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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.
*
*/
/* 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
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