scummvm/engines/agi/global.cpp
D G Turner a0326ecd1c AGI: Modify Volume to use ScummVM GUI as maximum range for Script Volume
This change simplifies the AGI engine volume handling by using the music
and sound fx volumes set in the ScummVM GUI as the maximum levels which
can be set by the scripts. This avoids the complexity of synchronising
changes between these and the scripts (which only had a single 16 step
volume range which is inverted in meaning by quite a large number of
fangames).

This still allows the game scripts to adjust the volumes, but only within
the maximum range set in the Launcher / GMM.

This avoids issues such as https://bugs.scummvm.org/ticket/10732 where
users complained about extremely loud output in some cases.
2021-07-15 14:43:30 +02:00

302 lines
9.4 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/config-manager.h"
#include "audio/mixer.h"
#include "agi/agi.h"
#include "agi/graphics.h"
namespace Agi {
bool AgiBase::getFlag(int16 flagNr) {
uint8 *flagPtr = _game.flags;
flagPtr += flagNr >> 3;
return (*flagPtr & (1 << (flagNr & 0x07))) != 0;
}
void AgiBase::setFlag(int16 flagNr, bool newState) {
uint8 *flagPtr = _game.flags;
flagPtr += flagNr >> 3;
if (newState)
*flagPtr |= 1 << (flagNr & 0x07); // set bit
else
*flagPtr &= ~(1 << (flagNr & 0x07)); // clear bit
}
void AgiBase::flipFlag(int16 flagNr) {
uint8 *flagPtr = _game.flags;
flagPtr += flagNr >> 3;
*flagPtr ^= 1 << (flagNr & 0x07); // flip bit
}
void AgiEngine::setVar(int16 varNr, byte newValue) {
_game.vars[varNr] = newValue;
switch (varNr) {
case VM_VAR_SECONDS:
setVarSecondsTrigger(newValue);
break;
case VM_VAR_VOLUME:
applyVolumeToMixer();
break;
default:
break;
}
}
byte AgiEngine::getVar(int16 varNr) {
switch (varNr) {
case VM_VAR_SECONDS:
getVarSecondsHeuristicTrigger();
// fall through
case VM_VAR_MINUTES:
case VM_VAR_HOURS:
case VM_VAR_DAYS:
// Timer Update is necessary in here, because of at least Manhunter 1 script 153
// Sierra AGI updated the timer via a timer procedure
inGameTimerUpdate();
break;
default:
break;
}
return _game.vars[varNr];
}
// sets volume to mixer using game variable for volume where 0 is maximum volume to 15 being mute
void AgiEngine::applyVolumeToMixer() {
debug(2, "applyVolumeToMixer() volume: %d _veryFirstInitialCycle: %d getFeatures(): %d gameId: %d", _game.vars[VM_VAR_VOLUME], _veryFirstInitialCycle, getFeatures(), getGameID());
byte gameVolume = CLIP<byte>(_game.vars[VM_VAR_VOLUME], 0, 15);
if (_veryFirstInitialCycle) {
// WORKAROUND:
// The very first cycle is currently running and volume got changed
// This is surely the initial value. For plenty of fan games, a default of 15 is set
// Which actually means "mute" in AGI, but AGI on PC used PC speaker, which did not use
// volume setting. We do. So we detect such a situation and set a flag, so that the
// volume will get interpreted "correctly" for those fan games.
// Note: not all fan games are broken in that regard!
// See bug #7035
if (getFeatures() & GF_FANMADE) {
// We only check for fan games, Sierra always did it properly of course
if (gameVolume == 15) {
// Volume gets set to mute at the start? Probably broken fan game detected so set flag
debug(1, "Broken volume in fan game detected, enabling workaround");
_setVolumeBrokenFangame = true;
}
}
}
if (!_setVolumeBrokenFangame) {
// In AGI 15 is mute, 0 is loudest
// Some fan games set this incorrectly as 15 for loudest, 0 for mute
gameVolume = 15 - gameVolume; // turn volume around
}
int musicVolume = ConfMan.getInt("music_volume");
int soundEffectVolume = ConfMan.getInt("sfx_volume");
musicVolume *= gameVolume;
musicVolume /= 15;
soundEffectVolume *= gameVolume;
soundEffectVolume /= 15;
musicVolume = CLIP<int>(musicVolume, 0, Audio::Mixer::kMaxMixerVolume);
soundEffectVolume = CLIP<int>(soundEffectVolume, 0, Audio::Mixer::kMaxMixerVolume);
bool soundIsMuted = false;
if (ConfMan.hasKey("mute")) {
soundIsMuted = ConfMan.getBool("mute");
}
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, soundIsMuted ? 0 : musicVolume);
_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, soundIsMuted ? 0 : soundEffectVolume);
}
void AgiEngine::resetGetVarSecondsHeuristic() {
_getVarSecondsHeuristicLastInstructionCounter = 0;
_getVarSecondsHeuristicCounter = 0;
}
// Called, when the scripts read VM_VAR_SECONDS
void AgiEngine::getVarSecondsHeuristicTrigger() {
uint32 counterDifference = _instructionCounter - _getVarSecondsHeuristicLastInstructionCounter;
if (counterDifference <= 3) {
// Seconds were read within 3 instructions
_getVarSecondsHeuristicCounter++;
if (_getVarSecondsHeuristicCounter > 20) {
// More than 20 times in a row? This really seems to be an inner loop waiting for seconds to change
// This happens in at least:
// Police Quest 1 - Poker game (room 75, responsible script 81)
// Wait a few milliseconds, get events and update screen
// We MUST NOT process AGI events in here
wait(10);
processScummVMEvents();
_gfx->updateScreen();
_getVarSecondsHeuristicCounter = 0;
}
} else {
_getVarSecondsHeuristicCounter = 0;
}
_getVarSecondsHeuristicLastInstructionCounter = _instructionCounter;
}
// In-Game timer, used for timer VM Variables
void AgiEngine::inGameTimerReset(uint32 newPlayTime) {
_lastUsedPlayTimeInCycles = newPlayTime / 50;
_lastUsedPlayTimeInSeconds = newPlayTime / 1000;
_playTimeInSecondsAdjust = 0; // no adjust for now
setTotalPlayTime(newPlayTime);
inGameTimerResetPassedCycles();
}
void AgiEngine::inGameTimerResetPassedCycles() {
_passedPlayTimeCycles = 0;
}
uint32 AgiEngine::inGameTimerGet() {
return getTotalPlayTime();
}
uint32 AgiEngine::inGameTimerGetPassedCycles() {
return _passedPlayTimeCycles;
}
// Seconds got set by the game
// This happens in Mixed Up Mother Goose. The game syncs the songs to VM_VAR_SECONDS, but instead
// of only reading them, it sets it to 0 and then checks if it reached a certain second.
// The original interpreter didn't reset the internal cycles counter. Which means the timing was never accurate,
// because the cycles counter may just overflow right after setting the seconds, which means a second
// increase almost immediately happened. We even fix this issue by adjusting for it.
void AgiEngine::setVarSecondsTrigger(byte newSeconds) {
// Adjust in game timer, so that VM timer variables are accurate
inGameTimerUpdate();
// Adjust VM seconds again
_game.vars[VM_VAR_SECONDS] = newSeconds;
// Calculate milliseconds adjust (see comment above)
uint32 curPlayTimeMilliseconds = inGameTimerGet();
_playTimeInSecondsAdjust = curPlayTimeMilliseconds % 1000;
}
// This is called, when one of the timer variables is read
// We calculate the latest variables, according to current official playtime
// This is also called in the main loop, because the game needs to be sync'd to 20 cycles per second
void AgiEngine::inGameTimerUpdate() {
uint32 curPlayTimeMilliseconds = inGameTimerGet();
uint32 curPlayTimeCycles = curPlayTimeMilliseconds / 25;
if (curPlayTimeCycles == _lastUsedPlayTimeInCycles) {
// No difference, skip updating
return;
}
// Increase passed cycles accordingly
int32 playTimeCycleDelta = curPlayTimeCycles - _lastUsedPlayTimeInCycles;
if (playTimeCycleDelta > 0) {
_passedPlayTimeCycles += playTimeCycleDelta;
}
_lastUsedPlayTimeInCycles = curPlayTimeCycles;
// Now calculate current play time in seconds
if (_playTimeInSecondsAdjust) {
// Apply adjust from setVarSecondsTrigger()
if (curPlayTimeMilliseconds >= _playTimeInSecondsAdjust) {
curPlayTimeMilliseconds -= _playTimeInSecondsAdjust;
} else {
curPlayTimeMilliseconds = 0;
}
}
uint32 curPlayTimeSeconds = curPlayTimeMilliseconds / 1000;
if (curPlayTimeSeconds == _lastUsedPlayTimeInSeconds) {
// No difference, skip updating
return;
}
int32 playTimeSecondsDelta = curPlayTimeSeconds - _lastUsedPlayTimeInSeconds;
if (playTimeSecondsDelta > 0) {
// Read and write to VM vars directly to avoid endless loop
uint32 secondsLeft = playTimeSecondsDelta;
byte curSeconds = _game.vars[VM_VAR_SECONDS];
byte curMinutes = _game.vars[VM_VAR_MINUTES];
byte curHours = _game.vars[VM_VAR_HOURS];
byte curDays = _game.vars[VM_VAR_DAYS];
// Add delta to VM variables
if (secondsLeft >= 86400) {
curDays += secondsLeft / 86400;
secondsLeft = secondsLeft % 86400;
}
if (secondsLeft >= 3600) {
curHours += secondsLeft / 3600;
secondsLeft = secondsLeft % 3600;
}
if (secondsLeft >= 60) {
curMinutes += secondsLeft / 60;
secondsLeft = secondsLeft % 60;
}
curSeconds += secondsLeft;
while (curSeconds > 59) {
curSeconds -= 60;
curMinutes++;
}
while (curMinutes > 59) {
curMinutes -= 60;
curHours++;
}
while (curHours > 23) {
curHours -= 24;
curDays++;
}
// directly set them
_game.vars[VM_VAR_SECONDS] = curSeconds;
_game.vars[VM_VAR_MINUTES] = curMinutes;
_game.vars[VM_VAR_HOURS] = curHours;
_game.vars[VM_VAR_DAYS] = curDays;
}
_lastUsedPlayTimeInSeconds = curPlayTimeSeconds;
}
void AgiEngine::decrypt(uint8 *mem, int len) {
const uint8 *key;
int i;
key = (getFeatures() & GF_AGDS) ? (const uint8 *)CRYPT_KEY_AGDS
: (const uint8 *)CRYPT_KEY_SIERRA;
for (i = 0; i < len; i++)
*(mem + i) ^= *(key + (i % 11));
}
} // End of namespace Agi