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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.
708 lines
19 KiB
C++
708 lines
19 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/md5.h"
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#include "common/file.h"
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#include "common/memstream.h"
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#include "common/savefile.h"
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "common/random.h"
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#include "common/textconsole.h"
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#include "engines/util.h"
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#include "base/plugins.h"
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#include "base/version.h"
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#include "graphics/cursorman.h"
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#include "audio/mididrv.h"
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#include "agi/agi.h"
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#include "agi/font.h"
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#include "agi/graphics.h"
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#include "agi/inv.h"
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#include "agi/sprite.h"
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#include "agi/text.h"
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#include "agi/keyboard.h"
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#include "agi/menu.h"
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#include "agi/systemui.h"
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#include "agi/words.h"
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#include "gui/predictivedialog.h"
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namespace Agi {
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void AgiEngine::allowSynthetic(bool allow) {
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_allowSynthetic = allow;
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}
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void AgiEngine::wait(uint32 msec, bool busy) {
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uint32 endTime = _system->getMillis() + msec;
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if (busy) {
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_gfx->setMouseCursor(true); // Busy mouse cursor
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}
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do {
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processScummVMEvents();
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_system->updateScreen();
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_system->delayMillis(10);
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} while (_system->getMillis() < endTime);
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if (busy) {
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_gfx->setMouseCursor(); // regular mouse cursor
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}
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}
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int AgiEngine::agiInit() {
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int ec, i;
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debug(2, "initializing");
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debug(2, "game version = 0x%x", getVersion());
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// initialize with adj.ego.move.to.x.y(0, 0) so to speak
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_game.adjMouseX = _game.adjMouseY = 0;
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// reset all flags to false and all variables to 0
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memset(_game.flags, 0, sizeof(_game.flags));
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memset(_game.vars, 0, sizeof(_game.vars));
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// clear all resources and events
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for (i = 0; i < MAX_DIRECTORY_ENTRIES; i++) {
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_game.views[i].reset();
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_game.pictures[i].reset();
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_game.logics[i].reset();
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_game.sounds[i] = nullptr; // _game.sounds contains pointers now
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_game.dirView[i].reset();
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_game.dirPic[i].reset();
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_game.dirLogic[i].reset();
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_game.dirSound[i].reset();
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}
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// clear view table
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for (i = 0; i < SCREENOBJECTS_MAX; i++) {
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_game.screenObjTable[i].reset();
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}
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_game.addToPicView.reset();
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_words->clearEgoWords();
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if (!_menu)
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_menu = new GfxMenu(this, _gfx, _picture, _text);
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_gfx->initPriorityTable();
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// Clear the string buffer on startup, but not when the game restarts, as
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// some scripts expect that the game strings remain unaffected after a
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// restart. An example is script 98 in SQ2, which is not invoked on restart
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// to ask Ego's name again. The name is supposed to be maintained in string 1.
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// Fixes bug #5673.
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if (!_restartGame) {
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for (i = 0; i < MAX_STRINGS; i++)
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_game.strings[i][0] = 0;
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}
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// setup emulation
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switch (getVersion() >> 12) {
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case 2:
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debug("Emulating Sierra AGI v%x.%03x",
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(int)(getVersion() >> 12) & 0xF,
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(int)(getVersion()) & 0xFFF);
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break;
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case 3:
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debug("Emulating Sierra AGI v%x.002.%03x",
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(int)(getVersion() >> 12) & 0xF,
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(int)(getVersion()) & 0xFFF);
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break;
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default:
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warning("Unknown AGI Emulation Version %x", (int)(getVersion() >> 12));
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break;
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}
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if (getPlatform() == Common::kPlatformAmiga)
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_game.gameFlags |= ID_AMIGA;
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if (getFeatures() & GF_AGDS)
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_game.gameFlags |= ID_AGDS;
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if (_game.gameFlags & ID_AMIGA)
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debug(1, "Amiga padded game detected.");
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if (_game.gameFlags & ID_AGDS)
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debug(1, "AGDS mode enabled.");
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ec = _loader->init(); // load vol files, etc
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if (ec == errOK)
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ec = _loader->loadObjects(OBJECTS);
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// note: demogs has no words.tok
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if (ec == errOK)
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ec = _loader->loadWords(WORDS);
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// Load logic 0 into memory
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if (ec == errOK)
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ec = _loader->loadResource(RESOURCETYPE_LOGIC, 0);
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_keyHoldMode = false;
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_keyHoldModeLastKey = Common::KEYCODE_INVALID;
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_game.mouseFence.setWidth(0); // Reset
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// Reset in-game timer
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inGameTimerReset();
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applyVolumeToMixer();
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return ec;
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}
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/*
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* Public functions
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*/
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void AgiEngine::agiUnloadResources() {
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int i;
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// Make sure logic 0 is always loaded
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for (i = 1; i < MAX_DIRECTORY_ENTRIES; i++) {
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_loader->unloadResource(RESOURCETYPE_LOGIC, i);
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}
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for (i = 0; i < MAX_DIRECTORY_ENTRIES; i++) {
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_loader->unloadResource(RESOURCETYPE_VIEW, i);
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_loader->unloadResource(RESOURCETYPE_PICTURE, i);
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_loader->unloadResource(RESOURCETYPE_SOUND, i);
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}
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}
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int AgiEngine::agiDeinit() {
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int ec;
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if (!_loader)
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return errOK;
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_words->clearEgoWords(); // remove all words from memory
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agiUnloadResources(); // unload resources in memory
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_loader->unloadResource(RESOURCETYPE_LOGIC, 0);
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ec = _loader->deinit();
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_objects.clear();
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_words->unloadDictionary();
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clearImageStack();
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return ec;
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}
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int AgiEngine::agiLoadResource(int16 resourceType, int16 resourceNr) {
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int i;
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i = _loader->loadResource(resourceType, resourceNr);
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// WORKAROUND: Patches broken picture 147 in a corrupted Amiga version of Gold Rush! (v2.05 1989-03-09).
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// The picture can be seen in room 147 after dropping through the outhouse's hole in room 146.
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if (i == errOK && getGameID() == GID_GOLDRUSH && resourceType == RESOURCETYPE_PICTURE && resourceNr == 147 && _game.dirPic[resourceNr].len == 1982) {
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uint8 *pic = _game.pictures[resourceNr].rdata;
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Common::MemoryReadStream picStream(pic, _game.dirPic[resourceNr].len);
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Common::String md5str = Common::computeStreamMD5AsString(picStream, _game.dirPic[resourceNr].len);
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if (md5str == "1c685eb048656cedcee4eb6eca2cecea") {
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pic[0x042] = 0x4B; // 0x49 -> 0x4B
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pic[0x043] = 0x66; // 0x26 -> 0x66
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pic[0x204] = 0x68; // 0x28 -> 0x68
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pic[0x6C0] = 0x2D; // 0x25 -> 0x2D
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pic[0x6F0] = 0xF0; // 0x70 -> 0xF0
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pic[0x734] = 0x6F; // 0x2F -> 0x6F
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}
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}
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return i;
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}
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int AgiEngine::agiUnloadResource(int16 resourceType, int16 resourceNr) {
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return _loader->unloadResource(resourceType, resourceNr);
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}
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struct GameSettings {
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const char *gameid;
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const char *description;
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byte id;
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uint32 features;
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const char *detectname;
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};
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AgiBase::AgiBase(OSystem *syst, const AGIGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) {
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_noSaveLoadAllowed = false;
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_rnd = new Common::RandomSource("agi");
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_sound = nullptr;
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initFeatures();
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initVersion();
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}
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AgiBase::~AgiBase() {
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delete _rnd;
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delete _sound;
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}
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void AgiBase::initRenderMode() {
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Common::Platform platform = Common::parsePlatform(ConfMan.get("platform"));
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Common::RenderMode configRenderMode = Common::parseRenderMode(ConfMan.get("render_mode").c_str());
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// Default to EGA PC rendering
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_renderMode = Common::kRenderEGA;
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switch (platform) {
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case Common::kPlatformDOS:
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// Keep EGA
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break;
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case Common::kPlatformAmiga:
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_renderMode = Common::kRenderAmiga;
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break;
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case Common::kPlatformApple2GS:
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_renderMode = Common::kRenderApple2GS;
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break;
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case Common::kPlatformAtariST:
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_renderMode = Common::kRenderAtariST;
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break;
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case Common::kPlatformMacintosh:
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_renderMode = Common::kRenderMacintosh;
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break;
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default:
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break;
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}
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// If render mode is explicitly set, force rendermode
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switch (configRenderMode) {
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case Common::kRenderCGA:
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_renderMode = Common::kRenderCGA;
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break;
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case Common::kRenderEGA:
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_renderMode = Common::kRenderEGA;
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break;
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case Common::kRenderVGA:
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_renderMode = Common::kRenderVGA;
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break;
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case Common::kRenderHercG:
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_renderMode = Common::kRenderHercG;
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break;
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case Common::kRenderHercA:
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_renderMode = Common::kRenderHercA;
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break;
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case Common::kRenderAmiga:
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_renderMode = Common::kRenderAmiga;
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break;
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case Common::kRenderApple2GS:
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_renderMode = Common::kRenderApple2GS;
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break;
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case Common::kRenderAtariST:
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_renderMode = Common::kRenderAtariST;
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break;
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case Common::kRenderMacintosh:
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_renderMode = Common::kRenderMacintosh;
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break;
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default:
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break;
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}
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if (getFeatures() & GF_AGI256) {
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// If current game is AGI256, switch (force) to VGA render mode
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_renderMode = Common::kRenderVGA;
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}
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}
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const byte *AgiBase::getFontData() {
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return _font->getFontData();
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}
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AgiEngine::AgiEngine(OSystem *syst, const AGIGameDescription *gameDesc) : AgiBase(syst, gameDesc) {
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// Setup mixer
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syncSoundSettings();
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memset(&_debug, 0, sizeof(struct AgiDebug));
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_game.mouseEnabled = true;
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_game.mouseHidden = false;
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// don't check for Amiga, Amiga doesn't allow disabling mouse support. It's mandatory.
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if (!ConfMan.getBool("mousesupport")) {
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// we effectively disable the mouse for games, that explicitly do not want mouse support to be enabled
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_game.mouseEnabled = false;
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_game.mouseHidden = true;
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}
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_game._vm = this;
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_game.gfxMode = true;
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_keyQueueStart = 0;
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_keyQueueEnd = 0;
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_allowSynthetic = false;
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_intobj = nullptr;
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memset(&_stringdata, 0, sizeof(struct StringData));
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_restartGame = false;
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_firstSlot = 0;
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resetControllers();
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_game._curLogic = nullptr;
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_veryFirstInitialCycle = true;
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_instructionCounter = 0;
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resetGetVarSecondsHeuristic();
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_setVolumeBrokenFangame = false; // for further study see AgiEngine::applyVolumeToMixer()
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_playTimeInSecondsAdjust = 0;
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_lastUsedPlayTimeInCycles = 0;
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_lastUsedPlayTimeInSeconds = 0;
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_passedPlayTimeCycles = 0;
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memset(_keyQueue, 0, sizeof(_keyQueue));
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_font = nullptr;
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_gfx = nullptr;
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_sound = nullptr;
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_picture = nullptr;
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_sprites = nullptr;
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_text = nullptr;
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_loader = nullptr;
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_menu = nullptr;
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_systemUI = nullptr;
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_inventory = nullptr;
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_logFile = nullptr;
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_keyHoldMode = false;
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_keyHoldModeLastKey = Common::KEYCODE_INVALID;
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_artificialDelayCurrentRoom = 0;
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_artificialDelayCurrentPicture = 0;
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}
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void AgiEngine::initialize() {
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// TODO: Some sound emulation modes do not fit our current music
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// drivers, and I'm not sure what they are. For now, they might
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// as well be called "PC Speaker" and "Not PC Speaker".
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// If used platform is Apple IIGS then we must use Apple IIGS sound emulation
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// because Apple IIGS AGI games use only Apple IIGS specific sound resources.
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if (getPlatform() == Common::kPlatformApple2GS) {
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_soundemu = SOUND_EMU_APPLE2GS;
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} else if (getPlatform() == Common::kPlatformCoCo3) {
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_soundemu = SOUND_EMU_COCO3;
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} else if (ConfMan.get("music_driver") == "auto") {
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// Default sound is the proper PCJr emulation
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_soundemu = SOUND_EMU_PCJR;
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} else {
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switch (MidiDriver::getMusicType(MidiDriver::detectDevice(MDT_PCSPK | MDT_AMIGA | MDT_ADLIB | MDT_PCJR | MDT_MIDI))) {
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case MT_PCSPK:
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_soundemu = SOUND_EMU_PC;
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break;
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case MT_ADLIB:
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_soundemu = SOUND_EMU_NONE;
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break;
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case MT_PCJR:
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_soundemu = SOUND_EMU_PCJR;
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break;
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case MT_AMIGA:
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_soundemu = SOUND_EMU_AMIGA;
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break;
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default:
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_soundemu = SOUND_EMU_MIDI;
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break;
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}
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}
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initRenderMode();
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setDebugger(new Console(this));
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_words = new Words(this);
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_font = new GfxFont(this);
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_gfx = new GfxMgr(this, _font);
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_sound = new SoundMgr(this, _mixer);
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_picture = new PictureMgr(this, _gfx);
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_sprites = new SpritesMgr(this, _gfx);
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_text = new TextMgr(this, _words, _gfx);
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_systemUI = new SystemUI(this, _gfx, _text);
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_inventory = new InventoryMgr(this, _gfx, _text, _systemUI);
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_font->init();
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_gfx->initVideo();
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_text->init(_systemUI);
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_game.gameFlags = 0;
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_text->charAttrib_Set(15, 0);
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_game.name[0] = '\0';
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debugC(2, kDebugLevelMain, "Detect game");
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if (agiDetectGame() == errOK) {
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debugC(2, kDebugLevelMain, "game loaded");
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} else {
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warning("Could not open AGI game");
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}
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// finally set up actual VM opcodes, because we should now have figured out the right AGI version
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setupOpCodes(getVersion());
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debugC(2, kDebugLevelMain, "Init sound");
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}
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bool AgiEngine::promptIsEnabled() {
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return _text->promptIsEnabled();
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}
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void AgiEngine::redrawScreen() {
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_game.gfxMode = true; // enable graphics mode
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_gfx->setPalette(true); // set graphics mode palette
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_text->charAttrib_Set(_text->_textAttrib.foreground, _text->_textAttrib.background);
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_gfx->clearDisplay(0);
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_picture->showPic();
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_text->statusDraw();
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_text->promptRedraw();
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}
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AgiEngine::~AgiEngine() {
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agiDeinit();
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delete _loader;
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if (_gfx) {
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_gfx->deinitVideo();
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}
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if (_logFile) {
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_logFile->finalize();
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_logFile->close();
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}
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delete _logFile;
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delete _inventory;
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delete _systemUI;
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delete _menu;
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delete _text;
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delete _sprites;
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delete _picture;
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delete _gfx;
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delete _font;
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delete _words;
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}
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Common::Error AgiBase::init() {
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initialize();
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_gfx->setPalette(true);
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return Common::kNoError;
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}
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Common::Error AgiEngine::go() {
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if (_game.mouseEnabled) {
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CursorMan.showMouse(true);
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}
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inGameTimerReset();
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runGame();
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return Common::kNoError;
|
|
}
|
|
|
|
void AgiEngine::syncSoundSettings() {
|
|
Engine::syncSoundSettings();
|
|
|
|
applyVolumeToMixer();
|
|
}
|
|
|
|
// WORKAROUND:
|
|
// Sometimes Sierra printed some text on the screen and did a room change immediately afterwards expecting the
|
|
// interpreter to load the data for a bit of time. This of course doesn't happen in our AGI, so we try to
|
|
// detect such situations via heuristic and then delay the game for a bit.
|
|
// In those cases a wait mouse cursor will be shown.
|
|
//
|
|
// Scenes that need this:
|
|
//
|
|
// Gold Rush:
|
|
// - During Stagecoach path, after getting solving the steep hill "Congratulations!!!" (NewRoom)
|
|
// - when following your mule "Yet right on his tail!!!" (NewRoom/NewPicture - but room 123 stays the same)
|
|
// Manhunter 1:
|
|
// - intro text screen (DrawPic)
|
|
// - MAD "zooming in..." during intro and other scenes, for example room 124 (NewRoom)
|
|
// The NewRoom call is not done during the same cycle as the "zooming in..." print call.
|
|
// Space Quest 1:
|
|
// - right at the start of the game (NewRoom)
|
|
// - right at the end of the asteroids "That was mighty close!" (NewRoom)
|
|
// Space Quest 2
|
|
// - right at the start of the game (NewRoom)
|
|
// - after exiting the very first room, a message pops up, that isn't readable without it (NewRoom)
|
|
// - Climbing into shuttle on planet Labion. "You open the hatch and head on in." (NewRoom)
|
|
|
|
|
|
// Games, that must not be triggered:
|
|
//
|
|
// Fanmade Voodoo Girl:
|
|
// - waterfall (DrawPic, room 17)
|
|
// - inside shop (NewRoom, changes to same room every new button, room 4)
|
|
|
|
void AgiEngine::nonBlockingText_IsShown() {
|
|
_game.nonBlockingTextShown = true;
|
|
_game.nonBlockingTextCyclesLeft = 2; // 1 additional script cycle is counted too
|
|
}
|
|
void AgiEngine::nonBlockingText_Forget() {
|
|
_game.nonBlockingTextShown = false;
|
|
_game.nonBlockingTextCyclesLeft = 0;
|
|
}
|
|
|
|
void AgiEngine::artificialDelay_Reset() {
|
|
nonBlockingText_Forget();
|
|
_artificialDelayCurrentRoom = -1;
|
|
_artificialDelayCurrentPicture = -1;
|
|
}
|
|
|
|
void AgiEngine::artificialDelay_CycleDone() {
|
|
if (_game.nonBlockingTextCyclesLeft) {
|
|
_game.nonBlockingTextCyclesLeft--;
|
|
|
|
if (!_game.nonBlockingTextCyclesLeft) {
|
|
// cycle count expired, we assume that non-blocking text won't be a problem for room / pic change
|
|
_game.nonBlockingTextShown = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// WORKAROUND:
|
|
// On Apple IIgs, there are situations like for example the Police Quest 1 intro, where music is playing
|
|
// and then the scripts switch to a new room, expecting it to load for a bit of time. In ScummVM this results
|
|
// in music getting cut off, because our loading is basically done in an instant. This also happens in the
|
|
// original interpreter, when you use a faster CPU in emulation.
|
|
//
|
|
// That's why there is an additional table, where one can add such situations to it.
|
|
// These issues are basically impossible to detect, because sometimes music is also supposed to play throughout
|
|
// multiple rooms.
|
|
//
|
|
// Normally all text-based issues should get detected by the current heuristic. Do not add those in here.
|
|
|
|
// script, description, signature patch
|
|
static const AgiArtificialDelayEntry artificialDelayTable[] = {
|
|
{ GID_GOLDRUSH, Common::kPlatformApple2GS, ARTIFICIALDELAYTYPE_NEWROOM, 14, 21, 2200 }, // Stagecoach path: right after getting on it in Brooklyn
|
|
{ GID_PQ1, Common::kPlatformApple2GS, ARTIFICIALDELAYTYPE_NEWPICTURE, 1, 2, 2200 }, // Intro: music track is supposed to finish before credits screen. Developers must have assumed that room loading would take that long.
|
|
{ GID_MH1, Common::kPlatformApple2GS, ARTIFICIALDELAYTYPE_NEWPICTURE, 155, 183, 2200 }, // Happens, when hitting fingers at bar
|
|
{ GID_AGIDEMO, Common::kPlatformUnknown, ARTIFICIALDELAYTYPE_END, -1, -1, 0 }
|
|
};
|
|
|
|
uint16 AgiEngine::artificialDelay_SearchTable(AgiArtificialDelayTriggerType triggerType, int16 orgNr, int16 newNr) {
|
|
if (getPlatform() != Common::kPlatformApple2GS) {
|
|
return 0;
|
|
}
|
|
|
|
const AgiArtificialDelayEntry *delayEntry = artificialDelayTable;
|
|
|
|
while (delayEntry->triggerType != ARTIFICIALDELAYTYPE_END) {
|
|
if (triggerType == delayEntry->triggerType) {
|
|
if ((orgNr == delayEntry->orgNr) && (newNr == delayEntry->newNr)) {
|
|
if ((getGameID() == delayEntry->gameId) && (getPlatform() == delayEntry->platform)) {
|
|
warning("artificial delay forced");
|
|
return delayEntry->millisecondsDelay;
|
|
}
|
|
}
|
|
}
|
|
|
|
delayEntry++;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void AgiEngine::artificialDelayTrigger_NewRoom(int16 newRoomNr) {
|
|
uint16 millisecondsDelay = 0;
|
|
|
|
//warning("artificial delay trigger: room %d -> new room %d", _artificialDelayCurrentRoom, newRoomNr);
|
|
|
|
if (!_game.automaticRestoreGame) {
|
|
millisecondsDelay = artificialDelay_SearchTable(ARTIFICIALDELAYTYPE_NEWROOM, _artificialDelayCurrentRoom, newRoomNr);
|
|
|
|
if (_game.nonBlockingTextShown) {
|
|
if (newRoomNr != _artificialDelayCurrentRoom) {
|
|
if (millisecondsDelay < 2000) {
|
|
// wait a bit, we detected non-blocking text
|
|
millisecondsDelay = 2000; // 2 seconds
|
|
}
|
|
}
|
|
}
|
|
|
|
if (millisecondsDelay) {
|
|
wait(millisecondsDelay, true); // set busy mouse cursor
|
|
_game.nonBlockingTextShown = false;
|
|
}
|
|
}
|
|
|
|
_artificialDelayCurrentRoom = newRoomNr;
|
|
}
|
|
|
|
void AgiEngine::artificialDelayTrigger_DrawPicture(int16 newPictureNr) {
|
|
uint16 millisecondsDelay = 0;
|
|
|
|
//warning("artificial delay trigger: picture %d -> new picture %d", _artificialDelayCurrentPicture, newPictureNr);
|
|
|
|
if (!_game.automaticRestoreGame) {
|
|
millisecondsDelay = artificialDelay_SearchTable(ARTIFICIALDELAYTYPE_NEWPICTURE, _artificialDelayCurrentPicture, newPictureNr);
|
|
|
|
if (_game.nonBlockingTextShown) {
|
|
if (newPictureNr != _artificialDelayCurrentPicture) {
|
|
if (millisecondsDelay < 2000) {
|
|
// wait a bit, we detected non-blocking text
|
|
millisecondsDelay = 2000; // 2 seconds, set busy
|
|
}
|
|
}
|
|
}
|
|
|
|
if (millisecondsDelay) {
|
|
wait(millisecondsDelay, true); // set busy mouse cursor
|
|
_game.nonBlockingTextShown = false;
|
|
}
|
|
}
|
|
_artificialDelayCurrentPicture = newPictureNr;
|
|
}
|
|
|
|
void AgiGame::setAppleIIgsSpeedLevel(int i) {
|
|
appleIIgsSpeedLevel = i;
|
|
_vm->setVar(VM_VAR_WINDOW_AUTO_CLOSE_TIMER, 6);
|
|
switch (i) {
|
|
case 0:
|
|
_vm->_text->messageBox("Fastest speed.");
|
|
break;
|
|
case 1:
|
|
_vm->_text->messageBox("Fast speed.");
|
|
break;
|
|
case 2:
|
|
_vm->_text->messageBox("Normal speed.");
|
|
break;
|
|
case 3:
|
|
_vm->_text->messageBox("Slow speed.");
|
|
break;
|
|
}
|
|
}
|
|
|
|
} // End of namespace Agi
|