GLK: HUGO: Initial sub-engine skeleton

This commit is contained in:
Paul Gilbert 2019-05-07 18:57:09 +10:00
parent 7476277c06
commit 6b75eff73c
8 changed files with 492 additions and 0 deletions

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@ -28,6 +28,8 @@
#include "glk/frotz/frotz.h"
#include "glk/glulxe/detection.h"
#include "glk/glulxe/glulxe.h"
#include "glk/hugo/detection.h"
#include "glk/hugo/hugo.h"
#include "glk/magnetic/detection.h"
#include "glk/magnetic/magnetic.h"
#include "glk/scott/detection.h"
@ -114,6 +116,7 @@ Common::Error GlkMetaEngine::createInstance(OSystem *syst, Engine **engine) cons
else if ((*engine = create<Glk::Scott::ScottMetaEngine, Glk::Scott::Scott>(syst, gameDesc)) != nullptr) {}
#ifndef RELEASE_BUILD
else if ((*engine = create<Glk::Alan2::Alan2MetaEngine, Glk::Alan2::Alan2>(syst, gameDesc)) != nullptr) {}
else if ((*engine = create<Glk::Hugo::HugoMetaEngine, Glk::Hugo::Hugo>(syst, gameDesc)) != nullptr) {}
else if ((*engine = create<Glk::Magnetic::MagneticMetaEngine, Glk::Magnetic::Magnetic>(syst, gameDesc)) != nullptr) {}
else if ((td = Glk::TADS::TADSMetaEngine::findGame(gameDesc._gameId.c_str()))._description) {
if (td._options & Glk::TADS::OPTION_TADS3)
@ -158,6 +161,7 @@ PlainGameList GlkMetaEngine::getSupportedGames() const {
Glk::Scott::ScottMetaEngine::getSupportedGames(list);
#ifndef RELEASE_BUILD
Glk::Alan2::Alan2MetaEngine::getSupportedGames(list);
Glk::Hugo::HugoMetaEngine::getSupportedGames(list);
Glk::Magnetic::MagneticMetaEngine::getSupportedGames(list);
Glk::TADS::TADSMetaEngine::getSupportedGames(list);
#endif
@ -179,6 +183,9 @@ PlainGameDescriptor GlkMetaEngine::findGame(const char *gameId) const {
gd = Glk::Alan2::Alan2MetaEngine::findGame(gameId);
if (gd._description) return gd;
gd = Glk::Hugo::HugoMetaEngine::findGame(gameId);
if (gd._description) return gd;
gd = Glk::Magnetic::MagneticMetaEngine::findGame(gameId);
if (gd._description) return gd;
@ -199,6 +206,7 @@ DetectedGames GlkMetaEngine::detectGames(const Common::FSList &fslist) const {
#ifndef RELEASE_BUILD
Glk::Alan2::Alan2MetaEngine::detectGames(fslist, detectedGames);
Glk::Hugo::HugoMetaEngine::detectGames(fslist, detectedGames);
Glk::Magnetic::MagneticMetaEngine::detectGames(fslist, detectedGames);
Glk::TADS::TADSMetaEngine::detectGames(fslist, detectedGames);
#endif
@ -214,6 +222,7 @@ void GlkMetaEngine::detectClashes() const {
#ifndef RELEASE_BUILD
Glk::Alan2::Alan2MetaEngine::detectClashes(map);
Glk::Hugo::HugoMetaEngine::detectClashes(map);
Glk::Magnetic::MagneticMetaEngine::detectClashes(map);
Glk::TADS::TADSMetaEngine::detectClashes(map);
#endif

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@ -0,0 +1,113 @@
/* 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.
*
*/
#include "glk/hugo/detection.h"
#include "glk/hugo/detection_tables.h"
#include "common/debug.h"
#include "common/file.h"
#include "common/md5.h"
#include "engines/game.h"
namespace Glk {
namespace Hugo {
void HugoMetaEngine::getSupportedGames(PlainGameList &games) {
for (const PlainGameDescriptor *pd = HUGO_GAME_LIST; pd->gameId; ++pd) {
games.push_back(*pd);
}
}
GameDescriptor HugoMetaEngine::findGame(const char *gameId) {
for (const PlainGameDescriptor *pd = HUGO_GAME_LIST; pd->gameId; ++pd) {
if (!strcmp(gameId, pd->gameId))
return *pd;
}
return PlainGameDescriptor();
}
bool HugoMetaEngine::detectGames(const Common::FSList &fslist, DetectedGames &gameList) {
const char *const EXTENSIONS[] = { ".mag", ".rsc", nullptr };
// Loop through the files of the folder
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
// Check for a recognised filename
if (file->isDirectory())
continue;
Common::String filename = file->getName();
bool hasExt = false;
for (const char *const *ext = &EXTENSIONS[0]; *ext && !hasExt; ++ext)
hasExt = filename.hasSuffixIgnoreCase(*ext);
if (!hasExt)
continue;
// Open up the file and calculate the md5
Common::File gameFile;
if (!gameFile.open(*file))
continue;
if (gameFile.readUint32BE() != MKTAG('M', 'a', 'S', 'c')) {
gameFile.close();
continue;
}
gameFile.seek(0);
Common::String md5 = Common::computeStreamMD5AsString(gameFile, 5000);
size_t filesize = gameFile.size();
gameFile.close();
// Check for known games
const HugoGameDescription *p = HUGO_GAMES;
while (p->_gameId && (md5 != p->_md5 || filesize != p->_filesize))
++p;
DetectedGame gd;
if (!p->_gameId) {
if (gDebugLevel > 0) {
// Print an entry suitable for putting into the detection_tables.h
debug("ENTRY0(\"%s\", \"%s\", %u),", filename.c_str(), md5.c_str(), (uint)filesize);
}
const PlainGameDescriptor &desc = HUGO_GAME_LIST[0];
gd = DetectedGame(desc.gameId, desc.description, Common::UNK_LANG, Common::kPlatformUnknown);
} else {
PlainGameDescriptor gameDesc = findGame(p->_gameId);
gd = DetectedGame(p->_gameId, gameDesc.description, p->_language, Common::kPlatformUnknown, p->_extra);
gd.setGUIOptions(GUIO4(GUIO_NOSPEECH, GUIO_NOSFX, GUIO_NOMUSIC, GUIO_NOSUBTITLES));
}
gd.addExtraEntry("filename", filename);
gameList.push_back(gd);
}
return !gameList.empty();
}
void HugoMetaEngine::detectClashes(Common::StringMap &map) {
for (const PlainGameDescriptor *pd = HUGO_GAME_LIST; pd->gameId; ++pd) {
if (map.contains(pd->gameId))
error("Duplicate game Id found - %s", pd->gameId);
map[pd->gameId] = "";
}
}
} // End of namespace Hugo
} // End of namespace Glk

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@ -0,0 +1,63 @@
/* 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_HUGO_DETECTION
#define GLK_HUGO_DETECTION
#include "common/fs.h"
#include "common/hash-str.h"
#include "engines/game.h"
#include "glk/detection.h"
namespace Glk {
namespace Hugo {
/**
* Meta engine for Hugo interpreter
*/
class HugoMetaEngine {
public:
/**
* Get a list of supported games
*/
static void getSupportedGames(PlainGameList &games);
/**
* Returns a game description for the given game Id, if it's supported
*/
static GameDescriptor findGame(const char *gameId);
/**
* Detect supported games
*/
static bool detectGames(const Common::FSList &fslist, DetectedGames &gameList);
/**
* Check for game Id clashes with other sub-engines
*/
static void detectClashes(Common::StringMap &map);
};
} // End of namespace Hugo
} // End of namespace Glk
#endif

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@ -0,0 +1,56 @@
/* 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.
*
*/
#include "engines/game.h"
#include "common/gui_options.h"
#include "common/language.h"
namespace Glk {
namespace Hugo {
/**
* Game description
*/
struct HugoGameDescription {
const char *const _gameId;
const char *const _extra;
const char *const _md5;
size_t _filesize;
Common::Language _language;
};
const PlainGameDescriptor HUGO_GAME_LIST[] = {
{ "hugo", "Hugo IF Game" },
{ nullptr, nullptr }
};
#define ENTRY0(ID, MD5, FILESIZE) { ID, nullptr, MD5, FILESIZE, Common::EN_ANY }
#define ENTRY1(ID, EXTRA, MD5, FILESIZE) { ID, EXTRA, MD5, FILESIZE, Common::EN_ANY }
#define TABLE_END_MARKER { nullptr, nullptr, nullptr, 0, Common::EN_ANY }
const HugoGameDescription HUGO_GAMES[] = {
TABLE_END_MARKER
};
} // End of namespace Hugo
} // End of namespace Glk

46
engines/glk/hugo/hugo.cpp Normal file
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@ -0,0 +1,46 @@
/* 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.
*
*/
#include "glk/hugo/hugo.h"
namespace Glk {
namespace Hugo {
Hugo::Hugo(OSystem *syst, const GlkGameDescription &gameDesc) : GlkAPI(syst, gameDesc) {
}
void Hugo::runGame() {
}
Common::Error Hugo::loadGameData(strid_t file) {
// TODO
return Common::kNoError;
}
Common::Error Hugo::saveGameData(strid_t file, const Common::String &desc) {
// TODO
return Common::kNoError;
}
} // End of namespace Hugo
} // End of namespace Glk

67
engines/glk/hugo/hugo.h Normal file
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@ -0,0 +1,67 @@
/* 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_HUGO_HUGO
#define GLK_HUGO_HUGO
#include "common/scummsys.h"
#include "glk/glk_api.h"
#include "glk/hugo/hugo_types.h"
namespace Glk {
namespace Hugo {
/**
* Hugo game interpreter
*/
class Hugo : public GlkAPI {
public:
/**
* Constructor
*/
Hugo(OSystem *syst, const GlkGameDescription &gameDesc);
/**
* Run the game
*/
void runGame();
/**
* Returns the running interpreter type
*/
virtual InterpreterType getInterpreterType() const override { return INTERPRETER_HUGO; }
/**
* Load a savegame from the passed stream
*/
virtual Common::Error loadGameData(strid_t file) override;
/**
* Save the game to the passed stream
*/
virtual Common::Error saveGameData(strid_t file, const Common::String &desc) override;
};
} // End of namespace Hugo
} // End of namespace Glk
#endif

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@ -0,0 +1,136 @@
/* 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_HUGO_TYPES
#define GLK_HUGO_TYPES
#include "common/scummsys.h"
namespace Glk {
namespace Hugo {
#define MAX_HINTS 260
#define MAX_HCONTENTS 30000
#define MAX_POSITIONS 20
#define MAX_ANIMS 200
#define MAX_FRAMES 20
#define MAX_STRING_SIZE 0xFF00
#define MAX_PICTURE_SIZE 0xC800
#define MAX_MUSIC_SIZE 0x4E20
#define MAX_HITEMS 25
struct lookup {
int16 flag;
int16 count;
lookup() : flag(0), count(0) {}
};
struct picture {
byte * data;
uint32 data_size;
uint16 width;
uint16 height;
uint16 wbytes;
uint16 plane_step;
byte *mask;
picture() : data(nullptr), data_size(0), width(0), height(0), wbytes(0), plane_step(0),
mask(nullptr) {}
};
/**
* Hugo animated pictures support
*
* Note: Some of the pictures for Wonderland and the Collection Volume 1 games
* are animations. To detect these, pass a pointer to a type8 as the is_anim
* argument to ms_extract().
*
* There are two types of animated images, however almost all images are type1.
* A type1 image consists of four main elements:
* 1) A static picture which is loaded straight at the beginning
* 2) A set of frames with a mask. These frames are just "small pictures", which
* are coded like the normal static pictures. The image mask determines
* how the frame is removed after it has been displayed. A mask is exactly
* 1/8 the size of the image and holds 1 bit per pixel, saying "remove pixel"
* or leave pixel set when frame gets removed. It might be a good idea to check
* your system documentation for masking operations as your system might be
* able to use this mask data directly.
* 3) Positioning tables. These hold animation sequences consisting of commands
* like "Draw frame 12 at (123,456)"
* 4) A playback script, which determines how to use the positioning tables.
* These scripts are handled inside Hugo, so no need to worry about.
* However, details can be found in the ms_animate() function.
*
* A type2 image is like a type1 image, but it does not have a static
* picture, nor does it have frame masking. It just consists of frames.
*
* How to support animations?
* After getting is_anim == 1 you should call ms_animate() immediately, and at
* regular intervals until ms_animate() returns 0. An appropriate interval
* between calls is about 100 milliseconds.
* Each call to ms_animate() will fill in the arguments with the address
* and size of an array of ms_position structures (see below), each of
* which holds an an animation frame number and x and y co-ordinates. To
* display the animation, decode all the animation frames (discussed below)
* from a single call to ms_animate() and display each one over the main picture.
* If your port does not support animations, define NO_ANIMATION.
*/
struct ms_position {
int16 x, y;
int16 number;
ms_position() : x(0), y(0), number(0) {}
};
/**
* Hugo Windows hint support
*
* The windowed Hugo Scolls games included online hints. To add support
* for the hints to your hugo port, you should implement the ms_showhints
* function. It retrieves a pointer to an array of ms_hint structs
* The root element is always hints[0]. The elcount determines the number
* of items in this topic. You probably want to display those in some kind
* of list interface. The content pointer points to the actual description of
* the items, separated by '\0' terminators. The nodetype is 1 if the items are
* "folders" and 2 if the items are hints. Hints should be displayed one after
* another. For "folder" items, the links array holds the index of the hint in
* the array which is to be displayed on selection. One hint block has exactly
* one type. The parent element determines the "back" target.
*/
struct ms_hint {
uint16 elcount;
uint16 nodetype;
byte *content;
uint16 links[MAX_HITEMS];
uint16 parent;
ms_hint() : elcount(0), nodetype(0), content(nullptr), parent(0) {
Common::fill(&links[0], &links[MAX_HITEMS], 0);
}
};
} // End of namespace Hugo
} // End of namespace Glk
#endif

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@ -71,6 +71,8 @@ MODULE_OBJS := \
glulxe/serial.o \
glulxe/string.o \
glulxe/vm.o \
hugo/detection.o \
hugo/hugo.o \
magnetic/detection.o \
magnetic/emu.o \
magnetic/graphics.o \