/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "common/md5.h" #include "common/file.h" #include "common/memstream.h" #include "common/savefile.h" #include "common/config-manager.h" #include "common/debug-channels.h" #include "common/random.h" #include "common/textconsole.h" #include "engines/util.h" #include "base/plugins.h" #include "base/version.h" #include "graphics/cursorman.h" #include "audio/mididrv.h" #include "agi/agi.h" #include "agi/font.h" #include "agi/graphics.h" #include "agi/inv.h" #include "agi/sprite.h" #include "agi/text.h" #include "agi/keyboard.h" #include "agi/menu.h" #include "agi/systemui.h" #include "agi/words.h" #include "gui/predictivedialog.h" namespace Agi { void AgiEngine::allowSynthetic(bool allow) { _allowSynthetic = allow; } void AgiEngine::wait(uint32 msec, bool busy) { uint32 endTime = _system->getMillis() + msec; if (busy) { _gfx->setMouseCursor(true); // Busy mouse cursor } do { processScummVMEvents(); _console->onFrame(); _system->updateScreen(); _system->delayMillis(10); } while (_system->getMillis() < endTime); if (busy) { _gfx->setMouseCursor(); // regular mouse cursor } } int AgiEngine::agiInit() { int ec, i; debug(2, "initializing"); debug(2, "game version = 0x%x", getVersion()); // initialize with adj.ego.move.to.x.y(0, 0) so to speak _game.adjMouseX = _game.adjMouseY = 0; // reset all flags to false and all variables to 0 memset(_game.flags, 0, sizeof(_game.flags)); memset(_game.vars, 0, sizeof(_game.vars)); // clear all resources and events for (i = 0; i < MAX_DIRECTORY_ENTRIES; i++) { memset(&_game.views[i], 0, sizeof(struct AgiView)); memset(&_game.pictures[i], 0, sizeof(struct AgiPicture)); memset(&_game.logics[i], 0, sizeof(struct AgiLogic)); memset(&_game.sounds[i], 0, sizeof(class AgiSound *)); // _game.sounds contains pointers now memset(&_game.dirView[i], 0, sizeof(struct AgiDir)); memset(&_game.dirPic[i], 0, sizeof(struct AgiDir)); memset(&_game.dirLogic[i], 0, sizeof(struct AgiDir)); memset(&_game.dirSound[i], 0, sizeof(struct AgiDir)); } // clear view table for (i = 0; i < SCREENOBJECTS_MAX; i++) memset(&_game.screenObjTable[i], 0, sizeof(struct ScreenObjEntry)); memset(&_game.addToPicView, 0, sizeof(struct ScreenObjEntry)); _words->clearEgoWords(); if (!_menu) _menu = new GfxMenu(this, _gfx, _picture, _text); _gfx->initPriorityTable(); // Clear the string buffer on startup, but not when the game restarts, as // some scripts expect that the game strings remain unaffected after a // restart. An example is script 98 in SQ2, which is not invoked on restart // to ask Ego's name again. The name is supposed to be maintained in string 1. // Fixes bug #3292784. if (!_restartGame) { for (i = 0; i < MAX_STRINGS; i++) _game.strings[i][0] = 0; } // setup emulation switch (getVersion() >> 12) { case 2: debug("Emulating Sierra AGI v%x.%03x", (int)(getVersion() >> 12) & 0xF, (int)(getVersion()) & 0xFFF); break; case 3: debug("Emulating Sierra AGI v%x.002.%03x", (int)(getVersion() >> 12) & 0xF, (int)(getVersion()) & 0xFFF); break; } if (getPlatform() == Common::kPlatformAmiga) _game.gameFlags |= ID_AMIGA; if (getFeatures() & GF_AGDS) _game.gameFlags |= ID_AGDS; if (_game.gameFlags & ID_AMIGA) debug(1, "Amiga padded game detected."); if (_game.gameFlags & ID_AGDS) debug(1, "AGDS mode enabled."); ec = _loader->init(); // load vol files, etc if (ec == errOK) ec = _loader->loadObjects(OBJECTS); // note: demogs has no words.tok if (ec == errOK) ec = _loader->loadWords(WORDS); // Load logic 0 into memory if (ec == errOK) ec = _loader->loadResource(RESOURCETYPE_LOGIC, 0); #ifdef __DS__ // Normally, the engine loads the predictive text dictionary when the predictive dialog // is shown. On the DS version, the word completion feature needs the dictionary too. // FIXME - loadDict() no long exists in AGI as this has been moved to within the // GUI Predictive Dialog, but DS Word Completion is probably broken due to this... #endif _keyHoldMode = false; _keyHoldModeLastKey = Common::KEYCODE_INVALID; _game.mouseFence.setWidth(0); // Reset // Reset in-game timer inGameTimerReset(); // Sync volume settings from ScummVM system settings setVolumeViaSystemSetting(); return ec; } /* * Public functions */ void AgiEngine::agiUnloadResources() { int i; // Make sure logic 0 is always loaded for (i = 1; i < MAX_DIRECTORY_ENTRIES; i++) { _loader->unloadResource(RESOURCETYPE_LOGIC, i); } for (i = 0; i < MAX_DIRECTORY_ENTRIES; i++) { _loader->unloadResource(RESOURCETYPE_VIEW, i); _loader->unloadResource(RESOURCETYPE_PICTURE, i); _loader->unloadResource(RESOURCETYPE_SOUND, i); } } int AgiEngine::agiDeinit() { int ec; if (!_loader) return errOK; _words->clearEgoWords(); // remove all words from memory agiUnloadResources(); // unload resources in memory _loader->unloadResource(RESOURCETYPE_LOGIC, 0); ec = _loader->deinit(); unloadObjects(); _words->unloadDictionary(); clearImageStack(); return ec; } int AgiEngine::agiLoadResource(int16 resourceType, int16 resourceNr) { int i; i = _loader->loadResource(resourceType, resourceNr); // WORKAROUND: Patches broken picture 147 in a corrupted Amiga version of Gold Rush! (v2.05 1989-03-09). // The picture can be seen in room 147 after dropping through the outhouse's hole in room 146. if (i == errOK && getGameID() == GID_GOLDRUSH && resourceType == RESOURCETYPE_PICTURE && resourceNr == 147 && _game.dirPic[resourceNr].len == 1982) { uint8 *pic = _game.pictures[resourceNr].rdata; Common::MemoryReadStream picStream(pic, _game.dirPic[resourceNr].len); Common::String md5str = Common::computeStreamMD5AsString(picStream, _game.dirPic[resourceNr].len); if (md5str == "1c685eb048656cedcee4eb6eca2cecea") { pic[0x042] = 0x4B; // 0x49 -> 0x4B pic[0x043] = 0x66; // 0x26 -> 0x66 pic[0x204] = 0x68; // 0x28 -> 0x68 pic[0x6C0] = 0x2D; // 0x25 -> 0x2D pic[0x6F0] = 0xF0; // 0x70 -> 0xF0 pic[0x734] = 0x6F; // 0x2F -> 0x6F } } return i; } int AgiEngine::agiUnloadResource(int16 resourceType, int16 resourceNr) { return _loader->unloadResource(resourceType, resourceNr); } struct GameSettings { const char *gameid; const char *description; byte id; uint32 features; const char *detectname; }; AgiBase::AgiBase(OSystem *syst, const AGIGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) { _noSaveLoadAllowed = false; _rnd = new Common::RandomSource("agi"); _sound = 0; initFeatures(); initVersion(); } AgiBase::~AgiBase() { delete _rnd; delete _sound; } void AgiBase::initRenderMode() { Common::Platform platform = Common::parsePlatform(ConfMan.get("platform")); Common::RenderMode configRenderMode = Common::parseRenderMode(ConfMan.get("render_mode").c_str()); // Default to EGA PC rendering _renderMode = Common::kRenderEGA; switch (platform) { case Common::kPlatformDOS: // Keep EGA break; case Common::kPlatformAmiga: _renderMode = Common::kRenderAmiga; break; case Common::kPlatformApple2GS: _renderMode = Common::kRenderApple2GS; break; case Common::kPlatformAtariST: _renderMode = Common::kRenderAtariST; break; case Common::kPlatformMacintosh: _renderMode = Common::kRenderMacintosh; break; default: break; } // If render mode is explicitly set, force rendermode switch (configRenderMode) { case Common::kRenderCGA: _renderMode = Common::kRenderCGA; break; case Common::kRenderEGA: _renderMode = Common::kRenderEGA; break; case Common::kRenderVGA: _renderMode = Common::kRenderVGA; break; case Common::kRenderHercG: _renderMode = Common::kRenderHercG; break; case Common::kRenderHercA: _renderMode = Common::kRenderHercA; break; case Common::kRenderAmiga: _renderMode = Common::kRenderAmiga; break; case Common::kRenderApple2GS: _renderMode = Common::kRenderApple2GS; break; case Common::kRenderAtariST: _renderMode = Common::kRenderAtariST; break; case Common::kRenderMacintosh: _renderMode = Common::kRenderMacintosh; break; default: break; } if (getFeatures() & (GF_AGI256 | GF_AGI256_2)) { // If current game is AGI256, switch (force) to VGA render mode _renderMode = Common::kRenderVGA; } } const byte *AgiBase::getFontData() { return _font->getFontData(); } AgiEngine::AgiEngine(OSystem *syst, const AGIGameDescription *gameDesc) : AgiBase(syst, gameDesc) { // Setup mixer syncSoundSettings(); DebugMan.addDebugChannel(kDebugLevelMain, "Main", "Generic debug level"); DebugMan.addDebugChannel(kDebugLevelResources, "Resources", "Resources debugging"); DebugMan.addDebugChannel(kDebugLevelSprites, "Sprites", "Sprites debugging"); DebugMan.addDebugChannel(kDebugLevelInventory, "Inventory", "Inventory debugging"); DebugMan.addDebugChannel(kDebugLevelInput, "Input", "Input events debugging"); DebugMan.addDebugChannel(kDebugLevelMenu, "Menu", "Menu debugging"); DebugMan.addDebugChannel(kDebugLevelScripts, "Scripts", "Scripts debugging"); DebugMan.addDebugChannel(kDebugLevelSound, "Sound", "Sound debugging"); DebugMan.addDebugChannel(kDebugLevelText, "Text", "Text output debugging"); DebugMan.addDebugChannel(kDebugLevelSavegame, "Savegame", "Saving & restoring game debugging"); memset(&_game, 0, sizeof(struct AgiGame)); memset(&_debug, 0, sizeof(struct AgiDebug)); memset(&_mouse, 0, sizeof(struct Mouse)); _game.mouseEnabled = true; _game.mouseHidden = false; // don't check for Amiga, Amiga doesn't allow disabling mouse support. It's mandatory. if (!ConfMan.getBool("mousesupport")) { // we effectively disable the mouse for games, that explicitly do not want mouse support to be enabled _game.mouseEnabled = false; _game.mouseHidden = true; } _game._vm = this; _game.gfxMode = true; _keyQueueStart = 0; _keyQueueEnd = 0; _allowSynthetic = false; _intobj = NULL; memset(&_stringdata, 0, sizeof(struct StringData)); _objects = NULL; _restartGame = false; _firstSlot = 0; resetControllers(); setupOpcodes(); _game._curLogic = NULL; _veryFirstInitialCycle = true; _instructionCounter = 0; resetGetVarSecondsHeuristic(); _setVolumeBrokenFangame = false; // for further study see AgiEngine::setVolumeViaScripts() _lastSaveTime = 0; _playTimeInSecondsAdjust = 0; _lastUsedPlayTimeInCycles = 0; _lastUsedPlayTimeInSeconds = 0; _passedPlayTimeCycles = 0; memset(_keyQueue, 0, sizeof(_keyQueue)); _console = nullptr; _font = nullptr; _gfx = nullptr; _sound = nullptr; _picture = nullptr; _sprites = nullptr; _text = nullptr; _loader = nullptr; _menu = nullptr; _systemUI = nullptr; _inventory = nullptr; _keyHoldMode = false; _keyHoldModeLastKey = Common::KEYCODE_INVALID; _artificialDelayCurrentRoom = 0; _artificialDelayCurrentPicture = 0; } void AgiEngine::initialize() { // TODO: Some sound emulation modes do not fit our current music // drivers, and I'm not sure what they are. For now, they might // as well be called "PC Speaker" and "Not PC Speaker". // If used platform is Apple IIGS then we must use Apple IIGS sound emulation // because Apple IIGS AGI games use only Apple IIGS specific sound resources. if (getPlatform() == Common::kPlatformApple2GS) { _soundemu = SOUND_EMU_APPLE2GS; } else if (getPlatform() == Common::kPlatformCoCo3) { _soundemu = SOUND_EMU_COCO3; } else if (ConfMan.get("music_driver") == "auto") { // Default sound is the proper PCJr emulation _soundemu = SOUND_EMU_PCJR; } else { switch (MidiDriver::getMusicType(MidiDriver::detectDevice(MDT_PCSPK | MDT_AMIGA | MDT_ADLIB | MDT_PCJR | MDT_MIDI))) { case MT_PCSPK: _soundemu = SOUND_EMU_PC; break; case MT_ADLIB: _soundemu = SOUND_EMU_NONE; break; case MT_PCJR: _soundemu = SOUND_EMU_PCJR; break; case MT_AMIGA: _soundemu = SOUND_EMU_AMIGA; break; default: debug(0, "DEF"); _soundemu = SOUND_EMU_MIDI; break; } } initRenderMode(); _console = new Console(this); _words = new Words(this); _font = new GfxFont(this); _gfx = new GfxMgr(this, _font); _sound = new SoundMgr(this, _mixer); _picture = new PictureMgr(this, _gfx); _sprites = new SpritesMgr(this, _gfx); _text = new TextMgr(this, _words, _gfx); _systemUI = new SystemUI(this, _gfx, _text); _inventory = new InventoryMgr(this, _gfx, _text, _systemUI); _font->init(); _gfx->initVideo(); _text->init(_systemUI); _game.gameFlags = 0; _text->charAttrib_Set(15, 0); _game.name[0] = '\0'; _lastSaveTime = 0; debugC(2, kDebugLevelMain, "Detect game"); if (agiDetectGame() == errOK) { debugC(2, kDebugLevelMain, "game loaded"); } else { warning("Could not open AGI game"); } debugC(2, kDebugLevelMain, "Init sound"); } bool AgiEngine::promptIsEnabled() { return _text->promptIsEnabled(); } void AgiEngine::redrawScreen() { _game.gfxMode = true; // enable graphics mode _gfx->setPalette(true); // set graphics mode palette _text->charAttrib_Set(_text->_textAttrib.foreground, _text->_textAttrib.background); _gfx->clearDisplay(0); _picture->showPic(); _text->statusDraw(); _text->promptRedraw(); } AgiEngine::~AgiEngine() { agiDeinit(); delete _loader; if (_gfx) { _gfx->deinitVideo(); } delete _inventory; delete _systemUI; delete _menu; delete _text; delete _sprites; delete _picture; delete _gfx; delete _font; delete _words; delete _console; } Common::Error AgiBase::init() { initialize(); _gfx->setPalette(true); return Common::kNoError; } Common::Error AgiEngine::go() { if (_game.mouseEnabled) { CursorMan.showMouse(true); } inGameTimerReset(); runGame(); return Common::kNoError; } void AgiEngine::syncSoundSettings() { Engine::syncSoundSettings(); setVolumeViaSystemSetting(); } // 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; } } // End of namespace Agi