scummvm/engines/agi/agi.cpp
2010-11-19 17:03:07 +00:00

788 lines
21 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.
*
* $URL$
* $Id$
*
*/
#include "common/md5.h"
#include "common/events.h"
#include "common/EventRecorder.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 "engines/util.h"
#include "base/plugins.h"
#include "base/version.h"
#include "graphics/cursorman.h"
#include "sound/mididrv.h"
#include "sound/mixer.h"
#include "agi/agi.h"
#include "agi/graphics.h"
#include "agi/sprite.h"
#include "agi/keyboard.h"
#include "agi/menu.h"
namespace Agi {
void AgiEngine::allowSynthetic(bool allow) {
_allowSynthetic = allow;
}
void AgiEngine::processEvents() {
Common::Event event;
int key = 0;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_PREDICTIVE_DIALOG:
if (_predictiveDialogRunning)
break;
if (predictiveDialog()) {
if (_game.inputMode == INPUT_NORMAL) {
strcpy((char *)_game.inputBuffer, _predictiveResult);
handleKeys(KEY_ENTER);
} else if (_game.inputMode == INPUT_GETSTRING) {
strcpy(_game.strings[_stringdata.str], _predictiveResult);
newInputMode(INPUT_NORMAL);
_gfx->printCharacter(_stringdata.x + strlen(_game.strings[_stringdata.str]) + 1,
_stringdata.y, ' ', _game.colorFg, _game.colorBg);
} else if (_game.inputMode == INPUT_NONE) {
for (int n = 0; _predictiveResult[n]; n++)
keyEnqueue(_predictiveResult[n]);
}
}
break;
case Common::EVENT_LBUTTONDOWN:
key = BUTTON_LEFT;
_mouse.button = kAgiMouseButtonLeft;
keyEnqueue(key);
_mouse.x = event.mouse.x;
_mouse.y = event.mouse.y;
break;
case Common::EVENT_RBUTTONDOWN:
key = BUTTON_RIGHT;
_mouse.button = kAgiMouseButtonRight;
keyEnqueue(key);
_mouse.x = event.mouse.x;
_mouse.y = event.mouse.y;
break;
case Common::EVENT_WHEELUP:
key = WHEEL_UP;
keyEnqueue(key);
break;
case Common::EVENT_WHEELDOWN:
key = WHEEL_DOWN;
keyEnqueue(key);
break;
case Common::EVENT_MOUSEMOVE:
_mouse.x = event.mouse.x;
_mouse.y = event.mouse.y;
if (!_game.mouseFence.isEmpty()) {
if (_mouse.x < _game.mouseFence.left)
_mouse.x = _game.mouseFence.left;
if (_mouse.x > _game.mouseFence.right)
_mouse.x = _game.mouseFence.right;
if (_mouse.y < _game.mouseFence.top)
_mouse.y = _game.mouseFence.top;
if (_mouse.y > _game.mouseFence.bottom)
_mouse.y = _game.mouseFence.bottom;
g_system->warpMouse(_mouse.x, _mouse.y);
}
break;
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONUP:
_mouse.button = kAgiMouseButtonUp;
_mouse.x = event.mouse.x;
_mouse.y = event.mouse.y;
break;
case Common::EVENT_KEYDOWN:
if (event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_d) {
_console->attach();
break;
}
switch (key = event.kbd.keycode) {
case Common::KEYCODE_LEFT:
case Common::KEYCODE_KP4:
if (_allowSynthetic || !event.synthetic)
key = KEY_LEFT;
break;
case Common::KEYCODE_RIGHT:
case Common::KEYCODE_KP6:
if (_allowSynthetic || !event.synthetic)
key = KEY_RIGHT;
break;
case Common::KEYCODE_UP:
case Common::KEYCODE_KP8:
if (_allowSynthetic || !event.synthetic)
key = KEY_UP;
break;
case Common::KEYCODE_DOWN:
case Common::KEYCODE_KP2:
if (_allowSynthetic || !event.synthetic)
key = KEY_DOWN;
break;
case Common::KEYCODE_PAGEUP:
case Common::KEYCODE_KP9:
if (_allowSynthetic || !event.synthetic)
key = KEY_UP_RIGHT;
break;
case Common::KEYCODE_PAGEDOWN:
case Common::KEYCODE_KP3:
if (_allowSynthetic || !event.synthetic)
key = KEY_DOWN_RIGHT;
break;
case Common::KEYCODE_HOME:
case Common::KEYCODE_KP7:
if (_allowSynthetic || !event.synthetic)
key = KEY_UP_LEFT;
break;
case Common::KEYCODE_END:
case Common::KEYCODE_KP1:
if (_allowSynthetic || !event.synthetic)
key = KEY_DOWN_LEFT;
break;
case Common::KEYCODE_KP5:
key = KEY_STATIONARY;
break;
case Common::KEYCODE_PLUS:
key = '+';
break;
case Common::KEYCODE_MINUS:
key = '-';
break;
case Common::KEYCODE_TAB:
key = 0x0009;
break;
case Common::KEYCODE_F1:
key = 0x3b00;
break;
case Common::KEYCODE_F2:
key = 0x3c00;
break;
case Common::KEYCODE_F3:
key = 0x3d00;
break;
case Common::KEYCODE_F4:
key = 0x3e00;
break;
case Common::KEYCODE_F5:
key = 0x3f00;
break;
case Common::KEYCODE_F6:
key = 0x4000;
break;
case Common::KEYCODE_F7:
key = 0x4100;
break;
case Common::KEYCODE_F8:
key = 0x4200;
break;
case Common::KEYCODE_F9:
key = 0x4300;
break;
case Common::KEYCODE_F10:
key = 0x4400;
break;
case Common::KEYCODE_F11:
key = KEY_STATUSLN;
break;
case Common::KEYCODE_F12:
key = KEY_PRIORITY;
break;
case Common::KEYCODE_ESCAPE:
key = 0x1b;
break;
case Common::KEYCODE_RETURN:
case Common::KEYCODE_KP_ENTER:
key = KEY_ENTER;
break;
case Common::KEYCODE_BACKSPACE:
key = KEY_BACKSPACE;
break;
default:
// Not a special key, so get the ASCII code for it
key = event.kbd.ascii;
// Function isalpha is defined in <ctype.h> so the following applies to it:
//
// The C Programming Language Standard states:
// The header <ctype.h> declares several functions useful for classifying
// and mapping characters. In all cases the argument is an int, the value
// of which shall be representable as an unsigned char or shall equal the
// value of the macro EOF. If the argument has any other value, the
// behavior is undefined.
//
// For a concrete example (e.g. in Microsoft Visual Studio 2003):
// When used with a debug CRT library, isalpha will display a CRT assert
// if passed a parameter that isn't EOF or in the range of 0 through 0xFF.
if (key >= 0 && key <= 0xFF && isalpha(key)) {
// Key is A-Z.
// Map Ctrl-A to 1, Ctrl-B to 2, etc.
if (event.kbd.flags & Common::KBD_CTRL) {
key = toupper(key) - 'A' + 1;
} else if (event.kbd.flags & Common::KBD_ALT) {
// Map Alt-A, Alt-B etc. to special scancode values according to an internal scancode table.
key = scancodeTable[toupper(key) - 'A'] << 8;
}
}
break;
}
if (key)
keyEnqueue(key);
break;
case Common::EVENT_KEYUP:
if (_egoHoldKey)
_game.viewTable[0].direction = 0;
default:
break;
}
}
}
void AgiEngine::pollTimer() {
uint32 dm;
if (_tickTimer < _lastTickTimer)
_lastTickTimer = 0;
while ((dm = _tickTimer - _lastTickTimer) < 5) {
processEvents();
_console->onFrame();
_system->delayMillis(10);
_system->updateScreen();
}
_lastTickTimer = _tickTimer;
}
void AgiEngine::agiTimerFunctionLow(void *refCon) {
AgiEngine *self = (AgiEngine *)refCon;
self->_tickTimer++;
}
void AgiEngine::pause(uint32 msec) {
uint32 endTime = _system->getMillis() + msec;
_gfx->setCursor(_renderMode == Common::kRenderAmiga, true);
while (_system->getMillis() < endTime) {
processEvents();
_system->updateScreen();
_system->delayMillis(10);
}
_gfx->setCursor(_renderMode == Common::kRenderAmiga);
}
void AgiEngine::initPriTable() {
int i, p, y = 0;
for (p = 1; p < 15; p++) {
for (i = 0; i < 12; i++) {
_game.priTable[y++] = p < 4 ? 4 : p;
}
}
}
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
for (i = 0; i < MAX_FLAGS; i++)
_game.flags[i] = 0;
for (i = 0; i < MAX_VARS; i++)
_game.vars[i] = 0;
// clear all resources and events
for (i = 0; i < MAX_DIRS; 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 < MAX_VIEWTABLE; i++)
memset(&_game.viewTable[i], 0, sizeof(struct VtEntry));
initWords();
if (!_menu)
_menu = new Menu(this, _gfx, _picture);
initPriTable();
// clear string buffer
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\n",
(int)(getVersion() >> 12) & 0xF,
(int)(getVersion()) & 0xFFF);
break;
case 3:
debug("Emulating Sierra AGI v%x.002.%03x\n",
(int)(getVersion() >> 12) & 0xF,
(int)(getVersion()) & 0xFFF);
break;
}
if (getPlatform() == Common::kPlatformAmiga)
_game.gameFlags |= ID_AMIGA;
if (getFeatures() & GF_AGDS)
_game.gameFlags |= ID_AGDS;
// Make the 256 color AGI screen the default AGI screen when AGI256 or AGI256-2 is used
if (getFeatures() & (GF_AGI256 | GF_AGI256_2))
_game.sbuf = _game.sbuf256c;
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);
// FIXME: load IIgs instruments and samples
// load_instruments("kq.sys16");
// Load logic 0 into memory
if (ec == errOK)
ec = _loader->loadResource(rLOGIC, 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.
loadDict();
#endif
_egoHoldKey = false;
_game.mouseFence.setWidth(0); // Reset
return ec;
}
/*
* Public functions
*/
void AgiEngine::agiUnloadResources() {
int i;
// Make sure logic 0 is always loaded
for (i = 1; i < MAX_DIRS; i++) {
_loader->unloadResource(rLOGIC, i);
}
for (i = 0; i < MAX_DIRS; i++) {
_loader->unloadResource(rVIEW, i);
_loader->unloadResource(rPICTURE, i);
_loader->unloadResource(rSOUND, i);
}
}
int AgiEngine::agiDeinit() {
int ec;
cleanInput(); // remove all words from memory
agiUnloadResources(); // unload resources in memory
_loader->unloadResource(rLOGIC, 0);
ec = _loader->deinit();
unloadObjects();
unloadWords();
clearImageStack();
return ec;
}
int AgiEngine::agiLoadResource(int r, int n) {
int i;
i = _loader->loadResource(r, n);
// 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 && r == rPICTURE && n == 147 && _game.dirPic[n].len == 1982) {
uint8 *pic = _game.pictures[n].rdata;
Common::MemoryReadStream picStream(pic, _game.dirPic[n].len);
Common::String md5str = Common::computeStreamMD5AsString(picStream, _game.dirPic[n].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(int r, int n) {
return _loader->unloadResource(r, n);
}
struct GameSettings {
const char *gameid;
const char *description;
byte id;
uint32 features;
const char *detectname;
};
static const GameSettings agiSettings[] = {
{"agi", "AGI game", GID_AGI, MDT_ADLIB, "OBJECT"},
{NULL, NULL, 0, 0, NULL}
};
AgiBase::AgiBase(OSystem *syst, const AGIGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) {
_noSaveLoadAllowed = false;
initFeatures();
initVersion();
}
AgiEngine::AgiEngine(OSystem *syst, const AGIGameDescription *gameDesc) : AgiBase(syst, gameDesc) {
// Setup mixer
syncSoundSettings();
parseFeatures();
_rnd = new Common::RandomSource();
g_eventRec.registerRandomSource(*_rnd, "agi");
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.clockEnabled = false;
_game.state = STATE_INIT;
_keyQueueStart = 0;
_keyQueueEnd = 0;
_allowSynthetic = false;
_tickTimer = 0;
_lastTickTimer = 0;
_intobj = NULL;
_menu = NULL;
_menuSelected = false;
_lastSentence[0] = 0;
memset(&_stringdata, 0, sizeof(struct StringData));
_objects = NULL;
_restartGame = false;
_oldMode = INPUT_NONE;
_predictiveDialogRunning = false;
_predictiveDictText = NULL;
_predictiveDictLine = NULL;
_predictiveDictLineCount = 0;
_firstSlot = 0;
// NOTE: On game reload the keys do not get set again,
// thus it is incorrect to reset it in agiInit(). Fixes bug #2823762
_game.lastController = 0;
for (int i = 0; i < MAX_DIRS; i++)
_game.controllerOccured[i] = false;
setupOpcodes();
_curLogic = NULL;
_timerHack = 0;
}
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;
}
}
if (ConfMan.hasKey("render_mode")) {
_renderMode = Common::parseRenderMode(ConfMan.get("render_mode").c_str());
} else if (ConfMan.hasKey("platform")) {
switch (Common::parsePlatform(ConfMan.get("platform"))) {
case Common::kPlatformAmiga:
_renderMode = Common::kRenderAmiga;
break;
case Common::kPlatformPC:
_renderMode = Common::kRenderEGA;
break;
default:
_renderMode = Common::kRenderEGA;
break;
}
} else {
_renderMode = Common::kRenderDefault;
}
_buttonStyle = AgiButtonStyle(_renderMode);
_defaultButtonStyle = AgiButtonStyle();
_console = new Console(this);
_gfx = new GfxMgr(this);
_sound = new SoundMgr(this, _mixer);
_picture = new PictureMgr(this, _gfx);
_sprites = new SpritesMgr(this, _gfx);
_gfx->initMachine();
_game.gameFlags = 0;
_game.colorFg = 15;
_game.colorBg = 0;
_game.name[0] = '\0';
_game.sbufOrig = (uint8 *)calloc(_WIDTH, _HEIGHT * 2); // Allocate space for two AGI screens vertically
_game.sbuf16c = _game.sbufOrig + SBUF16_OFFSET; // Make sbuf16c point to the 16 color (+control line & priority info) AGI screen
_game.sbuf256c = _game.sbufOrig + SBUF256_OFFSET; // Make sbuf256c point to the 256 color AGI screen
_game.sbuf = _game.sbuf16c; // Make sbuf point to the 16 color (+control line & priority info) AGI screen by default
_gfx->initVideo();
_sound->initSound();
_lastSaveTime = 0;
_timer->installTimerProc(agiTimerFunctionLow, 10 * 1000, this);
debugC(2, kDebugLevelMain, "Detect game");
if (agiDetectGame() == errOK) {
_game.state = STATE_LOADED;
debugC(2, kDebugLevelMain, "game loaded");
} else {
warning("Could not open AGI game");
}
debugC(2, kDebugLevelMain, "Init sound");
}
AgiEngine::~AgiEngine() {
_timer->removeTimerProc(agiTimerFunctionLow);
// If the engine hasn't been initialized yet via AgiEngine::initialize(), don't attempt to free any resources,
// as they haven't been allocated. Fixes bug #1742432 - AGI: Engine crashes if no game is detected
if (_game.state == STATE_INIT) {
delete _rnd; // delete _rnd, as it is allocated in the constructor, not in initialize()
return;
}
agiDeinit();
delete _loader;
_sound->deinitSound();
delete _sound;
_gfx->deinitVideo();
delete _sprites;
delete _picture;
free(_game.sbufOrig);
_gfx->deinitMachine();
delete _gfx;
delete _rnd;
delete _console;
free(_predictiveDictLine);
free(_predictiveDictText);
}
Common::Error AgiBase::init() {
// Initialize backend
initGraphics(320, 200, false);
initialize();
_gfx->gfxSetPalette();
return Common::kNoError;
}
Common::Error AgiEngine::go() {
CursorMan.showMouse(true);
if (_game.state < STATE_LOADED) {
do {
mainCycle();
} while (_game.state < STATE_RUNNING);
}
runGame();
return Common::kNoError;
}
void AgiEngine::parseFeatures() {
/* FIXME: Seems this method doesn't really do anything. It might
be a leftover that could be removed, except that some of its
intended purpose may still need to be reimplemented.
[0:29] <Fingolfin> can you tell me what the point behind AgiEngine::parseFeatures() is?
[0:30] <_sev> when games are created with WAGI studio
[0:31] <_sev> it creates .wag site with game-specific features such as full game title, whether to use AGIMOUSE etc
[0:32] <Fingolfin> ... and the "features" config key is created by our detector based on the wag file, I guess?
[0:33] <_sev> yes
[0:33] <Fingolfin> it's just that I cant seem to find a place we do that
[0:33] <_sev> it is used for fallback
[0:34] <_sev> ah, perhaps it was not updated
[0:34] <Fingolfin> I only see us check the value, but never set it
[0:34] <Fingolfin> maybe I am grepping wrong, who knows :)
[0:44] <Fingolfin> _sev: so, unless I miss something, it seem that function does nothing right now
[0:45] <_sev> Fingolfin: it could be unfinished. It was part of GSoC 3 years ago
[0:45] <Fingolfin> well
[0:45] <_sev> I just don't remember
[0:45] <Fingolfin> but don't we just re-parse the wag when the game is loaded anyway?
[0:45] <_sev> but it documents the format
[0:45] <Fingolfin> the advanced meta engine would re-run the detector, wouldn't it?
[0:45] <_sev> yep
[0:47] <Fingolfin> so... shouldn't we at least add a comment to the function explaining what it does and that it's unfinished etc.? maybe add a TODO to the wiki?
[0:47] <Fingolfin> otherwise it might stay as it is for another 3 years :)
*/
if (!ConfMan.hasKey("features"))
return;
char *features = strdup(ConfMan.get("features").c_str());
const char *feature[100];
int numFeatures = 0;
char *tok = strtok(features, " ");
if (tok) {
do {
feature[numFeatures++] = tok;
} while ((tok = strtok(NULL, " ")) != NULL);
} else {
feature[numFeatures++] = features;
}
const struct Flags {
const char *name;
uint32 flag;
} flags[] = {
{ "agimouse", GF_AGIMOUSE },
{ "agds", GF_AGDS },
{ "agi256", GF_AGI256 },
{ "agi256-2", GF_AGI256_2 },
{ "agipal", GF_AGIPAL },
{ 0, 0 }
};
for (int i = 0; i < numFeatures; i++) {
for (const Flags *flag = flags; flag->name; flag++) {
if (!scumm_stricmp(feature[i], flag->name)) {
debug(2, "Added feature: %s", flag->name);
setFeature(flag->flag);
break;
}
}
}
free(features);
}
} // End of namespace Agi