mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-26 03:37:53 +00:00
95c0afa2c3
These are flagged by GCC if -Wswitch-default is enabled.
342 lines
10 KiB
C++
342 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;
|
|
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 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
|