scummvm/engines/sword2/sword2.cpp
Bastien Bouclet bb813719b5 ENGINES: Change targets to have an 'engine ID'
The engine ID identifies which engine should be used to launch the target.
Also remove the 'single ID' system. Different games from engines that used
that system now have different game IDs.

Also-By: Matthew Hoops <clone2727@gmail.com>
2019-11-03 11:43:00 +01:00

896 lines
25 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
* 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.
*/
#include "base/plugins.h"
#include "common/config-manager.h"
#include "common/events.h"
#include "common/file.h"
#include "common/fs.h"
#include "common/gui_options.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "engines/metaengine.h"
#include "engines/util.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/console.h"
#include "sword2/controls.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/memory.h"
#include "sword2/mouse.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#include "sword2/screen.h"
#include "sword2/sound.h"
#include "sword2/saveload.h"
namespace Sword2 {
Common::Platform Sword2Engine::_platform;
struct GameSettings {
const char *gameid;
const char *description;
uint32 features;
const char *detectname;
};
static const GameSettings sword2_settings[] = {
/* Broken Sword II */
{"sword2", "Broken Sword II: The Smoking Mirror", 0, "players.clu" },
{"sword2alt", "Broken Sword II: The Smoking Mirror (alt)", 0, "r2ctlns.ocx" },
{"sword2psx", "Broken Sword II: The Smoking Mirror (PlayStation)", 0, "screens.clu"},
{"sword2psxdemo", "Broken Sword II: The Smoking Mirror (PlayStation/Demo)", Sword2::GF_DEMO, "screens.clu"},
{"sword2demo", "Broken Sword II: The Smoking Mirror (Demo)", Sword2::GF_DEMO, "players.clu" },
{NULL, NULL, 0, NULL}
};
} // End of namespace Sword2
static const ExtraGuiOption sword2ExtraGuiOption = {
_s("Show object labels"),
_s("Show labels for objects on mouse hover"),
"object_labels",
false
};
class Sword2MetaEngine : public MetaEngine {
public:
virtual const char *getEngineId() const {
return "sword2";
}
virtual const char *getName() const {
return "Broken Sword II: The Smoking Mirror";
}
virtual const char *getOriginalCopyright() const {
return "Broken Sword II: The Smoking Mirror (C) Revolution";
}
virtual bool hasFeature(MetaEngineFeature f) const;
PlainGameList getSupportedGames() const override;
virtual const ExtraGuiOptions getExtraGuiOptions(const Common::String &target) const;
PlainGameDescriptor findGame(const char *gameid) const override;
virtual DetectedGames detectGames(const Common::FSList &fslist) const;
virtual SaveStateList listSaves(const char *target) const;
virtual int getMaximumSaveSlot() const;
virtual void removeSaveState(const char *target, int slot) const;
virtual Common::Error createInstance(OSystem *syst, Engine **engine) const;
};
bool Sword2MetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave) ||
(f == kSimpleSavesNames);
}
bool Sword2::Sword2Engine::hasFeature(EngineFeature f) const {
return
(f == kSupportsRTL) ||
(f == kSupportsSubtitleOptions) ||
(f == kSupportsSavingDuringRuntime) ||
(f == kSupportsLoadingDuringRuntime);
}
PlainGameList Sword2MetaEngine::getSupportedGames() const {
const Sword2::GameSettings *g = Sword2::sword2_settings;
PlainGameList games;
while (g->gameid) {
games.push_back(PlainGameDescriptor::of(g->gameid, g->description));
g++;
}
return games;
}
const ExtraGuiOptions Sword2MetaEngine::getExtraGuiOptions(const Common::String &target) const {
ExtraGuiOptions options;
options.push_back(sword2ExtraGuiOption);
return options;
}
PlainGameDescriptor Sword2MetaEngine::findGame(const char *gameid) const {
const Sword2::GameSettings *g = Sword2::sword2_settings;
while (g->gameid) {
if (0 == scumm_stricmp(gameid, g->gameid))
break;
g++;
}
return PlainGameDescriptor::of(g->gameid, g->description);
}
bool isFullGame(const Common::FSList &fslist) {
Common::FSList::const_iterator file;
// We distinguish between the two versions by the presence of paris.clu
for (file = fslist.begin(); file != fslist.end(); ++file) {
if (!file->isDirectory()) {
if (file->getName().equalsIgnoreCase("paris.clu"))
return true;
}
}
return false;
}
DetectedGames detectGamesImpl(const Common::FSList &fslist, bool recursion = false) {
DetectedGames detectedGames;
const Sword2::GameSettings *g;
Common::FSList::const_iterator file;
bool isFullVersion = isFullGame(fslist);
for (g = Sword2::sword2_settings; g->gameid; ++g) {
// Iterate over all files in the given directory
for (file = fslist.begin(); file != fslist.end(); ++file) {
if (!file->isDirectory()) {
// The required game data files can be located in the game directory, or in
// a subdirectory called "clusters". In the latter case, we don't want to
// detect the game in that subdirectory, as this will detect the game twice
// when mass add is searching inside a directory. In this case, the first
// result (the game directory) will be correct, but the second result (the
// clusters subdirectory) will be wrong, as the optional speech, music and
// video data files will be ignored. Note that this fix will skip the game
// data files if the user has placed them inside a "clusters" subdirectory,
// or if he/she points ScummVM directly to the "clusters" directory of the
// game CD. Fixes bug #3049336.
Common::String directory = file->getParent().getName();
directory.toLowercase();
if (directory.hasPrefix("clusters") && directory.size() <= 9 && !recursion)
continue;
if (file->getName().equalsIgnoreCase(g->detectname)) {
// Make sure that the sword2 demo is not mixed up with the
// full version, since they use the same filename for detection
if ((g->features == Sword2::GF_DEMO && isFullVersion) ||
(g->features == 0 && !isFullVersion))
continue;
// Match found, add to list of candidates, then abort inner loop.
DetectedGame game = DetectedGame("sword2", g->gameid, g->description);
game.setGUIOptions(GUIO2(GUIO_NOMIDI, GUIO_NOASPECT));
detectedGames.push_back(game);
break;
}
}
}
}
if (detectedGames.empty()) {
// Nothing found -- try to recurse into the 'clusters' subdirectory,
// present e.g. if the user copied the data straight from CD.
for (file = fslist.begin(); file != fslist.end(); ++file) {
if (file->isDirectory()) {
if (file->getName().equalsIgnoreCase("clusters")) {
Common::FSList recList;
if (file->getChildren(recList, Common::FSNode::kListAll)) {
DetectedGames recGames = detectGamesImpl(recList, true);
if (!recGames.empty()) {
detectedGames.push_back(recGames);
break;
}
}
}
}
}
}
return detectedGames;
}
DetectedGames Sword2MetaEngine::detectGames(const Common::FSList &fslist) const {
return detectGamesImpl(fslist);
}
SaveStateList Sword2MetaEngine::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::StringArray filenames;
char saveDesc[SAVE_DESCRIPTION_LEN];
Common::String pattern = target;
pattern += ".###";
filenames = saveFileMan->listSavefiles(pattern);
SaveStateList saveList;
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
// Obtain the last 3 digits of the filename, since they correspond to the save slot
int slotNum = atoi(file->c_str() + file->size() - 3);
if (slotNum >= 0 && slotNum <= 999) {
Common::InSaveFile *in = saveFileMan->openForLoading(*file);
if (in) {
in->readUint32LE();
in->read(saveDesc, SAVE_DESCRIPTION_LEN);
saveList.push_back(SaveStateDescriptor(slotNum, saveDesc));
delete in;
}
}
}
// Sort saves based on slot number.
Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
return saveList;
}
int Sword2MetaEngine::getMaximumSaveSlot() const { return 999; }
void Sword2MetaEngine::removeSaveState(const char *target, int slot) const {
Common::String filename = target;
filename += Common::String::format(".%03d", slot);
g_system->getSavefileManager()->removeSavefile(filename);
}
Common::Error Sword2MetaEngine::createInstance(OSystem *syst, Engine **engine) const {
assert(syst);
assert(engine);
Common::FSList fslist;
Common::FSNode dir(ConfMan.get("path"));
if (!dir.getChildren(fslist, Common::FSNode::kListAll)) {
return Common::kNoGameDataFoundError;
}
// Invoke the detector
Common::String gameid = ConfMan.get("gameid");
DetectedGames detectedGames = detectGames(fslist);
for (uint i = 0; i < detectedGames.size(); i++) {
if (detectedGames[i].gameId == gameid) {
*engine = new Sword2::Sword2Engine(syst);
return Common::kNoError;
}
}
return Common::kNoGameDataFoundError;
}
#if PLUGIN_ENABLED_DYNAMIC(SWORD2)
REGISTER_PLUGIN_DYNAMIC(SWORD2, PLUGIN_TYPE_ENGINE, Sword2MetaEngine);
#else
REGISTER_PLUGIN_STATIC(SWORD2, PLUGIN_TYPE_ENGINE, Sword2MetaEngine);
#endif
namespace Sword2 {
Sword2Engine::Sword2Engine(OSystem *syst) : Engine(syst), _rnd("sword2") {
// Add default file directories
const Common::FSNode gameDataDir(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "clusters");
SearchMan.addSubDirectoryMatching(gameDataDir, "sword2");
SearchMan.addSubDirectoryMatching(gameDataDir, "video");
SearchMan.addSubDirectoryMatching(gameDataDir, "smacks");
SearchMan.addSubDirectoryMatching(gameDataDir, "streams"); // PSX video
if (!scumm_stricmp(ConfMan.get("gameid").c_str(), "sword2demo") || !scumm_stricmp(ConfMan.get("gameid").c_str(), "sword2psxdemo"))
_features = GF_DEMO;
else
_features = 0;
// Check if we are running PC or PSX version.
if (!scumm_stricmp(ConfMan.get("gameid").c_str(), "sword2psx") || !scumm_stricmp(ConfMan.get("gameid").c_str(), "sword2psxdemo"))
Sword2Engine::_platform = Common::kPlatformPSX;
else
Sword2Engine::_platform = Common::kPlatformWindows;
_bootParam = ConfMan.getInt("boot_param");
_saveSlot = ConfMan.getInt("save_slot");
_memory = NULL;
_resman = NULL;
_sound = NULL;
_screen = NULL;
_mouse = NULL;
_logic = NULL;
_fontRenderer = NULL;
_debugger = NULL;
_keyboardEvent.pending = false;
_mouseEvent.pending = false;
_wantSfxDebug = false;
_gameCycle = 0;
_gameSpeed = 1;
_gmmLoadSlot = -1; // Used to manage GMM Loading
}
Sword2Engine::~Sword2Engine() {
delete _debugger;
delete _sound;
delete _fontRenderer;
delete _screen;
delete _mouse;
delete _logic;
delete _resman;
delete _memory;
}
GUI::Debugger *Sword2Engine::getDebugger() {
return _debugger;
}
void Sword2Engine::registerDefaultSettings() {
ConfMan.registerDefault("gfx_details", 2);
ConfMan.registerDefault("reverse_stereo", false);
}
void Sword2Engine::syncSoundSettings() {
Engine::syncSoundSettings();
bool mute = ConfMan.getBool("mute");
setSubtitles(ConfMan.getBool("subtitles"));
// Our own settings dialog can mute the music, speech and sound effects
// individually. ScummVM's settings dialog has one master mute setting.
if (ConfMan.hasKey("mute")) {
ConfMan.setBool("music_mute", ConfMan.getBool("mute"));
ConfMan.setBool("speech_mute", ConfMan.getBool("mute"));
ConfMan.setBool("sfx_mute", ConfMan.getBool("mute"));
if (!mute) // it is false
// So remove it in order to let individual volumes work
ConfMan.removeKey("mute", ConfMan.getActiveDomainName());
}
_sound->muteMusic(ConfMan.getBool("music_mute"));
_sound->muteSpeech(ConfMan.getBool("speech_mute"));
_sound->muteFx(ConfMan.getBool("sfx_mute"));
_sound->setReverseStereo(ConfMan.getBool("reverse_stereo"));
}
void Sword2Engine::readSettings() {
syncSoundSettings();
_mouse->setObjectLabels(ConfMan.getBool("object_labels"));
_screen->setRenderLevel(ConfMan.getInt("gfx_details"));
}
void Sword2Engine::writeSettings() {
ConfMan.setInt("music_volume", _mixer->getVolumeForSoundType(Audio::Mixer::kMusicSoundType));
ConfMan.setInt("speech_volume", _mixer->getVolumeForSoundType(Audio::Mixer::kSpeechSoundType));
ConfMan.setInt("sfx_volume", _mixer->getVolumeForSoundType(Audio::Mixer::kSFXSoundType));
ConfMan.setBool("music_mute", _sound->isMusicMute());
ConfMan.setBool("speech_mute", _sound->isSpeechMute());
ConfMan.setBool("sfx_mute", _sound->isFxMute());
ConfMan.setInt("gfx_details", _screen->getRenderLevel());
ConfMan.setBool("subtitles", getSubtitles());
ConfMan.setBool("object_labels", _mouse->getObjectLabels());
ConfMan.setInt("reverse_stereo", _sound->isReverseStereo());
// If even one sound type is unmuted, we can't say that all sound is
// muted.
if (!_sound->isMusicMute() || !_sound->isSpeechMute() || !_sound->isFxMute()) {
ConfMan.setBool("mute", false);
}
ConfMan.flushToDisk();
}
int Sword2Engine::getFramesPerSecond() {
return _gameSpeed * FRAMES_PER_SECOND;
}
/**
* The global script variables and player object should be kept open throughout
* the game, so that they are never expelled by the resource manager.
*/
void Sword2Engine::setupPersistentResources() {
_logic->_scriptVars = _resman->openResource(1) + ResHeader::size();
_resman->openResource(CUR_PLAYER_ID);
}
Common::Error Sword2Engine::run() {
// Get some falling RAM and put it in your pocket, never let it slip
// away
_debugger = NULL;
_sound = NULL;
_fontRenderer = NULL;
_screen = NULL;
_mouse = NULL;
_logic = NULL;
_resman = NULL;
_memory = NULL;
initGraphics(640, 480);
_screen = new Screen(this, 640, 480);
// Create the debugger as early as possible (but not before the
// screen object!) so that errors can be displayed in it. In
// particular, we want errors about missing files to be clearly
// visible to the user.
_debugger = new Debugger(this);
_memory = new MemoryManager();
_resman = new ResourceManager(this);
if (!_resman->init())
return Common::kUnknownError;
_logic = new Logic(this);
_fontRenderer = new FontRenderer(this);
_sound = new Sound(this);
_mouse = new Mouse(this);
registerDefaultSettings();
readSettings();
initStartMenu();
// During normal gameplay, we care neither about mouse button releases
// nor the scroll wheel.
setInputEventFilter(RD_LEFTBUTTONUP | RD_RIGHTBUTTONUP | RD_WHEELUP | RD_WHEELDOWN);
setupPersistentResources();
initializeFontResourceFlags();
if (_features & GF_DEMO)
_logic->writeVar(DEMO, 1);
else
_logic->writeVar(DEMO, 0);
if (_saveSlot != -1) {
if (saveExists(_saveSlot))
restoreGame(_saveSlot);
else {
RestoreDialog dialog(this);
if (!dialog.runModal())
startGame();
}
} else if (!_bootParam && saveExists() && !isPsx()) { // Initial load/restart panel disabled in PSX
int32 pars[2] = { 221, FX_LOOP }; // version because of missing panel resources
bool result;
_mouse->setMouse(NORMAL_MOUSE_ID);
_logic->fnPlayMusic(pars);
StartDialog dialog(this);
result = (dialog.runModal() != 0);
// If the game is started from the beginning, the cutscene
// player will kill the music for us. Otherwise, the restore
// will either have killed the music, or done a crossfade.
if (shouldQuit())
return Common::kNoError;
if (result)
startGame();
} else
startGame();
_screen->initializeRenderCycle();
while (1) {
_debugger->onFrame();
// Handle GMM Loading
if (_gmmLoadSlot != -1) {
// Hide mouse cursor and fade screen
_mouse->hideMouse();
_screen->fadeDown();
// Clean up and load game
_logic->_router->freeAllRouteMem();
// TODO: manage error handling
restoreGame(_gmmLoadSlot);
// Reset load slot
_gmmLoadSlot = -1;
// Show mouse
_mouse->addHuman();
}
KeyboardEvent *ke = keyboardEvent();
if (ke) {
if ((ke->kbd.hasFlags(Common::KBD_CTRL) && ke->kbd.keycode == Common::KEYCODE_d) || ke->kbd.ascii == '#' || ke->kbd.ascii == '~') {
_debugger->attach();
} else if (ke->kbd.hasFlags(0) || ke->kbd.hasFlags(Common::KBD_SHIFT)) {
switch (ke->kbd.keycode) {
case Common::KEYCODE_p:
if (isPaused()) {
_screen->dimPalette(false);
pauseEngine(false);
} else {
pauseEngine(true);
_screen->dimPalette(true);
}
break;
#if 0
// Disabled because of strange rumors about the
// credits running spontaneously every few
// minutes.
case Common::KEYCODE_c:
if (!_logic->readVar(DEMO) && !_mouse->isChoosing()) {
ScreenInfo *screenInfo = _screen->getScreenInfo();
_logic->fnPlayCredits(NULL);
screenInfo->new_palette = 99;
}
break;
#endif
default:
break;
}
}
}
// skip GameCycle if we're paused
if (!isPaused()) {
_gameCycle++;
gameCycle();
}
// We can't use this as termination condition for the loop,
// because we want the break to happen before updating the
// screen again.
if (shouldQuit())
break;
// creates the debug text blocks
_debugger->buildDebugText();
_screen->buildDisplay();
}
return Common::kNoError;
}
void Sword2Engine::restartGame() {
ScreenInfo *screenInfo = _screen->getScreenInfo();
uint32 temp_demo_flag;
_mouse->closeMenuImmediately();
// Restart the game. To do this, we must...
// Stop music instantly!
_sound->stopMusic(true);
// In case we were dead - well we're not anymore!
_logic->writeVar(DEAD, 0);
// Restart the game. Clear all memory and reset the globals
temp_demo_flag = _logic->readVar(DEMO);
// Remove all resources from memory, including player object and
// global variables
_resman->removeAll();
// Reopen global variables resource and player object
setupPersistentResources();
_logic->writeVar(DEMO, temp_demo_flag);
// Free all the route memory blocks from previous game
_logic->_router->freeAllRouteMem();
// Call the same function that first started us up
startGame();
// Prime system with a game cycle
// Reset the graphic 'BuildUnit' list before a new logic list
// (see fnRegisterFrame)
_screen->resetRenderLists();
// Reset the mouse hot-spot list (see fnRegisterMouse and
// fnRegisterFrame)
_mouse->resetMouseList();
_mouse->closeMenuImmediately();
// FOR THE DEMO - FORCE THE SCROLLING TO BE RESET!
// - this is taken from fnInitBackground
// switch on scrolling (2 means first time on screen)
screenInfo->scroll_flag = 2;
if (_logic->processSession())
error("restart 1st cycle failed??");
// So palette not restored immediately after control panel - we want
// to fade up instead!
screenInfo->new_palette = 99;
}
bool Sword2Engine::checkForMouseEvents() {
return _mouseEvent.pending;
}
MouseEvent *Sword2Engine::mouseEvent() {
if (!_mouseEvent.pending)
return NULL;
_mouseEvent.pending = false;
return &_mouseEvent;
}
KeyboardEvent *Sword2Engine::keyboardEvent() {
if (!_keyboardEvent.pending)
return NULL;
_keyboardEvent.pending = false;
return &_keyboardEvent;
}
uint32 Sword2Engine::setInputEventFilter(uint32 filter) {
uint32 oldFilter = _inputEventFilter;
_inputEventFilter = filter;
return oldFilter;
}
/**
* OSystem Event Handler. Full of cross platform goodness and 99% fat free!
*/
void Sword2Engine::parseInputEvents() {
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
if (event.kbd.hasFlags(Common::KBD_CTRL)) {
if (event.kbd.keycode == Common::KEYCODE_f) {
if (_gameSpeed == 1)
_gameSpeed = 2;
else
_gameSpeed = 1;
}
}
if (!(_inputEventFilter & RD_KEYDOWN)) {
_keyboardEvent.pending = true;
_keyboardEvent.kbd = event.kbd;
}
break;
case Common::EVENT_LBUTTONDOWN:
if (!(_inputEventFilter & RD_LEFTBUTTONDOWN)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_LEFTBUTTONDOWN;
}
break;
case Common::EVENT_RBUTTONDOWN:
if (!(_inputEventFilter & RD_RIGHTBUTTONDOWN)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_RIGHTBUTTONDOWN;
}
break;
case Common::EVENT_LBUTTONUP:
if (!(_inputEventFilter & RD_LEFTBUTTONUP)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_LEFTBUTTONUP;
}
break;
case Common::EVENT_RBUTTONUP:
if (!(_inputEventFilter & RD_RIGHTBUTTONUP)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_RIGHTBUTTONUP;
}
break;
case Common::EVENT_WHEELUP:
if (!(_inputEventFilter & RD_WHEELUP)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_WHEELUP;
}
break;
case Common::EVENT_WHEELDOWN:
if (!(_inputEventFilter & RD_WHEELDOWN)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_WHEELDOWN;
}
break;
default:
break;
}
}
}
void Sword2Engine::gameCycle() {
// Do one game cycle, that is run the logic session until a full loop
// has been performed.
if (_logic->getRunList()) {
do {
// Reset the 'BuildUnit' and mouse hot-spot lists
// before each new logic list. The service scripts
// will fill thrm through fnRegisterFrame() and
// fnRegisterMouse().
_screen->resetRenderLists();
_mouse->resetMouseList();
// Keep going as long as new lists keep getting put in
// - i.e. screen changes.
} while (_logic->processSession());
} else {
// Start the console and print the start options perhaps?
_debugger->attach("AWAITING START COMMAND: (Enter 's 1' then 'q' to start from beginning)");
}
// If this screen is wide, recompute the scroll offsets every cycle
ScreenInfo *screenInfo = _screen->getScreenInfo();
if (screenInfo->scroll_flag)
_screen->setScrolling();
_mouse->mouseEngine();
_sound->processFxQueue();
}
void Sword2Engine::startGame() {
// Boot the game straight into a start script. It's always George's
// script #1, but with different ScreenManager objects depending on
// if it's the demo or the full game, or if we're using a boot param.
int screen_manager_id = 0;
debug(5, "startGame() STARTING:");
if (!_bootParam) {
if (_logic->readVar(DEMO))
screen_manager_id = 19; // DOCKS SECTION START
else
screen_manager_id = 949; // INTRO & PARIS START
} else {
// FIXME this could be validated against startup.inf for valid
// numbers to stop people shooting themselves in the foot
if (_bootParam != 0)
screen_manager_id = _bootParam;
}
_logic->runResObjScript(screen_manager_id, CUR_PLAYER_ID, 1);
}
// FIXME: Move this to some better place?
void Sword2Engine::sleepUntil(uint32 time) {
while (getMillis() < time) {
// Make sure menu animations and fades don't suffer, but don't
// redraw the entire scene.
_mouse->processMenu();
_screen->updateDisplay(false);
_system->delayMillis(10);
}
}
void Sword2Engine::pauseEngineIntern(bool pause) {
Engine::pauseEngineIntern(pause);
if (pause) {
_screen->pauseScreen(true);
} else {
_screen->pauseScreen(false);
}
}
uint32 Sword2Engine::getMillis() {
return _system->getMillis();
}
Common::Error Sword2Engine::saveGameState(int slot, const Common::String &desc) {
uint32 saveVal = saveGame(slot, (const byte *)desc.c_str());
if (saveVal == SR_OK)
return Common::kNoError;
else if (saveVal == SR_ERR_WRITEFAIL || saveVal == SR_ERR_FILEOPEN)
return Common::kWritingFailed;
else
return Common::kUnknownError;
}
bool Sword2Engine::canSaveGameStateCurrently() {
bool canSave = true;
// No save if dead
if (_logic->readVar(DEAD))
canSave = false;
// No save if mouse not shown
else if (_mouse->getMouseStatus())
canSave = false;
// No save if inside a menu
else if (_mouse->getMouseMode() == MOUSE_system_menu)
canSave = false;
// No save if fading
else if (_screen->getFadeStatus())
canSave = false;
return canSave;
}
Common::Error Sword2Engine::loadGameState(int slot) {
// Prepare the game to load through GMM
_gmmLoadSlot = slot;
// TODO: error handling.
return Common::kNoError;
}
bool Sword2Engine::canLoadGameStateCurrently() {
bool canLoad = true;
// No load if mouse is disabled
if (_mouse->getMouseStatus())
canLoad = false;
// No load if mouse is in system menu
else if (_mouse->getMouseMode() == MOUSE_system_menu)
canLoad = false;
// No load if we are fading
else if (_screen->getFadeStatus())
canLoad = false;
// But if we are dead, ignore previous conditions
if (_logic->readVar(DEAD))
canLoad = true;
return canLoad;
}
} // End of namespace Sword2