1440 Commits

Author SHA1 Message Date
Alexander Tkachev
b665fc933d ALL: Make simpleSaveNames() a MetaEngineFeature
Added it into hasFeature() of all engines which returned `true` in
simpleSaveNames() before.

As mentioned in #788, SCI is not always using simple names, so it
doesn't have such feature now.
2016-08-24 16:07:55 +06:00
Alexander Tkachev
ab1d160ec8 ALL: Add MetaEngine::simpleSaveNames()
Engines with "simple" savenames would support "Run in background" in
save/load dialog and gradual save slots unlocking. Other engines
save/load feature would be locked until save sync is over.
2016-08-24 16:07:55 +06:00
Eugene Sandulenko
159d993f8e AGI: More class initialization 2016-06-05 23:11:10 +02:00
Eugene Sandulenko
3e0663a516 AGI: Clean up object initialization 2016-06-05 23:10:20 +02:00
Eugene Sandulenko
980d5f3027 Merge pull request #764 from salty-horse/agi_audio
AGI: Reduce audio header dependencies
2016-05-29 14:46:28 +02:00
Torbjörn Andersson
85e55d0c6e JANITORIAL: Remove unnecessary semicolons 2016-05-25 05:37:07 +02:00
Martin Kiewitz
018828ba90 AGI: Fix invalid read (/crash), when shaking screen
Was a regression caused by commit
e1c36a52b561463217e22687605d2f4f1dc33be6
(upscaling + hercules font support)
Thanks to salty-horse for reporting this issue
2016-05-22 22:52:11 +02:00
Ori Avtalion
438f100d5e AGI: Reduce audio header dependencies 2016-05-22 22:02:37 +03:00
Eugene Sandulenko
f6283094ac AGI: Remove useless code.
We set vtEntries to SCREENOBJECTS_MAX, thus, the loop
for (i = vtEntries; i < SCREENOBJECTS_MAX; i++) is a no-op.
2016-05-17 19:04:59 +02:00
Eugene Sandulenko
33abb6118f ALL: Change main engine header guard defines to <directory>_<engine>_H
Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
2016-05-17 18:21:30 +02:00
Eugene Sandulenko
0d356d1c66 AGI: Safer string copying 2016-05-10 18:07:35 +02:00
Eugene Sandulenko
afdbfe4d2f AGI: Reset all timers on startup 2016-05-07 10:25:09 +02:00
Ori Avtalion
3564032330 JANITORIAL: Reduce audio header dependencies 2016-04-14 16:10:21 +03:00
Ori Avtalion
31130f08dc AGI: Move predictivedialog.h out of agi.h 2016-04-13 14:27:21 +03:00
Martin Kiewitz
184a448bb6 AGI: Fix inaccurate predictive dialog trigger rect
Trigger rect is the rect, that the user needs to click to
trigger the predictive dialog.

Previously cursor char got drawn, rect started right afterwards
In case cursor char is enabled, the rect will get adjusted
accordingly now.
2016-03-23 23:49:01 +01:00
Johannes Schickel
3aecd8ef2a ENGINES: Make variable names of ADGameDescription conform to our guidelines.
gameid     -> gameId
guioptions -> guiOptions
2016-03-08 19:01:38 +01:00
Johannes Schickel
0b6befdcc5 ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.
_singleid   -> _singleId
_gameids    -> _gameIds
_guioptions -> _guiOptions
2016-03-08 19:01:13 +01:00
Martin Kiewitz
962e32e0ec AGI: Remove comma from "Pause when entering commands" 2016-02-28 15:57:22 +01:00
Martin Kiewitz
e6466b20fa AGI: Add optional "pause, when entering commands" feature
Shows a prompt window and pauses the game (just like original AGI
did, but original AGI only did it in Hercules rendering mode).
2016-02-28 15:50:25 +01:00
Torbjörn Andersson
9d4216e158 AGI: Fix small memory leak in Hercules font loader 2016-02-28 14:34:22 +01:00
Martin Kiewitz
0caef5d8d0 AGI: Set monitor VM var to EGA for Hercules rendering
Original AGI Hercules rendering was restricted by the Hercules
resolution, which is why they had to remove the AGI prompt and
replace it with a prompt window like the one used in SCI.
We are not and even when we support that prompt window, we
will still support the original AGI prompt even for Hercules
rendering.
Maybe some games had special graphic code, when Hercules rendering
is active. This needs to get checked.

We are now telling the scripts that we are running on EGA,
so that they don't put text at different coordinates.
Hercules rendering also used a different grid for putting text
for example Space Quest 2 right at the start.
This change avoids problems with such placement. We don't really
want to restrict ourselves by implementing that different
text grid resolution.

Also added comments on game feature flags.
2016-02-28 14:06:22 +01:00
Martin Kiewitz
953c26cbf6 AGI: Disable font loading from HGC_GRAF.OVL (AGI3)
It seems Sierra basically put a low res font in there, so
it's useless. We should rather directly use the PC BIOS font
in those cases. The code could be useful at some point in case
we add support for the AGI3 Hercules rendering, although I think
it looks worse, because graphics are basically "compressed".
2016-02-28 11:56:48 +01:00
Martin Kiewitz
7a169c90f6 AGI: Hercules rendering for game screen 2016-02-28 11:23:31 +01:00
Martin Kiewitz
e1c36a52b5 AGI: Add support for upscaling and Hercules hires font
- User option to force Hercules hires font for any rendering mode
- Also change mouse cursor hotspots from 1,1 to 0,0
- Fix inaccuracy in mouse controlled game menu
- Change render_Block(), drawBox(), drawDisplayRect() to use
  upper Y instead of lower Y. Original AGI uses lower Y, but
  upper Y makes upscaling way easier.
2016-02-27 21:44:21 +01:00
Johannes Schickel
f3f37af61b AGI: Let listSaves return list sorted on slot numbers. 2016-02-25 21:39:45 +01:00
Martin Kiewitz
fb007a5914 AGI: Add detection for 13th Disciple 1.01 bug #7010 2016-02-25 18:16:01 +01:00
Martin Kiewitz
4ad1bbf108 AGI: Add detection for fan games with broken volume bug #7035
Plenty of fan games set volume to mute, because they thought 15
would be loudest. It's in fact "mute" in AGI. Those games were
made primarily for PC AGI, which did not use the volume setting.
We do, so such games would get muted audio. We try to detect
such games. Hopefully fully fixes bug #7035.
Too many games to try them all out.
2016-02-20 14:53:17 +01:00
Martin Kiewitz
29456da421 AGI: Added comments about Black Cauldron+KQ2, removed warning
Also removed old comments about testing needed for IIgs
Also removed warning when game speed is overwritten for IIgs,
b/c all games were tested and should run properly now.
2016-02-20 13:17:16 +01:00
Martin Kiewitz
327ba19d4a AGI: Comment about another artificial delay situation
Gold Rush, Stagecoach path, after solving steep hill
2016-02-19 16:24:58 +01:00
Martin Kiewitz
4a204af5b7 AGI: Fix a tiny inaccuracy in string word wrapper
Fixes one message box in Gold Rush during Stagecoach path,
that wasn't wrapped correctly.
2016-02-19 15:56:00 +01:00
Martin Kiewitz
453a8ac11d AGI: Add artificial delay for GR stagecoach path 2016-02-19 15:28:34 +01:00
Martin Kiewitz
22522196f4 AGI: Slightly change artificial delay to detect GR mule
Now also detects the text, that is shown when following your
mule in Gold Rush!
2016-02-19 12:52:19 +01:00
Martin Kiewitz
dd83d7a544 AGI: Fix comment about end.of.loop/motion 2016-02-19 10:38:24 +01:00
Martin Kiewitz
5484f0bc58 AGI: Add detection+workaround for endofloop+motion at the same time
Detects when end.of.loop + motions are used on the same screen
object at the same time, which would have resulted in flag
corruption in the original interpreter. We detect this
situation now, show a warning and disable the cycler in case
cycler was activated first.
This solves a new issue in kq1, when grabbing the eagle in room
22, that was previously hidden just like in the original AGI.
Fixes bug #7046
2016-02-19 10:34:37 +01:00
Martin Kiewitz
cca9fc918f AGI: Save screen object loop_flag
loop_flag was previously vt.parm1, which was shared for multiple
uses. Was split up during graphics rewrite in commit
8a595e7771aa89d06876e13d7ab6751e26da8982

Is indirectly part of bug #7046. Saving, restarting ScummVM and
restoring right after grabbing the eagle resulted in the glitch
not happening (which was of course an inaccuracy anyway). This
was caused by AGI currently not saving/restoring the loop_flag.
Needs to get further figured out what's exactly happening
internally and if this issue was just hidden by the shared
vt.parm1 in previous versions. If triggered, it would have
just set another pseudo-random flag on end-of-loop.
2016-02-19 02:00:35 +01:00
Eugene Sandulenko
1a542ae82c AGI: Add missed comma 2016-02-18 17:43:38 +01:00
Martin Kiewitz
ed92ccde23 AGI: Apple IIgs time delay override MH1 completed
+ Disable hide.mouse for MH1 Apple IIgs
2016-02-18 16:55:49 +01:00
Martin Kiewitz
4d85aa193c AGI: Apple IIgs time delay override KQ4 completed 2016-02-18 02:01:51 +01:00
Martin Kiewitz
736d7cd533 AGI: Make SQ2 Apple IIgs get a AGI 2.917 equivalent and not 2.936
Solves the priority issues at the end, because the set.pri.base
call is now rejected by us. The IIgs interpreter seems to feature
177 kernel calls, but the last few are not what we expect them to
be. It seems set.pri.base was discard.sound for this interpreter.
It seems it was cleaned up for kq4. That one actually uses
dynamic priority bands and it's working properly.

Fixes bug #7034
2016-02-17 21:40:37 +01:00
Martin Kiewitz
a8ede10863 AGI: Added comment about artificial delay sq2 scene 2016-02-16 19:27:37 +01:00
Martin Kiewitz
591e0522b9 AGI: Set.pri.base comments added (Apple IIgs KQ3+SQ2)
For KQ3 the calls are currently blocked b/c interpreter version
For SQ2 they aren't, which causes a few priority issues at the end
2016-02-16 16:51:43 +01:00
Martin Kiewitz
b31990246e AGI: Added console command to disable automatic saves
Helps creating various saved games for Mixed Up Mother Goose
2016-02-16 05:36:53 +01:00
Martin Kiewitz
562649c7c0 AGI: Change how VM timer vars are handled
Instead of directly converting play time to VM timer vars,
we only adjust VM timer vars according to play time seconds delta.
This is needed for at least Mixed Up Mother Goose. The game
sets the VM "second" variable to 0 and then uses it for syncing
the text to the songs. We even adjust second calculation, so
that the timing should always be the same and not depend on
basically luck (seconds may wrap right after setting it, because
internal cycles counter is not changed).
2016-02-16 03:18:10 +01:00
Martin Kiewitz
873ba15b66 AGI: Changes to vm var seconds heuristic (delay loop detection)
- small fix (forgot to reset the hit counter)
- rename methods
- added more information about PQ1 in comment
2016-02-14 23:05:28 +01:00
Martin Kiewitz
7b75936f56 AGI: Add heuristic to detect delay loops within scripts
And in that case poll events, delay for a few milliseconds and
update screen.
This somewhat worked before the graphics rewrite because of
a timer hack.
This one tries to detect actual inner loops.
Happens in at least Police Quest 1 when playing poker.
2016-02-14 22:43:52 +01:00
Martin Kiewitz
8eefa4e2b5 AGI: Added a few comments about KQ1
set.simple gets called when killing the witch + planting beans
Right after bowing to the king, ego faces away from him. This
issue was already present in 1.7.0. Could probably get solved
later via script patcher.
2016-02-14 15:17:57 +01:00
Martin Kiewitz
e24fbf7d6e AGI: Fix another comment about dynamic priority table
Available also in 2.425, then removed until 2.936, yada yada.
priorityToY-Glitch is definitely present in 2.425 as well.
2016-02-14 02:06:50 +01:00
Martin Kiewitz
9a9ddc777e AGI: set.pri.base was actually available in AGI2.425
Was available only in 2.425 and in 2.936+.
Fixing comment accordingly. Also allowing the command for 2.425.
2016-02-14 02:01:28 +01:00
Martin Kiewitz
b727e8da08 AGI: Fix new createDefaultPriorityTable() code 2016-02-13 21:16:32 +01:00
Martin Kiewitz
9f59b5ed7c AGI: Fix priority band handling
- Fix saving/loading priority bands table. Now saving the actual raw
  data
- Now also saving the flag, that defines if the priority table got
  modified by scripts
- For older saved games it will try to figure out the state of that
  flag
- Blocking set.pri.base for AGI below 2.936
- set.pri.base was actually introduced in 2.936 and not AGI3
- The set.pri.base bug was present in 2.936 as well
- Saved games created between the graphics rewrite and this
  commit may have priority issues for games, that used AGI2.936+
2016-02-13 20:42:30 +01:00