mirror of
https://github.com/libretro/scummvm.git
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a9b25b53d7
Original code did assume that AGI volume level is 0-15 (0 for silence, 15 for maximum volume). It actually is the other way. 0 is maximum, 15 is silence. Fixed that. Also implemented sync with ScummVM settings dialog. In case "mute" is enabled by the user, any volume changes done by scripts are ignored. Fixes Manhunter 1 Apple IIgs not getting sound anymore since the VM Var cleanup (the script volume change by the scripts didn't reach us before)
218 lines
6.2 KiB
C++
218 lines
6.2 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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namespace Agi {
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bool AgiBase::getFlag(int16 flagNr) {
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uint8 *flagPtr = _game.flags;
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flagPtr += flagNr >> 3;
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return (*flagPtr & (1 << (flagNr & 0x07))) != 0;
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}
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void AgiBase::setFlag(int16 flagNr, bool newState) {
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uint8 *flagPtr = _game.flags;
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flagPtr += flagNr >> 3;
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if (newState)
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*flagPtr |= 1 << (flagNr & 0x07); // set bit
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else
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*flagPtr &= ~(1 << (flagNr & 0x07)); // clear bit
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}
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void AgiBase::flipFlag(int16 flagNr) {
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uint8 *flagPtr = _game.flags;
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flagPtr += flagNr >> 3;
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*flagPtr ^= 1 << (flagNr & 0x07); // flip bit
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}
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void AgiEngine::setVar(int16 varNr, byte newValue) {
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_game.vars[varNr] = newValue;
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if (varNr == VM_VAR_VOLUME) {
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setVolumeViaScripts(newValue);
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}
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}
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byte AgiEngine::getVar(int16 varNr) {
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switch (varNr) {
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case VM_VAR_SECONDS:
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case VM_VAR_MINUTES:
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case VM_VAR_HOURS:
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case VM_VAR_DAYS:
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// Timer Update is necessary in here, because of at least Manhunter 1 script 153
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// Sierra AGI updated the timer via a timer procedure
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inGameTimerUpdate();
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break;
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default:
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break;
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}
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return _game.vars[varNr];
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}
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// sets volume based on script value
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// 0 - maximum volume
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// 15 - mute
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void AgiEngine::setVolumeViaScripts(byte newVolume) {
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newVolume = CLIP<byte>(newVolume, 0, 15);
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newVolume = 15 - newVolume; // turn volume around
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int scummVMVolume = newVolume * Audio::Mixer::kMaxMixerVolume / 15;
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bool scummVMMute = false;
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// Set ScummVM setting
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// We do not set "mute". In case "mute" is set, we will not apply the scripts wishes
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ConfMan.setInt("music_volume", scummVMVolume);
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ConfMan.setInt("sfx_volume", scummVMVolume);
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if (ConfMan.hasKey("mute"))
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scummVMMute = ConfMan.getBool("mute");
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if (!scummVMMute) {
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// Also change volume directly
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_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, scummVMVolume);
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_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, scummVMVolume);
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}
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}
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void AgiEngine::setVolumeViaSystemSetting() {
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int scummVMVolumeMusic = ConfMan.getInt("music_volume");
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int scummVMVolumeSfx = ConfMan.getInt("sfx_volume");
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bool scummVMMute = false;
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int internalVolume = 0;
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if (ConfMan.hasKey("mute"))
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scummVMMute = ConfMan.getBool("mute");
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// Clip user system setting
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scummVMVolumeMusic = CLIP<int>(scummVMVolumeMusic, 0, Audio::Mixer::kMaxMixerVolume);
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scummVMVolumeSfx = CLIP<int>(scummVMVolumeSfx, 0, Audio::Mixer::kMaxMixerVolume);
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if (scummVMMute) {
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scummVMVolumeMusic = 0;
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scummVMVolumeSfx = 0;
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}
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// Now actually set it
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_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, scummVMVolumeMusic);
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_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, scummVMVolumeSfx);
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// Take lowest volume to the scripts
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if (scummVMVolumeMusic < scummVMVolumeSfx) {
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internalVolume = scummVMVolumeMusic;
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} else {
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internalVolume = scummVMVolumeSfx;
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}
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// Change it to 0-15 range
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internalVolume = (internalVolume + 1) * 15 / Audio::Mixer::kMaxMixerVolume;
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// Reverse it
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internalVolume = 15 - internalVolume;
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// Put it into the VM variable. Directly set it, otherwise it would call a volume set call
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_game.vars[VM_VAR_VOLUME] = internalVolume;
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}
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// In-Game timer, used for timer VM Variables
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void AgiEngine::inGameTimerReset(uint32 newPlayTime) {
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_passedPlayTimeCycles = 0;
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_lastUsedPlayTimeInCycles = newPlayTime / 50;
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_lastUsedPlayTimeInSeconds = newPlayTime / 1000;
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setTotalPlayTime(newPlayTime);
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}
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void AgiEngine::inGameTimerPause() {
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pauseEngine(true);
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}
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void AgiEngine::inGameTimerResume() {
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pauseEngine(false);
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}
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uint32 AgiEngine::inGameTimerGet() {
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return getTotalPlayTime();
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}
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// This is called, when one of the timer variables is read
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// We calculate the latest variables, according to current official playtime
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// This is also called in the main loop, because the game needs to be sync'd to 20 cycles per second
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void AgiEngine::inGameTimerUpdate() {
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uint32 curPlayTimeMilliseconds = inGameTimerGet();
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uint32 curPlayTimeCycles = curPlayTimeMilliseconds / 50;
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if (curPlayTimeCycles == _lastUsedPlayTimeInCycles) {
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// No difference, skip updating
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return;
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}
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// Increase passed cycles accordingly
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int32 playTimeCycleDelta = curPlayTimeCycles - _lastUsedPlayTimeInCycles;
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if (playTimeCycleDelta > 0) {
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_passedPlayTimeCycles += playTimeCycleDelta;
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}
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_lastUsedPlayTimeInCycles = curPlayTimeCycles;
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// Now calculate current play time in seconds
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uint32 curPlayTimeSeconds = curPlayTimeMilliseconds / 1000;
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if (curPlayTimeSeconds == _lastUsedPlayTimeInSeconds) {
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// No difference, skip updating
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return;
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}
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uint32 secondsLeft = 0;
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byte curDays = 0;
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byte curHours = 0;
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byte curMinutes = 0;
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byte curSeconds = 0;
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curDays = curPlayTimeSeconds / 86400;
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secondsLeft = curPlayTimeSeconds % 86400;
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curHours = secondsLeft / 3600;
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secondsLeft = secondsLeft % 3600;
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curMinutes = secondsLeft / 60;
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curSeconds = secondsLeft % 60;
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// directly set them, otherwise we would go into an endless loop
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_game.vars[VM_VAR_SECONDS] = curSeconds;
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_game.vars[VM_VAR_MINUTES] = curMinutes;
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_game.vars[VM_VAR_HOURS] = curHours;
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_game.vars[VM_VAR_DAYS] = curDays;
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_lastUsedPlayTimeInSeconds = curPlayTimeSeconds;
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}
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void AgiEngine::decrypt(uint8 *mem, int len) {
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const uint8 *key;
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int i;
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key = (getFeatures() & GF_AGDS) ? (const uint8 *)CRYPT_KEY_AGDS
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: (const uint8 *)CRYPT_KEY_SIERRA;
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for (i = 0; i < len; i++)
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*(mem + i) ^= *(key + (i % 11));
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}
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} // End of namespace Agi
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