mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 13:50:13 +00:00
f5fdbcddfb
svn-id: r23011
403 lines
8.6 KiB
C++
403 lines
8.6 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2006 The ScummVM project
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*
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* Copyright (C) 1999-2003 Sarien Team
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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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* $URL$
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* $Id$
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*
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*/
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#include "common/stdafx.h"
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#include "agi/agi.h"
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#include "agi/text.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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#include "agi/savegame.h"
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namespace Agi {
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#define TICK_SECONDS 20
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struct mouse mouse;
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volatile uint32 clock_ticks;
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volatile uint32 clock_count;
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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 new_room(int n) {
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struct vt_entry *v;
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int i;
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debugC(4, kDebugLevelMain, "*** room %d ***", n);
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stop_sound();
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i = 0;
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for (v = game.view_table; v < &game.view_table[MAX_VIEWTABLE]; v++) {
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v->entry = i++;
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v->flags &= ~(ANIMATED | DRAWN);
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v->flags |= UPDATE;
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v->step_time = 1;
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v->step_time_count = 1;
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v->cycle_time = 1;
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v->cycle_time_count = 1;
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v->step_size = 1;
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}
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agi_unload_resources();
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game.player_control = true;
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game.block.active = false;
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game.horizon = 36;
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game.vars[V_prev_room] = game.vars[V_cur_room];
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game.vars[V_cur_room] = n;
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game.vars[V_border_touch_obj] = 0;
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game.vars[V_border_code] = 0;
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game.vars[V_ego_view_resource] = game.view_table[0].current_view;
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agi_load_resource(rLOGIC, n);
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/* Reposition ego in the new room */
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switch (game.vars[V_border_touch_ego]) {
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case 1:
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game.view_table[0].y_pos = _HEIGHT - 1;
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break;
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case 2:
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game.view_table[0].x_pos = 0;
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break;
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case 3:
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game.view_table[0].y_pos = HORIZON + 1;
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break;
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case 4:
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game.view_table[0].x_pos = _WIDTH - game.view_table[0].x_size;
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break;
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}
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game.vars[V_border_touch_ego] = 0;
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setflag(F_new_room_exec, true);
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game.exit_all_logics = true;
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_text->write_status();
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_text->write_prompt();
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}
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static void reset_controllers() {
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int i;
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for (i = 0; i < MAX_DIRS; i++) {
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game.ev_keyp[i].occured = false;
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}
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}
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static void interpret_cycle() {
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int old_sound, old_score;
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if (game.player_control)
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game.vars[V_ego_dir] = game.view_table[0].direction;
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else
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game.view_table[0].direction = game.vars[V_ego_dir];
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check_all_motions();
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old_score = game.vars[V_score];
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old_sound = getflag(F_sound_on);
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game.exit_all_logics = false;
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while (run_logic(0) == 0 && !game.quit_prog_now) {
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game.vars[V_word_not_found] = 0;
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game.vars[V_border_touch_obj] = 0;
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game.vars[V_border_code] = 0;
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old_score = game.vars[V_score];
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setflag(F_entered_cli, false);
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game.exit_all_logics = false;
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reset_controllers();
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}
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reset_controllers();
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game.view_table[0].direction = game.vars[V_ego_dir];
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if (game.vars[V_score] != old_score || getflag(F_sound_on) != old_sound)
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_text->write_status();
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game.vars[V_border_touch_obj] = 0;
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game.vars[V_border_code] = 0;
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setflag(F_new_room_exec, false);
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setflag(F_restart_game, false);
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setflag(F_restore_just_ran, false);
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if (game.gfx_mode) {
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update_viewtable();
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do_update();
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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 update_timer() {
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clock_count++;
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if (clock_count <= TICK_SECONDS)
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return;
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clock_count -= TICK_SECONDS;
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if (!game.clock_enabled)
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return;
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setvar(V_seconds, getvar(V_seconds) + 1);
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if (getvar(V_seconds) < 60)
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return;
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setvar(V_seconds, 0);
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setvar(V_minutes, getvar(V_minutes) + 1);
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if (getvar(V_minutes) < 60)
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return;
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setvar(V_minutes, 0);
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setvar(V_hours, getvar(V_hours) + 1);
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if (getvar(V_hours) < 24)
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return;
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setvar(V_hours, 0);
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setvar(V_days, getvar(V_days) + 1);
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}
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static int old_mode = -1;
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void new_input_mode(int i) {
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old_mode = game.input_mode;
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game.input_mode = i;
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}
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void old_input_mode() {
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game.input_mode = old_mode;
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}
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/* If main_cycle returns false, don't process more events! */
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int main_cycle() {
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unsigned int key, kascii;
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struct vt_entry *v = &game.view_table[0];
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poll_timer(); /* msdos driver -> does nothing */
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update_timer();
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if (game.ver == 0) {
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_text->message_box("Warning: game CRC not listed, assuming AGI version 2.917.");
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game.ver = -1;
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}
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key = do_poll_keyboard();
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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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if (opt.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->erase_both();
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debug_.priority = !debug_.priority;
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show_pic();
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_sprites->blit_both();
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_sprites->commit_both();
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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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_text->write_status();
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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.player_control && v->flags & ADJ_EGO_XY) {
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v->direction = get_direction(v->x_pos, v->y_pos, v->parm1, v->parm2, v->step_size);
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if (v->direction == 0)
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in_destination(v);
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}
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kascii = KEY_ASCII(key);
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if (kascii)
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setvar(V_key, kascii);
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process_key:
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switch (game.input_mode) {
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case INPUT_NORMAL:
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if (!handle_controller(key)) {
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if (key == 0 || !game.input_enabled)
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break;
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handle_keys(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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*/
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if (key == KEY_ESCAPE) {
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key = 0;
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goto process_key;
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}
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/* commented out to close bug #438872
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* if (key) game.keypress = key;
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*/
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}
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break;
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case INPUT_GETSTRING:
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handle_controller(key);
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handle_getstring(key);
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setvar(V_key, 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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do_update();
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return false;
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case INPUT_NONE:
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handle_controller(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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do_update();
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if (game.msg_box_ticks > 0)
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game.msg_box_ticks--;
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return true;
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}
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static int play_game() {
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int ec = err_OK;
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debugC(2, kDebugLevelMain, "initializing...");
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debugC(2, kDebugLevelMain, "game.ver = 0x%x", game.ver);
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stop_sound();
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clear_screen(0);
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game.horizon = HORIZON;
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game.player_control = false;
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setflag(F_logic_zero_firsttime, true); /* not in 2.917 */
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setflag(F_new_room_exec, true); /* needed for MUMG and SQ2! */
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setflag(F_sound_on, true); /* enable sound */
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setvar(V_time_delay, 2); /* "normal" speed */
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game.gfx_mode = true;
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game.quit_prog_now = false;
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game.clock_enabled = true;
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game.line_user_input = 22;
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if (opt.agimouse)
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report("Using AGI Mouse 1.0 protocol\n");
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report("Running AGI script.\n");
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setflag(F_entered_cli, false);
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setflag(F_said_accepted_input, false);
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game.vars[V_word_not_found] = 0;
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game.vars[V_key] = 0;
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debugC(2, kDebugLevelMain, "Entering main loop");
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do {
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if (!main_cycle())
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continue;
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if (getvar(V_time_delay) == 0 ||
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(1 + clock_count) % getvar(V_time_delay) == 0) {
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if (!game.has_prompt && game.input_mode == INPUT_NORMAL) {
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_text->write_prompt();
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game.has_prompt = 1;
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} else
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if (game.has_prompt && game.input_mode == INPUT_NONE) {
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_text->write_prompt();
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game.has_prompt = 0;
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}
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interpret_cycle();
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setflag(F_entered_cli, false);
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setflag(F_said_accepted_input, false);
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game.vars[V_word_not_found] = 0;
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game.vars[V_key] = 0;
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}
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if (game.quit_prog_now == 0xff)
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ec = err_RestartGame;
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} while (game.quit_prog_now == 0);
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stop_sound();
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return ec;
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}
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int run_game() {
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int i, ec = err_OK;
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if (opt.renderMode == Common::kRenderCGA)
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opt.hires = 0;
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for (i = 0; i < MAX_DIRS; i++)
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memset(&game.ev_keyp[i], 0, sizeof(struct agi_event));
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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.ver = 0x%x", game.ver);
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if (agi_init() != err_OK)
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break;
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if (ec == err_RestartGame)
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setflag(F_restart_game, true);
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setvar(V_computer, 0); /* IBM PC (4 = Atari ST) */
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setvar(V_soundgen, 1); /* IBM PC SOUND */
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setvar(V_monitor, 0x3); /* EGA monitor */
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setvar(V_max_input_chars, 38);
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game.input_mode = INPUT_NONE;
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game.input_enabled = 0;
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game.has_prompt = 0;
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game.state = STATE_RUNNING;
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ec = play_game();
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game.state = STATE_LOADED;
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agi_deinit();
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} while (ec == err_RestartGame);
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delete menu;
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menu = 0;
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release_image_stack();
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return ec;
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}
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} // End of namespace Agi
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