Exemple #1
0
Common::Error AgiEngine::go() {
	if (_game.mouseEnabled) {
		CursorMan.showMouse(true);
	}
	inGameTimerReset();

	runGame();

	return Common::kNoError;
}
Exemple #2
0
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;
}
Exemple #3
0
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:
			setVar(VM_VAR_MONITOR, kAgiMonitorHercules);
			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;
}