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https://github.com/libretro/scummvm.git
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0caef5d8d0
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.
537 lines
15 KiB
C++
537 lines
15 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/config-manager.h"
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#include "agi/agi.h"
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#include "agi/sprite.h"
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#include "agi/graphics.h"
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#include "agi/inv.h"
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#include "agi/text.h"
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#include "agi/keyboard.h"
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#include "agi/menu.h"
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#include "agi/systemui.h"
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#include "agi/appleIIgs_timedelay_overwrite.h"
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namespace Agi {
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/**
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* Set up new room.
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* This function is called when ego enters a new room.
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* @param n room number
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*/
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void AgiEngine::newRoom(int16 newRoomNr) {
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ScreenObjEntry *screenObj;
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ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
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int i;
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// Loading trigger
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artificialDelayTrigger_NewRoom(newRoomNr);
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debugC(4, kDebugLevelMain, "*** room %d ***", newRoomNr);
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_sound->stopSound();
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i = 0;
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for (screenObj = _game.screenObjTable; screenObj < &_game.screenObjTable[SCREENOBJECTS_MAX]; screenObj++) {
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screenObj->objectNr = i++;
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screenObj->flags &= ~(fAnimated | fDrawn);
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screenObj->flags |= fUpdate;
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screenObj->stepTime = 1;
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screenObj->stepTimeCount = 1;
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screenObj->cycleTime = 1;
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screenObj->cycleTimeCount = 1;
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screenObj->stepSize = 1;
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}
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agiUnloadResources();
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_game.playerControl = true;
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_game.block.active = false;
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_game.horizon = 36;
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setVar(VM_VAR_PREVIOUS_ROOM, getVar(VM_VAR_CURRENT_ROOM));
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setVar(VM_VAR_CURRENT_ROOM, newRoomNr);
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setVar(VM_VAR_BORDER_TOUCH_OBJECT, 0);
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setVar(VM_VAR_BORDER_CODE, 0);
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setVar(VM_VAR_EGO_VIEW_RESOURCE, screenObjEgo->currentViewNr);
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agiLoadResource(RESOURCETYPE_LOGIC, newRoomNr);
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// Reposition ego in the new room
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switch (getVar(VM_VAR_BORDER_TOUCH_EGO)) {
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case 1:
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screenObjEgo->yPos = SCRIPT_HEIGHT - 1;
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break;
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case 2:
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screenObjEgo->xPos = 0;
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break;
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case 3:
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screenObjEgo->yPos = _game.horizon + 1;
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break;
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case 4:
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screenObjEgo->xPos = SCRIPT_WIDTH - screenObjEgo->xSize;
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break;
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}
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uint16 agiVersion = getVersion();
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if (agiVersion < 0x2000) {
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warning("STUB: NewRoom(%d)", newRoomNr);
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screenObjEgo->flags &= ~fDidntMove;
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// animateObject(0);
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agiLoadResource(RESOURCETYPE_VIEW, screenObjEgo->currentViewNr);
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setView(screenObjEgo, screenObjEgo->currentViewNr);
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} else {
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if (agiVersion >= 0x3000) {
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// this was only done in AGI3
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if (screenObjEgo->motionType == kMotionEgo) {
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screenObjEgo->motionType = kMotionNormal;
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setVar(VM_VAR_EGO_DIRECTION, 0);
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}
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}
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setVar(VM_VAR_BORDER_TOUCH_EGO, 0);
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setFlag(VM_FLAG_NEW_ROOM_EXEC, true);
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_game.exitAllLogics = true;
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_game._vm->_text->statusDraw();
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_game._vm->_text->promptRedraw();
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}
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}
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void AgiEngine::resetControllers() {
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int i;
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for (i = 0; i < MAX_CONTROLLERS; i++) {
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_game.controllerOccured[i] = false;
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}
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}
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void AgiEngine::interpretCycle() {
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ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
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bool oldSound;
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byte oldScore;
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if (!_game.playerControl)
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setVar(VM_VAR_EGO_DIRECTION, screenObjEgo->direction);
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else
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screenObjEgo->direction = getVar(VM_VAR_EGO_DIRECTION);
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checkAllMotions();
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oldScore = getVar(VM_VAR_SCORE);
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oldSound = getFlag(VM_FLAG_SOUND_ON);
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// Reset script heuristic here
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resetGetVarSecondsHeuristic();
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_game.exitAllLogics = false;
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while (runLogic(0) == 0 && !(shouldQuit() || _restartGame)) {
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setVar(VM_VAR_WORD_NOT_FOUND, 0);
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setVar(VM_VAR_BORDER_TOUCH_OBJECT, 0);
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setVar(VM_VAR_BORDER_CODE, 0);
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oldScore = getVar(VM_VAR_SCORE);
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setFlag(VM_FLAG_ENTERED_CLI, false);
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_game.exitAllLogics = false;
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_veryFirstInitialCycle = false;
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artificialDelay_CycleDone();
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resetControllers();
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}
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_veryFirstInitialCycle = false;
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artificialDelay_CycleDone();
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resetControllers();
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screenObjEgo->direction = getVar(VM_VAR_EGO_DIRECTION);
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if (getVar(VM_VAR_SCORE) != oldScore || getFlag(VM_FLAG_SOUND_ON) != oldSound)
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_game._vm->_text->statusDraw();
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setVar(VM_VAR_BORDER_TOUCH_OBJECT, 0);
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setVar(VM_VAR_BORDER_CODE, 0);
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setFlag(VM_FLAG_NEW_ROOM_EXEC, false);
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setFlag(VM_FLAG_RESTART_GAME, false);
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setFlag(VM_FLAG_RESTORE_JUST_RAN, false);
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if (_game.gfxMode) {
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updateScreenObjTable();
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}
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_gfx->updateScreen();
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//_gfx->doUpdate();
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}
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// We return the current key, or 0 if no key was pressed
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uint16 AgiEngine::processAGIEvents() {
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uint16 key;
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ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
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wait(10);
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key = doPollKeyboard();
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// In AGI Mouse emulation mode we must update the mouse-related
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// vars in every interpreter cycle.
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//
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// We run AGIMOUSE always as a side effect
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setVar(VM_VAR_MOUSE_X, _mouse.pos.x / 2);
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setVar(VM_VAR_MOUSE_Y, _mouse.pos.y);
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if (!cycleInnerLoopIsActive()) {
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// Click-to-walk mouse interface
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if (_game.playerControl && (screenObjEgo->flags & fAdjEgoXY)) {
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int toX = screenObjEgo->move_x;
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int toY = screenObjEgo->move_y;
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// AGI Mouse games use ego's sprite's bottom left corner for mouse walking target.
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// Amiga games use ego's sprite's bottom center for mouse walking target.
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// Atari ST and Apple II GS seem to use the bottom left
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if (getPlatform() == Common::kPlatformAmiga)
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toX -= (screenObjEgo->xSize / 2); // Center ego's sprite horizontally
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// Adjust ego's sprite's mouse walking target position (These parameters are
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// controlled with the adj.ego.move.to.x.y-command). Note that these values rely
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// on the horizontal centering of the ego's sprite at least on the Amiga platform.
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toX += _game.adjMouseX;
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toY += _game.adjMouseY;
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screenObjEgo->direction = getDirection(screenObjEgo->xPos, screenObjEgo->yPos, toX, toY, screenObjEgo->stepSize);
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if (screenObjEgo->direction == 0)
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inDestination(screenObjEgo);
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}
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}
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handleMouseClicks(key);
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if (!cycleInnerLoopIsActive()) {
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// no inner loop active at the moment, regular processing
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if (key) {
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if (!handleController(key)) {
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if (key) {
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// Only set VAR_KEY, when no controller/direction was detected
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setVar(VM_VAR_KEY, key & 0xFF);
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if (_text->promptIsEnabled()) {
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_text->promptKeyPress(key);
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}
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}
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}
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}
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if (_menu->delayedExecuteActive()) {
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_menu->execute();
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}
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} else {
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// inner loop active
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// call specific workers
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switch (_game.cycleInnerLoopType) {
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case CYCLE_INNERLOOP_GETSTRING: // loop called from TextMgr::stringEdit()
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case CYCLE_INNERLOOP_GETNUMBER:
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if (key) {
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_text->stringKeyPress(key);
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}
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break;
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case CYCLE_INNERLOOP_INVENTORY: // loop called from InventoryMgr::show()
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if (key) {
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_inventory->keyPress(key);
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}
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break;
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case CYCLE_INNERLOOP_MENU_VIA_KEYBOARD:
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if (key) {
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_menu->keyPress(key);
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}
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break;
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case CYCLE_INNERLOOP_MENU_VIA_MOUSE:
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_menu->mouseEvent(key);
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break;
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case CYCLE_INNERLOOP_SYSTEMUI_SELECTSAVEDGAMESLOT:
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if (key) {
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_systemUI->savedGameSlot_KeyPress(key);
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}
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break;
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case CYCLE_INNERLOOP_SYSTEMUI_VERIFICATION:
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_systemUI->askForVerificationKeyPress(key);
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break;
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case CYCLE_INNERLOOP_MESSAGEBOX:
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if (key) {
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_text->messageBox_KeyPress(key);
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}
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break;
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default:
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break;
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}
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}
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_gfx->updateScreen();
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return key;
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}
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int AgiEngine::playGame() {
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int ec = errOK;
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const AgiAppleIIgsDelayOverwriteGameEntry *appleIIgsDelayOverwrite = nullptr;
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const AgiAppleIIgsDelayOverwriteRoomEntry *appleIIgsDelayRoomOverwrite = nullptr;
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debugC(2, kDebugLevelMain, "initializing...");
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debugC(2, kDebugLevelMain, "game version = 0x%x", getVersion());
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_sound->stopSound();
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// We need to do this accurately and reset the AGI priorityscreen to 4
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// otherwise at least the fan game Nick's Quest will go into an endless
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// loop, because the game draws views before it draws the first background picture.
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// For further study see bug #3451122
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_gfx->clear(0, 4);
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_game.horizon = 36;
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_game.playerControl = false;
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setFlag(VM_FLAG_LOGIC_ZERO_FIRST_TIME, true); // not in 2.917
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setFlag(VM_FLAG_NEW_ROOM_EXEC, true); // needed for MUMG and SQ2!
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setFlag(VM_FLAG_SOUND_ON, true); // enable sound
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// do not set VM_VAR_TIME_DELAY, original AGI did not do it (in the data segment it was simply set to 0)
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_game.gfxMode = true;
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_text->promptRow_Set(22);
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// We run AGIMOUSE always as a side effect
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//if (getFeatures() & GF_AGIMOUSE)
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debug(1, "Using AGI Mouse 1.0 protocol");
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if (getFeatures() & GF_AGIPAL)
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debug(1, "Running AGIPAL game");
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debug(0, "Running AGI script.\n");
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setFlag(VM_FLAG_ENTERED_CLI, false);
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setFlag(VM_FLAG_SAID_ACCEPTED_INPUT, false);
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setVar(VM_VAR_WORD_NOT_FOUND, 0);
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setVar(VM_VAR_KEY, 0);
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debugC(2, kDebugLevelMain, "Entering main loop");
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bool firstLoop = !getFlag(VM_FLAG_RESTART_GAME); // Do not restore on game restart
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if (firstLoop) {
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if (ConfMan.hasKey("save_slot")) {
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// quick restore enabled
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_game.automaticRestoreGame = true;
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}
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}
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artificialDelay_Reset();
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if (getPlatform() == Common::kPlatformApple2GS) {
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// Look up, if there is a time delay overwrite table for the current game
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appleIIgsDelayOverwrite = appleIIgsDelayOverwriteGameTable;
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while (appleIIgsDelayOverwrite->gameId != GID_AGIDEMO) {
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if (appleIIgsDelayOverwrite->gameId == getGameID())
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break; // game found
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appleIIgsDelayOverwrite++;
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}
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}
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do {
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processAGIEvents();
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inGameTimerUpdate();
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uint16 timeDelay = getVar(VM_VAR_TIME_DELAY);
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if (getPlatform() == Common::kPlatformApple2GS) {
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timeDelay++;
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// It seems that either Apple IIgs ran very slowly or that the delay in its interpreter was not working as everywhere else
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// Most games on that platform set the delay to 0, which means no delay in DOS
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// Gold Rush! even "optimizes" itself when larger sprites are on the screen it sets TIME_DELAY to 0.
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// Normally that game runs at TIME_DELAY 1.
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// Maybe a script patch for this game would make sense.
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// TODO: needs further investigation
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int16 timeDelayOverwrite = -99;
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// Now check, if we got a time delay overwrite entry for current room
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if (appleIIgsDelayOverwrite->roomTable) {
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byte curRoom = getVar(VM_VAR_CURRENT_ROOM);
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appleIIgsDelayRoomOverwrite = appleIIgsDelayOverwrite->roomTable;
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while (appleIIgsDelayRoomOverwrite->fromRoom >= 0) {
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if ((appleIIgsDelayRoomOverwrite->fromRoom <= curRoom) && (appleIIgsDelayRoomOverwrite->toRoom >= curRoom)) {
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if (appleIIgsDelayRoomOverwrite->onlyWhenPlayerNotInControl) {
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if (_game.playerControl) {
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// Player is actually currently in control? -> then skip this entry
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appleIIgsDelayRoomOverwrite++;
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continue;
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}
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}
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timeDelayOverwrite = appleIIgsDelayRoomOverwrite->timeDelayOverwrite;
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break;
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}
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appleIIgsDelayRoomOverwrite++;
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}
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if (timeDelayOverwrite == -99) {
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// use default time delay in case no room specific one was found
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timeDelayOverwrite = appleIIgsDelayOverwrite->defaultTimeDelayOverwrite;
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}
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} else {
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timeDelayOverwrite = appleIIgsDelayOverwrite->defaultTimeDelayOverwrite;
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}
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if (timeDelayOverwrite >= 0) {
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if (timeDelayOverwrite != timeDelay) {
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// delayOverwrite is not the same as the delay taken from the scripts? overwrite it
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//warning("AppleIIgs: time delay overwrite from %d to %d", timeDelay, timeDelayOverwrite);
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setVar(VM_VAR_TIME_DELAY, timeDelayOverwrite - 1); // adjust for Apple IIgs
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timeDelay = timeDelayOverwrite;
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}
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}
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}
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if (_passedPlayTimeCycles >= timeDelay) {
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inGameTimerResetPassedCycles();
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interpretCycle();
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// Check if the user has asked to load a game from the command line
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// or the launcher
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if (_game.automaticRestoreGame) {
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_game.automaticRestoreGame = false;
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checkQuickLoad();
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}
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setFlag(VM_FLAG_ENTERED_CLI, false);
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setFlag(VM_FLAG_SAID_ACCEPTED_INPUT, false);
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setVar(VM_VAR_WORD_NOT_FOUND, 0);
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setVar(VM_VAR_KEY, 0);
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}
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if (shouldPerformAutoSave(_lastSaveTime)) {
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saveGame(getSavegameFilename(0), "Autosave");
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}
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} while (!(shouldQuit() || _restartGame));
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_sound->stopSound();
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return ec;
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}
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int AgiEngine::runGame() {
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int ec = errOK;
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// Execute the game
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do {
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debugC(2, kDebugLevelMain, "game loop");
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debugC(2, kDebugLevelMain, "game version = 0x%x", getVersion());
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if (agiInit() != errOK)
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break;
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if (_restartGame) {
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setFlag(VM_FLAG_RESTART_GAME, true);
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// do not set VM_VAR_TIME_DELAY, original AGI did not do it
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// Reset in-game timer
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inGameTimerReset();
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_restartGame = false;
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}
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// Set computer type (v20 i.e. vComputer) and sound type
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switch (getPlatform()) {
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case Common::kPlatformAtariST:
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setVar(VM_VAR_COMPUTER, kAgiComputerAtariST);
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setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundPC);
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break;
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case Common::kPlatformAmiga:
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if (getFeatures() & GF_OLDAMIGAV20)
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setVar(VM_VAR_COMPUTER, kAgiComputerAmigaOld);
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else
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setVar(VM_VAR_COMPUTER, kAgiComputerAmiga);
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setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundTandy);
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break;
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case Common::kPlatformApple2GS:
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setVar(VM_VAR_COMPUTER, kAgiComputerApple2GS);
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if (getFeatures() & GF_2GSOLDSOUND)
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setVar(VM_VAR_SOUNDGENERATOR, kAgiSound2GSOld);
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else
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setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundTandy);
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break;
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case Common::kPlatformDOS:
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default:
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setVar(VM_VAR_COMPUTER, kAgiComputerPC);
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setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundPC);
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break;
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}
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// Set monitor type (v26 i.e. vMonitor)
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switch (_renderMode) {
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case Common::kRenderCGA:
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setVar(VM_VAR_MONITOR, kAgiMonitorCga);
|
|
break;
|
|
case Common::kRenderHercA:
|
|
case Common::kRenderHercG:
|
|
// Set EGA for now. Some games place text differently, when this is set to kAgiMonitorHercules.
|
|
// Text placement was different for Hercules rendering (16x12 instead of 16x16). There also was
|
|
// not enough space left for the prompt at the bottom. This was caused by the Hercules resolution.
|
|
// We don't have this restriction and we also support the regular prompt for Hercules mode.
|
|
// In theory Sierra could have had special Hercules code inside their games.
|
|
// TODO: check this.
|
|
setVar(VM_VAR_MONITOR, kAgiMonitorEga);
|
|
break;
|
|
// Don't know if Amiga AGI games use a different value than kAgiMonitorEga
|
|
// for vMonitor so I just use kAgiMonitorEga for them (As was done before too).
|
|
case Common::kRenderAmiga:
|
|
case Common::kRenderApple2GS:
|
|
case Common::kRenderAtariST:
|
|
case Common::kRenderEGA:
|
|
case Common::kRenderVGA:
|
|
default:
|
|
setVar(VM_VAR_MONITOR, kAgiMonitorEga);
|
|
break;
|
|
}
|
|
|
|
setVar(VM_VAR_FREE_PAGES, 180); // Set amount of free memory to realistic value
|
|
setVar(VM_VAR_MAX_INPUT_CHARACTERS, 38);
|
|
_text->promptDisable();
|
|
|
|
ec = playGame();
|
|
agiDeinit();
|
|
} while (_restartGame);
|
|
|
|
delete _menu;
|
|
_menu = NULL;
|
|
|
|
releaseImageStack();
|
|
|
|
return ec;
|
|
}
|
|
|
|
} // End of namespace Agi
|