[Scummvm-cvs-logs] scummvm master -> dbea55b36b48838879ebd5b5dc6a94d7aa7f0f2e

m-kiewitz m_kiewitz at users.sourceforge.net
Thu Feb 11 17:27:21 CET 2016


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
dbea55b36b AGI: Rename nonBlockingText -> artificialDelay


Commit: dbea55b36b48838879ebd5b5dc6a94d7aa7f0f2e
    https://github.com/scummvm/scummvm/commit/dbea55b36b48838879ebd5b5dc6a94d7aa7f0f2e
Author: Martin Kiewitz (m_kiewitz at users.sourceforge.net)
Date: 2016-02-11T17:26:25+01:00

Commit Message:
AGI: Rename nonBlockingText -> artificialDelay

Also add a table for Apple IIgs games for music issues like in PQ1
intro, where the developers thought that loading a new room would
take X amount of time and they started loading before the music was
done. In our AGI music may get cut off because of this.

It of course also happens, when using the original interpreter,
as soon as you emulate a faster processor. Which means this
is also a workaround.

See bug #7026

Changed paths:
    engines/agi/agi.cpp
    engines/agi/agi.h
    engines/agi/cycle.cpp
    engines/agi/op_cmd.cpp
    engines/agi/saveload.cpp



diff --git a/engines/agi/agi.cpp b/engines/agi/agi.cpp
index a4b6c40..4f18e8f 100644
--- a/engines/agi/agi.cpp
+++ b/engines/agi/agi.cpp
@@ -563,6 +563,12 @@ void AgiEngine::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:
 //
 // Manhunter 1:
@@ -590,7 +596,14 @@ void AgiEngine::nonBlockingText_Forget() {
 	_game.nonBlockingTextShown = false;
 	_game.nonBlockingTextCyclesLeft = 0;
 }
-void AgiEngine::nonBlockingText_CycleDone() {
+
+void AgiEngine::artificialDelay_Reset() {
+	nonBlockingText_Forget();
+	_artificialDelayCurrentRoom = -1;
+	_artificialDelayCurrentPicture = -1;
+}
+
+void AgiEngine::artificialDelay_CycleDone() {
 	if (_game.nonBlockingTextCyclesLeft) {
 		_game.nonBlockingTextCyclesLeft--;
 
@@ -601,30 +614,94 @@ void AgiEngine::nonBlockingText_CycleDone() {
 	}
 }
 
-void AgiEngine::loadingTrigger_NewRoom(int16 newRoomNr) {
-	if (_game.nonBlockingTextShown) {
-		_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.
 
-		int16 curRoomNr = getVar(VM_VAR_CURRENT_ROOM);
+//         script, description,                                       signature                   patch
+static const AgiArtificialDelayEntry artificialDelayTable[] = {
+	{ 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_AGIDEMO,    Common::kPlatformUnknown,  ARTIFICIALDELAYTYPE_END,         -1,  -1,    0 }
+};
 
-		if (newRoomNr != curRoomNr) {
-			if (!_game.automaticRestoreGame) {
-				// wait a bit, we detected non-blocking text
-				wait(2000, true); // 2 seconds, set busy
+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) {
+			_game.nonBlockingTextShown = false;
+
+			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
+		}
 	}
+
+	_artificialDelayCurrentRoom = newRoomNr;
 }
 
-void AgiEngine::loadingTrigger_DrawPicture() {
-	if (_game.nonBlockingTextShown) {
-		_game.nonBlockingTextShown = false;
+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) {
+			_game.nonBlockingTextShown = false;
+			if (millisecondsDelay < 2000) {
+				// wait a bit, we detected non-blocking text
+				millisecondsDelay = 2000; // 2 seconds, set busy
+			}
+		}
 
-		if (!_game.automaticRestoreGame) {
-			// wait a bit, we detected non-blocking text
-			wait(2000, true); // 2 seconds, set busy
+		if (millisecondsDelay) {
+			wait(millisecondsDelay, true); // set busy mouse cursor
 		}
 	}
+	_artificialDelayCurrentPicture = newPictureNr;
 }
 
 } // End of namespace Agi
diff --git a/engines/agi/agi.h b/engines/agi/agi.h
index 93017af..bcd47c9 100644
--- a/engines/agi/agi.h
+++ b/engines/agi/agi.h
@@ -704,6 +704,21 @@ public:
 	}
 };
 
+enum AgiArtificialDelayTriggerType {
+	ARTIFICIALDELAYTYPE_NEWROOM = 0,
+	ARTIFICIALDELAYTYPE_NEWPICTURE = 1,
+	ARTIFICIALDELAYTYPE_END = -1
+};
+
+struct AgiArtificialDelayEntry {
+	uint32 gameId;
+	Common::Platform platform;
+	AgiArtificialDelayTriggerType triggerType;
+	int16 orgNr;
+	int16 newNr;
+	uint16 millisecondsDelay;
+};
+
 typedef void (*AgiCommand)(AgiGame *state, AgiEngine *vm, uint8 *p);
 
 class AgiEngine : public AgiBase {
@@ -924,10 +939,18 @@ public:
 
 	void nonBlockingText_IsShown();
 	void nonBlockingText_Forget();
-	void nonBlockingText_CycleDone();
 
-	void loadingTrigger_NewRoom(int16 newRoomNr);
-	void loadingTrigger_DrawPicture();
+	void artificialDelay_Reset();
+	void artificialDelay_CycleDone();
+
+	uint16 artificialDelay_SearchTable(AgiArtificialDelayTriggerType triggerType, int16 orgNr, int16 newNr);
+
+	void artificialDelayTrigger_NewRoom(int16 newRoomNr);
+	void artificialDelayTrigger_DrawPicture(int16 newPictureNr);
+
+private:
+	int16 _artificialDelayCurrentRoom;
+	int16 _artificialDelayCurrentPicture;
 
 public:
 	void redrawScreen();
diff --git a/engines/agi/cycle.cpp b/engines/agi/cycle.cpp
index aba0ef2..52cc160 100644
--- a/engines/agi/cycle.cpp
+++ b/engines/agi/cycle.cpp
@@ -44,7 +44,7 @@ void AgiEngine::newRoom(int16 newRoomNr) {
 	int i;
 
 	// Loading trigger
-	loadingTrigger_NewRoom(newRoomNr);
+	artificialDelayTrigger_NewRoom(newRoomNr);
 
 	debugC(4, kDebugLevelMain, "*** room %d ***", newRoomNr);
 	_sound->stopSound();
@@ -149,10 +149,10 @@ void AgiEngine::interpretCycle() {
 		oldScore = getVar(VM_VAR_SCORE);
 		setFlag(VM_FLAG_ENTERED_CLI, false);
 		_game.exitAllLogics = false;
-		nonBlockingText_CycleDone();
+		artificialDelay_CycleDone();
 		resetControllers();
 	}
-	nonBlockingText_CycleDone();
+	artificialDelay_CycleDone();
 	resetControllers();
 
 	screenObjEgo->direction = getVar(VM_VAR_EGO_DIRECTION);
@@ -336,7 +336,7 @@ int AgiEngine::playGame() {
 		}
 	}
 
-	nonBlockingText_Forget();
+	artificialDelay_Reset();
 
 	do {
 		processAGIEvents();
diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp
index f7af133..4339bf2 100644
--- a/engines/agi/op_cmd.cpp
+++ b/engines/agi/op_cmd.cpp
@@ -931,14 +931,14 @@ void cmdSetSimple(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
 		spritesMgr->drawAllSpriteLists();
 		state->pictureShown = false;
 
+		// Loading trigger
+		vm->artificialDelayTrigger_DrawPicture(resourceNr);
+
 		// Show the picture. Similar to void cmdShow_pic(AgiGame *state, AgiEngine *vm, uint8 *p).
 		vm->setFlag(VM_FLAG_OUTPUT_MODE, false);
 		vm->_text->closeWindow();
 		vm->_picture->showPic();
 		state->pictureShown = true;
-
-		// Loading trigger
-		vm->loadingTrigger_DrawPicture();
 	}
 }
 
@@ -1126,7 +1126,7 @@ void cmdDrawPicV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
 	vm->_text->promptClear();
 
 	// Loading trigger
-	vm->loadingTrigger_DrawPicture();
+	vm->artificialDelayTrigger_DrawPicture(resourceNr);
 }
 
 void cmdDrawPic(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
@@ -1138,6 +1138,7 @@ void cmdDrawPic(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
 
 	spritesMgr->eraseSprites();
 	vm->_picture->decodePicture(resourceNr, true);
+
 	spritesMgr->buildAllSpriteLists();
 	spritesMgr->drawAllSpriteLists();
 	state->pictureShown = false;
@@ -1159,7 +1160,7 @@ void cmdDrawPic(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
 		vm->setFlag(103, false);
 
 	// Loading trigger
-	vm->loadingTrigger_DrawPicture();
+	vm->artificialDelayTrigger_DrawPicture(resourceNr);
 }
 
 void cmdShowPic(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
@@ -1211,7 +1212,7 @@ void cmdOverlayPic(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
 	state->pictureShown = false;
 
 	// Loading trigger
-	vm->loadingTrigger_DrawPicture();
+	vm->artificialDelayTrigger_DrawPicture(resourceNr);
 }
 
 void cmdShowPriScreen(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
diff --git a/engines/agi/saveload.cpp b/engines/agi/saveload.cpp
index a57465a..f59fbac 100644
--- a/engines/agi/saveload.cpp
+++ b/engines/agi/saveload.cpp
@@ -693,7 +693,7 @@ int AgiEngine::loadGame(const Common::String &fileName, bool checkId) {
 	_words->clearEgoWords();
 
 	// don't delay anything right after restoring a game
-	nonBlockingText_Forget();
+	artificialDelay_Reset();
 
 	_sprites->eraseSprites();
 	_sprites->buildAllSpriteLists();






More information about the Scummvm-git-logs mailing list