mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
462 lines
11 KiB
C++
462 lines
11 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "agi/agi.h"
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#include "agi/sprite.h"
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#include "agi/graphics.h"
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#include "agi/keyboard.h"
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#include "agi/menu.h"
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namespace Agi {
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/**
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* Set up new room.
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* This function is called when ego enters a new room.
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* @param n room number
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*/
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void AgiEngine::newRoom(int n) {
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VtEntry *v;
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int i;
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// Simulate slowww computer.
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// Many effects rely on it.
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pause(kPauseRoom);
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debugC(4, kDebugLevelMain, "*** room %d ***", n);
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_sound->stopSound();
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i = 0;
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for (v = _game.viewTable; v < &_game.viewTable[MAX_VIEWTABLE]; v++) {
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v->entry = i++;
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v->flags &= ~(fAnimated | fDrawn);
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v->flags |= fUpdate;
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v->stepTime = 1;
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v->stepTimeCount = 1;
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v->cycleTime = 1;
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v->cycleTimeCount = 1;
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v->stepSize = 1;
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}
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agiUnloadResources();
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_game.playerControl = true;
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_game.block.active = false;
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_game.horizon = 36;
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_game.vars[vPrevRoom] = _game.vars[vCurRoom];
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_game.vars[vCurRoom] = n;
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_game.vars[vBorderTouchObj] = 0;
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_game.vars[vBorderCode] = 0;
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_game.vars[vEgoViewResource] = _game.viewTable[0].currentView;
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agiLoadResource(rLOGIC, n);
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// Reposition ego in the new room
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switch (_game.vars[vBorderTouchEgo]) {
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case 1:
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_game.viewTable[0].yPos = _HEIGHT - 1;
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break;
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case 2:
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_game.viewTable[0].xPos = 0;
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break;
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case 3:
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_game.viewTable[0].yPos = HORIZON + 1;
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break;
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case 4:
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_game.viewTable[0].xPos = _WIDTH - _game.viewTable[0].xSize;
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break;
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}
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_game.vars[vBorderTouchEgo] = 0;
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setflag(fNewRoomExec, true);
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_game.exitAllLogics = true;
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writeStatus();
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writePrompt();
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}
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void AgiEngine::resetControllers() {
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int i;
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for (i = 0; i < MAX_DIRS; i++) {
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_game.controllerOccured[i] = false;
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}
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}
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void AgiEngine::interpretCycle() {
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int oldSound, oldScore;
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if (_game.playerControl)
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_game.vars[vEgoDir] = _game.viewTable[0].direction;
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else
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_game.viewTable[0].direction = _game.vars[vEgoDir];
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checkAllMotions();
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oldScore = _game.vars[vScore];
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oldSound = getflag(fSoundOn);
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_game.exitAllLogics = false;
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while (runLogic(0) == 0 && !(shouldQuit() || _restartGame)) {
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_game.vars[vWordNotFound] = 0;
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_game.vars[vBorderTouchObj] = 0;
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_game.vars[vBorderCode] = 0;
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oldScore = _game.vars[vScore];
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setflag(fEnteredCli, false);
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_game.exitAllLogics = false;
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resetControllers();
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}
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resetControllers();
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_game.viewTable[0].direction = _game.vars[vEgoDir];
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if (_game.vars[vScore] != oldScore || getflag(fSoundOn) != oldSound)
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writeStatus();
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_game.vars[vBorderTouchObj] = 0;
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_game.vars[vBorderCode] = 0;
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setflag(fNewRoomExec, false);
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setflag(fRestartGame, false);
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setflag(fRestoreJustRan, false);
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if (_game.gfxMode) {
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updateViewtable();
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_gfx->doUpdate();
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}
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}
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/**
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* Update AGI interpreter timer.
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*/
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void AgiEngine::updateTimer() {
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_clockCount++;
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if (_clockCount <= TICK_SECONDS)
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return;
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_clockCount -= TICK_SECONDS;
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if (!_game.clockEnabled)
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return;
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setvar(vSeconds, getvar(vSeconds) + 1);
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if (getvar(vSeconds) < 60)
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return;
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setvar(vSeconds, 0);
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setvar(vMinutes, getvar(vMinutes) + 1);
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if (getvar(vMinutes) < 60)
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return;
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setvar(vMinutes, 0);
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setvar(vHours, getvar(vHours) + 1);
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if (getvar(vHours) < 24)
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return;
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setvar(vHours, 0);
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setvar(vDays, getvar(vDays) + 1);
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}
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void AgiEngine::newInputMode(InputMode mode) {
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if (mode == INPUT_MENU && !getflag(fMenusWork) && !(getFeatures() & GF_MENUS))
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return;
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_oldMode = _game.inputMode;
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_game.inputMode = mode;
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}
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void AgiEngine::oldInputMode() {
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_game.inputMode = _oldMode;
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}
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// If main_cycle returns false, don't process more events!
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int AgiEngine::mainCycle() {
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unsigned int key, kascii;
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VtEntry *v = &_game.viewTable[0];
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pollTimer();
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updateTimer();
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key = doPollKeyboard();
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// In AGI Mouse emulation mode we must update the mouse-related
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// vars in every interpreter cycle.
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//
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// We run AGIMOUSE always as a side effect
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//if (getFeatures() & GF_AGIMOUSE) {
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_game.vars[28] = _mouse.x / 2;
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_game.vars[29] = _mouse.y;
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//}
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if (key == KEY_PRIORITY) {
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_sprites->eraseBoth();
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_debug.priority = !_debug.priority;
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_picture->showPic();
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_sprites->blitBoth();
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_sprites->commitBoth();
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key = 0;
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}
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if (key == KEY_STATUSLN) {
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_debug.statusline = !_debug.statusline;
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writeStatus();
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key = 0;
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}
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// Click-to-walk mouse interface
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if (_game.playerControl && v->flags & fAdjEgoXY) {
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int toX = v->parm1;
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int toY = v->parm2;
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// AGI Mouse games use ego's sprite's bottom left corner for mouse walking target.
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// Amiga games use ego's sprite's bottom center for mouse walking target.
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// TODO: Check what Atari ST AGI and Apple IIGS AGI use for mouse walking target.
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if (getPlatform() == Common::kPlatformAmiga)
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toX -= (v->xSize / 2); // Center ego's sprite horizontally
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// Adjust ego's sprite's mouse walking target position (These parameters are
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// controlled with the adj.ego.move.to.x.y-command). Note that these values rely
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// on the horizontal centering of the ego's sprite at least on the Amiga platform.
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toX += _game.adjMouseX;
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toY += _game.adjMouseY;
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v->direction = getDirection(v->xPos, v->yPos, toX, toY, v->stepSize);
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if (v->direction == 0)
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inDestination(v);
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}
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kascii = KEY_ASCII(key);
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if (kascii)
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setvar(vKey, kascii);
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bool restartProcessKey;
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do {
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restartProcessKey = false;
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switch (_game.inputMode) {
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case INPUT_NORMAL:
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if (!handleController(key)) {
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if (key == 0 || !_game.inputEnabled)
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break;
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handleKeys(key);
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// if ESC pressed, activate menu before
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// accept.input from the interpreter cycle
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// sets the input mode to normal again
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// (closes: #540856)
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if (key == KEY_ESCAPE) {
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key = 0;
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restartProcessKey = true;
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}
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// commented out to close Sarien bug #438872
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//if (key)
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// _game.keypress = key;
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}
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break;
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case INPUT_GETSTRING:
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handleController(key);
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handleGetstring(key);
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setvar(vKey, 0); // clear ENTER key
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break;
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case INPUT_MENU:
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_menu->keyhandler(key);
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_gfx->doUpdate();
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return false;
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case INPUT_NONE:
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handleController(key);
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if (key)
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_game.keypress = key;
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break;
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}
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} while (restartProcessKey);
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_gfx->doUpdate();
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if (_game.msgBoxTicks > 0)
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_game.msgBoxTicks--;
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return true;
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}
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int AgiEngine::playGame() {
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int ec = errOK;
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debugC(2, kDebugLevelMain, "initializing...");
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debugC(2, kDebugLevelMain, "game version = 0x%x", getVersion());
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_sound->stopSound();
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_gfx->clearScreen(0);
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_game.horizon = HORIZON;
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_game.playerControl = false;
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setflag(fLogicZeroFirsttime, true); // not in 2.917
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setflag(fNewRoomExec, true); // needed for MUMG and SQ2!
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setflag(fSoundOn, true); // enable sound
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setvar(vTimeDelay, 2); // "normal" speed
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_game.gfxMode = true;
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_game.clockEnabled = true;
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_game.lineUserInput = 22;
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// We run AGIMOUSE always as a side effect
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//if (getFeatures() & GF_AGIMOUSE)
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debug(1, "Using AGI Mouse 1.0 protocol");
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if (getFeatures() & GF_AGIPAL)
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debug(1, "Running AGIPAL game");
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debug(0, "Running AGI script.\n");
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setflag(fEnteredCli, false);
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setflag(fSaidAcceptedInput, false);
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_game.vars[vWordNotFound] = 0;
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_game.vars[vKey] = 0;
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debugC(2, kDebugLevelMain, "Entering main loop");
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bool firstLoop = !getflag(fRestartGame); // Do not restore on game restart
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do {
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if (!mainCycle())
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continue;
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if (getvar(vTimeDelay) == 0 || (1 + _clockCount) % getvar(vTimeDelay) == 0) {
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if (!_game.hasPrompt && _game.inputMode == INPUT_NORMAL) {
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writePrompt();
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_game.hasPrompt = 1;
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} else if (_game.hasPrompt && _game.inputMode == INPUT_NONE) {
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writePrompt();
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_game.hasPrompt = 0;
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}
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interpretCycle();
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// Check if the user has asked to load a game from the command line
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// or the launcher
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if (firstLoop) {
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checkQuickLoad();
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firstLoop = false;
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}
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setflag(fEnteredCli, false);
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setflag(fSaidAcceptedInput, false);
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_game.vars[vWordNotFound] = 0;
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_game.vars[vKey] = 0;
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}
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if (shouldPerformAutoSave(_lastSaveTime)) {
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saveGame(getSavegameFilename(0), "Autosave");
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}
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} while (!(shouldQuit() || _restartGame));
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_sound->stopSound();
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return ec;
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}
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int AgiEngine::runGame() {
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int ec = errOK;
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// Execute the game
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do {
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debugC(2, kDebugLevelMain, "game loop");
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debugC(2, kDebugLevelMain, "game version = 0x%x", getVersion());
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if (agiInit() != errOK)
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break;
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if (_restartGame) {
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setflag(fRestartGame, true);
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setvar(vTimeDelay, 2); // "normal" speed
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_restartGame = false;
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}
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// Set computer type (v20 i.e. vComputer) and sound type
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switch (getPlatform()) {
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case Common::kPlatformAtariST:
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setvar(vComputer, kAgiComputerAtariST);
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setvar(vSoundgen, kAgiSoundPC);
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break;
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case Common::kPlatformAmiga:
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if (getFeatures() & GF_OLDAMIGAV20)
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setvar(vComputer, kAgiComputerAmigaOld);
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else
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setvar(vComputer, kAgiComputerAmiga);
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setvar(vSoundgen, kAgiSoundTandy);
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break;
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case Common::kPlatformApple2GS:
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setvar(vComputer, kAgiComputerApple2GS);
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if (getFeatures() & GF_2GSOLDSOUND)
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setvar(vSoundgen, kAgiSound2GSOld);
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else
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setvar(vSoundgen, kAgiSoundTandy);
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break;
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case Common::kPlatformPC:
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default:
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setvar(vComputer, kAgiComputerPC);
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setvar(vSoundgen, kAgiSoundPC);
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break;
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}
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// Set monitor type (v26 i.e. vMonitor)
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switch (_renderMode) {
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case Common::kRenderCGA:
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setvar(vMonitor, kAgiMonitorCga);
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break;
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case Common::kRenderHercG:
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case Common::kRenderHercA:
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setvar(vMonitor, kAgiMonitorHercules);
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break;
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// Don't know if Amiga AGI games use a different value than kAgiMonitorEga
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// for vMonitor so I just use kAgiMonitorEga for them (As was done before too).
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case Common::kRenderAmiga:
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case Common::kRenderDefault:
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case Common::kRenderEGA:
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default:
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setvar(vMonitor, kAgiMonitorEga);
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break;
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}
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setvar(vFreePages, 180); // Set amount of free memory to realistic value
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setvar(vMaxInputChars, 38);
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_game.inputMode = INPUT_NONE;
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_game.inputEnabled = false;
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_game.hasPrompt = 0;
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_game.state = STATE_RUNNING;
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ec = playGame();
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_game.state = STATE_LOADED;
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agiDeinit();
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} while (_restartGame);
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delete _menu;
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_menu = NULL;
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releaseImageStack();
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return ec;
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}
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} // End of namespace Agi
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