mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 06:08:35 +00:00
61795739f8
This makes the name match with the name of the STL function with the same behavior.
605 lines
18 KiB
C++
605 lines
18 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 "common/config-manager.h"
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#include "common/translation.h"
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#include "gui/saveload.h"
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#include "tsage/scenes.h"
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#include "tsage/globals.h"
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#include "tsage/ringworld/ringworld_logic.h"
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#include "tsage/tsage.h"
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#include "tsage/saveload.h"
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#include "tsage/staticres.h"
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namespace TsAGE {
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SceneManager::SceneManager() {
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_scene = NULL;
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_hasPalette = false;
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_sceneNumber = -1;
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_nextSceneNumber = -1;
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_previousScene = 0;
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_fadeMode = FADEMODE_GRADUAL;
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_scrollerRect = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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g_saver->addListener(this);
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_objectCount = 0;
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_loadMode = 0;
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}
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SceneManager::~SceneManager() {
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delete _scene;
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}
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void SceneManager::setNewScene(int sceneNumber) {
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debug(1, "SetNewScene(%d)", sceneNumber);
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_nextSceneNumber = sceneNumber;
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}
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void SceneManager::checkScene() {
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if (_nextSceneNumber != -1) {
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sceneChange();
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_nextSceneNumber = -1;
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}
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g_globals->dispatchSounds();
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}
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void SceneManager::sceneChange() {
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int activeScreenNumber = 0;
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// Handle removing the scene
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if (_scene) {
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activeScreenNumber = _scene->_activeScreenNumber;
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_scene->remove();
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}
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// Clear the scene objects
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SynchronizedList<SceneObject *>::iterator io = g_globals->_sceneObjects->begin();
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while (io != g_globals->_sceneObjects->end()) {
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SceneObject *sceneObj = *io;
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++io;
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sceneObj->removeObject();
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}
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// Clear the hotspot list
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SynchronizedList<SceneItem *>::iterator ii = g_globals->_sceneItems.begin();
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while (ii != g_globals->_sceneItems.end()) {
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SceneItem *sceneItem = *ii;
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++ii;
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sceneItem->remove();
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}
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// TODO: Clear _list_45BAA list
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// If there is an active scene, deactivate it
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if (_scene) {
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_previousScene = _sceneNumber;
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delete _scene;
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_scene = NULL;
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_sceneNumber = -1;
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}
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// Set the next scene to be active
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_sceneNumber = _nextSceneNumber;
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// Free any regions
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disposeRegions();
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// Ensure that the same number of objects are registered now as when the scene started
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if (_objectCount > 0) {
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assert(_objectCount == g_saver->getObjectCount());
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}
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_objectCount = g_saver->getObjectCount();
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g_globals->_sceneHandler->_delayTicks = 2;
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// Instantiate and set the new scene
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_scene = getNewScene();
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if (!g_saver->getMacroRestoreFlag())
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_scene->postInit();
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else
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_scene->loadScene(activeScreenNumber);
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}
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Scene *SceneManager::getNewScene() {
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return g_globals->_game->createScene(_nextSceneNumber);
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}
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void SceneManager::fadeInIfNecessary() {
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if (_hasPalette) {
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uint32 adjustData = 0;
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for (int percent = 0; percent < 100; percent += 5) {
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if (g_globals->_sceneManager._fadeMode == FADEMODE_IMMEDIATE)
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percent = 100;
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g_globals->_scenePalette.fade((const byte *)&adjustData, false, percent);
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g_system->updateScreen();
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g_system->delayMillis(10);
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}
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g_globals->_scenePalette.refresh();
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_hasPalette = false;
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}
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}
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void SceneManager::changeScene(int newSceneNumber) {
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debug(1, "changeScene(%d)", newSceneNumber);
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// Fade out the scene
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ScenePalette scenePalette;
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uint32 adjustData = 0;
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g_globals->_scenePalette.clearListeners();
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scenePalette.getPalette();
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for (int percent = 100; percent >= 0; percent -= 5) {
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scenePalette.fade((byte *)&adjustData, false, percent);
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g_system->delayMillis(10);
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}
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// Stop any objects that were animating
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SynchronizedList<SceneObject *>::iterator i;
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for (i = g_globals->_sceneObjects->begin(); i != g_globals->_sceneObjects->end(); ++i) {
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SceneObject *sceneObj = *i;
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Common::Point pt(0, 0);
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sceneObj->addMover(NULL, &pt);
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sceneObj->setObjectWrapper(NULL);
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sceneObj->animate(ANIM_MODE_NONE, 0);
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sceneObj->_flags &= !OBJFLAG_PANES;
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}
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// Blank out the screen
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g_globals->_screenSurface.fillRect(g_globals->_screenSurface.getBounds(), 0);
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// If there are any fading sounds, wait until fading is complete
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while (g_globals->_soundManager.isFading()) {
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g_system->delayMillis(10);
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}
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// Set the new scene to be loaded
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setNewScene(newSceneNumber);
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}
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void SceneManager::setup() {
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g_saver->addLoadNotifier(SceneManager::loadNotifier);
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setBackSurface();
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}
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void SceneManager::setBackSurface() {
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int size = g_globals->_sceneManager._scene->_backgroundBounds.width() *
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g_globals->_sceneManager._scene->_backgroundBounds.height();
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if (size > 96000) {
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if (g_globals->_sceneManager._scene->_backgroundBounds.width() <= SCREEN_WIDTH) {
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// Standard size creation
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g_globals->_sceneManager._scene->_backSurface.create(SCREEN_WIDTH, SCREEN_HEIGHT * 3 / 2);
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g_globals->_sceneManager._scrollerRect = Rect(0, 30, SCREEN_WIDTH, SCREEN_HEIGHT - 30);
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} else {
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// Wide screen needs extra space to allow for scrolling
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g_globals->_sceneManager._scene->_backSurface.create(SCREEN_WIDTH * 3 / 2, SCREEN_HEIGHT);
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g_globals->_sceneManager._scrollerRect = Rect(80, 0, SCREEN_WIDTH - 80, SCREEN_HEIGHT);
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}
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} else {
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g_globals->_sceneManager._scene->_backSurface.create(
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g_globals->_sceneManager._scene->_backgroundBounds.width(),
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g_globals->_sceneManager._scene->_backgroundBounds.height()
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);
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g_globals->_sceneManager._scrollerRect = Rect(80, 20, SCREEN_WIDTH - 80, SCREEN_HEIGHT - 20);
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}
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}
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void SceneManager::saveListener(int saveMode) {
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}
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void SceneManager::loadNotifier(bool postFlag) {
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if (postFlag) {
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if (g_globals->_sceneManager._scene->_activeScreenNumber != -1)
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g_globals->_sceneManager._scene->loadSceneData(g_globals->_sceneManager._scene->_activeScreenNumber);
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g_globals->_sceneManager._hasPalette = true;
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}
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}
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void SceneManager::setBgOffset(const Common::Point &pt, int loadCount) {
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_sceneBgOffset = pt;
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_sceneLoadCount = loadCount;
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}
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void SceneManager::listenerSynchronize(Serializer &s) {
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s.validate("SceneManager");
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if (s.isLoading() && !g_globals->_sceneManager._scene)
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// Loading a savegame straight from the launcher, so instantiate a blank placeholder scene
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// in order for the savegame loading to work correctly
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g_globals->_sceneManager._scene = new Scene();
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// Depreciated: the background scene objects used to be located here
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uint32 unused = 0;
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s.syncAsUint32LE(unused);
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s.syncAsSint32LE(_sceneNumber);
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s.syncAsUint16LE(g_globals->_sceneManager._scene->_activeScreenNumber);
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if (s.isLoading()) {
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changeScene(_sceneNumber);
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if (_nextSceneNumber != -1) {
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sceneChange();
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_nextSceneNumber = -1;
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}
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}
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g_globals->_sceneManager._scrollerRect.synchronize(s);
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SYNC_POINTER(g_globals->_scrollFollower);
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s.syncAsSint16LE(_loadMode);
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}
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/*--------------------------------------------------------------------------*/
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Scene::Scene() : _sceneBounds(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
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_backgroundBounds(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT) {
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_sceneMode = 0;
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_activeScreenNumber = 0;
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_oldSceneBounds = Rect(4000, 4000, 4100, 4100);
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Common::fill(&_zoomPercents[0], &_zoomPercents[256], 0);
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}
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Scene::~Scene() {
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}
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void Scene::synchronize(Serializer &s) {
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if (s.getVersion() >= 2)
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StripCallback::synchronize(s);
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s.syncAsSint32LE(_field12);
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s.syncAsSint32LE(_screenNumber);
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s.syncAsSint32LE(_activeScreenNumber);
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s.syncAsSint32LE(_sceneMode);
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_backgroundBounds.synchronize(s);
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_sceneBounds.synchronize(s);
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_oldSceneBounds.synchronize(s);
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s.syncAsSint16LE(_fieldA);
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s.syncAsSint16LE(_fieldE);
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for (int i = 0; i < 256; ++i)
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s.syncAsUint16LE(_enabledSections[i]);
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for (int i = 0; i < 256; ++i)
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s.syncAsSint16LE(_zoomPercents[i]);
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if (s.getVersion() >= 7)
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_bgSceneObjects.synchronize(s);
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}
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void Scene::postInit(SceneObjectList *OwnerList) {
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_action = NULL;
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_field12 = 0;
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_sceneMode = 0;
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}
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void Scene::process(Event &event) {
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if (_action)
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_action->process(event);
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}
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void Scene::dispatch() {
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if (_action)
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_action->dispatch();
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}
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void Scene::loadScene(int sceneNum) {
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debug(1, "loadScene(%d)", sceneNum);
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_screenNumber = sceneNum;
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if (g_globals->_scenePalette.loadPalette(sceneNum))
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g_globals->_sceneManager._hasPalette = true;
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loadSceneData(sceneNum);
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}
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void Scene::loadSceneData(int sceneNum) {
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_activeScreenNumber = sceneNum;
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if (g_vm->getGameID() == GType_Ringworld2) {
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// Most scenes in Ringworld 2 don't have a scene size resource, but rather just have
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// a standard 320x200 size. Only read the scene size data for the specific few scenes
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switch (sceneNum) {
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case 700:
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case 1020:
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case 1100:
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case 1700:
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case 2600:
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case 2950:
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case 3100:
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case 3101:
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case 3275:
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case 3600: {
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// Get the basic scene size from the resource
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byte *data = g_resourceManager->getResource(RES_BITMAP, sceneNum, 9999);
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_backgroundBounds = Rect(0, 0, READ_LE_UINT16(data), READ_LE_UINT16(data + 2));
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DEALLOCATE(data);
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break;
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}
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default:
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// For all other scenes, use a standard screen size
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_backgroundBounds = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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break;
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}
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} else {
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// Get the basic scene size
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byte *data = g_resourceManager->getResource(RES_BITMAP, sceneNum, 9999);
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_backgroundBounds = Rect(0, 0, READ_LE_UINT16(data), READ_LE_UINT16(data + 2));
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DEALLOCATE(data);
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}
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g_globals->_sceneManager._scene->_sceneBounds.contain(_backgroundBounds);
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// Set up a surface for storing the scene background
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SceneManager::setBackSurface();
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// Load the data lists for the scene
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g_globals->_walkRegions.load(sceneNum);
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// Load the item regions of the scene
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g_globals->_sceneRegions.load(sceneNum);
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// Load the priority regions
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_priorities.load(sceneNum);
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// Initialize the section enabled list
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Common::fill(&_enabledSections[0], &_enabledSections[16 * 16], 0xffff);
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g_globals->_sceneOffset.x = (_sceneBounds.left / 160) * 160;
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g_globals->_sceneOffset.y = (_sceneBounds.top / 100) * 100;
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g_globals->_paneRefreshFlag[0] = 1;
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g_globals->_paneRefreshFlag[1] = 1;
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g_globals->_sceneManager._loadMode = 1;
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g_globals->_sceneManager._sceneLoadCount = 0;
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g_globals->_sceneManager._sceneBgOffset = Common::Point(0, 0);
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// Load the background for the scene
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loadBackground(0, 0);
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}
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void Scene::loadBackground(int xAmount, int yAmount) {
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// Adjust the scene bounds by the passed scroll amounts
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_sceneBounds.translate(xAmount, yAmount);
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_sceneBounds.contain(_backgroundBounds);
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_sceneBounds.left &= ~3;
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_sceneBounds.right &= ~3;
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g_globals->_sceneOffset.x &= ~3;
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if ((_sceneBounds.top != _oldSceneBounds.top) || (_sceneBounds.left != _oldSceneBounds.left)) {
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if (g_globals->_sceneManager._loadMode == 0) {
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g_globals->_paneRefreshFlag[0] = 2;
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g_globals->_paneRefreshFlag[1] = 2;
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g_globals->_sceneManager._loadMode = 2;
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}
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_oldSceneBounds = _sceneBounds;
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}
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g_globals->_sceneOffset.x = (_sceneBounds.left / 160) * 160;
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g_globals->_sceneOffset.y = (_sceneBounds.top / 100) * 100;
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if ((_backgroundBounds.width() / 160) == 3)
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g_globals->_sceneOffset.x = 0;
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if ((_backgroundBounds.height() / 100) == 3)
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g_globals->_sceneOffset.y = 0;
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if ((g_globals->_sceneOffset.x != g_globals->_prevSceneOffset.x) ||
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(g_globals->_sceneOffset.y != g_globals->_prevSceneOffset.y)) {
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// Change has happend, so refresh background
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g_globals->_prevSceneOffset = g_globals->_sceneOffset;
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refreshBackground(xAmount, yAmount);
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}
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}
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void Scene::refreshBackground(int xAmount, int yAmount) {
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if (g_globals->_sceneManager._scene->_activeScreenNumber == -1)
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return;
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// Set the quadrant ranges
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int xHalfCount = MIN(_backSurface.getBounds().width() / 160, _backgroundBounds.width() / 160);
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int yHalfCount = MIN(_backSurface.getBounds().height() / 100, _backgroundBounds.height() / 100);
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int xHalfOffset = (_backgroundBounds.width() / 160) == 3 ? 0 : _sceneBounds.left / 160;
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int yHalfOffset = (_backgroundBounds.height() / 100) == 3 ? 0 : _sceneBounds.top / 100;
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// Set the limits and increment amounts
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int xInc = (xAmount < 0) ? -1 : 1;
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int xSectionStart = (xAmount < 0) ? 15 : 0;
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int xSectionEnd = (xAmount < 0) ? -1 : 16;
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int yInc = (yAmount < 0) ? -1 : 1;
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int ySectionStart = (yAmount < 0) ? 15 : 0;
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int ySectionEnd = (yAmount < 0) ? -1 : 16;
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bool changedFlag = false;
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for (int yp = ySectionStart; yp != ySectionEnd; yp += yInc) {
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for (int xp = xSectionStart; xp != xSectionEnd; xp += xInc) {
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if ((yp < yHalfOffset) || (yp >= (yHalfOffset + yHalfCount)) ||
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(xp < xHalfOffset) || (xp >= (xHalfOffset + xHalfCount))) {
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// Flag section as enabled
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_enabledSections[xp * 16 + yp] = 0xffff;
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} else {
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// Check if the section is already loaded
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if ((_enabledSections[xp * 16 + yp] == 0xffff) || ((xAmount == 0) && (yAmount == 0))) {
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// Chunk isn't loaded, so load it in
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Graphics::Surface s = _backSurface.lockSurface();
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GfxSurface::loadScreenSection(s, xp - xHalfOffset, yp - yHalfOffset, xp, yp);
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_backSurface.unlockSurface();
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changedFlag = true;
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} else {
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int yv = (_enabledSections[xp * 16 + yp] == ((xp - xHalfOffset) << 4)) ? 0 : 1;
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if (yv | (yp - yHalfOffset)) {
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// Copy an existing 160x100 screen section previously loaded
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int xSectionDest = xp - xHalfOffset;
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int ySectionDest = yp - yHalfOffset;
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int xSectionSrc = _enabledSections[xp * 16 + yp] >> 4;
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int ySectionSrc = _enabledSections[xp * 16 + yp] & 0xf;
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Rect srcBounds(xSectionSrc * 160, ySectionSrc * 100,
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(xSectionSrc + 1) * 160, (ySectionSrc + 1) * 100);
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Rect destBounds(xSectionDest * 160, ySectionDest * 100,
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(xSectionDest + 1) * 160, (ySectionDest + 1) * 100);
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if (g_vm->getGameID() != GType_Ringworld) {
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// For Blue Force and Return to Ringworld, if the scene has an interface area,
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// exclude it from the copy
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srcBounds.bottom = MIN<int16>(srcBounds.bottom, BF_GLOBALS._interfaceY);
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destBounds.bottom = MIN<int16>(destBounds.bottom, BF_GLOBALS._interfaceY);
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}
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_backSurface.copyFrom(_backSurface, srcBounds, destBounds);
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}
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}
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_enabledSections[xp * 16 + yp] =
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((xp - xHalfOffset) << 4) | (yp - yHalfOffset);
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}
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}
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}
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if (changedFlag) {
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drawBackgroundObjects();
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}
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}
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void Scene::drawBackgroundObjects() {
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Common::Array<SceneObject *> objList;
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// Initial loop to set the priority for entries in the list
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for (SynchronizedList<SceneObject *>::iterator i = _bgSceneObjects.begin(); i != _bgSceneObjects.end(); ++i) {
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SceneObject *obj = *i;
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objList.push_back(obj);
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// Handle updating object priority
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if (!(obj->_flags & OBJFLAG_FIXED_PRIORITY)) {
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obj->_priority = MIN((int)obj->_position.y - 1,
|
|
(int)g_globals->_sceneManager._scene->_backgroundBounds.bottom);
|
|
}
|
|
}
|
|
|
|
// Sort the list by priority
|
|
_bgSceneObjects.sortList(objList);
|
|
|
|
// Drawing loop
|
|
for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) {
|
|
SceneObject *obj = objList[objIndex];
|
|
|
|
obj->reposition();
|
|
obj->draw();
|
|
}
|
|
}
|
|
|
|
void Scene::setZoomPercents(int yStart, int minPercent, int yEnd, int maxPercent) {
|
|
int currDiff = 0;
|
|
int v = 0;
|
|
while (v < yStart)
|
|
_zoomPercents[v++] = minPercent;
|
|
|
|
int diff1 = ABS(maxPercent - minPercent);
|
|
int diff2 = ABS(yEnd - yStart);
|
|
int remainingDiff = MAX(diff1, diff2);
|
|
|
|
while (remainingDiff-- != 0) {
|
|
_zoomPercents[v] = minPercent;
|
|
if (diff2 <= diff1) {
|
|
++minPercent;
|
|
currDiff += diff2;
|
|
if (currDiff >= diff1) {
|
|
currDiff -= diff1;
|
|
++v;
|
|
}
|
|
} else {
|
|
++v;
|
|
currDiff += diff1;
|
|
if (currDiff >= diff2) {
|
|
currDiff -= diff2;
|
|
++minPercent;
|
|
}
|
|
}
|
|
}
|
|
|
|
while (yEnd < 256)
|
|
_zoomPercents[yEnd++] = minPercent;
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
void Game::restartGame() {
|
|
if (MessageDialog::show(RESTART_MSG, CANCEL_BTN_STRING, RESTART_BTN_STRING) == 1)
|
|
g_globals->_game->restart();
|
|
}
|
|
|
|
void Game::saveGame() {
|
|
if (!g_vm->canSaveGameStateCurrently())
|
|
MessageDialog::show(SAVING_NOT_ALLOWED_MSG, OK_BTN_STRING);
|
|
else {
|
|
// Show the save dialog
|
|
handleSaveLoad(true, g_globals->_sceneHandler->_saveGameSlot, g_globals->_sceneHandler->_saveName);
|
|
}
|
|
}
|
|
|
|
void Game::restoreGame() {
|
|
if (!g_vm->canLoadGameStateCurrently())
|
|
MessageDialog::show(RESTORING_NOT_ALLOWED_MSG, OK_BTN_STRING);
|
|
else {
|
|
// Show the load dialog
|
|
handleSaveLoad(false, g_globals->_sceneHandler->_loadGameSlot, g_globals->_sceneHandler->_saveName);
|
|
}
|
|
}
|
|
|
|
void Game::quitGame() {
|
|
if (MessageDialog::show(QUIT_CONFIRM_MSG, CANCEL_BTN_STRING, QUIT_BTN_STRING) == 1)
|
|
g_vm->quitGame();
|
|
}
|
|
|
|
void Game::handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName) {
|
|
const EnginePlugin *plugin = 0;
|
|
EngineMan.findGame(g_vm->getGameId(), &plugin);
|
|
GUI::SaveLoadChooser *dialog;
|
|
if (saveFlag)
|
|
dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"));
|
|
else
|
|
dialog = new GUI::SaveLoadChooser(_("Load game:"), _("Load"));
|
|
|
|
dialog->setSaveMode(saveFlag);
|
|
|
|
saveSlot = dialog->runModalWithPluginAndTarget(plugin, ConfMan.getActiveDomainName());
|
|
saveName = dialog->getResultString();
|
|
|
|
delete dialog;
|
|
}
|
|
|
|
void Game::execute() {
|
|
// Main game loop
|
|
bool activeFlag = false;
|
|
do {
|
|
// Process all currently atcive game handlers
|
|
activeFlag = false;
|
|
for (SynchronizedList<GameHandler *>::iterator i = _handlers.begin(); i != _handlers.end(); ++i) {
|
|
GameHandler *gh = *i;
|
|
if (gh->_lockCtr.getCtr() == 0) {
|
|
gh->execute();
|
|
activeFlag = true;
|
|
}
|
|
}
|
|
} while (activeFlag && !g_vm->shouldQuit());
|
|
}
|
|
|
|
} // End of namespace TsAGE
|