scummvm/engines/agi/cycle.cpp
2006-06-10 13:20:29 +00:00

403 lines
8.6 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* Copyright (C) 1999-2003 Sarien Team
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "agi/agi.h"
#include "agi/text.h"
#include "agi/sprite.h"
#include "agi/graphics.h"
#include "agi/keyboard.h"
#include "agi/menu.h"
#include "agi/savegame.h"
namespace Agi {
#define TICK_SECONDS 20
struct mouse mouse;
volatile uint32 clock_ticks;
volatile uint32 clock_count;
/**
* Set up new room.
* This function is called when ego enters a new room.
* @param n room number
*/
void new_room(int n) {
struct vt_entry *v;
int i;
debugC(4, kDebugLevelMain, "*** room %d ***", n);
stop_sound();
i = 0;
for (v = game.view_table; v < &game.view_table[MAX_VIEWTABLE]; v++) {
v->entry = i++;
v->flags &= ~(ANIMATED | DRAWN);
v->flags |= UPDATE;
v->step_time = 1;
v->step_time_count = 1;
v->cycle_time = 1;
v->cycle_time_count = 1;
v->step_size = 1;
}
agi_unload_resources();
game.player_control = true;
game.block.active = false;
game.horizon = 36;
game.vars[V_prev_room] = game.vars[V_cur_room];
game.vars[V_cur_room] = n;
game.vars[V_border_touch_obj] = 0;
game.vars[V_border_code] = 0;
game.vars[V_ego_view_resource] = game.view_table[0].current_view;
agi_load_resource(rLOGIC, n);
/* Reposition ego in the new room */
switch (game.vars[V_border_touch_ego]) {
case 1:
game.view_table[0].y_pos = _HEIGHT - 1;
break;
case 2:
game.view_table[0].x_pos = 0;
break;
case 3:
game.view_table[0].y_pos = HORIZON + 1;
break;
case 4:
game.view_table[0].x_pos = _WIDTH - game.view_table[0].x_size;
break;
}
game.vars[V_border_touch_ego] = 0;
setflag(F_new_room_exec, true);
game.exit_all_logics = true;
_text->write_status();
_text->write_prompt();
}
static void reset_controllers() {
int i;
for (i = 0; i < MAX_DIRS; i++) {
game.ev_keyp[i].occured = false;
}
}
static void interpret_cycle() {
int old_sound, old_score;
if (game.player_control)
game.vars[V_ego_dir] = game.view_table[0].direction;
else
game.view_table[0].direction = game.vars[V_ego_dir];
check_all_motions();
old_score = game.vars[V_score];
old_sound = getflag(F_sound_on);
game.exit_all_logics = false;
while (run_logic(0) == 0 && !game.quit_prog_now) {
game.vars[V_word_not_found] = 0;
game.vars[V_border_touch_obj] = 0;
game.vars[V_border_code] = 0;
old_score = game.vars[V_score];
setflag(F_entered_cli, false);
game.exit_all_logics = false;
reset_controllers();
}
reset_controllers();
game.view_table[0].direction = game.vars[V_ego_dir];
if (game.vars[V_score] != old_score || getflag(F_sound_on) != old_sound)
_text->write_status();
game.vars[V_border_touch_obj] = 0;
game.vars[V_border_code] = 0;
setflag(F_new_room_exec, false);
setflag(F_restart_game, false);
setflag(F_restore_just_ran, false);
if (game.gfx_mode) {
update_viewtable();
do_update();
}
}
/**
* Update AGI interpreter timer.
*/
void update_timer() {
clock_count++;
if (clock_count <= TICK_SECONDS)
return;
clock_count -= TICK_SECONDS;
if (!game.clock_enabled)
return;
setvar(V_seconds, getvar(V_seconds) + 1);
if (getvar(V_seconds) < 60)
return;
setvar(V_seconds, 0);
setvar(V_minutes, getvar(V_minutes) + 1);
if (getvar(V_minutes) < 60)
return;
setvar(V_minutes, 0);
setvar(V_hours, getvar(V_hours) + 1);
if (getvar(V_hours) < 24)
return;
setvar(V_hours, 0);
setvar(V_days, getvar(V_days) + 1);
}
static int old_mode = -1;
void new_input_mode(int i) {
old_mode = game.input_mode;
game.input_mode = i;
}
void old_input_mode() {
game.input_mode = old_mode;
}
/* If main_cycle returns false, don't process more events! */
int main_cycle() {
unsigned int key, kascii;
struct vt_entry *v = &game.view_table[0];
poll_timer(); /* msdos driver -> does nothing */
update_timer();
if (game.ver == 0) {
_text->message_box("Warning: game CRC not listed, assuming AGI version 2.917.");
game.ver = -1;
}
key = do_poll_keyboard();
/* In AGI Mouse emulation mode we must update the mouse-related
* vars in every interpreter cycle.
*/
if (opt.agimouse) {
game.vars[28] = mouse.x / 2;
game.vars[29] = mouse.y;
}
if (key == KEY_PRIORITY) {
_sprites->erase_both();
debug_.priority = !debug_.priority;
show_pic();
_sprites->blit_both();
_sprites->commit_both();
key = 0;
}
if (key == KEY_STATUSLN) {
debug_.statusline = !debug_.statusline;
_text->write_status();
key = 0;
}
/* Click-to-walk mouse interface */
if (game.player_control && v->flags & ADJ_EGO_XY) {
v->direction = get_direction(v->x_pos, v->y_pos, v->parm1, v->parm2, v->step_size);
if (v->direction == 0)
in_destination(v);
}
kascii = KEY_ASCII(key);
if (kascii)
setvar(V_key, kascii);
process_key:
switch (game.input_mode) {
case INPUT_NORMAL:
if (!handle_controller(key)) {
if (key == 0 || !game.input_enabled)
break;
handle_keys(key);
/* if ESC pressed, activate menu before
* accept.input from the interpreter cycle
* sets the input mode to normal again
* (closes: #540856)
*/
if (key == KEY_ESCAPE) {
key = 0;
goto process_key;
}
/* commented out to close bug #438872
* if (key) game.keypress = key;
*/
}
break;
case INPUT_GETSTRING:
handle_controller(key);
handle_getstring(key);
setvar(V_key, 0); /* clear ENTER key */
break;
case INPUT_MENU:
menu->keyhandler(key);
do_update();
return false;
case INPUT_NONE:
handle_controller(key);
if (key)
game.keypress = key;
break;
}
do_update();
if (game.msg_box_ticks > 0)
game.msg_box_ticks--;
return true;
}
static int play_game() {
int ec = err_OK;
debugC(2, kDebugLevelMain, "initializing...");
debugC(2, kDebugLevelMain, "game.ver = 0x%x", game.ver);
stop_sound();
clear_screen(0);
game.horizon = HORIZON;
game.player_control = false;
setflag(F_logic_zero_firsttime, true); /* not in 2.917 */
setflag(F_new_room_exec, true); /* needed for MUMG and SQ2! */
setflag(F_sound_on, true); /* enable sound */
setvar(V_time_delay, 2); /* "normal" speed */
game.gfx_mode = true;
game.quit_prog_now = false;
game.clock_enabled = true;
game.line_user_input = 22;
if (opt.agimouse)
report("Using AGI Mouse 1.0 protocol\n");
report("Running AGI script.\n");
setflag(F_entered_cli, false);
setflag(F_said_accepted_input, false);
game.vars[V_word_not_found] = 0;
game.vars[V_key] = 0;
debugC(2, kDebugLevelMain, "Entering main loop");
do {
if (!main_cycle())
continue;
if (getvar(V_time_delay) == 0 ||
(1 + clock_count) % getvar(V_time_delay) == 0) {
if (!game.has_prompt && game.input_mode == INPUT_NORMAL) {
_text->write_prompt();
game.has_prompt = 1;
} else
if (game.has_prompt && game.input_mode == INPUT_NONE) {
_text->write_prompt();
game.has_prompt = 0;
}
interpret_cycle();
setflag(F_entered_cli, false);
setflag(F_said_accepted_input, false);
game.vars[V_word_not_found] = 0;
game.vars[V_key] = 0;
}
if (game.quit_prog_now == 0xff)
ec = err_RestartGame;
} while (game.quit_prog_now == 0);
stop_sound();
return ec;
}
int run_game() {
int i, ec = err_OK;
if (opt.renderMode == Common::kRenderCGA)
opt.hires = 0;
for (i = 0; i < MAX_DIRS; i++)
memset(&game.ev_keyp[i], 0, sizeof(struct agi_event));
/* Execute the game */
do {
debugC(2, kDebugLevelMain, "game loop");
debugC(2, kDebugLevelMain, "game.ver = 0x%x", game.ver);
if (agi_init() != err_OK)
break;
if (ec == err_RestartGame)
setflag(F_restart_game, true);
setvar(V_computer, 0); /* IBM PC (4 = Atari ST) */
setvar(V_soundgen, 1); /* IBM PC SOUND */
setvar(V_monitor, 0x3); /* EGA monitor */
setvar(V_max_input_chars, 38);
game.input_mode = INPUT_NONE;
game.input_enabled = 0;
game.has_prompt = 0;
game.state = STATE_RUNNING;
ec = play_game();
game.state = STATE_LOADED;
agi_deinit();
} while (ec == err_RestartGame);
delete menu;
menu = 0;
release_image_stack();
return ec;
}
} // End of namespace Agi