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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/alan3/alan3.h"
#include "glk/alan3/exe.h"
#include "glk/alan3/main.h"
#include "glk/alan3/glkio.h"
#include "glk/alan3/options.h"
#include "glk/alan3/output.h"
#include "glk/alan3/save.h"
#include "glk/alan3/syserr.h"
#include "common/system.h"
#include "common/config-manager.h"
#include "common/translation.h"
#include "common/error.h"
#include "common/scummsys.h"
#include "common/serializer.h"
#include "glk/glk.h"
#include "glk/streams.h"
namespace Glk {
namespace Alan3 {
Alan3 *g_vm = nullptr;
Alan3::Alan3(OSystem *syst, const GlkGameDescription &gameDesc) : GlkAPI(syst, gameDesc),
vm_exited_cleanly(false), _saveSlot(-1), _pendingLook(false) {
g_vm = this;
// main
codfil = nullptr;
textFile = nullptr;
// logfil = nullptr;
memory = nullptr;
// exe
printFlag = false;
// options
verboseOption = false;
ignoreErrorOption = false;
debugOption = false;
traceSectionOption = false;
tracePushOption = false;
traceStackOption = false;
traceSourceOption = false;
traceInstructionOption = false;
transcriptOption = false;
logOption = false;
statusLineOption = true;
regressionTestOption = false;
// output
anyOutput = false;
capitalize = false;
needSpace = false;
skipSpace = false;
// syserr
setSyserrHandler(nullptr);
}
void Alan3::runGame() {
if (initialize())
Glk::Alan3::run();
deinitialize();
}
bool Alan3::initialize() {
// Set up adventure name
_advName = getFilename();
if (_advName.size() > 4 && _advName[_advName.size() - 4] == '.')
_advName = Common::String(_advName.c_str(), _advName.size() - 4);
// first, open a window for error output
glkMainWin = g_vm->glk_window_open(0, 0, 0, wintype_TextBuffer, 0);
if (glkMainWin == nullptr)
syserr("FATAL ERROR: Cannot open initial window");
g_vm->glk_stylehint_set(wintype_TextGrid, style_User1, stylehint_ReverseColor, 1);
glkStatusWin = g_vm->glk_window_open(glkMainWin, winmethod_Above |
winmethod_Fixed, 1, wintype_TextGrid, 0);
g_vm->glk_set_window(glkMainWin);
// Set up the code file to point to the already opened game file
codfil = &_gameFile;
if (_gameFile.size() < 8) {
GUIErrorMessage(_("This is too short to be a valid Alan3 file."));
return false;
}
// In Alan 3, the text data comes from the adventure file itself
Common::File *txt = new Common::File();
if (!txt->open(getFilename())) {
GUIErrorMessage("Could not open adventure file for text data");
delete txt;
return false;
}
textFile = txt;
// Check for a save being loaded directly from the launcher
_saveSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1;
return true;
}
void Alan3::deinitialize() {
free(memory);
delete textFile;
// delete logfil;
}
Common::Error Alan3::readSaveData(Common::SeekableReadStream *rs) {
return Glk::Alan3::restoreGame(rs) ? Common::kNoError : Common::kReadingFailed;
}
Common::Error Alan3::writeGameData(Common::WriteStream *ws) {
Glk::Alan3::saveGame(ws);
return Common::kNoError;
}
} // End of namespace Alan3
} // End of namespace Glk
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