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-rw-r--r--engines/glk/magnetic/magnetic.h1285
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