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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.
*
* $URL$
* $Id$
*
*/
#include "common/system.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "engines/advancedDetector.h"
#include "engines/util.h"
#include "sci/sci.h"
#include "sci/debug.h"
#include "sci/console.h"
#include "sci/event.h"
#include "sci/engine/features.h"
#include "sci/engine/message.h"
#include "sci/engine/state.h"
#include "sci/engine/kernel.h"
#include "sci/engine/script.h" // for script_adjust_opcode_formats
#include "sci/engine/selector.h" // for SELECTOR
#include "sci/sound/audio.h"
#include "sci/sound/soundcmd.h"
#include "sci/graphics/animate.h"
#include "sci/graphics/cache.h"
#include "sci/graphics/compare.h"
#include "sci/graphics/controls.h"
#include "sci/graphics/coordadjuster.h"
#include "sci/graphics/cursor.h"
#include "sci/graphics/maciconbar.h"
#include "sci/graphics/menu.h"
#include "sci/graphics/paint16.h"
#include "sci/graphics/paint32.h"
#include "sci/graphics/ports.h"
#include "sci/graphics/palette.h"
#include "sci/graphics/screen.h"
#include "sci/graphics/text16.h"
#include "sci/graphics/transitions.h"
#ifdef ENABLE_SCI32
#include "sci/graphics/frameout.h"
#endif
namespace Sci {
SciEngine *g_sci = 0;
class GfxDriver;
SciEngine::SciEngine(OSystem *syst, const ADGameDescription *desc, SciGameId gameId)
: Engine(syst), _gameDescription(desc), _gameId(gameId) {
assert(g_sci == 0);
g_sci = this;
_gfxMacIconBar = 0;
_audio = 0;
_features = 0;
_resMan = 0;
_gamestate = 0;
_kernel = 0;
_vocabulary = 0;
_eventMan = 0;
_console = 0;
// Set up the engine specific debug levels
DebugMan.addDebugChannel(kDebugLevelError, "Error", "Script error debugging");
DebugMan.addDebugChannel(kDebugLevelNodes, "Lists", "Lists and nodes debugging");
DebugMan.addDebugChannel(kDebugLevelGraphics, "Graphics", "Graphics debugging");
DebugMan.addDebugChannel(kDebugLevelStrings, "Strings", "Strings debugging");
DebugMan.addDebugChannel(kDebugLevelMemory, "Memory", "Memory debugging");
DebugMan.addDebugChannel(kDebugLevelFuncCheck, "Func", "Function parameter debugging");
DebugMan.addDebugChannel(kDebugLevelBresen, "Bresenham", "Bresenham algorithms debugging");
DebugMan.addDebugChannel(kDebugLevelSound, "Sound", "Sound debugging");
DebugMan.addDebugChannel(kDebugLevelGfxDriver, "Gfxdriver", "Gfx driver debugging");
DebugMan.addDebugChannel(kDebugLevelBaseSetter, "Base", "Base Setter debugging");
DebugMan.addDebugChannel(kDebugLevelParser, "Parser", "Parser debugging");
DebugMan.addDebugChannel(kDebugLevelMenu, "Menu", "Menu handling debugging");
DebugMan.addDebugChannel(kDebugLevelSaid, "Said", "Said specs debugging");
DebugMan.addDebugChannel(kDebugLevelFile, "File", "File I/O debugging");
DebugMan.addDebugChannel(kDebugLevelTime, "Time", "Time debugging");
DebugMan.addDebugChannel(kDebugLevelRoom, "Room", "Room number debugging");
DebugMan.addDebugChannel(kDebugLevelAvoidPath, "Pathfinding", "Pathfinding debugging");
DebugMan.addDebugChannel(kDebugLevelDclInflate, "DCL", "DCL inflate debugging");
DebugMan.addDebugChannel(kDebugLevelVM, "VM", "VM debugging");
DebugMan.addDebugChannel(kDebugLevelScripts, "Scripts", "Notifies when scripts are unloaded");
DebugMan.addDebugChannel(kDebugLevelGC, "GC", "Garbage Collector debugging");
DebugMan.addDebugChannel(kDebugLevelSci0Pic, "Sci0Pic", "SCI0 pic drawing debugging");
DebugMan.addDebugChannel(kDebugLevelResMan, "ResMan", "Resource manager debugging");
DebugMan.addDebugChannel(kDebugLevelOnStartup, "OnStartup", "Enter debugger at start of game");
const Common::FSNode gameDataDir(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "actors"); // KQ6 hi-res portraits
SearchMan.addSubDirectoryMatching(gameDataDir, "aud"); // resource.aud and audio files
SearchMan.addSubDirectoryMatching(gameDataDir, "wav"); // speech files in WAV format
SearchMan.addSubDirectoryMatching(gameDataDir, "sfx"); // music/sound files in WAV format
SearchMan.addSubDirectoryMatching(gameDataDir, "avi"); // AVI movie files for Windows versions
SearchMan.addSubDirectoryMatching(gameDataDir, "seq"); // SEQ movie files for DOS versions
SearchMan.addSubDirectoryMatching(gameDataDir, "robot"); // robot movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "movies"); // vmd movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "vmd"); // vmd movie files
// Add the patches directory, except for KQ6CD; The patches folder in some versions of KQ6CD
// is for the demo of Phantasmagoria, included in the disk
if (_gameId != GID_KQ6)
SearchMan.addSubDirectoryMatching(gameDataDir, "patches"); // resource patches
}
SciEngine::~SciEngine() {
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
delete _audio;
delete _kernel;
delete _vocabulary;
delete _console;
delete _resMan;
delete _features;
delete _gfxMacIconBar;
g_sci = 0;
}
Common::Error SciEngine::run() {
// Assign default values to the config manager, in case settings are missing
ConfMan.registerDefault("undither", "true");
ConfMan.registerDefault("enable_fb01", "false");
_resMan = new ResourceManager();
assert(_resMan);
_resMan->addAppropriateSources();
_resMan->init();
// TODO: Add error handling. Check return values of addAppropriateSources
// and init. We first have to *add* sensible return values, though ;).
/*
if (!_resMan) {
warning("No resources found, aborting");
return Common::kNoGameDataFoundError;
}
*/
// Add the after market GM patches for the specified game, if they exist
_resMan->addNewGMPatch(_gameId);
_gameObj = _resMan->findGameObject();
SegManager *segMan = new SegManager(_resMan);
// Scale the screen, if needed
int upscaledHires = GFX_SCREEN_UPSCALED_DISABLED;
// King's Quest 6 and Gabriel Knight 1 have hires content, gk1/cd was able to provide that under DOS as well, but as
// gk1/floppy does support upscaled hires scriptswise, but doesn't actually have the hires content we need to limit
// it to platform windows.
if (getPlatform() == Common::kPlatformWindows) {
if (_gameId == GID_KQ6)
upscaledHires = GFX_SCREEN_UPSCALED_640x440;
#ifdef ENABLE_SCI32
if (_gameId == GID_GK1)
upscaledHires = GFX_SCREEN_UPSCALED_640x480;
#endif
}
// Japanese versions of games use hi-res font on upscaled version of the game
if ((getLanguage() == Common::JA_JPN) && (getSciVersion() <= SCI_VERSION_1_1))
upscaledHires = GFX_SCREEN_UPSCALED_640x400;
// Reset all graphics objects
_gfxAnimate = 0;
_gfxCache = 0;
_gfxCompare = 0;
_gfxControls = 0;
_gfxCoordAdjuster = 0;
_gfxCursor = 0;
_gfxMacIconBar = 0;
_gfxMenu = 0;
_gfxPaint = 0;
_gfxPaint16 = 0;
_gfxPalette = 0;
_gfxPorts = 0;
_gfxScreen = 0;
_gfxText16 = 0;
_gfxTransitions = 0;
#ifdef ENABLE_SCI32
_gfxFrameout = 0;
_gfxPaint32 = 0;
#endif
// Initialize graphics-related parts
if (_resMan->detectHires())
_gfxScreen = new GfxScreen(_resMan, 640, 480);
else
_gfxScreen = new GfxScreen(_resMan, 320, 200, upscaledHires);
_gfxScreen->debugUnditherSetState(ConfMan.getBool("undither"));
if (_resMan->isSci11Mac() && getSciVersion() == SCI_VERSION_1_1)
_gfxMacIconBar = new GfxMacIconBar();
bool paletteMerging = true;
if (getSciVersion() >= SCI_VERSION_1_1) {
// there are some games that use inbetween SCI1.1 interpreter, so we have to detect if it's merging or copying
if (getSciVersion() == SCI_VERSION_1_1)
paletteMerging = _resMan->detectForPaletteMergingForSci11();
else
paletteMerging = false;
}
_gfxPalette = new GfxPalette(_resMan, _gfxScreen, paletteMerging);
_gfxCache = new GfxCache(_resMan, _gfxScreen, _gfxPalette);
_gfxCursor = new GfxCursor(_resMan, _gfxPalette, _gfxScreen);
// Create debugger console. It requires GFX to be initialized
_console = new Console(this);
_kernel = new Kernel(_resMan, segMan);
_features = new GameFeatures(segMan, _kernel);
// Only SCI0 and SCI01 games used a parser
_vocabulary = (getSciVersion() <= SCI_VERSION_1_EGA) ? new Vocabulary(_resMan) : NULL;
_audio = new AudioPlayer(_resMan);
_gamestate = new EngineState(segMan);
_eventMan = new EventManager(_resMan->detectFontExtended());
// The game needs to be initialized before the graphics system is initialized, as
// the graphics code checks parts of the seg manager upon initialization (e.g. for
// the presence of the fastCast object)
if (!initGame()) { /* Initialize */
warning("Game initialization failed: Aborting...");
// TODO: Add an "init failed" error?
return Common::kUnknownError;
}
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
// SCI32 graphic objects creation
_gfxCoordAdjuster = new GfxCoordAdjuster32(segMan);
_gfxCursor->init(_gfxCoordAdjuster, _eventMan);
_gfxCompare = new GfxCompare(segMan, g_sci->getKernel(), _gfxCache, _gfxScreen, _gfxCoordAdjuster);
_gfxPaint32 = new GfxPaint32(g_sci->getResMan(), segMan, g_sci->getKernel(), _gfxCoordAdjuster, _gfxCache, _gfxScreen, _gfxPalette);
_gfxPaint = _gfxPaint32;
_gfxFrameout = new GfxFrameout(segMan, g_sci->getResMan(), _gfxCoordAdjuster, _gfxCache, _gfxScreen, _gfxPalette, _gfxPaint32);
} else {
#endif
// SCI0-SCI1.1 graphic objects creation
_gfxPorts = new GfxPorts(segMan, _gfxScreen);
_gfxCoordAdjuster = new GfxCoordAdjuster16(_gfxPorts);
_gfxCursor->init(_gfxCoordAdjuster, g_sci->getEventManager());
_gfxCompare = new GfxCompare(segMan, g_sci->getKernel(), _gfxCache, _gfxScreen, _gfxCoordAdjuster);
_gfxTransitions = new GfxTransitions(_gfxScreen, _gfxPalette, g_sci->getResMan()->isVGA());
_gfxPaint16 = new GfxPaint16(g_sci->getResMan(), segMan, g_sci->getKernel(), _gfxCache, _gfxPorts, _gfxCoordAdjuster, _gfxScreen, _gfxPalette, _gfxTransitions, _audio);
_gfxPaint = _gfxPaint16;
_gfxAnimate = new GfxAnimate(_gamestate, _gfxCache, _gfxPorts, _gfxPaint16, _gfxScreen, _gfxPalette, _gfxCursor, _gfxTransitions);
_gfxText16 = new GfxText16(g_sci->getResMan(), _gfxCache, _gfxPorts, _gfxPaint16, _gfxScreen);
_gfxControls = new GfxControls(segMan, _gfxPorts, _gfxPaint16, _gfxText16, _gfxScreen);
_gfxMenu = new GfxMenu(g_sci->getEventManager(), segMan, _gfxPorts, _gfxPaint16, _gfxText16, _gfxScreen, _gfxCursor);
_gfxMenu->reset();
#ifdef ENABLE_SCI32
}
#endif
_kernel->loadKernelNames(_features); // Must be called after game_init()
script_adjust_opcode_formats();
SciVersion soundVersion = _features->detectDoSoundType();
_gamestate->_soundCmd = new SoundCommandParser(_resMan, segMan, _kernel, _audio, soundVersion);
#ifdef USE_OLD_MUSIC_FUNCTIONS
initGameSound(0, soundVersion);
#endif
syncSoundSettings();
initGraphics();
debug("Emulating SCI version %s\n", getSciVersionDesc(getSciVersion()));
// Check whether loading a savestate was requested
if (ConfMan.hasKey("save_slot")) {
_gamestate->loadFromLauncher = ConfMan.getInt("save_slot");
} else {
_gamestate->loadFromLauncher = -1;
}
runGame();
ConfMan.flushToDisk();
delete _gamestate->_soundCmd;
#ifdef ENABLE_SCI32
delete _gfxFrameout;
#endif
delete _gfxMenu;
delete _gfxControls;
delete _gfxText16;
delete _gfxAnimate;
delete _gfxPaint;
delete _gfxTransitions;
delete _gfxCompare;
delete _gfxCoordAdjuster;
delete _gfxPorts;
delete _gfxCache;
delete _gfxPalette;
delete _gfxCursor;
delete _gfxScreen;
delete _eventMan;
delete segMan;
delete _gamestate;
return Common::kNoError;
}
bool SciEngine::initGame() {
// Script 0 needs to be allocated here before anything else!
int script0Segment = _gamestate->_segMan->getScriptSegment(0, SCRIPT_GET_LOCK);
DataStack *stack = _gamestate->_segMan->allocateStack(VM_STACK_SIZE, NULL);
_gamestate->_msgState = new MessageState(_gamestate->_segMan);
_gamestate->gcCountDown = GC_INTERVAL - 1;
// Script 0 should always be at segment 1
if (script0Segment != 1) {
debug(2, "Failed to instantiate script.000");
return false;
}
_gamestate->initGlobals();
if (_gamestate->abortScriptProcessing == kAbortRestartGame && _gfxMenu)
_gfxMenu->reset();
_gamestate->_segMan->initSysStrings();
_gamestate->r_acc = _gamestate->r_prev = NULL_REG;
_gamestate->_executionStack.clear(); // Start without any execution stack
_gamestate->executionStackBase = -1; // No vm is running yet
_gamestate->_executionStackPosChanged = false;
_gamestate->abortScriptProcessing = kAbortNone;
_gamestate->gameWasRestarted = false;
_gamestate->stack_base = stack->_entries;
_gamestate->stack_top = stack->_entries + stack->_capacity;
if (!script_instantiate(_resMan, _gamestate->_segMan, 0)) {
error("initGame(): Could not instantiate script 0");
return false;
}
// Reset parser
if (_vocabulary) {
_vocabulary->parserIsValid = false; // Invalidate parser
_vocabulary->parser_event = NULL_REG; // Invalidate parser event
_vocabulary->parser_base = make_reg(_gamestate->_segMan->getSysStringsSegment(), SYS_STRING_PARSER_BASE);
}
_gamestate->gameStartTime = _gamestate->lastWaitTime = _gamestate->_screenUpdateTime = g_system->getMillis();
srand(g_system->getMillis()); // Initialize random number generator
#ifdef USE_OLD_MUSIC_FUNCTIONS
if (_gamestate->sfx_init_flags & SFX_STATE_FLAG_NOSOUND)
initGameSound(0, _features->detectDoSoundType());
#endif
// Load game language into printLang property of game object
setSciLanguage();
return true;
}
void SciEngine::initGraphics() {
if (_gfxPorts) {
_gfxPorts->init(_features->usesOldGfxFunctions(), _gfxPaint16, _gfxText16);
_gfxPaint16->init(_gfxAnimate, _gfxText16);
}
// Set default (EGA, amiga or resource 999) palette
_gfxPalette->setDefault();
}
#ifdef USE_OLD_MUSIC_FUNCTIONS
void SciEngine::initGameSound(int sound_flags, SciVersion soundVersion) {
if (getSciVersion() > SCI_VERSION_0_LATE)
sound_flags |= SFX_STATE_FLAG_MULTIPLAY;
_gamestate->sfx_init_flags = sound_flags;
_gamestate->_sound.sfx_init(_resMan, sound_flags, soundVersion);
}
#endif
void SciEngine::initStackBaseWithSelector(Selector selector) {
_gamestate->stack_base[0] = make_reg(0, (uint16)selector);
_gamestate->stack_base[1] = NULL_REG;
// Register the first element on the execution stack
if (!send_selector(_gamestate, _gameObj, _gameObj, _gamestate->stack_base, 2, _gamestate->stack_base)) {
_console->printObject(_gameObj);
error("initStackBaseWithSelector: error while registering the first selector in the call stack");
}
}
void SciEngine::runGame() {
initStackBaseWithSelector(SELECTOR(play)); // Call the play selector
// Attach the debug console on game startup, if requested
if (DebugMan.isDebugChannelEnabled(kDebugLevelOnStartup))
_console->attach();
do {
_gamestate->_executionStackPosChanged = false;
run_vm(_gamestate, (_gamestate->abortScriptProcessing == kAbortLoadGame));
exitGame();
if (_gamestate->abortScriptProcessing == kAbortRestartGame) {
_gamestate->_segMan->resetSegMan();
initGame();
#ifdef USE_OLD_MUSIC_FUNCTIONS
_gamestate->_sound.sfx_reset_player();
#endif
initStackBaseWithSelector(SELECTOR(play));
_gamestate->gameWasRestarted = true;
} else if (_gamestate->abortScriptProcessing == kAbortLoadGame) {
_gamestate->abortScriptProcessing = kAbortNone;
initStackBaseWithSelector(SELECTOR(replay));
} else {
break; // exit loop
}
} while (true);
}
void SciEngine::exitGame() {
if (_gamestate->abortScriptProcessing != kAbortLoadGame) {
_gamestate->_executionStack.clear();
#ifdef USE_OLD_MUSIC_FUNCTIONS
_gamestate->_sound.sfx_exit();
// Reinit because some other code depends on having a valid state
initGameSound(SFX_STATE_FLAG_NOSOUND, _features->detectDoSoundType());
#else
_audio->stopAllAudio();
_gamestate->_soundCmd->clearPlayList();
#endif
}
// TODO Free parser segment here
// TODO Free scripts here
// Close all opened file handles
_gamestate->_fileHandles.clear();
_gamestate->_fileHandles.resize(5);
}
// Invoked by error() when a severe error occurs
GUI::Debugger *SciEngine::getDebugger() {
if (_gamestate) {
ExecStack *xs = &(_gamestate->_executionStack.back());
xs->addr.pc.offset = g_debugState.old_pc_offset;
xs->sp = g_debugState.old_sp;
}
g_debugState.runningStep = 0; // Stop multiple execution
g_debugState.seeking = kDebugSeekNothing; // Stop special seeks
return _console;
}
// Used to obtain the engine's console in order to print messages to it
Console *SciEngine::getSciDebugger() {
return _console;
}
const char *SciEngine::getGameIdStr() const {
return _gameDescription->gameid;
}
Common::Language SciEngine::getLanguage() const {
return _gameDescription->language;
}
Common::Platform SciEngine::getPlatform() const {
return _gameDescription->platform;
}
bool SciEngine::isDemo() const {
return _gameDescription->flags & ADGF_DEMO;
}
Common::String SciEngine::getSavegameName(int nr) const {
return _targetName + Common::String::printf(".%03d", nr);
}
Common::String SciEngine::getSavegamePattern() const {
return _targetName + ".???";
}
Common::String SciEngine::getFilePrefix() const {
if (_gameId == GID_QFG2) {
// Quest for Glory 2 wants to read files from Quest for Glory 1 (EGA/VGA) to import character data
if (_gamestate->currentRoomNumber() == 805)
return "qfg1";
// TODO: Include import-room for qfg1vga
} else if (_gameId == GID_QFG3) {
// Quest for Glory 3 wants to read files from Quest for Glory 2 to import character data
if (_gamestate->currentRoomNumber() == 54)
return "qfg2";
}
// TODO: Implement the same for qfg4, when sci32 is good enough
return _targetName;
}
Common::String SciEngine::wrapFilename(const Common::String &name) const {
return getFilePrefix() + "-" + name;
}
Common::String SciEngine::unwrapFilename(const Common::String &name) const {
Common::String prefix = getFilePrefix() + "-";
if (name.hasPrefix(prefix.c_str()))
return Common::String(name.c_str() + prefix.size());
return name;
}
void SciEngine::pauseEngineIntern(bool pause) {
#ifdef USE_OLD_MUSIC_FUNCTIONS
_gamestate->_sound.sfx_suspend(pause);
#endif
_mixer->pauseAll(pause);
}
void SciEngine::syncSoundSettings() {
Engine::syncSoundSettings();
#ifndef USE_OLD_MUSIC_FUNCTIONS
bool mute = false;
if (ConfMan.hasKey("mute"))
mute = ConfMan.getBool("mute");
int soundVolumeMusic = (mute ? 0 : ConfMan.getInt("music_volume"));
if (_gamestate && _gamestate->_soundCmd) {
int vol = (soundVolumeMusic + 1) * SoundCommandParser::kMaxSciVolume / Audio::Mixer::kMaxMixerVolume;
_gamestate->_soundCmd->setMasterVolume(vol);
}
#endif
}
} // End of namespace Sci
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