mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 05:38:56 +00:00
Cleanup
svn-id: r15826
This commit is contained in:
parent
525df7cff0
commit
7adc1f419f
@ -104,12 +104,14 @@ void Debugger::buildDebugText(void) {
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makeDebugTextBlock(buf, 0, 105);
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}
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#ifdef SWORD2_DEBUG
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// speed-up indicator
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if (_vm->_renderSkip) { // see sword.cpp
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if (_vm->_renderSkip) { // see sword2.cpp
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sprintf(buf, "SKIPPING FRAMES FOR SPEED-UP!");
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makeDebugTextBlock(buf, 0, 120);
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}
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#endif
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// debug info at top of screen - enabled/disabled as one complete unit
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@ -211,7 +211,7 @@ int32 Logic::fnSetValue(int32 *params) {
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return IR_CONT;
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}
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#ifdef _SWORD2_DEBUG
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#ifdef SWORD2_DEBUG
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#define BLACK 0
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#define WHITE 1
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#define RED 2
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@ -232,7 +232,7 @@ int32 Logic::fnFlash(int32 *params) {
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// params: 0 colour to flash
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#ifdef _SWORD2_DEBUG
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#ifdef SWORD2_DEBUG
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// what colour?
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switch (params[0]) {
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case WHITE:
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@ -268,7 +268,7 @@ int32 Logic::fnColour(int32 *params) {
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// params 0: colour (see defines above)
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#ifdef _SWORD2_DEBUG
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#ifdef SWORD2_DEBUG
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// what colour?
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switch (params[0]) {
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case BLACK:
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@ -335,7 +335,7 @@ int32 Logic::fnAddToKillList(int32 *params) {
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// params: none
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// DON'T EVER KILL GEORGE!
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if (_scriptVars[ID] == 8)
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if (_scriptVars[ID] == CUR_PLAYER_ID)
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return IR_CONT;
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// Scan the list to see if it's already included
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@ -75,7 +75,7 @@ ScreenHeader *Sword2Engine::fetchScreenHeader(byte *screenFile) {
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*/
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LayerHeader *Sword2Engine::fetchLayerHeader(byte *screenFile, uint16 layerNo) {
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#ifdef _SWORD2_DEBUG
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#ifdef SWORD2_DEBUG
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ScreenHeader *screenHead = fetchScreenHeader(screenFile);
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if (layerNo > screenHead->noLayers - 1)
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@ -118,7 +118,7 @@ AnimHeader *Sword2Engine::fetchAnimHeader(byte *animFile) {
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CdtEntry *Sword2Engine::fetchCdtEntry(byte *animFile, uint16 frameNo) {
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AnimHeader *animHead = fetchAnimHeader(animFile);
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#ifdef _SWORD2_DEBUG
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#ifdef SWORD2_DEBUG
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if (frameNo > animHead->noAnimFrames - 1)
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error("fetchCdtEntry(animFile,%d) - anim only %d frames", frameNo, animHead->noAnimFrames);
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#endif
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@ -144,7 +144,7 @@ FrameHeader *Sword2Engine::fetchFrameHeader(byte *animFile, uint16 frameNo) {
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Parallax *Sword2Engine::fetchBackgroundParallaxLayer(byte *screenFile, int layer) {
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MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
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#ifdef _SWORD2_DEBUG
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#ifdef SWORD2_DEBUG
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if (mscreenHeader->bg_parallax[layer] == 0)
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error("fetchBackgroundParallaxLayer(%d) - No parallax layer exists", layer);
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#endif
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@ -155,7 +155,7 @@ Parallax *Sword2Engine::fetchBackgroundParallaxLayer(byte *screenFile, int layer
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Parallax *Sword2Engine::fetchBackgroundLayer(byte *screenFile) {
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MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
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#ifdef _SWORD2_DEBUG
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#ifdef SWORD2_DEBUG
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if (mscreenHeader->screen == 0)
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error("fetchBackgroundLayer (%d) - No background layer exists");
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#endif
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@ -166,7 +166,7 @@ Parallax *Sword2Engine::fetchBackgroundLayer(byte *screenFile) {
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Parallax *Sword2Engine::fetchForegroundParallaxLayer(byte *screenFile, int layer) {
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MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
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#ifdef _SWORD2_DEBUG
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#ifdef SWORD2_DEBUG
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if (mscreenHeader->fg_parallax[layer] == 0)
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error("fetchForegroundParallaxLayer(%d) - No parallax layer exists", layer);
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#endif
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@ -1150,7 +1150,7 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
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}
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} while (_modularPath[p].dir < NO_DIRECTIONS);
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#ifdef _SWORD2_DEBUG
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#ifdef SWORD2_DEBUG
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if (lastRealDir == 99)
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error("slidyWalkAnimatorlast direction error");
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#endif
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@ -100,8 +100,6 @@ REGISTER_PLUGIN("Broken Sword II", Engine_SWORD2_gameList, Engine_SWORD2_create,
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namespace Sword2 {
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Sword2Engine *g_sword2 = NULL;
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Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst) {
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// Add default file directories
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File::addDefaultDirectory(_gameDataPath + "CLUSTERS/");
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@ -111,20 +109,24 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst)
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File::addDefaultDirectory(_gameDataPath + "sword2/");
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File::addDefaultDirectory(_gameDataPath + "video/");
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g_sword2 = this;
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_debugger = NULL;
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_sound = NULL;
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_graphics = NULL;
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_features = detector->_game.features;
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_targetName = detector->_targetName;
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_bootParam = ConfMan.getInt("boot_param");
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_saveSlot = ConfMan.getInt("save_slot");
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_debugger = NULL;
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_graphics = NULL;
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_sound = NULL;
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_gui = NULL;
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_fontRenderer = NULL;
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_logic = NULL;
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_resman = NULL;
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_memory = NULL;
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_keyboardEvent.pending = false;
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_mouseEvent.pending = false;
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_mouseX = _mouseY = 0;
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_lastPaletteRes = 0;
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_largestLayerArea = 0;
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@ -149,6 +151,7 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst)
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memset(&_thisScreen, 0, sizeof(_thisScreen));
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memset(_mouseList, 0, sizeof(_mouseList));
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_mouseX = _mouseY = 0;
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_mouseTouching = 0;
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_oldMouseTouching = 0;
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_menuSelectedPos = 0;
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@ -164,26 +167,24 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst)
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_playerActivityDelay = 0;
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_realLuggageItem = 0;
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// used to be a define, but now it's flexible
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_scrollFraction = 16;
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_gamePaused = false;
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#ifdef SWORD2_DEBUG
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_stepOneCycle = false;
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_renderSkip = false;
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#endif
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_gamePaused = false;
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_graphicsLevelFudged = false;
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_debugger = NULL;
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_graphics = NULL;
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_sound = NULL;
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_gui = NULL;
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_fontRenderer = NULL;
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_logic = NULL;
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_resman = NULL;
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_memory = NULL;
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_gameCycle = 0;
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_quit = false;
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}
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Sword2Engine::~Sword2Engine() {
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killMusic();
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delete _debugger;
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delete _graphics;
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delete _sound;
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@ -223,7 +224,7 @@ void Sword2Engine::setupPersistentResources() {
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}
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void Sword2Engine::mainInit() {
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// get some falling RAM and put it in your pocket, never let it slip
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// Get some falling RAM and put it in your pocket, never let it slip
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// away
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_graphics = new Graphics(this, 640, 480);
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@ -255,26 +256,15 @@ void Sword2Engine::mainInit() {
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// nor the scroll wheel.
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setEventFilter(RD_LEFTBUTTONUP | RD_RIGHTBUTTONUP | RD_WHEELUP | RD_WHEELDOWN);
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// Initialise global script variables and player object
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setupPersistentResources();
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// Set up font resource variables for this language version
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debug(5, "CALLING: initialiseFontResourceFlags");
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initialiseFontResourceFlags();
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// initialise the sound fx queue
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debug(5, "CALLING: Init_fx_queue");
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initFxQueue();
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// all demos (not just web)
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if (_features & GF_DEMO)
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Logic::_scriptVars[DEMO] = 1;
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else
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Logic::_scriptVars[DEMO] = 0;
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debug(5, "CALLING: readOptionSettings");
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_gui->readOptionSettings();
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if (_saveSlot != -1) {
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@ -305,13 +295,7 @@ void Sword2Engine::mainInit() {
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} else
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startGame();
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debug(5, "CALLING: initialiseRenderCycle");
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_graphics->initialiseRenderCycle();
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_renderSkip = false; // Toggled on 'S' key, to render only
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// 1 in 4 frames, to speed up game
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_gameCycle = 0;
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}
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void Sword2Engine::mainRun() {
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@ -319,13 +303,7 @@ void Sword2Engine::mainRun() {
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if (_debugger->isAttached())
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_debugger->onFrame();
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// the screen is build. Mostly because of first scroll
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// cycle stuff
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#ifdef _SWORD2_DEBUG
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// if we've just stepped forward one cycle while the
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// game was paused
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#ifdef SWORD2_DEBUG
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if (_stepOneCycle) {
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pauseGame();
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_stepOneCycle = false;
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@ -349,7 +327,7 @@ void Sword2Engine::mainRun() {
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if (!Logic::_scriptVars[DEMO] && !_logic->_choosing)
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_logic->fnPlayCredits(NULL);
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break;
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#ifdef _SWORD2_DEBUG
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#ifdef SWORD2_DEBUG
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case ' ':
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if (_gamePaused) {
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_stepOneCycle = true;
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@ -372,7 +350,7 @@ void Sword2Engine::mainRun() {
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gameCycle();
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}
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// We can't use this as termination condition for the looop,
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// We can't use this as termination condition for the loop,
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// because we want the break to happen before updating the
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// screen again.
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@ -382,14 +360,13 @@ void Sword2Engine::mainRun() {
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// creates the debug text blocks
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_debugger->buildDebugText();
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#ifdef _SWORD2_DEBUG
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#ifdef SWORD2_DEBUG
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// if not in console & '_renderSkip' is set, only render
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// display once every 4 game-cycles
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if (console_status || !_renderSkip || (_gameCycle % 4) == 0)
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buildDisplay(); // create and flip the screen
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if (!_renderSkip || (_gameCycle % 4) == 0)
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buildDisplay();
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#else
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// create and flip the screen
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buildDisplay();
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#endif
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}
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@ -398,9 +375,6 @@ void Sword2Engine::mainRun() {
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void Sword2Engine::go() {
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mainInit();
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mainRun();
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// Stop music instantly!
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killMusic();
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}
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void Sword2Engine::closeGame() {
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@ -503,29 +477,28 @@ void Sword2Engine::parseEvents() {
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}
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void Sword2Engine::gameCycle() {
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// do one game cycle
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// Do one game cycle, that is run the logic session until a full loop
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// has been performed.
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// got a screen to run?
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if (_logic->getRunList()) {
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// run the logic session UNTIL a full loop has been performed
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do {
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// reset the graphic 'BuildUnit' list before a new
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// logic list (see fnRegisterFrame)
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resetRenderLists();
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// Reset the 'BuildUnit' and mouse hot-spot lists
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// before each new logic list. The service scripts
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// will fill thrm through fnRegisterFrame() and
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// fnRegisterMouse().
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// reset the mouse hot-spot list (see fnRegisterMouse
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// and fnRegisterFrame)
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resetRenderLists();
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resetMouseList();
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// keep going as long as new lists keep getting put in
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// - i.e. screen changes
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// Keep going as long as new lists keep getting put in
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// - i.e. screen changes.
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} while (_logic->processSession());
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} else {
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// start the console and print the start options perhaps?
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// Start the console and print the start options perhaps?
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_debugger->attach("AWAITING START COMMAND: (Enter 's 1' then 'q' to start from beginning)");
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}
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// if this screen is wide, recompute the scroll offsets every cycle
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// If this screen is wide, recompute the scroll offsets every cycle
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if (_thisScreen.scroll_flag)
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setScrolling();
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@ -534,48 +507,36 @@ void Sword2Engine::gameCycle() {
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}
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void Sword2Engine::startGame() {
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// boot the game straight into a start script
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// Boot the game straight into a start script. It's always George's
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// script #1, but with different ScreenManager objects depending on
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// if it's the demo or the full game, or if we're using a boot param.
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int screen_manager_id;
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debug(5, "startGame() STARTING:");
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// all demos not just web
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if (Logic::_scriptVars[DEMO])
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screen_manager_id = 19; // DOCKS SECTION START
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else
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screen_manager_id = 949; // INTRO & PARIS START
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if (!_bootParam) {
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if (Logic::_scriptVars[DEMO])
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screen_manager_id = 19; // DOCKS SECTION START
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else
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screen_manager_id = 949; // INTRO & PARIS START
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} else {
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// FIXME this could be validated against startup.inf for valid
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// numbers to stop people shooting themselves in the foot
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// FIXME this could be validated against startup.inf for valid numbers
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// to stop people shooting themselves in the foot
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if (_bootParam != 0)
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screen_manager_id = _bootParam;
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char *raw_script;
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char *raw_data_ad;
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// the required start-scripts are both script #1 in the respective
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// ScreenManager objects
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if (_bootParam != 0)
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screen_manager_id = _bootParam;
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}
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uint32 null_pc = 1;
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// open george object, ready for start script to reference
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raw_data_ad = (char *) _resman->openResource(CUR_PLAYER_ID);
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char *raw_data_ad = (char *) _resman->openResource(CUR_PLAYER_ID);
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char *raw_script = (char *) _resman->openResource(screen_manager_id);
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// open the ScreenManager object
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raw_script = (char *) _resman->openResource(screen_manager_id);
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// run the start script now (because no console)
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_logic->runScript(raw_script, raw_data_ad, &null_pc);
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// close the ScreenManager object
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_resman->closeResource(screen_manager_id);
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// close george
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_resman->closeResource(CUR_PLAYER_ID);
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debug(5, "startGame() DONE.");
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}
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// FIXME: Move this to some better place?
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@ -591,25 +552,21 @@ void Sword2Engine::sleepUntil(uint32 time) {
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}
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void Sword2Engine::pauseGame() {
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// don't allow Pause while screen fading or while black
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// Don't allow Pause while screen fading or while black
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if (_graphics->getFadeStatus() != RDFADE_NONE)
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return;
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pauseAllSound();
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// make a normal mouse
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// Make the mouse cursor normal. This is the only place where we are
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// allowed to clear the luggage this way.
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clearPointerText();
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// this is the only place allowed to do it this way
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_graphics->setLuggageAnim(NULL, 0);
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// blank cursor
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setMouse(0);
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// forces engine to choose a cursor
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_mouseTouching = 1;
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// if level at max, turn down because palette-matching won't work
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// If level at max, turn down because palette-matching won't work
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// when dimmed
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if (_gui->_currentGraphicsLevel == 3) {
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@ -617,11 +574,15 @@ void Sword2Engine::pauseGame() {
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_graphicsLevelFudged = true;
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}
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// don't dim it if we're single-stepping through frames
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#ifdef SWORD2_DEBUG
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// Don't dim it if we're single-stepping through frames
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// dim the palette during the pause
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if (!_stepOneCycle)
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_graphics->dimPalette();
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#else
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_graphics->dimPalette();
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#endif
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_gamePaused = true;
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}
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@ -632,7 +593,7 @@ void Sword2Engine::unpauseGame() {
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unpauseAllSound();
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// put back game screen palette; see build_display.cpp
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// Put back game screen palette; see build_display.cpp
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setFullPalette(-1);
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// If graphics level at max, turn up again
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@ -643,7 +604,7 @@ void Sword2Engine::unpauseGame() {
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_gamePaused = false;
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// if mouse is about or we're in a chooser menu
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// If mouse is about or we're in a chooser menu
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if (!_mouseStatus || _logic->_choosing)
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setMouse(NORMAL_MOUSE_ID);
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}
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@ -241,7 +241,11 @@ public:
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bool _wantSfxDebug;
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int32 _gameCycle;
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#ifdef SWORD2_DEBUG
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bool _renderSkip;
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bool _stepOneCycle;
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#endif
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int32 initBackground(int32 res, int32 new_palette);
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@ -392,7 +396,6 @@ public:
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bool _gamePaused;
|
||||
bool _graphicsLevelFudged;
|
||||
bool _stepOneCycle; // for use while game paused
|
||||
|
||||
void startGame();
|
||||
void gameCycle();
|
||||
@ -405,8 +408,6 @@ public:
|
||||
void initialiseFontResourceFlags(uint8 language);
|
||||
};
|
||||
|
||||
extern Sword2Engine *g_sword2;
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user