scummvm/engines/agi/agi.cpp
Martin Kiewitz dbea55b36b AGI: Rename nonBlockingText -> artificialDelay
Also add a table for Apple IIgs games for music issues like in PQ1
intro, where the developers thought that loading a new room would
take X amount of time and they started loading before the music was
done. In our AGI music may get cut off because of this.

It of course also happens, when using the original interpreter,
as soon as you emulate a faster processor. Which means this
is also a workaround.

See bug #7026
2016-02-11 17:26:25 +01:00

708 lines
20 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/md5.h"
#include "common/file.h"
#include "common/memstream.h"
#include "common/savefile.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/random.h"
#include "common/textconsole.h"
#include "engines/util.h"
#include "base/plugins.h"
#include "base/version.h"
#include "graphics/cursorman.h"
#include "audio/mididrv.h"
#include "audio/mixer.h"
#include "agi/agi.h"
#include "agi/font.h"
#include "agi/graphics.h"
#include "agi/inv.h"
#include "agi/sprite.h"
#include "agi/text.h"
#include "agi/keyboard.h"
#include "agi/menu.h"
#include "agi/systemui.h"
#include "agi/words.h"
#include "gui/predictivedialog.h"
namespace Agi {
void AgiEngine::allowSynthetic(bool allow) {
_allowSynthetic = allow;
}
void AgiEngine::wait(uint32 msec, bool busy) {
uint32 endTime = _system->getMillis() + msec;
if (busy) {
_gfx->setMouseCursor(true); // Busy mouse cursor
}
do {
processScummVMEvents();
_console->onFrame();
_system->updateScreen();
_system->delayMillis(10);
} while (_system->getMillis() < endTime);
if (busy) {
_gfx->setMouseCursor(); // regular mouse cursor
}
}
int AgiEngine::agiInit() {
int ec, i;
debug(2, "initializing");
debug(2, "game version = 0x%x", getVersion());
// initialize with adj.ego.move.to.x.y(0, 0) so to speak
_game.adjMouseX = _game.adjMouseY = 0;
// reset all flags to false and all variables to 0
memset(_game.flags, 0, sizeof(_game.flags));
memset(_game.vars, 0, sizeof(_game.vars));
// clear all resources and events
for (i = 0; i < MAX_DIRECTORY_ENTRIES; i++) {
memset(&_game.views[i], 0, sizeof(struct AgiView));
memset(&_game.pictures[i], 0, sizeof(struct AgiPicture));
memset(&_game.logics[i], 0, sizeof(struct AgiLogic));
memset(&_game.sounds[i], 0, sizeof(class AgiSound *)); // _game.sounds contains pointers now
memset(&_game.dirView[i], 0, sizeof(struct AgiDir));
memset(&_game.dirPic[i], 0, sizeof(struct AgiDir));
memset(&_game.dirLogic[i], 0, sizeof(struct AgiDir));
memset(&_game.dirSound[i], 0, sizeof(struct AgiDir));
}
// clear view table
for (i = 0; i < SCREENOBJECTS_MAX; i++)
memset(&_game.screenObjTable[i], 0, sizeof(struct ScreenObjEntry));
memset(&_game.addToPicView, 0, sizeof(struct ScreenObjEntry));
_words->clearEgoWords();
if (!_menu)
_menu = new GfxMenu(this, _gfx, _picture, _text);
_gfx->initPriorityTable();
// Clear the string buffer on startup, but not when the game restarts, as
// some scripts expect that the game strings remain unaffected after a
// restart. An example is script 98 in SQ2, which is not invoked on restart
// to ask Ego's name again. The name is supposed to be maintained in string 1.
// Fixes bug #3292784.
if (!_restartGame) {
for (i = 0; i < MAX_STRINGS; i++)
_game.strings[i][0] = 0;
}
// setup emulation
switch (getVersion() >> 12) {
case 2:
debug("Emulating Sierra AGI v%x.%03x",
(int)(getVersion() >> 12) & 0xF,
(int)(getVersion()) & 0xFFF);
break;
case 3:
debug("Emulating Sierra AGI v%x.002.%03x",
(int)(getVersion() >> 12) & 0xF,
(int)(getVersion()) & 0xFFF);
break;
}
if (getPlatform() == Common::kPlatformAmiga)
_game.gameFlags |= ID_AMIGA;
if (getFeatures() & GF_AGDS)
_game.gameFlags |= ID_AGDS;
if (_game.gameFlags & ID_AMIGA)
debug(1, "Amiga padded game detected.");
if (_game.gameFlags & ID_AGDS)
debug(1, "AGDS mode enabled.");
ec = _loader->init(); // load vol files, etc
if (ec == errOK)
ec = _loader->loadObjects(OBJECTS);
// note: demogs has no words.tok
if (ec == errOK)
ec = _loader->loadWords(WORDS);
// Load logic 0 into memory
if (ec == errOK)
ec = _loader->loadResource(RESOURCETYPE_LOGIC, 0);
#ifdef __DS__
// Normally, the engine loads the predictive text dictionary when the predictive dialog
// is shown. On the DS version, the word completion feature needs the dictionary too.
// FIXME - loadDict() no long exists in AGI as this has been moved to within the
// GUI Predictive Dialog, but DS Word Completion is probably broken due to this...
#endif
_keyHoldMode = false;
_game.mouseFence.setWidth(0); // Reset
// Reset in-game timer
inGameTimerReset();
// Sync volume settings from ScummVM system settings
setVolumeViaSystemSetting();
return ec;
}
/*
* Public functions
*/
void AgiEngine::agiUnloadResources() {
int i;
// Make sure logic 0 is always loaded
for (i = 1; i < MAX_DIRECTORY_ENTRIES; i++) {
_loader->unloadResource(RESOURCETYPE_LOGIC, i);
}
for (i = 0; i < MAX_DIRECTORY_ENTRIES; i++) {
_loader->unloadResource(RESOURCETYPE_VIEW, i);
_loader->unloadResource(RESOURCETYPE_PICTURE, i);
_loader->unloadResource(RESOURCETYPE_SOUND, i);
}
}
int AgiEngine::agiDeinit() {
int ec;
if (!_loader)
return errOK;
_words->clearEgoWords(); // remove all words from memory
agiUnloadResources(); // unload resources in memory
_loader->unloadResource(RESOURCETYPE_LOGIC, 0);
ec = _loader->deinit();
unloadObjects();
_words->unloadDictionary();
clearImageStack();
return ec;
}
int AgiEngine::agiLoadResource(int16 resourceType, int16 resourceNr) {
int i;
i = _loader->loadResource(resourceType, resourceNr);
// WORKAROUND: Patches broken picture 147 in a corrupted Amiga version of Gold Rush! (v2.05 1989-03-09).
// The picture can be seen in room 147 after dropping through the outhouse's hole in room 146.
if (i == errOK && getGameID() == GID_GOLDRUSH && resourceType == RESOURCETYPE_PICTURE && resourceNr == 147 && _game.dirPic[resourceNr].len == 1982) {
uint8 *pic = _game.pictures[resourceNr].rdata;
Common::MemoryReadStream picStream(pic, _game.dirPic[resourceNr].len);
Common::String md5str = Common::computeStreamMD5AsString(picStream, _game.dirPic[resourceNr].len);
if (md5str == "1c685eb048656cedcee4eb6eca2cecea") {
pic[0x042] = 0x4B; // 0x49 -> 0x4B
pic[0x043] = 0x66; // 0x26 -> 0x66
pic[0x204] = 0x68; // 0x28 -> 0x68
pic[0x6C0] = 0x2D; // 0x25 -> 0x2D
pic[0x6F0] = 0xF0; // 0x70 -> 0xF0
pic[0x734] = 0x6F; // 0x2F -> 0x6F
}
}
return i;
}
int AgiEngine::agiUnloadResource(int16 resourceType, int16 resourceNr) {
return _loader->unloadResource(resourceType, resourceNr);
}
struct GameSettings {
const char *gameid;
const char *description;
byte id;
uint32 features;
const char *detectname;
};
AgiBase::AgiBase(OSystem *syst, const AGIGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) {
_noSaveLoadAllowed = false;
_rnd = new Common::RandomSource("agi");
_sound = 0;
initFeatures();
initVersion();
}
AgiBase::~AgiBase() {
delete _rnd;
delete _sound;
}
void AgiBase::initRenderMode() {
Common::Platform platform = Common::parsePlatform(ConfMan.get("platform"));
Common::RenderMode configRenderMode = Common::parseRenderMode(ConfMan.get("render_mode").c_str());
// Default to EGA PC rendering
_renderMode = Common::kRenderEGA;
switch (platform) {
case Common::kPlatformDOS:
switch (configRenderMode) {
case Common::kRenderCGA:
_renderMode = Common::kRenderCGA;
break;
// Hercules is not supported atm
//case Common::kRenderHercA:
//case Common::kRenderHercG:
// _renderMode = Common::kRenderHercG;
// break;
default:
break;
}
break;
case Common::kPlatformAmiga:
_renderMode = Common::kRenderAmiga;
break;
case Common::kPlatformApple2GS:
_renderMode = Common::kRenderApple2GS;
break;
case Common::kPlatformAtariST:
_renderMode = Common::kRenderAtariST;
break;
case Common::kPlatformMacintosh:
_renderMode = Common::kRenderMacintosh;
break;
default:
break;
}
// If render mode is explicitly set, force rendermode
switch (configRenderMode) {
case Common::kRenderCGA:
_renderMode = Common::kRenderCGA;
break;
case Common::kRenderEGA:
_renderMode = Common::kRenderEGA;
break;
case Common::kRenderVGA:
_renderMode = Common::kRenderVGA;
break;
case Common::kRenderAmiga:
_renderMode = Common::kRenderAmiga;
break;
case Common::kRenderApple2GS:
_renderMode = Common::kRenderApple2GS;
break;
case Common::kRenderAtariST:
_renderMode = Common::kRenderAtariST;
break;
case Common::kRenderMacintosh:
_renderMode = Common::kRenderMacintosh;
break;
default:
break;
}
if (getFeatures() & (GF_AGI256 | GF_AGI256_2)) {
// If current game is AGI256, switch (force) to VGA render mode
_renderMode = Common::kRenderVGA;
}
}
const byte *AgiBase::getFontData() {
return _font->getFontData();
}
AgiEngine::AgiEngine(OSystem *syst, const AGIGameDescription *gameDesc) : AgiBase(syst, gameDesc) {
// Setup mixer
syncSoundSettings();
DebugMan.addDebugChannel(kDebugLevelMain, "Main", "Generic debug level");
DebugMan.addDebugChannel(kDebugLevelResources, "Resources", "Resources debugging");
DebugMan.addDebugChannel(kDebugLevelSprites, "Sprites", "Sprites debugging");
DebugMan.addDebugChannel(kDebugLevelInventory, "Inventory", "Inventory debugging");
DebugMan.addDebugChannel(kDebugLevelInput, "Input", "Input events debugging");
DebugMan.addDebugChannel(kDebugLevelMenu, "Menu", "Menu debugging");
DebugMan.addDebugChannel(kDebugLevelScripts, "Scripts", "Scripts debugging");
DebugMan.addDebugChannel(kDebugLevelSound, "Sound", "Sound debugging");
DebugMan.addDebugChannel(kDebugLevelText, "Text", "Text output debugging");
DebugMan.addDebugChannel(kDebugLevelSavegame, "Savegame", "Saving & restoring game debugging");
memset(&_game, 0, sizeof(struct AgiGame));
memset(&_debug, 0, sizeof(struct AgiDebug));
memset(&_mouse, 0, sizeof(struct Mouse));
_game.mouseEnabled = true;
_game.mouseHidden = false;
// don't check for Amiga, Amiga doesn't allow disabling mouse support. It's mandatory.
if (!ConfMan.getBool("mousesupport")) {
// we effectively disable the mouse for games, that explicitly do not want mouse support to be enabled
_game.mouseEnabled = false;
_game.mouseHidden = true;
}
_game._vm = this;
_game.gfxMode = true;
_keyQueueStart = 0;
_keyQueueEnd = 0;
_allowSynthetic = false;
_intobj = NULL;
memset(&_stringdata, 0, sizeof(struct StringData));
_objects = NULL;
_restartGame = false;
_firstSlot = 0;
resetControllers();
setupOpcodes();
_game._curLogic = NULL;
_lastSaveTime = 0;
memset(_keyQueue, 0, sizeof(_keyQueue));
_console = nullptr;
_font = nullptr;
_gfx = nullptr;
_sound = nullptr;
_picture = nullptr;
_sprites = nullptr;
_text = nullptr;
_loader = nullptr;
_menu = nullptr;
_systemUI = nullptr;
_inventory = nullptr;
_keyHoldMode = false;
}
void AgiEngine::initialize() {
// TODO: Some sound emulation modes do not fit our current music
// drivers, and I'm not sure what they are. For now, they might
// as well be called "PC Speaker" and "Not PC Speaker".
// If used platform is Apple IIGS then we must use Apple IIGS sound emulation
// because Apple IIGS AGI games use only Apple IIGS specific sound resources.
if (getPlatform() == Common::kPlatformApple2GS) {
_soundemu = SOUND_EMU_APPLE2GS;
} else if (getPlatform() == Common::kPlatformCoCo3) {
_soundemu = SOUND_EMU_COCO3;
} else if (ConfMan.get("music_driver") == "auto") {
// Default sound is the proper PCJr emulation
_soundemu = SOUND_EMU_PCJR;
} else {
switch (MidiDriver::getMusicType(MidiDriver::detectDevice(MDT_PCSPK | MDT_AMIGA | MDT_ADLIB | MDT_PCJR | MDT_MIDI))) {
case MT_PCSPK:
_soundemu = SOUND_EMU_PC;
break;
case MT_ADLIB:
_soundemu = SOUND_EMU_NONE;
break;
case MT_PCJR:
_soundemu = SOUND_EMU_PCJR;
break;
case MT_AMIGA:
_soundemu = SOUND_EMU_AMIGA;
break;
default:
debug(0, "DEF");
_soundemu = SOUND_EMU_MIDI;
break;
}
}
initRenderMode();
_console = new Console(this);
_words = new Words(this);
_font = new GfxFont(this);
_gfx = new GfxMgr(this);
_sound = new SoundMgr(this, _mixer);
_picture = new PictureMgr(this, _gfx);
_sprites = new SpritesMgr(this, _gfx);
_text = new TextMgr(this, _words, _gfx);
_systemUI = new SystemUI(this, _gfx, _text);
_inventory = new InventoryMgr(this, _gfx, _text, _systemUI);
_gfx->initVideo();
_font->init();
_text->init(_systemUI);
_game.gameFlags = 0;
_text->charAttrib_Set(15, 0);
_game.name[0] = '\0';
_lastSaveTime = 0;
debugC(2, kDebugLevelMain, "Detect game");
if (agiDetectGame() == errOK) {
debugC(2, kDebugLevelMain, "game loaded");
} else {
warning("Could not open AGI game");
}
debugC(2, kDebugLevelMain, "Init sound");
}
bool AgiEngine::promptIsEnabled() {
return _text->promptIsEnabled();
}
void AgiEngine::redrawScreen() {
_game.gfxMode = true; // enable graphics mode
_gfx->setPalette(true); // set graphics mode palette
_text->charAttrib_Set(_text->_textAttrib.foreground, _text->_textAttrib.background);
_gfx->clearDisplay(0);
_picture->showPic();
_text->statusDraw();
_text->promptRedraw();
}
// Adjust a given coordinate to the local game screen
// Used on mouse cursor coordinates before passing them to scripts
void AgiEngine::adjustPosToGameScreen(int16 &x, int16 &y) {
x = x / 2; // 320 -> 160
y = y - _gfx->getRenderStartOffsetY(); // remove status bar line
if (y < 0) {
y = 0;
}
if (y >= SCRIPT_HEIGHT) {
y = SCRIPT_HEIGHT + 1; // 1 beyond
}
}
AgiEngine::~AgiEngine() {
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:
//
// 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)
// 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)
// 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_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_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) {
_game.nonBlockingTextShown = false;
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
}
}
_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) {
_game.nonBlockingTextShown = false;
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
}
}
_artificialDelayCurrentPicture = newPictureNr;
}
} // End of namespace Agi