The Italian Amiga version of Future Wars tries to load music from file
"TELESONG.DAT" which does not exist. Previously after this starting to
play music might either try to play a null stream and crash or play an
old wrong music in memory. Fix that by setting the stream to null if
no music exists (Checked that the stream is destroyed i.e. the
destructor is run so it should be safe to set the _moduleStream variable
to nullptr directly).
Make Amiga music loop until fade out when changing scene. This is
based on watching a video of Future Wars Amiga walkthrough, not on
playing the Amiga version or reading its disassembly. But it does seem
that the music loops instead of just playing once.
Previously frequency of zero samples crashed the debug version,
now they are simply discarded. Also the frequency calculation is done
differently in the Amiga version of Operation Stealth than in the
Future Wars. This fixes playing samples in Amiga versions of Operation
Stealth (Not crashing on frequency of zero samples and playing the
samples at their right pitch).
In Operation Stealth DOS and Atari ST versions, but not Amiga or
demo versions, sound effects are loaded in AUTO00.PRC using a
combination of o2_loadAbs and o2_playSample(1, ...) before
o1_freePartRange(0, 200). This is a better heuristic for ending the
script at the correct position than checking whether global variable
255 is compared to 0. In the original game AUTO00.PRC was run when
starting or restarting the game and one could not load a savegame
before passing the copy protection. Thus, we try to emulate that
behaviour by running at least part of AUTO00.PRC before loading a
savegame.
Fix bug #11547 ("CINE: FW: Game crashes during intro with MT-32 music").
Future Wars PC disassembly passes 256 to writeInstrument and
writeInstrument overwrites it with value 246 here. So the value
becomes 246 in the end.
Change structure initialization from C++11 style to older style to fix
clang compilation. Add null check to fix DeepCode warning about
possible undefined behaviour.
Add support for Operation Stealth PC 16 and 256 color versions with
AdLib and Roland MT-32 sound. Add support for 20 extended savegames
(Thumbnails, playtime etc) for both Future Wars and Operation Stealth
(20 because it fits on screen using the original save/load interface).
Details:
- Add versioning to Future Wars and Operation Stealth savegames.
- Add fade in effect to both Future Wars and Operation Stealth.
- Add mouse wheel support and keyboard support to moving in menus.
- Map middle mouse button to pressing both left and right buttons.
- Make interface more responsive (See manageEvents() and drawFrame()).
- Amiga versions should be completable but sound may or may not work.
- Atari ST versions completely untested.
Game options currently supported:
- Using original save/load interface
- Using transparent dialog boxes in 16 color scenes (Also for PC)
Console commands currently supported:
- labyrinthCheat (For cheating in Operation Stealth's labyrinths)
- disableLabyrinthCheat (Disabling labyrinth cheat)
- disableHacks (Disabling hacks, useful for testing)
- enableHacks (Enabling hacks, useful for testing. On by default)
Engines should only have to call one set of functions and not decide between the two. In fact, the 'emulation' API was documented to just call the 'real CD' API.
Traced with gdb to sound.cpp:792 i.e. _fadeOutTimer infinite loop.
This bug was introduced by the addition of the MT-32 output driver for
Future Wars and associated mutex changes.
The _fadeOutTimer increment is done by the timer callback occuring
during the load method call, but this was excluded by the mutex.
Fixed by moving the mutex in the load method.
Found this using Valgrind when loading a Future Wars savegame from the launcher.
Occurs since the load() method called stop() but this did not unload() the allocated playing
resource data unless it was still playing. Fixed in stop() by calling unload() in all cases.
svn-id: r55059