blob: 7dc0fc5fd328a7baa71a0cd81cadafe1cc00b104 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
|
/* 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 Alan2 interpreter version 2.8(6) */
#ifndef GLK_ALAN2
#define GLK_ALAN2
#include "common/scummsys.h"
#include "common/serializer.h"
#include "common/stack.h"
#include "glk/glk_api.h"
namespace Glk {
namespace Alan2 {
/**
* Alan2 game interpreter
*/
class Alan2 : public GlkAPI {
private:
bool _restartFlag;
public:
bool vm_exited_cleanly;
Common::String _advName;
int _saveSlot;
bool _pendingLook;
private:
/**
* Initialization
*/
bool initialize();
/**
* Deinitialization
*/
void deinitialize();
/**
* Synchronize data to or from a save file
*/
void synchronizeSave(Common::Serializer &s);
public:
/**
* Constructor
*/
Alan2(OSystem *syst, const GlkGameDescription &gameDesc);
/**
* Run the game
*/
void runGame();
/**
* Flag for the game to restart
*/
void setRestart(bool flag) { _restartFlag = flag; }
/**
* Returns whether the game should restart
*/
bool shouldRestart() const { return _restartFlag; }
/**
* Returns the running interpreter type
*/
virtual InterpreterType getInterpreterType() const override {
return INTERPRETER_ALAN2;
}
/**
* 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 Alan2 *g_vm;
} // End of namespace Alan2
} // End of namespace Glk
#endif
|