2020-02-09 12:43:15 +01:00

1418 lines
44 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 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.
*
*/
/* Based on Magnetic interpreter version 2.3 */
#ifndef GLK_MAGNETIC_MAGNETIC
#define GLK_MAGNETIC_MAGNETIC
#include "common/scummsys.h"
#include "glk/glk_api.h"
#include "glk/magnetic/magnetic_types.h"
#include "glk/magnetic/magnetic_defs.h"
#include "glk/magnetic/detection.h"
namespace Glk {
namespace Magnetic {
class Magnetic;
typedef void (Magnetic::*CommandPtr)(const char *argument);
/* Glk subcommands and handler functions. */
struct gms_command_t {
CommandPtr handler; ///< Subcommand handler
const char *const command; ///< Glk subcommand
bool takes_argument; ///< Argument flag
bool undo_return; ///< "Undo" return value
} ;
typedef gms_command_t *gms_commandref_t;
/**
* Magnetic game interpreter
*/
class Magnetic : public GlkAPI {
public:
static const gms_command_t GMS_COMMAND_TABLE[14];
static const gms_gamma_t GMS_GAMMA_TABLE[38];
private:
GammaMode gms_gamma_mode;
bool gms_animation_enabled, gms_prompt_enabled;
bool gms_abbreviations_enabled, gms_commands_enabled;
bool gms_graphics_enabled;
// Glk Magnetic Scrolls port version number
const glui32 GMS_PORT_VERSION;
/**
* We use a maximum of five Glk windows, one for status, one for pictures,
* two for hints, and one for everything else. The status and pictures
* windows may be NULL, depending on user selections and the capabilities
* of the Glk library. The hints windows will normally be NULL, except
* when in the hints subsystem.
*/
winid_t gms_main_window, gms_status_window, gms_graphics_window;
winid_t gms_hint_menu_window, gms_hint_text_window;
/**
* Transcript stream and input log. These are NULL if there is no current
* collection of these strings.
*/
strid_t gms_transcript_stream, gms_inputlog_stream;
// Input read log stream, for reading back an input log
strid_t gms_readlog_stream;
/* Note about whether graphics is possible, or not. */
bool gms_graphics_possible;
/* Magnetic Scrolls standard input prompt string. */
const char *const GMS_INPUT_PROMPT;
/**
* The game's name, suitable for printing out on a status line, or other
* location where game information is relevant. Set on game startup, by
* identifying the game from its text file header.
*/
const char *gms_gameid_game_name;
/*
* The current picture bitmap being displayed, its width, height, palette,
* animation flag, and picture id.
*/
type8 *gms_graphics_bitmap;
type16 gms_graphics_width, gms_graphics_height;
type16 gms_graphics_palette[GMS_PALETTE_SIZE]; /* = { 0, ... }; */
bool gms_graphics_animated;
type32 gms_graphics_picture;
/*
* Flags set on new picture, and on resize or arrange events, and a flag
* to indicate whether background repaint is stopped or active.
*/
bool gms_graphics_new_picture, gms_graphics_repaint;
bool gms_graphics_active;
/* Flag to try to monitor the state of interpreter graphics. */
bool gms_graphics_interpreter;
/*
* 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.
*/
type8 *gms_graphics_off_screen, *gms_graphics_on_screen;
/*
* Pointer to the current active gamma table entry. Because of the way
* it's queried, this may not be NULL, otherwise we risk a race, with
* admittedly a very low probability, with the updater. So, it's init-
* ialized instead to the gamma table. The real value in use is inserted
* on the first picture update timeout call for a new picture.
*/
gms_gammaref_t gms_graphics_current_gamma;
/*
* The number of colors used in the palette by the current picture. This
* value is also at risk of a race with the updater, so it too has a mild
* lie for a default value.
*/
int gms_graphics_color_count;
/**
* The interpreter feeds us status line characters one at a time, with Tab
* indicating right justify, and CR indicating the line is complete. To get
* this to fit with the Glk event and redraw model, here we'll buffer each
* completed status line, so we have a stable string to output when needed.
* It's also handy to have this buffer for Glk libraries that don't support
* separate windows.
*/
char gms_status_buffer[GMS_STATBUFFER_LENGTH];
int gms_status_length;
/*
* 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.
*/
int gms_help_requested, gms_help_hints_silenced;
/*
* 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.
*/
char *gms_output_buffer;
int gms_output_allocation, gms_output_length;
/*
* Flag to indicate if the last buffer flushed looked like it ended in a
* ">" prompt.
*/
int gms_output_prompt;
/*
* Note of the interpreter's hints array. Note that keeping its address
* like this assumes that it's either static or heap in the interpreter.
*/
ms_hint *gms_hints;
/* Details of the current hint node on display from the hints array. */
type16 gms_current_hint_node;
/*
* Array of cursors for each hint. The cursor indicates the current hint
* position in a folder, and the last hint shown in text hints. Space
* is allocated as needed for a given set of hints, and needs to be freed
* on interpreter exit.
*/
int *gms_hint_cursor;
/*
* Input buffer allocated for reading input lines. The buffer is filled
* from either an input log, if one is currently being read, or from Glk
* line input. We also need an "undo" notification flag.
*/
char gms_input_buffer[GMS_INPUTBUFFER_LENGTH];
int gms_input_length, gms_input_cursor, gms_undo_notification;
/*
* The following values need to be passed between the startup_code and main
* functions.
*/
const char *gms_game_message; /* Error message. */
/*
* Safety flags, to ensure we always get startup before main, and that
* we only get a call to main once.
*/
int gms_startup_called, gms_main_called;
private:
type32 dreg[8], areg[8], i_count, string_size, rseed, pc, arg1i, mem_size;
type16 properties, fl_sub, fl_tab, fl_size, fp_tab, fp_size;
type8 zflag, nflag, cflag, vflag, byte1, byte2, regnr, admode, opsize;
type8 *arg1, *arg2, is_reversible, running, tmparg[4];
type8 lastchar, version, sd;
type8 *decode_table, *restart, *code, *string, *string2;
type8 *string3, *dict;
type8 quick_flag, gfx_ver, *gfx_buf, *gfx_data;
type8 *gfx2_hdr, *gfx2_buf;
const char *gfx2_name;
type16 gfx2_hsize;
Common::File *gfx_fp;
type8 *snd_buf, *snd_hdr;
type16 snd_hsize;
Common::File *snd_fp;
type32 undo_regs[2][18], undo_pc, undo_size;
type8 *undo[2], undo_stat[2];
type16 gfxtable, table_dist;
type16 v4_id, next_table;
#ifndef NO_ANIMATION
type16 pos_table_size;
type8 *command_table;
type16s command_index;
type16s pos_table_index;
type16s pos_table_max;
type8 anim_repeat;
type16 pos_table_count[MAX_POSITIONS];
picture anim_frame_table[MAX_ANIMS];
ms_position pos_table[MAX_POSITIONS][MAX_ANIMS];
lookup anim_table[MAX_POSITIONS];
ms_position pos_array[MAX_FRAMES];
#endif
/* Hint support */
ms_hint *hints;
type8 *hint_contents;
/**
* Weighting values for calculating the luminance of a color. There are
* two commonly used sets of values for these -- 299,587,114, taken from
* NTSC (Never The Same Color) 1953 standards, and 212,716,72, which is the
* set that modern CRTs tend to match. The NTSC ones seem to give the best
* subjective results.
*/
const gms_rgb_t GMS_LUMINANCE_WEIGHTS;
type8 *_saveData;
size_t _saveSize;
private:
type8 buffer[80], xpos, bufpos, log_on, ms_gfx_enabled, filename[256];
Common::DumpFile *_log1, *_log2;
private:
/* Method local statics in original code */
glui32 crc_table[BYTE_MAX_VAL + 1];
int luminance_weighting;
gms_gammaref_t linear_gamma;
uint32 pic_current_crc; /* CRC of the current picture */
uint32 hints_current_crc; /* CRC of hints */
bool hints_crc_initialized;
private:
/**
* Performs initialization
*/
void initialize();
/**
* Initializes settings from the ScummVM configuration
*/
void initializeSettings();
/**
* Initializes the CRC table
*/
void initializeCRC();
/**
* Initializes the linear gamma entry
*/
void initializeLinearGamma();
/**
* Fatal error handler. The function returns, expecting the caller to
* abort() or otherwise handle the error.
*/
void gms_fatal(const char *string);
/**
* Non-failing malloc. Calls error if memory allocation fails
*/
void *gms_malloc(size_t size);
/**
* Non-failing realloc. Calls error if memory allocation fails
*/
void *gms_realloc(void *ptr, size_t size);
/**
* Local comparison routine that doesn't have an ANSI standard
*/
int gms_strncasecmp(const char *s1, const char *s2, size_t n);
/**
* Local comparison routine that doesn't have an ANSI standard
*/
int gms_strcasecmp(const char *s1, const char *s2);
/**
* Return the CRC of the bytes in buffer[0..length-1].
*
* This algorithm is taken from the PNG specification, version 1.0.
*/
glui32 gms_get_buffer_crc(const void *void_buffer, size_t length);
/**
* Endian-safe unsigned 32 bit integer read from game text file. Returns
* 0 on error, a known unused table value.
*/
type32 gms_gameid_read_uint32(int offset, Common::SeekableReadStream *stream);
/**
* Identify a game from its text file header, and cache the game's name for
* later queries. Sets the cache to NULL if not found.
*/
void gms_gameid_identify_game(const Common::String &text_file);
/**
* Return the name of the game, or NULL if not identifiable.
*/
const char *gms_gameid_get_game_name() const {
return gms_gameid_game_name;
}
/**
* If it's not open, open the graphics window. Returns TRUE if graphics
* was successfully started, or already on.
*/
int gms_graphics_open();
/**
* If open, close the graphics window and set back to NULL.
*/
void gms_graphics_close();
/**
* If graphics enabled, start any background picture update processing.
*/
void gms_graphics_start();
/**
* Stop any background picture update processing.
*/
void gms_graphics_stop();
/**
* Return TRUE if graphics are currently being displayed, FALSE otherwise.
*/
int gms_graphics_are_displayed() const {
return gms_graphics_window != nullptr;
}
/**
* 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.
*/
void gms_graphics_paint();
/**
* Restart graphics as if the current picture is a new picture. This
* function should be called whenever graphics is re-enabled after being
* disabled, on change of gamma color correction policy, and on change
* of animation policy.
*/
void gms_graphics_restart();
/**
* Analyze an image, and return the usage count of each palette color, and
* an overall count of how many colors out of the palette are used. NULL
* arguments indicate no interest in the return value.
*/
void gms_graphics_count_colors(type8 bitmap[], type16 width, type16 height,
int *color_count, long color_usage[]);
/**
* General graphics color conversion
*/
void gms_graphics_game_to_rgb_color(type16 color, gms_gammaref_t gamma,
gms_rgbref_t rgb_color);
/**
* General graphics color conversion
*/
void gms_graphics_split_color(glui32 color, gms_rgbref_t rgb_color);
/**
* General graphics color conversion
*/
glui32 gms_graphics_combine_color(gms_rgbref_t rgb_color);
/**
* General graphics color conversion
*/
int gms_graphics_color_luminance(gms_rgbref_t rgb_color);
/**
* Calculate the contrast variance of the given palette and color usage, at
* the given gamma correction level. Helper functions for automatic gamma
* correction.
*/
static int gms_graphics_compare_luminance(const void *void_first, const void *void_second);
/**
* Calculate the contrast variance of the given palette and color usage, at
* the given gamma correction level. Helper functions for automatic gamma
* correction.
*/
long gms_graphics_contrast_variance(type16 palette[], long color_usage[],
gms_gammaref_t gamma);
/**
* Try to find a gamma correction for the given palette and color usage that
* gives relatively equal contrast among the displayed colors.
*
* To do this, we search the gamma tables, computing color luminance for each
* color in the palette given this gamma. From luminances, we then compute
* the contrasts between the colors, and settle on the gamma correction that
* gives the most even and well-distributed picture contrast. We ignore
* colors not used in the palette.
*
* Note that we don't consider how often a palette color is used, only whether
* it's represented, or not. Some weighting might improve things, but the
* simple method seems to work adequately. In practice, as there are only 16
* colors in a palette, most pictures use most colors in a relatively well
* distributed manner. This algorithm probably wouldn't work well on real
* photographs, though.
*/
gms_gammaref_t gms_graphics_equal_contrast_gamma(type16 palette[], long color_usage[]);
/**
* Select a suitable gamma for the picture, based on the current gamma mode.
*
* The function returns either the linear gamma, a gamma value half way
* between linear and the gamma that gives the most even contrast, or just
* the gamma that gives the most even contrast.
*
* In the normal case, a value half way to the extreme case of making color
* contrast equal for all colors is, subjectively, a reasonable value to use.
* The problem cases are the darkest pictures, and selecting this value
* brightens them while at the same time not making them look overbright or
* too "sunny".
*/
gms_gammaref_t gms_graphics_select_gamma(type8 bitmap[], type16 width,
type16 height, type16 palette[]);
/**
* 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.
*/
void gms_graphics_clear_and_border(winid_t glk_window,
int x_offset, int y_offset, int pixel_size, type16 width, type16 height);
/**
* Convert a Magnetic Scrolls color palette to a Glk one, using the given
* gamma corrections.
*/
void gms_graphics_convert_palette(type16 ms_palette[], gms_gammaref_t gamma,
glui32 glk_palette[]);
/**
* Given a picture width and height, return the x and y offsets to center
* this picture in the current graphics window.
*/
void gms_graphics_position_picture(winid_t glk_window,
int pixel_size, type16 width, type16 height,
int *x_offset, int *y_offset);
/**
* Apply a single animation frame to the given off-screen image buffer, using
* the frame bitmap, width, height and mask, the off-screen buffer, and the
* width and height of the main picture.
*
* Note that 'mask' may be NULL, implying that no frame pixel is transparent.
*/
void gms_graphics_apply_animation_frame(type8 bitmap[],
type16 frame_width, type16 frame_height, type8 mask[],
int frame_x, int frame_y, type8 off_screen[], type16 width, type16 height);
/**
* This function finds and applies the next set of animation frames to the
* given off-screen image buffer. It's handed the width and height of the
* main picture, and the off-screen buffer.
*
* It returns FALSE if at the end of animations, TRUE if more animations
* remain.
*/
int gms_graphics_animate(type8 off_screen[], type16 width, type16 height);
#ifndef GARGLK
/**
* 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.
*/
int gms_graphics_is_vertex(type8 off_screen[], type16 width, type16 height,
int x, int y);
/**
* gms_graphics_compare_layering_inverted()
* gms_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, as it could be
* in some animation frames) 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.
*/
int gms_graphics_compare_layering_inverted(const void *void_first,
const void *void_second);
void gms_graphics_assign_layers(type8 off_screen[], type8 on_screen[],
type16 width, type16 height, int layers[], long layer_usage[]);
/**
* 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.
*/
void gms_graphics_paint_region(winid_t glk_window, glui32 palette[], int layers[],
type8 off_screen[], type8 on_screen[], int x, int y, int x_offset, int y_offset,
int pixel_size, type16 width, type16 height);
#endif
void gms_graphics_paint_everything(winid_t glk_window,
glui32 palette[], type8 off_screen[], int x_offset, int y_offset,
type16 width, type16 height);
/**
* 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.
*/
void gms_graphics_timeout();
/**
* 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.
*
* The graphics window is opened if required, or closed if mode is zero.
*
* The function checks for changes of actual picture by calculating the
* CRC for picture data; this helps to prevent unnecessary repaints in
* cases where the interpreter passes us the same picture as we're already
* displaying. There is a less than 1 in 4,294,967,296 chance that a new
* picture will be missed. We'll live with that.
*
* Why use CRCs, rather than simply storing the values of picture passed in
* a static variable? Because some games, typically Magnetic Windows, use
* the picture argument as a form of string pointer, and can pass in the
* same value for several, perhaps all, game pictures. If we just checked
* for a change in the picture argument, we'd never see one. So we must
* instead look for changes in the real picture data.
*/
void ms_showpic(type32 picture, type8 mode);
/**
* Return TRUE if the graphics module data is loaded with a usable picture,
* FALSE if there is no picture available to display.
*/
int gms_graphics_picture_is_available() const {
return gms_graphics_bitmap != nullptr;
}
/**
* Return the width, height, and animation flag of the currently loaded
* picture. The function returns FALSE if no picture is loaded, otherwise
* TRUE, with picture details in the return arguments.
*/
int gms_graphics_get_picture_details(int *width, int *height, int *is_animated);
/**
* Returns the current level of applied gamma correction, 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 gamma, 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
* gamma and color count values are returned.
*/
int gms_graphics_get_rendering_details(const char **gamma, int *color_count,
int *is_active);
/**
* Return TRUE if it looks like interpreter graphics are turned on, FALSE
* otherwise.
*/
int gms_graphics_interpreter_enabled();
/*
* gms_graphics_cleanup()
*
* Free memory resources allocated by graphics functions. Called on game
* end.
*/
void gms_graphics_cleanup();
/*---------------------------------------------------------------------*/
/* Glk port status line functions */
/*---------------------------------------------------------------------*/
/**
* Receive one status character from the interpreter. Characters are
* buffered internally, and on CR, the buffer is copied to the main static
* status buffer for use by the status line printing function.
*/
void ms_statuschar(type8 c);
/*
* Update the information in the status window with the current contents of
* the completed status line buffer, or a default string if no completed
* status line.
*/
void gms_status_update();
/**
* Print the current contents of the completed status line buffer out in the
* main window, if it has changed since the last call. This is for non-
* windowing Glk libraries.
*/
void gms_status_print();
/*
* gms_status_notify()
*
* Front end function for updating status. Either updates the status window
* or prints the status line to the main window.
*/
void gms_status_notify();
/*
* gms_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.
*/
void gms_status_redraw();
/*---------------------------------------------------------------------*/
/* Glk port output functions */
/*---------------------------------------------------------------------*/
/*
* gms_output_register_help_request()
* gms_output_silence_help_hints()
* gms_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.
*/
void gms_output_register_help_request();
void gms_output_silence_help_hints();
void gms_output_provide_help_hint();
/*
* gms_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.
*/
int gms_game_prompted();
/*
* gms_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.
*/
void gms_detect_game_prompt();
/*
* gms_output_delete()
*
* Delete all buffered output text. Free all malloc'ed buffer memory, and
* return the buffer variables to their initial values.
*/
void gms_output_delete();
/*
* gms_output_flush()
*
* Flush any buffered output text to the Glk main window, and clear the
* buffer.
*/
void gms_output_flush();
/*
* ms_putchar()
*
* Buffer a character for eventual printing to the main window.
*/
void ms_putchar(type8 c);
/*
* gms_styled_string()
* gms_styled_char()
* gms_standout_string()
* gms_standout_char()
* gms_normal_string()
* gms_normal_char()
* gms_header_string()
* gms_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.
*/
void gms_styled_string(glui32 style, const char *message);
void gms_styled_char(glui32 style, char c);
void gms_standout_string(const char *message);
void gms_normal_string(const char *message);
void gms_normal_char(char c);
void gms_header_string(const char *message);
void gms_banner_string(const char *message);
/**
* 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 gms_output_flush() when reading line input.
*
* Taking ms_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 ms_flush();
/*---------------------------------------------------------------------*/
/* Glk port hint functions */
/*---------------------------------------------------------------------*/
/**
* Return the maximum hint node referred to by the tree under the given node.
* The result is the largest index found, or node, if greater. Because the
* interpreter doesn't supply it, we need to uncover it the hard way. The
* function is recursive, and since it is a tree search, assumes that hints
* is a tree, not a graph.
*/
type16 gms_get_hint_max_node(const ms_hint hints_[], type16 node);
/**
* Return the content string for a given hint number within a given node.
* This counts over 'number' ASCII NULs in the node's content, returning
* the address of the string located this way.
*/
const char *gms_get_hint_content(const ms_hint hints_[], type16 node, int number);
/**
* Return the topic string for a given hint node. This is found by searching
* the parent node for a link to the node handed in. For the root node, the
* string is defaulted, since the root node has no parent.
*/
const char *gms_get_hint_topic(const ms_hint hints_[], type16 node);
/**
* If not already open, open the hints windows. Returns TRUE if the windows
* opened, or were already open.
*
* The function creates two hints windows -- a text grid on top, for menus,
* and a text buffer below for hints.
*/
int gms_hint_open();
/**
* If open, close the hints windows.
*/
void gms_hint_close();
/**
* Return TRUE if hints windows are available. If they're not, the hints
* system will need to use alternative output methods.
*/
int gms_hint_windows_available();
/**
* gms_hint_menu_print()
* gms_hint_menu_header()
* gms_hint_menu_justify()
* gms_hint_text_print()
* gms_hint_menutext_done()
* gms_hint_menutext_start()
*
* Output functions for writing hints. These functions will write to hints
* windows where available, and to the main window where not. When writing
* to hints windows, they also take care not to line wrap in the menu window.
* Limited formatting is available.
*/
void gms_hint_menu_print(int line, int column, const char *string_,
glui32 width, glui32 height);
void gms_hint_menu_header(int line, const char *string_,
glui32 width, glui32 height);
void gms_hint_menu_justify(int line, const char *left_string,
const char *right_string, glui32 width, glui32 height);
void gms_hint_text_print(const char *string_);
void gms_hint_menutext_start();
void gms_hint_menutext_done();
/**
* Request and return a character event from the hints windows. In practice,
* this means either of the hints windows if available, or the main window
* if not.
*/
void gms_hint_menutext_char_event(event_t *event);
/**
* Arrange the hints windows so that the hint menu window has the requested
* number of lines. Returns the actual hint menu window width and height,
* or defaults if no hints windows are available.
*/
void gms_hint_arrange_windows(int requested_lines, glui32 *width, glui32 *height);
/**
* Update the hints windows for the given folder hint node.
*/
void gms_hint_display_folder(const struct ms_hint hints_[],
const int cursor[], type16 node);
/**
* Update the hints windows for the given text hint node.
*/
void gms_hint_display_text(const struct ms_hint hints_[],
const int cursor[], type16 node);
/**
* Display the given hint using the appropriate display function.
*/
void gms_hint_display(const struct ms_hint hints_[],
const int cursor[], type16 node);
/**
* Handle a Glk keycode for the given folder hint. Return the next node to
* handle, or the special end-hints on Quit at the root node.
*/
type16 gms_hint_handle_folder(const ms_hint hints_[],
int cursor[], type16 node, glui32 keycode);
/**
* Handle a Glk keycode for the given text hint. Return the next node to
* handle.
*/
type16 gms_hint_handle_text(const ms_hint hints[],
int cursor[], type16 node, glui32 keycode);
/**
* Handle a Glk keycode for the given hint using the appropriate handler
* function. Return the next node to handle.
*/
type16 gms_hint_handle(const ms_hint hints_[], int cursor[],
type16 node, glui32 keycode);
/**
* Start game hints. These are modal, though there's no overriding Glk
* reason why. It's just that this matches the way they're implemented by
* most Inform games. This may not be the best way of doing help, but at
* least it's likely to be familiar, and anything more ambitious may be
* beyond the current Glk capabilities.
*
* This function uses CRCs to detect any change of hints data. Normally,
* we'd expect none, at least within a given game run, but we can probably
* handle it okay if it happens.
*/
type8 ms_showhints(ms_hint *hints_);
/**
* Update the hints windows for the current hint. This function should be
* called from the event handler on resize events, to repaint the hints
* display. It does nothing if no hints windows have been opened, since
* in this case, there's no resize action required -- either we're not in
* the hints subsystem, or hints are being displayed in the main game
* window, for whatever reason.
*/
void gms_hint_redraw();
/**
* Free memory resources allocated by hints functions. Called on game
* end.
*/
void gms_hints_cleanup();
void ms_playmusic(type8 *midi_data, type32 length, type16 tempo);
/*---------------------------------------------------------------------*/
/* Glk command escape functions */
/*---------------------------------------------------------------------*/
/**
* Stub function for the undo command. The real work is to return the
* undo code to the input functions.
*/
void gms_command_undo(const char *argument);
/**
* Turn game output scripting (logging) on and off.
*/
void gms_command_script(const char *argument);
/**
* Turn game input logging on and off.
*/
void gms_command_inputlog(const char *argument);
/**
* Set the game input log, to read input from a file.
*/
void gms_command_readlog(const char *argument);
/**
* Turn abbreviation expansions on and off.
*/
void gms_command_abbreviations(const char *argument);
/**
* 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.
*/
void gms_command_graphics(const char *argument);
/**
* Enable or disable picture gamma corrections.
*/
void gms_command_gamma(const char *argument);
/**
* Enable or disable picture animations.
*/
void gms_command_animations(const char *argument);
/**
* Turn the extra "> " prompt output on and off.
*/
void gms_command_prompts(const char *argument);
/**
* gms_command_print_version_number()
* gms_command_version()
*
* Print out the Glk library version number.
*/
void gms_command_print_version_number(glui32 version);
void gms_command_version(const char *argument);
/**
* Turn command escapes off. Once off, there's no way to turn them back on.
* Commands must be on already to enter this function.
*/
void gms_command_commands(const char *argument);
/**
* Report all current Glk settings.
*/
void gms_command_summary(const char *argument);
/**
* Document the available Glk commands.
*/
void gms_command_help(const char *command);
/**
* This function is handed each input line. If the line contains a specific
* Glk port command, handle it and return TRUE, otherwise return FALSE.
*
* On unambiguous returns, it will also set the value for undo_command to the
* table undo return value.
*/
int gms_command_escape(const char *string_, int *undo_command);
/**
* This function makes a special case of the input line containing the single
* word "undo", treating it as if it is "glk undo". This makes life a bit
* more convenient for the player, since it's the same behavior that most
* other IF systems have. It returns TRUE if "undo" found, FALSE otherwise.
*/
int gms_command_undo_special(const char *string_);
/*---------------------------------------------------------------------*/
/* Glk port input functions */
/*---------------------------------------------------------------------*/
/**
* Expand a few common one-character abbreviations commonly found in other
* game systems, but not always normal in Magnetic Scrolls games.
*/
void gms_expand_abbreviations(char *buffer_, int size);
/**
* Read and buffer a line of input. If there is an input log active, then
* data is taken by reading this first. Otherwise, the function gets a
* line from Glk.
*
* It also makes special cases of some lines read from the user, either
* handling commands inside them directly, or expanding abbreviations as
* appropriate. This is not reflected in the buffer, which is adjusted as
* required before returning.
*/
void gms_buffer_input();
/**
* Return the single next character to the interpreter. This function
* extracts characters from the input buffer until empty, when it then
* tries to buffer more data.
*/
type8 ms_getchar(type8 trans);
/*---------------------------------------------------------------------*/
/* Glk port event functions */
/*---------------------------------------------------------------------*/
/**
* Process Glk events until one of the expected type arrives. Return
* the event of that type.
*/
void gms_event_wait(glui32 wait_type, event_t *event);
/*---------------------------------------------------------------------*/
/* 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);
int __wrap_tolower(int ch);
/*---------------------------------------------------------------------*/
/* main and options parsing */
/*---------------------------------------------------------------------*/
/**
* Given a game name, try to establish three filenames from it - the main game
* text file, the (optional) graphics data file, and the (optional) hints
* file. Given an input "file" X, the function looks for X.MAG or X.mag for
* game data, X.GFX or X.gfx for graphics, and X.HNT or X.hnt for hints.
* If the input file already ends with .MAG, .GFX, or .HNT, the extension
* is stripped first.
*
* The function returns NULL for filenames not available. It's not fatal if
* the graphics filename or hints filename is NULL, but it is if the main game
* filename is NULL. Filenames are malloc'ed, and need to be freed by the
* caller.
*/
void gms_establish_filenames(const char *name, char **text, char **graphics, char **hints_);
void gms_main();
/*---------------------------------------------------------------------*/
/* Linkage between Glk entry/exit calls and the Magnetic interpreter */
/*---------------------------------------------------------------------*/
/*
* glk_main()
*
* Main entry point for Glk. Here, all startup is done, and we call our
* function to run the game.
*/
void glk_main();
void write(const char *fmt, ...);
void writeChar(char c);
private:
/* Convert virtual pointer to effective pointer */
type8 *effective(type32 ptr);
static type32 read_l(type8 *ptr) {
return (type32)((type32)ptr[0] << 24 | (type32)ptr[1] << 16 | (type32)ptr[2] << 8 | (type32)ptr[3]);
}
static type16 read_w(type8 *ptr) {
return (type16)(ptr[0] << 8 | ptr[1]);
}
static type32 read_l2(type8 *ptr) {
return ((type32)ptr[1] << 24 | (type32)ptr[0] << 16 | (type32)ptr[3] << 8 | (type32)ptr[2]);
}
static type16 read_w2(type8 *ptr) {
return (type16)(ptr[1] << 8 | ptr[0]);
}
static void write_l(type8 *ptr, type32 val);
static void write_w(type8 *ptr, type16 val);
/* Standard rand - for equal cross-platform behaviour */
void ms_seed(type32 seed) {
rseed = seed;
}
type32 rand_emu();
void ms_freemem();
type8 ms_is_running() const {
return running;
}
type8 ms_is_magwin() const {
return (version == 4) ? 1 : 0;
}
void ms_stop() {
running = 0;
}
type8 init_gfx1(type8 *header);
type8 init_gfx2(type8 *header);
type8 init_snd(type8 *header);
/* zero all registers and flags and load the game */
type8 ms_init(const char *name, const char *gfxname, const char *hntname, const char *sndname);
type8 is_blank(type16 line, type16 width);
type8 *ms_extract1(type8 pic, type16 *w, type16 *h, type16 *pal);
type16s find_name_in_header(const char *name, type8 upper);
void extract_frame(struct picture *pic);
type8 *ms_extract2(const char *name, type16 *w, type16 *h, type16 *pal, type8 *is_anim);
type8 *ms_extract(type32 pic, type16 *w, type16 *h, type16 *pal, type8 *is_anim);
type8 ms_animate(struct ms_position **positions, type16 *count);
type8 *ms_get_anim_frame(type16s number, type16 *width, type16 *height, type8 **mask);
type8 ms_anim_is_repeating() const;
type16s find_name_in_sndheader(const char *name);
type8 *sound_extract(const char *name, type32 *length, type16 *tempo);
void save_undo();
type8 ms_undo();
#ifdef LOGEMU
void log_status();
#endif
void ms_status();
type32 ms_count() const {
return i_count;
}
/* align register pointer for word/byte accesses */
type8 *reg_align(type8 *ptr, type8 size);
type32 read_reg(int i, int s);
void write_reg(int i, int s, type32 val);
/* [35c4] */
void char_out(type8 c);
/* extract addressing mode information [1c6f] */
void set_info(type8 b);
/* read a word and increase pc */
void read_word();
/* get addressing mode and set arg1 [1c84] */
void set_arg1();
/* get addressing mode and set arg2 [1bc5] */
void set_arg2_nosize(int use_dx, type8 b);
void set_arg2(int use_dx, type8 b);
/* [1b9e] */
void swap_args();
/* [1cdc] */
void push(type32 c);
/* [1cd1] */
type32 pop();
/* check addressing mode and get argument [2e85] */
void get_arg();
void set_flags();
/* [263a] */
int condition(type8 b);
/* [26dc] */
void branch(type8 b);
/* [2869] */
void do_add(type8 adda);
/* [2923] */
void do_sub(type8 suba);
/* [283b] */
void do_eor();
/* [280d] */
void do_and();
/* [27df] */
void do_or();
/* [289f] */
void do_cmp();
/* [2973] */
void do_move();
type8 do_btst(type8 a);
/* bit operation entry point [307c] */
void do_bop(type8 b, type8 a);
void check_btst();
void check_lea();
/* [33cc] */
void check_movem();
/* [3357] */
void check_movem2();
/* [30e4] in Jinxter, ~540 lines of 6510 spaghetti-code */
/* The mother of all bugs, but hey - no gotos used :-) */
void dict_lookup();
/* A0=findproperties(D0) [2b86], properties_ptr=[2b78] A0FE */
void do_findprop();
void write_string();
void output_number(type16 number);
type16 output_text(const char *text);
type16s hint_input();
type16 show_hints_text(ms_hint *hintsData, type16 index);
void do_line_a();
/* emulate an instruction [1b7e] */
type8 ms_rungame();
private:
type8 ms_load_file(const char *name, type8 *ptr, type16 size);
type8 ms_save_file(const char *name, type8 *ptr, type16 size);
void script_write(type8 c);
void transcript_write(type8 c);
public:
/**
* Constructor
*/
Magnetic(OSystem *syst, const GlkGameDescription &gameDesc);
/**
* Run the game
*/
void runGame() override;
/**
* Returns the running interpreter type
*/
InterpreterType getInterpreterType() const override {
return INTERPRETER_MAGNETIC;
}
/**
* The Magnetic engine currently doesn't support loading savegames from the GMM
*/
bool canLoadGameStateCurrently() override {
return false;
}
/**
* The Magnetic engine currently doesn't support saving games from the GMM
*/
bool canSaveGameStateCurrently() override {
return false;
}
/**
* Load a savegame from the passed Quetzal file chunk stream
*/
Common::Error readSaveData(Common::SeekableReadStream *rs) override;
/**
* Save the game. The passed write stream represents access to the UMem chunk
* in the Quetzal save file that will be created
*/
Common::Error writeGameData(Common::WriteStream *ws) override;
};
extern Magnetic *g_vm;
} // End of namespace Magnetic
} // End of namespace Glk
#endif