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|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef GLK_GLULXE
#define GLK_GLULXE
#include "common/scummsys.h"
#include "common/random.h"
#include "glk/glk_api.h"
#include "glk/glulxe/glulxe_types.h"
namespace Glk {
namespace Glulxe {
class Glulxe;
typedef void (Glulxe::*CharHandler)(unsigned char);
typedef void (Glulxe::*UnicharHandler)(uint32);
/**
* Glulxe game interpreter
*/
class Glulxe : public GlkAPI {
private:
/**
* \defgroup vm fields
* @{
*/
bool vm_exited_cleanly;
uint gamefile_start, gamefile_len;
char *init_err, *init_err2;
UnicharHandler stream_unichar_handler, glkio_unichar_han_ptr;
CharHandler stream_char_handler;
byte *memmap;
byte *stack;
uint ramstart;
uint endgamefile;
uint origendmem;
uint stacksize;
uint startfuncaddr;
uint checksum;
uint stackptr;
uint frameptr;
uint pc;
uint origstringtable;
uint stringtable;
uint valstackbase;
uint localsbase;
uint endmem;
uint protectstart, protectend;
uint prevpc;
/**@}*/
/**
* \defgroup main fields
* @{
*/
/**
* The library_autorestore_hook is called right after the VM's initial setup. This is an appropriate time
* to autorestore an initial game state, if the library has that capability. (Currently, only iosglk does.)
*/
void(*library_autorestore_hook)(void);
Common::RandomSource _random;
/**@}*/
/**
* \defgroup accel fields
* @{
*/
uint classes_table; ///< class object array
uint indiv_prop_start; ///< first individual prop ID
uint class_metaclass; ///< "Class" class object
uint object_metaclass; ///< "Object" class object
uint routine_metaclass; ///< "Routine" class object
uint string_metaclass; ///< "String" class object
uint self; ///< address of global "self"
uint num_attr_bytes; ///< number of attributes / 8
uint cpv__start; ///< array of common prop defaults
accelentry_t **accelentries;
/**@}*/
/**
* \defgroup heap fields
* @{
*/
uint heap_start; ///< zero for inactive heap
int alloc_count;
/* The heap_head/heap_tail is a doubly-linked list of blocks, both
free and allocated. It is kept in address order. It should be
complete -- that is, the first block starts at heap_start, and each
block ends at the beginning of the next block, until the last one,
which ends at endmem.
(Heap_start is never the same as end_mem; if there is no heap space,
then the heap is inactive and heap_start is zero.)
Adjacent free blocks may be merged at heap_alloc() time.
### To make alloc more efficient, we could keep a separate
free-list. To make free more efficient, we could keep a hash
table of allocations.
*/
heapblock_t *heap_head;
heapblock_t *heap_tail;
/**@}*/
/**
* \defgroup operand fields
* @{
*/
/**
* This is a handy array in which to look up operandlists quickly. It stores the operandlists
* for the first 128 opcodes, which are the ones used most frequently.
*/
const operandlist_t *fast_operandlist[0x80];
/**@}*/
/**
* \defgroup serial fields
* @{
*/
/**
* This can be adjusted before startup by platform-specific startup code -- that is, preference code.
*/
int max_undo_level;
int undo_chain_size;
int undo_chain_num;
byte **undo_chain;
/**
* This will contain a copy of RAM (ramstate to endmem) as it exists in the game file.
*/
byte *ramcache;
/**@}*/
/**
* \defgroup string fields
* @{
*/
uint iosys_mode;
uint iosys_rock;
/**
* The current string-decoding tables, broken out into a fast and easy-to-use form.
*/
bool tablecache_valid;
cacheblock_t tablecache;
/* This misbehaves if a Glk function has more than one S argument. */
#define STATIC_TEMP_BUFSIZE (127)
char temp_buf[STATIC_TEMP_BUFSIZE + 1];
/**@}*/
protected:
/**
* \defgroup glkop fields
* @{
*/
/**
* The library_select_hook is called every time the VM blocks for input.
* The app might take this opportunity to autosave, for example.
*/
void (*library_select_hook)(uint);
arrayref_t *arrays;
/**
* The list of hash tables, for the classes.
*/
int num_classes;
classtable_t **classes;
/**@}*/
/**
* \defgroup accel support methods
* @{
*/
void accel_error(const char *msg);
uint func_1_z__region(uint argc, uint *argv);
/**
* The old set of accel functions (2 through 7) are deprecated; they behave badly if the Inform 6
* NUM_ATTR_BYTES option (parameter 7) is changed from its default value (7). They will not be removed,
* but new games should use functions 8 through 13 instead
*/
uint func_2_cp__tab(uint argc, uint *argv);
uint func_3_ra__pr(uint argc, uint *argv);
uint func_4_rl__pr(uint argc, uint *argv);
uint func_5_oc__cl(uint argc, uint *argv);
uint func_6_rv__pr(uint argc, uint *argv);
uint func_7_op__pr(uint argc, uint *argv);
/**
* Here are the newer functions, which support changing NUM_ATTR_BYTES.
These call get_prop_new() instead of get_prop()
*/
uint func_8_cp__tab(uint argc, uint *argv);
uint func_9_ra__pr(uint argc, uint *argv);
uint func_10_rl__pr(uint argc, uint *argv);
uint func_11_oc__cl(uint argc, uint *argv);
uint func_12_rv__pr(uint argc, uint *argv);
uint func_13_op__pr(uint argc, uint *argv);
int obj_in_class(uint obj);
/**
* Look up a property entry.
*/
uint get_prop(uint obj, uint id);
/**
* Look up a property entry. This is part of the newer set of accel functions (8 through 13),
* which support increasing NUM_ATTR_BYTES. It is identical to get_prop() except that it calls
* the new versions of func_5 and func_2
*/
uint get_prop_new(uint obj, uint id);
/**@}*/
/**
* \defgroup glkop support methods
* @{
*/
/**
* Build a hash table to hold a set of Glk objects.
*/
classtable_t *new_classtable(uint firstid);
/**
* Find a Glk object in the appropriate hash table.
*/
void *classes_get(int classid, uint objid);
/**
* Put a Glk object in the appropriate hash table. If origid is zero, invent a new
* unique ID for it.
*/
classref_t *classes_put(int classid, void *obj, uint origid);
/**
* Delete a Glk object from the appropriate hash table.
*/
void classes_remove(int classid, void *obj);
long glulxe_array_locate(void *array, uint len, char *typecode, gidispatch_rock_t objrock, int *elemsizeref);
gidispatch_rock_t glulxe_array_restore(long bufkey, uint len, char *typecode, void **arrayref);
char *grab_temp_c_array(uint addr, uint len, int passin);
void release_temp_c_array(char *arr, uint addr, uint len, int passout);
uint *grab_temp_i_array(uint addr, uint len, int passin);
void release_temp_i_array(uint *arr, uint addr, uint len, int passout);
void **grab_temp_ptr_array(uint addr, uint len, int objclass, int passin);
void release_temp_ptr_array(void **arr, uint addr, uint len, int objclass, int passout);
/**
* This reads through the prototype string, and pulls Floo objects off the stack. It also works out the maximal number
* of gluniversal_t objects which could be used by the Glk call in question. It then allocates space for them.
*/
void prepare_glk_args(const char *proto, dispatch_splot_t *splot);
/**
* This long and unpleasant function translates a set of Floo objects into a gluniversal_t array. It's recursive, too,
* to deal with structures.
*/
void parse_glk_args(dispatch_splot_t *splot, const char **proto, int depth, int *argnumptr, uint subaddress, int subpassin);
/**
* This is about the reverse of parse_glk_args().
*/
void unparse_glk_args(dispatch_splot_t *splot, const char **proto, int depth,
int *argnumptr, uint subaddress, int subpassout);
/**
* Create a string identifying this game. We use the first 64 bytes of the memory map, encoded as hex,
*/
char *get_game_id();
uint ReadMemory(uint addr);
void WriteMemory(uint addr, uint val);
char *CaptureCArray(uint addr, uint len, int passin);
void ReleaseCArray(char *ptr, uint addr, uint len, int passout);
uint *CaptureIArray(uint addr, uint len, int passin);
void ReleaseIArray(uint *ptr, uint addr, uint len, int passout);
void **CapturePtrArray(uint addr, uint len, int objclass, int passin);
void ReleasePtrArray(void **ptr, uint addr, uint len, int objclass, int passout);
uint ReadStructField(uint addr, uint fieldnum);
void WriteStructField(uint addr, uint fieldnum, uint val);
char *DecodeVMString(uint addr);
void ReleaseVMString(char *ptr);
uint32 *DecodeVMUstring(uint addr);
void ReleaseVMUstring(uint32 *ptr);
/**@}*/
/**
* \defgroup search support methods
* @{
*/
/**
* This massages the key into a form that's easier to handle. When it returns, the key will
* be stored in keybuf if keysize <= 4; otherwise, it will be in memory.
*/
void fetchkey(unsigned char *keybuf, uint key, uint keysize, uint options);
/**@}*/
/**
* \defgroup serial support methods
* @{
*/
uint write_memstate(dest_t *dest);
uint write_heapstate(dest_t *dest, int portable);
uint write_stackstate(dest_t *dest, int portable);
uint read_memstate(dest_t *dest, uint chunklen);
uint read_heapstate(dest_t *dest, uint chunklen, int portable, uint *sumlen, uint **summary);
uint read_stackstate(dest_t *dest, uint chunklen, int portable);
uint write_heapstate_sub(uint sumlen, uint *sumarray, dest_t *dest, int portable);
static int sort_heap_summary(const void *p1, const void *p2);
int read_byte(dest_t *dest, byte *val);
int read_short(dest_t *dest, uint16 *val);
int read_long(dest_t *dest, uint *val);
int write_byte(dest_t *dest, byte val);
int write_short(dest_t *dest, uint16 val);
int write_long(dest_t *dest, uint val);
int read_buffer(dest_t *dest, byte *ptr, uint len);
int reposition_write(dest_t *dest, uint pos);
int write_buffer(dest_t *dest, const byte *ptr, uint len);
/**@}*/
/**
* \defgroup string support methods
* @{
*/
void stream_setup_unichar();
void nopio_char_han(unsigned char ch);
void filio_char_han(unsigned char ch);
void nopio_unichar_han(uint32 ch);
void filio_unichar_han(uint32 ch);
void glkio_unichar_nouni_han(uint32 val);
void dropcache(cacheblock_t *cablist);
void buildcache(cacheblock_t *cablist, uint nodeaddr, int depth, int mask);
void dumpcache(cacheblock_t *cablist, int count, int indent);
/**@}*/
public:
/**
* Constructor
*/
Glulxe(OSystem *syst, const GlkGameDescription &gameDesc);
/**
* Run the game
*/
void runGame();
/**
* Returns the running interpreter type
*/
virtual InterpreterType getInterpreterType() const override {
return INTERPRETER_GLULXE;
}
/**
* Load a savegame from the passed stream
*/
virtual Common::Error loadGameData(strid_t str) override;
/**
* Save the game to the passed stream
*/
virtual Common::Error saveGameData(strid_t str, const Common::String &desc) override;
/**
* \defgroup Main access methods
* @{
*/
/**
* Display an error in the error window, and then exit.
*/
void fatal_error_handler(const char *str, const char *arg, bool useVal, int val);
/**
* Display a warning in the error window, and then continue.
*/
void nonfatal_warning_handler(const char *str, const char *arg, bool useVal, int val);
#define fatal_error(s) (fatal_error_handler((s), nullptr, false, 0))
#define fatal_error_2(s1, s2) (fatal_error_handler((s1), (s2), false, 0))
#define fatal_error_i(s, v) (fatal_error_handler((s), nullptr, true, (v)))
#define nonfatal_warning(s) (nonfatal_warning_handler((s), nullptr, false, 0))
#define nonfatal_warning_2(s1, s2) (nonfatal_warning_handler((s1), (s2), false, 0))
#define nonfatal_warning_i(s, v) (nonfatal_warning_handler((s), nullptr, true, (v)))
/**
* \defgroup Files access methods
* @{
*/
/**
* Validates the game file, and if it's invalid, displays an error dialog
*/
bool is_gamefile_valid();
/**@}*/
/**
* \defgroup Vm access methods
* @{
*/
/**
* Read in the game file and build the machine, allocating all the memory necessary.
*/
void setup_vm();
/**
* Deallocate all the memory and shut down the machine.
*/
void finalize_vm();
/**
* Put the VM into a state where it's ready to begin executing the game. This is called
* both at startup time, and when the machine performs a "restart" opcode.
*/
void vm_restart();
/**
* Change the size of the memory map. This may not be available at all; #define FIXED_MEMSIZE
* if you want the interpreter to unconditionally refuse. The internal flag should be true only
* when the heap-allocation system is calling. Returns 0 for success; otherwise, the operation failed.
*/
uint change_memsize(uint newlen, bool internal);
/**
* If addr is 0, pop N arguments off the stack, and put them in an array. If non-0, take N arguments
* from that main memory address instead. This has to dynamically allocate if there are more than
* 32 arguments, but that shouldn't be a problem.
*/
uint *pop_arguments(uint count, uint addr);
/**
* Make sure that count bytes beginning with addr all fall within the current memory map.
* This is called at every memory (read) access if VERIFY_MEMORY_ACCESS is defined in the header file.
*/
void verify_address(uint addr, uint count);
/**
* Make sure that count bytes beginning with addr all fall within RAM. This is called at every memory
* write if VERIFY_MEMORY_ACCESS is defined in the header file.
*/
void verify_address_write(uint addr, uint count);
/**
* Make sure that an array of count elements (size bytes each), starting at addr, does not fall
* outside the memory map. This goes to some trouble that verify_address() does not, because we need
* to be wary of lengths near -- or beyond -- 0x7FFFFFFF.
*/
void verify_array_addresses(uint addr, uint count, uint size);
/**@}*/
/**
* \defgroup Exec access methods
* @{
*/
/**
* The main interpreter loop. This repeats until the program is done
*/
void execute_loop();
/**@}*/
/**
* \defgroup Operand access methods
* @{
*/
/**
* Set up the fast-lookup array of operandlists. This is called just once, when the terp starts up.
*/
void init_operands();
/**
* Return the operandlist for a given opcode. For opcodes in the range 00..7F, it's faster
* to use the array fast_operandlist[].
*/
const operandlist_t *lookup_operandlist(uint opcode);
/**
* Read the list of operands of an instruction, and put the values in args. This assumes
* that the PC is at the beginning of the operand mode list (right after an opcode number.)
* Upon return, the PC will be at the beginning of the next instruction.
*
* This also assumes that args points at an allocated array of MAX_OPERANDS oparg_t structures.
*/
void parse_operands(oparg_t *opargs, const operandlist_t *oplist);
/**
* Store a result value, according to the desttype and destaddress given. This is usually used to store
* the result of an opcode, but it's also used by any code that pulls a call-stub off the stack.
*/
void store_operand(uint desttype, uint destaddr, uint storeval);
void store_operand_s(uint desttype, uint destaddr, uint storeval);
void store_operand_b(uint desttype, uint destaddr, uint storeval);
/**@}*/
/**
* \defgroup Func access methods
* @{
*/
/**
* This writes a new call frame onto the stack, at stackptr. It leaves frameptr pointing
* to the frame (ie, the original stackptr value.) argc and argv are an array of arguments.
* Note that if argc is zero, argv may be nullptr.
*/
void enter_function(uint addr, uint argc, uint *argv);
/**
* Pop the current call frame off the stack. This is very simple.
*/
void leave_function();
/**
* Push the magic four values on the stack: result destination, PC, and frameptr.
*/
void push_callstub(uint desttype, uint destaddr);
/**
* Remove the magic four values from the stack, and use them. The returnvalue, whatever it is,
* is put at the result destination; the PC and frameptr registers are set.
*/
void pop_callstub(uint returnvalue);
/**
* Remove the magic four values, but interpret them as a string restart state.
* Returns zero if it's a termination stub, or returns the restart address. The bitnum is extra.
*/
uint pop_callstub_string(int *bitnum);
/**@}*/
/**
* \defgroup Heap access methods
* @{
*/
/**
* Set the heap state to inactive, and free the block lists. This is called when the game
* starts or restarts.
*/
void heap_clear();
/**
* Returns whether the heap is active.
*/
int heap_is_active() const;
/**
* Returns the start address of the heap, or 0 if the heap is not active.
*/
uint heap_get_start() const;
/**
* Allocate a block. If necessary, activate the heap and/or extend memory. This may not be
* available at all; #define FIXED_MEMSIZE if you want the interpreter to unconditionally refuse.
* Returns the memory address of the block, or 0 if the operation failed.
*/
uint heap_alloc(uint len);
/**
* Free a heap block. If necessary, deactivate the heap.
*/
void heap_free(uint addr);
/**
* Create an array of words, in the VM serialization format:
*
* heap_start
* alloc_count
* addr of first block
* len of first block
* ...
*
* (Note that these are uint values -- native byte ordering. Also, the blocks will be in address order,
* which is a stricter guarantee than the VM specifies; that'll help in heap_apply_summary().)
*
* If the heap is inactive, store nullptr. Return 0 for success; otherwise, the operation failed.
*
* The array returned in summary must be freed with glulx_free() after the caller uses it.
*/
int heap_get_summary(uint *valcount, uint **summary);
/**
* Given an array of words in the above format, set up the heap to contain it. As noted above,
* the caller must ensure that the blocks are in address order. When this is called, the heap
* must be inactive.
*
* Return 0 for success. Otherwise the operation failed (and, most likely, caused a fatal error).
*/
int heap_apply_summary(uint valcount, uint *summary);
/**@}*/
/**
* \defgroup Serial access methods
* @{
*/
/**@}*/
/**
* \defgroup Search access methods
* @{
*/
/**
* An array of data structures is stored in memory, beginning at start, each structure being structsize bytes.
* Within each struct, there is a key value keysize bytes long, starting at position keyoffset (from
* the start of the structure.) Search through these in order. If one is found whose key matches, return it.
* If numstructs are searched with no result, return nullptr.
*
* numstructs may be -1 (0xFFFFFFFF) to indicate no upper limit to the number of structures to search.
* The search will continue until a match is found, or (if ZeroKeyTerminates is set) a zero key.
*
* The KeyIndirect, ZeroKeyTerminates, and ReturnIndex options may be used.
*/
uint linear_search(uint key, uint keysize, uint start, uint structsize, uint numstructs,
uint keyoffset, uint options);
/**
* An array of data structures is in memory, as above. However, the structs must be stored in forward
* order of their keys (taking each key to be a multibyte unsigned integer.) There can be no duplicate keys.
* numstructs must indicate the exact length of the array; it cannot be -1.
*
* The KeyIndirect and ReturnIndex options may be used.
*/
uint binary_search(uint key, uint keysize, uint start, uint structsize, uint numstructs,
uint keyoffset, uint options);
/**
* The structures may be anywhere in memory, in any order. They are linked by a four-byte address field,
* which is found in each struct at position nextoffset. If this field contains zero, it indicates
* the end of the linked list.
*
* The KeyIndirect and ZeroKeyTerminates options may be used.
*/
uint linked_search(uint key, uint keysize, uint start, uint keyoffset, uint nextoffset, uint options);
/**@}*/
/**
* \defgroup Osdepend access methods
* @{
*/
inline void *glulx_malloc(uint len) {
return malloc(len);
}
inline void *glulx_realloc(void *ptr, uint len) {
return realloc(ptr, len);
}
inline void glulx_free(void *ptr) {
free(ptr);
}
inline void glulx_setrandom(uint32 seed) {
_random.setSeed(seed);
}
inline uint glulx_random() {
return _random.getRandomNumber(0xfffffff);
}
void glulx_sort(void *addr, int count, int size, int(*comparefunc)(const void *p1, const void *p2));
/**@}*/
/**
* \defgroup Gestalt access methods
* @{
*/
uint do_gestalt(uint val, uint val2);
/**@}*/
/**
* \defgroup Glkop access methods
* @{
*/
/**
* glkop section initialization
*/
void glkopInit();
void set_library_select_hook(void(*func)(uint));
/**
* Set up the class hash tables and other startup-time stuff.
*/
bool init_dispatch();
/**
* The object registration/unregistration callbacks that the library calls
* to keep the hash tables up to date.
*/
gidispatch_rock_t glulxe_classtable_register(void *obj, uint objclass);
gidispatch_rock_t glulxe_classtable_register_existing(void *obj, uint objclass, uint dispid);
void glulxe_classtable_unregister(void *obj, uint objclass, gidispatch_rock_t objrock);
gidispatch_rock_t glulxe_retained_register(void *array, uint len, const char *typecode);
void glulxe_retained_unregister(void *array, uint len, const char *typecode, gidispatch_rock_t objrock);
/**
* Turn a list of Glulx arguments into a list of Glk arguments, dispatch the function call, and return the result.
*/
uint perform_glk(uint funcnum, uint numargs, uint *arglist);
/**
* Read the prefixes of an argument string -- the "<>&+:#!" chars.
*/
const char *read_prefix(const char *cx, int *isref, int *isarray, int *passin, int *passout,
int *nullok, int *isretained, int *isreturn);
/**
* This is used by some interpreter code which has to, well, find a Glk stream given its ID.
*/
strid_t find_stream_by_id(uint objid);
/**
* Return the ID of a given Glk window.
*/
uint find_id_for_window(winid_t win);
/**
* Return the ID of a given Glk stream.
*/
uint find_id_for_stream(strid_t str);
/**
* Return the ID of a given Glk fileref.
*/
uint find_id_for_fileref(frefid_t fref);
/**
* Return the ID of a given Glk schannel.
*/
uint find_id_for_schannel(schanid_t schan);
/**@}*/
/**
* \defgroup Profile access methods
* @{
*/
void setup_profile(strid_t stream, char *filename);
int init_profile();
void profile_set_call_counts(int flag);
#if VM_PROFILING
uint profile_opcount;
#define profile_tick() (profile_opcount++)
int profile_profiling_active();
void profile_in(uint addr, uint stackuse, int accel);
void profile_out(uint stackuse);
void profile_fail(const char *reason);
void profile_quit();
#else /* VM_PROFILING */
void profile_tick() {}
void profile_profiling_active() {}
void profile_in(uint addr, uint stackuse, int accel) {}
void profile_out(uint stackuse) {}
void profile_fail(const char *reason) {}
void profile_quit() {}
#endif /* VM_PROFILING */
#if VM_DEBUGGER
unsigned long debugger_opcount;
void debugger_tick() { debugger_opcount++ }
int debugger_load_info_stream(strid_t stream);
int debugger_load_info_chunk(strid_t stream, uint pos, uint len);
void debugger_track_cpu(int flag);
void debugger_set_start_trap(int flag);
void debugger_set_quit_trap(int flag);
void debugger_set_crash_trap(int flag);
void debugger_check_story_file();
void debugger_setup_start_state();
int debugger_ever_invoked();
int debugger_cmd_handler(char *cmd);
void debugger_cycle_handler(int cycle);
void debugger_check_func_breakpoint(uint addr);
void debugger_block_and_debug(char *msg);
void debugger_handle_crash(char *msg);
void debugger_handle_quit();
#else /* VM_DEBUGGER */
void debugger_tick() {}
void debugger_check_story_file() {}
void debugger_setup_start_state() {}
void debugger_check_func_breakpoint(uint addr) {}
void debugger_handle_crash(const char *msg) {}
#endif /* VM_DEBUGGER */
/**@}*/
/**
* \defgroup Accel access methods
* @{
*/
acceleration_func accel_find_func(uint index);
acceleration_func accel_get_func(uint addr);
void accel_set_func(uint index, uint addr);
void accel_set_param(uint index, uint val);
uint accel_get_param_count() const;
uint accel_get_param(uint index) const;
/**
* Iterate the entire acceleration table, calling the callback for each (non-nullptr) entry.
* This is used only for autosave.
*/
void accel_iterate_funcs(void(*func)(uint index, uint addr));
/**@}*/
/**
* \defgroup Float access methods
* @{
*/
#ifdef FLOAT_SUPPORT
/* Uncomment this definition if your gfloat32 type is not a standard
IEEE-754 single-precision (32-bit) format. Normally, Glulxe assumes
that it can reinterpret-cast IEEE-754 int values into gfloat32
values. If you uncomment this, Glulxe switches to lengthier
(but safer) encoding and decoding functions. */
/* #define FLOAT_NOT_NATIVE (1) */
int init_float() {
return true;
}
/**
* Encode floats by a lot of annoying bit manipulation.
* The function is adapted from code in Python (Objects/floatobject.c)
*/
static uint encode_float(gfloat32 val);
/**
* Decode floats by a lot of annoying bit manipulation.
* The function is adapted from code in Python (Objects/floatobject.c)
*/
static gfloat32 decode_float(uint val);
/* Uncomment this definition if your powf() function does not support
all the corner cases specified by C99. If you uncomment this,
osdepend.c will provide a safer implementation of glulx_powf(). */
/* #define FLOAT_COMPILE_SAFER_POWF (1) */
inline gfloat32 glulx_powf(gfloat32 val1, gfloat32 val2) const {
return powf(val1, val2);
}
#endif /* FLOAT_SUPPORT */
/**@}*/
/**
* \defgroup serial access methods
* @{
*/
/**
* Set up the undo chain and anything else that needs to be set up.
*/
bool init_serial();
/**
* Clean up memory when the VM shuts down.
*/
void final_serial();
/**
* Add a state pointer to the undo chain. This returns 0 on success, 1 on failure.
*/
uint perform_saveundo();
/**
* Pull a state pointer from the undo chain. This returns 0 on success, 1 on failure.
* Note that if it succeeds, the frameptr, localsbase, and valstackbase registers are invalid;
* they must be rebuilt from the stack.
*/
uint perform_restoreundo();
uint perform_verify();
/**@}*/
/**
* \defgroup Strings access methods
* @{
*/
/**
* Write a signed integer to the current output stream.
*/
void stream_num(int val, int inmiddle, int charnum);
/**
* Write a Glulx string object to the current output stream. inmiddle is zero if we are beginning
* a new string, or nonzero if restarting one (E0/E1/E2, as appropriate for the string type).
*/
void stream_string(uint addr, int inmiddle, int bitnum);
/**
* Get the current table address.
*/
uint stream_get_table();
/**
* Set the current table address, and rebuild decoding cache.
*/
void stream_set_table(uint addr);
void stream_get_iosys(uint *mode, uint *rock);
void stream_set_iosys(uint mode, uint rock);
char *make_temp_string(uint addr);
uint32 *make_temp_ustring(uint addr);
void free_temp_string(char *str);
void free_temp_ustring(uint32 *str);
/**@}*/
};
extern Glulxe *g_vm;
} // End of namespace Glulxe
} // End of namespace Glk
#endif
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