#include "glk.h"
/* model.c: Model program for Glk API, version 0.5.
Designed by Andrew Plotkin <
[email protected]>
http://www.eblong.com/zarf/glk/index.html
This program is in the public domain.
*/
/* This is a simple model of a text adventure which uses the Glk API.
It shows how to input a line of text, display results, maintain a
status window, write to a transcript file, and so on. */
/* This is the cleanest possible form of a Glk program. It includes only
"glk.h", and doesn't call any functions outside Glk at all. We even
define our own str_eq() and str_len(), rather than relying on the
standard libraries. */
/* We also define our own TRUE and FALSE and NULL. */
#ifndef TRUE
#define TRUE 1
#endif
#ifndef FALSE
#define FALSE 0
#endif
#ifndef NULL
#define NULL 0
#endif
/* The story, status, and quote windows. */
static winid_t mainwin = NULL;
static winid_t statuswin = NULL;
static winid_t quotewin = NULL;
/* A file reference for the transcript file. */
static frefid_t scriptref = NULL;
/* A stream for the transcript file, when it's open. */
static strid_t scriptstr = NULL;
/* Your location. This determines what appears in the status line. */
static int current_room;
/* A flag indicating whether you should look around. */
static int need_look;
/* Forward declarations */
void glk_main(void);
static void draw_statuswin(void);
static int yes_or_no(void);
static int str_eq(char *s1, char *s2);
static int str_len(char *s1);
static void verb_help(void);
static void verb_jump(void);
static void verb_yada(void);
static void verb_quote(void);
static void verb_move(void);
static void verb_quit(void);
static void verb_script(void);
static void verb_unscript(void);
static void verb_save(void);
static void verb_restore(void);
/* The glk_main() function is called by the Glk system; it's the main entry
point for your program. */
void glk_main(void)
{
/* Open the main window. */
mainwin = glk_window_open(0, 0, 0, wintype_TextBuffer, 1);
if (!mainwin) {
/* It's possible that the main window failed to open. There's
nothing we can do without it, so exit. */
return;
}
/* Set the current output stream to print to it. */
glk_set_window(mainwin);
/* Open a second window: a text grid, above the main window, three lines
high. It is possible that this will fail also, but we accept that. */
statuswin = glk_window_open(mainwin, winmethod_Above | winmethod_Fixed,
3, wintype_TextGrid, 0);
/* The third window, quotewin, isn't opened immediately. We'll do
that in verb_quote(). */
glk_put_string("Model Glk Program\nAn Interactive Model Glk Program\n");
glk_put_string("By Andrew Plotkin.\nRelease 7.\n");
glk_put_string("Type \"help\" for a list of commands.\n");
current_room = 0; /* Set initial location. */
need_look = TRUE;
while (1) {
char commandbuf[256];
char *cx, *cmd;
int gotline, len;
event_t ev;
draw_statuswin();
if (need_look) {
need_look = FALSE;
glk_put_string("\n");
glk_set_style(style_Subheader);
if (current_room == 0)
glk_put_string("The Room\n");
else
glk_put_string("A Different Room\n");
glk_set_style(style_Normal);
glk_put_string("You're in a room of some sort.\n");
}
glk_put_string("\n>");
/* We request up to 255 characters. The buffer can hold 256, but we
are going to stick a null character at the end, so we have to
leave room for that. Note that the Glk library does *not*
put on that null character. */
glk_request_line_event(mainwin, commandbuf, 255, 0);
gotline = FALSE;
while (!gotline) {
/* Grab an event. */
glk_select(&ev);
switch (ev.type) {
case evtype_LineInput:
if (ev.win == mainwin) {
gotline = TRUE;
/* Really the event can *only* be from mainwin,
because we never request line input from the
status window. But we do a paranoia test,
because commandbuf is only filled if the line
event comes from the mainwin request. If the
line event comes from anywhere else, we ignore
it. */
}
break;
case evtype_Arrange:
/* Windows have changed size, so we have to redraw the
status window. */
draw_statuswin();
break;
}
}
/* commandbuf now contains a line of input from the main window.
You would now run your parser and do something with it. */
/* First, if there's a blockquote window open, let's close it.
This ensures that quotes remain visible for exactly one
command. */
if (quotewin) {
glk_window_close(quotewin, NULL);
quotewin = 0;
}
/* The line we have received in commandbuf is not null-terminated.
We handle that first. */
len = ev.val1; /* Will be between 0 and 255, inclusive. */
commandbuf[len] = '\0';
/* Then squash to lower-case. */
for (cx = commandbuf; *cx; cx++) {
*cx = glk_char_to_lower(*cx);
}
/* Then trim whitespace before and after. */
for (cx = commandbuf; *cx == ' '; cx++) { };
cmd = cx;
for (cx = commandbuf+len-1; cx >= cmd && *cx == ' '; cx--) { };
*(cx+1) = '\0';
/* cmd now points to a nice null-terminated string. We'll do the
simplest possible parsing. */
if (str_eq(cmd, "")) {
glk_put_string("Excuse me?\n");
}
else if (str_eq(cmd, "help")) {
verb_help();
}
else if (str_eq(cmd, "move")) {
verb_move();
}
else if (str_eq(cmd, "jump")) {
verb_jump();
}
else if (str_eq(cmd, "yada")) {
verb_yada();
}
else if (str_eq(cmd, "quote")) {
verb_quote();
}
else if (str_eq(cmd, "quit")) {
verb_quit();
}
else if (str_eq(cmd, "save")) {
verb_save();
}
else if (str_eq(cmd, "restore")) {
verb_restore();
}
else if (str_eq(cmd, "script")) {
verb_script();
}
else if (str_eq(cmd, "unscript")) {
verb_unscript();
}
else {
glk_put_string("I don't understand the command \"");
glk_put_string(cmd);
glk_put_string("\".\n");
}
}
}
static void draw_statuswin(void)
{
char *roomname;
glui32 width, height;
if (!statuswin) {
/* It is possible that the window was not successfully
created. If that's the case, don't try to draw it. */
return;
}
if (current_room == 0)
roomname = "The Room";
else
roomname = "A Different Room";
glk_set_window(statuswin);
glk_window_clear(statuswin);
glk_window_get_size(statuswin, &width, &height);
/* Print the room name, centered. */
glk_window_move_cursor(statuswin, (width - str_len(roomname)) / 2, 1);
glk_put_string(roomname);
/* Draw a decorative compass rose in the upper right. */
glk_window_move_cursor(statuswin, width - 3, 0);
glk_put_string("\\|/");
glk_window_move_cursor(statuswin, width - 3, 1);
glk_put_string("-*-");
glk_window_move_cursor(statuswin, width - 3, 2);
glk_put_string("/|\\");
glk_set_window(mainwin);
}
static int yes_or_no(void)
{
char commandbuf[256];
char *cx;
int gotline, len;
event_t ev;
draw_statuswin();
/* This loop is identical to the main command loop in glk_main(). */
while (1) {
glk_request_line_event(mainwin, commandbuf, 255, 0);
gotline = FALSE;
while (!gotline) {
glk_select(&ev);
switch (ev.type) {
case evtype_LineInput:
if (ev.win == mainwin) {
gotline = TRUE;
}
break;
case evtype_Arrange:
draw_statuswin();
break;
}
}
len = ev.val1;
commandbuf[len] = '\0';
for (cx = commandbuf; *cx == ' '; cx++) { };
if (*cx == 'y' || *cx == 'Y')
return TRUE;
if (*cx == 'n' || *cx == 'N')
return FALSE;
glk_put_string("Please enter \"yes\" or \"no\": ");
}
}
static void verb_help(void)
{
glk_put_string("This model only understands the following commands:\n");
glk_put_string("HELP: Display this list.\n");
glk_put_string("JUMP: A verb which just prints some text.\n");
glk_put_string("YADA: A verb which prints a very long stream of text.\n");
glk_put_string("MOVE: A verb which prints some text, and also changes the status line display.\n");
glk_put_string("QUOTE: A verb which displays a block quote in a temporary third window.\n");
glk_put_string("SCRIPT: Turn on transcripting, so that output will be echoed to a text file.\n");
glk_put_string("UNSCRIPT: Turn off transcripting.\n");
glk_put_string("SAVE: Write fake data to a save file.\n");
glk_put_string("RESTORE: Read it back in.\n");
glk_put_string("QUIT: Quit and exit.\n");
}
static void verb_jump(void)
{
glk_put_string("You jump on the fruit, spotlessly.\n");
}
static void verb_yada(void)
{
/* This is a goofy (and overly ornate) way to print a long paragraph.
It just shows off line wrapping in the Glk implementation. */
#define NUMWORDS (13)
static char *wordcaplist[NUMWORDS] = {
"Ga", "Bo", "Wa", "Mu", "Bi", "Fo", "Za", "Mo", "Ra", "Po",
"Ha", "Ni", "Na"
};
static char *wordlist[NUMWORDS] = {
"figgle", "wob", "shim", "fleb", "moobosh", "fonk", "wabble",
"gazoon", "ting", "floo", "zonk", "loof", "lob",
};
static int wcount1 = 0;
static int wcount2 = 0;
static int wstep = 1;
static int jx = 0;
int ix;
int first = TRUE;
for (ix=0; ix<85; ix++) {
if (ix > 0) {
glk_put_string(" ");
}
if (first) {
glk_put_string(wordcaplist[(ix / 17) % NUMWORDS]);
first = FALSE;
}
glk_put_string(wordlist[jx]);
jx = (jx + wstep) % NUMWORDS;
wcount1++;
if (wcount1 >= NUMWORDS) {
wcount1 = 0;
wstep++;
wcount2++;
if (wcount2 >= NUMWORDS-2) {
wcount2 = 0;
wstep = 1;
}
}
if ((ix % 17) == 16) {
glk_put_string(".");
first = TRUE;
}
}
glk_put_char('\n');
}
static void verb_quote(void)
{
glk_put_string("Someone quotes some poetry.\n");
/* Open a third window, or clear it if it's already open. Actually,
since quotewin is closed right after line input, we know it
can't be open. But better safe, etc. */
if (!quotewin) {
/* A five-line window above the main window, fixed size. */
quotewin = glk_window_open(mainwin, winmethod_Above | winmethod_Fixed,
5, wintype_TextBuffer, 0);
if (!quotewin) {
/* It's possible the quotewin couldn't be opened. In that
case, just give up. */
return;
}
}
else {
glk_window_clear(quotewin);
}
/* Print some quote. */
glk_set_window(quotewin);
glk_set_style(style_BlockQuote);
glk_put_string("Tomorrow probably never rose or set\n"
"Or went out and bought cheese, or anything like that\n"
"And anyway, what light through yonder quote box breaks\n"
"Handle to my hand?\n");
glk_put_string(" -- Fred\n");
glk_set_window(mainwin);
}
static void verb_move(void)
{
current_room = (current_room+1) % 2;
need_look = TRUE;
glk_put_string("You walk for a while.\n");
}
static void verb_quit(void)
{
glk_put_string("Are you sure you want to quit? ");
if (yes_or_no()) {
glk_put_string("Thanks for playing.\n");
glk_exit();
/* glk_exit() actually stops the process; it does not return. */
}
}
static void verb_script(void)
{
if (scriptstr) {
glk_put_string("Scripting is already on.\n");
return;
}
/* If we've turned on scripting before, use the same file reference;
otherwise, prompt the player for a file. */
if (!scriptref) {
scriptref = glk_fileref_create_by_prompt(
fileusage_Transcript | fileusage_TextMode,
filemode_WriteAppend, 0);
if (!scriptref) {
glk_put_string("Unable to place script file.\n");
return;
}
}
/* Open the file. */
scriptstr = glk_stream_open_file(scriptref, filemode_WriteAppend, 0);
if (!scriptstr) {
glk_put_string("Unable to write to script file.\n");
return;
}
glk_put_string("Scripting on.\n");
glk_window_set_echo_stream(mainwin, scriptstr);
glk_put_string_stream(scriptstr,
"This is the beginning of a transcript.\n");
}
static void verb_unscript(void)
{
if (!scriptstr) {
glk_put_string("Scripting is already off.\n");
return;
}
/* Close the file. */
glk_put_string_stream(scriptstr,
"This is the end of a transcript.\n\n");
glk_stream_close(scriptstr, NULL);
glk_put_string("Scripting off.\n");
scriptstr = NULL;
}
static void verb_save(void)
{
int ix;
frefid_t saveref;
strid_t savestr;
saveref = glk_fileref_create_by_prompt(
fileusage_SavedGame | fileusage_BinaryMode,
filemode_Write, 0);
if (!saveref) {
glk_put_string("Unable to place save file.\n");
return;
}
savestr = glk_stream_open_file(saveref, filemode_Write, 0);
if (!savestr) {
glk_put_string("Unable to write to save file.\n");
glk_fileref_destroy(saveref);
return;
}
glk_fileref_destroy(saveref); /* We're done with the file ref now. */
/* Write some binary data. */
for (ix=0; ix<256; ix++) {
glk_put_char_stream(savestr, (unsigned char)ix);
}
glk_stream_close(savestr, NULL);
glk_put_string("Game saved.\n");
}
static void verb_restore(void)
{
int ix;
int err;
glui32 ch;
frefid_t saveref;
strid_t savestr;
saveref = glk_fileref_create_by_prompt(
fileusage_SavedGame | fileusage_BinaryMode,
filemode_Read, 0);
if (!saveref) {
glk_put_string("Unable to find save file.\n");
return;
}
savestr = glk_stream_open_file(saveref, filemode_Read, 0);
if (!savestr) {
glk_put_string("Unable to read from save file.\n");
glk_fileref_destroy(saveref);
return;
}
glk_fileref_destroy(saveref); /* We're done with the file ref now. */
/* Read some binary data. */
err = FALSE;
for (ix=0; ix<256; ix++) {
ch = glk_get_char_stream(savestr);
if (ch == (glui32)(-1)) {
glk_put_string("Unexpected end of file.\n");
err = TRUE;
break;
}
if (ch != (glui32)ix) {
glk_put_string("This does not appear to be a valid saved game.\n");
err = TRUE;
break;
}
}
glk_stream_close(savestr, NULL);
if (err) {
glk_put_string("Failed.\n");
return;
}
glk_put_string("Game restored.\n");
}
/* simple string length test */
static int str_len(char *s1)
{
int len;
for (len = 0; *s1; s1++)
len++;
return len;
}
/* simple string comparison test */
static int str_eq(char *s1, char *s2)
{
for (; *s1 && *s2; s1++, s2++) {
if (*s1 != *s2)
return FALSE;
}
if (*s1 || *s2)
return FALSE;
else
return TRUE;
}