/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 */

#include "glk/tads/tads2/play.h"
#include "glk/tads/tads2/error.h"
#include "glk/tads/tads2/file_io.h"

namespace Glk {
namespace TADS {
namespace TADS2 {

void plygo(runcxdef *run, voccxdef *voc, tiocxdef *tio, objnum preinit, char *restore_fname) {
   int       err;
	errcxdef *ec = run->runcxerr;
	char      filbuf[128];
	int       first_time;
	int noreg inited = FALSE;

	NOREG((&inited));

	first_time = TRUE;

	/*
	 *   Write out the special <?T2> HTML sequence, in case we're on an HTML
	 *   system.  This tells the HTML parser to use the parsing rules for
	 *   TADS 2 callers.
	 */
	outformat("\\H+<?T2>\\H-");

startover:
	if (!inited)
	{
		/* use Me as the format-string actor for preinit and init */
		tiosetactor(voc->voccxtio, voc->voccxme);

		/*
		 *   Run preinit, if it hasn't been run yet.  Note that we only
		 *   do this the first time through.  If we come back here via the
		 *   restart function, preinit will already have been run in the
		 *   restart function itself, so we don't need to run it again.
		 */
		if (first_time)
		{
			/* make a note that we've been through here once already */
			first_time = FALSE;

			/* remember the preinit function for later use in restarting */
			voc->voccxpreinit = preinit;

			/* run the preinit() function */
			ERRBEGIN(ec)
			{
				/* reset the interpreter */
				runrst(run);

				/* reset the parser */
				voc_stk_ini(voc, (uint)VOC_STACK_SIZE);

				/* run preinit */
				if (preinit != MCMONINV)
					runfn(run, preinit, 0);
			}
			ERRCATCH(ec, err)
			{
				/* if they restarted, go back and start over */
				if (err == ERR_RUNRESTART)
					goto startover;

				/* resignal the error */
				errrse(ec);
			}
			ERREND(ec);
		}

		/*
		 *   Run the "init" function.  Do NOT run init if we're restoring
		 *   a game directly from the command line AND there's an
		 *   initRestore function defined.
		 */
		if (restore_fname == nullptr || voc->voccxinitrestore == MCMONINV)
		{
			ERRBEGIN(ec)
			{
				/* reset the interpreter */
				runrst(run);

				/* reset the parser */
				voc_stk_ini(voc, (uint)VOC_STACK_SIZE);

				/* run init */
				runfn(run, (objnum)voc->voccxini, 0);
			}
			ERRCATCH(ec, err)
			{
				/* if they restarted, go back and start over */
				if (err == ERR_RUNRESTART)
					goto startover;

				/* resignal the error */
				errrse(ec);
			}
			ERREND(ec);
		}
	}

	/* next time through, we'll need to run init again */
	inited = FALSE;

	/*
	 *   check for startup parameter file to restore - if there's a
	 *   system-specific parameter file specified, pretend that it was
	 *   specified as the restore file
	 */
	if (os_paramfile(filbuf))
		restore_fname = filbuf;

	/* check for a file to restore */
	if (restore_fname != nullptr)
	{
		/*
		 *   Check to see if the game file supports the initRestore
		 *   function.  If so, call it to restore the game.  If not,
		 *   restore the game directly.
		 */
		if (voc->voccxinitrestore != MCMONINV)
		{
			char restore_buf[OSFNMAX*2];
			char *src;
			char *dst;

			/* convert any backslashes to double backslashes */
			for (src = restore_fname, dst = restore_buf ;
				 *src != '\0' && dst + 2 < restore_buf + sizeof(restore_buf) ;
				 ++src)
			{
				switch(*src)
				{
				case '\\':
					/* it's a backslash - double it */
					*dst++ = '\\';
					*dst++ = '\\';
					break;

				default:
					/* copy the character as-is */
					*dst++ = *src;
				}
			}

			/*
			 *   all the game's initRestore function with the name of
			 *   saved game file to restore as the argument
			 */

			/* reset the interpreter */
			runrst(run);

			/* reset the parser */
			voc_stk_ini(voc, (uint)VOC_STACK_SIZE);

			/* push the game file name and run initRestore */
			runpstr(run, restore_buf, dst - restore_buf, 0);
			runfn(run, (objnum)voc->voccxinitrestore, 1);
		}
		else
		{
			/* restore the game */
			os_printz("\n\n[Restoring saved game]\n\n");
			err = fiorso(voc, restore_fname);
			if (err)
			{
				char buf[60 + OSFNMAX];

				sprintf(buf, "\n\nError: unable to restore file \"%s\"\n\n",
						restore_fname);
				os_printz(buf);
			}
		}

		/* forget the saved game name, in case we restore */
		restore_fname = nullptr;
	}

	/* clear out the redo command buffer */
	voc->voccxredobuf[0] = '\0';

	/* read and execute commands */
	for (;;)
	{
		char buf[128];

		err = 0;
		ERRBEGIN(ec)

		/* read a new command if there's nothing to redo */
		if (!voc->voccxredo)
		{
			/* reset hidden output so we're showing output */
			tioshow(tio);
			tioflush(tio);

			/* clear the interpreter stack */
			runrst(run);

			/* read a command */
			vocread(voc, MCMONINV, MCMONINV, buf, (int)sizeof(buf), 0);

			/* special qa checking */
			if (buf[0] == '@')
			{
				int   quiet = FALSE;
				char *p;

				p = buf + 1;
				if (*p == '@')
				{
					/* turn off MORE mode */
					setmore(0);

					/* set NONSTOP mode in the OS layer */
					os_nonstop_mode(TRUE);

					/* skip the extra '@' */
					++p;
				}
				else if (*p == '!')
				{
					quiet = TRUE;
					++p;
				}
				while (*p != '\0' && t_isspace(*p)) ++p;
				if (*p != '\0')
				{
					/* open the named file */
					qasopn(p, quiet);
				}
				else
				{
					char fname[256];

					/* no file was named - ask the user to select a file */
					if (tio_askfile("Read script file:", fname, sizeof(fname),
									OS_AFP_OPEN, OSFTCMD) == 0)
						qasopn(fname, quiet);
				}
				goto end_loop;
			}
		}

		/*
		 *   If there's redo in the redo buffer, use it now.  If the
		 *   buffer is empty and the redo flag is set, we'll just
		 *   re-execute whatever's in our internal buffer.
		 */
		if (voc->voccxredo && voc->voccxredobuf[0] != '\0')
		{
			/* copy the redo buffer into our internal buffer */
			strcpy(buf, voc->voccxredobuf);

			/* we've consumed it now, so clear it out */
			voc->voccxredobuf[0] = '\0';
		}

		/* we've now consumed the redo */
		voc->voccxredo = FALSE;

		/* clear any pending break that's queued up */
		(void)os_break();

		/* execute the command */
		(void)voccmd(voc, buf, (uint)sizeof(buf));

	end_loop:
		ERRCATCH(ec, err)
		{
			if (err != ERR_RUNQUIT
				&& err != ERR_RUNRESTART
				&& !(err == ERR_RUNABRT && voc->voccxredo))
				errclog(ec);
		}
		ERREND(ec);

		/* on interrupt, undo last command (which was partially executed) */
		if (err == ERR_USRINT && voc->voccxundo)
		{
			ERRBEGIN(ec)
				objundo(voc->voccxmem, voc->voccxundo);
			ERRCATCH(ec, err)
				if (err != ERR_NOUNDO && err != ERR_ICUNDO)
					errrse(ec);
			ERREND(ec)
		}

		/* if they want to quit, we're done */
		if (err == ERR_RUNQUIT)
			break;
		else if (err == ERR_RUNRESTART)
			goto startover;
	}

	/*
	 *   If we're quitting, give the debugger one last chance at taking
	 *   control.  If it just returns, we can go ahead and terminate, but
	 *   if it wants it can restart the game by calling bifrst() as
	 *   normal.
	 */
	ERRBEGIN(ec)
	{
		/* clear anything in the debugger stack trace */
		run->runcxdbg->dbgcxfcn = 0;
		run->runcxdbg->dbgcxdep = 0;

		/* tell the debugger the game has exited */
		dbguquitting(run->runcxdbg);
	}
	ERRCATCH(ec, err)
	{
		switch(err)
		{
		case ERR_RUNRESTART:
			/* they restarted the game - re-enter the play loop */
			goto startover;

		case ERR_RUNQUIT:
			/* quitting - proceed to return as normal */
			break;

		default:
			/* resignal any other error */
			errrse(ec);
		}
	}
	ERREND(ec);
}

} // End of namespace TADS2
} // End of namespace TADS
} // End of namespace Glk
