_game_debugger_command"))
return FALSE;
return debug_run_command(game_, debug_command);
}
/*
* sc_set_locale()
* sc_get_locale()
*
* Set the interpreter locale, and get the currently set locale.
*/
sc_bool sc_set_locale(const sc_char *name) {
if (!name) {
sc_error("sc_set_locale: nullptr name\n");
return FALSE;
}
return loc_set_locale(name);
}
const sc_char *sc_get_locale(void) {
return loc_get_locale();
}
/*
* sc_set_portable_random()
* sc_reseed_random_sequence()
*
* Turn portable random number generation on and off, and supply a new seed
* for random number generators.
*/
void sc_set_portable_random(sc_bool flag) {
if (flag)
sc_set_congruential_random();
else
sc_set_platform_random();
}
void sc_reseed_random_sequence(sc_uint new_seed) {
if (new_seed == 0) {
sc_error("sc_reseed_random_sequence: new_seed may not be 0\n");
return;
}
sc_seed_random(new_seed);
}
} // End of namespace Adrift
} // End of namespace Glk
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