/* 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 "audio/mixer.h" #include "agi/agi.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::pollTimer() { _lastTick += 50; while (_system->getMillis() < _lastTick) { processEvents(); _console->onFrame(); _system->delayMillis(10); _system->updateScreen(); } _lastTick = _system->getMillis(); } void AgiEngine::pause(uint32 msec) { uint32 endTime = _system->getMillis() + msec; _gfx->setMouseCursor(true); // Busy mouse cursor while (_system->getMillis() < endTime) { processEvents(); _system->updateScreen(); _system->delayMillis(10); } _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 for (i = 0; i < MAX_FLAGS; i++) _game.flags[i] = 0; for (i = 0; i < MAX_VARS; i++) _game.vars[i] = 0; // 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 _egoHoldKey = false; _game.mouseFence.setWidth(0); // Reset 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; _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; _fontData = nullptr; _fontDataAllocated = nullptr; initFeatures(); initVersion(); } AgiBase::~AgiBase() { delete _rnd; delete _sound; free(_fontDataAllocated); } 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: switch (configRenderMode) { case Common::kRenderCGA: _renderMode = Common::kRenderCGA; break; // Hercules is not supported atm //case Common::kRenderHercA: //case Common::kRenderHercG: // _renderMode = Common::kRenderHercG; // break; default: break; } break; case Common::kPlatformAmiga: _renderMode = Common::kRenderAmiga; break; case Common::kPlatformApple2GS: _renderMode = Common::kRenderApple2GS; break; case Common::kPlatformAtariST: _renderMode = Common::kRenderAtariST; break; default: break; } // If render mode is explicitly set, force rendermode switch (configRenderMode) { case Common::kRenderAmiga: _renderMode = Common::kRenderAmiga; break; case Common::kRenderApple2GS: _renderMode = Common::kRenderApple2GS; break; case Common::kRenderAtariST: _renderMode = Common::kRenderAtariST; break; default: break; } if (getFeatures() & (GF_AGI256 | GF_AGI256_2)) { // If current game is AGI256, switch (force) to VGA render mode _renderMode = Common::kRenderVGA; } } void AgiBase::initFont() { // We are currently using the custom font for all fanmade games if (getFeatures() & (GF_FANMADE | GF_AGDS)) { // fanmade game, use custom font for now _fontData = fontData_FanGames; // our (own?) custom font, that supports umlauts etc. return; } switch (_renderMode) { case Common::kRenderAmiga: loadFontAmigaPseudoTopaz(); //_fontData = fontData_Amiga; // use Amiga Topaz font break; case Common::kRenderApple2GS: // Special font, stored in file AGIFONT loadFontAppleIIgs(); break; case Common::kRenderAtariST: // TODO: Atari ST uses another font // Seems to be the standard Atari ST 8x8 system font case Common::kRenderCGA: case Common::kRenderEGA: case Common::kRenderVGA: switch (getGameID()) { case GID_MICKEY: // load mickey mouse font from interpreter file loadFontMickey(); break; default: break; } break; default: break; } if (!_fontData) { // no font asigned? switch (getGameID()) { case GID_MICKEY: case GID_TROLL: case GID_WINNIE: // use IBM font for pre-AGI games as standard _fontData = fontData_IBM; break; default: // for everything else use Sierra PC font _fontData = fontData_Sierra; break; } } } // We load the Mickey Mouse font from MICKEY.EXE void AgiBase::loadFontMickey() { Common::File interpreterFile; int32 interpreterFileSize = 0; byte *fontData = nullptr; if (!interpreterFile.open("mickey.exe")) { // Continue, if file not found warning("Could not open file 'mickey.exe' for Mickey Mouse font"); return; } interpreterFileSize = interpreterFile.size(); if (interpreterFileSize != 55136) { // unexpected file size interpreterFile.close(); warning("File 'mickey.exe': unexpected file size"); return; } interpreterFile.seek(32476); // offset of font data // allocate space for font bitmap data fontData = (uint8 *)calloc(256, 8); _fontData = fontData; _fontDataAllocated = fontData; // read font data, is already in the format that we need (plain bitmap 8x8) interpreterFile.read(fontData, 256 * 8); interpreterFile.close(); } // we create a bitmap out of the topaz data used in parallaction (which is normally found in staticres.cpp) // it's a recreation of the Amiga Topaz font but not really accurate void AgiBase::loadFontAmigaPseudoTopaz() { const byte *topazStart = fontData_AmigaPseudoTopaz + 32; const byte *topazHeader = topazStart + 78; const byte *topazData = nullptr; const byte *topazLocations = nullptr; byte *fontData = nullptr; uint16 topazHeight = 0; uint16 topazWidth = 0; uint16 topazModulo = 0; uint32 topazDataOffset = 0; uint32 topazLocationOffset = 0; byte topazLowChar = 0; byte topazHighChar = 0; uint16 topazTotalChars = 0; uint16 topazBitLength = 0; uint16 topazBitOffset = 0; uint16 topazByteOffset = 0; // allocate space for font bitmap data fontData = (uint8 *)calloc(256, 8); _fontData = fontData; _fontDataAllocated = fontData; topazHeight = READ_BE_UINT16(topazHeader + 0); topazWidth = READ_BE_UINT16(topazHeader + 4); // we expect 8x8 assert(topazHeight == 8); assert(topazWidth == 8); topazLowChar = topazHeader[12]; topazHighChar = topazHeader[13]; topazTotalChars = topazHighChar - topazLowChar + 1; topazDataOffset = READ_BE_UINT32(topazHeader + 14); topazModulo = READ_BE_UINT16(topazHeader + 18); topazLocationOffset = READ_BE_UINT32(topazHeader + 20); // Security checks assert(topazLowChar == ' '); assert(topazHighChar == 0xFF); // copy first 32 characters over memcpy(fontData, fontData_Sierra, FONT_DISPLAY_WIDTH * 32); fontData += FONT_DISPLAY_WIDTH * 32; // now actually convert from topaz data topazData = topazStart + topazDataOffset; topazLocations = topazStart + topazLocationOffset; for (uint16 curChar = 0; curChar < topazTotalChars; curChar++) { topazBitOffset = READ_BE_UINT16(topazLocations + (curChar * 4) + 0); topazBitLength = READ_BE_UINT16(topazLocations + (curChar * 4) + 2); if (topazBitLength == 8) { assert((topazBitOffset & 7) == 0); topazByteOffset = topazBitOffset >> 3; for (uint16 curHeight = 0; curHeight < topazHeight; curHeight++) { *fontData = topazData[topazByteOffset]; fontData++; topazByteOffset += topazModulo; } } else { memset(fontData, 0, 8); fontData += 8; } } } void AgiBase::loadFontAppleIIgs() { Common::File fontFile; uint16 headerIIgs_OffsetMacHeader = 0; uint16 headerIIgs_Version = 0; uint16 macRecord_FirstChar = 0; uint16 macRecord_LastChar = 0; int16 macRecord_MaxKern = 0; uint16 macRecord_RectHeight = 0; uint16 macRecord_StrikeWidth = 0; uint16 strikeDataLen = 0; byte *strikeDataPtr = nullptr; uint16 actualCharacterCount = 0; uint16 totalCharacterCount = 0; uint16 *locationTablePtr = nullptr; uint16 *offsetWidthTablePtr = nullptr; uint16 curCharNr = 0; uint16 curRow = 0; uint16 curLocation = 0; uint16 curLocationBytes = 0; uint16 curLocationBits = 0; uint16 curCharOffsetWidth = 0; uint16 curCharOffset = 0; uint16 curCharWidth = 0; uint16 curStrikeWidth = 0; uint16 curPixelNr = 0; uint16 curBitMask = 0; int16 positionAdjust = 0; byte curByte = 0; byte fontByte = 0; uint16 strikeRowOffset = 0; uint16 strikeCurOffset = 0; byte *fontData = nullptr; if (!fontFile.open("agifont")) { // Continue, // This also happens when the user selected Apple IIgs as render for the palette for non-AppleIIgs games warning("Could not open file 'agifont' for Apple IIgs font"); return; } // Apple IIgs header headerIIgs_OffsetMacHeader = fontFile.readUint16LE(); fontFile.skip(2); // font family fontFile.skip(2); // font style fontFile.skip(2); // point size headerIIgs_Version = fontFile.readUint16LE(); fontFile.skip(2); // bounds type // end of Apple IIgs header // Macintosh font record fontFile.skip(2); // font type macRecord_FirstChar = fontFile.readUint16LE(); macRecord_LastChar = fontFile.readUint16LE(); fontFile.skip(2); // max width macRecord_MaxKern = fontFile.readSint16LE(); fontFile.skip(2); // negative descent fontFile.skip(2); // rect width macRecord_RectHeight = fontFile.readUint16LE(); fontFile.skip(2); // low word ptr table fontFile.skip(2); // font ascent fontFile.skip(2); // font descent fontFile.skip(2); // leading macRecord_StrikeWidth = fontFile.readUint16LE(); // security-checks if (headerIIgs_OffsetMacHeader != 6) error("AppleIIgs-font: unexpected header"); if (headerIIgs_Version != 0x0101) error("AppleIIgs-font: not a 1.1 font"); if ((macRecord_FirstChar != 0) || (macRecord_LastChar != 255)) error("AppleIIgs-font: unexpected characters"); if (macRecord_RectHeight != 8) error("AppleIIgs-font: expected 8x8 font"); // Calculate table sizes strikeDataLen = macRecord_StrikeWidth * macRecord_RectHeight * 2; actualCharacterCount = (macRecord_LastChar - macRecord_FirstChar + 1); totalCharacterCount = actualCharacterCount + 2; // replacement-char + extra character // Allocate memory for tables strikeDataPtr = (byte *)calloc(strikeDataLen, 1); locationTablePtr = (uint16 *)calloc(totalCharacterCount, 2); // 1 word per character offsetWidthTablePtr = (uint16 *)calloc(totalCharacterCount, 2); // ditto // read tables fontFile.read(strikeDataPtr, strikeDataLen); for (curCharNr = 0; curCharNr < totalCharacterCount; curCharNr++) { locationTablePtr[curCharNr] = fontFile.readUint16LE(); } for (curCharNr = 0; curCharNr < totalCharacterCount; curCharNr++) { offsetWidthTablePtr[curCharNr] = fontFile.readUint16LE(); } fontFile.close(); // allocate space for font bitmap data fontData = (uint8 *)calloc(256, 8); _fontData = fontData; _fontDataAllocated = fontData; // extract font bitmap data for (curCharNr = 0; curCharNr < actualCharacterCount; curCharNr++) { curCharOffsetWidth = offsetWidthTablePtr[curCharNr]; curLocation = locationTablePtr[curCharNr]; if (curCharOffsetWidth == 0xFFFF) { // character does not exist in font, use replacement character instead curCharOffsetWidth = offsetWidthTablePtr[actualCharacterCount]; curLocation = locationTablePtr[actualCharacterCount]; curStrikeWidth = locationTablePtr[actualCharacterCount + 1] - curLocation; } else { curStrikeWidth = locationTablePtr[curCharNr + 1] - curLocation; } // Figure out bytes + bits location curLocationBytes = curLocation >> 3; curLocationBits = curLocation & 0x0007; curCharWidth = curCharOffsetWidth & 0x00FF; // isolate width curCharOffset = curCharOffsetWidth >> 8; // isolate offset if (!curCharWidth) { fontData += 8; // skip over this character continue; } if (curCharWidth != 8) { if (curCharNr != 0x3B) error("AppleIIgs-font: expected 8x8 font"); } // Get all rows of the current character strikeRowOffset = 0; for (curRow = 0; curRow < macRecord_RectHeight; curRow++) { strikeCurOffset = strikeRowOffset + curLocationBytes; // Copy over bits fontByte = 0; curByte = strikeDataPtr[strikeCurOffset]; curBitMask = 0x80 >> curLocationBits; for (curPixelNr = 0; curPixelNr < curStrikeWidth; curPixelNr++) { fontByte = fontByte << 1; if (curByte & curBitMask) { fontByte |= 0x01; } curBitMask = curBitMask >> 1; if (!curBitMask) { curByte = strikeDataPtr[strikeCurOffset + 1]; curBitMask = 0x80; } } // adjust, so that it's aligned to the left (starting at 0x80 bit) fontByte = fontByte << (8 - curStrikeWidth); // now adjust according to offset + MaxKern positionAdjust = macRecord_MaxKern + curCharOffset; // adjust may be negative for space, or 8 for "empty" characters if (positionAdjust > 8) error("AppleIIgs-font: invalid character spacing"); if (positionAdjust < 0) { // negative adjust strangely happens for empty characters like space if (curStrikeWidth) error("AppleIIgs-font: invalid character spacing"); } if (positionAdjust > 0) { // move the amount of pixels to the right fontByte = fontByte >> positionAdjust; } *fontData = fontByte; fontData++; strikeRowOffset += macRecord_StrikeWidth * 2; } } free(offsetWidthTablePtr); free(locationTablePtr); free(strikeDataPtr); // overwrite character 0x1A with the standard Sierra arrow to the right character // required for the original save/restore dialogs memcpy(_fontDataAllocated + (0x1A * 8), fontData_ArrowRightCharacter, sizeof(fontData_ArrowRightCharacter)); } 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; } _fontData = nullptr; _fontDataAllocated = nullptr; _game._vm = this; _game.gfxMode = true; _game.clockEnabled = false; _game.state = STATE_INIT; _keyQueueStart = 0; _keyQueueEnd = 0; _allowSynthetic = false; _intobj = NULL; memset(&_stringdata, 0, sizeof(struct StringData)); _objects = NULL; _restartGame = false; _oldMode = INPUTMODE_NONE; _firstSlot = 0; resetControllers(); setupOpcodes(); _game._curLogic = NULL; _timerHack = 0; _lastSaveTime = 0; _lastTick = 0; memset(_keyQueue, 0, sizeof(_keyQueue)); _text = NULL; _sprites = NULL; _picture = NULL; _loader = NULL; _console = NULL; _menu = NULL; _gfx = NULL; _systemUI = NULL; _egoHoldKey = false; } 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(); initFont(); _console = new Console(this); _words = new Words(this); _gfx = new GfxMgr(this); _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); _text->init(_systemUI); _gfx->initMachine(); _game.gameFlags = 0; _text->charAttrib_Set(15, 0); _game.name[0] = '\0'; _gfx->initVideo(); _lastSaveTime = 0; _lastTick = _system->getMillis(); debugC(2, kDebugLevelMain, "Detect game"); if (agiDetectGame() == errOK) { _game.state = STATE_LOADED; 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(); } // Adjust a given coordinate to the local game screen // Used on mouse cursor coordinates before passing them to scripts void AgiEngine::adjustPosToGameScreen(int16 &x, int16 &y) { x = x / 2; // 320 -> 160 y = y - _gfx->getRenderStartOffsetY(); // remove status bar line if (y < 0) { y = 0; } if (y >= SCRIPT_HEIGHT) { y = SCRIPT_HEIGHT + 1; // 1 beyond } } AgiEngine::~AgiEngine() { // If the engine hasn't been initialized yet via // AgiEngine::initialize(), don't attempt to free any resources, as // they haven't been allocated. Fixes bug #1742432 - AGI: Engine // crashes if no game is detected if (_game.state == STATE_INIT) { return; } agiDeinit(); delete _loader; _gfx->deinitVideo(); delete _inventory; delete _systemUI; delete _text; delete _sprites; delete _picture; _gfx->deinitMachine(); delete _gfx; 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); } setTotalPlayTime(0); if (_game.state < STATE_LOADED) { do { mainCycle(); } while (_game.state < STATE_RUNNING); } runGame(); return Common::kNoError; } // Scenes that need this: // // 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) // 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) // 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::nonBlockingText_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; } } } void AgiEngine::loadingTrigger_NewRoom(int16 newRoomNr) { if (_game.nonBlockingTextShown) { _game.nonBlockingTextShown = false; int16 curRoomNr = _game.vars[VM_VAR_CURRENT_ROOM]; if (newRoomNr != curRoomNr) { if (!_game.automaticRestoreGame) { // wait a bit, we detected non-blocking text pause(2000); // 2 seconds } } } } void AgiEngine::loadingTrigger_DrawPicture() { if (_game.nonBlockingTextShown) { _game.nonBlockingTextShown = false; if (!_game.automaticRestoreGame) { // wait a bit, we detected non-blocking text pause(2000); // 2 seconds } } } } // End of namespace Agi