scummvm/engines/agi/global.cpp
Martin Kiewitz 32ca051485 AGI: Make TIME_DELAY 0 to set the game to 40 fps
Original AGI TIME_DELAY 0 made the game run as fast
as possible. We didn't go that far, but it still seems to run
too fast. This should hopefully fix that.
See bug #9607
2016-10-12 21:48:35 +02:00

340 lines
10 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:
setVolumeViaScripts(newValue);
break;
}
}
byte AgiEngine::getVar(int16 varNr) {
switch (varNr) {
case VM_VAR_SECONDS:
getVarSecondsHeuristicTrigger();
// is supposed to 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 based on script value
// 0 - maximum volume
// 15 - mute
void AgiEngine::setVolumeViaScripts(byte newVolume) {
newVolume = CLIP<byte>(newVolume, 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 (newVolume == 15) {
// Volume gets set to mute at the start?
// Probably broken fan game detected, set flag
debug("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
newVolume = 15 - newVolume; // turn volume around
}
int scummVMVolume = newVolume * Audio::Mixer::kMaxMixerVolume / 15;
bool scummVMMute = false;
// Set ScummVM setting
// We do not set "mute". In case "mute" is set, we will not apply the scripts wishes
ConfMan.setInt("music_volume", scummVMVolume);
ConfMan.setInt("sfx_volume", scummVMVolume);
if (ConfMan.hasKey("mute"))
scummVMMute = ConfMan.getBool("mute");
if (!scummVMMute) {
// Also change volume directly
_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, scummVMVolume);
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, scummVMVolume);
}
}
void AgiEngine::setVolumeViaSystemSetting() {
int scummVMVolumeMusic = ConfMan.getInt("music_volume");
int scummVMVolumeSfx = ConfMan.getInt("sfx_volume");
bool scummVMMute = false;
int internalVolume = 0;
if (ConfMan.hasKey("mute"))
scummVMMute = ConfMan.getBool("mute");
// Clip user system setting
scummVMVolumeMusic = CLIP<int>(scummVMVolumeMusic, 0, Audio::Mixer::kMaxMixerVolume);
scummVMVolumeSfx = CLIP<int>(scummVMVolumeSfx, 0, Audio::Mixer::kMaxMixerVolume);
if (scummVMMute) {
scummVMVolumeMusic = 0;
scummVMVolumeSfx = 0;
}
// Now actually set it
_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, scummVMVolumeMusic);
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, scummVMVolumeSfx);
// Take lowest volume to the scripts
if (scummVMVolumeMusic < scummVMVolumeSfx) {
internalVolume = scummVMVolumeMusic;
} else {
internalVolume = scummVMVolumeSfx;
}
// Change it to 0-15 range
internalVolume = (internalVolume + 1) * 15 / Audio::Mixer::kMaxMixerVolume;
// Reverse it
internalVolume = 15 - internalVolume;
// Put it into the VM variable. Directly set it, otherwise it would call a volume set call
_game.vars[VM_VAR_VOLUME] = internalVolume;
}
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;
}
void AgiEngine::inGameTimerPause() {
pauseEngine(true);
}
void AgiEngine::inGameTimerResume() {
pauseEngine(false);
}
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