diff options
Diffstat (limited to 'engines/glk/magnetic/magnetic.h')
-rw-r--r-- | engines/glk/magnetic/magnetic.h | 1285 |
1 files changed, 1282 insertions, 3 deletions
diff --git a/engines/glk/magnetic/magnetic.h b/engines/glk/magnetic/magnetic.h index 4e81e4f5e5..74d5b300da 100644 --- a/engines/glk/magnetic/magnetic.h +++ b/engines/glk/magnetic/magnetic.h @@ -28,28 +28,1307 @@ #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 { -enum GammaMode { - GAMMA_OFF, GAMMA_NORMAL, GAMMA_HIGH -}; +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]; +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; +private: + type8 buffer[80], xpos, bufpos, log_on, ms_gfx_enabled, filename[256]; + Common::DumpFile *log1, *log2; private: /** * Performs initialization */ void initialize(); + + /** + * 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 |