mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
cleanup
svn-id: r10269
This commit is contained in:
parent
7d0b682cc9
commit
d6c2957d5c
@ -17,14 +17,7 @@
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* $Header$
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*/
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//------------------------------------------------------------------------------------
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#include <stdlib.h>
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#include <stdarg.h>
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#include <stdio.h>
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#include "stdafx.h"
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#include "driver/driver96.h"
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#include "build_display.h"
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#include "credits.h"
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#include "debug.h"
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@ -33,263 +26,243 @@
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#include "interpreter.h"
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#include "layers.h" // for 'this_screen' structure
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#include "logic.h"
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#include "memory.h"
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#include "object.h"
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#include "protocol.h"
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#include "resman.h"
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#include "sword2.h" // for CloseGame()
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//------------------------------------------------------------------------------------
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typedef struct
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{
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uint32 a;
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uint32 b;
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} test_struct;
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//------------------------------------------------------------------------------------
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Object_graphic engine_graph; // global for engine
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Object_mega engine_mega; // global for engine
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Object_graphic engine_graph; // global for engine
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Object_mega engine_mega; // global for engine
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int32 FN_test_function(int32 *params) {
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// param 0 address of a flag
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//------------------------------------------------------------------------------------
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int32 FN_test_function(int32 *params)
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{
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//param 0 address of a flag
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Zdebug(" TEST %d %d", *params, RESULT);
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return(IR_CONT);
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Zdebug(" TEST %d %d", params[0], RESULT);
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return IR_CONT;
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}
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//------------------------------------------------------------------------------------
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int32 FN_test_flags(int32 *params)
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{
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//param 0 value of flag
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test_struct *tony;
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int32 FN_test_flags(int32 *params) {
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// param 0 value of flag
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tony = (test_struct*) *params; //address of structure
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// Zdebug("\nFN_test_flags %d, %d\n", tony->a, tony->b );
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return(IR_CONT);
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// Zdebug("\nFN_test_flags %d, %d\n", params[0], params[1]);
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return IR_CONT;
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}
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//------------------------------------------------------------------------------------
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int32 FN_gosub(int32 *params) //Tony23Sept96
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{
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//hurray, script subroutines
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//param 0 id of script
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int32 FN_gosub(int32 *params) { // Tony23Sept96
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// hurray, script subroutines
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// param 0 id of script
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LLogic.Logic_up(*params);
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LLogic.Logic_up(params[0]);
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return(4); //logic goes up - pc is saved for current level
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// logic goes up - pc is saved for current level
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return IR_GOSUB;
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}
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//------------------------------------------------------------------------------------
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int32 FN_new_script(int32 *params) //Tony13Nov96
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{
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//change current script - must be followed by a TERMINATE script directive
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//param 0 id of script
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Zdebug("FN_new_script %d", *params);
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PLAYER_ACTION=0; //must clear this
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int32 FN_new_script(int32 *params) { // Tony13Nov96
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// change current script - must be followed by a TERMINATE script
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// directive
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// param 0 id of script
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LLogic.Logic_replace( *params );
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Zdebug("FN_new_script %d", params[0]);
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return(IR_TERMINATE); //drop out no pc save - and around again
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// must clear this
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PLAYER_ACTION = 0;
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LLogic.Logic_replace(params[0]);
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//drop out no pc save - and around again
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return IR_TERMINATE;
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}
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//------------------------------------------------------------------------------------
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int32 FN_interact(int32 *params) //Tony13Nov96
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{
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//run targets action on a subroutine
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//called by player on his base level 0 idle, for example
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int32 FN_interact(int32 *params) { // Tony13Nov96
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// run targets action on a subroutine
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// called by player on his base level 0 idle, for example
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// param 0 id of target from which we derive action script
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// reference
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//param 0 id of target from which we derive action script reference
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Zdebug("FN_interact %d", params[0]);
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Zdebug("FN_interact %d", *params);
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PLAYER_ACTION=0; //must clear this
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// must clear this
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PLAYER_ACTION = 0;
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LLogic.Logic_up( (*params*65536)+2); //3rd script of clicked on id
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// 3rd script of clicked on id
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LLogic.Logic_up((params[0] * 65536) + 2);
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return(IR_GOSUB); //out, up and around again - pc is saved for current level to be returned to
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// out, up and around again - pc is saved for current level to be
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// returned to
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return IR_GOSUB;
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}
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//------------------------------------------------------------------------------------
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// Open & close a resource.
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// Forces a resource into memory before it's "officially" opened for use.
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// eg. if an anim needs to run on smoothly from another, "preloading" gets it into memory in advance
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// to avoid the cacheing delay that normally occurs before the first frame.
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int32 FN_preload(int32 *params) { // (1Nov96 JEL)
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// Open & close a resource.
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// Forces a resource into memory before it's "officially" opened for
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// use. eg. if an anim needs to run on smoothly from another,
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// "preloading" gets it into memory in advance to avoid the cacheing
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// delay that normally occurs before the first frame.
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int32 FN_preload(int32 *params) // (1Nov96 JEL)
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{
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res_man.Res_open(params[0]); // open resource
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res_man.Res_close(params[0]); // close resource
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return(IR_CONT); // continue script
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return IR_CONT; // continue script
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}
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int32 FN_prefetch(int32 *params) {
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// Go fetch resource in the background.
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// Go fetch resource in the background.
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int32 FN_prefetch(int32 *params)
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{
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return(IR_CONT);
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return IR_CONT;
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}
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int32 FN_fetch_wait(int32 *params) {
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// Fetches a resource in the background but prevents the script from
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// continuing until the resource is in memory.
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// Fetches a resource in the background but prevents the script from continuing until the resource is in memory.
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int32 FN_fetch_wait(int32 *params)
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{
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return (IR_CONT);
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return IR_CONT;
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}
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int32 FN_release(int32 *params) {
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// Releases a resource from memory. Used for freeing memory for
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// sprites that have just been used and will not be used again.
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// Sometimes it is better to kick out a sprite straight away so that
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// the memory can be used for more frequent animations.
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// Releases a resource from memory. Used for freeing memory for sprites that have just been used
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// and will not be used again.
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// Sometimes it is better to kick out a sprite straight away so that the memory can be used for
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// more frequent animations.
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int32 FN_release(int32 *params)
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{
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return (IR_CONT);
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return IR_CONT;
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}
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int32 FN_random(int32 *params) { // (1nov96 JEL)
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// Generates a random number between 'min' & 'max' inclusive, and
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// sticks it in the script flag 'result'
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//------------------------------------------------------------------------------------
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// Generates a random number between 'min' & 'max' inclusive, and sticks it in the script flag 'result'
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int32 FN_random(int32 *params) // (1nov96 JEL)
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{
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uint32 min = params[0];
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uint32 max = params[1];
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RESULT = (rand() % (max-min+1)) + min; // return_value = random integer between min and max, inclusive
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// return_value = random integer between min and max, inclusive
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RESULT = (rand() % (max-min + 1)) + min;
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return(IR_CONT); // continue script
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// continue script
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return IR_CONT;
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}
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//------------------------------------------------------------------------------------
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int32 FN_pause(int32 *params) // (19nov96 JEL)
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{
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int32 FN_pause(int32 *params) { // (19nov96 JEL)
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// params: 0 pointer to object's logic structure
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// 1 number of game-cycles to pause
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// 1 number of game-cycles to pause
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//NB. Pause-value of 0 causes script to continue, 1 causes a 1-cycle quit, 2 gives 2 cycles, etc.
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// NB. Pause-value of 0 causes script to continue, 1 causes a 1-cycle
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// quit, 2 gives 2 cycles, etc.
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Object_logic *ob_logic = (Object_logic *)params[0];
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Object_logic *ob_logic = (Object_logic *) params[0];
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if (ob_logic->looping==0) // start the pause
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{
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if (ob_logic->looping == 0) {
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// start the pause
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ob_logic->looping = 1;
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ob_logic->pause = params[1]; // no. of game cycles
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// no. of game cycles
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ob_logic->pause = params[1];
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}
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if (ob_logic->pause) // if non-zero
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{
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ob_logic->pause--; // decrement the pause count
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return(IR_REPEAT); // drop out of script, but call this again next cycle
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}
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else // pause count is zerp
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{
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if (ob_logic->pause) {
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// decrement the pause count
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ob_logic->pause--;
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// drop out of script, but call this again next cycle
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return IR_REPEAT;
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} else {
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ob_logic->looping = 0;
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return(IR_CONT); // continue script
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// continue script
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return IR_CONT;
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}
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}
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//------------------------------------------------------------------------------------
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int32 FN_random_pause(int32 *params) // (26nov96 JEL)
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{
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// params: 0 pointer to object's logic structure
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// 1 minimum number of game-cycles to pause
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// 2 maximum number of game-cycles to pause
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Object_logic *ob_logic = (Object_logic *)params[0];
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int32 FN_random_pause(int32 *params) { // (26nov96 JEL)
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// params: 0 pointer to object's logic structure
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// 1 minimum number of game-cycles to pause
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// 2 maximum number of game-cycles to pause
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Object_logic *ob_logic = (Object_logic *) params[0];
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int32 pars[2];
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if (ob_logic->looping==0)
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{
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if (ob_logic->looping == 0) {
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pars[0] = params[1]; // min
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pars[1] = params[2]; // max
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FN_random(pars);
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pars[1] = RESULT; // random value between 'min' & 'max' inclusive
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// random value between 'min' & 'max' inclusive
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pars[1] = RESULT;
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}
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pars[0] = params[0]; // &logic
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return FN_pause(pars);
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}
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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int32 FN_pass_graph(int32 *params) //Tony28Nov96
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{
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//makes an engine local copy of passed graphic_structure and mega_structure - run script 4 of an object to request this
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//used by FN_turn_to(id) etc
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//remember, we cannot simply read a compact any longer but instead must request it from the object itself
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//params 0 pointer to a graphic structure *might not need this?
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int32 FN_pass_graph(int32 *params) { // Tony28Nov96
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// makes an engine local copy of passed graphic_structure and
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// mega_structure - run script 4 of an object to request this
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// used by FN_turn_to(id) etc
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//
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// remember, we cannot simply read a compact any longer but instead
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// must request it from the object itself
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//params 0 pointer to a graphic structure (might not need this?)
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memcpy( &engine_graph, (uint8*)params[0], sizeof(Object_graphic));
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memcpy(&engine_graph, (uint8 *) params[0], sizeof(Object_graphic));
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return(IR_CONT); //makes no odds
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// makes no odds
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return IR_CONT;
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}
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//------------------------------------------------------------------------------------
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int32 FN_pass_mega(int32 *params) //Tony28Nov96
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{
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//makes an engine local copy of passed graphic_structure and mega_structure - run script 4 of an object to request this
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//used by FN_turn_to(id) etc
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//remember, we cannot simply read a compact any longer but instead must request it from the object itself
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//params 0 pointer to a mega structure
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int32 FN_pass_mega(int32 *params) { // Tony28Nov96
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// makes an engine local copy of passed graphic_structure and
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// mega_structure - run script 4 of an object to request this
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// used by FN_turn_to(id) etc
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//
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// remember, we cannot simply read a compact any longer but instead
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// must request it from the object itself
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// params 0 pointer to a mega structure
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memcpy( &engine_mega, (uint8*)params[0], sizeof(Object_mega));
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memcpy(&engine_mega, (uint8*) params[0], sizeof(Object_mega));
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return(IR_CONT); //makes no odds
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//makes no odds
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return IR_CONT;
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}
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//------------------------------------------------------------------------------------
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// temp. function!
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// used for setting far-referenced megaset resource field in mega object, from start script
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int32 FN_set_value(int32 *params) // (02jan97 JEL)
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{
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int32 FN_set_value(int32 *params) { // (02jan97 JEL)
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// temp. function!
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// used for setting far-referenced megaset resource field in mega
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// object, from start script
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// params: 0 pointer to object's mega structure
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// 1 value to set it to
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// 1 value to set it to
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Object_mega *ob_mega = (Object_mega *)params[0];
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ob_mega->megaset_res = params[1];
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return(IR_CONT); // continue script
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// continue script
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return IR_CONT;
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}
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//------------------------------------------------------------------------------------
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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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#define RED 2
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#define GREEN 3
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#define BLUE 4
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//------------------------------------------------------------------------------------
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uint8 black[4] = {0,0,0,0};
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uint8 white[4] = {255,255,255,0};
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uint8 red[4] = {255,0,0,0};
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uint8 green[4] = {0,255,0,0};
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uint8 blue[4] = {0,0,255,0};
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//------------------------------------------------------------------------------------
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// flash colour 0 (ie. border) - useful during script development
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// eg. FN_flash(BLUE) where a text line is missed; RED when some code missing, etc
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int32 FN_flash(int32 *params) // (James14feb97)
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{
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uint8 black[4] = { 0, 0, 0, 0 };
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uint8 white[4] = { 255, 255, 255, 0 };
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uint8 red[4] = { 255, 0, 0, 0 };
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uint8 green[4] = { 0, 255, 0, 0 };
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uint8 blue[4] = { 0, 0, 255, 0 };
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int32 FN_flash(int32 *params) { // (James14feb97)
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// flash colour 0 (ie. border) - useful during script development
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// eg. FN_flash(BLUE) where a text line is missed; RED when some code
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// missing, etc
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// params 0: colour to flash
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#ifdef _SWORD2_DEBUG
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uint32 count;
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switch (params[0]) // what colour?
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{
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// what colour?
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switch (params[0]) {
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case WHITE:
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BS2_SetPalette(0, 1, white, RDPAL_INSTANT);
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break;
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@ -307,152 +280,157 @@ int32 FN_flash(int32 *params) // (James14feb97)
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break;
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}
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for (count=0; count<0x80000; count++)
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{
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count++;
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count--;
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}
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// There used to be a busy-wait loop here, so I don't know how long
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// the delay was meant to be. Probably doesn't matter much.
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ServiceWindows();
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g_system->delay_msecs(250);
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BS2_SetPalette(0, 1, black, RDPAL_INSTANT);
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#endif
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#endif // _SWORD2_DEBUG
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return(IR_CONT);
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return IR_CONT;
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}
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//------------------------------------------------------------------------------------
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// set border colour - useful during script development
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// eg. set to colour during a timer situation, then black when timed out
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int32 FN_colour(int32 *params) // (James14feb97)
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{
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int32 FN_colour(int32 *params) { // (James14feb97)
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// set border colour - useful during script development
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// eg. set to colour during a timer situation, then black when timed
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// out
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// params 0: colour (see defines above)
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#ifdef _SWORD2_DEBUG
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switch (params[0]) // what colour?
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{
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// what colour?
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switch (params[0]) {
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case BLACK:
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BS2_SetPalette(0, 1, black, RDPAL_INSTANT);
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BS2_SetPalette(0, 1, black, RDPAL_INSTANT);
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break;
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case WHITE:
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BS2_SetPalette(0, 1, white, RDPAL_INSTANT);
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BS2_SetPalette(0, 1, white, RDPAL_INSTANT);
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break;
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case RED:
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BS2_SetPalette(0, 1, red, RDPAL_INSTANT);
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BS2_SetPalette(0, 1, red, RDPAL_INSTANT);
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break;
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case GREEN:
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BS2_SetPalette(0, 1, green, RDPAL_INSTANT);
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BS2_SetPalette(0, 1, green, RDPAL_INSTANT);
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break;
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case BLUE:
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BS2_SetPalette(0, 1, blue, RDPAL_INSTANT);
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BS2_SetPalette(0, 1, blue, RDPAL_INSTANT);
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break;
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}
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#endif
|
||||
|
||||
#endif // _SWORD2_DEBUG
|
||||
|
||||
return(IR_CONT);
|
||||
return IR_CONT;
|
||||
}
|
||||
//------------------------------------------------------------------------------------
|
||||
// Display a message to the user on the screen.
|
||||
//
|
||||
|
||||
int32 FN_display_msg(int32 *params) // (Chris 15/5/97)
|
||||
{
|
||||
int32 FN_display_msg(int32 *params) { // (Chris 15/5/97)
|
||||
// Display a message to the user on the screen.
|
||||
//
|
||||
// params 0: Text number of message to be displayed.
|
||||
uint32 local_text = params[0]&0xffff;
|
||||
uint32 text_res = params[0]/SIZE;
|
||||
|
||||
uint32 local_text = params[0] & 0xffff;
|
||||
uint32 text_res = params[0] / SIZE;
|
||||
|
||||
// Display message for three seconds.
|
||||
DisplayMsg(FetchTextLine( res_man.Res_open(text_res), local_text )+2, 3); // +2 to skip the encoded text number in the first 2 chars; 3 is duration in seconds
|
||||
|
||||
// +2 to skip the encoded text number in the first 2 chars; 3 is
|
||||
// duration in seconds
|
||||
|
||||
DisplayMsg(FetchTextLine(res_man.Res_open(text_res), local_text) + 2, 3);
|
||||
res_man.Res_close(text_res);
|
||||
RemoveMsg();
|
||||
|
||||
return(IR_CONT);
|
||||
return IR_CONT;
|
||||
}
|
||||
//------------------------------------------------------------------------------------
|
||||
// FN_reset_globals is used by the demo - so it can loop back & restart itself
|
||||
int32 FN_reset_globals(int32 *params) //Tony29May97
|
||||
{
|
||||
int32 size;
|
||||
uint32 *globals;
|
||||
int j;
|
||||
|
||||
int32 FN_reset_globals(int32 *params) { // Tony29May97
|
||||
// FN_reset_globals is used by the demo - so it can loop back &
|
||||
// restart itself
|
||||
|
||||
int32 size;
|
||||
uint32 *globals;
|
||||
int j;
|
||||
|
||||
size = res_man.Res_fetch_len(1);
|
||||
size -= sizeof(_standardHeader);
|
||||
|
||||
size-=sizeof(_standardHeader);
|
||||
Zdebug("\nglobals size %d", size / 4);
|
||||
|
||||
Zdebug("\nglobals size %d", size/4);
|
||||
globals = (uint32*) ((uint8 *) res_man.Res_open(1) + sizeof(_standardHeader));
|
||||
|
||||
globals = (uint32*) ((uint8 *) res_man.Res_open(1)+sizeof(_standardHeader));
|
||||
|
||||
for (j=0;j<size/4;j++)
|
||||
globals[j]=0; //blank each global variable
|
||||
// blank each global variable
|
||||
for (j = 0; j < size / 4; j++)
|
||||
globals[j] = 0;
|
||||
|
||||
res_man.Res_close(1);
|
||||
|
||||
res_man.Kill_all_objects(0); //all objects but george
|
||||
// all objects but george
|
||||
res_man.Kill_all_objects(0);
|
||||
|
||||
// SetGlobalInterpreterVariables((int32*)(res_man.Res_open(1)+sizeof(_standardHeader))); //reopen global variables resource & send address to interpreter - it won't be moving
|
||||
// res_man.Res_close(1);
|
||||
// reopen global variables resource & send address to interpreter - it
|
||||
// won't be moving
|
||||
// SetGlobalInterpreterVariables((int32 *) (res_man.Res_open(1) + sizeof(_standardHeader)));
|
||||
// res_man.Res_close(1);
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// FOR THE DEMO - FORCE THE SCROLLING TO BE RESET! (James29may97)
|
||||
// - this is taken from FN_init_background
|
||||
this_screen.scroll_flag = 2; // switch on scrolling (2 means first time on screen)
|
||||
//---------------------------------------------------------------
|
||||
|
||||
return(IR_CONT);
|
||||
// switch on scrolling (2 means first time on screen)
|
||||
this_screen.scroll_flag = 2;
|
||||
|
||||
return IR_CONT;
|
||||
}
|
||||
//------------------------------------------------------------------------------------
|
||||
// FN_play_credits - Plays the credits?
|
||||
// This function just quits the game if this is the playable demo, ie. credits are NOT played in the demo any more!
|
||||
|
||||
extern uint8 quitGame; // From sword2.cpp
|
||||
int32 FN_play_credits(int32 *params) {
|
||||
// FN_play_credits - Plays the credits?
|
||||
// This function just quits the game if this is the playable demo, ie.
|
||||
// credits are NOT played in the demo any more!
|
||||
|
||||
int32 FN_play_credits(int32 *params)
|
||||
{
|
||||
/* uint32 rv; // for Credits() return value
|
||||
|
||||
/* uint32 rv; // for Credits() return value
|
||||
|
||||
if (!DEMO) // this ju
|
||||
{
|
||||
_drvDrawStatus ds;
|
||||
_drvSoundStatus ss;
|
||||
_drvKeyStatus ks;
|
||||
if (!DEMO) {
|
||||
_drvDrawStatus ds;
|
||||
_drvSoundStatus ss;
|
||||
_drvKeyStatus ks;
|
||||
|
||||
ClearAllFx(); // Must stop all fx
|
||||
CloseFx(-2); // including leadins
|
||||
CloseFx(-1); // including leadouts
|
||||
StopMusic(); // Stop any streaming music
|
||||
|
||||
for (int i = 0; i<16; i++)
|
||||
g_sword2->_sound->UpdateCompSampleStreaming(); // And wait for it to die
|
||||
|
||||
GetDrawStatus (&ds);
|
||||
#if 0
|
||||
// FIXME: I don't think this is needed
|
||||
|
||||
// And wait for it to die
|
||||
for (int i = 0; i<16; i++) {
|
||||
g_sword2->_sound->UpdateCompSampleStreaming();
|
||||
}
|
||||
#endif
|
||||
|
||||
GetDrawStatus(&ds);
|
||||
GetSoundStatus(&ss);
|
||||
GetKeyStatus (&ks);
|
||||
GetKeyStatus(&ks);
|
||||
|
||||
rv = Credits(&ds, &ss, res_man.GetCdPath(), GetRenderType()==3, &gotTheFocus, &ks);
|
||||
SetDrawStatus (&ds); // (James14aug97) Because game crashing when trying to close down after credits
|
||||
SetSoundStatus(&ss); // -"-
|
||||
}
|
||||
|
||||
// returns non-zero if Ctrl-Q was pressed to quit the game during the credits
|
||||
// (James14aug97) Because game crashing when trying to close
|
||||
// down after credits
|
||||
SetDrawStatus(&ds);
|
||||
SetSoundStatus(&ss);
|
||||
}
|
||||
*/
|
||||
//if (rv || DEMO) // if Ctrl-Q pressed during credits, or if this is the playable demo
|
||||
if (g_sword2->_gameId == GID_SWORD2_DEMO)
|
||||
{
|
||||
Close_game(); //close engine systems down
|
||||
|
||||
// FIXME: This probably isn't the correct way of shutting down ScummVM
|
||||
|
||||
if (g_sword2->_gameId == GID_SWORD2_DEMO) {
|
||||
Close_game(); // close engine systems down
|
||||
CloseAppWindow();
|
||||
exit(0); // quit the game
|
||||
}
|
||||
|
||||
|
||||
return (IR_CONT);
|
||||
return IR_CONT;
|
||||
}
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -20,12 +20,9 @@
|
||||
#ifndef _FUNCTION
|
||||
#define _FUNCTION
|
||||
|
||||
//#include "src\driver96.h"
|
||||
#include "object.h"
|
||||
|
||||
|
||||
extern Object_graphic engine_graph; // global for engine
|
||||
extern Object_mega engine_mega; // global for engine
|
||||
|
||||
extern Object_graphic engine_graph; // global for engine
|
||||
extern Object_mega engine_mega; // global for engine
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user