Commit Graph
32 Commits
Author SHA1 Message Date
Eugene Sandulenko abea37c9bb ALL: Update ScummVM project license to GPLv3+ 2021-12-26 18:48:43 +01:00
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 3eef29f2f4 AGI: fixed typo in music volume settings
The typo caused music and sound effects volumes values to be swapped
2021-04-04 23:14:15 +03:00
Henrik "Henke37" Andersson 7ea98181e2 AGI: Use PauseToken 2020-05-10 23:39:31 +02:00
D G Turner 95c0afa2c3 AGI: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-10-14 03:54:10 +01:00
Torbjörn Andersson 14525bb412 JANITORIAL: Silence some GCC 7 warnings
We have lots and lots of -Wimplicit-fallthrough warnings, and I
don't know if it's worth fixing them or not. But if we want to,
this is how it can be done.
2017-08-06 11:48:14 +02:00
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
Ori Avtalion 438f100d5e AGI: Reduce audio header dependencies 2016-05-22 22:02:37 +03:00
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 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 8271058a45 AGI: Implement messageBox() as inner loop
Also remove _game.keypress, _game.msgBoxTicks
2016-02-03 01:32:57 +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 a9b25b53d7 AGI: properly implement volume control + sync
Original code did assume that AGI volume level is 0-15
(0 for silence, 15 for maximum volume). It actually is the
other way. 0 is maximum, 15 is silence.
Fixed that. Also implemented sync with ScummVM settings dialog.
In case "mute" is enabled by the user, any volume changes done by
scripts are ignored.
Fixes Manhunter 1 Apple IIgs not getting sound anymore since the
VM Var cleanup (the script volume change by the scripts didn't
reach us before)
2016-01-31 22:14:35 +01:00
Martin Kiewitz fd9c46831d AGI: remove timer hack, implement in game timer
in game timer is now updated, when scripts read in game timer
VM variables and during main loop. ScummVM total play time feature
is used for it. Game cycle syncing is done at the same time.
2016-01-31 20:53:36 +01:00
Martin Kiewitz 9acbe6f3f4 AGI: adjust getFlag(), setVar() and getVar() 2016-01-31 19:00:32 +01:00
Martin Kiewitz 4bc01ab7d5 AGI: getflag/setflag/etc. cleanup
renamed getflag() to getFlag()
renamed setflag() to setFlag()
renamed flipflag() to flipFlag()
preagi: renamed setFlag for this engine to setWinnieFlag
2016-01-31 17:56:53 +01:00
Martin Kiewitz 8a595e7771 AGI: graphics rewrite + cleanup
- graphics code fully rewritten
- Apple IIgs font support
- Amiga Topaz support
- Word parser rewritten
- menu code rewritten
- removed forced 2 second delay on all room changes
  replaced with heuristic to detect situations, where it's required
- lots of naming cleanup
- new console commands show_map, screenobj, vmvars and vmflags
- all sorts of hacks/workarounds removed
- added SCI wait mouse cursor
- added Apple IIgs mouse cursor
- added Atari ST mouse cursor
- added Amiga/Apple IIgs transition
- added Atari ST transition
- user can select another render mode and
  use Apple IIgs palette + transition for PC versions
- inventory screen rewritten
- SetSimple command now properly implemented
- PreAGI Mickey: Sierra logo now shown
- saved games: now saving controller key mapping
  also saving automatic save data (SetSimple command)
- fixed invalid memory access when saving games (31 bytes were saved
  using Common::String c_ptr()

Special Thanks to:
- fuzzie for helping out with the Apple IIgs font + valgrind
- eriktorbjorn for helping out with valgrind
- LordHoto for figuring out the code, that caused invalid memory
  access in the original code, when saving a game
- sev for help out with reversing the Amiga transition

currently missing:
- mouse support for menu
- mouse support for system dialogs
- predictive dialog support
2016-01-29 13:22:22 +01:00
Johannes Schickel 6aac905dfd AGI: Make GPL headers consistent in themselves. 2014-02-18 02:39:32 +01:00
strangerke 69b1485a22 GIT: Clean up: Suppress SVN tags, now useless 2011-05-12 01:16:22 +02:00
Eugene Sandulenko 93d62da652 Whitespace fixes and C++ comments
svn-id: r41239
2009-06-06 17:39:13 +00:00
Eugene Sandulenko 8576b162dc Implement FR#2103654: "AGI sound volume"
svn-id: r40704
2009-05-18 21:37:13 +00:00
Nicola Mettifogo 258901bab9 Merged common/stdafx.h into common/scummsys.h. All referencing files have been updated.
svn-id: r28966
2007-09-19 08:40:12 +00:00
Filippos Karapetis 51554b6f20 Some updates to preagi's sound system and code cleanup
svn-id: r28844
2007-09-03 09:39:15 +00:00
Max Horn 218e132e37 Updated legal headers in source files, based on what Pidgin (the IM client formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
2007-05-30 21:56:52 +00:00
Eugene Sandulenko 80eb248a0e Get rid of _opt. Cleanup.
svn-id: r25549
2007-02-13 15:27:36 +00:00
Paweł Kołodziejski b47eb95316 Formating names in source code
svn-id: r25101
2007-01-16 12:40:51 +00:00
Max Horn 29f59fc468 Renamed amiga -> amigaMode and agds -> agdsMode; also some minor cleanup
svn-id: r25047
2007-01-07 18:02:54 +00:00
Paweł Kołodziejski 1d3ca2e409 first phase of objectisation of agi engine
svn-id: r24808
2006-12-06 19:27:02 +00:00
Max Horn 51f45f0840 Fixed many const related warnings
svn-id: r22794
2006-05-31 10:53:04 +00:00
Paweł Kołodziejski 107073537e imported AGI engine
svn-id: r22588
2006-05-23 23:43:52 +00:00