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-rw-r--r--engines/sci/engine/kfile.cpp31
1 files changed, 30 insertions, 1 deletions
diff --git a/engines/sci/engine/kfile.cpp b/engines/sci/engine/kfile.cpp
index 29e29722d2..61fb717567 100644
--- a/engines/sci/engine/kfile.cpp
+++ b/engines/sci/engine/kfile.cpp
@@ -37,6 +37,7 @@
#include "sci/engine/state.h"
#include "sci/engine/kernel.h"
#include "sci/engine/savegame.h"
+#include "sci/sound/audio.h"
#include "sci/console.h"
namespace Sci {
@@ -494,6 +495,21 @@ reg_t kFileIOWriteString(EngineState *s, int argc, reg_t *argv) {
Common::String str = s->_segMan->getString(argv[1]);
debugC(kDebugLevelFile, "kFileIO(writeString): %d", handle);
+ // Handle sciAudio calls in fanmade games here. sciAudio is an
+ // external .NET library for playing MP3 files in fanmade games.
+ // It runs in the background, and obtains sound commands from the
+ // currently running game via text files (called "conductor files").
+ // We skip creating these files, and instead handle the calls
+ // directly. Since the sciAudio calls are only creating text files,
+ // this is probably the most straightforward place to handle them.
+ if (handle == 0xFFFF && str.hasPrefix("(sciAudio")) {
+ Common::List<ExecStack>::const_iterator iter = s->_executionStack.reverse_begin();
+ iter--; // sciAudio
+ iter--; // sciAudio child
+ g_sci->_audio->handleFanmadeSciAudio(iter->sendp, s->_segMan);
+ return NULL_REG;
+ }
+
#ifdef ENABLE_SCI32
if (handle == VIRTUALFILE_HANDLE) {
s->_virtualIndexFile->write(str.c_str(), str.size());
@@ -880,12 +896,25 @@ reg_t kRestoreGame(EngineState *s, int argc, reg_t *argv) {
gamestate_restore(s, in);
delete in;
- if (g_sci->getGameId() == GID_MOTHERGOOSE256) {
+ switch (g_sci->getGameId()) {
+ case GID_MOTHERGOOSE:
+ // WORKAROUND: Mother Goose SCI0
+ // Script 200 / rm200::newRoom will set global C5h directly right after creating a child to the
+ // current number of children plus 1.
+ // We can't trust that global, that's why we set the actual savedgame id right here directly after
+ // restoring a saved game.
+ // If we didn't, the game would always save to a new slot
+ s->variables[VAR_GLOBAL][0xC5].setOffset(SAVEGAMEID_OFFICIALRANGE_START + savegameId);
+ break;
+ case GID_MOTHERGOOSE256:
// WORKAROUND: Mother Goose SCI1/SCI1.1 does some weird things for
// saving a previously restored game.
// We set the current savedgame-id directly and remove the script
// code concerning this via script patch.
s->variables[VAR_GLOBAL][0xB3].setOffset(SAVEGAMEID_OFFICIALRANGE_START + savegameId);
+ break;
+ default:
+ break;
}
} else {
s->r_acc = TRUE_REG;