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https://github.com/libretro/scummvm.git
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77deb41c25
Fixes bugs #4147, #13910 The Apple IIgs version is unaffected and will require a separate fix. That version only had one speed, so it does not contain the script that synchronizes clock speed with game speed. We add this feature, and will also need to implement this synchronization.
573 lines
18 KiB
C++
573 lines
18 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/config-manager.h"
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#include "agi/agi.h"
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#include "agi/sprite.h"
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#include "agi/graphics.h"
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#include "agi/inv.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/appleIIgs_timedelay_overwrite.h"
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namespace Agi {
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/**
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* Set up new room.
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* This function is called when ego enters a new room.
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* @param n room number
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*/
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void AgiEngine::newRoom(int16 newRoomNr) {
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ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
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// Loading trigger
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artificialDelayTrigger_NewRoom(newRoomNr);
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debugC(4, kDebugLevelMain, "*** room %d ***", newRoomNr);
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_sound->stopSound();
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for (int i = 0; i < SCREENOBJECTS_MAX; i++) {
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ScreenObjEntry &screenObj = _game.screenObjTable[i];
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screenObj.objectNr = i;
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screenObj.flags &= ~(fAnimated | fDrawn);
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screenObj.flags |= fUpdate;
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screenObj.stepTime = 1;
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screenObj.stepTimeCount = 1;
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screenObj.cycleTime = 1;
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screenObj.cycleTimeCount = 1;
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screenObj.stepSize = 1;
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}
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agiUnloadResources();
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_game.playerControl = true;
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_game.block.active = false;
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_game.horizon = 36;
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setVar(VM_VAR_PREVIOUS_ROOM, getVar(VM_VAR_CURRENT_ROOM));
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setVar(VM_VAR_CURRENT_ROOM, newRoomNr);
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setVar(VM_VAR_BORDER_TOUCH_OBJECT, 0);
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setVar(VM_VAR_BORDER_CODE, 0);
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setVar(VM_VAR_EGO_VIEW_RESOURCE, screenObjEgo->currentViewNr);
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agiLoadResource(RESOURCETYPE_LOGIC, newRoomNr);
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// Reposition ego in the new room
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switch (getVar(VM_VAR_BORDER_TOUCH_EGO)) {
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case 1:
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screenObjEgo->yPos = SCRIPT_HEIGHT - 1;
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break;
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case 2:
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screenObjEgo->xPos = 0;
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break;
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case 3:
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screenObjEgo->yPos = _game.horizon + 1;
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break;
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case 4:
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screenObjEgo->xPos = SCRIPT_WIDTH - screenObjEgo->xSize;
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break;
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default:
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break;
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}
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uint16 agiVersion = getVersion();
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if (agiVersion < 0x2000) {
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warning("STUB: NewRoom(%d)", newRoomNr);
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screenObjEgo->flags &= ~fDidntMove;
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// animateObject(0);
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agiLoadResource(RESOURCETYPE_VIEW, screenObjEgo->currentViewNr);
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setView(screenObjEgo, screenObjEgo->currentViewNr);
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} else {
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if (agiVersion >= 0x3000) {
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// this was only done in AGI3
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if (screenObjEgo->motionType == kMotionEgo) {
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screenObjEgo->motionType = kMotionNormal;
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setVar(VM_VAR_EGO_DIRECTION, 0);
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}
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}
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setVar(VM_VAR_BORDER_TOUCH_EGO, 0);
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setFlag(VM_FLAG_NEW_ROOM_EXEC, true);
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_game.exitAllLogics = true;
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_game._vm->_text->statusDraw();
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_game._vm->_text->promptRedraw();
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// WORKAROUND: LSL1 has a script bug where exiting room 17 via the staircase
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// leaves a flag set that ignores priority triggers in all rooms. This allows
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// the player to leave the store (room 21) without paying. Bug #13137
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if (getGameID() == GID_LSL1) {
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setFlag(36, 0); // clear "ignore special" flag on every room change
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}
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// WORKAROUND: Gold Rush runs a speed test to calculate how fast the in-game
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// clock should advance at Fast and Fastest settings, based on CPU speed.
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// The goal was to produce a real-time clock, even though it's really driven
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// by game cycles. This test is incompatible with our speed throttling because
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// it runs in Fastest mode and the results are based on running unthrottled.
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// This causes in an artificially poor test result, resulting in the clock
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// running much too fast at Fast and Fastest speeds. We fix this by overriding
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// the test result with speeds that match ours. Fixes bugs #4147, #13910
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if (getGameID() == GID_GOLDRUSH && newRoomNr == 1) {
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setVar(165, 20); // Fast: 20 game cycles => 1 Gold Rush second
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setVar(167, 40); // Fastest: 40 game cycles => 1 Gold Rush second
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// Gold Rush 3.0 (1998) disables Fastest if the speed test indicates
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// a fast machine. That shouldn't happen, but make sure it doesn't.
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if (getPlatform() == Common::kPlatformDOS) {
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setFlag(172, 0); // Allow Fastest
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}
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}
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}
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}
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void AgiEngine::resetControllers() {
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for (int i = 0; i < MAX_CONTROLLERS; i++) {
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_game.controllerOccurred[i] = false;
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}
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}
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void AgiEngine::interpretCycle() {
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ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
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if (!_game.playerControl)
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setVar(VM_VAR_EGO_DIRECTION, screenObjEgo->direction);
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else
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screenObjEgo->direction = getVar(VM_VAR_EGO_DIRECTION);
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checkAllMotions();
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byte oldScore = getVar(VM_VAR_SCORE);
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bool oldSound = getFlag(VM_FLAG_SOUND_ON);
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// Reset script heuristic here
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resetGetVarSecondsHeuristic();
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_game.exitAllLogics = false;
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while (runLogic(0) == 0 && !(shouldQuit() || _restartGame)) {
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setVar(VM_VAR_WORD_NOT_FOUND, 0);
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setVar(VM_VAR_BORDER_TOUCH_OBJECT, 0);
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setVar(VM_VAR_BORDER_CODE, 0);
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oldScore = getVar(VM_VAR_SCORE);
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setFlag(VM_FLAG_ENTERED_CLI, false);
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_game.exitAllLogics = false;
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_veryFirstInitialCycle = false;
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artificialDelay_CycleDone();
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resetControllers();
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// Reset mouse button state after new.room, because we don't poll input.
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// Otherwise, AGIMOUSE games that call new.room in response to a click
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// will enter an infinite loop due to the mouse button global (27) never
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// resetting to zero. Bug #10737
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_mouse.button = kAgiMouseButtonUp;
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}
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_veryFirstInitialCycle = false;
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artificialDelay_CycleDone();
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resetControllers();
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screenObjEgo->direction = getVar(VM_VAR_EGO_DIRECTION);
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if (getVar(VM_VAR_SCORE) != oldScore || getFlag(VM_FLAG_SOUND_ON) != oldSound)
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_game._vm->_text->statusDraw();
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setVar(VM_VAR_BORDER_TOUCH_OBJECT, 0);
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setVar(VM_VAR_BORDER_CODE, 0);
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setFlag(VM_FLAG_NEW_ROOM_EXEC, false);
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setFlag(VM_FLAG_RESTART_GAME, false);
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setFlag(VM_FLAG_RESTORE_JUST_RAN, false);
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if (_game.gfxMode) {
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updateScreenObjTable();
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}
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_gfx->updateScreen();
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//_gfx->doUpdate();
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}
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// We return the current key, or 0 if no key was pressed
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uint16 AgiEngine::processAGIEvents() {
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ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
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wait(10);
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uint16 key = doPollKeyboard();
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if (!cycleInnerLoopIsActive()) {
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// Click-to-walk mouse interface
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if (_game.playerControl && (screenObjEgo->flags & fAdjEgoXY)) {
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int toX = screenObjEgo->move_x;
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int toY = screenObjEgo->move_y;
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// AGI Mouse games use ego's sprite's bottom left corner for mouse walking target.
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// Amiga games use ego's sprite's bottom center for mouse walking target.
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// Atari ST and Apple II GS seem to use the bottom left
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if (getPlatform() == Common::kPlatformAmiga)
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toX -= (screenObjEgo->xSize / 2); // Center ego's sprite horizontally
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// Adjust ego's sprite's mouse walking target position (These parameters are
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// controlled with the adj.ego.move.to.x.y-command). Note that these values rely
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// on the horizontal centering of the ego's sprite at least on the Amiga platform.
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toX += _game.adjMouseX;
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toY += _game.adjMouseY;
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screenObjEgo->direction = getDirection(screenObjEgo->xPos, screenObjEgo->yPos, toX, toY, screenObjEgo->stepSize);
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if (screenObjEgo->direction == 0)
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inDestination(screenObjEgo);
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}
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}
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handleMouseClicks(key);
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if (!cycleInnerLoopIsActive()) {
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// no inner loop active at the moment, regular processing
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if (key) {
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if (!handleController(key)) {
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// Only set VAR_KEY, when no controller/direction was detected
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setVar(VM_VAR_KEY, key & 0xFF);
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if (_text->promptIsEnabled()) {
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_text->promptKeyPress(key);
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}
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}
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}
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if (_menu->delayedExecuteActive()) {
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_menu->execute();
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}
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} else {
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// inner loop active
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// call specific workers
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switch (_game.cycleInnerLoopType) {
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case CYCLE_INNERLOOP_GETSTRING: // loop called from TextMgr::stringEdit()
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case CYCLE_INNERLOOP_GETNUMBER:
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if (key) {
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_text->stringKeyPress(key);
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}
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break;
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case CYCLE_INNERLOOP_INVENTORY: // loop called from InventoryMgr::show()
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if (key) {
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_inventory->keyPress(key);
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}
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break;
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case CYCLE_INNERLOOP_MENU_VIA_KEYBOARD:
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if (key) {
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_menu->keyPress(key);
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}
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break;
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case CYCLE_INNERLOOP_MENU_VIA_MOUSE:
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_menu->mouseEvent(key);
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break;
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case CYCLE_INNERLOOP_SYSTEMUI_SELECTSAVEDGAMESLOT:
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if (key) {
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_systemUI->savedGameSlot_KeyPress(key);
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}
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break;
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case CYCLE_INNERLOOP_SYSTEMUI_VERIFICATION:
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_systemUI->askForVerificationKeyPress(key);
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break;
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case CYCLE_INNERLOOP_MESSAGEBOX:
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if (key) {
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_text->messageBox_KeyPress(key);
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}
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break;
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default:
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break;
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}
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}
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// WORKAROUND: For Apple II gs we added a Speed menu; here the user choose some speed setting from the menu
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if (getPlatform() == Common::kPlatformApple2GS && _game.appleIIgsSpeedControllerSlot != 0xffff)
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for (int i = 0; i < 4; i++)
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if (_game.controllerOccurred[_game.appleIIgsSpeedControllerSlot + i]) {
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_game.controllerOccurred[_game.appleIIgsSpeedControllerSlot + i] = false;
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_game.setAppleIIgsSpeedLevel(i);
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}
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_gfx->updateScreen();
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return key;
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}
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int AgiEngine::playGame() {
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int ec = errOK;
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const AgiAppleIIgsDelayOverwriteGameEntry *appleIIgsDelayOverwrite = nullptr;
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const AgiAppleIIgsDelayOverwriteRoomEntry *appleIIgsDelayRoomOverwrite = nullptr;
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debugC(2, kDebugLevelMain, "initializing...");
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debugC(2, kDebugLevelMain, "game version = 0x%x", getVersion());
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_sound->stopSound();
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// We need to do this accurately and reset the AGI priorityscreen to 4
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// otherwise at least the fan game Nick's Quest will go into an endless
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// loop, because the game draws views before it draws the first background picture.
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// For further study see bug #5916
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_gfx->clear(0, 4);
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_game.horizon = 36;
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_game.playerControl = false;
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setFlag(VM_FLAG_LOGIC_ZERO_FIRST_TIME, true); // not in 2.917
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setFlag(VM_FLAG_NEW_ROOM_EXEC, true); // needed for MUMG and SQ2!
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setFlag(VM_FLAG_SOUND_ON, true); // enable sound
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// do not set VM_VAR_TIME_DELAY, original AGI did not do it (in the data segment it was simply set to 0)
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_game.gfxMode = true;
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_text->promptRow_Set(22);
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debug(0, "Running AGI script.\n");
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setFlag(VM_FLAG_ENTERED_CLI, false);
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setFlag(VM_FLAG_SAID_ACCEPTED_INPUT, false);
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setVar(VM_VAR_WORD_NOT_FOUND, 0);
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setVar(VM_VAR_KEY, 0);
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debugC(2, kDebugLevelMain, "Entering main loop");
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bool firstLoop = !getFlag(VM_FLAG_RESTART_GAME); // Do not restore on game restart
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if (firstLoop) {
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if (ConfMan.hasKey("save_slot")) {
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// quick restore enabled
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_game.automaticRestoreGame = true;
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}
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}
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artificialDelay_Reset();
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if (getPlatform() == Common::kPlatformApple2GS) {
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// Look up, if there is a time delay overwrite table for the current game
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appleIIgsDelayOverwrite = appleIIgsDelayOverwriteGameTable;
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while (appleIIgsDelayOverwrite->gameId != GID_AGIDEMO) {
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if (appleIIgsDelayOverwrite->gameId == getGameID())
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break; // game found
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appleIIgsDelayOverwrite++;
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}
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}
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do {
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processAGIEvents();
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inGameTimerUpdate();
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uint8 timeDelay = getVar(VM_VAR_TIME_DELAY);
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if (getPlatform() == Common::kPlatformApple2GS) {
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timeDelay++;
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// It seems that either Apple IIgs ran very slowly or that the delay in its interpreter was not working as everywhere else
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// Most games on that platform set the delay to 0, which means no delay in DOS
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// Gold Rush! even "optimizes" itself when larger sprites are on the screen it sets TIME_DELAY to 0.
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// Normally that game runs at TIME_DELAY 1.
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// Maybe a script patch for this game would make sense.
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// TODO: needs further investigation
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int16 timeDelayOverwrite = -99;
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// Now check, if we got a time delay overwrite entry for current room
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if (appleIIgsDelayOverwrite->roomTable) {
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byte curRoom = getVar(VM_VAR_CURRENT_ROOM);
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int16 curPictureNr = _picture->getResourceNr();
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appleIIgsDelayRoomOverwrite = appleIIgsDelayOverwrite->roomTable;
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while (appleIIgsDelayRoomOverwrite->fromRoom >= 0) {
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if ((appleIIgsDelayRoomOverwrite->fromRoom <= curRoom) && (appleIIgsDelayRoomOverwrite->toRoom >= curRoom)) {
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if ((appleIIgsDelayRoomOverwrite->activePictureNr == curPictureNr) || (appleIIgsDelayRoomOverwrite->activePictureNr == -1)) {
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if (appleIIgsDelayRoomOverwrite->onlyWhenPlayerNotInControl) {
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if (_game.playerControl) {
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// Player is actually currently in control? -> then skip this entry
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appleIIgsDelayRoomOverwrite++;
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continue;
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}
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}
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timeDelayOverwrite = appleIIgsDelayRoomOverwrite->timeDelayOverwrite;
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break;
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}
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}
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appleIIgsDelayRoomOverwrite++;
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}
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}
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if (timeDelayOverwrite == -99) {
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// use default time delay in case no room specific one was found ...
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if (_game.appleIIgsSpeedLevel == 2)
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// ... and the user set the speed to "Normal" ...
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timeDelayOverwrite = appleIIgsDelayOverwrite->defaultTimeDelayOverwrite;
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else
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// ... otherwise, use the speed the user requested (either from menu, or from text parser)
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timeDelayOverwrite = _game.appleIIgsSpeedLevel;
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}
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if (timeDelayOverwrite >= 0) {
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if (timeDelayOverwrite != timeDelay) {
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// delayOverwrite is not the same as the delay taken from the scripts? overwrite it
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//warning("AppleIIgs: time delay overwrite from %d to %d", timeDelay, timeDelayOverwrite);
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setVar(VM_VAR_TIME_DELAY, timeDelayOverwrite - 1); // adjust for Apple IIgs
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timeDelay = timeDelayOverwrite;
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}
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}
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}
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// Increment the delay value by one, so that we wait for at least 1 cycle
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// In Original AGI 1 cycle was 50 milliseconds, so 20 frames per second
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// So TIME_DELAY 1 resulted in around 20 frames per second
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// 2 resulted in around 10 frames per second
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// 0 however resulted in no limits at all, so the game ran as fast as possible
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// We obviously do not want the game to run as fast as possible, so we will use 40 frames per second instead.
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timeDelay = timeDelay * 2;
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if (!timeDelay)
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timeDelay = 1;
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// Our cycle counter runs at 25 milliseconds.
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// So time delay has to be 1 for the originally unlimited speed - for our 40 fps
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// 2 for 20 frames per second
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// 4 for 10 frames per second
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// and so on.
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if (_passedPlayTimeCycles >= timeDelay) {
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// code to check for executed cycles
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// TimeDate time;
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// _system->getTimeAndDate(time);
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// warning("cycle %d", time.tm_sec);
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inGameTimerResetPassedCycles();
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interpretCycle();
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// Check if the user has asked to load a game from the command line
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// or the launcher
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if (_game.automaticRestoreGame) {
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_game.automaticRestoreGame = false;
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checkQuickLoad();
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}
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setFlag(VM_FLAG_ENTERED_CLI, false);
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setFlag(VM_FLAG_SAID_ACCEPTED_INPUT, false);
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setVar(VM_VAR_WORD_NOT_FOUND, 0);
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setVar(VM_VAR_KEY, 0);
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}
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} while (!(shouldQuit() || _restartGame));
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_sound->stopSound();
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return ec;
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}
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int AgiEngine::runGame() {
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|
int ec = errOK;
|
|
|
|
// Execute the game
|
|
do {
|
|
debugC(2, kDebugLevelMain, "game loop");
|
|
debugC(2, kDebugLevelMain, "game version = 0x%x", getVersion());
|
|
|
|
if (agiInit() != errOK)
|
|
break;
|
|
|
|
if (_restartGame) {
|
|
setFlag(VM_FLAG_RESTART_GAME, true);
|
|
// do not set VM_VAR_TIME_DELAY, original AGI did not do it
|
|
|
|
// Reset in-game timer
|
|
inGameTimerReset();
|
|
|
|
_restartGame = false;
|
|
}
|
|
|
|
// Set computer type (v20 i.e. vComputer) and sound type
|
|
switch (getPlatform()) {
|
|
case Common::kPlatformAtariST:
|
|
setVar(VM_VAR_COMPUTER, kAgiComputerAtariST);
|
|
setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundPC);
|
|
break;
|
|
case Common::kPlatformAmiga:
|
|
setVar(VM_VAR_COMPUTER, kAgiComputerAmiga);
|
|
setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundTandy);
|
|
break;
|
|
case Common::kPlatformApple2GS:
|
|
setVar(VM_VAR_COMPUTER, kAgiComputerApple2GS);
|
|
if (getFeatures() & GF_2GSOLDSOUND)
|
|
setVar(VM_VAR_SOUNDGENERATOR, kAgiSound2GSOld);
|
|
else
|
|
setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundTandy);
|
|
break;
|
|
case Common::kPlatformDOS:
|
|
default:
|
|
setVar(VM_VAR_COMPUTER, kAgiComputerPC);
|
|
setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundPC);
|
|
break;
|
|
}
|
|
|
|
// Set monitor type (v26 i.e. vMonitor)
|
|
switch (_renderMode) {
|
|
case Common::kRenderCGA:
|
|
setVar(VM_VAR_MONITOR, kAgiMonitorCga);
|
|
break;
|
|
case Common::kRenderHercA:
|
|
case Common::kRenderHercG:
|
|
// Set EGA for now. Some games place text differently, when this is set to kAgiMonitorHercules.
|
|
// Text placement was different for Hercules rendering (16x12 instead of 16x16). There also was
|
|
// not enough space left for the prompt at the bottom. This was caused by the Hercules resolution.
|
|
// We don't have this restriction and we also support the regular prompt for Hercules mode.
|
|
// In theory Sierra could have had special Hercules code inside their games.
|
|
// TODO: check this.
|
|
setVar(VM_VAR_MONITOR, kAgiMonitorEga);
|
|
break;
|
|
// Don't know if Amiga AGI games use a different value than kAgiMonitorEga
|
|
// for vMonitor so I just use kAgiMonitorEga for them (As was done before too).
|
|
case Common::kRenderAmiga:
|
|
case Common::kRenderApple2GS:
|
|
case Common::kRenderAtariST:
|
|
case Common::kRenderEGA:
|
|
case Common::kRenderVGA:
|
|
default:
|
|
setVar(VM_VAR_MONITOR, kAgiMonitorEga);
|
|
break;
|
|
}
|
|
|
|
setVar(VM_VAR_FREE_PAGES, 180); // Set amount of free memory to realistic value
|
|
setVar(VM_VAR_MAX_INPUT_CHARACTERS, 38);
|
|
_text->promptDisable();
|
|
|
|
ec = playGame();
|
|
agiDeinit();
|
|
} while (_restartGame);
|
|
|
|
delete _menu;
|
|
_menu = nullptr;
|
|
|
|
releaseImageStack();
|
|
|
|
return ec;
|
|
}
|
|
|
|
} // End of namespace Agi
|