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engines/glk/agt/agt.h
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125
engines/glk/agt/agt.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/* Based on Agility interpreter version 1.1.2 */
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#ifndef GLK_AGT
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#define GLK_AGT
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#include "common/scummsys.h"
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#include "glk/glk_api.h"
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namespace Glk {
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namespace AGT {
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enum DelayMode {
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DELAY_FULL, DELAY_SHORT, DELAY_OFF
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};
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enum FontMode {
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FONT_AUTOMATIC, FONT_FIXED_WIDTH, FONT_PROPORTIONAL, FONT_DEBUG
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};
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/**
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* AGT Adams game interpreter
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*/
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class AGT : public GlkAPI {
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public:
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const char *gagt_gamefile; /* Name of game file. */
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const char *gagt_game_message; /* Error message. */
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DelayMode gagt_delay_mode;
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/**
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* We use two Glk windows; one is two lines at the top of the display area
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* for status, and the other is the remainder of the display area, used for,
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* well, everything else. Where a particular Glk implementation won't do
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* more than one window, the status window remains NULL.
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*/
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winid_t gagt_main_window, gagt_status_window;
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/**
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* Transcript stream and input log. These are NULL if there is no current
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* collection of these strings.
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*/
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strid_t gagt_transcript_stream, gagt_inputlog_stream;
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/**
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* Input read log stream, for reading back an input log
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*/
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strid_t gagt_readlog_stream;
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/* Options that may be turned off or set by command line flags. */
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FontMode gagt_font_mode;
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bool gagt_replacement_enabled, gagt_extended_status_enabled,
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gagt_abbreviations_enabled, gagt_commands_enabled;
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/**
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* Flag to set if we want to test for a clean exit. Without this it's a
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* touch tricky sometimes to corner AGiliTy into calling exit() for us; it
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* tends to require a broken game file.
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*/
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bool gagt_clean_exit_test;
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private:
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/**
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* Handles initialization
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*/
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void initialize();
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/**
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* Handles flag setup from configuration
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*/
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void initializeSettings();
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public:
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/**
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* Constructor
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*/
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AGT(OSystem *syst, const GlkGameDescription &gameDesc);
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/**
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* Returns the running interpreter type
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*/
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InterpreterType getInterpreterType() const override {
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return INTERPRETER_AGT;
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}
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/**
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* Execute the game
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*/
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void runGame() override;
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/**
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* Load a savegame from the passed Quetzal file chunk stream
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*/
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Common::Error readSaveData(Common::SeekableReadStream *rs) override;
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/**
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* Save the game. The passed write stream represents access to the UMem chunk
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* in the Quetzal save file that will be created
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*/
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Common::Error writeGameData(Common::WriteStream *ws) override;
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};
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extern AGT *g_vm;
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} // End of namespace AGT
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} // End of namespace Glk
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#endif
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