Thanks waltervn for finding this one.
Was a regression caused by the timer heuristic for detecting
bad script code. When the heuristic identified being in an
inner timer loop, it told ScummVM to sleep + process events.
During that time a restore can get triggered by the user via GMM.
When that happens, the restore is executed immediately.
When still being inside testIfCode(), it may happen that execution
goes beyond the end of the current logic incl. error/crash.
TODO: maybe better change GMM as a whole for AGI, that restores are
always processed in a delayed way after main loop got processed
once?
Removed pollTimer()
Renamed pause() to wait()
Doing 10 msec delays instead of at least 50 msec per EventProcess
Seems to fix weird Gold Rush ingame timer issue?! bug #4147
processEvents() renamed to processScummVMEvents()
mainCycle() renamed to processAGIEvents()
have.key now sets up an inner loop and calls processAGIEvents()
to avoid any further cycle work processing
original commit 8269a94bcd55200f7ae8aba00c7b6fd0d37b9a37
Now hopefully properly implemented.
Adjusted a few more inaccuracies
(we set v19 to 0, where we shouldn't have)
This mostly enforces tabs for indentation and spaces for formatting. But also
fixes spaces on empty lines, some extra/missing spaces.
astyle + manual fixup
in game timer is now updated, when scripts read in game timer
VM variables and during main loop. ScummVM total play time feature
is used for it. Game cycle syncing is done at the same time.
renamed getflag() to getFlag()
renamed setflag() to setFlag()
renamed flipflag() to flipFlag()
preagi: renamed setFlag for this engine to setWinnieFlag
- graphics code fully rewritten
- Apple IIgs font support
- Amiga Topaz support
- Word parser rewritten
- menu code rewritten
- removed forced 2 second delay on all room changes
replaced with heuristic to detect situations, where it's required
- lots of naming cleanup
- new console commands show_map, screenobj, vmvars and vmflags
- all sorts of hacks/workarounds removed
- added SCI wait mouse cursor
- added Apple IIgs mouse cursor
- added Atari ST mouse cursor
- added Amiga/Apple IIgs transition
- added Atari ST transition
- user can select another render mode and
use Apple IIgs palette + transition for PC versions
- inventory screen rewritten
- SetSimple command now properly implemented
- PreAGI Mickey: Sierra logo now shown
- saved games: now saving controller key mapping
also saving automatic save data (SetSimple command)
- fixed invalid memory access when saving games (31 bytes were saved
using Common::String c_ptr()
Special Thanks to:
- fuzzie for helping out with the Apple IIgs font + valgrind
- eriktorbjorn for helping out with valgrind
- LordHoto for figuring out the code, that caused invalid memory
access in the original code, when saving a game
- sev for help out with reversing the Amiga transition
currently missing:
- mouse support for menu
- mouse support for system dialogs
- predictive dialog support
We now only test for events in testKeypressed() without updating the
game cycle at all (NAGI doesn't update the game cycle either). This
fixes the slowdowns in some animations where have.key() is issued,
like Manannan's lightnings in the intro of KQ3 and the bullets in the
intro of PQ1
* Instruction tables are now defined in opcodes.{cpp,h}.
* Move opcode handlers from Agi::AgiEngine to Agi
* Opcode handlers take as parameter a pointer to AGI state (AgiGame)