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unixstrt.c
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unixstrt.c
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/* unixstrt.c: Unix-specific code for Glulxe.
Designed by Andrew Plotkin <[email protected]>
http://eblong.com/zarf/glulx/index.html
*/
#include <stdlib.h>
#include <string.h>
#include "glk.h"
#include "gi_blorb.h"
#include "glulxe.h"
#include "unixstrt.h"
#include "glkstart.h" /* This comes with the Glk library. */
#if VM_DEBUGGER
/* This header file may come with the Glk library. If it doesn't, comment
out VM_DEBUGGER in glulxe.h -- you won't be able to use debugging. */
#include "gi_debug.h"
#endif /* VM_DEBUGGER */
static void glkunix_game_select(glui32 selector, glui32 arg0, glui32 arg1, glui32 arg2);
static void glkunix_game_start(void);
static void glkunix_game_autorestore(void);
/* The only command-line arguments are the filename and the number of
undo states. And the profiling switch, if that's compiled in. The
only *three* command-line arguments are...
You may wonder why there's no argument for a save file to autorestore
at startup. That would be nice; unfortunately it can't work. A Glulx
game expects to set up its Glk environment (@setiosys, open windows,
etc) before handling a "restore" command. It can't pick up from a
restored state without that environment in place.
*/
glkunix_argumentlist_t glkunix_arguments[] = {
{ "--undo", glkunix_arg_ValueFollows, "Number of undo states to store." },
#if GLKUNIX_AUTOSAVE_FEATURES
{ "--autosave", glkunix_arg_NoValue, "Autosave every turn." },
{ "--autorestore", glkunix_arg_NoValue, "Autorestore at launch." },
{ "--autodir", glkunix_arg_ValueFollows, "Directory for autosave/restore files (default: .)." },
{ "--autoname", glkunix_arg_ValueFollows, "Base filename for autosave/restore (default: autosave)." },
{ "--autoskiparrange", glkunix_arg_NoValue, "Don't autosave on arrange events." },
#endif /* GLKUNIX_AUTOSAVE_FEATURES */
#if VM_PROFILING
{ "--profile", glkunix_arg_ValueFollows, "Generate profiling information to a file." },
{ "--profcalls", glkunix_arg_NoValue, "Include what-called-what details in profiling. (Slow!)" },
#endif /* VM_PROFILING */
#if VM_DEBUGGER
{ "--gameinfo", glkunix_arg_ValueFollows, "Read debug information from a file." },
{ "--cpu", glkunix_arg_NoValue, "Display CPU usage of each command (debug)." },
{ "--starttrap", glkunix_arg_NoValue, "Enter debug mode at startup time (debug)." },
{ "--quittrap", glkunix_arg_NoValue, "Enter debug mode at quit time (debug)." },
{ "--crashtrap", glkunix_arg_NoValue, "Enter debug mode on any fatal error (debug)." },
#endif /* VM_DEBUGGER */
{ "", glkunix_arg_ValueFollows, "filename: The game file to load." },
{ NULL, glkunix_arg_End, NULL }
};
int glkunix_startup_code(glkunix_startup_t *data)
{
/* It turns out to be more convenient if we return TRUE from here, even
when an error occurs, and display an error in glk_main(). */
int ix;
char *filename = NULL;
char *gameinfofilename = NULL;
int gameinfoloaded = FALSE;
int pref_autosave = FALSE;
int pref_autorestore = FALSE;
unsigned char buf[12];
int res;
/* Parse out the arguments. They've already been checked for validity,
and the library-specific ones stripped out.
As usual for Unix, the zeroth argument is the executable name. */
for (ix=1; ix<data->argc; ix++) {
if (!strcmp(data->argv[ix], "--undo")) {
ix++;
if (ix<data->argc) {
int val = atoi(data->argv[ix]);
if (val <= 0) {
init_err = "--undo must be a number.";
return TRUE;
}
max_undo_level = val;
}
continue;
}
#if GLKUNIX_AUTOSAVE_FEATURES
if (!strcmp(data->argv[ix], "--autosave")) {
pref_autosave = TRUE;
continue;
}
if (!strcmp(data->argv[ix], "--autorestore")) {
pref_autorestore = TRUE;
continue;
}
if (!strcmp(data->argv[ix], "--autodir")) {
ix++;
if (ix<data->argc) {
pref_autosavedir = data->argv[ix];
}
continue;
}
if (!strcmp(data->argv[ix], "--autoname")) {
ix++;
if (ix<data->argc) {
pref_autosavename = data->argv[ix];
}
continue;
}
if (!strcmp(data->argv[ix], "--autoskiparrange")) {
pref_autosave_skiparrange = TRUE;
continue;
}
#endif /* GLKUNIX_AUTOSAVE_FEATURES */
#if VM_PROFILING
if (!strcmp(data->argv[ix], "--profile")) {
ix++;
if (ix<data->argc) {
strid_t profstr = glkunix_stream_open_pathname_gen(data->argv[ix], TRUE, FALSE, 1);
if (!profstr) {
init_err = "Unable to open profile output file.";
init_err2 = data->argv[ix];
return TRUE;
}
setup_profile(profstr, NULL);
}
continue;
}
if (!strcmp(data->argv[ix], "--profcalls")) {
profile_set_call_counts(TRUE);
continue;
}
#endif /* VM_PROFILING */
#if VM_DEBUGGER
if (!strcmp(data->argv[ix], "--gameinfo")) {
ix++;
if (ix<data->argc) {
gameinfofilename = data->argv[ix];
}
continue;
}
if (!strcmp(data->argv[ix], "--cpu")) {
debugger_track_cpu(TRUE);
continue;
}
if (!strcmp(data->argv[ix], "--starttrap")) {
debugger_set_start_trap(TRUE);
continue;
}
if (!strcmp(data->argv[ix], "--quittrap")) {
debugger_set_quit_trap(TRUE);
continue;
}
if (!strcmp(data->argv[ix], "--crashtrap")) {
debugger_set_crash_trap(TRUE);
continue;
}
#endif /* VM_DEBUGGER */
if (filename) {
init_err = "You must supply exactly one game file.";
return TRUE;
}
filename = data->argv[ix];
}
if (!filename) {
init_err = "You must supply the name of a game file.";
return TRUE;
}
gamefile = glkunix_stream_open_pathname(filename, FALSE, 1);
if (!gamefile) {
init_err = "The game file could not be opened.";
init_err2 = filename;
return TRUE;
}
#if GLKUNIX_AUTOSAVE_FEATURES
if (pref_autosave || pref_autorestore) {
set_library_start_hook(glkunix_game_start);
if (pref_autorestore)
set_library_autorestore_hook(glkunix_game_autorestore);
if (pref_autosave)
set_library_select_hook(glkunix_game_select);
}
#endif /* GLKUNIX_AUTOSAVE_FEATURES */
#if VM_DEBUGGER
if (gameinfofilename) {
strid_t debugstr = glkunix_stream_open_pathname_gen(gameinfofilename, FALSE, FALSE, 1);
if (!debugstr) {
nonfatal_warning("Unable to open gameinfo file for debug data.");
}
else {
int bres = debugger_load_info_stream(debugstr);
glk_stream_close(debugstr, NULL);
if (!bres)
nonfatal_warning("Unable to parse game info.");
else
gameinfoloaded = TRUE;
}
}
/* Report debugging available, whether a game info file is loaded or not. */
gidebug_debugging_available(debugger_cmd_handler, debugger_cycle_handler);
#endif /* VM_DEBUGGER */
/* Now we have to check to see if it's a Blorb file. */
glk_stream_set_position(gamefile, 0, seekmode_Start);
res = glk_get_buffer_stream(gamefile, (char *)buf, 12);
if (!res) {
init_err = "The data in this stand-alone game is too short to read.";
return TRUE;
}
if (buf[0] == 'G' && buf[1] == 'l' && buf[2] == 'u' && buf[3] == 'l') {
/* Load game directly from file. */
locate_gamefile(FALSE);
return TRUE;
}
else if (buf[0] == 'F' && buf[1] == 'O' && buf[2] == 'R' && buf[3] == 'M'
&& buf[8] == 'I' && buf[9] == 'F' && buf[10] == 'R' && buf[11] == 'S') {
/* Load game from a chunk in the Blorb file. */
locate_gamefile(TRUE);
#if VM_DEBUGGER
/* Load the debug info from the Blorb, if it wasn't loaded from a file. */
if (!gameinfoloaded) {
glui32 giblorb_ID_Dbug = giblorb_make_id('D', 'b', 'u', 'g');
giblorb_err_t err;
giblorb_result_t blorbres;
err = giblorb_load_chunk_by_type(giblorb_get_resource_map(),
giblorb_method_FilePos,
&blorbres, giblorb_ID_Dbug, 0);
if (!err) {
int bres = debugger_load_info_chunk(gamefile, blorbres.data.startpos, blorbres.length);
if (!bres)
nonfatal_warning("Unable to parse game info.");
else
gameinfoloaded = TRUE;
}
}
#endif /* VM_DEBUGGER */
return TRUE;
}
else {
init_err = "This is neither a Glulx game file nor a Blorb file "
"which contains one.";
return TRUE;
}
}
/* The following only make sense when compiled with a Glk library which offers autosave/autorestore hooks. */
#ifdef GLKUNIX_AUTOSAVE_FEATURES
static void glkunix_game_start()
{
unsigned char buf[64];
glk_stream_set_position(gamefile, gamefile_start, seekmode_Start);
glui32 res = glk_get_buffer_stream(gamefile, (char *)buf, 64);
if (res == 0) {
fatal_error("Unable to read game file.");
return;
}
glkunix_set_autosave_signature(buf, res);
}
/* This is the library_select_hook, which will be called every time glk_select() is invoked.
*/
static void glkunix_game_select(glui32 selector, glui32 arg0, glui32 arg1, glui32 arg2)
{
glui32 lasteventtype = glkunix_get_last_event_type();
/* Do not autosave if we've just started up or autorestored, or if the last event was a rearrange event. (We get rearranges in clusters, and they don't change anything interesting anyhow.) */
if (lasteventtype == 0xFFFFFFFF
|| lasteventtype == 0xFFFFFFFE)
return;
if (pref_autosave_skiparrange && lasteventtype == evtype_Arrange)
return;
glkunix_do_autosave(selector, arg0, arg1, arg2);
}
static void glkunix_game_autorestore()
{
int res = glkunix_do_autorestore();
if (!res)
fatal_error("Autorestore failed.");
}
#endif /* GLKUNIX_AUTOSAVE_FEATURES */