scummvm/engines/glk/level9/os_glk.cpp
2022-11-06 17:27:21 +01:00

4827 lines
145 KiB
C++

/* 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/level9/os_glk.h"
#include "glk/level9/level9_main.h"
#include "glk/level9/level9.h"
#include "common/config-manager.h"
#include "common/textconsole.h"
namespace Glk {
namespace Level9 {
/*---------------------------------------------------------------------*/
/* Module variables, miscellaneous other stuff */
/*---------------------------------------------------------------------*/
/* Glk Level 9 port version number. */
static const glui32 GLN_PORT_VERSION = 0x00020201;
/*
* We use a maximum of three Glk windows, one for status, one for pictures,
* and one for everything else. The status and pictures windows may be
* nullptr, depending on user selections and the capabilities of the Glk
* library.
*/
static winid_t gln_main_window, gln_status_window, gln_graphics_window;
/*
* Transcript stream and input log. These are nullptr if there is no current
* collection of these strings.
*/
static strid_t gln_transcript_stream, gln_inputlog_stream;
/* Input read log stream, for reading back an input log. */
static strid_t gln_readlog_stream;
/* Note about whether graphics is possible, or not. */
bool gln_graphics_possible;
/* Options that may be turned off by command line flags. */
bool gln_graphics_enabled, gln_intercept_enabled, gln_prompt_enabled;
bool gln_loopcheck_enabled, gln_abbreviations_enabled, gln_commands_enabled;
/* Reason for stopping the game, used to detect restarts and ^C exits. */
enum StopReason {
STOP_NONE, STOP_FORCE, STOP_RESTART, STOP_EXIT
};
static StopReason gln_stop_reason;
/* Level 9 standard input prompt string. */
static const char *const GLN_INPUT_PROMPT = "> ";
/*
* Typedef equivalents for interpreter types (uncapitalized to avoid appearing
* as macros), and some internal interpreter symbols symbols used for our own
* deviant purposes.
*/
typedef L9BOOL gln_bool;
typedef L9BYTE gln_byte;
typedef L9UINT16 gln_uint16;
typedef L9UINT32 gln_uint32;
extern void save();
extern void restore();
extern gln_bool Cheating;
extern gln_uint32 FileSize;
/* Forward declarations of event wait and other miscellaneous functions. */
static void gln_event_wait(glui32 wait_type, event_t *event);
static void gln_event_wait_2(glui32 wait_type_1,
glui32 wait_type_2, event_t *event);
static void gln_watchdog_tick();
static void gln_standout_string(const char *message);
static int gln_confirm(const char *prompt);
/* Picture variables */
/* Graphics file directory, and type of graphics found in it. */
static char *gln_graphics_bitmap_directory = nullptr;
static BitmapType gln_graphics_bitmap_type = NO_BITMAPS;
/* The current picture id being displayed. */
enum { GLN_PALETTE_SIZE = 32 };
static gln_byte *gln_graphics_bitmap = nullptr;
static gln_uint16 gln_graphics_width = 0,
gln_graphics_height = 0;
static Colour gln_graphics_palette[GLN_PALETTE_SIZE]; /* = { 0, ... }; */
static int gln_graphics_picture = -1;
/*
* Flags set on new picture, and on resize or arrange events, and a flag
* to indicate whether background repaint is stopped or active.
*/
static int gln_graphics_new_picture = FALSE,
gln_graphics_repaint = FALSE,
gln_graphics_active = FALSE;
/*
* State to monitor the state of interpreter graphics. The values of the
* enumerations match the modes supplied by os_graphics().
*/
enum GraphicsState {
GLN_GRAPHICS_OFF = 0,
GLN_GRAPHICS_LINE_MODE = 1,
GLN_GRAPHICS_BITMAP_MODE = 2
};
static GraphicsState gln_graphics_interpreter_state = GLN_GRAPHICS_OFF;
/*
* Pointer to the two graphics buffers, one the off-screen representation
* of pixels, and the other tracking on-screen data. These are temporary
* graphics malloc'ed memory, and should be free'd on exit.
*/
static gln_byte *gln_graphics_off_screen = nullptr,
*gln_graphics_on_screen = nullptr;
/*
* The number of colors used in the palette by the current picture. Because
* of the way it's queried, we risk a race, with admittedly a very low
* probability, with the updater. So, it's initialized instead to the
* largest possible value. The real value in use is inserted on the first
* picture update timeout call for a new picture.
*/
static int gln_graphics_color_count = GLN_PALETTE_SIZE;
/*---------------------------------------------------------------------*/
/* Glk port utility functions */
/*---------------------------------------------------------------------*/
void gln_initialize() {
gln_main_window = nullptr;
gln_status_window = nullptr;
gln_graphics_window = nullptr;
gln_transcript_stream = nullptr;
gln_inputlog_stream = nullptr;
gln_readlog_stream = nullptr;
gln_graphics_possible = TRUE;
gln_graphics_enabled = TRUE;
gln_intercept_enabled = TRUE;
gln_prompt_enabled = TRUE;
gln_loopcheck_enabled = TRUE;
gln_abbreviations_enabled = TRUE;
gln_commands_enabled = TRUE;
gln_stop_reason = STOP_NONE;
gln_graphics_bitmap_directory = nullptr;
gln_graphics_bitmap_type = NO_BITMAPS;
gln_graphics_bitmap = nullptr;
gln_graphics_width = 0;
gln_graphics_height = 0;
gln_graphics_picture = -1;
gln_graphics_new_picture = FALSE;
gln_graphics_repaint = FALSE;
gln_graphics_active = FALSE;
gln_graphics_interpreter_state = GLN_GRAPHICS_OFF;
gln_graphics_off_screen = nullptr;
gln_graphics_on_screen = nullptr;
gln_graphics_color_count = GLN_PALETTE_SIZE;
}
/*
* gln_fatal()
*
* Fatal error handler. The function returns, expecting the caller to
* abort() or otherwise handle the error.
*/
static void gln_fatal(const char *string) {
/*
* If the failure happens too early for us to have a window, print
* the message to stderr.
*/
if (!gln_main_window) {
warning("INTERNAL ERROR: %s", string);
return;
}
/* Cancel all possible pending window input events. */
g_vm->glk_cancel_line_event(gln_main_window, nullptr);
g_vm->glk_cancel_char_event(gln_main_window);
/* Print a message indicating the error. */
g_vm->glk_set_window(gln_main_window);
g_vm->glk_set_style(style_Normal);
g_vm->glk_put_string("\n\nINTERNAL ERROR: ");
g_vm->glk_put_string(string);
g_vm->glk_put_string("\n\nPlease record the details of this error, try to"
" note down everything you did to cause it, and email"
" this information to simon_baldwin@yahoo.com.\n\n");
}
/*
* gln_malloc()
* gln_realloc()
*
* Non-failing malloc and realloc; call gln_fatal and exit if memory
* allocation fails.
*/
static void *gln_malloc(size_t size) {
void *pointer;
pointer = malloc(size);
if (!pointer) {
gln_fatal("GLK: Out of system memory");
g_vm->glk_exit();
}
return pointer;
}
static void *gln_realloc(void *ptr, size_t size) {
void *pointer;
pointer = realloc(ptr, size);
if (!pointer) {
gln_fatal("GLK: Out of system memory");
g_vm->glk_exit();
}
return pointer;
}
/*
* gln_strncasecmp()
* gln_strcasecmp()
*
* Strncasecmp and strcasecmp are not ANSI functions, so here are local
* definitions to do the same jobs.
*
* They're global here so that the core interpreter can use them; otherwise
* it tries to use the non-ANSI str[n]icmp() functions.
*/
int gln_strncasecmp(const char *s1, const char *s2, size_t n) {
size_t index;
for (index = 0; index < n; index++) {
int diff;
diff = g_vm->glk_char_to_lower(s1[index]) - g_vm->glk_char_to_lower(s2[index]);
if (diff < 0 || diff > 0)
return diff < 0 ? -1 : 1;
}
return 0;
}
int gln_strcasecmp(const char *s1, const char *s2) {
size_t s1len, s2len;
int result;
s1len = strlen(s1);
s2len = strlen(s2);
result = gln_strncasecmp(s1, s2, s1len < s2len ? s1len : s2len);
if (result < 0 || result > 0)
return result;
else
return s1len < s2len ? -1 : s1len > s2len ? 1 : 0;
}
/*---------------------------------------------------------------------*/
/* Glk port bitmap picture functions */
/*---------------------------------------------------------------------*/
/* R,G,B color triple definition. */
struct gln_rgb_t {
int red, green, blue;
};
typedef gln_rgb_t *gln_rgbref_t;
#ifndef GARGLK
/*
* Maximum number of regions to consider in a single repaint pass. A
* couple of hundred seems to strike the right balance between not too
* sluggardly picture updates, and responsiveness to input during graphics
* rendering, when combined with short timeouts.
*/
static const int GLN_REPAINT_LIMIT = 256;
#endif
/*
* Graphics timeout; we like an update call after this period (ms). In
* practice, this timeout may actually be shorter than the time taken
* to reach the limit on repaint regions, but because Glk guarantees that
* user interactions (in this case, line events) take precedence over
* timeouts, this should be okay; we'll still see a game that responds to
* input each time the background repaint function yields.
*
* Setting this value is tricky. We'd like it to be the shortest possible
* consistent with getting other stuff done, say 10ms. However, Xglk has
* a granularity of 50ms on checking for timeouts, as it uses a 1/20s
* timeout on X select. This means that the shortest timeout we'll ever
* get from Xglk will be 50ms, so there's no point in setting this shorter
* than that. With luck, other Glk libraries will be more efficient than
* this, and can give us higher timer resolution; we'll set 50ms here, and
* hope that no other Glk library is worse.
*/
static const glui32 GLN_GRAPHICS_TIMEOUT = 50;
/*
* Count of timeouts to wait on. Waiting after a repaint smooths the
* display where the frame is being resized, by helping to avoid graphics
* output while more resize events are received; around 1/2 second seems
* okay.
*/
static const int GLN_GRAPHICS_REPAINT_WAIT = 10;
#ifdef GFX_SCALE_BY_FACTOR
/* Pixel size multiplier for image size scaling. */
static const int GLN_GRAPHICS_PIXEL = 1;
#endif
/* Proportion of the display to use for graphics. */
static const glui32 GLN_GRAPHICS_PROPORTION = 50;
/*
* Special title picture number, requiring its own handling, and count of
* timeouts to wait on after fully rendering the title picture (~2 seconds).
*/
static const int GLN_GRAPHICS_TITLE_PICTURE = 0,
GLN_GRAPHICS_TITLE_WAIT = 40;
/*
* Border and shading control. For cases where we can't detect the back-
* ground color of the main window, there's a default, white, background.
* Bordering is black, with a 1 pixel border, 2 pixel shading, and 8 steps
* of shading fade.
*/
static const glui32 GLN_GRAPHICS_DEFAULT_BACKGROUND = 0x00ffffff,
GLN_GRAPHICS_BORDER_COLOR = 0x00000000;
static const int GLN_GRAPHICS_BORDER = 1,
GLN_GRAPHICS_SHADING = 2,
GLN_GRAPHICS_SHADE_STEPS = 8;
/*
* Guaranteed unused pixel value. This value is used to fill the on-screen
* buffer on new pictures or repaints, resulting in a full paint of all
* pixels since no off-screen, real picture, pixel will match it.
*/
static const int GLN_GRAPHICS_UNUSED_PIXEL = 0xff;
/*
* gln_graphics_open()
*
* If it's not open, open the graphics window. Returns TRUE if graphics
* was successfully started, or already on.
*/
static int gln_graphics_open() {
if (!gln_graphics_window) {
gln_graphics_window = g_vm->glk_window_open(gln_main_window,
winmethod_Above
| winmethod_Proportional,
GLN_GRAPHICS_PROPORTION,
wintype_Graphics, 0);
}
return gln_graphics_window != nullptr;
}
/*
* gln_graphics_close()
*
* If open, close the graphics window and set back to nullptr.
*/
static void gln_graphics_close() {
if (gln_graphics_window) {
g_vm->glk_window_close(gln_graphics_window, nullptr);
gln_graphics_window = nullptr;
}
}
/*
* gln_graphics_start()
*
* If graphics enabled, start any background picture update processing.
*/
static void gln_graphics_start() {
if (gln_graphics_enabled) {
/* If not running, start the updating "thread". */
if (!gln_graphics_active) {
g_vm->glk_request_timer_events(GLN_GRAPHICS_TIMEOUT);
gln_graphics_active = TRUE;
}
}
}
/*
* gln_graphics_stop()
*
* Stop any background picture update processing.
*/
static void gln_graphics_stop() {
/* If running, stop the updating "thread". */
if (gln_graphics_active) {
g_vm->glk_request_timer_events(0);
gln_graphics_active = FALSE;
}
}
/*
* gln_graphics_are_displayed()
*
* Return TRUE if graphics are currently being displayed, FALSE otherwise.
*/
static int gln_graphics_are_displayed() {
return gln_graphics_window != nullptr;
}
/*
* gln_graphics_paint()
*
* Set up a complete repaint of the current picture in the graphics window.
* This function should be called on the appropriate Glk window resize and
* arrange events.
*/
static void gln_graphics_paint() {
if (gln_graphics_enabled && gln_graphics_are_displayed()) {
/* Set the repaint flag, and start graphics. */
gln_graphics_repaint = TRUE;
gln_graphics_start();
}
}
/*
* gln_graphics_restart()
*
* Restart graphics as if the current picture is a new picture. This
* function should be called whenever graphics is re-enabled after being
* disabled.
*/
static void gln_graphics_restart() {
if (gln_graphics_enabled && gln_graphics_are_displayed()) {
/* Set the new picture flag, and start graphics. */
gln_graphics_new_picture = TRUE;
gln_graphics_start();
}
}
/*
* gln_graphics_count_colors()
*
* Analyze an image, and return an overall count of how many colors out of
* the palette are used.
*/
static int gln_graphics_count_colors(gln_byte bitmap[], gln_uint16 width, gln_uint16 height) {
int x, y, count;
long usage[GLN_PALETTE_SIZE], index_row;
assert(bitmap);
/*
* Traverse the image, counting each pixel usage. For the y iterator,
* maintain an index row as an optimization to avoid multiplications in
* the loop.
*/
count = 0;
memset(usage, 0, sizeof(usage));
for (y = 0, index_row = 0; y < height; y++, index_row += width) {
for (x = 0; x < width; x++) {
long index;
/* Get the pixel index, and update the count for this color. */
index = index_row + x;
usage[bitmap[index]]++;
/* If color usage is now 1, note new color encountered. */
if (usage[bitmap[index]] == 1)
count++;
}
}
return count;
}
/*
* gln_graphics_split_color()
* gln_graphics_combine_color()
*
* General graphics helper functions, to convert between RGB and Glk glui32
* color representations.
*/
static void gln_graphics_split_color(glui32 color, gln_rgbref_t rgb_color) {
assert(rgb_color);
rgb_color->red = (color >> 16) & 0xff;
rgb_color->green = (color >> 8) & 0xff;
rgb_color->blue = color & 0xff;
}
static glui32 gln_graphics_combine_color(gln_rgbref_t rgb_color) {
glui32 color;
assert(rgb_color);
color = (rgb_color->red << 16) | (rgb_color->green << 8) | rgb_color->blue;
return color;
}
/*
* gln_graphics_clear_and_border()
*
* Clear the graphics window, and border and shade the area where the
* picture is going to be rendered. This attempts a small raised effect
* for the picture, in keeping with modern trends.
*/
static void gln_graphics_clear_and_border(winid_t glk_window, int x_offset, int y_offset,
int pixel_size, gln_uint16 width, gln_uint16 height) {
uint background;
glui32 fade_color, shading_color;
gln_rgb_t rgb_background, rgb_border, rgb_fade;
int index;
assert(glk_window);
/*
* Try to detect the background color of the main window, by getting the
* background for Normal style (Glk offers no way to directly get a window's
* background color). If we can get it, we'll match the graphics window
* background to it. If we can't, we'll default the color to white.
*/
if (!g_vm->glk_style_measure(gln_main_window,
style_Normal, stylehint_BackColor, &background)) {
/*
* Unable to get the main window background, so assume, and default
* graphics to white.
*/
background = GLN_GRAPHICS_DEFAULT_BACKGROUND;
}
/*
* Set the graphics window background to match the main window background,
* as best as we can tell, and clear the window.
*/
g_vm->glk_window_set_background_color(glk_window, background);
g_vm->glk_window_clear(glk_window);
#ifndef GARGLK
/*
* For very small pictures, just border them, but don't try and
* do any shading. Failing this check is probably highly unlikely.
*/
if (width < 2 * GLN_GRAPHICS_SHADE_STEPS
|| height < 2 * GLN_GRAPHICS_SHADE_STEPS) {
/* Paint a rectangle bigger than the picture by border pixels. */
g_vm->glk_window_fill_rect(glk_window,
GLN_GRAPHICS_BORDER_COLOR,
x_offset - GLN_GRAPHICS_BORDER,
y_offset - GLN_GRAPHICS_BORDER,
width * pixel_size + GLN_GRAPHICS_BORDER * 2,
height * pixel_size + GLN_GRAPHICS_BORDER * 2);
return;
}
#endif
/*
* Paint a rectangle bigger than the picture by border pixels all round,
* and with additional shading pixels right and below. Some of these
* shading pixels are later overwritten by the fading loop below. The
* picture will sit over this rectangle.
*/
g_vm->glk_window_fill_rect(glk_window,
GLN_GRAPHICS_BORDER_COLOR,
x_offset - GLN_GRAPHICS_BORDER,
y_offset - GLN_GRAPHICS_BORDER,
width * pixel_size + GLN_GRAPHICS_BORDER * 2
+ GLN_GRAPHICS_SHADING,
height * pixel_size + GLN_GRAPHICS_BORDER * 2
+ GLN_GRAPHICS_SHADING);
/*
* Split the main window background color and the border color into
* components.
*/
gln_graphics_split_color(background, &rgb_background);
gln_graphics_split_color(GLN_GRAPHICS_BORDER_COLOR, &rgb_border);
/*
* Generate the incremental color to use in fade steps. Here we're
* assuming that the border is always darker than the main window
* background (currently valid, as we're using black).
*/
rgb_fade.red = (rgb_background.red - rgb_border.red)
/ GLN_GRAPHICS_SHADE_STEPS;
rgb_fade.green = (rgb_background.green - rgb_border.green)
/ GLN_GRAPHICS_SHADE_STEPS;
rgb_fade.blue = (rgb_background.blue - rgb_border.blue)
/ GLN_GRAPHICS_SHADE_STEPS;
/* Combine RGB fade into a single incremental Glk color. */
fade_color = gln_graphics_combine_color(&rgb_fade);
/* Fade in edge, from background to border, shading in stages. */
shading_color = background;
for (index = 0; index < GLN_GRAPHICS_SHADE_STEPS; index++) {
/* Shade the two border areas with this color. */
g_vm->glk_window_fill_rect(glk_window, shading_color,
x_offset + width * pixel_size
+ GLN_GRAPHICS_BORDER,
y_offset + index - GLN_GRAPHICS_BORDER,
GLN_GRAPHICS_SHADING, 1);
g_vm->glk_window_fill_rect(glk_window, shading_color,
x_offset + index - GLN_GRAPHICS_BORDER,
y_offset + height * pixel_size
+ GLN_GRAPHICS_BORDER,
1, GLN_GRAPHICS_SHADING);
/* Update the shading color for the fade next iteration. */
shading_color -= fade_color;
}
}
/*
* gln_graphics_convert_palette()
*
* Convert a Level 9 bitmap color palette to a Glk one.
*/
static void gln_graphics_convert_palette(Colour ln_palette[], glui32 glk_palette[]) {
int index;
assert(ln_palette && glk_palette);
for (index = 0; index < GLN_PALETTE_SIZE; index++) {
Colour colour;
gln_rgb_t gln_color;
/* Convert color from Level 9 to internal RGB, then to Glk color. */
colour = ln_palette[index];
gln_color.red = colour.red;
gln_color.green = colour.green;
gln_color.blue = colour.blue;
glk_palette[index] = gln_graphics_combine_color(&gln_color);
}
}
#ifdef GFX_SCALE_BY_FACTOR
/*
* gln_graphics_position_picture()
*
* Given a picture width and height, return the x and y offsets to center
* this picture in the current graphics window.
*/
static void gln_graphics_position_picture(winid_t glk_window, int pixel_size,
gln_uint16 width, gln_uint16 height, int *x_offset, int *y_offset) {
uint window_width, window_height;
assert(glk_window && x_offset && y_offset);
/* Measure the current graphics window dimensions. */
g_vm->glk_window_get_size(glk_window, &window_width, &window_height);
/*
* Calculate and return an x and y offset to use on point plotting, so that
* the image centers inside the graphical window.
*/
*x_offset = ((int) window_width - width * pixel_size) / 2;
*y_offset = ((int) window_height - height * pixel_size) / 2;
}
#endif
/*
* gms_graphics_compare_layering_inverted()
* gln_graphics_assign_layers()
*
* Given two sets of image bitmaps, and a palette, this function will
* assign layers palette colors.
*
* Layers are assigned by first counting the number of vertices in the
* color plane, to get a measure of the complexity of shapes displayed in
* this color, and also the raw number of times each palette color is
* used. This is then sorted, so that layers are assigned to colors, with
* the lowest layer being the color with the most complex shapes, and
* within this (or where the count of vertices is zero) the most used color.
*
* The function compares pixels in the two image bitmaps given, these
* being the off-screen and on-screen buffers, and generates counts only
* where these bitmaps differ. This ensures that only pixels not yet
* painted are included in layering.
*
* As well as assigning layers, this function returns a set of layer usage
* flags, to help the rendering loop to terminate as early as possible.
*
* By painting lower layers first, the paint can take in larger areas if
* it's permitted to include not-yet-validated higher levels. This helps
* minimize the amount of Glk areas fills needed to render a picture.
*/
struct gln_layering_t {
long complexity; /* Count of vertices for this color. */
long usage; /* Color usage count. */
int color; /* Color index into palette. */
};
#ifndef GARGLK
/*
* gln_graphics_is_vertex()
*
* Given a point, return TRUE if that point is the vertex of a fillable
* region. This is a helper function for layering pictures. When assign-
* ing layers, we want to weight the colors that have the most complex
* shapes, or the largest count of isolated areas, heavier than simpler
* areas.
*
* By painting the colors with the largest number of isolated areas or
* the most complex shapes first, we help to minimize the number of fill
* regions needed to render the complete picture.
*/
static int gln_graphics_is_vertex(gln_byte off_screen[], gln_uint16 width, gln_uint16 height,
int x, int y) {
gln_byte pixel;
int above, below, left, right;
long index_row;
assert(off_screen);
/* Use an index row to cut down on multiplications. */
index_row = y * width;
/* Find the color of the reference pixel. */
pixel = off_screen[index_row + x];
assert(pixel < GLN_PALETTE_SIZE);
/*
* Detect differences between the reference pixel and its upper, lower, left
* and right neighbors. Mark as different if the neighbor doesn't exist,
* that is, at the edge of the picture.
*/
above = (y == 0 || off_screen[index_row - width + x] != pixel);
below = (y == height - 1 || off_screen[index_row + width + x] != pixel);
left = (x == 0 || off_screen[index_row + x - 1] != pixel);
right = (x == width - 1 || off_screen[index_row + x + 1] != pixel);
/*
* Return TRUE if this pixel lies at the vertex of a rectangular, fillable,
* area. That is, if two adjacent neighbors aren't the same color (or if
* absent -- at the edge of the picture).
*/
return ((above || below) && (left || right));
}
static int gln_graphics_compare_layering_inverted(const void *void_first,
const void *void_second) {
const gln_layering_t *first = (const gln_layering_t *)void_first;
const gln_layering_t *second = (const gln_layering_t *)void_second;
/*
* Order by complexity first, then by usage, putting largest first. Some
* colors may have no vertices at all when doing animation frames, but
* rendering optimization relies on the first layer that contains no areas
* to fill halting the rendering loop. So it's important here that we order
* indexes so that colors that render complex shapes come first, non-empty,
* but simpler shaped colors next, and finally all genuinely empty layers.
*/
return second->complexity > first->complexity ? 1 :
first->complexity > second->complexity ? -1 :
second->usage > first->usage ? 1 :
first->usage > second->usage ? -1 : 0;
}
static void gln_graphics_assign_layers(gln_byte off_screen[], gln_byte on_screen[],
gln_uint16 width, gln_uint16 height, int layers[], long layer_usage[]) {
int index, x, y;
long index_row;
gln_layering_t layering[GLN_PALETTE_SIZE];
assert(off_screen && on_screen && layers && layer_usage);
/* Clear initial complexity and usage counts, and set initial colors. */
for (index = 0; index < GLN_PALETTE_SIZE; index++) {
layering[index].complexity = 0;
layering[index].usage = 0;
layering[index].color = index;
}
/*
* Traverse the image, counting vertices and pixel usage where the pixels
* differ between the off-screen and on-screen buffers. Optimize by
* maintaining an index row to avoid multiplications.
*/
for (y = 0, index_row = 0; y < height; y++, index_row += width) {
for (x = 0; x < width; x++) {
long idx;
/*
* Get the idx for this pixel, and update complexity and usage
* if off-screen and on-screen pixels differ.
*/
idx = index_row + x;
if (on_screen[idx] != off_screen[idx]) {
if (gln_graphics_is_vertex(off_screen, width, height, x, y))
layering[off_screen[idx]].complexity++;
layering[off_screen[idx]].usage++;
}
}
}
/*
* Sort counts to form color indexes. The primary sort is on the shape
* complexity, and within this, on color usage.
*/
qsort(layering, GLN_PALETTE_SIZE,
sizeof(*layering), gln_graphics_compare_layering_inverted);
/*
* Assign a layer to each palette color, and also return the layer usage
* for each layer.
*/
for (index = 0; index < GLN_PALETTE_SIZE; index++) {
layers[layering[index].color] = index;
layer_usage[index] = layering[index].usage;
}
}
/*
* gln_graphics_paint_region()
*
* This is a partially optimized point plot. Given a point in the graphics
* bitmap, it tries to extend the point to a color region, and fill a number
* of pixels in a single Glk rectangle fill. The goal here is to reduce the
* number of Glk rectangle fills, which tend to be extremely inefficient
* operations for generalized point plotting.
*
* The extension works in image layers; each palette color is assigned* a
* layer, and we paint each layer individually, starting at the lowest. So,
* the region is free to fill any invalidated pixel in a higher layer, and
* all pixels, invalidated or already validated, in the same layer. In
* practice, it is good enough to look for either invalidated pixels or pixels
* in the same layer, and construct a region as large as possible from these,
* then on marking points as validated, mark only those in the same layer as
* the initial point.
*
* The optimization here is not the best possible, but is reasonable. What
* we do is to try and stretch the region horizontally first, then vertically.
* In practice, we might find larger areas by stretching vertically and then
* horizontally, or by stretching both dimensions at the same time. In
* mitigation, the number of colors in a picture is small (16), and the
* aspect ratio of pictures makes them generally wider than they are tall.
*
* Once we've found the region, we render it with a single Glk rectangle fill,
* and mark all the pixels in this region that match the layer of the initial
* given point as validated.
*/
static void gln_graphics_paint_region(winid_t glk_window, glui32 palette[], int layers[],
gln_byte off_screen[], gln_byte on_screen[], int x, int y, int x_offset, int y_offset,
int pixel_size, gln_uint16 width, gln_uint16 height) {
gln_byte pixel;
int layer, x_min, x_max, y_min, y_max, x_index, y_index;
long index_row;
assert(glk_window && palette && layers && off_screen && on_screen);
/* Find the color and layer for the initial pixel. */
pixel = off_screen[y * width + x];
layer = layers[pixel];
assert(pixel < GLN_PALETTE_SIZE);
/*
* Start by finding the extent to which we can pull the x coordinate and
* still find either invalidated pixels, or pixels in this layer.
*
* Use an index row to remove multiplications from the loops.
*/
index_row = y * width;
for (x_min = x; x_min - 1 >= 0; x_min--) {
long index = index_row + x_min - 1;
if (on_screen[index] == off_screen[index]
&& layers[off_screen[index]] != layer)
break;
}
for (x_max = x; x_max + 1 < width; x_max++) {
long index = index_row + x_max + 1;
if (on_screen[index] == off_screen[index]
&& layers[off_screen[index]] != layer)
break;
}
/*
* Now try to stretch the height of the region, by extending the y
* coordinate as much as possible too. Again, we're looking for pixels
* that are invalidated or ones in the same layer. We need to check
* across the full width of the current region.
*
* As above, an index row removes multiplications from the loops.
*/
for (y_min = y, index_row = (y - 1) * width;
y_min - 1 >= 0; y_min--, index_row -= width) {
for (x_index = x_min; x_index <= x_max; x_index++) {
long index = index_row + x_index;
if (on_screen[index] == off_screen[index]
&& layers[off_screen[index]] != layer)
goto break_y_min;
}
}
break_y_min:
for (y_max = y, index_row = (y + 1) * width;
y_max + 1 < height; y_max++, index_row += width) {
for (x_index = x_min; x_index <= x_max; x_index++) {
long index = index_row + x_index;
if (on_screen[index] == off_screen[index]
&& layers[off_screen[index]] != layer)
goto break_y_max;
}
}
break_y_max:
/* Fill the region using Glk's rectangle fill. */
g_vm->glk_window_fill_rect(glk_window, palette[pixel],
x_min * pixel_size + x_offset,
y_min * pixel_size + y_offset,
(x_max - x_min + 1) * pixel_size,
(y_max - y_min + 1) * pixel_size);
/*
* Validate each pixel in the reference layer that was rendered by the
* rectangle fill. We don't validate pixels that are not in this layer
* (and are by definition in higher layers, as we've validated all lower
* layers), since although we colored them, we did it for optimization
* reasons, and they're not yet colored correctly.
*
* Maintain an index row as an optimization to avoid multiplication.
*/
index_row = y_min * width;
for (y_index = y_min; y_index <= y_max; y_index++) {
for (x_index = x_min; x_index <= x_max; x_index++) {
long index;
/*
* Get the index for x_index,y_index. If the layers match, update
* the on-screen buffer.
*/
index = index_row + x_index;
if (layers[off_screen[index]] == layer) {
assert(off_screen[index] == pixel);
on_screen[index] = off_screen[index];
}
}
/* Update row index component on change of y. */
index_row += width;
}
}
#endif
static void gln_graphics_paint_everything(winid_t glk_window, Colour palette[],
gln_byte off_screen[], int x_offset, int y_offset, gln_uint16 width, gln_uint16 height) {
Graphics::PixelFormat format(4, 8, 8, 8, 8, 24, 16, 8, 0);
Graphics::ManagedSurface s(width, height, format);
for (int y = 0; y < height; ++y) {
uint32 *lineP = (uint32 *)s.getBasePtr(0, y);
for (int x = 0; x < width; ++x, ++lineP) {
byte pixel = off_screen[y * width + x];
assert(pixel < GLN_PALETTE_SIZE);
const Colour &col = palette[pixel];
*lineP = format.RGBToColor(col.red, col.green, col.blue);
}
}
#ifdef GFX_SCALE_BY_FACTOR
g_vm->glk_image_draw_scaled(glk_window, s, (uint)-1, x_offset, y_offset,
width * GLN_GRAPHICS_PIXEL, height * GLN_GRAPHICS_PIXEL);
#else
uint winWidth, winHeight;
g_vm->glk_window_get_size(glk_window, &winWidth, &winHeight);
g_vm->glk_image_draw_scaled(glk_window, s, (uint)-1, 0, 0, winWidth, winHeight);
#endif
}
/*
* gln_graphics_timeout()
*
* This is a background function, called on Glk timeouts. Its job is to
* repaint some of the current graphics image. On successive calls, it
* does a part of the repaint, then yields to other processing. This is
* useful since the Glk primitive to plot points in graphical windows is
* extremely slow; this way, the repaint doesn't block game play.
*
* The function should be called on Glk timeout events. When the repaint
* is complete, the function will turn off Glk timers.
*
* The function uses double-buffering to track how much of the graphics
* buffer has been rendered. This helps to minimize the amount of point
* plots required, as only the differences between the two buffers need
* to be rendered.
*/
static void gln_graphics_timeout() {
static glui32 palette[GLN_PALETTE_SIZE]; /* Precomputed Glk palette */
static int deferred_repaint = FALSE; /* Local delayed repaint flag */
static int ignore_counter; /* Count of calls ignored */
static int x_offset, y_offset; /* Point plot offsets */
#ifndef GARGLK
static int yield_counter; /* Yields in rendering */
static int saved_layer; /* Saved current layer */
static int saved_x, saved_y; /* Saved x,y coord */
static int total_regions; /* Debug statistic */
#endif
gln_byte *on_screen; /* On-screen image buffer */
gln_byte *off_screen; /* Off-screen image buffer */
long picture_size; /* Picture size in pixels */
/* Ignore the call if the current graphics state is inactive. */
if (!gln_graphics_active)
return;
assert(gln_graphics_window);
/*
* On detecting a repaint request, note the flag in a local static variable,
* then set up a graphics delay to wait until, hopefully, the resize, if
* that's what caused it, is complete, and return. This makes resizing the
* window a lot smoother, since it prevents unnecessary region paints where
* we are receiving consecutive Glk arrange or redraw events.
*/
if (gln_graphics_repaint) {
deferred_repaint = TRUE;
gln_graphics_repaint = FALSE;
ignore_counter = GLN_GRAPHICS_REPAINT_WAIT - 1;
return;
}
/*
* If asked to ignore a given number of calls, decrement the ignore counter
* and return having done nothing more. This lets us delay graphics
* operations by a number of timeouts, providing partial protection from
* resize event "storms".
*
* Note -- to wait for N timeouts, set the count of timeouts to be ignored
* to N-1.
*/
assert(ignore_counter >= 0);
if (ignore_counter > 0) {
ignore_counter--;
return;
}
/* Calculate the picture size, and synchronize screen buffer pointers. */
picture_size = gln_graphics_width * gln_graphics_height;
off_screen = gln_graphics_off_screen;
on_screen = gln_graphics_on_screen;
/*
* If we received a new picture, set up the local static variables for that
* picture -- convert the color palette, and initialize the off_screen
* buffer to be the base picture.
*/
if (gln_graphics_new_picture) {
/* Initialize the off_screen buffer to be a copy of the base picture. */
free(off_screen);
off_screen = (gln_byte *)gln_malloc(picture_size * sizeof(*off_screen));
memcpy(off_screen, gln_graphics_bitmap,
picture_size * sizeof(*off_screen));
/* Note the buffer for freeing on cleanup. */
gln_graphics_off_screen = off_screen;
/*
* Pre-convert all the picture palette colors into their corresponding
* Glk colors.
*/
gln_graphics_convert_palette(gln_graphics_palette, palette);
/* Save the color count for possible queries later. */
gln_graphics_color_count =
gln_graphics_count_colors(off_screen,
gln_graphics_width, gln_graphics_height);
}
/*
* For a new picture, or a repaint of a prior one, calculate new values for
* the x and y offsets used to draw image points, and set the on-screen
* buffer to an unused pixel value, in effect invalidating all on-screen
* data. Also, reset the saved image scan coordinates so that we scan for
* unpainted pixels from top left starting at layer zero, and clear the
* graphics window.
*/
if (gln_graphics_new_picture || deferred_repaint) {
#ifdef GFX_SCALE_BY_FACTOR
/*
* Calculate the x and y offset to center the picture in the graphics
* window.
*/
gln_graphics_position_picture(gln_graphics_window,
GLN_GRAPHICS_PIXEL,
gln_graphics_width, gln_graphics_height,
&x_offset, &y_offset);
#else
x_offset = y_offset = 0;
#endif
/*
* Reset all on-screen pixels to an unused value, guaranteed not to
* match any in a real picture. This forces all pixels to be repainted
* on a buffer/on-screen comparison.
*/
free(on_screen);
on_screen = (gln_byte *)gln_malloc(picture_size * sizeof(*on_screen));
memset(on_screen, GLN_GRAPHICS_UNUSED_PIXEL,
picture_size * sizeof(*on_screen));
/* Note the buffer for freeing on cleanup. */
gln_graphics_on_screen = on_screen;
/*
* Assign new layers to the current image. This sorts colors by usage
* and puts the most used colors in the lower layers. It also hands us
* a count of pixels in each layer, useful for knowing when to stop
* scanning for layers in the rendering loop.
*/
#ifndef GARGLK
gln_graphics_assign_layers(off_screen, on_screen,
gln_graphics_width, gln_graphics_height,
layers, layer_usage);
#endif
/* Clear the graphics window. */
gln_graphics_clear_and_border(gln_graphics_window,
x_offset, y_offset,
#ifdef GFX_SCALE_BY_FACTOR
GLN_GRAPHICS_PIXEL,
#else
1,
#endif
gln_graphics_width, gln_graphics_height);
#ifndef GARGLK
/* Start a fresh picture rendering pass. */
yield_counter = 0;
saved_layer = 0;
saved_x = 0;
saved_y = 0;
total_regions = 0;
#endif
/* Clear the new picture and deferred repaint flags. */
gln_graphics_new_picture = FALSE;
deferred_repaint = FALSE;
}
#ifndef GARGLK
int layer; /* Image layer iterator */
int x, y; /* Image iterators */
int regions; /* Count of regions painted */
static int layers[GLN_PALETTE_SIZE]; /* Assigned image layers */
static long layer_usage[GLN_PALETTE_SIZE]; /* Image layer occupancies */
/*
* Make a portion of an image pass, from lower to higher image layers,
* scanning for invalidated pixels that are in the current image layer we
* are painting. Each invalidated pixel gives rise to a region paint,
* which equates to one Glk rectangle fill.
*
* When the limit on regions is reached, save the current image pass layer
* and coordinates, and yield control to the main game playing code by
* returning. On the next call, pick up where we left off.
*
* As an optimization, we can leave the loop on the first empty layer we
* encounter. Since layers are ordered by complexity and color usage, all
* layers higher than the first unused one will also be empty, so we don't
* need to scan them.
*/
regions = 0;
for (layer = saved_layer;
layer < GLN_PALETTE_SIZE && layer_usage[layer] > 0; layer++) {
long index_row;
/*
* As an optimization to avoid multiplications in the loop, maintain a
* separate index row.
*/
index_row = saved_y * gln_graphics_width;
for (y = saved_y; y < gln_graphics_height; y++) {
for (x = saved_x; x < gln_graphics_width; x++) {
long index;
/* Get the index for this pixel. */
index = index_row + x;
assert(index < picture_size * sizeof(*off_screen));
/*
* Ignore pixels not in the current layer, and pixels not
* currently invalid (that is, ones whose on-screen represen-
* tation matches the off-screen buffer).
*/
if (layers[off_screen[index]] == layer
&& on_screen[index] != off_screen[index]) {
/*
* Rather than painting just one pixel, here we try to
* paint the maximal region we can for the layer of the
* given pixel.
*/
gln_graphics_paint_region(gln_graphics_window,
palette, layers,
off_screen, on_screen,
x, y, x_offset, y_offset,
GLN_GRAPHICS_PIXEL,
gln_graphics_width,
gln_graphics_height);
/*
* Increment count of regions handled, and yield, by
* returning, if the limit on paint regions is reached.
* Before returning, save the current layer and scan
* coordinates, so we can pick up here on the next call.
*/
regions++;
if (regions >= GLN_REPAINT_LIMIT) {
yield_counter++;
saved_layer = layer;
saved_x = x;
saved_y = y;
total_regions += regions;
return;
}
}
}
/* Reset the saved x coordinate on y increment. */
saved_x = 0;
/* Update the index row on change of y. */
index_row += gln_graphics_width;
}
/* Reset the saved y coordinate on layer change. */
saved_y = 0;
}
/*
* If we reach this point, then we didn't get to the limit on regions
* painted on this pass. In that case, we've finished rendering the
* image.
*/
assert(regions < GLN_REPAINT_LIMIT);
total_regions += regions;
#else
gln_graphics_paint_everything(gln_graphics_window, gln_graphics_palette, off_screen,
x_offset, y_offset, gln_graphics_width, gln_graphics_height);
#endif
/* Stop graphics; there's no more to be done until something restarts us. */
gln_graphics_stop();
}
/*
* gln_graphics_locate_bitmaps()
*
* Given the name of the game file being run, try to set up the graphics
* directory and bitmap type for that game. If none available, set the
* directory to NULL, and bitmap type to NO_BITMAPS.
*/
static void gln_graphics_locate_bitmaps(const char *gamefile) {
const char *basename;
char *dirname;
BitmapType bitmap_type;
/* Find the start of the last element of the filename passed in. */
basename = gamefile;
/* Take a copy of the directory part of the filename. */
dirname = (char *)gln_malloc(/*basename - gamefile +*/ 1);
//strncpy(dirname, gamefile, basename - gamefile);
dirname[basename - gamefile] = '\0';
/*
* Use the core interpreter to search for suitable bitmaps. If none found,
* free allocated memory and return noting none available.
*/
bitmap_type = DetectBitmaps(dirname);
if (bitmap_type == NO_BITMAPS) {
free(dirname);
gln_graphics_bitmap_directory = nullptr;
gln_graphics_bitmap_type = NO_BITMAPS;
return;
}
/* Record the bitmap details for later use. */
gln_graphics_bitmap_directory = dirname;
gln_graphics_bitmap_type = bitmap_type;
}
/*
* gln_graphics_handle_title_picture()
*
* Picture 0 is special, normally the title picture. Unless we handle it
* specially, the next picture comes along and instantly overwrites it.
* Here, then, we try to delay until the picture has rendered, allowing the
* delay to be broken with a keypress.
*/
static void gln_graphics_handle_title_picture() {
event_t event;
int count;
gln_standout_string("\n[ Press any key to skip the title picture... ]\n\n");
/* Wait until a keypress or graphics rendering is complete. */
g_vm->glk_request_char_event(gln_main_window);
do {
gln_event_wait_2(evtype_CharInput, evtype_Timer, &event);
/*
* If a character was pressed, return. This will let the game
* progress, probably into showing the next bitmap.
*/
if (event.type == evtype_CharInput) {
gln_watchdog_tick();
return;
}
} while (gln_graphics_active);
/*
* Now wait another couple of seconds, or until a keypress. We'll do this
* in graphics timeout chunks, so that if graphics restarts while we're
* delaying, and it requests timer events and overwrites ours, we wind up
* with the identical timer event period to the one we're expecting anyway.
*/
g_vm->glk_request_timer_events(GLN_GRAPHICS_TIMEOUT);
for (count = 0; count < GLN_GRAPHICS_TITLE_WAIT; count++) {
gln_event_wait_2(evtype_CharInput, evtype_Timer, &event);
if (event.type == evtype_CharInput)
break;
}
/*
* While we waited, a Glk arrange or redraw event could have triggered
* graphics into repainting, and using timers. To handle this, stop timers
* only if graphics is inactive. If active, graphics will stop timers
* itself when it finishes rendering. We can't stop timers here while
* graphics is active; that will hang the graphics "thread".
*/
if (!gln_graphics_active)
g_vm->glk_request_timer_events(0);
/* Cancel possible pending character event, and continue on. */
g_vm->glk_cancel_char_event(gln_main_window);
gln_watchdog_tick();
}
/*
* os_show_bitmap()
*
* Called by the main interpreter when it wants us to display a picture.
*
* The function gets the picture bitmap, palette, and dimensions, and saves
* them, and the picture id, in module variables for the background rendering
* function.
*/
void os_show_bitmap(int picture, int x, int y) {
Bitmap *bitmap;
long picture_bytes;
/*
* If interpreter graphics are disabled, the only way we can get into here
* is using #picture. It seems that the interpreter won't always deliver
* correct bitmaps with #picture when in text mode, so it's simplest here
* if we just ignore those calls.
*/
if (gln_graphics_interpreter_state != GLN_GRAPHICS_BITMAP_MODE)
return;
/* Ignore repeat calls for the currently displayed picture. */
if (picture == gln_graphics_picture)
return;
/*
* Get the core interpreter's bitmap for the requested picture. If this
* returns NULL, the picture doesn't exist, so ignore the call silently.
*/
bitmap = DecodeBitmap(gln_graphics_bitmap_directory,
gln_graphics_bitmap_type, picture, x, y);
if (!bitmap)
return;
/*
* Note the last thing passed to os_show_bitmap, to avoid possible repaints
* of the current picture.
*/
gln_graphics_picture = picture;
/* Calculate the picture size in bytes. */
picture_bytes = bitmap->width * bitmap->height * sizeof(*bitmap->bitmap);
/*
* Save the picture details for the update code. Here we take a complete
* local copy of the bitmap, dimensions, and palette. The core interpreter
* may return a palette with fewer colors than our maximum, so unused local
* palette entries are set to zero.
*/
free(gln_graphics_bitmap);
gln_graphics_bitmap = (gln_byte *)gln_malloc(picture_bytes);
memcpy(gln_graphics_bitmap, bitmap->bitmap, picture_bytes);
gln_graphics_width = bitmap->width;
gln_graphics_height = bitmap->height;
memset(gln_graphics_palette, 0, sizeof(gln_graphics_palette));
memcpy(gln_graphics_palette, bitmap->palette,
bitmap->npalette * sizeof(bitmap->palette[0]));
/*
* If graphics are enabled, both at the Glk level and in the core
* interpreter, ensure the window is displayed, set the appropriate flags,
* and start graphics update. If they're not enabled, the picture details
* will simply stick around in module variables until they are required.
*/
if (gln_graphics_enabled
&& gln_graphics_interpreter_state == GLN_GRAPHICS_BITMAP_MODE) {
/*
* Ensure graphics on, then set the new picture flag and start the
* updating "thread". If this is the title picture, start special
* handling.
*/
if (gln_graphics_open()) {
gln_graphics_new_picture = TRUE;
gln_graphics_start();
if (picture == GLN_GRAPHICS_TITLE_PICTURE)
gln_graphics_handle_title_picture();
}
}
}
/*
* gln_graphics_picture_is_available()
*
* Return TRUE if the graphics module data is loaded with a usable picture,
* FALSE if there is no picture available to display.
*/
static int gln_graphics_picture_is_available() {
return gln_graphics_bitmap != nullptr;
}
/*
* gln_graphics_get_picture_details()
*
* Return the width and height of the currently loaded picture. The function
* returns FALSE if no picture is loaded, otherwise TRUE, with picture details
* in the return arguments.
*/
static int gln_graphics_get_picture_details(int *width, int *height) {
if (gln_graphics_picture_is_available()) {
if (width)
*width = gln_graphics_width;
if (height)
*height = gln_graphics_height;
return TRUE;
}
return FALSE;
}
/*
* gln_graphics_get_rendering_details()
*
* Returns the type of bitmap in use (if any), as a string, the count of
* colors in the picture, and a flag indicating if graphics is active (busy).
* The function return FALSE if graphics is not enabled or if not being
* displayed, otherwise TRUE with the bitmap type, color count, and active
* flag in the return arguments.
*
* This function races with the graphics timeout, as it returns information
* set up by the first timeout following a new picture. There's a very
* very small chance that it might win the race, in which case out-of-date
* values are returned.
*/
static int gln_graphics_get_rendering_details(const char **bitmap_type,
int *color_count, int *is_active) {
if (gln_graphics_enabled && gln_graphics_are_displayed()) {
/*
* Convert the detected bitmap type into a string and return it.
* A nullptr bitmap string implies no bitmaps.
*/
if (bitmap_type) {
const char *return_type;
switch (gln_graphics_bitmap_type) {
case AMIGA_BITMAPS:
return_type = "Amiga";
break;
case PC1_BITMAPS:
return_type = "IBM PC(1)";
break;
case PC2_BITMAPS:
return_type = "IBM PC(2)";
break;
case C64_BITMAPS:
return_type = "Commodore 64";
break;
case BBC_BITMAPS:
return_type = "BBC B";
break;
case CPC_BITMAPS:
return_type = "Amstrad CPC/Spectrum";
break;
case MAC_BITMAPS:
return_type = "Macintosh";
break;
case ST1_BITMAPS:
return_type = "Atari ST(1)";
break;
case ST2_BITMAPS:
return_type = "Atari ST(2)";
break;
case NO_BITMAPS:
default:
return_type = nullptr;
break;
}
*bitmap_type = return_type;
}
/*
* Return the color count noted by timeouts on the first timeout
* following a new picture. We might return the one for the prior
* picture.
*/
if (color_count)
*color_count = gln_graphics_color_count;
/* Return graphics active flag. */
if (is_active)
*is_active = gln_graphics_active;
return TRUE;
}
return FALSE;
}
/*
* gln_graphics_interpreter_enabled()
*
* Return TRUE if it looks like interpreter graphics are turned on, FALSE
* otherwise.
*/
static int gln_graphics_interpreter_enabled() {
return gln_graphics_interpreter_state != GLN_GRAPHICS_OFF;
}
/*
* gln_graphics_cleanup()
*
* Free memory resources allocated by graphics functions. Called on game
* end.
*/
static void gln_graphics_cleanup() {
free(gln_graphics_bitmap);
gln_graphics_bitmap = nullptr;
free(gln_graphics_off_screen);
gln_graphics_off_screen = nullptr;
free(gln_graphics_on_screen);
gln_graphics_on_screen = nullptr;
free(gln_graphics_bitmap_directory);
gln_graphics_bitmap_directory = nullptr;
gln_graphics_bitmap_type = NO_BITMAPS;
gln_graphics_picture = -1;
}
/*---------------------------------------------------------------------*/
/* Glk port line drawing picture adapter functions */
/*---------------------------------------------------------------------*/
/*
* Graphics color table. These eight colors are selected into the four-
* color palette by os_setcolour(). The standard Amiga palette is rather
* over-vibrant, so to soften it a bit this table uses non-primary colors.
*/
static const gln_rgb_t GLN_LINEGRAPHICS_COLOR_TABLE[] = {
{ 47, 79, 79}, /* DarkSlateGray [Black] */
{238, 44, 44}, /* Firebrick2 [Red] */
{ 67, 205, 128}, /* SeaGreen3 [Green] */
{238, 201, 0}, /* Gold2 [Yellow] */
{ 92, 172, 238}, /* SteelBlue2 [Blue] */
{139, 87, 66}, /* LightSalmon4 [Brown] */
{175, 238, 238}, /* PaleTurquoise [Cyan] */
{245, 245, 245}, /* WhiteSmoke [White] */
};
/*
* Structure of a Seed Fill segment entry, and a growable stack-based array
* of segments pending fill. When length exceeds size, size is increased
* and the array grown.
*/
struct gln_linegraphics_segment_t {
int y; /* Segment y coordinate */
int xl; /* Segment x left hand side coordinate */
int xr; /* Segment x right hand side coordinate */
int dy; /* Segment y delta */
};
static gln_linegraphics_segment_t *gln_linegraphics_fill_segments = nullptr;
static int gln_linegraphics_fill_segments_allocation = 0,
gln_linegraphics_fill_segments_length = 0;
/*
* gln_linegraphics_create_context()
*
* Initialize a new constructed bitmap graphics context for line drawn
* graphics.
*/
static void gln_linegraphics_create_context() {
int width, height;
long picture_bytes;
/* Get the picture size, and calculate the bytes in the bitmap. */
GetPictureSize(&width, &height);
picture_bytes = width * height * sizeof(*gln_graphics_bitmap);
/*
* Destroy any current bitmap, and begin a fresh one. Here we set the
* bitmap and the palette to all zeroes; this equates to all black.
*/
free(gln_graphics_bitmap);
gln_graphics_bitmap = (gln_byte *)gln_malloc(picture_bytes);
memset(gln_graphics_bitmap, 0, picture_bytes);
gln_graphics_width = width;
gln_graphics_height = height;
memset(gln_graphics_palette, 0, sizeof(gln_graphics_palette));
/* Set graphics picture number to -1; this is not a real game bitmap. */
gln_graphics_picture = -1;
}
/*
* gln_linegraphics_clear_context()
*
* Clear the complete graphical drawing area, setting all pixels to zero,
* and resetting the palette to all black as well.
*/
static void gln_linegraphics_clear_context() {
long picture_bytes;
/* Get the picture size, and zero all bytes in the bitmap. */
picture_bytes = gln_graphics_width
* gln_graphics_height * sizeof(*gln_graphics_bitmap);
memset(gln_graphics_bitmap, 0, picture_bytes);
/* Clear palette colors to all black. */
memset(gln_graphics_palette, 0, sizeof(gln_graphics_palette));
}
/*
* gln_linegraphics_set_palette_color()
*
* Copy the indicated main color table entry into the palette.
*/
static void gln_linegraphics_set_palette_color(int colour, int index) {
const gln_rgb_t *entry;
assert(colour < GLN_PALETTE_SIZE);
assert(index < (int)sizeof(GLN_LINEGRAPHICS_COLOR_TABLE)
/ (int)sizeof(GLN_LINEGRAPHICS_COLOR_TABLE[0]));
/* Copy the color table entry to the constructed game palette. */
entry = GLN_LINEGRAPHICS_COLOR_TABLE + index;
gln_graphics_palette[colour].red = entry->red;
gln_graphics_palette[colour].green = entry->green;
gln_graphics_palette[colour].blue = entry->blue;
}
/*
* gln_linegraphics_get_pixel()
* gln_linegraphics_set_pixel()
*
* Return and set the bitmap pixel at x,y.
*/
static gln_byte gln_linegraphics_get_pixel(int x, int y) {
assert(x >= 0 && x < gln_graphics_width
&& y >= 0 && y < gln_graphics_height);
return gln_graphics_bitmap[y * gln_graphics_width + x];
}
static void gln_linegraphics_set_pixel(int x, int y, gln_byte color) {
assert(x >= 0 && x < gln_graphics_width
&& y >= 0 && y < gln_graphics_height);
gln_graphics_bitmap[y * gln_graphics_width + x] = color;
}
/*
* gln_linegraphics_plot_clip()
* gln_linegraphics_draw_line_if()
*
* Draw a line from x1,y1 to x2,y2 in colour1, where the existing pixel
* colour is colour2. The function uses Bresenham's algorithm. The second
* function, gln_graphics_plot_clip, is a line drawing helper; it handles
* clipping, and the requirement to plot a point only if it matches colour2.
*/
static void gln_linegraphics_plot_clip(int x, int y, int colour1, int colour2) {
/*
* Clip the plot if the value is outside the context. Otherwise, plot the
* pixel as colour1 if it is currently colour2.
*/
if (x >= 0 && x < gln_graphics_width && y >= 0 && y < gln_graphics_height) {
if (gln_linegraphics_get_pixel(x, y) == colour2)
gln_linegraphics_set_pixel(x, y, colour1);
}
}
static void gln_linegraphics_draw_line_if(int x1, int y1, int x2, int y2,
int colour1, int colour2) {
int x, y, dx, dy, incx, incy, balance;
/* Ignore any odd request where there will be no colour changes. */
if (colour1 == colour2)
return;
/* Normalize the line into deltas and increments. */
if (x2 >= x1) {
dx = x2 - x1;
incx = 1;
} else {
dx = x1 - x2;
incx = -1;
}
if (y2 >= y1) {
dy = y2 - y1;
incy = 1;
} else {
dy = y1 - y2;
incy = -1;
}
/* Start at x1,y1. */
x = x1;
y = y1;
/* Decide on a direction to progress in. */
if (dx >= dy) {
dy <<= 1;
balance = dy - dx;
dx <<= 1;
/* Loop until we reach the end point of the line. */
while (x != x2) {
gln_linegraphics_plot_clip(x, y, colour1, colour2);
if (balance >= 0) {
y += incy;
balance -= dx;
}
balance += dy;
x += incx;
}
gln_linegraphics_plot_clip(x, y, colour1, colour2);
} else {
dx <<= 1;
balance = dx - dy;
dy <<= 1;
/* Loop until we reach the end point of the line. */
while (y != y2) {
gln_linegraphics_plot_clip(x, y, colour1, colour2);
if (balance >= 0) {
x += incx;
balance -= dy;
}
balance += dx;
y += incy;
}
gln_linegraphics_plot_clip(x, y, colour1, colour2);
}
}
/*
* gln_linegraphics_push_fill_segment()
* gln_linegraphics_pop_fill_segment()
* gln_linegraphics_fill_4way_if()
*
* Area fill algorithm, set a region to colour1 if it is currently set to
* colour2. This function is a derivation of Paul Heckbert's Seed Fill,
* from "Graphics Gems", Academic Press, 1990, which fills 4-connected
* neighbors.
*
* The main modification is to make segment stacks growable, through the
* helper push and pop functions. There is also a small adaptation to
* check explicitly for color2, to meet the Level 9 API.
*/
static void gln_linegraphics_push_fill_segment(int y, int xl, int xr, int dy) {
/* Clip points outside the graphics context. */
if (!(y + dy < 0 || y + dy >= gln_graphics_height)) {
int length, allocation;
length = ++gln_linegraphics_fill_segments_length;
allocation = gln_linegraphics_fill_segments_allocation;
/* Grow the segments stack if required, successively doubling. */
if (length > allocation) {
size_t bytes;
allocation = allocation == 0 ? 1 : allocation << 1;
bytes = allocation * sizeof(*gln_linegraphics_fill_segments);
gln_linegraphics_fill_segments =
(gln_linegraphics_segment_t *)gln_realloc(gln_linegraphics_fill_segments, bytes);
}
/* Push top of segments stack. */
gln_linegraphics_fill_segments[length - 1].y = y;
gln_linegraphics_fill_segments[length - 1].xl = xl;
gln_linegraphics_fill_segments[length - 1].xr = xr;
gln_linegraphics_fill_segments[length - 1].dy = dy;
/* Write back local dimensions copies. */
gln_linegraphics_fill_segments_length = length;
gln_linegraphics_fill_segments_allocation = allocation;
}
}
static void gln_linegraphics_pop_fill_segment(int *y, int *xl, int *xr, int *dy) {
int length;
assert(gln_linegraphics_fill_segments_length > 0);
length = --gln_linegraphics_fill_segments_length;
/* Pop top of segments stack. */
*y = gln_linegraphics_fill_segments[length].y;
*xl = gln_linegraphics_fill_segments[length].xl;
*xr = gln_linegraphics_fill_segments[length].xr;
*dy = gln_linegraphics_fill_segments[length].dy;
}
static void gln_linegraphics_fill_4way_if(int x, int y, int colour1, int colour2) {
/* Ignore any odd request where there will be no colour changes. */
if (colour1 == colour2)
return;
/* Clip fill requests to visible graphics region. */
if (x >= 0 && x < gln_graphics_width && y >= 0 && y < gln_graphics_height) {
int left, x1, x2, dy, x_lo, x_hi;
/*
* Level 9 API; explicit check for a match against colour2. This also
* covers the standard Seed Fill check that old pixel value should not
* equal colour1, because of the color1 == colour2 comparison above.
*/
if (gln_linegraphics_get_pixel(x, y) != colour2)
return;
/*
* Set up inclusive window dimension to ease algorithm translation.
* The original worked with inclusive rectangle limits.
*/
x_lo = 0;
x_hi = gln_graphics_width - 1;
/*
* The first of these is "needed in some cases", the second is the seed
* segment, popped first.
*/
gln_linegraphics_push_fill_segment(y, x, x, 1);
gln_linegraphics_push_fill_segment(y + 1, x, x, -1);
while (gln_linegraphics_fill_segments_length > 0) {
/* Pop segment off stack and add delta to y coord. */
gln_linegraphics_pop_fill_segment(&y, &x1, &x2, &dy);
y += dy;
/*
* Segment of scan line y-dy for x1<=x<=x2 was previously filled,
* now explore adjacent pixels in scan line y.
*/
for (x = x1;
x >= x_lo && gln_linegraphics_get_pixel(x, y) == colour2;
x--) {
gln_linegraphics_set_pixel(x, y, colour1);
}
if (x >= x1)
goto skip;
left = x + 1;
if (left < x1) {
/* Leak on left? */
gln_linegraphics_push_fill_segment(y, left, x1 - 1, -dy);
}
x = x1 + 1;
do {
for (;
x <= x_hi && gln_linegraphics_get_pixel(x, y) == colour2;
x++) {
gln_linegraphics_set_pixel(x, y, colour1);
}
gln_linegraphics_push_fill_segment(y, left, x - 1, dy);
if (x > x2 + 1) {
/* Leak on right? */
gln_linegraphics_push_fill_segment(y, x2 + 1, x - 1, -dy);
}
skip:
for (x++;
x <= x2 && gln_linegraphics_get_pixel(x, y) != colour2;
x++)
;
left = x;
} while (x <= x2);
}
}
}
/*
* os_cleargraphics()
* os_setcolour()
* os_drawline()
* os_fill()
*
* Interpreter entry points for line drawing graphics. All calls to these
* are ignored if line drawing mode is not set.
*/
void os_cleargraphics() {
if (gln_graphics_interpreter_state == GLN_GRAPHICS_LINE_MODE)
gln_linegraphics_clear_context();
}
void os_setcolour(int colour, int index) {
if (gln_graphics_interpreter_state == GLN_GRAPHICS_LINE_MODE)
gln_linegraphics_set_palette_color(colour, index);
}
void os_drawline(int x1, int y1, int x2, int y2, int colour1, int colour2) {
if (gln_graphics_interpreter_state == GLN_GRAPHICS_LINE_MODE)
gln_linegraphics_draw_line_if(x1, y1, x2, y2, colour1, colour2);
}
void os_fill(int x, int y, int colour1, int colour2) {
if (gln_graphics_interpreter_state == GLN_GRAPHICS_LINE_MODE)
gln_linegraphics_fill_4way_if(x, y, colour1, colour2);
}
/*
* gln_linegraphics_process()
*
* Process as many graphics opcodes as are available, constructing the
* resulting image as a bitmap. When complete, treat as normal bitmaps.
*/
static void gln_linegraphics_process() {
/*
* If interpreter graphics are not set to line mode, ignore any call that
* arrives here.
*/
if (gln_graphics_interpreter_state == GLN_GRAPHICS_LINE_MODE) {
int opcodes_count;
/* Run all the available graphics opcodes. */
for (opcodes_count = 0; RunGraphics();) {
opcodes_count++;
g_vm->glk_tick();
}
/*
* If graphics is enabled and we created an image with graphics
* opcodes above, open a graphics window and start bitmap display.
*/
if (gln_graphics_enabled && opcodes_count > 0) {
if (gln_graphics_open()) {
/* Set the new picture flag, and start the updating "thread". */
gln_graphics_new_picture = TRUE;
gln_graphics_start();
}
}
}
}
/*
* gln_linegraphics_cleanup()
*
* Free memory resources allocated by line graphics functions. Called on
* game end.
*/
static void gln_linegraphics_cleanup() {
free(gln_linegraphics_fill_segments);
gln_linegraphics_fill_segments = nullptr;
gln_linegraphics_fill_segments_allocation = 0;
gln_linegraphics_fill_segments_length = 0;
}
/*---------------------------------------------------------------------*/
/* Glk picture dispatch (bitmap or line), and timer arbitration */
/*---------------------------------------------------------------------*/
/*
* Note of the current set graphics mode, to detect changes in mode from
* the core interpreter.
*/
static int gln_graphics_current_mode = -1;
/* Note indicating if the graphics "thread" is temporarily suspended. */
static int gln_graphics_suspended = FALSE;
/*
* os_graphics()
*
* Called by the main interpreter to turn graphics on and off. Mode 0
* turns graphics off, mode 1 is line drawing graphics, and mode 2 is
* bitmap graphics.
*
* This function tracks the current state of interpreter graphics setting
* using gln_graphics_interpreter_state.
*/
void os_graphics(int mode) {
/* Ignore the call unless it changes the graphics mode. */
if (mode != gln_graphics_current_mode) {
/* Set tracked interpreter state given the input mode. */
switch (mode) {
case 0:
gln_graphics_interpreter_state = GLN_GRAPHICS_OFF;
break;
case 1:
gln_graphics_interpreter_state = GLN_GRAPHICS_LINE_MODE;
break;
case 2:
/* If no graphics bitmaps were detected, ignore this call. */
if (!gln_graphics_bitmap_directory
|| gln_graphics_bitmap_type == NO_BITMAPS)
return;
gln_graphics_interpreter_state = GLN_GRAPHICS_BITMAP_MODE;
break;
}
/* Given the interpreter state, update graphics activities. */
switch (gln_graphics_interpreter_state) {
case GLN_GRAPHICS_OFF:
/* If currently displaying graphics, stop and close window. */
if (gln_graphics_enabled && gln_graphics_are_displayed()) {
gln_graphics_stop();
gln_graphics_close();
}
break;
case GLN_GRAPHICS_LINE_MODE:
case GLN_GRAPHICS_BITMAP_MODE:
/* Create a new graphics context on switch to line mode. */
if (gln_graphics_interpreter_state == GLN_GRAPHICS_LINE_MODE)
gln_linegraphics_create_context();
/*
* If we have a picture loaded already, restart graphics. If not,
* we'll delay this until one is supplied by a call to
* os_show_bitmap().
*/
if (gln_graphics_enabled && gln_graphics_bitmap) {
if (gln_graphics_open())
gln_graphics_restart();
}
break;
}
/* Note the current mode so changes can be detected. */
gln_graphics_current_mode = mode;
}
}
/*
* gln_arbitrate_request_timer_events()
*
* Shim function for g_vm->glk_request_timer_events(), this function should be
* called by other functional areas in place of the main timer event setting
* function. It suspends graphics if busy when setting timer events, and
* resumes graphics if necessary when clearing timer events.
*
* On resuming, it calls the graphics timeout function to simulate the
* timeout that has (probably) been missed. This also ensures that tight
* loops that enable then disable timers using this function don't lock out
* the graphics completely.
*
* Use only in paired calls, the first non-zero, the second zero, and use
* no graphics functions between calls.
*/
static void gln_arbitrate_request_timer_events(glui32 millisecs) {
if (millisecs > 0) {
/* Setting timer events; suspend graphics if currently active. */
if (gln_graphics_active) {
gln_graphics_suspended = TRUE;
gln_graphics_stop();
}
/* Set timer events as requested. */
g_vm->glk_request_timer_events(millisecs);
} else {
/*
* Resume graphics if currently suspended, otherwise cancel timer
* events as requested by the caller.
*/
if (gln_graphics_suspended) {
gln_graphics_suspended = FALSE;
gln_graphics_start();
/* Simulate the "missed" graphics timeout. */
gln_graphics_timeout();
} else
g_vm->glk_request_timer_events(0);
}
}
/*---------------------------------------------------------------------*/
/* Glk port infinite loop detection functions */
/*---------------------------------------------------------------------*/
/* Short timeout to wait purely in order to get the display updated. */
static const glui32 GLN_WATCHDOG_FIXUP = 50;
/*
* Timestamp of the last watchdog tick call, and timeout. This is used to
* monitor the elapsed time since the interpreter made an I/O call. If it
* remains silent for long enough, set by the timeout, we'll offer the
* option to end the game. A timeout of zero disables the watchdog.
*/
static uint32 gln_watchdog_monitor = 0;
static double gln_watchdog_timeout_secs = 0.0;
/*
* To save thrashing in time(), we want to check for timeouts less frequently
* than we're polled. Here's the control for that.
*/
static int gln_watchdog_check_period = 0,
gln_watchdog_check_counter = 0;
/*
* gln_watchdog_start()
* gln_watchdog_stop()
*
* Start and stop watchdog monitoring.
*/
static void gln_watchdog_start(int timeout, int period) {
assert(timeout > 0 && period > 0);
gln_watchdog_timeout_secs = (double) timeout;
gln_watchdog_check_period = period;
gln_watchdog_check_counter = period;
gln_watchdog_monitor = g_system->getMillis();
}
static void gln_watchdog_stop() {
gln_watchdog_timeout_secs = 0;
}
/*
* gln_watchdog_tick()
*
* Set the watchdog timestamp to the current system time.
*
* This function should be called just before almost every os_* function
* returns to the interpreter, as a means of timing how long the interpreter
* dwells in running game code.
*/
static void gln_watchdog_tick() {
gln_watchdog_monitor = g_system->getMillis();
}
/*
* gln_watchdog_has_timed_out()
*
* Check to see if too much time has elapsed since the last tick. If it has,
* offer the option to stop the game, and if accepted, return TRUE. Otherwise,
* if no timeout, or if the watchdog is disabled, return FALSE.
*
* This function only checks every N calls; it's called extremely frequently
* from opcode handling, and will thrash in time() if it checks on each call.
*/
static int gln_watchdog_has_timed_out() {
/* If loop detection is off or the timeout is set to zero, do nothing. */
if (gln_loopcheck_enabled && gln_watchdog_timeout_secs > 0) {
uint32 now;
double delta_time;
/*
* Wait until we've seen enough calls to make a timeout check. If we
* haven't, return FALSE, otherwise reset the counter and continue.
*/
if (--gln_watchdog_check_counter > 0)
return FALSE;
else
gln_watchdog_check_counter = gln_watchdog_check_period;
/*
* Determine how much time has passed, and offer to end the game if it
* exceeds the allowable timeout.
*/
now = g_system->getMillis();
delta_time = (now - gln_watchdog_monitor) / 1000;
if (delta_time >= gln_watchdog_timeout_secs) {
if (gln_confirm("\nThe game may be in an infinite loop. Do you"
" want to stop it? [Y or N] ")) {
gln_watchdog_tick();
return TRUE;
}
/*
* If we have timers, set a really short timeout and let it expire.
* This is to force a display update with the response of the
* confirm -- without this, we may not get a screen update for a
* while since at this point the game isn't, by definition, doing
* any input or output. If we don't have timers, no biggie.
*/
if (g_vm->glk_gestalt(gestalt_Timer, 0)) {
event_t event;
gln_arbitrate_request_timer_events(GLN_WATCHDOG_FIXUP);
gln_event_wait(evtype_Timer, &event);
gln_arbitrate_request_timer_events(0);
}
/* Reset the monitor and drop into FALSE return -- stop rejected. */
gln_watchdog_tick();
}
}
/* No timeout indicated, or offer rejected by the user. */
return FALSE;
}
/*---------------------------------------------------------------------*/
/* Glk port status line functions */
/*---------------------------------------------------------------------*/
/* Default width used for non-windowing Glk status lines. */
static const int GLN_DEFAULT_STATUS_WIDTH = 74;
/*
* gln_status_update()
*
* Update the information in the status window with the current contents of
* the current game identity string, or a default string if no game identity
* could be established.
*/
static void gln_status_update() {
uint width, height;
assert(gln_status_window);
g_vm->glk_window_get_size(gln_status_window, &width, &height);
if (height > 0) {
const char *game_name;
g_vm->glk_window_clear(gln_status_window);
g_vm->glk_window_move_cursor(gln_status_window, 0, 0);
g_vm->glk_set_window(gln_status_window);
/*
* Try to establish a game identity to display; if none, use a standard
* message instead.
*/
game_name = g_vm->_detection._gameName;
g_vm->glk_put_string(game_name ? game_name : "ScummVM GLK Level 9 Game");
g_vm->glk_set_window(gln_main_window);
}
}
/*
* gln_status_print()
*
* Print the current contents of the game identity out in the main window,
* if it has changed since the last call. This is for non-windowing Glk
* libraries.
*
* To save memory management hassles, this function uses the CRC functions
* to detect changes of game identity string, and gambles a little on the
* belief that two games' strings won't have the same CRC.
*/
static void gln_status_print() {
static int is_initialized = FALSE;
static gln_uint16 crc = 0;
const char *game_name;
/* Get the current game name, and do nothing if none available. */
game_name = g_vm->_detection._gameName;
if (game_name) {
gln_uint16 new_crc;
/*
* If not the first call and the game identity string has not changed,
* again, do nothing.
*/
new_crc = g_vm->_detection.gln_get_buffer_crc(game_name, strlen(game_name));
if (!is_initialized || new_crc != crc) {
int index;
#ifndef GARGLK
/* Set fixed width font to try to preserve status line formatting. */
g_vm->glk_set_style(style_Preformatted);
#endif
/* Bracket, and output the extracted game name. */
g_vm->glk_put_string("[ ");
g_vm->glk_put_string(game_name);
for (index = strlen(game_name);
index <= GLN_DEFAULT_STATUS_WIDTH; index++)
g_vm->glk_put_char(' ');
g_vm->glk_put_string(" ]\n");
crc = new_crc;
is_initialized = TRUE;
}
}
}
/*
* gln_status_notify()
*
* Front end function for updating status. Either updates the status window
* or prints the status line to the main window.
*/
static void gln_status_notify() {
if (gln_status_window)
gln_status_update();
else
gln_status_print();
}
/*
* gln_status_redraw()
*
* Redraw the contents of any status window with the buffered status string.
* This function should be called on the appropriate Glk window resize and
* arrange events.
*/
static void gln_status_redraw() {
if (gln_status_window) {
winid_t parent;
/*
* Rearrange the status window, without changing its actual arrangement
* in any way. This is a hack to work round incorrect window repainting
* in Xglk; it forces a complete repaint of affected windows on Glk
* window resize and arrange events, and works in part because Xglk
* doesn't check for actual arrangement changes in any way before
* invalidating its windows. The hack should be harmless to Glk
* libraries other than Xglk, moreover, we're careful to activate it
* only on resize and arrange events.
*/
parent = g_vm->glk_window_get_parent(gln_status_window);
g_vm->glk_window_set_arrangement(parent,
winmethod_Above | winmethod_Fixed, 1, nullptr);
gln_status_update();
}
}
/*---------------------------------------------------------------------*/
/* Glk port output functions */
/*---------------------------------------------------------------------*/
/*
* Flag for if the user entered "help" as their last input, or if hints have
* been silenced as a result of already using a Glk command.
*/
static int gln_help_requested = FALSE,
gln_help_hints_silenced = FALSE;
/*
* Output buffer. We receive characters one at a time, and it's a bit
* more efficient for everyone if we buffer them, and output a complete
* string on a flush call.
*/
static char *gln_output_buffer = nullptr;
static int gln_output_allocation = 0,
gln_output_length = 0;
/*
* Output activity flag. Set when os_printchar() is called, and queried
* periodically by os_readchar(). Helps os_readchar() judge whether it must
* request input, or when it's being used as a crude scroll control.
*/
static int gln_output_activity = FALSE;
/*
* Flag to indicate if the last buffer flushed looked like it ended in a
* "> " prompt. Some later games switch to this mode after a while, and
* it's nice not to duplicate this prompt with our own.
*/
static int gln_output_prompt = FALSE;
/*
* gln_output_notify()
*
* Register recent text output from the interpreter. This function is
* called by os_printchar().
*/
static void gln_output_notify() {
gln_output_activity = TRUE;
}
/*
* gln_recent_output()
*
* Return TRUE if the interpreter has recently output text, FALSE otherwise.
* Clears the flag, so that more output text is required before the next
* call returns TRUE.
*/
static int gln_recent_output() {
int result;
result = gln_output_activity;
gln_output_activity = FALSE;
return result;
}
/*
* gln_output_register_help_request()
* gln_output_silence_help_hints()
* gln_output_provide_help_hint()
*
* Register a request for help, and print a note of how to get Glk command
* help from the interpreter unless silenced.
*/
static void gln_output_register_help_request() {
gln_help_requested = TRUE;
}
static void gln_output_silence_help_hints() {
gln_help_hints_silenced = TRUE;
}
static void gln_output_provide_help_hint() {
if (gln_help_requested && !gln_help_hints_silenced) {
g_vm->glk_set_style(style_Emphasized);
g_vm->glk_put_string("[Try 'glk help' for help on special interpreter"
" commands]\n");
gln_help_requested = FALSE;
g_vm->glk_set_style(style_Normal);
}
}
/*
* gln_game_prompted()
*
* Return TRUE if the last game output appears to have been a "> " prompt.
* Once called, the flag is reset to FALSE, and requires more game output
* to set it again.
*/
static int gln_game_prompted() {
int result;
result = gln_output_prompt;
gln_output_prompt = FALSE;
return result;
}
/*
* gln_detect_game_prompt()
*
* See if the last non-newline-terminated line in the output buffer seems
* to be a prompt, and set the game prompted flag if it does, otherwise
* clear it.
*/
static void gln_detect_game_prompt() {
int index;
gln_output_prompt = FALSE;
/*
* Search for a prompt across any last unterminated buffered line; a prompt
* is any non-space character on that line.
*/
for (index = gln_output_length - 1;
index >= 0 && gln_output_buffer[index] != '\n'; index--) {
if (gln_output_buffer[index] != ' ') {
gln_output_prompt = TRUE;
break;
}
}
}
/*
* gln_output_delete()
*
* Delete all buffered output text. Free all malloc'ed buffer memory, and
* return the buffer variables to their initial values.
*/
static void gln_output_delete() {
free(gln_output_buffer);
gln_output_buffer = nullptr;
gln_output_allocation = gln_output_length = 0;
}
/*
* gln_output_flush()
*
* Flush any buffered output text to the Glk main window, and clear the
* buffer. Check in passing for game prompts that duplicate our's.
*/
static void gln_output_flush() {
assert(g_vm->glk_stream_get_current());
if (gln_output_length > 0) {
/*
* See if the game issued a standard prompt, then print the buffer to
* the main window. If providing a help hint, position that before
* the game's prompt (if any).
*/
gln_detect_game_prompt();
if (gln_output_prompt) {
int index;
for (index = gln_output_length - 1;
index >= 0 && gln_output_buffer[index] != '\n';)
index--;
g_vm->glk_put_buffer(gln_output_buffer, index + 1);
gln_output_provide_help_hint();
g_vm->glk_put_buffer(gln_output_buffer + index + 1,
gln_output_length - index - 1);
} else {
g_vm->glk_put_buffer(gln_output_buffer, gln_output_length);
gln_output_provide_help_hint();
}
gln_output_delete();
}
}
/*
* os_printchar()
*
* Buffer a character for eventual printing to the main window.
*/
void os_printchar(char c) {
int bytes;
assert(gln_output_length <= gln_output_allocation);
/* Grow the output buffer if necessary. */
for (bytes = gln_output_allocation; bytes < gln_output_length + 1;)
bytes = bytes == 0 ? 1 : bytes << 1;
if (bytes > gln_output_allocation) {
gln_output_buffer = (char *)gln_realloc(gln_output_buffer, bytes);
gln_output_allocation = bytes;
}
/*
* Add the character to the buffer, handling return as a newline, and
* note that the game created some output.
*/
gln_output_buffer[gln_output_length++] = (c == '\r' ? '\n' : c);
gln_output_notify();
}
/*
* gln_styled_string()
* gln_styled_char()
* gln_standout_string()
* gln_standout_char()
* gln_normal_string()
* gln_normal_char()
* gln_header_string()
* gln_banner_string()
*
* Convenience functions to print strings in assorted styles. A standout
* string is one that hints that it's from the interpreter, not the game.
*/
static void gln_styled_string(glui32 style, const char *message) {
assert(message);
g_vm->glk_set_style(style);
g_vm->glk_put_string(message);
g_vm->glk_set_style(style_Normal);
}
static void gln_styled_char(glui32 style, char c) {
char buffer[2];
buffer[0] = c;
buffer[1] = '\0';
gln_styled_string(style, buffer);
}
static void gln_standout_string(const char *message) {
gln_styled_string(style_Emphasized, message);
}
#ifndef GARGLK
static void gln_standout_char(char c) {
gln_styled_char(style_Emphasized, c);
}
#endif
static void gln_normal_string(const char *message) {
gln_styled_string(style_Normal, message);
}
static void gln_normal_char(char c) {
gln_styled_char(style_Normal, c);
}
static void gln_header_string(const char *message) {
gln_styled_string(style_Header, message);
}
#ifndef GARGLK
static void gln_banner_string(const char *message) {
gln_styled_string(style_Subheader, message);
}
#endif
/*
* os_flush()
*
* Handle a core interpreter call to flush the output buffer. Because Glk
* only flushes its buffers and displays text on g_vm->glk_select(), we can ignore
* these calls as long as we call g_vm->glk_output_flush() when reading line or
* character input.
*
* Taking os_flush() at face value can cause game text to appear before status
* line text where we are working with a non-windowing Glk, so it's best
* ignored where we can.
*/
void os_flush() {
}
/*---------------------------------------------------------------------*/
/* Glk command escape functions */
/*---------------------------------------------------------------------*/
/*
* gln_command_script()
*
* Turn game output scripting (logging) on and off.
*/
static void gln_command_script(const char *argument) {
assert(argument);
if (gln_strcasecmp(argument, "on") == 0) {
frefid_t fileref;
if (gln_transcript_stream) {
gln_normal_string("Glk transcript is already on.\n");
return;
}
fileref = g_vm->glk_fileref_create_by_prompt(fileusage_Transcript
| fileusage_TextMode,
filemode_WriteAppend, 0);
if (!fileref) {
gln_standout_string("Glk transcript failed.\n");
return;
}
gln_transcript_stream = g_vm->glk_stream_open_file(fileref,
filemode_WriteAppend, 0);
g_vm->glk_fileref_destroy(fileref);
if (!gln_transcript_stream) {
gln_standout_string("Glk transcript failed.\n");
return;
}
g_vm->glk_window_set_echo_stream(gln_main_window, gln_transcript_stream);
gln_normal_string("Glk transcript is now on.\n");
}
else if (gln_strcasecmp(argument, "off") == 0) {
if (!gln_transcript_stream) {
gln_normal_string("Glk transcript is already off.\n");
return;
}
g_vm->glk_stream_close(gln_transcript_stream, nullptr);
gln_transcript_stream = nullptr;
g_vm->glk_window_set_echo_stream(gln_main_window, nullptr);
gln_normal_string("Glk transcript is now off.\n");
}
else if (strlen(argument) == 0) {
gln_normal_string("Glk transcript is ");
gln_normal_string(gln_transcript_stream ? "on" : "off");
gln_normal_string(".\n");
}
else {
gln_normal_string("Glk transcript can be ");
gln_standout_string("on");
gln_normal_string(", or ");
gln_standout_string("off");
gln_normal_string(".\n");
}
}
/*
* gln_command_inputlog()
*
* Turn game input logging on and off.
*/
static void gln_command_inputlog(const char *argument) {
assert(argument);
if (gln_strcasecmp(argument, "on") == 0) {
frefid_t fileref;
if (gln_inputlog_stream) {
gln_normal_string("Glk input logging is already on.\n");
return;
}
fileref = g_vm->glk_fileref_create_by_prompt(fileusage_InputRecord
| fileusage_BinaryMode,
filemode_WriteAppend, 0);
if (!fileref) {
gln_standout_string("Glk input logging failed.\n");
return;
}
gln_inputlog_stream = g_vm->glk_stream_open_file(fileref,
filemode_WriteAppend, 0);
g_vm->glk_fileref_destroy(fileref);
if (!gln_inputlog_stream) {
gln_standout_string("Glk input logging failed.\n");
return;
}
gln_normal_string("Glk input logging is now on.\n");
}
else if (gln_strcasecmp(argument, "off") == 0) {
if (!gln_inputlog_stream) {
gln_normal_string("Glk input logging is already off.\n");
return;
}
g_vm->glk_stream_close(gln_inputlog_stream, nullptr);
gln_inputlog_stream = nullptr;
gln_normal_string("Glk input log is now off.\n");
}
else if (strlen(argument) == 0) {
gln_normal_string("Glk input logging is ");
gln_normal_string(gln_inputlog_stream ? "on" : "off");
gln_normal_string(".\n");
}
else {
gln_normal_string("Glk input logging can be ");
gln_standout_string("on");
gln_normal_string(", or ");
gln_standout_string("off");
gln_normal_string(".\n");
}
}
/*
* gln_command_readlog()
*
* Set the game input log, to read input from a file.
*/
static void gln_command_readlog(const char *argument) {
assert(argument);
if (gln_strcasecmp(argument, "on") == 0) {
frefid_t fileref;
if (gln_readlog_stream) {
gln_normal_string("Glk read log is already on.\n");
return;
}
fileref = g_vm->glk_fileref_create_by_prompt(fileusage_InputRecord
| fileusage_BinaryMode,
filemode_Read, 0);
if (!fileref) {
gln_standout_string("Glk read log failed.\n");
return;
}
if (!g_vm->glk_fileref_does_file_exist(fileref)) {
g_vm->glk_fileref_destroy(fileref);
gln_standout_string("Glk read log failed.\n");
return;
}
gln_readlog_stream = g_vm->glk_stream_open_file(fileref, filemode_Read, 0);
g_vm->glk_fileref_destroy(fileref);
if (!gln_readlog_stream) {
gln_standout_string("Glk read log failed.\n");
return;
}
gln_normal_string("Glk read log is now on.\n");
}
else if (gln_strcasecmp(argument, "off") == 0) {
if (!gln_readlog_stream) {
gln_normal_string("Glk read log is already off.\n");
return;
}
g_vm->glk_stream_close(gln_readlog_stream, nullptr);
gln_readlog_stream = nullptr;
gln_normal_string("Glk read log is now off.\n");
}
else if (strlen(argument) == 0) {
gln_normal_string("Glk read log is ");
gln_normal_string(gln_readlog_stream ? "on" : "off");
gln_normal_string(".\n");
}
else {
gln_normal_string("Glk read log can be ");
gln_standout_string("on");
gln_normal_string(", or ");
gln_standout_string("off");
gln_normal_string(".\n");
}
}
/*
* gln_command_abbreviations()
*
* Turn abbreviation expansions on and off.
*/
static void gln_command_abbreviations(const char *argument) {
assert(argument);
if (gln_strcasecmp(argument, "on") == 0) {
if (gln_abbreviations_enabled) {
gln_normal_string("Glk abbreviation expansions are already on.\n");
return;
}
gln_abbreviations_enabled = TRUE;
gln_normal_string("Glk abbreviation expansions are now on.\n");
}
else if (gln_strcasecmp(argument, "off") == 0) {
if (!gln_abbreviations_enabled) {
gln_normal_string("Glk abbreviation expansions are already off.\n");
return;
}
gln_abbreviations_enabled = FALSE;
gln_normal_string("Glk abbreviation expansions are now off.\n");
}
else if (strlen(argument) == 0) {
gln_normal_string("Glk abbreviation expansions are ");
gln_normal_string(gln_abbreviations_enabled ? "on" : "off");
gln_normal_string(".\n");
}
else {
gln_normal_string("Glk abbreviation expansions can be ");
gln_standout_string("on");
gln_normal_string(", or ");
gln_standout_string("off");
gln_normal_string(".\n");
}
}
/*
* gln_command_graphics()
*
* Enable or disable graphics more permanently than is done by the main
* interpreter. Also, print out a few brief details about the graphics
* state of the program.
*/
static void gln_command_graphics(const char *argument) {
assert(argument);
if (!gln_graphics_possible) {
gln_normal_string("Glk graphics are not available.\n");
return;
}
if (gln_strcasecmp(argument, "on") == 0) {
if (gln_graphics_enabled) {
gln_normal_string("Glk graphics are already on.\n");
return;
}
gln_graphics_enabled = TRUE;
/* If a picture is loaded, call the restart function to repaint it. */
if (gln_graphics_picture_is_available()) {
if (!gln_graphics_open()) {
gln_normal_string("Glk graphics error.\n");
return;
}
gln_graphics_restart();
}
gln_normal_string("Glk graphics are now on.\n");
}
else if (gln_strcasecmp(argument, "off") == 0) {
if (!gln_graphics_enabled) {
gln_normal_string("Glk graphics are already off.\n");
return;
}
/*
* Set graphics to disabled, and stop any graphics processing. Close
* the graphics window.
*/
gln_graphics_enabled = FALSE;
gln_graphics_stop();
gln_graphics_close();
gln_normal_string("Glk graphics are now off.\n");
}
else if (strlen(argument) == 0) {
gln_normal_string("Glk graphics are available,");
gln_normal_string(gln_graphics_enabled
? " and enabled.\n" : " but disabled.\n");
if (gln_graphics_picture_is_available()) {
int width, height;
if (gln_graphics_get_picture_details(&width, &height)) {
char buffer[16];
gln_normal_string("There is a picture loaded, ");
Common::sprintf_s(buffer, "%d", width);
gln_normal_string(buffer);
gln_normal_string(" by ");
Common::sprintf_s(buffer, "%d", height);
gln_normal_string(buffer);
gln_normal_string(" pixels.\n");
}
}
if (!gln_graphics_interpreter_enabled())
gln_normal_string("Interpreter graphics are disabled.\n");
if (gln_graphics_enabled && gln_graphics_are_displayed()) {
const char *bitmap_type;
int color_count, is_active;
if (gln_graphics_get_rendering_details(&bitmap_type,
&color_count, &is_active)) {
char buffer[16];
gln_normal_string("Graphics are ");
gln_normal_string(is_active ? "active, " : "displayed, ");
Common::sprintf_s(buffer, "%d", color_count);
gln_normal_string(buffer);
gln_normal_string(" colours");
if (bitmap_type) {
gln_normal_string(", ");
gln_normal_string(bitmap_type);
gln_normal_string(" bitmaps");
}
gln_normal_string(".\n");
} else
gln_normal_string("Graphics are being displayed.\n");
}
if (gln_graphics_enabled && !gln_graphics_are_displayed())
gln_normal_string("Graphics are not being displayed.\n");
}
else {
gln_normal_string("Glk graphics can be ");
gln_standout_string("on");
gln_normal_string(", or ");
gln_standout_string("off");
gln_normal_string(".\n");
}
}
/*
* gln_command_loopchecks()
*
* Turn loop checking (for game infinite loops) on and off.
*/
static void gln_command_loopchecks(const char *argument) {
assert(argument);
if (gln_strcasecmp(argument, "on") == 0) {
if (gln_loopcheck_enabled) {
gln_normal_string("Glk loop detection is already on.\n");
return;
}
gln_loopcheck_enabled = TRUE;
gln_normal_string("Glk loop detection is now on.\n");
}
else if (gln_strcasecmp(argument, "off") == 0) {
if (!gln_loopcheck_enabled) {
gln_normal_string("Glk loop detection is already off.\n");
return;
}
gln_loopcheck_enabled = FALSE;
gln_normal_string("Glk loop detection is now off.\n");
}
else if (strlen(argument) == 0) {
gln_normal_string("Glk loop detection is ");
gln_normal_string(gln_loopcheck_enabled ? "on" : "off");
gln_normal_string(".\n");
}
else {
gln_normal_string("Glk loop detection can be ");
gln_standout_string("on");
gln_normal_string(", or ");
gln_standout_string("off");
gln_normal_string(".\n");
}
}
/*
* gln_command_locals()
*
* Turn local interpretation of "quit" etc. on and off.
*/
static void gln_command_locals(const char *argument) {
assert(argument);
if (gln_strcasecmp(argument, "on") == 0) {
if (gln_intercept_enabled) {
gln_normal_string("Glk local commands are already on.\n");
return;
}
gln_intercept_enabled = TRUE;
gln_normal_string("Glk local commands are now on.\n");
}
else if (gln_strcasecmp(argument, "off") == 0) {
if (!gln_intercept_enabled) {
gln_normal_string("Glk local commands are already off.\n");
return;
}
gln_intercept_enabled = FALSE;
gln_normal_string("Glk local commands are now off.\n");
}
else if (strlen(argument) == 0) {
gln_normal_string("Glk local commands are ");
gln_normal_string(gln_intercept_enabled ? "on" : "off");
gln_normal_string(".\n");
}
else {
gln_normal_string("Glk local commands can be ");
gln_standout_string("on");
gln_normal_string(", or ");
gln_standout_string("off");
gln_normal_string(".\n");
}
}
/*
* gln_command_prompts()
*
* Turn the extra "> " prompt output on and off.
*/
static void gln_command_prompts(const char *argument) {
assert(argument);
if (gln_strcasecmp(argument, "on") == 0) {
if (gln_prompt_enabled) {
gln_normal_string("Glk extra prompts are already on.\n");
return;
}
gln_prompt_enabled = TRUE;
gln_normal_string("Glk extra prompts are now on.\n");
/* Check for a game prompt to clear the flag. */
gln_game_prompted();
}
else if (gln_strcasecmp(argument, "off") == 0) {
if (!gln_prompt_enabled) {
gln_normal_string("Glk extra prompts are already off.\n");
return;
}
gln_prompt_enabled = FALSE;
gln_normal_string("Glk extra prompts are now off.\n");
}
else if (strlen(argument) == 0) {
gln_normal_string("Glk extra prompts are ");
gln_normal_string(gln_prompt_enabled ? "on" : "off");
gln_normal_string(".\n");
}
else {
gln_normal_string("Glk extra prompts can be ");
gln_standout_string("on");
gln_normal_string(", or ");
gln_standout_string("off");
gln_normal_string(".\n");
}
}
/*
* gln_command_print_version_number()
* gln_command_version()
*
* Print out the Glk library version number.
*/
static void gln_command_print_version_number(glui32 version) {
char buffer[64];
Common::sprintf_s(buffer, "%lu.%lu.%lu",
(unsigned long) version >> 16,
(unsigned long)(version >> 8) & 0xff,
(unsigned long) version & 0xff);
gln_normal_string(buffer);
}
static void gln_command_version(const char *argument) {
glui32 version;
assert(argument);
gln_normal_string("This is version ");
gln_command_print_version_number(GLN_PORT_VERSION);
gln_normal_string(" of the Glk Level 9 port.\n");
version = g_vm->glk_gestalt(gestalt_Version, 0);
gln_normal_string("The Glk library version is ");
gln_command_print_version_number(version);
gln_normal_string(".\n");
}
/*
* gln_command_commands()
*
* Turn command escapes off. Once off, there's no way to turn them back on.
* Commands must be on already to enter this function.
*/
static void gln_command_commands(const char *argument) {
assert(argument);
if (gln_strcasecmp(argument, "on") == 0) {
gln_normal_string("Glk commands are already on.\n");
}
else if (gln_strcasecmp(argument, "off") == 0) {
gln_commands_enabled = FALSE;
gln_normal_string("Glk commands are now off.\n");
}
else if (strlen(argument) == 0) {
gln_normal_string("Glk commands are ");
gln_normal_string(gln_commands_enabled ? "on" : "off");
gln_normal_string(".\n");
}
else {
gln_normal_string("Glk commands can be ");
gln_standout_string("on");
gln_normal_string(", or ");
gln_standout_string("off");
gln_normal_string(".\n");
}
}
/* Glk subcommands and handler functions. */
struct gln_command_t {
const char *const command; /* Glk subcommand. */
void (* const handler)(const char *argument); /* Subcommand handler. */
const int takes_argument; /* Argument flag. */
};
typedef const gln_command_t *gln_commandref_t;
static void gln_command_summary(const char *argument);
static void gln_command_help(const char *argument);
static const gln_command_t GLN_COMMAND_TABLE[] = {
{"summary", gln_command_summary, FALSE},
{"script", gln_command_script, TRUE},
{"inputlog", gln_command_inputlog, TRUE},
{"readlog", gln_command_readlog, TRUE},
{"abbreviations", gln_command_abbreviations, TRUE},
{"graphics", gln_command_graphics, TRUE},
{"loopchecks", gln_command_loopchecks, TRUE},
{"locals", gln_command_locals, TRUE},
{"prompts", gln_command_prompts, TRUE},
{"version", gln_command_version, FALSE},
{"commands", gln_command_commands, TRUE},
{"help", gln_command_help, TRUE},
{nullptr, nullptr, FALSE}
};
/*
* gln_command_summary()
*
* Report all current Glk settings.
*/
static void gln_command_summary(const char *argument) {
gln_commandref_t entry;
assert(argument);
/*
* Call handlers that have status to report with an empty argument,
* prompting each to print its current setting.
*/
for (entry = GLN_COMMAND_TABLE; entry->command; entry++) {
if (entry->handler == gln_command_summary
|| entry->handler == gln_command_help)
continue;
entry->handler("");
}
}
/*
* gln_command_help()
*
* Document the available Glk commands.
*/
static void gln_command_help(const char *command) {
gln_commandref_t entry, matched;
assert(command);
if (strlen(command) == 0) {
gln_normal_string("Glk commands are");
for (entry = GLN_COMMAND_TABLE; entry->command; entry++) {
gln_commandref_t next;
next = entry + 1;
gln_normal_string(next->command ? " " : " and ");
gln_standout_string(entry->command);
gln_normal_string(next->command ? "," : ".\n\n");
}
gln_normal_string("Glk commands may be abbreviated, as long as"
" the abbreviation is unambiguous. Use ");
gln_standout_string("glk help");
gln_normal_string(" followed by a Glk command name for help on that"
" command.\n");
return;
}
matched = nullptr;
for (entry = GLN_COMMAND_TABLE; entry->command; entry++) {
if (gln_strncasecmp(command, entry->command, strlen(command)) == 0) {
if (matched) {
gln_normal_string("The Glk command ");
gln_standout_string(command);
gln_normal_string(" is ambiguous. Try ");
gln_standout_string("glk help");
gln_normal_string(" for more information.\n");
return;
}
matched = entry;
}
}
if (!matched) {
gln_normal_string("The Glk command ");
gln_standout_string(command);
gln_normal_string(" is not valid. Try ");
gln_standout_string("glk help");
gln_normal_string(" for more information.\n");
return;
}
if (matched->handler == gln_command_summary) {
gln_normal_string("Prints a summary of all the current Glk Level 9"
" settings.\n");
}
else if (matched->handler == gln_command_script) {
gln_normal_string("Logs the game's output to a file.\n\nUse ");
gln_standout_string("glk script on");
gln_normal_string(" to begin logging game output, and ");
gln_standout_string("glk script off");
gln_normal_string(" to end it. Glk Level 9 will ask you for a file"
" when you turn scripts on.\n");
}
else if (matched->handler == gln_command_inputlog) {
gln_normal_string("Records the commands you type into a game.\n\nUse ");
gln_standout_string("glk inputlog on");
gln_normal_string(", to begin recording your commands, and ");
gln_standout_string("glk inputlog off");
gln_normal_string(" to turn off input logs. You can play back"
" recorded commands into a game with the ");
gln_standout_string("glk readlog");
gln_normal_string(" command.\n");
}
else if (matched->handler == gln_command_readlog) {
gln_normal_string("Plays back commands recorded with ");
gln_standout_string("glk inputlog on");
gln_normal_string(".\n\nUse ");
gln_standout_string("glk readlog on");
gln_normal_string(". Command play back stops at the end of the"
" file. You can also play back commands from a"
" text file created using any standard editor.\n");
}
else if (matched->handler == gln_command_abbreviations) {
gln_normal_string("Controls abbreviation expansion.\n\nGlk Level 9"
" automatically expands several standard single"
" letter abbreviations for you; for example, \"x\""
" becomes \"examine\". Use ");
gln_standout_string("glk abbreviations on");
gln_normal_string(" to turn this feature on, and ");
gln_standout_string("glk abbreviations off");
gln_normal_string(" to turn it off. While the feature is on, you"
" can bypass abbreviation expansion for an"
" individual game command by prefixing it with a"
" single quote.\n");
}
else if (matched->handler == gln_command_graphics) {
gln_normal_string("Turns interpreter graphics on and off.\n\nUse ");
gln_standout_string("glk graphics on");
gln_normal_string(" to enable interpreter graphics, and ");
gln_standout_string("glk graphics off");
gln_normal_string(" to turn graphics off and close the graphics window."
" This control works slightly differently to the"
" 'graphics' command in Level 9 games themselves; the"
" game's 'graphics' command may disable new images,"
" but leave old ones displayed. For graphics to be"
" displayed, they must be turned on in both the game"
" and the interpreter.\n");
}
else if (matched->handler == gln_command_loopchecks) {
gln_normal_string("Controls game infinite loop monitoring.\n\n"
"Some Level 9 games can enter an infinite loop if they"
" have nothing better to do. A game might do this"
" after it has ended, should you decline its offer"
" to rerun. To avoid the need to kill the interpreter"
" completely if a game does this, Glk Level 9 monitors"
" a game's input and output, and offers the option to"
" end the program gracefully if a game is silent for"
" a few seconds. Use ");
gln_standout_string("glk loopchecks on");
gln_normal_string(" to turn this feature on, and ");
gln_standout_string("glk loopchecks off");
gln_normal_string(" to turn it off.\n");
}
else if (matched->handler == gln_command_locals) {
gln_normal_string("Controls interception of selected game commands.\n\n"
"Some Level 9 games were written for cassette tape"
" based microprocessor systems, and the way in which"
" they save, restore, and restart games can reflect"
" this. There is also often no straightforward way"
" to quit from a game.\n\nTo make playing a Level 9"
" game appear similar to other systems, Glk Level 9"
" will trap the commands 'quit', 'restart', 'save',"
" 'restore', and 'load' (a synonym for 'restore') and"
" handle them locally within the interpreter. Use ");
gln_standout_string("glk locals on");
gln_normal_string(" to turn this feature on, and ");
gln_standout_string("glk locals off");
gln_normal_string(" to turn it off.\n");
}
else if (matched->handler == gln_command_prompts) {
gln_normal_string("Controls extra input prompting.\n\n"
"Glk Level 9 can issue a replacement '>' input"
" prompt if it detects that the game hasn't prompted"
" after, say, an empty input line. Use ");
gln_standout_string("glk prompts on");
gln_normal_string(" to turn this feature on, and ");
gln_standout_string("glk prompts off");
gln_normal_string(" to turn it off.\n");
}
else if (matched->handler == gln_command_version) {
gln_normal_string("Prints the version numbers of the Glk library"
" and the Glk Level 9 port.\n");
}
else if (matched->handler == gln_command_commands) {
gln_normal_string("Turn off Glk commands.\n\nUse ");
gln_standout_string("glk commands off");
gln_normal_string(" to disable all Glk commands, including this one."
" Once turned off, there is no way to turn Glk"
" commands back on while inside the game.\n");
}
else if (matched->handler == gln_command_help)
gln_command_help("");
else
gln_normal_string("There is no help available on that Glk command."
" Sorry.\n");
}
/*
* gln_command_escape()
*
* This function is handed each input line. If the line contains a specific
* Glk port command, handle it and return TRUE, otherwise return FALSE.
*/
static int gln_command_escape(const char *string) {
int posn;
char *string_copy, *command, *argument;
assert(string);
/*
* Return FALSE if the string doesn't begin with the Glk command escape
* introducer.
*/
posn = strspn(string, "\t ");
if (gln_strncasecmp(string + posn, "glk", strlen("glk")) != 0)
return FALSE;
/* Take a copy of the string, without any leading space or introducer. */
size_t ln = strlen(string + posn) + 1 - 3/*strlen("glk")*/;
string_copy = (char *)gln_malloc(ln);
Common::strcpy_s(string_copy, ln, string + posn + 3/*strlen("glk")*/);
/*
* Find the subcommand; the first word in the string copy. Find its end,
* and ensure it terminates with a NUL.
*/
posn = strspn(string_copy, "\t ");
command = string_copy + posn;
posn += strcspn(string_copy + posn, "\t ");
if (string_copy[posn] != '\0')
string_copy[posn++] = '\0';
/*
* Now find any argument data for the command, ensuring it too terminates
* with a NUL.
*/
posn += strspn(string_copy + posn, "\t ");
argument = string_copy + posn;
posn += strcspn(string_copy + posn, "\t ");
string_copy[posn] = '\0';
/*
* Try to handle the command and argument as a Glk subcommand. If it
* doesn't run unambiguously, print command usage. Treat an empty command
* as "help".
*/
if (strlen(command) > 0) {
gln_commandref_t entry, matched;
int matches;
/*
* Search for the first unambiguous table command string matching
* the command passed in.
*/
matches = 0;
matched = nullptr;
for (entry = GLN_COMMAND_TABLE; entry->command; entry++) {
if (gln_strncasecmp(command, entry->command, strlen(command)) == 0) {
matches++;
matched = entry;
}
}
/* If the match was unambiguous, call the command handler. */
if (matches == 1) {
gln_normal_char('\n');
matched->handler(argument);
if (!matched->takes_argument && strlen(argument) > 0) {
gln_normal_string("[The ");
gln_standout_string(matched->command);
gln_normal_string(" command ignores arguments.]\n");
}
}
/* No match, or the command was ambiguous. */
else {
gln_normal_string("\nThe Glk command ");
gln_standout_string(command);
gln_normal_string(" is ");
gln_normal_string(matches == 0 ? "not valid" : "ambiguous");
gln_normal_string(". Try ");
gln_standout_string("glk help");
gln_normal_string(" for more information.\n");
}
} else {
gln_normal_char('\n');
gln_command_help("");
}
/* The string contained a Glk command; return TRUE. */
free(string_copy);
return TRUE;
}
/*
* gln_command_intercept()
*
* The Level 9 games handle the commands "quit" and "restart" oddly, and
* somewhat similarly. Both prompt "Press SPACE to play again", and then
* ignore all characters except space. This makes it especially hard to exit
* from a game without killing the interpreter process. They also handle
* "restore" via an odd security mechanism which has no real place here (the
* base Level 9 interpreter sidesteps this with its "#restore" command, and
* has some bugs in "save").
*
* To try to improve these, here we'll catch and special case the input lines
* "quit", "save", "restore", and "restart". "Load" is a synonym for
* "restore".
*
* On "quit" or "restart", the function sets the interpreter stop reason
* code, stops the current game run. On "save" or "restore" it calls the
* appropriate internal interpreter function.
*
* The return value is TRUE if an intercepted command was found, otherwise
* FALSE.
*/
static int gln_command_intercept(char *string) {
int posn, result;
char *string_copy, *trailing;
assert(string);
result = FALSE;
/* Take a copy of the string, excluding any leading whitespace. */
posn = strspn(string, "\t ");
size_t ln = strlen(string + posn) + 1;
string_copy = (char *)gln_malloc(ln);
Common::strcpy_s(string_copy, ln, string + posn);
/*
* Find the space or NUL after the first word, and check that anything
* after it the first word is whitespace only.
*/
posn = strcspn(string_copy, "\t ");
trailing = string_copy + posn;
if (trailing[strspn(trailing, "\t ")] == '\0') {
/* Terminate the string copy for easy comparisons. */
string_copy[posn] = '\0';
/* If this command was "quit", confirm, then call StopGame(). */
if (gln_strcasecmp(string_copy, "quit") == 0) {
if (gln_confirm("\nDo you really want to stop? [Y or N] ")) {
gln_stop_reason = STOP_EXIT;
StopGame();
}
result = TRUE;
}
/* If this command was "restart", confirm, then call StopGame(). */
else if (gln_strcasecmp(string_copy, "restart") == 0) {
if (gln_confirm("\nDo you really want to restart? [Y or N] ")) {
gln_stop_reason = STOP_RESTART;
StopGame();
}
result = TRUE;
}
/* If this command was "save", simply call save(). */
else if (gln_strcasecmp(string_copy, "save") == 0) {
gln_standout_string("\nSaving using interpreter\n\n");
save();
result = TRUE;
}
/* If this command was "restore" or "load", call restore(). */
else if (gln_strcasecmp(string_copy, "restore") == 0
|| gln_strcasecmp(string_copy, "load") == 0) {
gln_standout_string("\nRestoring using interpreter\n\n");
restore();
result = TRUE;
}
}
free(string_copy);
return result;
}
/*---------------------------------------------------------------------*/
/* Glk port input functions */
/*---------------------------------------------------------------------*/
/* Ctrl-C and Ctrl-U character constants. */
static const char GLN_CONTROL_C = '\003',
GLN_CONTROL_U = '\025';
/*
* os_readchar() call count limit, after which we really read a character.
* Also, call count limit on os_stoplist calls, after which we poll for a
* character press to stop the listing, and a stoplist poll timeout.
*/
static const int GLN_READCHAR_LIMIT = 1024,
GLN_STOPLIST_LIMIT = 10;
static const glui32 GLN_STOPLIST_TIMEOUT = 50;
/* Quote used to suppress abbreviation expansion and local commands. */
static const char GLN_QUOTED_INPUT = '\'';
/*
* Note of when the interpreter is in list output. The last element of any
* list generally lacks a terminating newline, and unless we do something
* special with it, it'll look like a valid prompt to us.
*/
static int gln_inside_list = FALSE;
/* Table of single-character command abbreviations. */
struct gln_abbreviation_t {
const char abbreviation; /* Abbreviation character. */
const char *const expansion; /* Expansion string. */
};
typedef const gln_abbreviation_t *gln_abbreviationref_t;
static const gln_abbreviation_t GLN_ABBREVIATIONS[] = {
{'c', "close"}, {'g', "again"}, {'i', "inventory"},
{'k', "attack"}, {'l', "look"}, {'p', "open"},
{'q', "quit"}, {'r', "drop"}, {'t', "take"},
{'x', "examine"}, {'y', "yes"}, {'z', "wait"},
{'\0', nullptr}
};
/*
* gln_expand_abbreviations()
*
* Expand a few common one-character abbreviations commonly found in other
* game systems, but not always normal in Level 9 games.
*/
static void gln_expand_abbreviations(char *buffer, int size) {
char *command, abbreviation;
const char *expansion;
gln_abbreviationref_t entry;
assert(buffer);
/* Ignore anything that isn't a single letter command. */
command = buffer + strspn(buffer, "\t ");
if (!(strlen(command) == 1
|| (strlen(command) > 1 && Common::isSpace(command[1]))))
return;
/* Scan the abbreviations table for a match. */
abbreviation = g_vm->glk_char_to_lower((unsigned char) command[0]);
expansion = nullptr;
for (entry = GLN_ABBREVIATIONS; entry->expansion; entry++) {
if (entry->abbreviation == abbreviation) {
expansion = entry->expansion;
break;
}
}
/*
* If a match found, check for a fit, then replace the character with the
* expansion string.
*/
if (expansion) {
if (strlen(buffer) + strlen(expansion) - 1 >= (uint)size)
return;
memmove(command + strlen(expansion) - 1, command, strlen(command) + 1);
memcpy(command, expansion, strlen(expansion));
#ifndef GARGLK
gln_standout_string("[");
gln_standout_char(abbreviation);
gln_standout_string(" -> ");
gln_standout_string(expansion);
gln_standout_string("]\n");
#endif
}
}
/*
* gln_output_endlist()
*
* The core interpreter doesn't terminate lists with a newline, so we take
* care of that here; a fixup for input functions.
*/
static void gln_output_endlist() {
if (gln_inside_list) {
/*
* Supply the missing newline, using os_printchar() so that list output
* doesn't look like a prompt when we come to flush it.
*/
os_printchar('\n');
gln_inside_list = FALSE;
}
}
/*
* os_input()
*
* Read a line from the keyboard. This function makes a special case of
* some command strings, and will also perform abbreviation expansion.
*/
gln_bool os_input(char *buffer, int size) {
event_t event;
assert(buffer);
/* If doing linemode graphics, run all graphic opcodes available. */
gln_linegraphics_process();
/*
* Update the current status line display, flush any pending buffered
* output, and terminate any open list.
*/
gln_status_notify();
gln_output_endlist();
gln_output_flush();
/*
* Level 9 games tend not to issue a prompt after reading an empty
* line of input, and the Adrian Mole games don't issue a prompt at
* all when outside the 1/2/3 menuing system. This can make for a
* very blank looking screen.
*
* To slightly improve things, if it looks like we didn't get a
* prompt from the game, do our own.
*/
if (gln_prompt_enabled && !gln_game_prompted()) {
gln_normal_char('\n');
gln_normal_string(GLN_INPUT_PROMPT);
}
/*
* If we have an input log to read from, use that until it is exhausted. On
* end of file, close the stream and resume input from line requests.
*/
if (gln_readlog_stream) {
glui32 chars;
/* Get the next line from the log stream. */
chars = g_vm->glk_get_line_stream(gln_readlog_stream, buffer, size);
if (chars > 0) {
/* Echo the line just read in input style. */
g_vm->glk_set_style(style_Input);
g_vm->glk_put_buffer(buffer, chars);
g_vm->glk_set_style(style_Normal);
/* Tick the watchdog, and return. */
gln_watchdog_tick();
return TRUE;
}
/*
* We're at the end of the log stream. Close it, and then continue
* on to request a line from Glk.
*/
g_vm->glk_stream_close(gln_readlog_stream, nullptr);
gln_readlog_stream = nullptr;
}
/*
* No input log being read, or we just hit the end of file on one. Revert
* to normal line input; start by getting a new line from Glk.
*/
g_vm->glk_request_line_event(gln_main_window, buffer, size - 1, 0);
gln_event_wait(evtype_LineInput, &event);
if (g_vm->shouldQuit()) {
g_vm->glk_cancel_line_event(gln_main_window, &event);
gln_stop_reason = STOP_EXIT;
return FALSE;
}
/* Terminate the input line with a NUL. */
assert((int)event.val1 <= size - 1);
buffer[event.val1] = '\0';
/*
* If neither abbreviations nor local commands are enabled, nor game
* command interceptions, use the data read above without further massaging.
*/
if (gln_abbreviations_enabled
|| gln_commands_enabled || gln_intercept_enabled) {
char *command;
/*
* If the first non-space input character is a quote, bypass all
* abbreviation expansion and local command recognition, and use the
* unadulterated input, less introductory quote.
*/
command = buffer + strspn(buffer, "\t ");
if (command[0] == GLN_QUOTED_INPUT) {
/* Delete the quote with memmove(). */
memmove(command, command + 1, strlen(command));
} else {
/* Check for, and expand, and abbreviated commands. */
if (gln_abbreviations_enabled)
gln_expand_abbreviations(buffer, size);
/*
* Check for standalone "help", then for Glk port special commands;
* suppress the interpreter's use of this input for Glk commands by
* returning FALSE.
*/
if (gln_commands_enabled) {
int posn;
posn = strspn(buffer, "\t ");
if (gln_strncasecmp(buffer + posn, "help", strlen("help")) == 0) {
if (strspn(buffer + posn + strlen("help"), "\t ")
== strlen(buffer + posn + strlen("help"))) {
gln_output_register_help_request();
}
}
if (gln_command_escape(buffer)) {
gln_output_silence_help_hints();
gln_watchdog_tick();
return FALSE;
}
}
/*
* Check for locally intercepted commands, again returning FALSE if
* one is handled.
*/
if (gln_intercept_enabled) {
if (gln_command_intercept(buffer)) {
gln_watchdog_tick();
return FALSE;
}
}
}
}
/*
* If there is an input log active, log this input string to it. Note that
* by logging here we get any abbreviation expansions but we won't log glk
* special commands, nor any input read from a current open input log.
*/
if (gln_inputlog_stream) {
g_vm->glk_put_string_stream(gln_inputlog_stream, buffer);
g_vm->glk_put_char_stream(gln_inputlog_stream, '\n');
}
gln_watchdog_tick();
return TRUE;
}
/*
* os_readchar()
*
* Poll the keyboard for characters, and return the character code of any key
* pressed, or 0 if none pressed.
*
* Simple though this sounds, it's tough to do right in a timesharing OS, and
* requires something close to an abuse of Glk.
*
* The initial, tempting, implementation is to wait inside this function for
* a key press, then return the code. Unfortunately, this causes problems in
* the Level 9 interpreter. Here's why: the interpreter is a VM emulating a
* single-user microprocessor system. On such a system, it's quite okay for
* code to spin in a loop waiting for a keypress; there's nothing else
* happening on the system, so it can burn CPU. To wait for a keypress, game
* code might first wait for no-keypress (0 from this function), then a
* keypress (non-0), then no-keypress again (and it does indeed seem to do
* just this). If, in os_readchar(), we simply wait for and return key codes,
* we'll never return a 0, so the above wait for a keypress in the game will
* hang forever.
*
* To make matters more complex, some Level 9 games poll for keypresses as a
* way for a user to halt scrolling. For these polls, we really want to
* return 0, otherwise the output grinds to a halt. Moreover, some games even
* use key polling as a crude form of timeout - poll and increment a counter,
* and exit when either os_readchar() returns non-0, or after some 300 or so
* polls.
*
* So, this function MUST return 0 sometimes, and real key codes other times.
* The solution adopted is best described as expedient. Depending on what Glk
* provides in the way of timers, we'll do one of two things:
*
* o If we have timers, we'll set up a timeout, and poll for a key press
* within that timeout. As a way to smooth output for games that use key
* press polling for scroll control, we'll ignore calls until we get two
* in a row without intervening character output.
*
* o If we don't have timers, then we'll return 0 most of the time, and then
* really wait for a key one time out of some number. A game polling for
* keypresses to halt scrolling will probably be to the point where it
* cannot continue without user input at this juncture, and once we've
* rejected a few hundred calls we can now really wait for Glk key press
* event, and avoid a spinning loop. A game using key polling as crude
* timing may, or may not, time out in the calls for which we return 0.
*
* Empirically, this all seems to work. The only odd behaviour is with the
* DEMO mode of Adrian Mole where Glk has no timers, and this is primarily
* because the DEMO mode relies on the delay of keyboard polling for part of
* its effect; on a modern system, the time to call through here is nowhere
* near the time consumed by the original platform. The other point of note
* is that this all means that we can't return characters from any readlog
* with this function; its timing stuff and its general polling nature make
* it impossible to connect to readlog, so it just won't work at all with the
* Adrian Mole games, Glk timers or otherwise.
*/
char os_readchar(int millis) {
static int call_count = 0;
event_t event;
char character;
/* If doing linemode graphics, run all graphic opcodes available. */
gln_linegraphics_process();
/*
* Here's the way we try to emulate keyboard polling for the case of no Glk
* timers. We'll say nothing is pressed for some number of consecutive
* calls, then continue after that number of calls.
*/
if (!g_vm->glk_gestalt(gestalt_Timer, 0)) {
if (++call_count < GLN_READCHAR_LIMIT) {
/* Call tick as we may be outside an opcode loop. */
g_vm->glk_tick();
gln_watchdog_tick();
return 0;
} else
call_count = 0;
}
/*
* If we have Glk timers, we can smooth game output with games that contin-
* uously use this input function by pretending that there is no keypress
* if the game printed output since the last call. This helps with the
* Adrian Mole games, which check for a keypress at the end of a line as a
* way to temporarily halt scrolling.
*/
if (g_vm->glk_gestalt(gestalt_Timer, 0)) {
if (gln_recent_output()) {
/* Call tick as we may be outside an opcode loop. */
g_vm->glk_tick();
gln_watchdog_tick();
return 0;
}
}
/*
* Now flush any pending buffered output. We do it here rather than earlier
* as it only needs to be done when we're going to request Glk input, and
* we may have avoided this with the checks above.
*/
gln_status_notify();
gln_output_endlist();
gln_output_flush();
/*
* Set up a character event request, and a timeout if the Glk library can
* do them, and wait until one or the other occurs. Loop until we read an
* acceptable ASCII character (if we don't time out).
*/
do {
g_vm->glk_request_char_event(gln_main_window);
if (g_vm->glk_gestalt(gestalt_Timer, 0)) {
gln_arbitrate_request_timer_events(millis);
gln_event_wait_2(evtype_CharInput, evtype_Timer, &event);
gln_arbitrate_request_timer_events(0);
/*
* If the event was a timeout, cancel the unfilled character
* request, and return no-keypress value.
*/
if (event.type == evtype_Timer) {
g_vm->glk_cancel_char_event(gln_main_window);
gln_watchdog_tick();
return 0;
}
} else
gln_event_wait(evtype_CharInput, &event);
} while (event.val1 > BYTE_MAX && event.val1 != keycode_Return);
/* Extract the character from the event, converting Return, no echo. */
character = event.val1 == keycode_Return ? '\n' : event.val1;
/*
* Special case ^U as a way to press a key on a wait, yet return a code to
* the interpreter as if no key was pressed. Useful if scrolling stops
* where there are no Glk timers, to get scrolling started again. ^U is
* always active.
*/
if (character == GLN_CONTROL_U) {
gln_watchdog_tick();
return 0;
}
/*
* Special case ^C to quit the program. Without this, there's no easy way
* to exit from a game that never uses os_input(), but instead continually
* uses just os_readchar(). ^C handling can be disabled with command line
* options.
*/
if (gln_intercept_enabled && character == GLN_CONTROL_C) {
if (gln_confirm("\n\nDo you really want to stop? [Y or N] ")) {
gln_stop_reason = STOP_EXIT;
StopGame();
gln_watchdog_tick();
return 0;
}
}
/*
* If there is a transcript stream, send the input to it as a single line
* string, otherwise it won't be visible in the transcript.
*/
if (gln_transcript_stream) {
g_vm->glk_put_char_stream(gln_transcript_stream, character);
g_vm->glk_put_char_stream(gln_transcript_stream, '\n');
}
/* Finally, return the single character read. */
gln_watchdog_tick();
return character;
}
/*
* os_stoplist()
*
* This is called from #dictionary listings to poll for a request to stop
* the listing. A check for keypress is usual at this point. However, Glk
* cannot check for keypresses without a delay, which slows listing consid-
* erably, since it also adjusts and renders the display. As a compromise,
* then, we'll check for keypresses on a small percentage of calls, say one
* in ten, which means that listings happen with only a short delay, but
* there's still an opportunity to stop them.
*
* This applies only where the Glk library has timers. Where it doesn't, we
* can't check for keypresses without blocking, so we do no checks at all,
* and let lists always run to completion.
*/
gln_bool os_stoplist() {
static int call_count = 0;
event_t event;
int is_stop_confirmed;
/* Note that the interpreter is producing a list. */
gln_inside_list = TRUE;
/*
* If there are no Glk timers, then polling for a keypress but continuing
* on if there isn't one is not an option. So flush output, return FALSE,
* and just keep listing on to the end.
*/
if (!g_vm->glk_gestalt(gestalt_Timer, 0)) {
gln_output_flush();
gln_watchdog_tick();
return FALSE;
}
/* Increment the call count, and return FALSE if under the limit. */
if (++call_count < GLN_STOPLIST_LIMIT) {
/* Call tick as we may be outside an opcode loop. */
g_vm->glk_tick();
gln_watchdog_tick();
return FALSE;
} else
call_count = 0;
/* Flush any pending buffered output, delayed to here in case avoidable. */
gln_output_flush();
/*
* Look for a keypress, with a very short timeout in place, in a similar
* way as done for os_readchar() above.
*/
g_vm->glk_request_char_event(gln_main_window);
gln_arbitrate_request_timer_events(GLN_STOPLIST_TIMEOUT);
gln_event_wait_2(evtype_CharInput, evtype_Timer, &event);
gln_arbitrate_request_timer_events(0);
/*
* If the event was a timeout, cancel the unfilled character request, and
* return FALSE to continue listing.
*/
if (event.type == evtype_Timer) {
g_vm->glk_cancel_char_event(gln_main_window);
gln_watchdog_tick();
return FALSE;
}
/* Keypress detected, so offer to stop listing. */
assert(event.type == evtype_CharInput);
is_stop_confirmed = gln_confirm("\n\nStop listing? [Y or N] ");
/*
* As we've output a newline, we no longer consider that we're inside a
* list. Clear the flag, and also clear prompt detection by polling it.
*/
gln_inside_list = FALSE;
gln_game_prompted();
/* Return TRUE if stop was confirmed, FALSE to keep listing. */
gln_watchdog_tick();
return is_stop_confirmed;
}
/*
* gln_confirm()
*
* Print a confirmation prompt, and read a single input character, taking
* only [YyNn] input. If the character is 'Y' or 'y', return TRUE.
*/
static int gln_confirm(const char *prompt) {
event_t event;
unsigned char response;
assert(prompt);
/*
* Print the confirmation prompt, in a style that hints that it's from the
* interpreter, not the game.
*/
gln_standout_string(prompt);
/* Wait for a single 'Y' or 'N' character response. */
response = ' ';
do {
g_vm->glk_request_char_event(gln_main_window);
gln_event_wait(evtype_CharInput, &event);
if (event.val1 <= BYTE_MAX)
response = g_vm->glk_char_to_upper(event.val1);
} while (!(response == 'Y' || response == 'N'));
/* Echo the confirmation response, and a blank line. */
g_vm->glk_set_style(style_Input);
g_vm->glk_put_string(response == 'Y' ? "Yes" : "No");
g_vm->glk_set_style(style_Normal);
g_vm->glk_put_string("\n\n");
return response == 'Y';
}
/*---------------------------------------------------------------------*/
/* Glk port event functions */
/*---------------------------------------------------------------------*/
/*
* gln_event_wait_2()
* gln_event_wait()
*
* Process Glk events until one of the expected type, or types, arrives.
* Return the event of that type.
*/
static void gln_event_wait_2(glui32 wait_type_1, glui32 wait_type_2, event_t *event) {
assert(event);
do {
g_vm->glk_select(event);
if (g_vm->shouldQuit())
return;
switch (event->type) {
case evtype_Arrange:
case evtype_Redraw:
/* Refresh any sensitive windows on size events. */
gln_status_redraw();
gln_graphics_paint();
break;
case evtype_Timer:
/* Do background graphics updates on timeout. */
gln_graphics_timeout();
break;
default:
break;
}
} while (event->type != (EvType)wait_type_1 && event->type != (EvType)wait_type_2);
}
static void gln_event_wait(glui32 wait_type, event_t *event) {
assert(event);
gln_event_wait_2(wait_type, evtype_None, event);
}
/*---------------------------------------------------------------------*/
/* Glk port multi-file game functions */
/*---------------------------------------------------------------------*/
/*
* os_get_game_file ()
*
* This function is a bit of a cheat. It's called when the emulator has
* detected a request from the game to restart the tape, on a tape-based
* game. Ordinarily, we should prompt the player for the name of the
* system file containing the next game part. Unfortunately, Glk doesn't
* make this at all easy. The requirement is to return a filename, but Glk
* hides these inside fileref_t's, and won't let them out.
*
* Theoretically, according to the porting guide, this function should
* prompt the user for a new game file name, that being the next part of the
* game just (presumably) completed.
*
* However, the newname passed in is always the current game file name, as
* level9.c ensures this for us. If we search for, and find, and then inc-
* rement, the last digit in the filename passed in, we wind up with, in
* all likelihood, the right file path. This is icky.
*
* This function is likely to be a source of portability problems on
* platforms that don't implement a file path/name mechanism that matches
* the expectations of the Level 9 base interpreter fairly closely.
*/
gln_bool os_get_game_file(char *newname, int size) {
char *basename;
int index, digit, file_number;
Common::File f;
assert(newname);
basename = newname;
/* Search for the last numeric character in the basename. */
digit = -1;
for (index = strlen(basename) - 1; index >= 0; index--) {
if (Common::isDigit(basename[index])) {
digit = index;
break;
}
}
if (digit == -1) {
gln_watchdog_tick();
return FALSE;
}
/*
* Convert the digit to a file number and increment it. Fail if the new
* file number is outside 1..9.
*/
file_number = basename[digit] - '0' + 1;
if (file_number < 1 || file_number > 9) {
gln_watchdog_tick();
return FALSE;
}
/* Write the new number back into the file. */
basename[digit] = file_number + '0';
/* Flush pending output, then display the filename generated. */
gln_output_flush();
gln_game_prompted();
gln_standout_string("\nNext load file: ");
gln_standout_string(basename);
gln_standout_string("\n\n");
/*
* Try to confirm access to the file. Otherwise, if we return TRUE but the
* interpreter can't open the file, it stops the game, and we then lose any
* chance to save it before quitting.
*/
if (!Common::File::exists(newname)) {
/* Restore newname to how it was, and return fail. */
basename[digit] = file_number - 1 + '0';
gln_watchdog_tick();
return FALSE;
}
/* Encourage game name re-lookup, and return success. */
g_vm->_detection.gln_gameid_game_name_reset();
gln_watchdog_tick();
return TRUE;
}
/*
* os_set_filenumber()
*
* This function returns the next file in a game series for a disk-based
* game (typically, gamedat1.dat, gamedat2.dat...). It finds a single digit
* in a filename, and resets it to the new value passed in. The implemen-
* tation here is based on the generic interface version, and with the same
* limitations, specifically being limited to file numbers in the range 0
* to 9, since it works on only the last digit character in the filename
* buffer passed in.
*
* This function may also be a source of portability problems on platforms
* that don't use "traditional" file path schemes.
*/
void os_set_filenumber(char *newname, int size, int file_number) {
char *basename;
int index, digit;
assert(newname);
/* Do nothing if the file number is beyond what we can handle. */
if (file_number < 0 || file_number > 9) {
gln_watchdog_tick();
return;
}
basename = newname;
/* Search for the last numeric character in the basename. */
digit = -1;
for (index = strlen(basename) - 1; index >= 0; index--) {
if (Common::isDigit(basename[index])) {
digit = index;
break;
}
}
if (digit == -1) {
gln_watchdog_tick();
return;
}
/* Reset the digit in the file name. */
basename[digit] = file_number + '0';
/* Flush pending output, then display the filename generated. */
gln_output_flush();
gln_game_prompted();
gln_standout_string("\nNext disk file: ");
gln_standout_string(basename);
gln_standout_string("\n\n");
/* Encourage game name re-lookup, and return. */
g_vm->_detection.gln_gameid_game_name_reset();
gln_watchdog_tick();
}
/*
* os_open_script_file()
*
* Handles player calls to the "#play" meta-command. Because we have our
* own way of handling scripts, this function is a stub.
*/
Common::SeekableReadStream *os_open_script_file() {
return nullptr;
}
/*---------------------------------------------------------------------*/
/* Functions intercepted by link-time wrappers */
/*---------------------------------------------------------------------*/
/*
* __wrap_toupper()
* __wrap_tolower()
*
* Wrapper functions around toupper() and tolower(). The Linux linker's
* --wrap option will convert calls to mumble() to __wrap_mumble() if we
* give it the right options. We'll use this feature to translate all
* toupper() and tolower() calls in the interpreter code into calls to
* Glk's versions of these functions.
*
* It's not critical that we do this. If a linker, say a non-Linux one,
* won't do --wrap, then just do without it. It's unlikely that there
* will be much noticeable difference.
*/
int __wrap_toupper(int ch) {
unsigned char uch;
uch = g_vm->glk_char_to_upper((unsigned char) ch);
return (int) uch;
}
int __wrap_tolower(int ch) {
unsigned char lch;
lch = g_vm->glk_char_to_lower((unsigned char) ch);
return (int) lch;
}
/*---------------------------------------------------------------------*/
/* main() and options parsing */
/*---------------------------------------------------------------------*/
/*
* Watchdog timeout -- we'll wait for five seconds of silence from the core
* interpreter before offering to stop the game forcibly, and we'll check
* it every 10,240 opcodes.
*/
static const int GLN_WATCHDOG_TIMEOUT = 5,
GLN_WATCHDOG_PERIOD = 10240;
/*
* gln_establish_picture_filename()
*
* Given a game name, try to create an (optional) graphics data file. For
* an input "file" X, the function looks for X.PIC or X.pic, then for
* PICTURE.DAT or picture.dat in the same directory as X. If the input file
* already ends with a three-letter extension, it's stripped first.
*
* The function returns nullptr if a graphics file is not available. It's not
* fatal for this to be the case. Filenames are malloc'ed, and need to be
* freed by the caller.
*
* The function uses fopen() rather than access() since fopen() is an ANSI
* standard function, and access() isn't.
*/
static void gln_establish_picture_filename(const char *name, char **graphics) {
char *base, *graphics_file;
Common::File f;
assert(name && graphics);
/* Take a destroyable copy of the input filename. */
size_t ln = strlen(name) + 1;
base = (char *)gln_malloc(ln);
Common::strcpy_s(base, ln, name);
/* If base has an extension .LEV, .SNA, or similar, remove it. */
if (strrchr(base, '.')) {
base[strlen(base) - strlen(strrchr(base, '.'))] = '\0';
}
/* Allocate space for the return graphics file. */
ln = strlen(base) + 4/*strlen(".___")*/ + 1;
graphics_file = (char *)gln_malloc(ln);
/* Form a candidate graphics file, using a .PIC extension. */
if (!f.isOpen()) {
Common::strcpy_s(graphics_file, ln, base);
Common::strcat_s(graphics_file, ln, ".PIC");
f.open(graphics_file);
}
if (!f.isOpen()) {
Common::strcpy_s(graphics_file, ln, base);
Common::strcat_s(graphics_file, ln, ".pic");
f.open(graphics_file);
}
/* Form a candidate graphics file, using a .CGA extension. */
if (!f.isOpen()) {
Common::strcpy_s(graphics_file, ln, base);
Common::strcat_s(graphics_file, ln, ".CGA");
f.open(graphics_file);
}
if (!f.isOpen()) {
Common::strcpy_s(graphics_file, ln, base);
Common::strcat_s(graphics_file, ln, ".cga");
f.open(graphics_file);
}
/* Form a candidate graphics file, using a .HRC extension. */
if (!f.isOpen()) {
Common::strcpy_s(graphics_file, ln, base);
Common::strcat_s(graphics_file, ln, ".HRC");
f.open(graphics_file);
}
if (!f.isOpen()) {
Common::strcpy_s(graphics_file, ln, base);
Common::strcat_s(graphics_file, ln, ".hrc");
f.open(graphics_file);
}
/* No access to graphics file. */
if (!f.isOpen()) {
free(graphics_file);
graphics_file = nullptr;
}
f.close();
/* If we found a graphics file, return its name immediately. */
if (graphics_file) {
*graphics = graphics_file;
free(base);
return;
}
/* Again, allocate space for the return graphics file. */
ln = strlen(base) + strlen("PICTURE.DAT") + 1;
graphics_file = (char *)gln_malloc(ln);
/* As above, form a candidate graphics file. */
Common::strcpy_s(graphics_file, ln, base);
Common::strcat_s(graphics_file, ln, "PICTURE.DAT");
if (!f.open(graphics_file)) {
/* Retry, using picture.dat extension instead. */
Common::strcpy_s(graphics_file, ln, base);
Common::strcat_s(graphics_file, ln, "picture.dat");
if (!f.open(graphics_file)) {
/*
* No access to this graphics file. In this case, free memory
* and reset graphics file to nullptr.
*/
free(graphics_file);
graphics_file = nullptr;
}
}
f.close();
/*
* Return whatever we found for the graphics file (nullptr if none found),
* and free base.
*/
*graphics = graphics_file;
free(base);
}
/*
* gln_startup_code()
* gln_main()
*
* Together, these functions take the place of the original main(). The
* first one is called from glkunix_startup_code(), to parse and generally
* handle options. The second is called from g_vm->glk_main(), and does the real
* work of running the game.
*/
int gln_startup_code(int argc, char *argv[]) {
int argv_index;
/* Handle command line arguments. */
for (argv_index = 1;
argv_index < argc && argv[argv_index][0] == '-'; argv_index++) {
if (strcmp(argv[argv_index], "-ni") == 0) {
gln_intercept_enabled = FALSE;
continue;
}
if (strcmp(argv[argv_index], "-nc") == 0) {
gln_commands_enabled = FALSE;
continue;
}
if (strcmp(argv[argv_index], "-na") == 0) {
gln_abbreviations_enabled = FALSE;
continue;
}
if (strcmp(argv[argv_index], "-np") == 0) {
gln_graphics_enabled = FALSE;
continue;
}
if (strcmp(argv[argv_index], "-ne") == 0) {
gln_prompt_enabled = FALSE;
continue;
}
if (strcmp(argv[argv_index], "-nl") == 0) {
gln_loopcheck_enabled = FALSE;
continue;
}
return FALSE;
}
/* All startup options were handled successfully. */
return TRUE;
}
void gln_main(const char *filename) {
char *graphics_file = nullptr;
int is_running;
int saveSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1;
/* Create the main Glk window, and set its stream as current. */
gln_main_window = g_vm->glk_window_open(nullptr, 0, 0, wintype_TextBuffer, 0);
if (!gln_main_window) {
gln_fatal("GLK: Can't open main window");
g_vm->glk_exit();
}
g_vm->glk_window_clear(gln_main_window);
g_vm->glk_set_window(gln_main_window);
g_vm->glk_set_style(style_Normal);
/*
* Given the basic game name, try to come up with a usable graphics
* filenames. The graphics file may be null.
*/
gln_establish_picture_filename(filename, &graphics_file);
/*
* Check Glk library capabilities, and note pictures are impossible if the
* library can't offer both graphics and timers. We need timers to create
* the background "thread" for picture updates.
*/
gln_graphics_possible = g_vm->glk_gestalt(gestalt_Graphics, 0)
&& g_vm->glk_gestalt(gestalt_Timer, 0);
/*
* If pictures are impossible, clear pictures enabled flag. That is, act
* as if -np was given on the command line, even though it may not have
* been. If pictures are impossible, they can never be enabled.
*/
if (!gln_graphics_possible)
gln_graphics_enabled = FALSE;
/* If pictures are possible, search for bitmap graphics. */
if (gln_graphics_possible)
gln_graphics_locate_bitmaps(filename);
/* Try to create a one-line status window. We can live without it. */
/*
gln_status_window = g_vm->glk_window_open (gln_main_window,
winmethod_Above | winmethod_Fixed,
1, wintype_TextGrid, 0);
*/
/* Repeat this game until no more restarts requested. */
do {
g_vm->glk_window_clear(gln_main_window);
/*
* In a multi-file game, restarting may mean reverting back to part one
* of the game. So we have to encourage a re-lookup of the game name
* at this point.
*/
g_vm->_detection.gln_gameid_game_name_reset();
/* Load the game, sending in any established graphics file. */
int errNum = 0;
if (!LoadGame(filename, graphics_file)) {
if (gln_status_window)
g_vm->glk_window_close(gln_status_window, nullptr);
gln_header_string("Glk Level 9 Error\n\n");
gln_normal_string("Can't find, open, or load game file '");
gln_normal_string(filename);
gln_normal_char('\'');
if (errNum != 0) {
gln_normal_string(": ERROR");
}
gln_normal_char('\n');
/*
* Nothing more to be done, so we'll free interpreter allocated
* memory, then break rather than exit, to run memory cleanup and
* close any open streams.
*/
FreeMemory();
break;
}
/* Print out a short banner. */
gln_header_string("\nLevel 9 Interpreter, ScummVM version\n");
/*
* Set the stop reason indicator to none. A game will then exit with a
* reason if we call StopGame(), or none if it exits of its own accord
* (or with the "#quit" command, say).
*/
gln_stop_reason = STOP_NONE;
/* Start, or restart, watchdog checking. */
gln_watchdog_start(GLN_WATCHDOG_TIMEOUT, GLN_WATCHDOG_PERIOD);
/* Load any savegame selected directly from the ScummVM launcher */
if (saveSlot != -1) {
if (g_vm->loadGameState(saveSlot).getCode() == Common::kNoError)
printstring("\rGame restored.\r");
else
printstring("\rUnable to restore game.\r");
saveSlot = -1;
}
/* Run the game until StopGame called, or RunGame() returns FALSE. */
do {
is_running = RunGame();
g_vm->glk_tick();
/* Poll for watchdog timeout. */
if (is_running && gln_watchdog_has_timed_out()) {
gln_stop_reason = STOP_FORCE;
StopGame();
break;
}
} while (is_running);
/* Stop watchdog functions, and flush any pending buffered output. */
gln_watchdog_stop();
gln_status_notify();
gln_output_flush();
/* Free interpreter allocated memory. */
FreeMemory();
/*
* Unset any "stuck" game 'cheating' flag. This can get stuck on if
* exit is forced from the #cheat mode in the Adrian Mole games, which
* otherwise loop infinitely. Unsetting the flag here permits restarts;
* without this, the core interpreter remains permanently in silent
* #cheat mode.
*/
Cheating = FALSE;
/*
* If the stop reason is none, something in the game stopped itself, or
* the user entered "#quit". If the stop reason is force, the user
* terminated because of an apparent infinite loop. For both of these,
* offer the choice to restart, or not (equivalent to exit).
*/
if (gln_stop_reason == STOP_NONE || gln_stop_reason == STOP_FORCE) {
gln_standout_string(gln_stop_reason == STOP_NONE
? "\nThe game has exited.\n"
: "\nGame exit was forced. The current game"
" state is unrecoverable. Sorry.\n");
if (gln_confirm("\nDo you want to restart? [Y or N] "))
gln_stop_reason = STOP_RESTART;
else
gln_stop_reason = STOP_EXIT;
}
} while (gln_stop_reason == STOP_RESTART);
/* Free any temporary memory that may have been used by graphics. */
gln_graphics_cleanup();
gln_linegraphics_cleanup();
/* Close any open transcript, input log, and/or read log. */
if (gln_transcript_stream) {
g_vm->glk_stream_close(gln_transcript_stream, nullptr);
gln_transcript_stream = nullptr;
}
if (gln_inputlog_stream) {
g_vm->glk_stream_close(gln_inputlog_stream, nullptr);
gln_inputlog_stream = nullptr;
}
if (gln_readlog_stream) {
g_vm->glk_stream_close(gln_readlog_stream, nullptr);
gln_readlog_stream = nullptr;
}
/* Free any graphics file path. */
free(graphics_file);
}
} // End of namespace Level9
} // End of namespace Glk