Commit Graph
1310 Commits
Author SHA1 Message Date
Martin Kiewitz f954603f8d AGI: GfxMgr::drawBox now using kRenderMacintosh 2016-02-05 14:23:23 +01:00
Martin Kiewitz efb6532468 AGI: Rewrote stringWordWrap()
Original code wasn't accurate
2016-02-05 14:13:45 +01:00
Martin Kiewitz 72a3cae20b AGI: Restrict hide.mouse to AGI3 only
Command seems to not have existed in at least 2.917 (PC).
Space Quest 2 on Apple IIgs calls it during intro, but never
calls show.mouse. SQ2 on other platforms does not make this call.
Mouse cursor is not hidden under emulator, so atm I have to assume
that it's either a dodgy script or there was something else hacked
into the interpreter back then.

This fixes Space Quest 2 Apple IIgs losing mouse cursor, when
the intro is not canceled.
2016-02-04 23:24:59 +01:00
Martin Kiewitz 4b7d49dcff AGI: Fix Hold-Key-Mode implementation
Hold-Key-Mode got introduced v2.425, it was simply not possible
to disable it until 3.098.
Now creating a AGI_KEY_STATIONARY event, so that it works properly

Fixes Mixed Up Mother Goose
2016-02-04 22:53:15 +01:00
Martin Kiewitz 9f7ff8351b AGI: Fix mouse code for transitions
Do not show mouse cursor after transition, when it's currently
switched to hidden. Do the same for hide/show.mouse opcodes.
2016-02-04 21:21:52 +01:00
Martin Kiewitz 26791ec7d9 AGI: Add verbose flags to debug command screenobj 2016-02-04 18:49:15 +01:00
Martin Kiewitz 240982a46e AGI: Fix cursor position after save game descr.
Cursor was placed incorrectly after entering saved game description
using original load/save dialogs.
2016-02-04 17:22:23 +01:00
Martin Kiewitz af8dbfc998 AGI: More accurate menu mouse support
Menu items did not switch to inverted state when they are disabled.
2016-02-04 16:42:41 +01:00
Martin Kiewitz 9620979def AGI: Add Atari ST system UI buttons 2016-02-04 15:30:50 +01:00
Martin Kiewitz db03baed02 AGI: Add buttons to save/restore verify dialogs 2016-02-04 13:58:10 +01:00
Martin Kiewitz c17cd72bae AGI: Add Amiga system UI buttons
Also adjust window frames for Amiga. Amiga also uses hi-res ones.
2016-02-04 13:38:18 +01:00
Martin Kiewitz e019323f07 AGI: Add Apple IIgs system UI buttons
For Restart/Quit/Pause dialog
2016-02-04 12:51:35 +01:00
Martin Kiewitz dbdf77660e AGI: Fix disabled look to work properly in menus 2016-02-04 00:55:53 +01:00
Martin Kiewitz f6c9cffa26 AGI: Add different window frames for Macintosh
Also work on drawCharacter code for SystemUI usage
2016-02-03 22:47:58 +01:00
Martin Kiewitz 0f026c7766 AGI: Add different window frames for Apple IIgs
Only slightly different than on PC
2016-02-03 22:25:52 +01:00
Martin Kiewitz a9bb8c3a50 AGI: Message box mouse support 2016-02-03 08:27:44 +01:00
Martin Kiewitz d23871fdd8 AGI: Rename WINDOWRESET to WINDOW_AUTO_CLOSE_TIMER 2016-02-03 04:17:15 +01:00
Martin Kiewitz 3eebf2eb41 AGI: Increase time delay for Apple IIgs
It seems that either Apple IIgs ran very slowly or that its
AGI interpreter didn't do the delays as on all the other platforms.
Further investigation needed
Fixes all sorts of games running now way too fast.
2016-02-03 03:49:37 +01:00
Martin Kiewitz 9a3454393b AGI: Remove unused initialized variable 2016-02-03 03:13:25 +01:00
Martin Kiewitz cc55cb13d3 AGI: Remove _game.state, not needed anymore 2016-02-03 03:07:50 +01:00
Martin Kiewitz 34117170f2 AGI: Change cycle delay handling, seems to fix GR
Removed pollTimer()
Renamed pause() to wait()
Doing 10 msec delays instead of at least 50 msec per EventProcess
Seems to fix weird Gold Rush ingame timer issue?! bug #4147
2016-02-03 02:40:01 +01:00
Martin Kiewitz 778c1ddb69 AGI: Cycle event processing changed
processEvents() renamed to processScummVMEvents()
mainCycle() renamed to processAGIEvents()
have.key now sets up an inner loop and calls processAGIEvents()
to avoid any further cycle work processing
2016-02-03 02:21:07 +01:00
Martin Kiewitz c2038e00d0 AGI: Call update screen in have.key for now
Some games call it in an endless loop until a key is returned
2016-02-03 01:47:26 +01:00
Martin Kiewitz 702b66a49d AGI: Make inner loop handlers consistent 2016-02-03 01:41:32 +01:00
Martin Kiewitz 8271058a45 AGI: Implement messageBox() as inner loop
Also remove _game.keypress, _game.msgBoxTicks
2016-02-03 01:32:57 +01:00
Martin Kiewitz 9fecbe58a1 AGI: Remove Gold Rush workaround, no longer needed 2016-02-03 01:03:40 +01:00
Martin Kiewitz 563d890991 AGI: Fix regression of have.key changes
original commit 8269a94bcd
Now hopefully properly implemented.
Adjusted a few more inaccuracies
(we set v19 to 0, where we shouldn't have)
2016-02-03 00:26:35 +01:00
Martin Kiewitz 920bea0fd9 AGI: add drawCharacterOnDisplay() 2016-02-02 23:27:13 +01:00
Martin Kiewitz 5f41a09701 AGI: Remove inputMode, not needed anyore 2016-02-02 23:02:50 +01:00
Martin Kiewitz cdc6a2f3c3 AGI: test commands cleanup 2016-02-02 22:41:01 +01:00
Martin Kiewitz 8269a94bcd AGI: Use inner loop functionality for have.key
Also do it like the original interpreter did it
2016-02-02 22:26:39 +01:00
Martin Kiewitz 8a29f98c9c AGI: Don't pause in game timer while in menus
Original interpreter did not do it and we paused music/sfx,
which the original interpreter also didn't do.
Shouldn't cause issues.
2016-02-02 21:28:47 +01:00
Martin Kiewitz 5cd7ad8622 AGI: code formatting 2016-02-02 20:41:11 +01:00
Johannes Schickel 6778175f6d AGI: Fix formatting.
This mostly enforces tabs for indentation and spaces for formatting. But also
fixes spaces on empty lines, some extra/missing spaces.

astyle + manual fixup
2016-02-02 20:15:18 +01:00
Martin Kiewitz 9ad3712aa3 AGI: Add WORKAROUND comment to "render after menu"
see commit 0b75bf3721
Original AGI did not do, what we are doing now
2016-02-02 19:58:55 +01:00
Martin Kiewitz 223ce70eab AGI: Don't use status row for menu mouse trigger
Use hardcoded first line instead
In Donald Duck the status line is at line 24, but also hidden
2016-02-02 17:47:17 +01:00
Martin Kiewitz 0b75bf3721 AGI: Render after menu, when playarea starts at 0
Fixes graphics glitch for Donald Duck
2016-02-02 17:44:53 +01:00
Martin Kiewitz 05a5fc1b65 AGI: mouse support for menu 2016-02-02 17:28:58 +01:00
Martin Kiewitz 5acce8276e AGI: changed debug msg VGA font -> PC BIOS font 2016-02-02 11:04:08 +01:00
Martin Kiewitz 2a4a290d31 AGI: change how menus are triggered on Non-PC 2016-02-01 19:08:22 +01:00
Martin Kiewitz 9fff1686fc AGI: Pass vm pointer directly to commands
No functional change
2016-02-01 16:37:28 +01:00
Martin Kiewitz 839ac0a6a4 AGI: Rename _game.lognum to _game.curLogicNr
Also a bit of cleanup
2016-02-01 16:21:13 +01:00
Martin Kiewitz 264222ec29 AGI: Change _game.exitAllLogics to boolean 2016-02-01 16:15:07 +01:00
Martin Kiewitz 6749f22981 AGI: Remove _game.hasPrompt, no longer needed 2016-02-01 16:13:19 +01:00
Martin Kiewitz f86d68d214 AGI: Remove old clockEnabled boolean
No longer needed
We use ScummVM system total play time functionality instead
2016-02-01 15:54:32 +01:00
Martin Kiewitz 896bf83ddc AGI: Fix pause command effectively freezing game
In game timer wasn't resumed, which caused no more cycles to
get executed.
2016-02-01 15:52:18 +01:00
Martin Kiewitz 14f338e2dd AGI: Revert revert the keyboard handling changes
It seems the issues on AmigaOS aren't actually caused by the new
code. Reverting the revert.
2016-02-01 15:02:52 +01:00
Martin Kiewitz cf5133742c AGI: Improve original save/load menus
Description is trimmed for the verify window, width is now accurate
Actual save filename is now also shown, just like in the original
Cleanup
2016-02-01 14:51:03 +01:00
Martin Kiewitz 83ad64f947 AGI: Keyboard handling change
It seems the current code causes issues on at least AmigaOS.
Changed current code to the way SCI handled it.
Needs to get investigated in detail.
Added FIXME. Also see engines/sci/event.cpp
2016-02-01 02:17:47 +01:00
Martin Kiewitz c28e101cdb AGI: implement predictive dialog 2016-02-01 01:34:36 +01:00