Пример #1
0
  /** thread's run() method that does all the work in the right order */
  public void run() {
    try {
      if (log != null)
        log.println(
            "-------------------\ncartridge "
                + gwcfile.name
                + " started (openWIG r"
                + VERSION
                + ")\n-------------------");
      prepareState();

      if (doRestore) restoreGame();
      else newGame();

      loglevel = LOG_PROP;

      ui.debugMsg("Starting game...\n");
      ui.start();

      player.refreshLocation();
      cartridge.callEvent(doRestore ? "OnRestore" : "OnStart", null);
      ui.refresh();
      eventRunner.unpause();

      mainloop();
    } catch (IOException e) {
      ui.showError("Could not load cartridge: " + e.getMessage());
    } catch (Throwable t) {
      stacktrace(t);
    } finally {
      ui.end();
    }
  }
Пример #2
0
 /** creates a new global Engine instance */
 public static Engine newInstance(
     CartridgeFile cf, OutputStream log, UI ui, LocationService service) throws IOException {
   ui.debugMsg("Creating engine...\n");
   Engine.ui = ui;
   Engine.gps = service;
   instance = new Engine(cf, log);
   return instance;
 }
Пример #3
0
  /** invokes creation of clean new game environment */
  private void newGame() throws IOException {
    // starting game normally
    ui.debugMsg("Loading gwc...");
    if (gwcfile == null) throw new IOException("invalid cartridge file");

    ui.debugMsg("pre-setting properties...");
    player.rawset("CompletionCode", gwcfile.code);
    player.rawset("Name", gwcfile.member);

    ui.debugMsg("loading code...");
    byte[] lbc = gwcfile.getBytecode();

    ui.debugMsg("parsing...");
    LuaClosure closure =
        LuaPrototype.loadByteCode(new ByteArrayInputStream(lbc), state.getEnvironment());

    ui.debugMsg("calling...\n");
    state.call(closure, null, null, null);
    lbc = null;
    closure = null;
  }
Пример #4
0
  /** prepares Lua state and some bookkeeping */
  protected void prepareState() throws IOException {
    ui.debugMsg("Creating state...\n");
    state = new LuaState(System.out);

    /*write("Registering base libs...\n");
    BaseLib.register(state);
    MathLib.register(state);
    StringLib.register(state);
    CoroutineLib.register(state);
    OsLib.register(state);*/

    ui.debugMsg("Building javafunc map...\n");
    savegame.buildJavafuncMap(state.getEnvironment());

    ui.debugMsg("Loading stdlib...");
    InputStream stdlib = getClass().getResourceAsStream("/cz/matejcik/openwig/stdlib.lbc");
    LuaClosure closure = LuaPrototype.loadByteCode(stdlib, state.getEnvironment());
    ui.debugMsg("calling...\n");
    state.call(closure, null, null, null);
    stdlib.close();
    stdlib = null;

    ui.debugMsg("Registering WIG libs...\n");
    WherigoLib.register(state);

    ui.debugMsg("Building event queue...\n");
    eventRunner = new BackgroundRunner(true);
    eventRunner.setQueueListener(
        new Runnable() {
          public void run() {
            ui.refresh();
          }
        });
  }
Пример #5
0
 /** invokes game restore */
 private void restoreGame() throws IOException {
   ui.debugMsg("Restoring saved state...");
   cartridge = new Cartridge();
   savegame.restore(state.getEnvironment());
 }