scummvm/engines/cine/cine.cpp
Kari Salminen e9b585df4e CINE: OS: Fix MT-32/AdLib SFX & loading savegames
In Operation Stealth DOS and Atari ST versions, but not Amiga or
demo versions, sound effects are loaded in AUTO00.PRC using a
combination of o2_loadAbs and o2_playSample(1, ...) before
o1_freePartRange(0, 200). This is a better heuristic for ending the
script at the correct position than checking whether global variable
255 is compared to 0. In the original game AUTO00.PRC was run when
starting or restarting the game and one could not load a savegame
before passing the copy protection. Thus, we try to emulate that
behaviour by running at least part of AUTO00.PRC before loading a
savegame.
2020-09-04 10:31:33 +02:00

332 lines
9.7 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 "common/debug-channels.h"
#include "common/events.h"
#include "engines/util.h"
#include "graphics/cursorman.h"
#include "graphics/palette.h"
#include "image/iff.h"
#include "cine/cine.h"
#include "cine/bg_list.h"
#include "cine/main_loop.h"
#include "cine/object.h"
#include "cine/texte.h"
#include "cine/sound.h"
#include "cine/various.h"
namespace Cine {
Sound *g_sound = 0;
CineEngine *g_cine = 0;
CineEngine::CineEngine(OSystem *syst, const CINEGameDescription *gameDesc)
: Engine(syst),
_gameDescription(gameDesc),
_rnd("cine") {
DebugMan.addDebugChannel(kCineDebugScript, "Script", "Script debug level");
DebugMan.addDebugChannel(kCineDebugPart, "Part", "Part debug level");
DebugMan.addDebugChannel(kCineDebugSound, "Sound", "Sound debug level");
DebugMan.addDebugChannel(kCineDebugCollision, "Collision", "Collision debug level");
// Setup mixer
syncSoundSettings();
setDebugger(new CineConsole(this));
g_cine = this;
for (int i = 0; i < NUM_FONT_CHARS; i++) {
_textHandler.fontParamTable[i].characterIdx = 0;
_textHandler.fontParamTable[i].characterWidth = 0;
}
_restartRequested = false;
_preLoad = false;
setDefaultGameSpeed();
}
CineEngine::~CineEngine() {
if (getGameType() == Cine::GType_OS) {
freeErrmessDat();
}
DebugMan.clearAllDebugChannels();
}
void CineEngine::syncSoundSettings() {
Engine::syncSoundSettings();
bool mute = false;
if (ConfMan.hasKey("mute"))
mute = ConfMan.getBool("mute");
// Use music volume for plain sound types (At least the AdLib player uses a plain sound type
// so previously the music and sfx volume controls didn't affect it at all).
// FIXME: Make AdLib player differentiate between playing sound effects and music and remove this.
_mixer->setVolumeForSoundType(Audio::Mixer::kPlainSoundType,
mute ? 0 : ConfMan.getInt("music_volume"));
}
Common::Error CineEngine::run() {
Graphics::ModeList modes;
modes.push_back(Graphics::Mode(320, 200));
if (g_cine->getGameType() == GType_FW && (g_cine->getFeatures() & GF_CD)) {
modes.push_back(Graphics::Mode(640, 480));
initGraphicsModes(modes);
showSplashScreen();
} else {
initGraphicsModes(modes);
}
// Initialize backend
initGraphics(320, 200);
if (g_cine->getGameType() == GType_FW && (g_cine->getFeatures() & GF_CD))
checkCD();
if (getPlatform() == Common::kPlatformDOS) {
g_sound = new PCSound(_mixer, this);
} else {
// Paula chipset for Amiga and Atari versions
g_sound = new PaulaSound(_mixer, this);
}
_restartRequested = false;
do {
initialize();
_restartRequested = false;
CursorMan.showMouse(true);
mainLoop(BOOT_SCRIPT_INDEX);
delete renderer;
delete[] collisionPage;
} while (_restartRequested);
delete g_sound;
return Common::kNoError;
}
uint32 CineEngine::getTimerDelay() const {
return (10923000 * _timerDelayMultiplier) / 1193180;
}
/**
* Modify game speed
* @param speedChange Negative values slow game down, positive values speed it up, zero does nothing
* @return Timer delay multiplier's value after the game speed change
*/
int CineEngine::modifyGameSpeed(int speedChange) {
// If we want more speed we decrement the timer delay multiplier and vice versa.
_timerDelayMultiplier = CLIP(_timerDelayMultiplier - speedChange, 1, 50);
return _timerDelayMultiplier;
}
void CineEngine::setDefaultGameSpeed() {
_timerDelayMultiplier = 12;
}
void CineEngine::initialize() {
setTotalPlayTime(0); // Reset total play time
_globalVars.reinit(NUM_MAX_VAR + 1);
// Initialize all savegames' descriptions to empty strings
memset(currentSaveName, 0, sizeof(currentSaveName));
// Resize object table to its correct size and reset all its elements
g_cine->_objectTable.resize(NUM_MAX_OBJECT);
resetObjectTable();
// Resize animation data table to its correct size and reset all its elements
g_cine->_animDataTable.resize(NUM_MAX_ANIMDATA);
freeAnimDataTable();
// Resize zone data table to its correct size and reset all its elements
g_cine->_zoneData.resize(NUM_MAX_ZONE);
Common::fill(g_cine->_zoneData.begin(), g_cine->_zoneData.end(), 0);
// Resize zone query table to its correct size and reset all its elements
g_cine->_zoneQuery.resize(NUM_MAX_ZONE);
Common::fill(g_cine->_zoneQuery.begin(), g_cine->_zoneQuery.end(), 0);
setDefaultGameSpeed();
setupOpcodes();
initLanguage(getLanguage());
if (getGameType() == Cine::GType_OS) {
renderer = new OSRenderer;
} else {
renderer = new FWRenderer;
}
renderer->initialize();
forbidBgPalReload = 0;
reloadBgPalOnNextFlip = 0;
gfxFadeOutCompleted = 0;
gfxFadeInRequested = 0;
safeControlsLastAccessedMs = 0;
lastSafeControlObjIdx = -1;
currentDisk = 1;
collisionPage = new byte[320 * 200];
memset(collisionPage, 0, 320 * 200);
// Clear part buffer as there's nothing loaded into it yet.
// Its size will change when loading data into it with the loadPart function.
g_cine->_partBuffer.clear();
if (getGameType() == Cine::GType_OS) {
readVolCnf();
}
loadTextData("texte.dat");
if (getGameType() == Cine::GType_OS && !(getFeatures() & GF_DEMO)) {
loadPoldatDat("poldat.dat");
loadErrmessDat("errmess.dat");
}
// in case ScummVM engines can be restarted in the future
g_cine->_scriptTable.clear();
g_cine->_relTable.clear();
g_cine->_objectScripts.clear();
g_cine->_globalScripts.clear();
g_cine->_bgIncrustList.clear();
freeAnimDataTable();
g_cine->_overlayList.clear();
g_cine->_messageTable.clear();
resetObjectTable();
g_cine->_seqList.clear();
if (getGameType() == Cine::GType_OS) {
disableSystemMenu = 1;
} else {
// WORKAROUND: We do not save this variable in FW's savegames.
// Initializing this to 1, like we do it in the OS case, will
// cause the menu disabled when loading from the launcher or
// command line.
// A proper fix here would be to save this variable in FW's saves.
// Since it seems these are unversioned so far, there would be need
// to properly add versioning to them first.
//
// Adding versioning to FW saves didn't solve this problem. Setting
// disableSystemMenu according to the saved value still caused the
// action menu (EXAMINE, TAKE, INVENTORY, ...) sometimes to be
// disabled when it wasn't supposed to be disabled when
// loading from the launcher or command line.
disableSystemMenu = 0;
}
var8 = 0;
bgVar0 = 0;
var2 = var3 = var4 = lastType20OverlayBgIdx = 0;
musicIsPlaying = 0;
currentDatName[0] = 0;
_keyInputList.clear();
// Used for making sound effects work using Roland MT-32 and AdLib in
// Operation Stealth after loading a savegame. The sound effects are loaded
// in AUTO00.PRC using a combination of o2_loadAbs and o2_playSample(1, ...)
// before o1_freePartRange(0, 200). In the original game AUTO00.PRC
// was run when starting or restarting the game and one could not load a savegame
// before passing the copy protection. Thus, we try to emulate that behaviour by
// running at least part of AUTO00.PRC before loading a savegame.
//
// Confirmed that DOS and Atari ST versions do have these commands in their AUTO00.PRC files.
// Confirmed that Amiga and demo versions do not have these commands in their AUTO00.PRC files.
if (getGameType() == Cine::GType_OS && !(getFeatures() & GF_DEMO) &&
(getPlatform() == Common::kPlatformDOS || getPlatform() == Common::kPlatformAtariST)) {
loadPrc(BOOT_PRC_NAME);
strcpy(currentPrcName, BOOT_PRC_NAME);
addScriptToGlobalScripts(BOOT_SCRIPT_INDEX);
runOnlyUntilFreePartRangeFirst200 = true;
executeGlobalScripts();
}
_preLoad = false;
if (ConfMan.hasKey("save_slot") && !_restartRequested) {
Common::Error loadError = loadGameState(ConfMan.getInt("save_slot"));
if (loadError.getCode() == Common::kNoError)
_preLoad = true;
}
if (!_preLoad) {
loadPrc(BOOT_PRC_NAME);
strcpy(currentPrcName, BOOT_PRC_NAME);
setMouseCursor(MOUSE_CURSOR_NORMAL);
}
}
void CineEngine::showSplashScreen() {
Common::File file;
if (!file.open("sony.lbm"))
return;
Image::IFFDecoder decoder;
if (!decoder.loadStream(file))
return;
const Graphics::Surface *surface = decoder.getSurface();
if (surface->w == 640 && surface->h == 480) {
initGraphics(640, 480);
const byte *palette = decoder.getPalette();
int paletteColorCount = decoder.getPaletteColorCount();
g_system->getPaletteManager()->setPalette(palette, 0, paletteColorCount);
g_system->copyRectToScreen(surface->getPixels(), 640, 0, 0, 640, 480);
g_system->updateScreen();
Common::EventManager *eventMan = g_system->getEventManager();
bool done = false;
uint32 now = g_system->getMillis();
while (!done && g_system->getMillis() - now < 2000) {
Common::Event event;
while (eventMan->pollEvent(event)) {
if (event.type == Common::EVENT_KEYDOWN && event.kbd.keycode == Common::KEYCODE_ESCAPE) {
done = true;
break;
}
if (shouldQuit())
done = true;
}
}
}
decoder.destroy();
}
} // End of namespace Cine