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|
/* 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;
_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;
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;
}
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
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