Commit Graph
261 Commits
Author SHA1 Message Date
Daniel Abramowitz 65aba03517 AGI: Write log() Function to File
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.
2022-10-16 21:52:21 +02:00
Eugene Sandulenko abea37c9bb ALL: Update ScummVM project license to GPLv3+ 2021-12-26 18:48:43 +01:00
Thunderforge 35c3668275 COMMON: Fixing misspellings "occured" -> "occurred"
Fixing this misspelled word across multiple parts of the codebase.
2021-09-25 21:36:42 +03:00
D G Turner a0326ecd1c AGI: Modify Volume to use ScummVM GUI as maximum range for Script Volume
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.
2021-07-15 14:43:30 +02:00
Zvika Haramaty 5a93dc2275 AGI: Add Hebrew support 2021-03-14 18:52:36 +01:00
aryanrawlani28 a56dc094b9 ENGINES: ALL: Move detection_enums -> detection.h
- Cleans up headers quite a bit.
2020-10-03 14:56:36 +02:00
aryanrawlani28 fa36701425 AGI: Split detection features & adapt to new plugins. 2020-10-03 14:56:36 +02:00
aryanrawlani28 9c6c628ae6 AGI: Move some common code to detection.h
- These structs are necessary for detection, as well as the engine itself.
- So, we move it to a common header file, include it once in both the files.
- This way, we won't have to include agi.h inside detection translation unit, which saves us much junk code going into the executable.
2020-10-03 14:56:36 +02:00
Zvika Haramaty 61cd56009d AGI: Apple2GS: Make Speed menu configurable 2020-07-25 00:36:43 +02:00
Zvika Haramaty 1c36be4d8a AGI: Apple2GS: Add Speed menu and commands 2020-07-25 00:36:43 +02:00
Henrik "Henke37" Andersson 7ea98181e2 AGI: Use PauseToken 2020-05-10 23:39:31 +02:00
Paul Gilbert 128bd50051 AGI: Remove autosave code 2020-02-16 15:44:28 -08:00
Paul Gilbert a00e44ba6c ENGINES: Merge saveGameState virtual methods into a single one 2020-02-16 15:44:28 -08:00
Paul Gilbert f603a695af AGI: Refactor to use Engine debugger 2020-02-16 13:07:19 +02:00
Bastien Bouclet 3f3c88ce6a AGI: Add override keywords 2020-02-09 12:43:14 +01:00
Eugene Sandulenko 555c6807db AGI: Added override keywords 2020-02-09 11:35:49 +01:00
Eugene Sandulenko cf755dc921 AGI: Added override keywords 2020-02-05 14:36:52 +01:00
Paul Gilbert 5b80320525 ENGINES: Adding override keyword to hasFeature methods 2020-02-04 20:04:11 -08:00
Filippos Karapetis 5b7f11ded7 AGI: Cleanup game flags 2020-01-12 23:12:15 +02:00
D G Turner 50c5177eb0 AGI: Fix Remaining GCC Compiler Warnings
These were the remaining memset on non-trivial structure warnings.
2019-08-25 07:27:21 +01:00
D G Turner 482f835ad6 AGI: Fix GCC Compiler Warnings from memset of Game State Structures
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.
2019-08-25 05:55:54 +01:00
D G Turner 1a9fa34dc1 AGI: Fix some GCC Compilation Warnings
These were associated with memset() of Mouse structure which now has
a constructor method to do this instead.
2019-08-24 10:25:20 +01:00
Colin Snover 0851a30769 AGI: Replace use of strdup with Common::String
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.
2018-08-18 16:30:05 +02:00
Martin Kiewitz be763b59aa AGI: act on exitAllLogics in testIfCode (fixes bug #9707)
Thanks waltervn for finding this one.
Was a regression caused by the timer heuristic for detecting
bad script code. When the heuristic identified being in an
inner timer loop, it told ScummVM to sleep + process events.
During that time a restore can get triggered by the user via GMM.
When that happens, the restore is executed immediately.
When still being inside testIfCode(), it may happen that execution
goes beyond the end of the current logic incl. error/crash.
TODO: maybe better change GMM as a whole for AGI, that restores are
always processed in a delayed way after main loop got processed
once?
2017-02-24 00:54:40 +01:00
Martin Kiewitz 9dd0cd51d5 AGI: Clean up VM opcode handling
so that invalid opcodes won't crash ScummVM anymore
2017-02-23 23:54:45 +01:00
Martin Kiewitz e64e388816 AGI: Hold-key-mode fix
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.
2017-02-11 10:35:10 +01:00
Martin Kiewitz 32ca051485 AGI: Make TIME_DELAY 0 to set the game to 40 fps
Original AGI TIME_DELAY 0 made the game run as fast
as possible. We didn't go that far, but it still seems to run
too fast. This should hopefully fix that.
See bug #9607
2016-10-12 21:48:35 +02:00
Eugene Sandulenko 33abb6118f ALL: Change main engine header guard defines to <directory>_<engine>_H
Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
2016-05-17 18:21:30 +02:00
Ori Avtalion 31130f08dc AGI: Move predictivedialog.h out of agi.h 2016-04-13 14:27:21 +03:00
Martin Kiewitz 0caef5d8d0 AGI: Set monitor VM var to EGA for Hercules rendering
Original AGI Hercules rendering was restricted by the Hercules
resolution, which is why they had to remove the AGI prompt and
replace it with a prompt window like the one used in SCI.
We are not and even when we support that prompt window, we
will still support the original AGI prompt even for Hercules
rendering.
Maybe some games had special graphic code, when Hercules rendering
is active. This needs to get checked.

We are now telling the scripts that we are running on EGA,
so that they don't put text at different coordinates.
Hercules rendering also used a different grid for putting text
for example Space Quest 2 right at the start.
This change avoids problems with such placement. We don't really
want to restrict ourselves by implementing that different
text grid resolution.

Also added comments on game feature flags.
2016-02-28 14:06:22 +01:00
Martin Kiewitz e1c36a52b5 AGI: Add support for upscaling and Hercules hires font
- 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.
2016-02-27 21:44:21 +01:00
Martin Kiewitz 4ad1bbf108 AGI: Add detection for fan games with broken volume bug #7035
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.
2016-02-20 14:53:17 +01:00
Martin Kiewitz 5484f0bc58 AGI: Add detection+workaround for endofloop+motion at the same time
Detects when end.of.loop + motions are used on the same screen
object at the same time, which would have resulted in flag
corruption in the original interpreter. We detect this
situation now, show a warning and disable the cycler in case
cycler was activated first.
This solves a new issue in kq1, when grabbing the eagle in room
22, that was previously hidden just like in the original AGI.
Fixes bug #7046
2016-02-19 10:34:37 +01:00
Martin Kiewitz 562649c7c0 AGI: Change how VM timer vars are handled
Instead of directly converting play time to VM timer vars,
we only adjust VM timer vars according to play time seconds delta.
This is needed for at least Mixed Up Mother Goose. The game
sets the VM "second" variable to 0 and then uses it for syncing
the text to the songs. We even adjust second calculation, so
that the timing should always be the same and not depend on
basically luck (seconds may wrap right after setting it, because
internal cycles counter is not changed).
2016-02-16 03:18:10 +01:00
Martin Kiewitz 873ba15b66 AGI: Changes to vm var seconds heuristic (delay loop detection)
- small fix (forgot to reset the hit counter)
- rename methods
- added more information about PQ1 in comment
2016-02-14 23:05:28 +01:00
Martin Kiewitz 7b75936f56 AGI: Add heuristic to detect delay loops within scripts
And in that case poll events, delay for a few milliseconds and
update screen.
This somewhat worked before the graphics rewrite because of
a timer hack.
This one tries to detect actual inner loops.
Happens in at least Police Quest 1 when playing poker.
2016-02-14 22:43:52 +01:00
Martin Kiewitz e49658cf81 AGI: Adding seconds of current time to saved games
Useful to properly detect the most recent saved game
(that's done by the original save/restore dialogs)
2016-02-13 13:40:47 +01:00
Martin Kiewitz dbea55b36b AGI: Rename nonBlockingText -> artificialDelay
Also add a table for Apple IIgs games for music issues like in PQ1
intro, where the developers thought that loading a new room would
take X amount of time and they started loading before the music was
done. In our AGI music may get cut off because of this.

It of course also happens, when using the original interpreter,
as soon as you emulate a faster processor. Which means this
is also a workaround.

See bug #7026
2016-02-11 17:26:25 +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 e019323f07 AGI: Add Apple IIgs system UI buttons
For Restart/Quit/Pause dialog
2016-02-04 12:51:35 +01:00
Martin Kiewitz d23871fdd8 AGI: Rename WINDOWRESET to WINDOW_AUTO_CLOSE_TIMER 2016-02-03 04:17:15 +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 8271058a45 AGI: Implement messageBox() as inner loop
Also remove _game.keypress, _game.msgBoxTicks
2016-02-03 01:32:57 +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 5f41a09701 AGI: Remove inputMode, not needed anyore 2016-02-02 23:02:50 +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
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