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author | Martin Kiewitz | 2017-02-25 20:43:14 +0100 |
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committer | Martin Kiewitz | 2017-02-25 20:43:14 +0100 |
commit | 77d232fbe277aead010c66fc80d53666e9ab29a1 (patch) | |
tree | 747e086fa40c7c713a23300906e56aeb1e7ee26a /engines/agi | |
parent | e107003c4c83418a34fa15813fc4f3c7de473cf7 (diff) | |
download | scummvm-rg350-77d232fbe277aead010c66fc80d53666e9ab29a1.tar.gz scummvm-rg350-77d232fbe277aead010c66fc80d53666e9ab29a1.tar.bz2 scummvm-rg350-77d232fbe277aead010c66fc80d53666e9ab29a1.zip |
AGI: always stop sound/music, when calling restore/save since 2.272
and therefore set the "fully played"-flag/variable, so that scripts
don't block forever in for example Police Quest 1 poker back room.
Fixes bug #9706
Thanks waltervn
Diffstat (limited to 'engines/agi')
-rw-r--r-- | engines/agi/op_cmd.cpp | 61 | ||||
-rw-r--r-- | engines/agi/sound.cpp | 4 |
2 files changed, 37 insertions, 28 deletions
diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp index 32400b5afe..c295b49f0f 100644 --- a/engines/agi/op_cmd.cpp +++ b/engines/agi/op_cmd.cpp @@ -38,14 +38,13 @@ namespace Agi { #define getFeatures() state->_vm->getFeatures() -#define getVersion() state->_vm->getVersion() #define getLanguage() state->_vm->getLanguage() void cmdIncrement(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; byte varVal = vm->getVar(varNr); - if (getVersion() < 0x2000) { + if (vm->getVersion() < 0x2000) { if (varVal < 0xf0) { varVal++; vm->setVar(varNr, varVal); @@ -223,7 +222,7 @@ void cmdToggle(AgiGame *state, AgiEngine *vm, uint8 *parameter) { void cmdSetV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 flagNr = parameter[0]; - if (getVersion() < 0x2000) { + if (vm->getVersion() < 0x2000) { vm->setVar(flagNr, 1); } else { flagNr = vm->getVar(flagNr); @@ -235,7 +234,7 @@ void cmdSetV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { void cmdResetV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 flagNr = parameter[0]; - if (getVersion() < 0x2000) { + if (vm->getVersion() < 0x2000) { vm->setVar(flagNr, 0); } else { flagNr = vm->getVar(flagNr); @@ -247,7 +246,7 @@ void cmdResetV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { void cmdToggleV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 flagNr = parameter[0]; - if (getVersion() < 0x2000) { + if (vm->getVersion() < 0x2000) { byte value = vm->getVar(flagNr); vm->setVar(flagNr, value ^ 1); } else { @@ -467,7 +466,7 @@ void cmdSetCel(AgiGame *state, AgiEngine *vm, uint8 *parameter) { ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; vm->setCel(screenObj, celNr); - if (getVersion() >= 0x2000) { + if (vm->getVersion() >= 0x2000) { screenObj->flags &= ~fDontupdate; } } @@ -746,6 +745,11 @@ void cmdResetScanStart(AgiGame *state, AgiEngine *vm, uint8 *parameter) { } void cmdSaveGame(AgiGame *state, AgiEngine *vm, uint8 *parameter) { + if (vm->getVersion() >= 0x2272) { + // this was only donce since 2.272 + state->_vm->_sound->stopSound(); + } + vm->inGameTimerPause(); if (state->automaticSave) { @@ -763,6 +767,11 @@ void cmdSaveGame(AgiGame *state, AgiEngine *vm, uint8 *parameter) { } void cmdLoadGame(AgiGame *state, AgiEngine *vm, uint8 *parameter) { + if (vm->getVersion() >= 0x2272) { + // this was only donce since 2.272 + state->_vm->_sound->stopSound(); + } + vm->inGameTimerPause(); if (state->automaticSave) { @@ -896,7 +905,7 @@ void cmdSetSimple(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // TODO: Figure out what's going on. It can't be automatic saving of course. // Also getting called in KQ1, when planting beans - parameter 12. // And when killing the witch - parameter 40. - if ((getVersion() < 0x2425) || (getVersion() == 0x2440)) { + if ((vm->getVersion() < 0x2425) || (vm->getVersion() == 0x2440)) { // was not available before 2.2425, but also not available in 2.440 warning("set.simple called, although not available for current AGI version"); return; @@ -945,7 +954,7 @@ void cmdSetSimple(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // push.script was not available until 2.425, and also not available in 2.440 void cmdPopScript(AgiGame *state, AgiEngine *vm, uint8 *parameter) { - if ((getVersion() < 0x2425) || (getVersion() == 0x2440)) { + if ((vm->getVersion() < 0x2425) || (vm->getVersion() == 0x2440)) { // was not available before 2.2425, but also not available in 2.440 warning("pop.script called, although not available for current AGI version"); return; @@ -955,7 +964,7 @@ void cmdPopScript(AgiGame *state, AgiEngine *vm, uint8 *parameter) { } void cmdDiscardSound(AgiGame *state, AgiEngine *vm, uint8 *parameter) { - if (getVersion() >= 0x2936) { + if (vm->getVersion() >= 0x2936) { debug(0, "discard.sound"); } } @@ -973,7 +982,7 @@ void cmdShowMouse(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // but show.mouse is never called afterwards. Game running under emulator doesn't seem to hide the mouse cursor. // TODO: figure out, what exactly happens. Probably some hacked-in command and not related to mouse cursor for that game? void cmdHideMouse(AgiGame *state, AgiEngine *vm, uint8 *parameter) { - if (getVersion() < 0x3000) { + if (vm->getVersion() < 0x3000) { // was not available before 3.086 warning("hide.mouse, although not available for current AGI version"); return; @@ -1002,7 +1011,7 @@ void cmdHideMouse(AgiGame *state, AgiEngine *vm, uint8 *parameter) { } void cmdAllowMenu(AgiGame *state, AgiEngine *vm, uint8 *parameter) { - if (getVersion() < 0x3098) { + if (vm->getVersion() < 0x3098) { // was not available before 3.098 warning("allow.menu called, although not available for current AGI version"); return; @@ -1031,7 +1040,7 @@ void cmdFenceMouse(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // HoldKey was added in 2.425 // There was no way to disable this mode until 3.098 though void cmdHoldKey(AgiGame *state, AgiEngine *vm, uint8 *parameter) { - if ((getVersion() < 0x2425) || (getVersion() == 0x2440)) { + if ((vm->getVersion() < 0x2425) || (vm->getVersion() == 0x2440)) { // was not available before 2.425, but also not available in 2.440 warning("hold.key called, although not available for current AGI version"); return; @@ -1041,7 +1050,7 @@ void cmdHoldKey(AgiGame *state, AgiEngine *vm, uint8 *parameter) { } void cmdReleaseKey(AgiGame *state, AgiEngine *vm, uint8 *parameter) { - if (getVersion() < 0x3098) { + if (vm->getVersion() < 0x3098) { // was not available before 3.098 warning("release.key called, although not available for current AGI version"); return; @@ -1238,7 +1247,7 @@ void cmdAnimateObj(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; - if (getVersion() < 0x2000) { + if (vm->getVersion() < 0x2000) { if (screenObj->flags & fDidntMove) return; } else { @@ -1249,7 +1258,7 @@ void cmdAnimateObj(AgiGame *state, AgiEngine *vm, uint8 *parameter) { debugC(4, kDebugLevelScripts, "animate vt entry #%d", objectNr); screenObj->flags = fAnimated | fUpdate | fCycling; - if (getVersion() < 0x2000) { + if (vm->getVersion() < 0x2000) { screenObj->flags |= fDidntMove; } @@ -1280,7 +1289,7 @@ void cmdDraw(AgiGame *state, AgiEngine *vm, uint8 *parameter) { debugC(4, kDebugLevelScripts, "draw entry %d", screenObj->objectNr); screenObj->flags |= fUpdate; - if (getVersion() >= 0x3000) { + if (vm->getVersion() >= 0x3000) { state->_vm->setLoop(screenObj, screenObj->currentLoopNr); state->_vm->setCel(screenObj, screenObj->currentCelNr); } @@ -1630,7 +1639,7 @@ void cmdFollowEgo(AgiGame *state, AgiEngine *vm, uint8 *parameter) { screenObj->follow_flag = followFlag; screenObj->follow_count = 255; - if (getVersion() < 0x2000) { + if (vm->getVersion() < 0x2000) { vm->setVar(screenObj->follow_flag, 0); screenObj->flags |= fUpdate | fAnimated; } else { @@ -1659,7 +1668,7 @@ void cmdMoveObj(AgiGame *state, AgiEngine *vm, uint8 *parameter) { if (stepSize != 0) screenObj->stepSize = stepSize; - if (getVersion() < 0x2000) { + if (vm->getVersion() < 0x2000) { vm->setVar(moveFlag, 0); screenObj->flags |= fUpdate | fAnimated; } else { @@ -1673,7 +1682,7 @@ void cmdMoveObj(AgiGame *state, AgiEngine *vm, uint8 *parameter) { state->playerControl = false; // AGI 2.272 (ddp, xmas) doesn't call move_obj! - if (getVersion() > 0x2272) + if (vm->getVersion() > 0x2272) vm->moveObj(screenObj); } @@ -1703,7 +1712,7 @@ void cmdMoveObjF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { state->playerControl = false; // AGI 2.272 (ddp, xmas) doesn't call move_obj! - if (getVersion() > 0x2272) + if (vm->getVersion() > 0x2272) vm->moveObj(screenObj); } @@ -1715,7 +1724,7 @@ void cmdWander(AgiGame *state, AgiEngine *vm, uint8 *parameter) { state->playerControl = false; screenObj->motionType = kMotionWander; - if (getVersion() < 0x2000) { + if (vm->getVersion() < 0x2000) { screenObj->flags |= fUpdate | fAnimated; } else { screenObj->flags |= fUpdate; @@ -1781,7 +1790,7 @@ void cmdVersion(AgiGame *state, AgiEngine *vm, uint8 *parameter) { Common::String verMsg = TITLE " v%s"; - int ver = getVersion(); + int ver = vm->getVersion(); int maj = (ver >> 12) & 0xf; int min = ver & 0xfff; @@ -2108,7 +2117,7 @@ void cmdSetString(AgiGame *state, AgiEngine *vm, uint8 *parameter) { void cmdDisplay(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // V1 has 4 args - int16 textNr = (getVersion() >= 0x2000 ? parameter[2] : parameter[3]); + int16 textNr = (vm->getVersion() >= 0x2000 ? parameter[2] : parameter[3]); int16 textRow = parameter[0]; int16 textColumn = parameter[1]; @@ -2194,14 +2203,14 @@ void cmdPushScript(AgiGame *state, AgiEngine *vm, uint8 *parameter) { vm->setVar(VM_VAR_MOUSE_X, vm->_mouse.pos.x / 2); vm->setVar(VM_VAR_MOUSE_Y, vm->_mouse.pos.y); /*} else { - if (getVersion() >= 0x2915) { + if (vm->getVersion() >= 0x2915) { debug(0, "push.script"); } }*/ } void cmdSetPriBase(AgiGame *state, AgiEngine *vm, uint8 *parameter) { - if ((getVersion() != 0x2425) && (getVersion() < 0x2936)) { + if ((vm->getVersion() != 0x2425) && (vm->getVersion() < 0x2936)) { // was only available in the 2.425 interpreter and from 2.936 (last AGI2 version) onwards // Called during KQ3 (Apple IIgs): // - picking up chicken (parameter = 50) @@ -2376,7 +2385,7 @@ int AgiEngine::runLogic(int16 logicNr) { debugC(2, kDebugLevelScripts, "%sreturn() // Logic %d", st, logicNr); debugC(2, kDebugLevelScripts, "================="); -// if (getVersion() < 0x2000) { +// if (vm->getVersion() < 0x2000) { // if (logic_index < state->max_logics) { // n = state->logic_list[++logic_index]; // state->_curLogic = &state->logics[n]; diff --git a/engines/agi/sound.cpp b/engines/agi/sound.cpp index 2c1eb021f9..f6d51ecf56 100644 --- a/engines/agi/sound.cpp +++ b/engines/agi/sound.cpp @@ -164,8 +164,8 @@ void SoundMgr::stopSound() { _playingSound = -1; } - // This is probably not needed most of the time, but there also should - // not be any harm doing it, so do it anyway. + // This is needed all the time, some games wait until music got played and when a sound/music got stopped early + // it would otherwise block the game (for example Death Angel jingle in back door poker room in Police Quest 1, room 71) if (_endflag != -1) { if (_vm->getVersion() < 0x2000) { _vm->_game.vars[_endflag] = 1; |