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Powered by: git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
789 lines
21 KiB
C++
789 lines
21 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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*/
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#include "common/md5.h"
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#include "common/events.h"
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#include "common/file.h"
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#include "common/memstream.h"
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#include "common/savefile.h"
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "common/random.h"
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#include "common/textconsole.h"
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#include "engines/util.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 "audio/mididrv.h"
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#include "audio/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/keyboard.h"
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#include "agi/menu.h"
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#include "gui/predictivedialog.h"
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namespace Agi {
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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_PREDICTIVE_DIALOG: {
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GUI::PredictiveDialog _predictiveDialog;
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_predictiveDialog.runModal();
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strcpy(_predictiveResult, _predictiveDialog.getResult());
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if (strcmp(_predictiveResult, "")) {
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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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} else if (_game.inputMode == INPUT_NONE) {
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for (int n = 0; _predictiveResult[n]; n++)
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keyEnqueue(_predictiveResult[n]);
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}
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}
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/*
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if (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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} else if (_game.inputMode == INPUT_NONE) {
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for (int n = 0; _predictiveResult[n]; n++)
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keyEnqueue(_predictiveResult[n]);
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}
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}
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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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_mouse.button = kAgiMouseButtonLeft;
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keyEnqueue(key);
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_mouse.x = event.mouse.x;
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_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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_mouse.button = kAgiMouseButtonRight;
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keyEnqueue(key);
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_mouse.x = event.mouse.x;
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_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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_mouse.x = event.mouse.x;
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_mouse.y = event.mouse.y;
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if (!_game.mouseFence.isEmpty()) {
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if (_mouse.x < _game.mouseFence.left)
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_mouse.x = _game.mouseFence.left;
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if (_mouse.x > _game.mouseFence.right)
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_mouse.x = _game.mouseFence.right;
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if (_mouse.y < _game.mouseFence.top)
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_mouse.y = _game.mouseFence.top;
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if (_mouse.y > _game.mouseFence.bottom)
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_mouse.y = _game.mouseFence.bottom;
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g_system->warpMouse(_mouse.x, _mouse.y);
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}
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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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_mouse.button = kAgiMouseButtonUp;
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_mouse.x = event.mouse.x;
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_mouse.y = event.mouse.y;
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break;
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case Common::EVENT_KEYDOWN:
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if (event.kbd.hasFlags(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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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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// Not a special key, so get the ASCII code for it
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key = event.kbd.ascii;
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if (Common::isAlpha(key)) {
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// Key is A-Z.
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// Map Ctrl-A to 1, Ctrl-B to 2, etc.
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if (event.kbd.flags & Common::KBD_CTRL) {
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key = toupper(key) - 'A' + 1;
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} else if (event.kbd.flags & Common::KBD_ALT) {
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// Map Alt-A, Alt-B etc. to special scancode values according to an internal scancode table.
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key = scancodeTable[toupper(key) - 'A'] << 8;
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}
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}
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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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case Common::EVENT_KEYUP:
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if (_egoHoldKey)
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_game.viewTable[0].direction = 0;
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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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void AgiEngine::pollTimer() {
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_lastTick += 50;
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while (_system->getMillis() < _lastTick) {
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processEvents();
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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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_lastTick = _system->getMillis();
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}
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void AgiEngine::pause(uint32 msec) {
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uint32 endTime = _system->getMillis() + msec;
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_gfx->setCursor(_renderMode == Common::kRenderAmiga, true);
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while (_system->getMillis() < endTime) {
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processEvents();
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_system->updateScreen();
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_system->delayMillis(10);
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}
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_gfx->setCursor(_renderMode == Common::kRenderAmiga);
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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 version = 0x%x", getVersion());
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// initialize with adj.ego.move.to.x.y(0, 0) so to speak
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_game.adjMouseX = _game.adjMouseY = 0;
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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(struct 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 the string buffer on startup, but not when the game restarts, as
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// some scripts expect that the game strings remain unaffected after a
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// restart. An example is script 98 in SQ2, which is not invoked on restart
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// to ask Ego's name again. The name is supposed to be maintained in string 1.
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// Fixes bug #3292784.
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if (!_restartGame) {
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for (i = 0; i < MAX_STRINGS; i++)
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_game.strings[i][0] = 0;
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}
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// setup emulation
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switch (getVersion() >> 12) {
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case 2:
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debug("Emulating Sierra AGI v%x.%03x",
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(int)(getVersion() >> 12) & 0xF,
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(int)(getVersion()) & 0xFFF);
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break;
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case 3:
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debug("Emulating Sierra AGI v%x.002.%03x",
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(int)(getVersion() >> 12) & 0xF,
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(int)(getVersion()) & 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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debug(1, "Amiga padded game detected.");
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if (_game.gameFlags & ID_AGDS)
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debug(1, "AGDS mode enabled.");
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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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#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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// FIXME - loadDict() no long exists in AGI as this has been moved to within the
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// GUI Predictive Dialog, but DS Word Completion is probably broken due to this...
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#endif
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_egoHoldKey = false;
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_game.mouseFence.setWidth(0); // Reset
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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::agiLoadResource(int r, int n) {
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int i;
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i = _loader->loadResource(r, n);
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// WORKAROUND: Patches broken picture 147 in a corrupted Amiga version of Gold Rush! (v2.05 1989-03-09).
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// The picture can be seen in room 147 after dropping through the outhouse's hole in room 146.
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if (i == errOK && getGameID() == GID_GOLDRUSH && r == rPICTURE && n == 147 && _game.dirPic[n].len == 1982) {
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uint8 *pic = _game.pictures[n].rdata;
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Common::MemoryReadStream picStream(pic, _game.dirPic[n].len);
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Common::String md5str = Common::computeStreamMD5AsString(picStream, _game.dirPic[n].len);
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if (md5str == "1c685eb048656cedcee4eb6eca2cecea") {
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pic[0x042] = 0x4B; // 0x49 -> 0x4B
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pic[0x043] = 0x66; // 0x26 -> 0x66
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pic[0x204] = 0x68; // 0x28 -> 0x68
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pic[0x6C0] = 0x2D; // 0x25 -> 0x2D
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pic[0x6F0] = 0xF0; // 0x70 -> 0xF0
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pic[0x734] = 0x6F; // 0x2F -> 0x6F
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}
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}
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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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|
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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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AgiBase::AgiBase(OSystem *syst, const AGIGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) {
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// Assign default values to the config manager, in case settings are missing
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ConfMan.registerDefault("originalsaveload", "false");
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|
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_noSaveLoadAllowed = false;
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|
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_rnd = new Common::RandomSource("agi");
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_sound = 0;
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|
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initFeatures();
|
|
initVersion();
|
|
}
|
|
|
|
AgiBase::~AgiBase() {
|
|
delete _rnd;
|
|
|
|
if (_sound) {
|
|
_sound->deinitSound();
|
|
delete _sound;
|
|
}
|
|
}
|
|
|
|
void AgiBase::initRenderMode() {
|
|
_renderMode = Common::kRenderEGA;
|
|
|
|
if (ConfMan.hasKey("platform")) {
|
|
Common::Platform platform = Common::parsePlatform(ConfMan.get("platform"));
|
|
_renderMode = (platform == Common::kPlatformAmiga) ? Common::kRenderAmiga : Common::kRenderEGA;
|
|
}
|
|
|
|
if (ConfMan.hasKey("render_mode")) {
|
|
Common::RenderMode tmpMode = Common::parseRenderMode(ConfMan.get("render_mode").c_str());
|
|
if (tmpMode != Common::kRenderDefault)
|
|
_renderMode = tmpMode;
|
|
}
|
|
}
|
|
|
|
AgiEngine::AgiEngine(OSystem *syst, const AGIGameDescription *gameDesc) : AgiBase(syst, gameDesc) {
|
|
|
|
// Setup mixer
|
|
syncSoundSettings();
|
|
|
|
parseFeatures();
|
|
|
|
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._vm = this;
|
|
|
|
_game.clockEnabled = false;
|
|
_game.state = STATE_INIT;
|
|
|
|
_keyQueueStart = 0;
|
|
_keyQueueEnd = 0;
|
|
|
|
_allowSynthetic = false;
|
|
|
|
_intobj = NULL;
|
|
|
|
_menu = NULL;
|
|
_menuSelected = false;
|
|
|
|
_lastSentence[0] = 0;
|
|
memset(&_stringdata, 0, sizeof(struct StringData));
|
|
|
|
_objects = NULL;
|
|
|
|
_restartGame = false;
|
|
|
|
_oldMode = INPUT_NONE;
|
|
|
|
_firstSlot = 0;
|
|
|
|
resetControllers();
|
|
|
|
setupOpcodes();
|
|
_game._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;
|
|
}
|
|
}
|
|
|
|
initRenderMode();
|
|
|
|
_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;
|
|
|
|
_lastTick = _system->getMillis();
|
|
|
|
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() {
|
|
// 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) {
|
|
return;
|
|
}
|
|
|
|
agiDeinit();
|
|
delete _loader;
|
|
_gfx->deinitVideo();
|
|
delete _sprites;
|
|
delete _picture;
|
|
free(_game.sbufOrig);
|
|
_gfx->deinitMachine();
|
|
delete _gfx;
|
|
delete _console;
|
|
}
|
|
|
|
Common::Error AgiBase::init() {
|
|
|
|
// Initialize backend
|
|
initGraphics(320, 200, false);
|
|
|
|
initialize();
|
|
|
|
_gfx->gfxSetPalette();
|
|
|
|
return Common::kNoError;
|
|
}
|
|
|
|
Common::Error AgiEngine::go() {
|
|
CursorMan.showMouse(true);
|
|
setTotalPlayTime(0);
|
|
|
|
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
|