mirror of
https://github.com/libretro/scummvm.git
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301 lines
9.3 KiB
C++
301 lines
9.3 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/config-manager.h"
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#include "audio/mixer.h"
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#include "agi/agi.h"
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#include "agi/graphics.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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switch (varNr) {
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case VM_VAR_SECONDS:
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setVarSecondsTrigger(newValue);
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break;
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case VM_VAR_VOLUME:
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applyVolumeToMixer();
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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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byte AgiEngine::getVar(int16 varNr) {
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switch (varNr) {
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case VM_VAR_SECONDS:
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getVarSecondsHeuristicTrigger();
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// fall through
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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 to mixer using game variable for volume where 0 is maximum volume to 15 being mute
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void AgiEngine::applyVolumeToMixer() {
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debug(2, "applyVolumeToMixer() volume: %d _veryFirstInitialCycle: %d getFeatures(): %d gameId: %d", _game.vars[VM_VAR_VOLUME], _veryFirstInitialCycle, getFeatures(), getGameID());
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byte gameVolume = CLIP<byte>(_game.vars[VM_VAR_VOLUME], 0, 15);
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if (_veryFirstInitialCycle) {
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// WORKAROUND:
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// The very first cycle is currently running and volume got changed
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// This is surely the initial value. For plenty of fan games, a default of 15 is set
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// Which actually means "mute" in AGI, but AGI on PC used PC speaker, which did not use
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// volume setting. We do. So we detect such a situation and set a flag, so that the
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// volume will get interpreted "correctly" for those fan games.
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// Note: not all fan games are broken in that regard!
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// See bug #7035
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if (getFeatures() & GF_FANMADE) {
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// We only check for fan games, Sierra always did it properly of course
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if (gameVolume == 15) {
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// Volume gets set to mute at the start? Probably broken fan game detected so set flag
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debug(1, "Broken volume in fan game detected, enabling workaround");
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_setVolumeBrokenFangame = true;
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}
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}
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}
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if (!_setVolumeBrokenFangame) {
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// In AGI 15 is mute, 0 is loudest
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// Some fan games set this incorrectly as 15 for loudest, 0 for mute
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gameVolume = 15 - gameVolume; // turn volume around
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}
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int musicVolume = ConfMan.getInt("music_volume");
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int soundEffectVolume = ConfMan.getInt("sfx_volume");
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musicVolume *= gameVolume;
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musicVolume /= 15;
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soundEffectVolume *= gameVolume;
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soundEffectVolume /= 15;
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musicVolume = CLIP<int>(musicVolume, 0, Audio::Mixer::kMaxMixerVolume);
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soundEffectVolume = CLIP<int>(soundEffectVolume, 0, Audio::Mixer::kMaxMixerVolume);
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bool soundIsMuted = false;
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if (ConfMan.hasKey("mute")) {
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soundIsMuted = ConfMan.getBool("mute");
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}
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_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, soundIsMuted ? 0 : musicVolume);
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_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, soundIsMuted ? 0 : soundEffectVolume);
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}
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void AgiEngine::resetGetVarSecondsHeuristic() {
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_getVarSecondsHeuristicLastInstructionCounter = 0;
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_getVarSecondsHeuristicCounter = 0;
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}
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// Called, when the scripts read VM_VAR_SECONDS
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void AgiEngine::getVarSecondsHeuristicTrigger() {
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uint32 counterDifference = _instructionCounter - _getVarSecondsHeuristicLastInstructionCounter;
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if (counterDifference <= 3) {
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// Seconds were read within 3 instructions
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_getVarSecondsHeuristicCounter++;
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if (_getVarSecondsHeuristicCounter > 20) {
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// More than 20 times in a row? This really seems to be an inner loop waiting for seconds to change
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// This happens in at least:
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// Police Quest 1 - Poker game (room 75, responsible script 81)
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// Wait a few milliseconds, get events and update screen
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// We MUST NOT process AGI events in here
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wait(10);
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processScummVMEvents();
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_gfx->updateScreen();
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_getVarSecondsHeuristicCounter = 0;
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}
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} else {
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_getVarSecondsHeuristicCounter = 0;
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}
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_getVarSecondsHeuristicLastInstructionCounter = _instructionCounter;
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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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_lastUsedPlayTimeInCycles = newPlayTime / 50;
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_lastUsedPlayTimeInSeconds = newPlayTime / 1000;
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_playTimeInSecondsAdjust = 0; // no adjust for now
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setTotalPlayTime(newPlayTime);
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inGameTimerResetPassedCycles();
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}
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void AgiEngine::inGameTimerResetPassedCycles() {
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_passedPlayTimeCycles = 0;
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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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uint32 AgiEngine::inGameTimerGetPassedCycles() {
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return _passedPlayTimeCycles;
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}
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// Seconds got set by the game
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// This happens in Mixed Up Mother Goose. The game syncs the songs to VM_VAR_SECONDS, but instead
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// of only reading them, it sets it to 0 and then checks if it reached a certain second.
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// The original interpreter didn't reset the internal cycles counter. Which means the timing was never accurate,
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// because the cycles counter may just overflow right after setting the seconds, which means a second
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// increase almost immediately happened. We even fix this issue by adjusting for it.
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void AgiEngine::setVarSecondsTrigger(byte newSeconds) {
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// Adjust in game timer, so that VM timer variables are accurate
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inGameTimerUpdate();
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// Adjust VM seconds again
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_game.vars[VM_VAR_SECONDS] = newSeconds;
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// Calculate milliseconds adjust (see comment above)
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uint32 curPlayTimeMilliseconds = inGameTimerGet();
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_playTimeInSecondsAdjust = curPlayTimeMilliseconds % 1000;
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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 / 25;
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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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if (_playTimeInSecondsAdjust) {
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// Apply adjust from setVarSecondsTrigger()
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if (curPlayTimeMilliseconds >= _playTimeInSecondsAdjust) {
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curPlayTimeMilliseconds -= _playTimeInSecondsAdjust;
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} else {
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curPlayTimeMilliseconds = 0;
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}
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}
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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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int32 playTimeSecondsDelta = curPlayTimeSeconds - _lastUsedPlayTimeInSeconds;
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if (playTimeSecondsDelta > 0) {
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// Read and write to VM vars directly to avoid endless loop
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uint32 secondsLeft = playTimeSecondsDelta;
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byte curSeconds = _game.vars[VM_VAR_SECONDS];
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byte curMinutes = _game.vars[VM_VAR_MINUTES];
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byte curHours = _game.vars[VM_VAR_HOURS];
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byte curDays = _game.vars[VM_VAR_DAYS];
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// Add delta to VM variables
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if (secondsLeft >= 86400) {
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curDays += secondsLeft / 86400;
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secondsLeft = secondsLeft % 86400;
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}
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if (secondsLeft >= 3600) {
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curHours += secondsLeft / 3600;
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secondsLeft = secondsLeft % 3600;
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}
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if (secondsLeft >= 60) {
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curMinutes += secondsLeft / 60;
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secondsLeft = secondsLeft % 60;
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}
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curSeconds += secondsLeft;
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while (curSeconds > 59) {
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curSeconds -= 60;
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curMinutes++;
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}
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while (curMinutes > 59) {
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curMinutes -= 60;
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curHours++;
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}
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while (curHours > 23) {
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curHours -= 24;
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curDays++;
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}
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// directly set them
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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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}
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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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