changed the way the control panel is started

svn-id: r11844
This commit is contained in:
Robert Göffringmann 2003-12-22 01:20:47 +00:00
parent 6b0fb6585c
commit fd4417e6bb
4 changed files with 50 additions and 56 deletions

@ -109,6 +109,10 @@ void SwordScreen::fnSetPalette(uint8 start, uint16 length, uint32 id, bool fadeU
_system->set_palette(_targetPalette, start, length);
}
void SwordScreen::refreshPalette(void) {
_system->set_palette(_targetPalette, 0, 256);
}
bool SwordScreen::stillFading(void) {
return !_isBlack;
}

@ -66,21 +66,19 @@ public:
SwordScreen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan);
void useTextManager(SwordText *pTextMan);
~SwordScreen(void);
void flushSprites(void) { _backLength = _sortLength = _foreLength = 0; };
void draw(void);
void quitScreen(void);
void newScreen(uint32 screen);
void setScrolling(int16 offsetX, int16 offsetY);
void addToGraphicList(uint8 listId, uint32 objId);
void draw(void);
void fadeDownPalette(void);
void fadeUpPalette(void);
void fnSetPalette(uint8 start, uint16 length, uint32 id, bool fadeUp);
bool stillFading(void);
void refreshPalette(void);
void updateScreen(void);
void showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask = NULL, int8 fadeStatus = 0);

@ -148,6 +148,7 @@ void SwordEngine::initialize(void) {
_logic->initialize();
_objectMan->initialize();
_mouse->initialize();
_control = new SwordControl(_resMan, _objectMan, _system, _mouse, getSavePath());
}
void SwordEngine::reinitialize(void) {
@ -903,10 +904,14 @@ void SwordEngine::startPositions(int32 startNumber) {
//---------------------------
case 63: // train_one
{
SwordLogic::_scriptVars[CHANGE_X] = 1288;
SwordLogic::_scriptVars[CHANGE_Y] = 264;
SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT;
SwordLogic::_scriptVars[CHANGE_X] = 710;
SwordLogic::_scriptVars[CHANGE_Y] = 450;
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_63;
SwordLogic::_scriptVars[DOOR_SC65_FLAG] = 2;
SwordLogic::_scriptVars[DOOR_ONE_63_OPEN] = 0;
SwordLogic::_scriptVars[DOOR_65_OPEN] = 1;
SwordLogic::_scriptVars[VAIL_TEXT] = 1;
}
break;
//---------------------------
@ -1029,8 +1034,6 @@ void SwordEngine::go(void) {
1 = dead
2 = game won
3 = game was just started */
SwordControl *control = new SwordControl(_resMan, _objectMan, _system, _mouse, getSavePath());
uint8 controlRes = 0;
uint8 startPos = ConfMan.getInt("boot_param");
if (startPos) {
@ -1045,20 +1048,13 @@ void SwordEngine::go(void) {
}
do {
mainLoop();
uint8 action = mainLoop();
// the mainloop was left, either because the player pressed F5 or because the logic
// wants to restart the game.
if (!_systemVars.forceRestart)
controlRes = control->runPanel();
if ((controlRes == CONTROL_RESTART_GAME) || (_systemVars.forceRestart)) {
_music->fadeDown();
startPositions(1);
_systemVars.forceRestart = false;
} else if (controlRes == CONTROL_GAME_RESTORED) {
reinitialize(); // first clear anything which was loaded
control->doRestore(); // then actually load the savegame data.
}
// the mainloop was left, we have to reinitialize.
reinitialize();
if (action == CONTROL_GAME_RESTORED)
_control->doRestore();
_systemVars.forceRestart = false;
_systemVars.deathScreenFlag = 0;
} while (true);
}
@ -1072,10 +1068,10 @@ void SwordEngine::checkCd(void) {
_systemVars.currentCD = needCd;
}
void SwordEngine::mainLoop(void) {
uint32 newTime, frameTime;
bool wantControlPanel = false;
do {
uint8 SwordEngine::mainLoop(void) {
uint8 retCode = 0;
while (retCode == 0) {
// do we need the section45-hack from sword.c here?
checkCd();
@ -1086,61 +1082,55 @@ void SwordEngine::mainLoop(void) {
do {
_music->stream();
frameTime = _system->get_msecs();
uint32 frameTime = _system->get_msecs();
_logic->engine();
_logic->updateScreenParams(); // sets scrolling
_screen->draw();
_mouse->animate();
newTime = _system->get_msecs();
/*if ((newTime - frameTime < 50) && (!SwordLogic::_scriptVars[NEW_PALETTE])) {
RenderScreenGDK();
BlitMenusGDK();
BlitMousePm();
if (newTime - frameTime < 40)
_system->delay_msecs(40 - (newTime - frameTime));
FlipScreens();
}*/
uint32 newTime = _system->get_msecs();
_sound->engine();
_screen->updateScreen();
//-
_menu->refresh(MENU_TOP);
_menu->refresh(MENU_BOT);
newTime = _system->get_msecs();
if (newTime - frameTime < 80)
delay(80 - (newTime - frameTime));
else
delay(0);
/*FlipScreens(); this is done in SwordScreen::updateScreen() now.
if (SwordLogic::_scriptVars[NEW_PALETTE]) {
SwordLogic::_scriptVars[NEW_PALETTE] = 0;
startFadePaletteUp();
}*/
_mouse->engine( _mouseX, _mouseY, _mouseState);
_mouseState = 0;
if (_keyPressed == 63)
wantControlPanel = true;
if (_systemVars.forceRestart)
retCode = CONTROL_RESTART_GAME;
else if (_keyPressed == 63) {
retCode = _control->runPanel();
if (!retCode)
_screen->refreshPalette();
}
// do something smart here to implement pausing the game. If we even want that, that is.
} while ((SwordLogic::_scriptVars[SCREEN] == SwordLogic::_scriptVars[NEW_SCREEN]) &&
(!_systemVars.forceRestart) && (!wantControlPanel));
} while ((SwordLogic::_scriptVars[SCREEN] == SwordLogic::_scriptVars[NEW_SCREEN]) && (retCode == 0));
if (SwordLogic::_scriptVars[SCREEN] != 53) // we don't fade down after syria pan (53).
_screen->fadeDownPalette();
while (_screen->stillFading()) {
_music->stream();
_screen->updateScreen();
delay(1000/12);
if (retCode == 0) {
if (SwordLogic::_scriptVars[SCREEN] != 53) // we don't fade down after syria pan (53).
_screen->fadeDownPalette();
while (_screen->stillFading()) {
_music->stream();
_screen->updateScreen();
delay(1000/12);
}
}
_sound->quitScreen();
_screen->quitScreen(); // close graphic resources
_objectMan->closeSection(SwordLogic::_scriptVars[SCREEN]); // close the section that PLAYER has just left, if it's empty now
} while ((!_systemVars.forceRestart) && (!wantControlPanel));
}
return retCode;
}
void SwordEngine::delay(uint amount) { //copied and mutilated from sky.cpp

@ -35,6 +35,7 @@ class MemMan;
class ObjectMan;
class SwordMenu;
class SwordMusic;
class SwordControl;
struct SystemVars {
// todo: move these to a better place
@ -64,7 +65,7 @@ private:
void initialize(void);
void checkCd(void);
void mainLoop(void);
uint8 mainLoop(void);
void startPositions(int32 startNumber);
uint16 _mouseX, _mouseY, _mouseState;
@ -82,5 +83,6 @@ private:
SwordSound *_sound;
SwordMenu *_menu;
SwordMusic *_music;
SwordControl *_control;
static const uint8 _cdList[TOTAL_SECTIONS];
};