aboutsummaryrefslogtreecommitdiff
path: root/engines/agi/global.cpp
blob: c44f9e655a1e4b76b634e9f3fcd21e78cc47924b (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
/* 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;
	}
}

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<byte>(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<int>(scummVMVolumeMusic, 0, Audio::Mixer::kMaxMixerVolume);
	scummVMVolumeSfx = CLIP<int>(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