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-rw-r--r--engines/agi/global.cpp159
1 files changed, 137 insertions, 22 deletions
diff --git a/engines/agi/global.cpp b/engines/agi/global.cpp
index 0f10976988..23256f27fb 100644
--- a/engines/agi/global.cpp
+++ b/engines/agi/global.cpp
@@ -23,6 +23,7 @@
#include "common/config-manager.h"
#include "agi/agi.h"
+#include "agi/graphics.h"
namespace Agi {
@@ -53,14 +54,21 @@ void AgiBase::flipFlag(int16 flagNr) {
void AgiEngine::setVar(int16 varNr, byte newValue) {
_game.vars[varNr] = newValue;
- if (varNr == VM_VAR_VOLUME) {
+ switch (varNr) {
+ case VM_VAR_SECONDS:
+ setVarSecondsTrigger(newValue);
+ break;
+ case VM_VAR_VOLUME:
setVolumeViaScripts(newValue);
+ break;
}
}
byte AgiEngine::getVar(int16 varNr) {
switch (varNr) {
case VM_VAR_SECONDS:
+ getVarSecondsHeuristicTrigger();
+ // is supposed to fall through
case VM_VAR_MINUTES:
case VM_VAR_HOURS:
case VM_VAR_DAYS:
@@ -79,7 +87,32 @@ byte AgiEngine::getVar(int16 varNr) {
// 15 - mute
void AgiEngine::setVolumeViaScripts(byte newVolume) {
newVolume = CLIP<byte>(newVolume, 0, 15);
- newVolume = 15 - newVolume; // turn volume around
+
+ if (_veryFirstInitialCycle) {
+ // WORKAROUND:
+ // The very first cycle is currently running and volume got changed
+ // This is surely the initial value. For plenty of fan games, a default of 15 is set
+ // Which actually means "mute" in AGI, but AGI on PC used PC speaker, which did not use
+ // volume setting. We do. So we detect such a situation and set a flag, so that the
+ // volume will get interpreted "correctly" for those fan games.
+ // Note: not all fan games are broken in that regard!
+ // See bug #7035
+ if (getFeatures() & GF_FANMADE) {
+ // We only check for fan games, Sierra always did it properly of course
+ if (newVolume == 15) {
+ // Volume gets set to mute at the start?
+ // Probably broken fan game detected, set flag
+ debug("Broken volume in fan game detected, enabling workaround");
+ _setVolumeBrokenFangame = true;
+ }
+ }
+ }
+
+ if (!_setVolumeBrokenFangame) {
+ // In AGI 15 is mute, 0 is loudest
+ // Some fan games set this incorrectly as 15 for loudest, 0 for mute
+ newVolume = 15 - newVolume; // turn volume around
+ }
int scummVMVolume = newVolume * Audio::Mixer::kMaxMixerVolume / 15;
bool scummVMMute = false;
@@ -135,10 +168,42 @@ void AgiEngine::setVolumeViaSystemSetting() {
_game.vars[VM_VAR_VOLUME] = internalVolume;
}
+void AgiEngine::resetGetVarSecondsHeuristic() {
+ _getVarSecondsHeuristicLastInstructionCounter = 0;
+ _getVarSecondsHeuristicCounter = 0;
+}
+
+// Called, when the scripts read VM_VAR_SECONDS
+void AgiEngine::getVarSecondsHeuristicTrigger() {
+ uint32 counterDifference = _instructionCounter - _getVarSecondsHeuristicLastInstructionCounter;
+
+ if (counterDifference <= 3) {
+ // Seconds were read within 3 instructions
+ _getVarSecondsHeuristicCounter++;
+ if (_getVarSecondsHeuristicCounter > 20) {
+ // More than 20 times in a row? This really seems to be an inner loop waiting for seconds to change
+ // This happens in at least:
+ // Police Quest 1 - Poker game (room 75, responsible script 81)
+
+ // Wait a few milliseconds, get events and update screen
+ // We MUST NOT process AGI events in here
+ wait(10);
+ processScummVMEvents();
+ _gfx->updateScreen();
+
+ _getVarSecondsHeuristicCounter = 0;
+ }
+ } else {
+ _getVarSecondsHeuristicCounter = 0;
+ }
+ _getVarSecondsHeuristicLastInstructionCounter = _instructionCounter;
+}
+
// In-Game timer, used for timer VM Variables
void AgiEngine::inGameTimerReset(uint32 newPlayTime) {
_lastUsedPlayTimeInCycles = newPlayTime / 50;
_lastUsedPlayTimeInSeconds = newPlayTime / 1000;
+ _playTimeInSecondsAdjust = 0; // no adjust for now
setTotalPlayTime(newPlayTime);
inGameTimerResetPassedCycles();
}
@@ -158,6 +223,24 @@ uint32 AgiEngine::inGameTimerGetPassedCycles() {
return _passedPlayTimeCycles;
}
+// Seconds got set by the game
+// This happens in Mixed Up Mother Goose. The game syncs the songs to VM_VAR_SECONDS, but instead
+// of only reading them, it sets it to 0 and then checks if it reached a certain second.
+// The original interpreter didn't reset the internal cycles counter. Which means the timing was never accurate,
+// because the cycles counter may just overflow right after setting the seconds, which means a second
+// increase almost immediately happened. We even fix this issue by adjusting for it.
+void AgiEngine::setVarSecondsTrigger(byte newSeconds) {
+ // Adjust in game timer, so that VM timer variables are accurate
+ inGameTimerUpdate();
+
+ // Adjust VM seconds again
+ _game.vars[VM_VAR_SECONDS] = newSeconds;
+
+ // Calculate milliseconds adjust (see comment above)
+ uint32 curPlayTimeMilliseconds = inGameTimerGet();
+ _playTimeInSecondsAdjust = curPlayTimeMilliseconds % 1000;
+}
+
// This is called, when one of the timer variables is read
// We calculate the latest variables, according to current official playtime
// This is also called in the main loop, because the game needs to be sync'd to 20 cycles per second
@@ -178,6 +261,14 @@ void AgiEngine::inGameTimerUpdate() {
_lastUsedPlayTimeInCycles = curPlayTimeCycles;
// Now calculate current play time in seconds
+ if (_playTimeInSecondsAdjust) {
+ // Apply adjust from setVarSecondsTrigger()
+ if (curPlayTimeMilliseconds >= _playTimeInSecondsAdjust) {
+ curPlayTimeMilliseconds -= _playTimeInSecondsAdjust;
+ } else {
+ curPlayTimeMilliseconds = 0;
+ }
+ }
uint32 curPlayTimeSeconds = curPlayTimeMilliseconds / 1000;
if (curPlayTimeSeconds == _lastUsedPlayTimeInSeconds) {
@@ -185,26 +276,50 @@ void AgiEngine::inGameTimerUpdate() {
return;
}
- uint32 secondsLeft = 0;
- byte curDays = 0;
- byte curHours = 0;
- byte curMinutes = 0;
- byte curSeconds = 0;
-
- curDays = curPlayTimeSeconds / 86400;
- secondsLeft = curPlayTimeSeconds % 86400;
-
- curHours = secondsLeft / 3600;
- secondsLeft = secondsLeft % 3600;
-
- curMinutes = secondsLeft / 60;
- curSeconds = secondsLeft % 60;
-
- // directly set them, otherwise we would go into an endless loop
- _game.vars[VM_VAR_SECONDS] = curSeconds;
- _game.vars[VM_VAR_MINUTES] = curMinutes;
- _game.vars[VM_VAR_HOURS] = curHours;
- _game.vars[VM_VAR_DAYS] = curDays;
+ int32 playTimeSecondsDelta = curPlayTimeSeconds - _lastUsedPlayTimeInSeconds;
+
+ if (playTimeSecondsDelta > 0) {
+ // Read and write to VM vars directly to avoid endless loop
+ uint32 secondsLeft = playTimeSecondsDelta;
+ byte curSeconds = _game.vars[VM_VAR_SECONDS];
+ byte curMinutes = _game.vars[VM_VAR_MINUTES];
+ byte curHours = _game.vars[VM_VAR_HOURS];
+ byte curDays = _game.vars[VM_VAR_DAYS];
+
+ // Add delta to VM variables
+ if (secondsLeft >= 86400) {
+ curDays += secondsLeft / 86400;
+ secondsLeft = secondsLeft % 86400;
+ }
+ if (secondsLeft >= 3600) {
+ curHours += secondsLeft / 3600;
+ secondsLeft = secondsLeft % 3600;
+ }
+ if (secondsLeft >= 60) {
+ curMinutes += secondsLeft / 60;
+ secondsLeft = secondsLeft % 60;
+ }
+ curSeconds += secondsLeft;
+
+ while (curSeconds > 59) {
+ curSeconds -= 60;
+ curMinutes++;
+ }
+ while (curMinutes > 59) {
+ curMinutes -= 60;
+ curHours++;
+ }
+ while (curHours > 23) {
+ curHours -= 24;
+ curDays++;
+ }
+
+ // directly set them
+ _game.vars[VM_VAR_SECONDS] = curSeconds;
+ _game.vars[VM_VAR_MINUTES] = curMinutes;
+ _game.vars[VM_VAR_HOURS] = curHours;
+ _game.vars[VM_VAR_DAYS] = curDays;
+ }
_lastUsedPlayTimeInSeconds = curPlayTimeSeconds;
}