Now the log() function writes to a file, as
the AGI engine did.
It appears that ScummVM doesn't have any "append" functionality.
As a result, I made this implementation create a new file each time
a message is logged. Note that the file is only created if the
log() function is called. The file name includes the game name
and the current time, ensuring that logs won't be overwritten.
The format is: agi.<gameid>.<currentime>.log and will be logged to
the working directory.
Last week I first implemented the log() function. In that commit
I just had it log to the console. In this commit we start
writing to a file.
This change simplifies the AGI engine volume handling by using the music
and sound fx volumes set in the ScummVM GUI as the maximum levels which
can be set by the scripts. This avoids the complexity of synchronising
changes between these and the scripts (which only had a single 16 step
volume range which is inverted in meaning by quite a large number of
fangames).
This still allows the game scripts to adjust the volumes, but only within
the maximum range set in the Launcher / GMM.
This avoids issues such as https://bugs.scummvm.org/ticket/10732 where
users complained about extremely loud output in some cases.
This fixes these, but adding constructors causes further memset usage
warnings on the structures which are now "non-trivial" due to the addition
of constructors. Should be able to fix by repeating this process to remove
further memset usage.
It was also necessary to make sure that the Common::String objects
were initialised correctly by switching to use a C++ container
for engine objects instead of calloc, since they were no longer
C-compatible PODs.
Original AGI only created a stationary event, when the last
pressed direction key was released. We do that now as well.
Makes cursor in MH1 behave properly.
Thanks to waltervn for pointing this out.
- User option to force Hercules hires font for any rendering mode
- Also change mouse cursor hotspots from 1,1 to 0,0
- Fix inaccuracy in mouse controlled game menu
- Change render_Block(), drawBox(), drawDisplayRect() to use
upper Y instead of lower Y. Original AGI uses lower Y, but
upper Y makes upscaling way easier.
Plenty of fan games set volume to mute, because they thought 15
would be loudest. It's in fact "mute" in AGI. Those games were
made primarily for PC AGI, which did not use the volume setting.
We do, so such games would get muted audio. We try to detect
such games. Hopefully fully fixes bug #7035.
Too many games to try them all out.