/* 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/config-manager.h" #include "audio/mixer.h" #include "agi/agi.h" #include "agi/graphics.h" namespace Agi { bool AgiBase::getFlag(int16 flagNr) { uint8 *flagPtr = _game.flags; flagPtr += flagNr >> 3; return (*flagPtr & (1 << (flagNr & 0x07))) != 0; } void AgiBase::setFlag(int16 flagNr, bool newState) { uint8 *flagPtr = _game.flags; flagPtr += flagNr >> 3; if (newState) *flagPtr |= 1 << (flagNr & 0x07); // set bit else *flagPtr &= ~(1 << (flagNr & 0x07)); // clear bit } void AgiBase::flipFlag(int16 flagNr) { uint8 *flagPtr = _game.flags; flagPtr += flagNr >> 3; *flagPtr ^= 1 << (flagNr & 0x07); // flip bit } void AgiEngine::setVar(int16 varNr, byte newValue) { _game.vars[varNr] = newValue; switch (varNr) { case VM_VAR_SECONDS: setVarSecondsTrigger(newValue); break; case VM_VAR_VOLUME: setVolumeViaScripts(newValue); break; default: break; } } byte AgiEngine::getVar(int16 varNr) { switch (varNr) { case VM_VAR_SECONDS: getVarSecondsHeuristicTrigger(); // fall through case VM_VAR_MINUTES: case VM_VAR_HOURS: case VM_VAR_DAYS: // Timer Update is necessary in here, because of at least Manhunter 1 script 153 // Sierra AGI updated the timer via a timer procedure inGameTimerUpdate(); break; default: break; } return _game.vars[varNr]; } // sets volume based on script value // 0 - maximum volume // 15 - mute void AgiEngine::setVolumeViaScripts(byte newVolume) { newVolume = CLIP(newVolume, 0, 15); 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; // Set ScummVM setting // We do not set "mute". In case "mute" is set, we will not apply the scripts wishes ConfMan.setInt("music_volume", scummVMVolume); ConfMan.setInt("sfx_volume", scummVMVolume); if (ConfMan.hasKey("mute")) scummVMMute = ConfMan.getBool("mute"); if (!scummVMMute) { // Also change volume directly _mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, scummVMVolume); _mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, scummVMVolume); } } void AgiEngine::setVolumeViaSystemSetting() { int scummVMVolumeMusic = ConfMan.getInt("music_volume"); int scummVMVolumeSfx = ConfMan.getInt("sfx_volume"); bool scummVMMute = false; int internalVolume = 0; if (ConfMan.hasKey("mute")) scummVMMute = ConfMan.getBool("mute"); // Clip user system setting scummVMVolumeMusic = CLIP(scummVMVolumeMusic, 0, Audio::Mixer::kMaxMixerVolume); scummVMVolumeSfx = CLIP(scummVMVolumeSfx, 0, Audio::Mixer::kMaxMixerVolume); if (scummVMMute) { scummVMVolumeMusic = 0; scummVMVolumeSfx = 0; } // Now actually set it _mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, scummVMVolumeMusic); _mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, scummVMVolumeSfx); // Take lowest volume to the scripts if (scummVMVolumeMusic < scummVMVolumeSfx) { internalVolume = scummVMVolumeMusic; } else { internalVolume = scummVMVolumeSfx; } // Change it to 0-15 range internalVolume = (internalVolume + 1) * 15 / Audio::Mixer::kMaxMixerVolume; // Reverse it internalVolume = 15 - internalVolume; // Put it into the VM variable. Directly set it, otherwise it would call a volume set call _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(); } void AgiEngine::inGameTimerResetPassedCycles() { _passedPlayTimeCycles = 0; } void AgiEngine::inGameTimerPause() { pauseEngine(true); } void AgiEngine::inGameTimerResume() { pauseEngine(false); } uint32 AgiEngine::inGameTimerGet() { return getTotalPlayTime(); } 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 void AgiEngine::inGameTimerUpdate() { uint32 curPlayTimeMilliseconds = inGameTimerGet(); uint32 curPlayTimeCycles = curPlayTimeMilliseconds / 25; if (curPlayTimeCycles == _lastUsedPlayTimeInCycles) { // No difference, skip updating return; } // Increase passed cycles accordingly int32 playTimeCycleDelta = curPlayTimeCycles - _lastUsedPlayTimeInCycles; if (playTimeCycleDelta > 0) { _passedPlayTimeCycles += playTimeCycleDelta; } _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) { // No difference, skip updating return; } 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; } void AgiEngine::decrypt(uint8 *mem, int len) { const uint8 *key; int i; key = (getFeatures() & GF_AGDS) ? (const uint8 *)CRYPT_KEY_AGDS : (const uint8 *)CRYPT_KEY_SIERRA; for (i = 0; i < len; i++) *(mem + i) ^= *(key + (i % 11)); } } // End of namespace Agi