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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_MAGNETIC_MAGNETIC
#define GLK_MAGNETIC_MAGNETIC
#include "common/scummsys.h"
#include "glk/glk_api.h"
#include "glk/magnetic/magnetic_types.h"
namespace Glk {
namespace Magnetic {
/**
* Magnetic game interpreter
*/
class Magnetic : public GlkAPI {
public:
Common::File _hintFile;
Common::File _gfxFile;
Common::File _sndFile;
bool vm_exited_cleanly;
uint dlimit, slimit;
int log_on;
// Emu fields
uint32 dreg[8], areg[8], i_count, string_size, rseed, pc, arg1i, mem_size;
uint16 properties, fl_sub, fl_tab, fl_size, fp_tab, fp_size;
byte zflag, nflag, cflag, vflag, byte1, byte2, regnr, admode, opsize;
byte *arg1, *arg2, is_reversible, running, tmparg[4];
byte lastchar, version, sd;
byte *decode_table, *restart, *code, *string, *string2;
byte *string3, *dict;
byte quick_flag, gfx_ver, *gfx_buf, *gfx_data;
byte *gfx2_hdr, *gfx2_buf;
Common::String gfx2_name;
uint16 gfx2_hsize;
byte *snd_buf, *snd_hdr;
uint16 snd_hsize;
Common::File gfx_fp;
uint32 undo_regs[2][18], undo_pc, undo_size;
byte *undo[2], undo_stat[2];
uint16 gfxtable, table_dist;
uint16 v4_id, next_table;
ms_hint *hints;
byte *hint_contents;
picture anim_frame_table[MAX_ANIMS];
uint16 pos_table_size;
uint16 pos_table_count[MAX_POSITIONS];
ms_position pos_table[MAX_POSITIONS][MAX_ANIMS];
byte *command_table;
int command_index;
lookup anim_table[MAX_POSITIONS];
int pos_table_index;
int pos_table_max;
ms_position pos_array[MAX_FRAMES];
byte anim_repeat;
private:
/**
* Validates the game file, and if it's invalid, displays an error dialog
*/
bool is_gamefile_valid();
/**
* \defgroup Emu
* @{
*/
/**
* Loads the interpreter with a game
* @return 0 = failure, 1 = success(without graphics or graphics failed),
* 2 = success(with graphics)
*/
int ms_init(bool restarting = false);
/**
* Stops further processing of opcodes
*/
void ms_stop() { running = false; }
/**
* Detects if game is running
*/
bool ms_is_running() const { return running; }
/**
* Returns true if running a Magnetic Windows game
*/
bool ms_is_magwin() const { return version == 4; }
/**
* Frees all allocated ressources
*/
void ms_freemem();
/**@}*/
/**
* \defgroup Graphics support methods
* @{
*/
byte init_gfx1(size_t size);
byte init_gfx2(size_t size);
/**
* Displays or hides a picture
* @param c number of image to be displayed
* @param mode 0 = means gfx off, 1 gfx on thumbnails, 2 gfx on normal
*
* @remarks For retrieving the raw data of a picture call ms_extract
*/
void ms_showpic(int c, byte mode);
/**
* Returns true if a given line is blank
*/
bool is_blank(uint16 line, uint16 width) const;
byte *ms_extract1(byte pic, uint16 *w, uint16 *h, uint16 *pal);
int16 find_name_in_header(const Common::String &name, bool upper);
void extract_frame(const picture *pic);
byte *ms_extract2(const char *name, uint16 *w, uint16 *h, uint16 *pal, byte *is_anim);
byte *ms_extract(uint32 pic, uint16 *w, uint16 *h, uint16 *pal, byte *is_anim);
byte ms_animate(ms_position **positions, uint16 *count);
byte *ms_get_anim_frame(int16 number, uint16 *width, uint16 *height, byte **mask);
bool ms_anim_is_repeating() const { return anim_repeat; }
void write_reg(int i, int s, uint32 val) {
// TODO
}
/**@}*/
/**
* \defgroup Sound support methods
* @{
*/
byte init_snd(size_t size);
int16 find_name_in_sndheader(const Common::String &name);
byte *sound_extract(const Common::String &name, uint32 *length, uint16 *tempo);
/**@}*/
public:
/**
* Constructor
*/
Magnetic(OSystem *syst, const GlkGameDescription &gameDesc);
/**
* Run the game
*/
void runGame();
/**
* Returns the running interpreter type
*/
virtual InterpreterType getInterpreterType() const override { return INTERPRETER_MAGNETIC; }
/**
* Load a savegame from the passed Quetzal file chunk stream
*/
virtual Common::Error readSaveData(Common::SeekableReadStream *rs) override;
/**
* Save the game. The passed write stream represents access to the UMem chunk
* in the Quetzal save file that will be created
*/
virtual Common::Error writeGameData(Common::WriteStream *ws) override;
};
} // End of namespace Magnetic
} // End of namespace Glk
#endif
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