mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-27 20:28:27 +00:00
aa8db3f74f
svn-id: r28647
816 lines
20 KiB
C++
816 lines
20 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/stdafx.h"
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#include "common/events.h"
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#include "common/file.h"
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#include "common/savefile.h"
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#include "common/config-manager.h"
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#include "base/plugins.h"
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#include "base/version.h"
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#include "graphics/cursorman.h"
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#include "sound/mididrv.h"
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#include "sound/mixer.h"
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#include "agi/agi.h"
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#include "agi/graphics.h"
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#include "agi/sprite.h"
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#include "agi/opcodes.h"
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#include "agi/keyboard.h"
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#include "agi/menu.h"
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#include "agi/sound.h"
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namespace Agi {
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static uint32 g_tickTimer;
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struct Mouse g_mouse;
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void AgiEngine::allowSynthetic(bool allow) {
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_allowSynthetic = allow;
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}
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void AgiEngine::processEvents() {
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Common::Event event;
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int key = 0;
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while (_eventMan->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_QUIT:
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_gfx->deinitVideo();
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_gfx->deinitMachine();
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_system->quit();
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break;
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case Common::EVENT_PREDICTIVE_DIALOG:
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if (_predictiveDialogRunning)
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break;
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if (_game.playerControl && predictiveDialog()) {
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if (_game.inputMode == INPUT_NORMAL) {
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strcpy((char *)_game.inputBuffer, _predictiveResult);
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handleKeys(KEY_ENTER);
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} else if (_game.inputMode == INPUT_GETSTRING) {
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strcpy(_game.strings[_stringdata.str], _predictiveResult);
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newInputMode(INPUT_NORMAL);
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_gfx->printCharacter(_stringdata.x + strlen(_game.strings[_stringdata.str]) + 1,
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_stringdata.y, ' ', _game.colorFg, _game.colorBg);
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}
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}
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break;
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case Common::EVENT_LBUTTONDOWN:
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key = BUTTON_LEFT;
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g_mouse.button = 1;
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keyEnqueue(key);
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g_mouse.x = event.mouse.x;
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g_mouse.y = event.mouse.y;
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break;
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case Common::EVENT_RBUTTONDOWN:
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key = BUTTON_RIGHT;
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g_mouse.button = 2;
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keyEnqueue(key);
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g_mouse.x = event.mouse.x;
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g_mouse.y = event.mouse.y;
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break;
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case Common::EVENT_WHEELUP:
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key = WHEEL_UP;
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keyEnqueue(key);
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break;
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case Common::EVENT_WHEELDOWN:
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key = WHEEL_DOWN;
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keyEnqueue(key);
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break;
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case Common::EVENT_MOUSEMOVE:
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g_mouse.x = event.mouse.x;
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g_mouse.y = event.mouse.y;
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break;
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case Common::EVENT_LBUTTONUP:
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case Common::EVENT_RBUTTONUP:
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g_mouse.button = 0;
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break;
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case Common::EVENT_KEYDOWN:
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_keyControl = 0;
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_keyAlt = 0;
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if (event.kbd.flags == Common::KBD_CTRL && event.kbd.keycode == Common::KEYCODE_d) {
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_console->attach();
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break;
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}
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if (event.kbd.flags & Common::KBD_CTRL)
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_keyControl = 1;
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if (event.kbd.flags & Common::KBD_ALT)
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_keyAlt = 1;
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switch (key = event.kbd.keycode) {
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case Common::KEYCODE_LEFT:
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case Common::KEYCODE_KP4:
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if (_allowSynthetic || !event.synthetic)
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key = KEY_LEFT;
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break;
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case Common::KEYCODE_RIGHT:
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case Common::KEYCODE_KP6:
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if (_allowSynthetic || !event.synthetic)
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key = KEY_RIGHT;
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break;
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case Common::KEYCODE_UP:
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case Common::KEYCODE_KP8:
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if (_allowSynthetic || !event.synthetic)
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key = KEY_UP;
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break;
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case Common::KEYCODE_DOWN:
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case Common::KEYCODE_KP2:
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if (_allowSynthetic || !event.synthetic)
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key = KEY_DOWN;
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break;
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case Common::KEYCODE_PAGEUP:
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case Common::KEYCODE_KP9:
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if (_allowSynthetic || !event.synthetic)
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key = KEY_UP_RIGHT;
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break;
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case Common::KEYCODE_PAGEDOWN:
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case Common::KEYCODE_KP3:
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if (_allowSynthetic || !event.synthetic)
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key = KEY_DOWN_RIGHT;
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break;
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case Common::KEYCODE_HOME:
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case Common::KEYCODE_KP7:
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if (_allowSynthetic || !event.synthetic)
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key = KEY_UP_LEFT;
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break;
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case Common::KEYCODE_END:
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case Common::KEYCODE_KP1:
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if (_allowSynthetic || !event.synthetic)
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key = KEY_DOWN_LEFT;
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break;
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case Common::KEYCODE_KP5:
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key = KEY_STATIONARY;
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break;
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case Common::KEYCODE_PLUS:
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key = '+';
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break;
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case Common::KEYCODE_MINUS:
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key = '-';
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break;
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case Common::KEYCODE_TAB:
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key = 0x0009;
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break;
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case Common::KEYCODE_F1:
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key = 0x3b00;
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break;
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case Common::KEYCODE_F2:
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key = 0x3c00;
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break;
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case Common::KEYCODE_F3:
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key = 0x3d00;
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break;
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case Common::KEYCODE_F4:
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key = 0x3e00;
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break;
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case Common::KEYCODE_F5:
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key = 0x3f00;
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break;
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case Common::KEYCODE_F6:
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key = 0x4000;
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break;
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case Common::KEYCODE_F7:
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key = 0x4100;
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break;
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case Common::KEYCODE_F8:
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key = 0x4200;
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break;
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case Common::KEYCODE_F9:
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key = 0x4300;
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break;
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case Common::KEYCODE_F10:
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key = 0x4400;
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break;
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case Common::KEYCODE_F11:
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key = KEY_STATUSLN;
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break;
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case Common::KEYCODE_F12:
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key = KEY_PRIORITY;
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break;
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case Common::KEYCODE_ESCAPE:
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key = 0x1b;
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break;
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case Common::KEYCODE_RETURN:
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case Common::KEYCODE_KP_ENTER:
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key = KEY_ENTER;
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break;
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case Common::KEYCODE_BACKSPACE:
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key = KEY_BACKSPACE;
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break;
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default:
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if (key < 256 && !isalpha(key)) {
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key = event.kbd.ascii;
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break;
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}
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if (_keyControl)
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key = (key & ~0x20) - 0x40;
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else if (_keyAlt)
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key = scancodeTable[(key & ~0x20) - 0x41] << 8;
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else if (event.kbd.flags & Common::KBD_SHIFT)
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key = event.kbd.ascii;
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break;
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}
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if (key)
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keyEnqueue(key);
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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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}
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int AgiEngine::agiIsKeypressLow() {
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processEvents();
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return _keyQueueStart != _keyQueueEnd;
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}
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void AgiEngine::agiTimerLow() {
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static uint32 m = 0;
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uint32 dm;
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if (g_tickTimer < m)
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m = 0;
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while ((dm = g_tickTimer - m) < 5) {
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processEvents();
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if (_console->isAttached())
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_console->onFrame();
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_system->delayMillis(10);
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_system->updateScreen();
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}
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m = g_tickTimer;
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}
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int AgiEngine::agiGetKeypressLow() {
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int k;
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while (_keyQueueStart == _keyQueueEnd) /* block */
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agiTimerLow();
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keyDequeue(k);
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return k;
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}
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void AgiEngine::agiTimerFunctionLow(void *refCon) {
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g_tickTimer++;
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}
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void AgiEngine::clearImageStack(void) {
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_imageStackPointer = 0;
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}
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void AgiEngine::releaseImageStack(void) {
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if (_imageStack)
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free(_imageStack);
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_imageStack = NULL;
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_stackSize = 0;
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_imageStackPointer = 0;
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}
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void AgiEngine::recordImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
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int16 p4, int16 p5, int16 p6, int16 p7) {
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struct ImageStackElement *pnew;
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if (_imageStackPointer == _stackSize) {
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if (_stackSize == 0) { /* first call */
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_imageStack = (ImageStackElement *)malloc(INITIAL_IMAGE_STACK_SIZE * sizeof(ImageStackElement));
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_stackSize = INITIAL_IMAGE_STACK_SIZE;
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} else { /* has to grow */
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struct ImageStackElement *newStack;
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newStack = (ImageStackElement *)malloc(2 * _stackSize * sizeof(ImageStackElement));
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memcpy(newStack, _imageStack, _stackSize * sizeof(ImageStackElement));
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free(_imageStack);
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_imageStack = newStack;
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_stackSize *= 2;
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}
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}
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pnew = &_imageStack[_imageStackPointer];
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_imageStackPointer++;
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pnew->type = type;
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pnew->parm1 = p1;
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pnew->parm2 = p2;
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pnew->parm3 = p3;
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pnew->parm4 = p4;
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pnew->parm5 = p5;
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pnew->parm6 = p6;
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pnew->parm7 = p7;
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}
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void AgiEngine::replayImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
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int16 p4, int16 p5, int16 p6, int16 p7) {
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switch (type) {
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case ADD_PIC:
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debugC(8, kDebugLevelMain, "--- decoding picture %d ---", p1);
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agiLoadResource(rPICTURE, p1);
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_picture->decodePicture(p1, p2, p3 != 0);
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break;
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case ADD_VIEW:
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agiLoadResource(rVIEW, p1);
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_sprites->addToPic(p1, p2, p3, p4, p5, p6, p7);
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break;
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}
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}
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void AgiEngine::initPriTable() {
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int i, p, y = 0;
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for (p = 1; p < 15; p++) {
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for (i = 0; i < 12; i++) {
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_game.priTable[y++] = p < 4 ? 4 : p;
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}
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}
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}
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int AgiEngine::agiInit() {
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int ec, i;
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debug(2, "initializing");
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debug(2, "game.ver = 0x%x", _game.ver);
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/* reset all flags to false and all variables to 0 */
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for (i = 0; i < MAX_FLAGS; i++)
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_game.flags[i] = 0;
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for (i = 0; i < MAX_VARS; i++)
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_game.vars[i] = 0;
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/* clear all resources and events */
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for (i = 0; i < MAX_DIRS; i++) {
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memset(&_game.views[i], 0, sizeof(struct AgiView));
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memset(&_game.pictures[i], 0, sizeof(struct AgiPicture));
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memset(&_game.logics[i], 0, sizeof(struct AgiLogic));
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memset(&_game.sounds[i], 0, sizeof(class AgiSound *)); // _game.sounds contains pointers now
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memset(&_game.dirView[i], 0, sizeof(struct AgiDir));
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memset(&_game.dirPic[i], 0, sizeof(struct AgiDir));
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memset(&_game.dirLogic[i], 0, sizeof(struct AgiDir));
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memset(&_game.dirSound[i], 0, sizeof(struct AgiDir));
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}
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/* clear view table */
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for (i = 0; i < MAX_VIEWTABLE; i++)
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memset(&_game.viewTable[i], 0, sizeof(VtEntry));
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initWords();
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if (!_menu)
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_menu = new Menu(this, _gfx, _picture);
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initPriTable();
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/* clear string buffer */
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for (i = 0; i < MAX_STRINGS; i++)
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_game.strings[i][0] = 0;
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/* setup emulation */
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switch (_loader->getIntVersion() >> 12) {
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case 2:
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report("Emulating Sierra AGI v%x.%03x\n",
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(int)(agiGetRelease() >> 12) & 0xF,
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(int)(agiGetRelease()) & 0xFFF);
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break;
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case 3:
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report("Emulating Sierra AGI v%x.002.%03x\n",
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(int)(agiGetRelease() >> 12) & 0xF,
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(int)(agiGetRelease()) & 0xFFF);
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break;
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}
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if (getPlatform() == Common::kPlatformAmiga)
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_game.gameFlags |= ID_AMIGA;
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if (getFeatures() & GF_AGDS)
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_game.gameFlags |= ID_AGDS;
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// Make the 256 color AGI screen the default AGI screen when AGI256 or AGI256-2 is used
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if (getFeatures() & (GF_AGI256 | GF_AGI256_2))
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_game.sbuf = _game.sbuf256c;
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if (_game.gameFlags & ID_AMIGA)
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report("Amiga padded game detected.\n");
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if (_game.gameFlags & ID_AGDS)
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report("AGDS mode enabled.\n");
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ec = _loader->init(); /* load vol files, etc */
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if (ec == errOK)
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ec = _loader->loadObjects(OBJECTS);
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/* note: demogs has no words.tok */
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if (ec == errOK)
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ec = _loader->loadWords(WORDS);
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/* FIXME: load IIgs instruments and samples */
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/* load_instruments("kq.sys16"); */
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/* Load logic 0 into memory */
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if (ec == errOK)
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ec = _loader->loadResource(rLOGIC, 0);
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if (ConfMan.hasKey("save_slot")) {
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char saveNameBuffer[256];
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snprintf (saveNameBuffer, 256, "%s.%03d", _targetName.c_str(), ConfMan.getInt("save_slot"));
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loadGame(saveNameBuffer, false); // Do not check game id
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}
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#ifdef __DS__
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// Normally, the engine loads the predictive text dictionary when the predictive dialog
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// is shown. On the DS version, the word completion feature needs the dictionary too.
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loadDict();
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#endif
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return ec;
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}
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/*
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* Public functions
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*/
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void AgiEngine::agiUnloadResources() {
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int i;
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/* Make sure logic 0 is always loaded */
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for (i = 1; i < MAX_DIRS; i++) {
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_loader->unloadResource(rLOGIC, i);
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}
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for (i = 0; i < MAX_DIRS; i++) {
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_loader->unloadResource(rVIEW, i);
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_loader->unloadResource(rPICTURE, i);
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_loader->unloadResource(rSOUND, i);
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}
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}
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int AgiEngine::agiDeinit() {
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int ec;
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cleanInput(); /* remove all words from memory */
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agiUnloadResources(); /* unload resources in memory */
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_loader->unloadResource(rLOGIC, 0);
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ec = _loader->deinit();
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unloadObjects();
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unloadWords();
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clearImageStack();
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return ec;
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}
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int AgiEngine::agiDetectGame() {
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int ec = errOK;
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assert(_gameDescription != NULL);
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if(getVersion() <= 0x2999) {
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_loader = new AgiLoader_v2(this);
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} else {
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_loader = new AgiLoader_v3(this);
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}
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ec = _loader->detectGame();
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return ec;
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}
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int AgiEngine::agiVersion() {
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return _loader->version();
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}
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int AgiEngine::agiGetRelease() {
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return _loader->getIntVersion();
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}
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void AgiEngine::agiSetRelease(int n) {
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_loader->setIntVersion(n);
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}
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int AgiEngine::agiLoadResource(int r, int n) {
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int i;
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i = _loader->loadResource(r, n);
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return i;
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}
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int AgiEngine::agiUnloadResource(int r, int n) {
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return _loader->unloadResource(r, n);
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}
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struct GameSettings {
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const char *gameid;
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const char *description;
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byte id;
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uint32 features;
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const char *detectname;
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};
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static const GameSettings agiSettings[] = {
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{"agi", "AGI game", GID_AGI, MDT_ADLIB, "OBJECT"},
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{NULL, NULL, 0, 0, NULL}
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};
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AgiTextColor AgiButtonStyle::getColor(bool hasFocus, bool pressed, bool positive) const {
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if (_amigaStyle) {
|
|
if (positive) {
|
|
if (pressed) { // Positive pressed Amiga-style button
|
|
if (_olderAgi) {
|
|
return AgiTextColor(amigaBlack, amigaOrange);
|
|
} else {
|
|
return AgiTextColor(amigaBlack, amigaPurple);
|
|
}
|
|
} else { // Positive unpressed Amiga-style button
|
|
return AgiTextColor(amigaWhite, amigaGreen);
|
|
}
|
|
} else { // _amigaStyle && !positive
|
|
if (pressed) { // Negative pressed Amiga-style button
|
|
return AgiTextColor(amigaBlack, amigaCyan);
|
|
} else { // Negative unpressed Amiga-style button
|
|
return AgiTextColor(amigaWhite, amigaRed);
|
|
}
|
|
}
|
|
} else { // PC-style button
|
|
if (hasFocus || pressed) { // A pressed or in focus PC-style button
|
|
return AgiTextColor(pcWhite, pcBlack);
|
|
} else { // An unpressed PC-style button without focus
|
|
return AgiTextColor(pcBlack, pcWhite);
|
|
}
|
|
}
|
|
}
|
|
|
|
AgiTextColor AgiButtonStyle::getColor(bool hasFocus, bool pressed, int baseFgColor, int baseBgColor) const {
|
|
return getColor(hasFocus, pressed, AgiTextColor(baseFgColor, baseBgColor));
|
|
}
|
|
|
|
AgiTextColor AgiButtonStyle::getColor(bool hasFocus, bool pressed, const AgiTextColor &baseColor) const {
|
|
if (hasFocus || pressed)
|
|
return baseColor.swap();
|
|
else
|
|
return baseColor;
|
|
}
|
|
|
|
int AgiButtonStyle::getTextOffset(bool hasFocus, bool pressed) const {
|
|
return (pressed && !_amigaStyle) ? 1 : 0;
|
|
}
|
|
|
|
bool AgiButtonStyle::getBorder(bool hasFocus, bool pressed) const {
|
|
return _amigaStyle && !_authenticAmiga && (hasFocus || pressed);
|
|
}
|
|
|
|
void AgiButtonStyle::setAmigaStyle(bool amigaStyle, bool olderAgi, bool authenticAmiga) {
|
|
_amigaStyle = amigaStyle;
|
|
_olderAgi = olderAgi;
|
|
_authenticAmiga = authenticAmiga;
|
|
}
|
|
|
|
void AgiButtonStyle::setPcStyle(bool pcStyle) {
|
|
setAmigaStyle(!pcStyle);
|
|
}
|
|
|
|
AgiButtonStyle::AgiButtonStyle(Common::RenderMode renderMode) {
|
|
setAmigaStyle(renderMode == Common::kRenderAmiga);
|
|
}
|
|
|
|
AgiEngine::AgiEngine(OSystem *syst) : Engine(syst) {
|
|
|
|
// Setup mixer
|
|
if (!_mixer->isReady()) {
|
|
warning("Sound initialization failed.");
|
|
}
|
|
|
|
_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
|
|
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
|
|
|
|
const GameSettings *g;
|
|
|
|
const char *gameid = ConfMan.get("gameid").c_str();
|
|
for (g = agiSettings; g->gameid; ++g)
|
|
if (!scumm_stricmp(g->gameid, gameid))
|
|
_gameId = g->id;
|
|
|
|
_rnd = new Common::RandomSource();
|
|
|
|
Common::addSpecialDebugLevel(kDebugLevelMain, "Main", "Generic debug level");
|
|
Common::addSpecialDebugLevel(kDebugLevelResources, "Resources", "Resources debugging");
|
|
Common::addSpecialDebugLevel(kDebugLevelSprites, "Sprites", "Sprites debugging");
|
|
Common::addSpecialDebugLevel(kDebugLevelInventory, "Inventory", "Inventory debugging");
|
|
Common::addSpecialDebugLevel(kDebugLevelInput, "Input", "Input events debugging");
|
|
Common::addSpecialDebugLevel(kDebugLevelMenu, "Menu", "Menu debugging");
|
|
Common::addSpecialDebugLevel(kDebugLevelScripts, "Scripts", "Scripts debugging");
|
|
Common::addSpecialDebugLevel(kDebugLevelSound, "Sound", "Sound debugging");
|
|
Common::addSpecialDebugLevel(kDebugLevelText, "Text", "Text output debugging");
|
|
Common::addSpecialDebugLevel(kDebugLevelSavegame, "Savegame", "Saving & restoring game debugging");
|
|
|
|
|
|
memset(&_game, 0, sizeof(struct AgiGame));
|
|
memset(&_debug, 0, sizeof(struct AgiDebug));
|
|
memset(&g_mouse, 0, sizeof(struct Mouse));
|
|
|
|
_game.clockEnabled = false;
|
|
_game.state = STATE_INIT;
|
|
|
|
_keyQueueStart = 0;
|
|
_keyQueueEnd = 0;
|
|
|
|
_keyControl = 0;
|
|
_keyAlt = 0;
|
|
|
|
_allowSynthetic = false;
|
|
|
|
g_tickTimer = 0;
|
|
|
|
_intobj = NULL;
|
|
|
|
_stackSize = 0;
|
|
_imageStack = NULL;
|
|
_imageStackPointer = 0;
|
|
|
|
_menu = NULL;
|
|
|
|
_lastSentence[0] = 0;
|
|
memset(&_stringdata, 0, sizeof(struct StringData));
|
|
|
|
_objects = NULL;
|
|
|
|
_oldMode = -1;
|
|
|
|
_predictiveDialogRunning = false;
|
|
_predictiveDictText = NULL;
|
|
_predictiveDictLine = NULL;
|
|
_predictiveDictLineCount = 0;
|
|
_firstSlot = 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 (ConfMan.hasKey("platform") &&
|
|
Common::parsePlatform(ConfMan.get("platform")) == Common::kPlatformApple2GS) {
|
|
_soundemu = SOUND_EMU_APPLE2GS;
|
|
} else {
|
|
switch (MidiDriver::detectMusicDriver(MDT_PCSPK)) {
|
|
case MD_PCSPK:
|
|
_soundemu = SOUND_EMU_PC;
|
|
break;
|
|
default:
|
|
_soundemu = SOUND_EMU_NONE;
|
|
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;
|
|
}
|
|
}
|
|
|
|
_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();
|
|
|
|
_timer->installTimerProc(agiTimerFunctionLow, 10 * 1000, NULL);
|
|
|
|
_game.ver = -1; /* Don't display the conf file warning */
|
|
|
|
debugC(2, kDebugLevelMain, "Detect game");
|
|
|
|
|
|
if (agiDetectGame() == errOK) {
|
|
_game.state = STATE_LOADED;
|
|
debugC(2, kDebugLevelMain, "game loaded");
|
|
} else {
|
|
report("Could not open AGI game");
|
|
}
|
|
|
|
debugC(2, kDebugLevelMain, "Init sound");
|
|
}
|
|
|
|
AgiEngine::~AgiEngine() {
|
|
// 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();
|
|
_sound->deinitSound();
|
|
delete _sound;
|
|
_gfx->deinitVideo();
|
|
delete _sprites;
|
|
free(_game.sbufOrig);
|
|
_gfx->deinitMachine();
|
|
delete _rnd;
|
|
delete _console;
|
|
|
|
free(_predictiveDictLine);
|
|
free(_predictiveDictText);
|
|
}
|
|
|
|
int AgiEngine::init() {
|
|
|
|
// Detect game
|
|
if (!initGame()) {
|
|
GUIErrorMessage("No valid games were found in the specified directory.");
|
|
return -1;
|
|
}
|
|
|
|
|
|
// Initialize backend
|
|
_system->beginGFXTransaction();
|
|
initCommonGFX(false);
|
|
_system->initSize(320, 200);
|
|
_system->endGFXTransaction();
|
|
|
|
initialize();
|
|
|
|
_gfx->gfxSetPalette();
|
|
|
|
return 0;
|
|
}
|
|
|
|
int AgiEngine::go() {
|
|
CursorMan.showMouse(true);
|
|
|
|
report(" \nAGI engine %s is ready.\n", gScummVMVersion);
|
|
if (_game.state < STATE_LOADED) {
|
|
do {
|
|
mainCycle();
|
|
} while (_game.state < STATE_RUNNING);
|
|
if (_game.ver < 0)
|
|
_game.ver = 0; /* Enable conf file warning */
|
|
}
|
|
|
|
runGame();
|
|
|
|
return 0;
|
|
}
|
|
|
|
} // End of namespace Agi
|