aboutsummaryrefslogtreecommitdiff
path: root/engines/agi/cycle.cpp
blob: 19aca6f2c4edb3216f20d8e39b18aabcc0bc43b6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
/* 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 "agi/agi.h"
#include "agi/sprite.h"
#include "agi/graphics.h"
#include "agi/inv.h"
#include "agi/text.h"
#include "agi/keyboard.h"
#include "agi/menu.h"
#include "agi/systemui.h"
#include "agi/appleIIgs_timedelay_overwrite.h"

namespace Agi {

/**
 * Set up new room.
 * This function is called when ego enters a new room.
 * @param n room number
 */
void AgiEngine::newRoom(int16 newRoomNr) {
	ScreenObjEntry *screenObj;
	ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
	int i;

	// Loading trigger
	artificialDelayTrigger_NewRoom(newRoomNr);

	debugC(4, kDebugLevelMain, "*** room %d ***", newRoomNr);
	_sound->stopSound();

	i = 0;
	for (screenObj = _game.screenObjTable; screenObj < &_game.screenObjTable[SCREENOBJECTS_MAX]; screenObj++) {
		screenObj->objectNr = i++;
		screenObj->flags &= ~(fAnimated | fDrawn);
		screenObj->flags |= fUpdate;
		screenObj->stepTime = 1;
		screenObj->stepTimeCount = 1;
		screenObj->cycleTime = 1;
		screenObj->cycleTimeCount = 1;
		screenObj->stepSize = 1;
	}
	agiUnloadResources();

	_game.playerControl = true;
	_game.block.active = false;
	_game.horizon = 36;
	setVar(VM_VAR_PREVIOUS_ROOM, getVar(VM_VAR_CURRENT_ROOM));
	setVar(VM_VAR_CURRENT_ROOM, newRoomNr);
	setVar(VM_VAR_BORDER_TOUCH_OBJECT, 0);
	setVar(VM_VAR_BORDER_CODE, 0);
	setVar(VM_VAR_EGO_VIEW_RESOURCE, screenObjEgo->currentViewNr);

	agiLoadResource(RESOURCETYPE_LOGIC, newRoomNr);

	// Reposition ego in the new room
	switch (getVar(VM_VAR_BORDER_TOUCH_EGO)) {
	case 1:
		screenObjEgo->yPos = SCRIPT_HEIGHT - 1;
		break;
	case 2:
		screenObjEgo->xPos = 0;
		break;
	case 3:
		screenObjEgo->yPos = _game.horizon + 1;
		break;
	case 4:
		screenObjEgo->xPos = SCRIPT_WIDTH - screenObjEgo->xSize;
		break;
	}

	uint16 agiVersion = getVersion();

	if (agiVersion < 0x2000) {
		warning("STUB: NewRoom(%d)", newRoomNr);

		screenObjEgo->flags &= ~fDidntMove;
		// animateObject(0);
		agiLoadResource(RESOURCETYPE_VIEW, screenObjEgo->currentViewNr);
		setView(screenObjEgo, screenObjEgo->currentViewNr);

	} else {
		if (agiVersion >= 0x3000) {
			// this was only done in AGI3
			if (screenObjEgo->motionType == kMotionEgo) {
				screenObjEgo->motionType = kMotionNormal;
				setVar(VM_VAR_EGO_DIRECTION, 0);
			}
		}

		setVar(VM_VAR_BORDER_TOUCH_EGO, 0);
		setFlag(VM_FLAG_NEW_ROOM_EXEC, true);

		_game.exitAllLogics = true;

		_game._vm->_text->statusDraw();
		_game._vm->_text->promptRedraw();
	}
}

void AgiEngine::resetControllers() {
	int i;

	for (i = 0; i < MAX_CONTROLLERS; i++) {
		_game.controllerOccured[i] = false;
	}
}

void AgiEngine::interpretCycle() {
	ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
	bool oldSound;
	byte oldScore;

	if (!_game.playerControl)
		setVar(VM_VAR_EGO_DIRECTION, screenObjEgo->direction);
	else
		screenObjEgo->direction = getVar(VM_VAR_EGO_DIRECTION);

	checkAllMotions();

	oldScore = getVar(VM_VAR_SCORE);
	oldSound = getFlag(VM_FLAG_SOUND_ON);

	// Reset script heuristic here
	resetGetVarSecondsHeuristic();

	_game.exitAllLogics = false;
	while (runLogic(0) == 0 && !(shouldQuit() || _restartGame)) {
		setVar(VM_VAR_WORD_NOT_FOUND, 0);
		setVar(VM_VAR_BORDER_TOUCH_OBJECT, 0);
		setVar(VM_VAR_BORDER_CODE, 0);
		oldScore = getVar(VM_VAR_SCORE);
		setFlag(VM_FLAG_ENTERED_CLI, false);
		_game.exitAllLogics = false;
		_veryFirstInitialCycle = false;
		artificialDelay_CycleDone();
		resetControllers();
	}
	_veryFirstInitialCycle = false;
	artificialDelay_CycleDone();
	resetControllers();

	screenObjEgo->direction = getVar(VM_VAR_EGO_DIRECTION);

	if (getVar(VM_VAR_SCORE) != oldScore || getFlag(VM_FLAG_SOUND_ON) != oldSound)
		_game._vm->_text->statusDraw();

	setVar(VM_VAR_BORDER_TOUCH_OBJECT, 0);
	setVar(VM_VAR_BORDER_CODE, 0);
	setFlag(VM_FLAG_NEW_ROOM_EXEC, false);
	setFlag(VM_FLAG_RESTART_GAME, false);
	setFlag(VM_FLAG_RESTORE_JUST_RAN, false);

	if (_game.gfxMode) {
		updateScreenObjTable();
	}
	_gfx->updateScreen();
	//_gfx->doUpdate();
}

// We return the current key, or 0 if no key was pressed
uint16 AgiEngine::processAGIEvents() {
	uint16 key;
	ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];

	wait(10);
	key = doPollKeyboard();

	// In AGI Mouse emulation mode we must update the mouse-related
	// vars in every interpreter cycle.
	//
	// We run AGIMOUSE always as a side effect
	setVar(VM_VAR_MOUSE_X, _mouse.pos.x / 2);
	setVar(VM_VAR_MOUSE_Y, _mouse.pos.y);

	if (!cycleInnerLoopIsActive()) {
		// Click-to-walk mouse interface
		if (_game.playerControl && (screenObjEgo->flags & fAdjEgoXY)) {
			int toX = screenObjEgo->move_x;
			int toY = screenObjEgo->move_y;

			// AGI Mouse games use ego's sprite's bottom left corner for mouse walking target.
			// Amiga games use ego's sprite's bottom center for mouse walking target.
			// Atari ST and Apple II GS seem to use the bottom left
			if (getPlatform() == Common::kPlatformAmiga)
				toX -= (screenObjEgo->xSize / 2); // Center ego's sprite horizontally

			// Adjust ego's sprite's mouse walking target position (These parameters are
			// controlled with the adj.ego.move.to.x.y-command). Note that these values rely
			// on the horizontal centering of the ego's sprite at least on the Amiga platform.
			toX += _game.adjMouseX;
			toY += _game.adjMouseY;

			screenObjEgo->direction = getDirection(screenObjEgo->xPos, screenObjEgo->yPos, toX, toY, screenObjEgo->stepSize);

			if (screenObjEgo->direction == 0)
				inDestination(screenObjEgo);
		}
	}

	handleMouseClicks(key);

	if (!cycleInnerLoopIsActive()) {
		// no inner loop active at the moment, regular processing

		if (key) {
			if (!handleController(key)) {
				if (key) {
					// Only set VAR_KEY, when no controller/direction was detected
					setVar(VM_VAR_KEY, key & 0xFF);
					if (_text->promptIsEnabled()) {
						_text->promptKeyPress(key);
					}
				}
			}
		}

		if (_menu->delayedExecuteActive()) {
			_menu->execute();
		}

	} else {
		// inner loop active
		// call specific workers
		switch (_game.cycleInnerLoopType) {
		case CYCLE_INNERLOOP_GETSTRING: // loop called from TextMgr::stringEdit()
		case CYCLE_INNERLOOP_GETNUMBER:
			if (key) {
				_text->stringKeyPress(key);
			}
			break;

		case CYCLE_INNERLOOP_INVENTORY: // loop called from InventoryMgr::show()
			if (key) {
				_inventory->keyPress(key);
			}
			break;

		case CYCLE_INNERLOOP_MENU_VIA_KEYBOARD:
			if (key) {
				_menu->keyPress(key);
			}
			break;

		case CYCLE_INNERLOOP_MENU_VIA_MOUSE:
			_menu->mouseEvent(key);
			break;

		case CYCLE_INNERLOOP_SYSTEMUI_SELECTSAVEDGAMESLOT:
			if (key) {
				_systemUI->savedGameSlot_KeyPress(key);
			}
			break;

		case CYCLE_INNERLOOP_SYSTEMUI_VERIFICATION:
			_systemUI->askForVerificationKeyPress(key);
			break;

		case CYCLE_INNERLOOP_MESSAGEBOX:
			if (key) {
				_text->messageBox_KeyPress(key);
			}
			break;

		default:
			break;
		}
	}

	_gfx->updateScreen();

	return key;
}

int AgiEngine::playGame() {
	int ec = errOK;
	const AgiAppleIIgsDelayOverwriteGameEntry *appleIIgsDelayOverwrite = nullptr;
	const AgiAppleIIgsDelayOverwriteRoomEntry *appleIIgsDelayRoomOverwrite = nullptr;

	debugC(2, kDebugLevelMain, "initializing...");
	debugC(2, kDebugLevelMain, "game version = 0x%x", getVersion());

	_sound->stopSound();

	// We need to do this accurately and reset the AGI priorityscreen to 4
	// otherwise at least the fan game Nick's Quest will go into an endless
	// loop, because the game draws views before it draws the first background picture.
	// For further study see bug #3451122
	_gfx->clear(0, 4);

	_game.horizon = 36;
	_game.playerControl = false;

	setFlag(VM_FLAG_LOGIC_ZERO_FIRST_TIME, true); // not in 2.917
	setFlag(VM_FLAG_NEW_ROOM_EXEC, true);         // needed for MUMG and SQ2!
	setFlag(VM_FLAG_SOUND_ON, true);              // enable sound
	// do not set VM_VAR_TIME_DELAY, original AGI did not do it (in the data segment it was simply set to 0)

	_game.gfxMode = true;
	_text->promptRow_Set(22);

	// We run AGIMOUSE always as a side effect
	//if (getFeatures() & GF_AGIMOUSE)
		debug(1, "Using AGI Mouse 1.0 protocol");

	if (getFeatures() & GF_AGIPAL)
		debug(1, "Running AGIPAL game");

	debug(0, "Running AGI script.\n");

	setFlag(VM_FLAG_ENTERED_CLI, false);
	setFlag(VM_FLAG_SAID_ACCEPTED_INPUT, false);
	setVar(VM_VAR_WORD_NOT_FOUND, 0);
	setVar(VM_VAR_KEY, 0);

	debugC(2, kDebugLevelMain, "Entering main loop");
	bool firstLoop = !getFlag(VM_FLAG_RESTART_GAME); // Do not restore on game restart

	if (firstLoop) {
		if (ConfMan.hasKey("save_slot")) {
			// quick restore enabled
			_game.automaticRestoreGame = true;
		}
	}

	artificialDelay_Reset();

	if (getPlatform() == Common::kPlatformApple2GS) {
		// Look up, if there is a time delay overwrite table for the current game
		appleIIgsDelayOverwrite = appleIIgsDelayOverwriteGameTable;
		while (appleIIgsDelayOverwrite->gameId != GID_AGIDEMO) {
			if (appleIIgsDelayOverwrite->gameId == getGameID())
				break; // game found
			appleIIgsDelayOverwrite++;
		}		
	}

	do {
		processAGIEvents();

		inGameTimerUpdate();

		uint16 timeDelay = getVar(VM_VAR_TIME_DELAY);

		if (getPlatform() == Common::kPlatformApple2GS) {
			timeDelay++;
			// It seems that either Apple IIgs ran very slowly or that the delay in its interpreter was not working as everywhere else
			// Most games on that platform set the delay to 0, which means no delay in DOS
			// Gold Rush! even "optimizes" itself when larger sprites are on the screen it sets TIME_DELAY to 0.
			// Normally that game runs at TIME_DELAY 1.
			// Maybe a script patch for this game would make sense.
			// TODO: needs further investigation

			int16 timeDelayOverwrite = -99;

			// Now check, if we got a time delay overwrite entry for current room
			if (appleIIgsDelayOverwrite->roomTable) {
				byte curRoom = getVar(VM_VAR_CURRENT_ROOM);

				appleIIgsDelayRoomOverwrite = appleIIgsDelayOverwrite->roomTable;
				while (appleIIgsDelayRoomOverwrite->fromRoom >= 0) {
					if ((appleIIgsDelayRoomOverwrite->fromRoom <= curRoom) && (appleIIgsDelayRoomOverwrite->toRoom >= curRoom)) {
						if (appleIIgsDelayRoomOverwrite->onlyWhenPlayerNotInControl) {
							if (_game.playerControl) {
								// Player is actually currently in control? -> then skip this entry
								appleIIgsDelayRoomOverwrite++;
								continue;
							}
						}
						timeDelayOverwrite = appleIIgsDelayRoomOverwrite->timeDelayOverwrite;
						break;
					}
					appleIIgsDelayRoomOverwrite++;
				}

				if (timeDelayOverwrite == -99) {
					// use default time delay in case no room specific one was found
					timeDelayOverwrite = appleIIgsDelayOverwrite->defaultTimeDelayOverwrite;
				}
			} else {
				timeDelayOverwrite = appleIIgsDelayOverwrite->defaultTimeDelayOverwrite;
			}

			if (timeDelayOverwrite >= 0) {
				if (timeDelayOverwrite != timeDelay) {
					// delayOverwrite is not the same as the delay taken from the scripts? overwrite it
					//warning("AppleIIgs: time delay overwrite from %d to %d", timeDelay, timeDelayOverwrite);

					setVar(VM_VAR_TIME_DELAY, timeDelayOverwrite - 1); // adjust for Apple IIgs
					timeDelay = timeDelayOverwrite;
				}
			}
		}

		if (_passedPlayTimeCycles >= timeDelay) {
			inGameTimerResetPassedCycles();

			interpretCycle();

			// Check if the user has asked to load a game from the command line
			// or the launcher
			if (_game.automaticRestoreGame) {
				_game.automaticRestoreGame = false;
				checkQuickLoad();
			}

			setFlag(VM_FLAG_ENTERED_CLI, false);
			setFlag(VM_FLAG_SAID_ACCEPTED_INPUT, false);
			setVar(VM_VAR_WORD_NOT_FOUND, 0);
			setVar(VM_VAR_KEY, 0);
		}

		if (shouldPerformAutoSave(_lastSaveTime)) {
			saveGame(getSavegameFilename(0), "Autosave");
		}

	} while (!(shouldQuit() || _restartGame));

	_sound->stopSound();

	return ec;
}

int AgiEngine::runGame() {
	int ec = errOK;

	// Execute the game
	do {
		debugC(2, kDebugLevelMain, "game loop");
		debugC(2, kDebugLevelMain, "game version = 0x%x", getVersion());

		if (agiInit() != errOK)
			break;

		if (_restartGame) {
			setFlag(VM_FLAG_RESTART_GAME, true);
			// do not set VM_VAR_TIME_DELAY, original AGI did not do it

			// Reset in-game timer
			inGameTimerReset();

			_restartGame = false;
		}

		// Set computer type (v20 i.e. vComputer) and sound type
		switch (getPlatform()) {
		case Common::kPlatformAtariST:
			setVar(VM_VAR_COMPUTER, kAgiComputerAtariST);
			setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundPC);
			break;
		case Common::kPlatformAmiga:
			if (getFeatures() & GF_OLDAMIGAV20)
				setVar(VM_VAR_COMPUTER, kAgiComputerAmigaOld);
			else
				setVar(VM_VAR_COMPUTER, kAgiComputerAmiga);
			setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundTandy);
			break;
		case Common::kPlatformApple2GS:
			setVar(VM_VAR_COMPUTER, kAgiComputerApple2GS);
			if (getFeatures() & GF_2GSOLDSOUND)
				setVar(VM_VAR_SOUNDGENERATOR, kAgiSound2GSOld);
			else
				setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundTandy);
			break;
		case Common::kPlatformDOS:
		default:
			setVar(VM_VAR_COMPUTER, kAgiComputerPC);
			setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundPC);
			break;
		}

		// Set monitor type (v26 i.e. vMonitor)
		switch (_renderMode) {
		case Common::kRenderCGA:
			setVar(VM_VAR_MONITOR, kAgiMonitorCga);
			break;
		case Common::kRenderHercA:
		case Common::kRenderHercG:
			// Set EGA for now. Some games place text differently, when this is set to kAgiMonitorHercules.
			// Text placement was different for Hercules rendering (16x12 instead of 16x16). There also was
			// not enough space left for the prompt at the bottom. This was caused by the Hercules resolution.
			// We don't have this restriction and we also support the regular prompt for Hercules mode.
			// In theory Sierra could have had special Hercules code inside their games.
			// TODO: check this.
			setVar(VM_VAR_MONITOR, kAgiMonitorEga);
			break;
		// Don't know if Amiga AGI games use a different value than kAgiMonitorEga
		// for vMonitor so I just use kAgiMonitorEga for them (As was done before too).
		case Common::kRenderAmiga:
		case Common::kRenderApple2GS:
		case Common::kRenderAtariST:
		case Common::kRenderEGA:
		case Common::kRenderVGA:
		default:
			setVar(VM_VAR_MONITOR, kAgiMonitorEga);
			break;
		}

		setVar(VM_VAR_FREE_PAGES, 180); // Set amount of free memory to realistic value
		setVar(VM_VAR_MAX_INPUT_CHARACTERS, 38);
		_text->promptDisable();

		ec = playGame();
		agiDeinit();
	} while (_restartGame);

	delete _menu;
	_menu = NULL;

	releaseImageStack();

	return ec;
}

} // End of namespace Agi