# main.t | documentation

    #charset "us-ascii"
    #include "advlite.h"

    /*
     *   **************************************************************************
     *   main.t
     *
     *   This module forms part of the adv3Lite library (c) 2012-13 Eric Eve. Based
     *   in part on code in the adv3 Library (c) Michael J. Roberts.
     */

    /*
     *   Main program entrypoint.  The core run-time start-up code calls this
     *   after running pre-initialization and load-time initialization.  This
     *   entrypoint is called when we're starting the game normally; when the
     *   game is launched through a saved-position file, mainRestore() will be
     *   invoked instead.
     */
    main(args)
    {
        libGlobal.commandLineArgs = args;
        mainCommon(&newGame);
    }

    /*
     *   Main program entrypoint for restoring a saved-position file.  This is
     *   invoked from the core run-time start-up code when the game is launched
     *   from the operating system via a saved-position file.  For example, on
     *   Windows, double-clicking on a saved-position file on the Windows
     *   desktop launches the interpreter, which looks in the save file to find
     *   the game executable to run, then starts the game and invokes this
     *   entrypoint.
     */
    mainRestore(args, restoreFile)
    {
        libGlobal.commandLineArgs = args;
        mainCommon(&restoreAndRunGame, restoreFile);
    }

    /*
     *   Common main entrypoint - this handles starting a new game or restoring
     *   an existing saved state.
     */
    mainCommon(prop, [args])
    {

        try
        {
            /* at the start of the session, set up the UI subsystem */
            if (mainGlobal.restartID == 0)
            {
                /* initialize the UI */
                initUI();

                /*
                 *   tell the system library to call our UI shutdown function
                 *   at program exit
                 */
                mainAtExit.addHandler(terminateUI);
            }

            /* initialize the display */
            initDisplay();

            /* call the appropriate gameMain method */
            gameMain.(prop)(args...);
        }
        catch (QuittingException q)
        {
            /*
             *   This exception is a signal to quit the game, which we will now
             *   proceed to do by returning from this function, which exits the
             *   program.
             */
        }
    }

    /* ------------------------------------------------------------------------ */
    /*
     *   Run the game.  We start by showing the description of the initial
     *   location, if desired, and then we read and interpret commands until
     *   the game ends (via a "quit" command, winning, death of the player
     *   character, or any other way of terminating the game).
     *
     *   This routine doesn't return until the game ends.
     *
     *   Before calling this routine, the caller should already have set the
     *   global variable gPlayerChar to the player character actor.
     *
     *   'look' is a flag indicating whether or not to look around; if this is
     *   true, we'll show a full description of the player character's initial
     *   location, as though the player were to type "look around" as the first
     *   command.
     */
    runGame(look)
    {
        /* show the starting location */
        if (look)
        {
            gActor = gPlayerChar;
            /* run the initial "look around" in a dummy command context */
            gPlayerChar.outermostVisibleParent().lookAroundWithin();

            /*
             *   execute the sceneManager (if it exists) to for any Scene that's
             *   meant to start with the game.
             */
            if(defined(sceneManager))
                sceneManager.executeEvent();
        }

        /* run the main command loop until the game ends */
        try {
          mainCommandLoop();
        } catch (QuittingException qe) {
          // exit normally
        } catch (EndOfFileException eofe) {
          // exit normally
        }
    }

    /* ------------------------------------------------------------------------ */
    /*
     *   The main command loop. This repeatedly prompts the player for a command and
     *   then processes the command until the game ends.
     */

    mainCommandLoop()
    {

        local txt;

        /*
         *   Set the current actor to the player character at the start of the game
         *   (to ensure we have a current actor defined).
         */
        gActor = gPlayerChar;

        /*
         *   Repeat this loop, which asks for a command and then parses it, until
         *   the game comes to an end.
         */
        do
        {
            /* Display score notifications if the score module is included. */
            if(defined(scoreNotifier) && scoreNotifier.checkNotification())
                ;

            /* run any PromptDaemons if the events module is included */
            if(defined(eventManager) && eventManager.executePrompt())
                ;

            try
            {
                /* Output a paragraph break */
                "<.p>";

                /* Read a new command from the keyboard. */
                "<.inputline>";
                DMsg(command prompt, '>');
                txt = inputManager.getInputLine();
                "<./inputline>\n";

                /* Pass the command through all our StringPreParsers */
                txt = StringPreParser.runAll(txt, Parser.rmcType());

                /*
                 *   If the txt is now nil, a StringPreParser has fully dealt with
                 *   the command, so go back and prompt for another one.
                 */
                if(txt == nil)
                    continue;

                /* Parse and execute the command. */
                Parser.parse(txt);
            }
            catch(TerminateCommandException tce)
            {

            }

            /* Update the status line. */
            statusLine.showStatusLine();

        } while (true);

    }

Adv3Lite Library Reference Manual
Generated on 15/03/2023 from adv3Lite version 1.6.1