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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 <erkyrath@eblong.com>
http://eblong.com/zarf/glulx/index.html
*/
#include <stdlib.h>
#include <string.h>
#include "glk.h"
#include "gi_blorb.h"
#include "glulxe.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 */
/* The only command-line argument is the filename. And the profiling switch,
if that's compiled in. The only *two* 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[] = {
#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;
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 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 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;
}
}