aboutsummaryrefslogtreecommitdiff
path: root/engines/glk/frotz/glk_interface.h
blob: 67f0a86813a37b00d4d9d32a69c96e194239e8d3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
/* 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 2
 * 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, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

#ifndef GLK_FROTZ_GLK_INTERFACE
#define GLK_FROTZ_GLK_INTERFACE

#include "glk/glk_api.h"
#include "glk/frotz/mem.h"
#include "glk/frotz/windows.h"

namespace Glk {
namespace Frotz {

#define zB(i) ((((i >> 10) & 0x1F) << 3) | (((i >> 10) & 0x1F) >> 2))
#define zG(i) ((((i >>  5) & 0x1F) << 3) | (((i >>  5) & 0x1F) >> 2))
#define zR(i) ((((i      ) & 0x1F) << 3) | (((i      ) & 0x1F) >> 2))
#define zRGB(i) _screen->format.RGBToColor(zR(i), zG(i), zB(i))
#define zcolor_NUMCOLORS    (13)

enum SoundEffect {
	EFFECT_PREPARE     = 1,
	EFFECT_PLAY        = 2,
	EFFECT_STOP        = 3,
	EFFECT_FINISH_WITH = 4
};

enum RestartAction {
	RESTART_BEGIN = 0,
	RESTART_WPROP_SET = 1,
	RESTART_END = 2
};

class Pics;

/**
 * Implements an intermediate interface on top of the GLK layer, providing screen
 * and sound effect handling
 */
class GlkInterface : public GlkAPI, public virtual UserOptions, public virtual Mem {
private:
	bool _reverseVideo;
public:
	Pics *_pics;
	zchar statusline[256];
	uint zcolors[zcolor_NUMCOLORS];
	int fixforced;

	int curr_status_ht;
	int mach_status_ht;

	Windows _wp;
	winid_t gos_status;
	int gos_linepending;
	zchar *gos_linebuf;
	winid_t gos_linewin;
	schanid_t gos_channel;

	// Mouse data
	int mwin;
	int mouse_y;
	int mouse_x;
	int menu_selected;

	// Window attributes
	bool enable_wrapping;
	bool enable_scripting;
	bool enable_scrolling;
	bool enable_buffering;

	// Sound fields
	int next_sample;
	int next_volume;

	bool _soundLocked;
	bool _soundPlaying;
private:
	/**
	 * Loads the pictures file for Infocom V6 games
	 */
	bool initPictures();

	/**
	 * Displays the title screen for the game Beyond Zork
	 */
	void showBeyondZorkTitle();

	/**
	 * Add any Sound subfolder or sound zip file for access
	 */
	void addSound();

	/**
	 * Do a rounding division, rounding to even if fraction part is 1/2.
	 */
	uint roundDiv(uint x, uint y);
protected:
	/**
	 * Return the length of the character in screen units.
	 */
	int os_char_width(zchar z);

	/**
	 * Calculate the length of a word in screen units. Apart from letters,
	 * the word may contain special codes:
	 *
	 *    ZC_NEW_STYLE - next character is a new text style
	 *    ZC_NEW_FONT  - next character is a new font
	 */
	int os_string_width(const zchar *s);

	/**
	 * Return the length of a string
	 */
	int os_string_length(zchar *s);

	/**
	 * Prepare a sample for playing
	 */
	void os_prepare_sample(int a);

	/**
	 * Signal that a given sample is finished with
	 */
	void os_finish_with_sample(int a);

	/**
	 * Play the given sample at the given volume (ranging from 1 to 8 and
	 * 255 meaning a default volume). The sound is played once or several
	 * times in the background (255 meaning forever). In Z-code 3 the
	 * repeats value is always 0 and the number of repeats is taken from
	 * the sound file itself. The end_of_sound function is called as soon
	 * as the sound finishes.
	 */
	void os_start_sample(int number, int volume, int repeats, zword eos);

	/**
	 * Stop playing a given sound number
	 */
	void os_stop_sample(int a);

	/**
	 * Make a beep sound
	 */
	void os_beep(int volume);

	/**
	 * Return true if the given picture is available. If so, write the
	 * width and height of the picture into the appropriate variables.
	 * Only when picture 0 is asked for, write the number of available
	 * pictures and the release number instead.
	 */
	bool os_picture_data(int picture, uint *height, uint *width);

	/**
	 * Display a picture at the given coordinates. Top left is (1,1).
	 */
	void os_draw_picture(int picture, const Common::Point &pos);

	/**
	 * Display a picture using the specified bounds
	 */
	void os_draw_picture(int picture, const Common::Rect &r);

	/**
	 * Return the colour of the pixel below the cursor. This is used by V6 games to print
	 * text on top of pictures. The coulor need not be in the standard set of Z-machine colours.
	 */
	int os_peek_color();

	/**
	 * Call the IO interface to play a sample.
	 */
	void start_sample(int number, int volume, int repeats, zword eos);

	void start_next_sample();
	void gos_update_width();
	void gos_update_height();
	void reset_status_ht();
	void erase_window(zword w);
	void split_window(zword lines);
	void restart_screen();

	/**
	 * statusline overflowed the window size ... bad game!
	 * so ... split status text into regions, reformat and print anew.
	 */
	void packspaces(zchar *src, zchar *dst);

	void smartstatusline();

	/**
	 * Cancels any pending line
	 */
	void gos_cancel_pending_line();

	/**
	 * Called during game restarts
	 */
	void os_restart_game(RestartAction stage) {}

	/**
	 * Reads the mouse buttons
	 */
	zword os_read_mouse() {
		// Not implemented
		return 0;
	}

	void os_scrollback_char(zchar z) {
		// Not implemented
	}

	void os_scrollback_erase(int amount) {
		// Not implemented
	}

	/**
	 * Waits for a keypress
	 */
	zchar os_read_key(int timeout, bool show_cursor);

	/**
	 * Waits for the user to type an input line
	 */
	zchar os_read_line(int max, zchar *buf, int timeout, int width, int continued);
public:
	/**
	 * Constructor
	 */
	GlkInterface(OSystem *syst, const GlkGameDescription &gameDesc);

	/**
	 * Destructor
	 */
	virtual ~GlkInterface();

	/**
	 * Initialization
	 */
	void initialize();
};

} // End of namespace Frotz
} // End of namespace Glk

#endif