mirror of
https://github.com/libretro/scummvm.git
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710 lines
20 KiB
C++
710 lines
20 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/md5.h"
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#include "common/file.h"
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#include "common/memstream.h"
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#include "common/savefile.h"
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "common/random.h"
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#include "common/textconsole.h"
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#include "engines/util.h"
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#include "base/plugins.h"
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#include "base/version.h"
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#include "graphics/cursorman.h"
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#include "audio/mididrv.h"
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#include "agi/agi.h"
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#include "agi/font.h"
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#include "agi/graphics.h"
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#include "agi/inv.h"
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#include "agi/sprite.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/words.h"
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#include "gui/predictivedialog.h"
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namespace Agi {
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void AgiEngine::allowSynthetic(bool allow) {
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_allowSynthetic = allow;
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}
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void AgiEngine::wait(uint32 msec, bool busy) {
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uint32 endTime = _system->getMillis() + msec;
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if (busy) {
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_gfx->setMouseCursor(true); // Busy mouse cursor
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}
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do {
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processScummVMEvents();
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_console->onFrame();
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_system->updateScreen();
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_system->delayMillis(10);
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} while (_system->getMillis() < endTime);
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if (busy) {
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_gfx->setMouseCursor(); // regular mouse cursor
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}
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}
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int AgiEngine::agiInit() {
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int ec, i;
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debug(2, "initializing");
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debug(2, "game version = 0x%x", getVersion());
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// initialize with adj.ego.move.to.x.y(0, 0) so to speak
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_game.adjMouseX = _game.adjMouseY = 0;
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// reset all flags to false and all variables to 0
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memset(_game.flags, 0, sizeof(_game.flags));
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memset(_game.vars, 0, sizeof(_game.vars));
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// clear all resources and events
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for (i = 0; i < MAX_DIRECTORY_ENTRIES; i++) {
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memset(&_game.views[i], 0, sizeof(struct AgiView));
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memset(&_game.pictures[i], 0, sizeof(struct AgiPicture));
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memset(&_game.logics[i], 0, sizeof(struct AgiLogic));
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memset(&_game.sounds[i], 0, sizeof(class AgiSound *)); // _game.sounds contains pointers now
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memset(&_game.dirView[i], 0, sizeof(struct AgiDir));
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memset(&_game.dirPic[i], 0, sizeof(struct AgiDir));
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memset(&_game.dirLogic[i], 0, sizeof(struct AgiDir));
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memset(&_game.dirSound[i], 0, sizeof(struct AgiDir));
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}
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// clear view table
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for (i = 0; i < SCREENOBJECTS_MAX; i++)
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memset(&_game.screenObjTable[i], 0, sizeof(struct ScreenObjEntry));
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memset(&_game.addToPicView, 0, sizeof(struct ScreenObjEntry));
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_words->clearEgoWords();
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if (!_menu)
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_menu = new GfxMenu(this, _gfx, _picture, _text);
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_gfx->initPriorityTable();
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// Clear the string buffer on startup, but not when the game restarts, as
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// some scripts expect that the game strings remain unaffected after a
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// restart. An example is script 98 in SQ2, which is not invoked on restart
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// to ask Ego's name again. The name is supposed to be maintained in string 1.
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// Fixes bug #3292784.
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if (!_restartGame) {
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for (i = 0; i < MAX_STRINGS; i++)
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_game.strings[i][0] = 0;
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}
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// setup emulation
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switch (getVersion() >> 12) {
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case 2:
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debug("Emulating Sierra AGI v%x.%03x",
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(int)(getVersion() >> 12) & 0xF,
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(int)(getVersion()) & 0xFFF);
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break;
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case 3:
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debug("Emulating Sierra AGI v%x.002.%03x",
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(int)(getVersion() >> 12) & 0xF,
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(int)(getVersion()) & 0xFFF);
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break;
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}
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if (getPlatform() == Common::kPlatformAmiga)
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_game.gameFlags |= ID_AMIGA;
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if (getFeatures() & GF_AGDS)
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_game.gameFlags |= ID_AGDS;
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if (_game.gameFlags & ID_AMIGA)
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debug(1, "Amiga padded game detected.");
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if (_game.gameFlags & ID_AGDS)
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debug(1, "AGDS mode enabled.");
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ec = _loader->init(); // load vol files, etc
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if (ec == errOK)
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ec = _loader->loadObjects(OBJECTS);
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// note: demogs has no words.tok
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if (ec == errOK)
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ec = _loader->loadWords(WORDS);
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// Load logic 0 into memory
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if (ec == errOK)
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ec = _loader->loadResource(RESOURCETYPE_LOGIC, 0);
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#ifdef __DS__
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// Normally, the engine loads the predictive text dictionary when the predictive dialog
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// is shown. On the DS version, the word completion feature needs the dictionary too.
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// FIXME - loadDict() no long exists in AGI as this has been moved to within the
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// GUI Predictive Dialog, but DS Word Completion is probably broken due to this...
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#endif
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_keyHoldMode = false;
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_game.mouseFence.setWidth(0); // Reset
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// Reset in-game timer
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inGameTimerReset();
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// Sync volume settings from ScummVM system settings
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setVolumeViaSystemSetting();
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return ec;
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}
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/*
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* Public functions
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*/
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void AgiEngine::agiUnloadResources() {
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int i;
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// Make sure logic 0 is always loaded
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for (i = 1; i < MAX_DIRECTORY_ENTRIES; i++) {
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_loader->unloadResource(RESOURCETYPE_LOGIC, i);
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}
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for (i = 0; i < MAX_DIRECTORY_ENTRIES; i++) {
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_loader->unloadResource(RESOURCETYPE_VIEW, i);
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_loader->unloadResource(RESOURCETYPE_PICTURE, i);
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_loader->unloadResource(RESOURCETYPE_SOUND, i);
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}
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}
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int AgiEngine::agiDeinit() {
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int ec;
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if (!_loader)
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return errOK;
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_words->clearEgoWords(); // remove all words from memory
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agiUnloadResources(); // unload resources in memory
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_loader->unloadResource(RESOURCETYPE_LOGIC, 0);
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ec = _loader->deinit();
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unloadObjects();
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_words->unloadDictionary();
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clearImageStack();
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return ec;
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}
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int AgiEngine::agiLoadResource(int16 resourceType, int16 resourceNr) {
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int i;
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i = _loader->loadResource(resourceType, resourceNr);
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// WORKAROUND: Patches broken picture 147 in a corrupted Amiga version of Gold Rush! (v2.05 1989-03-09).
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// The picture can be seen in room 147 after dropping through the outhouse's hole in room 146.
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if (i == errOK && getGameID() == GID_GOLDRUSH && resourceType == RESOURCETYPE_PICTURE && resourceNr == 147 && _game.dirPic[resourceNr].len == 1982) {
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uint8 *pic = _game.pictures[resourceNr].rdata;
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Common::MemoryReadStream picStream(pic, _game.dirPic[resourceNr].len);
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Common::String md5str = Common::computeStreamMD5AsString(picStream, _game.dirPic[resourceNr].len);
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if (md5str == "1c685eb048656cedcee4eb6eca2cecea") {
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pic[0x042] = 0x4B; // 0x49 -> 0x4B
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pic[0x043] = 0x66; // 0x26 -> 0x66
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pic[0x204] = 0x68; // 0x28 -> 0x68
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pic[0x6C0] = 0x2D; // 0x25 -> 0x2D
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pic[0x6F0] = 0xF0; // 0x70 -> 0xF0
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pic[0x734] = 0x6F; // 0x2F -> 0x6F
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}
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}
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return i;
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}
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int AgiEngine::agiUnloadResource(int16 resourceType, int16 resourceNr) {
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return _loader->unloadResource(resourceType, resourceNr);
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}
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struct GameSettings {
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const char *gameid;
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const char *description;
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byte id;
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uint32 features;
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const char *detectname;
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};
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AgiBase::AgiBase(OSystem *syst, const AGIGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) {
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_noSaveLoadAllowed = false;
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_rnd = new Common::RandomSource("agi");
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_sound = 0;
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initFeatures();
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initVersion();
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}
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AgiBase::~AgiBase() {
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delete _rnd;
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delete _sound;
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}
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void AgiBase::initRenderMode() {
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Common::Platform platform = Common::parsePlatform(ConfMan.get("platform"));
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Common::RenderMode configRenderMode = Common::parseRenderMode(ConfMan.get("render_mode").c_str());
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// Default to EGA PC rendering
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_renderMode = Common::kRenderEGA;
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switch (platform) {
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case Common::kPlatformDOS:
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// Keep EGA
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break;
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case Common::kPlatformAmiga:
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_renderMode = Common::kRenderAmiga;
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break;
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case Common::kPlatformApple2GS:
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_renderMode = Common::kRenderApple2GS;
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break;
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case Common::kPlatformAtariST:
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_renderMode = Common::kRenderAtariST;
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break;
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case Common::kPlatformMacintosh:
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_renderMode = Common::kRenderMacintosh;
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break;
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default:
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break;
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}
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// If render mode is explicitly set, force rendermode
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switch (configRenderMode) {
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case Common::kRenderCGA:
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_renderMode = Common::kRenderCGA;
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break;
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case Common::kRenderEGA:
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_renderMode = Common::kRenderEGA;
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break;
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case Common::kRenderVGA:
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_renderMode = Common::kRenderVGA;
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break;
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case Common::kRenderHercG:
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_renderMode = Common::kRenderHercG;
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break;
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case Common::kRenderHercA:
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_renderMode = Common::kRenderHercA;
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break;
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case Common::kRenderAmiga:
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_renderMode = Common::kRenderAmiga;
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break;
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case Common::kRenderApple2GS:
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_renderMode = Common::kRenderApple2GS;
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break;
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case Common::kRenderAtariST:
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_renderMode = Common::kRenderAtariST;
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break;
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case Common::kRenderMacintosh:
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_renderMode = Common::kRenderMacintosh;
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break;
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default:
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break;
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}
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if (getFeatures() & (GF_AGI256 | GF_AGI256_2)) {
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// If current game is AGI256, switch (force) to VGA render mode
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_renderMode = Common::kRenderVGA;
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}
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}
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const byte *AgiBase::getFontData() {
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return _font->getFontData();
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}
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AgiEngine::AgiEngine(OSystem *syst, const AGIGameDescription *gameDesc) : AgiBase(syst, gameDesc) {
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// Setup mixer
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syncSoundSettings();
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DebugMan.addDebugChannel(kDebugLevelMain, "Main", "Generic debug level");
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DebugMan.addDebugChannel(kDebugLevelResources, "Resources", "Resources debugging");
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DebugMan.addDebugChannel(kDebugLevelSprites, "Sprites", "Sprites debugging");
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DebugMan.addDebugChannel(kDebugLevelInventory, "Inventory", "Inventory debugging");
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DebugMan.addDebugChannel(kDebugLevelInput, "Input", "Input events debugging");
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DebugMan.addDebugChannel(kDebugLevelMenu, "Menu", "Menu debugging");
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DebugMan.addDebugChannel(kDebugLevelScripts, "Scripts", "Scripts debugging");
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DebugMan.addDebugChannel(kDebugLevelSound, "Sound", "Sound debugging");
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DebugMan.addDebugChannel(kDebugLevelText, "Text", "Text output debugging");
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DebugMan.addDebugChannel(kDebugLevelSavegame, "Savegame", "Saving & restoring game debugging");
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memset(&_game, 0, sizeof(struct AgiGame));
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memset(&_debug, 0, sizeof(struct AgiDebug));
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memset(&_mouse, 0, sizeof(struct Mouse));
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_game.mouseEnabled = true;
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_game.mouseHidden = false;
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// don't check for Amiga, Amiga doesn't allow disabling mouse support. It's mandatory.
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if (!ConfMan.getBool("mousesupport")) {
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// we effectively disable the mouse for games, that explicitly do not want mouse support to be enabled
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_game.mouseEnabled = false;
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_game.mouseHidden = true;
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}
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_game._vm = this;
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_game.gfxMode = true;
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_keyQueueStart = 0;
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_keyQueueEnd = 0;
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_allowSynthetic = false;
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_intobj = NULL;
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memset(&_stringdata, 0, sizeof(struct StringData));
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_objects = NULL;
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_restartGame = false;
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_firstSlot = 0;
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resetControllers();
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setupOpcodes();
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_game._curLogic = NULL;
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_veryFirstInitialCycle = true;
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_instructionCounter = 0;
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resetGetVarSecondsHeuristic();
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_setVolumeBrokenFangame = false; // for further study see AgiEngine::setVolumeViaScripts()
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_lastSaveTime = 0;
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_playTimeInSecondsAdjust = 0;
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_lastUsedPlayTimeInCycles = 0;
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_lastUsedPlayTimeInSeconds = 0;
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_passedPlayTimeCycles = 0;
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memset(_keyQueue, 0, sizeof(_keyQueue));
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_console = nullptr;
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_font = nullptr;
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_gfx = nullptr;
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_sound = nullptr;
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_picture = nullptr;
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_sprites = nullptr;
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_text = nullptr;
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_loader = nullptr;
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_menu = nullptr;
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_systemUI = nullptr;
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_inventory = nullptr;
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_keyHoldMode = false;
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_artificialDelayCurrentRoom = 0;
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_artificialDelayCurrentPicture = 0;
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}
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void AgiEngine::initialize() {
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// TODO: Some sound emulation modes do not fit our current music
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// drivers, and I'm not sure what they are. For now, they might
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// as well be called "PC Speaker" and "Not PC Speaker".
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// If used platform is Apple IIGS then we must use Apple IIGS sound emulation
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// because Apple IIGS AGI games use only Apple IIGS specific sound resources.
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if (getPlatform() == Common::kPlatformApple2GS) {
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_soundemu = SOUND_EMU_APPLE2GS;
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} else if (getPlatform() == Common::kPlatformCoCo3) {
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_soundemu = SOUND_EMU_COCO3;
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} else if (ConfMan.get("music_driver") == "auto") {
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// Default sound is the proper PCJr emulation
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_soundemu = SOUND_EMU_PCJR;
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} else {
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switch (MidiDriver::getMusicType(MidiDriver::detectDevice(MDT_PCSPK | MDT_AMIGA | MDT_ADLIB | MDT_PCJR | MDT_MIDI))) {
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case MT_PCSPK:
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_soundemu = SOUND_EMU_PC;
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break;
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case MT_ADLIB:
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_soundemu = SOUND_EMU_NONE;
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break;
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case MT_PCJR:
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_soundemu = SOUND_EMU_PCJR;
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break;
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case MT_AMIGA:
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_soundemu = SOUND_EMU_AMIGA;
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break;
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default:
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debug(0, "DEF");
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_soundemu = SOUND_EMU_MIDI;
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break;
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}
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}
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initRenderMode();
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_console = new Console(this);
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_words = new Words(this);
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_font = new GfxFont(this);
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_gfx = new GfxMgr(this, _font);
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_sound = new SoundMgr(this, _mixer);
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_picture = new PictureMgr(this, _gfx);
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_sprites = new SpritesMgr(this, _gfx);
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_text = new TextMgr(this, _words, _gfx);
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_systemUI = new SystemUI(this, _gfx, _text);
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_inventory = new InventoryMgr(this, _gfx, _text, _systemUI);
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_font->init();
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_gfx->initVideo();
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_text->init(_systemUI);
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_game.gameFlags = 0;
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_text->charAttrib_Set(15, 0);
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_game.name[0] = '\0';
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_lastSaveTime = 0;
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debugC(2, kDebugLevelMain, "Detect game");
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if (agiDetectGame() == errOK) {
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debugC(2, kDebugLevelMain, "game loaded");
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} else {
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warning("Could not open AGI game");
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}
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debugC(2, kDebugLevelMain, "Init sound");
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}
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bool AgiEngine::promptIsEnabled() {
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return _text->promptIsEnabled();
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}
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void AgiEngine::redrawScreen() {
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_game.gfxMode = true; // enable graphics mode
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_gfx->setPalette(true); // set graphics mode palette
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_text->charAttrib_Set(_text->_textAttrib.foreground, _text->_textAttrib.background);
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_gfx->clearDisplay(0);
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_picture->showPic();
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_text->statusDraw();
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_text->promptRedraw();
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}
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AgiEngine::~AgiEngine() {
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agiDeinit();
|
|
delete _loader;
|
|
if (_gfx) {
|
|
_gfx->deinitVideo();
|
|
}
|
|
delete _inventory;
|
|
delete _systemUI;
|
|
delete _menu;
|
|
delete _text;
|
|
delete _sprites;
|
|
delete _picture;
|
|
delete _gfx;
|
|
delete _font;
|
|
delete _words;
|
|
delete _console;
|
|
}
|
|
|
|
Common::Error AgiBase::init() {
|
|
initialize();
|
|
|
|
_gfx->setPalette(true);
|
|
|
|
return Common::kNoError;
|
|
}
|
|
|
|
Common::Error AgiEngine::go() {
|
|
if (_game.mouseEnabled) {
|
|
CursorMan.showMouse(true);
|
|
}
|
|
inGameTimerReset();
|
|
|
|
runGame();
|
|
|
|
return Common::kNoError;
|
|
}
|
|
|
|
void AgiEngine::syncSoundSettings() {
|
|
Engine::syncSoundSettings();
|
|
|
|
setVolumeViaSystemSetting();
|
|
}
|
|
|
|
// WORKAROUND:
|
|
// Sometimes Sierra printed some text on the screen and did a room change immediately afterwards expecting the
|
|
// interpreter to load the data for a bit of time. This of course doesn't happen in our AGI, so we try to
|
|
// detect such situations via heuristic and then delay the game for a bit.
|
|
// In those cases a wait mouse cursor will be shown.
|
|
//
|
|
// Scenes that need this:
|
|
//
|
|
// Gold Rush:
|
|
// - During Stagecoach path, after getting solving the steep hill "Congratulations!!!" (NewRoom)
|
|
// - when following your mule "Yet right on his tail!!!" (NewRoom/NewPicture - but room 123 stays the same)
|
|
// Manhunter 1:
|
|
// - intro text screen (DrawPic)
|
|
// - MAD "zooming in..." during intro and other scenes, for example room 124 (NewRoom)
|
|
// The NewRoom call is not done during the same cycle as the "zooming in..." print call.
|
|
// Space Quest 1:
|
|
// - right at the start of the game (NewRoom)
|
|
// - right at the end of the asteroids "That was mighty close!" (NewRoom)
|
|
// Space Quest 2
|
|
// - right at the start of the game (NewRoom)
|
|
// - after exiting the very first room, a message pops up, that isn't readable without it (NewRoom)
|
|
// - Climbing into shuttle on planet Labion. "You open the hatch and head on in." (NewRoom)
|
|
|
|
|
|
// Games, that must not be triggered:
|
|
//
|
|
// Fanmade Voodoo Girl:
|
|
// - waterfall (DrawPic, room 17)
|
|
// - inside shop (NewRoom, changes to same room every new button, room 4)
|
|
|
|
void AgiEngine::nonBlockingText_IsShown() {
|
|
_game.nonBlockingTextShown = true;
|
|
_game.nonBlockingTextCyclesLeft = 2; // 1 additional script cycle is counted too
|
|
}
|
|
void AgiEngine::nonBlockingText_Forget() {
|
|
_game.nonBlockingTextShown = false;
|
|
_game.nonBlockingTextCyclesLeft = 0;
|
|
}
|
|
|
|
void AgiEngine::artificialDelay_Reset() {
|
|
nonBlockingText_Forget();
|
|
_artificialDelayCurrentRoom = -1;
|
|
_artificialDelayCurrentPicture = -1;
|
|
}
|
|
|
|
void AgiEngine::artificialDelay_CycleDone() {
|
|
if (_game.nonBlockingTextCyclesLeft) {
|
|
_game.nonBlockingTextCyclesLeft--;
|
|
|
|
if (!_game.nonBlockingTextCyclesLeft) {
|
|
// cycle count expired, we assume that non-blocking text won't be a problem for room / pic change
|
|
_game.nonBlockingTextShown = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// WORKAROUND:
|
|
// On Apple IIgs, there are situations like for example the Police Quest 1 intro, where music is playing
|
|
// and then the scripts switch to a new room, expecting it to load for a bit of time. In ScummVM this results
|
|
// in music getting cut off, because our loading is basically done in an instant. This also happens in the
|
|
// original interpreter, when you use a faster CPU in emulation.
|
|
//
|
|
// That's why there is an additional table, where one can add such situations to it.
|
|
// These issues are basically impossible to detect, because sometimes music is also supposed to play throughout
|
|
// multiple rooms.
|
|
//
|
|
// Normally all text-based issues should get detected by the current heuristic. Do not add those in here.
|
|
|
|
// script, description, signature patch
|
|
static const AgiArtificialDelayEntry artificialDelayTable[] = {
|
|
{ GID_GOLDRUSH, Common::kPlatformApple2GS, ARTIFICIALDELAYTYPE_NEWROOM, 14, 21, 2200 }, // Stagecoach path: right after getting on it in Brooklyn
|
|
{ GID_PQ1, Common::kPlatformApple2GS, ARTIFICIALDELAYTYPE_NEWPICTURE, 1, 2, 2200 }, // Intro: music track is supposed to finish before credits screen. Developers must have assumed that room loading would take that long.
|
|
{ GID_MH1, Common::kPlatformApple2GS, ARTIFICIALDELAYTYPE_NEWPICTURE, 155, 183, 2200 }, // Happens, when hitting fingers at bar
|
|
{ GID_AGIDEMO, Common::kPlatformUnknown, ARTIFICIALDELAYTYPE_END, -1, -1, 0 }
|
|
};
|
|
|
|
uint16 AgiEngine::artificialDelay_SearchTable(AgiArtificialDelayTriggerType triggerType, int16 orgNr, int16 newNr) {
|
|
if (getPlatform() != Common::kPlatformApple2GS) {
|
|
return 0;
|
|
}
|
|
|
|
const AgiArtificialDelayEntry *delayEntry = artificialDelayTable;
|
|
|
|
while (delayEntry->triggerType != ARTIFICIALDELAYTYPE_END) {
|
|
if (triggerType == delayEntry->triggerType) {
|
|
if ((orgNr == delayEntry->orgNr) && (newNr == delayEntry->newNr)) {
|
|
if ((getGameID() == delayEntry->gameId) && (getPlatform() == delayEntry->platform)) {
|
|
warning("artificial delay forced");
|
|
return delayEntry->millisecondsDelay;
|
|
}
|
|
}
|
|
}
|
|
|
|
delayEntry++;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void AgiEngine::artificialDelayTrigger_NewRoom(int16 newRoomNr) {
|
|
uint16 millisecondsDelay = 0;
|
|
|
|
//warning("artificial delay trigger: room %d -> new room %d", _artificialDelayCurrentRoom, newRoomNr);
|
|
|
|
if (!_game.automaticRestoreGame) {
|
|
millisecondsDelay = artificialDelay_SearchTable(ARTIFICIALDELAYTYPE_NEWROOM, _artificialDelayCurrentRoom, newRoomNr);
|
|
|
|
if (_game.nonBlockingTextShown) {
|
|
if (newRoomNr != _artificialDelayCurrentRoom) {
|
|
if (millisecondsDelay < 2000) {
|
|
// wait a bit, we detected non-blocking text
|
|
millisecondsDelay = 2000; // 2 seconds
|
|
}
|
|
}
|
|
}
|
|
|
|
if (millisecondsDelay) {
|
|
wait(millisecondsDelay, true); // set busy mouse cursor
|
|
_game.nonBlockingTextShown = false;
|
|
}
|
|
}
|
|
|
|
_artificialDelayCurrentRoom = newRoomNr;
|
|
}
|
|
|
|
void AgiEngine::artificialDelayTrigger_DrawPicture(int16 newPictureNr) {
|
|
uint16 millisecondsDelay = 0;
|
|
|
|
//warning("artificial delay trigger: picture %d -> new picture %d", _artificialDelayCurrentPicture, newPictureNr);
|
|
|
|
if (!_game.automaticRestoreGame) {
|
|
millisecondsDelay = artificialDelay_SearchTable(ARTIFICIALDELAYTYPE_NEWPICTURE, _artificialDelayCurrentPicture, newPictureNr);
|
|
|
|
if (_game.nonBlockingTextShown) {
|
|
if (newPictureNr != _artificialDelayCurrentPicture) {
|
|
if (millisecondsDelay < 2000) {
|
|
// wait a bit, we detected non-blocking text
|
|
millisecondsDelay = 2000; // 2 seconds, set busy
|
|
}
|
|
}
|
|
}
|
|
|
|
if (millisecondsDelay) {
|
|
wait(millisecondsDelay, true); // set busy mouse cursor
|
|
_game.nonBlockingTextShown = false;
|
|
}
|
|
}
|
|
_artificialDelayCurrentPicture = newPictureNr;
|
|
}
|
|
|
|
} // End of namespace Agi
|