mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 02:11:38 +00:00
9a4bc8ce16
svn-id: r17231
615 lines
20 KiB
C++
615 lines
20 KiB
C++
/* ScummVM - Scumm Interpreter
|
|
* Copyright (C) 2003-2005 The ScummVM project
|
|
*
|
|
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
*
|
|
* $Header$
|
|
*
|
|
*/
|
|
|
|
#include "stdafx.h"
|
|
#include "sword1.h"
|
|
|
|
#include "backends/fs/fs.h"
|
|
|
|
#include "base/plugins.h"
|
|
#include "common/config-manager.h"
|
|
#include "common/file.h"
|
|
#include "common/timer.h"
|
|
#include "common/system.h"
|
|
|
|
#include "sword1/resman.h"
|
|
#include "sword1/objectman.h"
|
|
#include "sword1/mouse.h"
|
|
#include "sword1/logic.h"
|
|
#include "sword1/sound.h"
|
|
#include "sword1/screen.h"
|
|
#include "sword1/swordres.h"
|
|
#include "sword1/menu.h"
|
|
#include "sword1/music.h"
|
|
#include "sword1/control.h"
|
|
|
|
#include "gui/message.h"
|
|
#include "gui/newgui.h"
|
|
|
|
using namespace Sword1;
|
|
|
|
/* Broken Sword 1 */
|
|
static const GameSettings sword1FullSettings =
|
|
{"sword1", "Broken Sword I", GF_DEFAULT_TO_1X_SCALER};
|
|
static const GameSettings sword1DemoSettings =
|
|
{"sword1demo", "Broken Sword I (Demo)", GF_DEFAULT_TO_1X_SCALER | Sword1::GF_DEMO };
|
|
|
|
// check these subdirectories (if present)
|
|
static const char *g_dirNames[] = { "clusters", "speech" };
|
|
|
|
#define NUM_FILES_TO_CHECK 5
|
|
static const char *g_filesToCheck[NUM_FILES_TO_CHECK] = { // these files have to be found
|
|
"swordres.rif",
|
|
"general.clu",
|
|
"compacts.clu",
|
|
"scripts.clu",
|
|
"cows.mad", // this one should only exist in the demo version
|
|
// the engine needs several more files to work, but checking these should be sufficient
|
|
};
|
|
|
|
GameList Engine_SWORD1_gameList() {
|
|
GameList games;
|
|
games.push_back(sword1FullSettings);
|
|
games.push_back(sword1DemoSettings);
|
|
return games;
|
|
}
|
|
|
|
void Sword1CheckDirectory(const FSList &fslist, bool *filesFound) {
|
|
for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
|
|
if (!file->isDirectory()) {
|
|
const char *fileName = file->displayName().c_str();
|
|
for (int cnt = 0; cnt < NUM_FILES_TO_CHECK; cnt++)
|
|
if (scumm_stricmp(fileName, g_filesToCheck[cnt]) == 0)
|
|
filesFound[cnt] = true;
|
|
} else {
|
|
for (int cnt = 0; cnt < ARRAYSIZE(g_dirNames); cnt++)
|
|
if (scumm_stricmp(file->displayName().c_str(), g_dirNames[cnt]) == 0)
|
|
Sword1CheckDirectory(file->listDir(AbstractFilesystemNode::kListFilesOnly), filesFound);
|
|
}
|
|
}
|
|
}
|
|
|
|
DetectedGameList Engine_SWORD1_detectGames(const FSList &fslist) {
|
|
int i;
|
|
DetectedGameList detectedGames;
|
|
bool filesFound[NUM_FILES_TO_CHECK];
|
|
for (i = 0; i < NUM_FILES_TO_CHECK; i++)
|
|
filesFound[i] = false;
|
|
|
|
Sword1CheckDirectory(fslist, filesFound);
|
|
bool mainFilesFound = true;
|
|
for (i = 0; i < NUM_FILES_TO_CHECK -1; i++)
|
|
if (!filesFound[i])
|
|
mainFilesFound = false;
|
|
|
|
if (mainFilesFound && filesFound[NUM_FILES_TO_CHECK - 1])
|
|
detectedGames.push_back(sword1DemoSettings);
|
|
else if (mainFilesFound)
|
|
detectedGames.push_back(sword1FullSettings);
|
|
|
|
return detectedGames;
|
|
}
|
|
|
|
Engine *Engine_SWORD1_create(GameDetector *detector, OSystem *syst) {
|
|
return new SwordEngine(detector, syst);
|
|
}
|
|
|
|
REGISTER_PLUGIN(SWORD1, "Broken Sword")
|
|
|
|
namespace Sword1 {
|
|
|
|
SystemVars SwordEngine::_systemVars;
|
|
|
|
void SwordEngine::errorString(const char *buf1, char *buf2) {
|
|
strcpy(buf2, buf1);
|
|
}
|
|
|
|
SwordEngine::SwordEngine(GameDetector *detector, OSystem *syst)
|
|
: Engine(syst) {
|
|
|
|
_features = detector->_game.features;
|
|
|
|
if (!_mixer->isReady())
|
|
warning("Sound initialization failed");
|
|
|
|
// Add default file directories
|
|
File::addDefaultDirectory(_gameDataPath + "CLUSTERS/");
|
|
File::addDefaultDirectory(_gameDataPath + "MUSIC/");
|
|
File::addDefaultDirectory(_gameDataPath + "SPEECH/");
|
|
File::addDefaultDirectory(_gameDataPath + "VIDEO/");
|
|
File::addDefaultDirectory(_gameDataPath + "clusters/");
|
|
File::addDefaultDirectory(_gameDataPath + "music/");
|
|
File::addDefaultDirectory(_gameDataPath + "speech/");
|
|
File::addDefaultDirectory(_gameDataPath + "video/");
|
|
}
|
|
|
|
SwordEngine::~SwordEngine() {
|
|
delete _control;
|
|
delete _logic;
|
|
delete _menu;
|
|
delete _sound;
|
|
delete _music;
|
|
delete _screen;
|
|
delete _mouse;
|
|
delete _objectMan;
|
|
delete _resMan;
|
|
}
|
|
|
|
int SwordEngine::init(GameDetector &detector) {
|
|
|
|
_system->beginGFXTransaction();
|
|
initCommonGFX(detector);
|
|
_system->initSize(640, 480);
|
|
_system->endGFXTransaction();
|
|
|
|
checkCdFiles();
|
|
|
|
debug(5, "Starting resource manager");
|
|
_resMan = new ResMan("swordres.rif");
|
|
debug(5, "Starting object manager");
|
|
_objectMan = new ObjectMan(_resMan);
|
|
_mixer->setVolumeForSoundType(SoundMixer::kSFXSoundType, SoundMixer::kMaxMixerVolume);
|
|
_mixer->setVolumeForSoundType(SoundMixer::kMusicSoundType, SoundMixer::kMaxMixerVolume);
|
|
_mouse = new Mouse(_system, _resMan, _objectMan);
|
|
_screen = new Screen(_system, _resMan, _objectMan);
|
|
_music = new Music(_mixer);
|
|
_sound = new Sound("", _mixer, _resMan);
|
|
_menu = new Menu(_screen, _mouse);
|
|
_logic = new Logic(_objectMan, _resMan, _screen, _mouse, _sound, _music, _menu, _system, _mixer);
|
|
_mouse->useLogicAndMenu(_logic, _menu);
|
|
|
|
uint musicVol = ConfMan.getInt("music_volume");
|
|
uint speechVol = ConfMan.getInt("speech_volume");
|
|
uint sfxVol = ConfMan.getInt("sfx_volume");
|
|
if (musicVol > 255)
|
|
musicVol = 255;
|
|
if (speechVol > 255)
|
|
speechVol = 255;
|
|
if (sfxVol > 255)
|
|
sfxVol = 255;
|
|
|
|
_music->setVolume(musicVol, musicVol); // these routines expect left and right volume,
|
|
_sound->setSpeechVol(speechVol, speechVol); // but our config manager doesn't support it.
|
|
_sound->setSfxVol(sfxVol, sfxVol);
|
|
|
|
_systemVars.justRestoredGame = 0;
|
|
_systemVars.currentCD = 0;
|
|
_systemVars.controlPanelMode = CP_NEWGAME;
|
|
_systemVars.forceRestart = false;
|
|
_systemVars.wantFade = true;
|
|
_systemVars.engineQuit = false;
|
|
|
|
switch (Common::parseLanguage(ConfMan.get("language"))) {
|
|
case Common::DE_DEU:
|
|
_systemVars.language = BS1_GERMAN;
|
|
break;
|
|
case Common::FR_FRA:
|
|
_systemVars.language = BS1_FRENCH;
|
|
break;
|
|
case Common::IT_ITA:
|
|
_systemVars.language = BS1_ITALIAN;
|
|
break;
|
|
case Common::ES_ESP:
|
|
_systemVars.language = BS1_SPANISH;
|
|
break;
|
|
case Common::PT_BRA:
|
|
_systemVars.language = BS1_PORT;
|
|
break;
|
|
case Common::CZ_CZE:
|
|
_systemVars.language = BS1_CZECH;
|
|
break;
|
|
default:
|
|
_systemVars.language = BS1_ENGLISH;
|
|
}
|
|
|
|
_systemVars.showText = ConfMan.getBool("subtitles");
|
|
|
|
_systemVars.playSpeech = 1;
|
|
_mouseState = 0;
|
|
|
|
_logic->initialize();
|
|
_objectMan->initialize();
|
|
_mouse->initialize();
|
|
_control = new Control(_saveFileMan, _resMan, _objectMan, _system, _mouse, _sound, _music);
|
|
|
|
return 0;
|
|
}
|
|
|
|
void SwordEngine::reinitialize(void) {
|
|
_resMan->flush(); // free everything that's currently alloced and opened. (*evil*)
|
|
|
|
_logic->initialize(); // now reinitialize these objects as they (may) have locked
|
|
_objectMan->initialize(); // resources which have just been wiped.
|
|
_mouse->initialize();
|
|
_system->warpMouse(320, 240);
|
|
_systemVars.wantFade = true;
|
|
}
|
|
|
|
void SwordEngine::flagsToBool(bool *dest, uint8 flags) {
|
|
uint8 bitPos = 0;
|
|
while (flags) {
|
|
if (flags & 1)
|
|
dest[bitPos] = true;
|
|
flags >>= 1;
|
|
bitPos++;
|
|
}
|
|
}
|
|
|
|
static const char *errorMsgs[] = {
|
|
"The file \"%s\" is missing and the game doesn't work without it.\n"
|
|
"Please copy it from CD %d and try starting the game again.\n"
|
|
"The Readme file also contains further information.",
|
|
|
|
"%d important files are missing, the game can't start without them.\n"
|
|
"Please copy these files from their corresponding CDs:\n",
|
|
|
|
"The file \"%s\" is missing.\n"
|
|
"Even though the game may initially seem to\n"
|
|
"work fine, it will crash when it needs the\n"
|
|
"data from this file and you will be thrown back to your last savegame.\n"
|
|
"Please copy the file from CD %d and start the game again.",
|
|
|
|
"%d files are missing.\n"
|
|
"Even though the game may initially seem to\n"
|
|
"work fine, it will crash when it needs the\n"
|
|
"data from these files and you will be thrown back to your last savegame.\n"
|
|
"Please copy these files from their corresponding CDs:\n"
|
|
};
|
|
|
|
const CdFile SwordEngine::_cdFileList[] = {
|
|
{ "paris2.clu", FLAG_CD1 },
|
|
{ "ireland.clu", FLAG_CD2 },
|
|
{ "paris3.clu", FLAG_CD1 },
|
|
{ "paris4.clu", FLAG_CD1 },
|
|
{ "scotland.clu", FLAG_CD2 },
|
|
{ "spain.clu", FLAG_CD2 },
|
|
{ "syria.clu", FLAG_CD2 },
|
|
{ "train.clu", FLAG_CD2 },
|
|
{ "compacts.clu", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
|
|
{ "general.clu", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
|
|
{ "maps.clu", FLAG_CD1 | FLAG_DEMO },
|
|
{ "paris1.clu", FLAG_CD1 | FLAG_DEMO },
|
|
{ "scripts.clu", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
|
|
{ "swordres.rif", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
|
|
{ "text.clu", FLAG_CD1 | FLAG_DEMO },
|
|
{ "cows.mad", FLAG_DEMO },
|
|
{ "speech1.clu", FLAG_SPEECH1 },
|
|
{ "speech2.clu", FLAG_SPEECH2 }
|
|
#ifdef USE_MAD
|
|
,{ "speech1.cl3", FLAG_SPEECH1 },
|
|
{ "speech2.cl3", FLAG_SPEECH2 }
|
|
#endif
|
|
#ifdef USE_VORBIS
|
|
,{ "speech1.clv", FLAG_SPEECH1 },
|
|
{ "speech2.clv", FLAG_SPEECH2 }
|
|
#endif
|
|
};
|
|
|
|
void SwordEngine::showFileErrorMsg(uint8 type, bool *fileExists) {
|
|
char msg[1024];
|
|
int missCnt = 0, missNum = 0;
|
|
for (int i = 0; i < ARRAYSIZE(_cdFileList); i++)
|
|
if (!fileExists[i]) {
|
|
missCnt++;
|
|
missNum = i;
|
|
}
|
|
assert(missCnt > 0); // this function shouldn't get called if there's nothing missing.
|
|
warning("%d files missing", missCnt);
|
|
int msgId = (type == TYPE_IMMED) ? 0 : 2;
|
|
if (missCnt == 1) {
|
|
sprintf(msg, errorMsgs[msgId],
|
|
_cdFileList[missNum].name, (_cdFileList[missNum].flags & FLAG_CD2) ? 2 : 1);
|
|
warning(msg);
|
|
} else {
|
|
char *pos = msg + sprintf(msg, errorMsgs[msgId + 1], missCnt);
|
|
warning(msg);
|
|
for (int i = 0; i < ARRAYSIZE(_cdFileList); i++)
|
|
if (!fileExists[i]) {
|
|
warning("\"%s\" (CD %d)", _cdFileList[i].name, (_cdFileList[i].flags & FLAG_CD2) ? 2 : 1);
|
|
pos += sprintf(pos, "\"%s\" (CD %d)\n", _cdFileList[i].name, (_cdFileList[i].flags & FLAG_CD2) ? 2 : 1);
|
|
}
|
|
}
|
|
GUI::MessageDialog dialog(msg);
|
|
dialog.runModal();
|
|
if (type == TYPE_IMMED) // we can't start without this file, so error() out.
|
|
error(msg);
|
|
}
|
|
|
|
void SwordEngine::checkCdFiles(void) { // check if we're running from cd, hdd or what...
|
|
File test;
|
|
bool fileExists[30];
|
|
bool isFullVersion = false; // default to demo version
|
|
bool missingTypes[8] = { false, false, false, false, false, false, false, false };
|
|
bool foundTypes[8] = { false, false, false, false, false, false, false, false };
|
|
bool cd2FilesFound = false;
|
|
_systemVars.runningFromCd = false;
|
|
_systemVars.playSpeech = true;
|
|
|
|
// check all files and look out if we can find a file that wouldn't exist if this was the demo version
|
|
for (int fcnt = 0; fcnt < ARRAYSIZE(_cdFileList); fcnt++) {
|
|
if (test.open(_cdFileList[fcnt].name)) {
|
|
test.close();
|
|
fileExists[fcnt] = true;
|
|
flagsToBool(foundTypes, _cdFileList[fcnt].flags);
|
|
if (!(_cdFileList[fcnt].flags & FLAG_DEMO))
|
|
isFullVersion = true;
|
|
if (_cdFileList[fcnt].flags & FLAG_CD2)
|
|
cd2FilesFound = true;
|
|
} else {
|
|
flagsToBool(missingTypes, _cdFileList[fcnt].flags);
|
|
fileExists[fcnt] = false;
|
|
}
|
|
}
|
|
|
|
if (((_features & GF_DEMO) == 0) != isFullVersion) // shouldn't happen...
|
|
warning("Your Broken Sword 1 version looks like a %s version but you are starting it as a %s version", isFullVersion ? "full" : "demo", (_features & GF_DEMO) ? "demo" : "full");
|
|
|
|
if (foundTypes[TYPE_SPEECH1]) // we found some kind of speech1 file (.clu, .cl3, .clv)
|
|
missingTypes[TYPE_SPEECH1] = false; // so we don't care if there's a different kind missing
|
|
if (foundTypes[TYPE_SPEECH2]) // same for speech2
|
|
missingTypes[TYPE_SPEECH2] = false;
|
|
|
|
if (isFullVersion) // if this is the full version...
|
|
missingTypes[TYPE_DEMO] = false; // then we don't need demo files...
|
|
else // and vice versa
|
|
missingTypes[TYPE_SPEECH1] = missingTypes[TYPE_SPEECH2] = missingTypes[TYPE_CD1] = missingTypes[TYPE_CD2] = false;
|
|
|
|
bool somethingMissing = false;
|
|
for (int i = 0; i < 8; i++)
|
|
somethingMissing |= missingTypes[i];
|
|
if (somethingMissing) { // okay, there *are* files missing
|
|
// first, update the fileExists[] array depending on our changed missingTypes
|
|
for (int fileCnt = 0; fileCnt < ARRAYSIZE(_cdFileList); fileCnt++)
|
|
if (!fileExists[fileCnt]) {
|
|
fileExists[fileCnt] = true;
|
|
for (int flagCnt = 0; flagCnt < 8; flagCnt++)
|
|
if (missingTypes[flagCnt] && ((_cdFileList[fileCnt].flags & (1 << flagCnt)) != 0))
|
|
fileExists[fileCnt] = false; // this is one of the files we were looking for
|
|
}
|
|
if (missingTypes[TYPE_IMMED]) {
|
|
// important files missing, can't start the game without them
|
|
showFileErrorMsg(TYPE_IMMED, fileExists);
|
|
} else if ((!missingTypes[TYPE_CD1]) && !cd2FilesFound) {
|
|
/* we have all the data from cd one, but not a single one from CD2.
|
|
I'm not sure how we should handle this, for now I'll just assume that the
|
|
user has set up the extrapath correctly and copied the necessary files to HDD.
|
|
A quite optimistic assumption, I'd say. Maybe we should change this for the release
|
|
to warn the user? */
|
|
warning("CD2 data files not found. I hope you know what you're doing and that\n"
|
|
"you have set up the extrapath and additional data correctly.\n"
|
|
"If you didn't, you should better read the ScummVM readme file");
|
|
_systemVars.runningFromCd = true;
|
|
_systemVars.playSpeech = true;
|
|
} else if (missingTypes[TYPE_CD1] || missingTypes[TYPE_CD2]) {
|
|
// several files from CD1 both CDs are missing. we can probably start, but it'll crash sooner or later
|
|
showFileErrorMsg(TYPE_CD1, fileExists);
|
|
} else if (missingTypes[TYPE_SPEECH1] || missingTypes[TYPE_SPEECH2]) {
|
|
// not so important, but there won't be any voices
|
|
if (missingTypes[TYPE_SPEECH1] && missingTypes[TYPE_SPEECH2])
|
|
warning("Unable to find the speech files. The game will work, but you won't hear any voice output.\n"
|
|
"Please copy the SPEECH.CLU files from both CDs and rename them to SPEECH1.CLU and SPEECH2.CLU,\n"
|
|
"corresponding to the CD number.\n"
|
|
"Please read the ScummVM Readme file for more information");
|
|
else
|
|
warning("Unable to find the speech file from CD %d.\n"
|
|
"You won't hear any voice output in that part of the game.\n"
|
|
"Please read the ScummVM Readme file for more information", missingTypes[TYPE_SPEECH1] ? 1 : 2);
|
|
} else if (missingTypes[TYPE_DEMO]) {
|
|
// for the demo version, we simply expect to have all files immediately
|
|
showFileErrorMsg(TYPE_IMMED, fileExists);
|
|
}
|
|
} // everything's fine, let's play.
|
|
/*if (!isFullVersion)
|
|
_systemVars.isDemo = true;
|
|
*/
|
|
// make the demo flag depend on the Gamesettings for now, and not on what the datafiles look like
|
|
_systemVars.isDemo = (_features & GF_DEMO) != 0;
|
|
_systemVars.cutscenePackVersion = 0;
|
|
#ifdef USE_MPEG2
|
|
if (test.open("intro.snd")) {
|
|
_systemVars.cutscenePackVersion = 1;
|
|
test.close();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
int SwordEngine::go() {
|
|
|
|
uint16 startPos = ConfMan.getInt("boot_param");
|
|
if (startPos)
|
|
_logic->startPositions(startPos);
|
|
else {
|
|
if (_control->savegamesExist()) {
|
|
_systemVars.controlPanelMode = CP_NEWGAME;
|
|
if (_control->runPanel() == CONTROL_GAME_RESTORED)
|
|
_control->doRestore();
|
|
else if (!_systemVars.engineQuit)
|
|
_logic->startPositions(0);
|
|
} else // no savegames, start new game.
|
|
_logic->startPositions(0);
|
|
}
|
|
_systemVars.controlPanelMode = CP_NORMAL;
|
|
|
|
while (!_systemVars.engineQuit) {
|
|
uint8 action = mainLoop();
|
|
|
|
if (!_systemVars.engineQuit) {
|
|
// the mainloop was left, we have to reinitialize.
|
|
reinitialize();
|
|
if (action == CONTROL_GAME_RESTORED)
|
|
_control->doRestore();
|
|
else if (action == CONTROL_RESTART_GAME)
|
|
_logic->startPositions(1);
|
|
_systemVars.forceRestart = false;
|
|
_systemVars.controlPanelMode = CP_NORMAL;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void SwordEngine::checkCd(void) {
|
|
uint8 needCd = _cdList[Logic::_scriptVars[NEW_SCREEN]];
|
|
if (_systemVars.runningFromCd) { // are we running from cd?
|
|
if (needCd == 0) { // needCd == 0 means we can use either CD1 or CD2.
|
|
if (_systemVars.currentCD == 0) {
|
|
_systemVars.currentCD = 1; // if there is no CD currently inserted, ask for CD1.
|
|
_control->askForCd();
|
|
} // else: there is already a cd inserted and we don't care if it's cd1 or cd2.
|
|
} else if (needCd != _systemVars.currentCD) { // we need a different CD than the one in drive.
|
|
_music->startMusic(0, 0); //
|
|
_sound->closeCowSystem(); // close music and sound files before changing CDs
|
|
_systemVars.currentCD = needCd; // askForCd will ask the player to insert _systemVars.currentCd,
|
|
_control->askForCd(); // so it has to be updated before calling it.
|
|
}
|
|
} else { // we're running from HDD, we don't have to care about music files and Sound will take care of
|
|
if (needCd) // switching sound.clu files on Sound::newScreen by itself, so there's nothing to be done.
|
|
_systemVars.currentCD = needCd;
|
|
else if (_systemVars.currentCD == 0)
|
|
_systemVars.currentCD = 1;
|
|
}
|
|
}
|
|
|
|
uint8 SwordEngine::mainLoop(void) {
|
|
uint8 retCode = 0;
|
|
_keyPressed = 0;
|
|
|
|
while ((retCode == 0) && (!_systemVars.engineQuit)) {
|
|
// do we need the section45-hack from sword.c here?
|
|
checkCd();
|
|
|
|
_screen->newScreen(Logic::_scriptVars[NEW_SCREEN]);
|
|
_logic->newScreen(Logic::_scriptVars[NEW_SCREEN]);
|
|
_sound->newScreen(Logic::_scriptVars[NEW_SCREEN]);
|
|
Logic::_scriptVars[SCREEN] = Logic::_scriptVars[NEW_SCREEN];
|
|
|
|
do {
|
|
uint32 newTime;
|
|
bool scrollFrameShown = false;
|
|
|
|
uint32 frameTime = _system->getMillis();
|
|
_logic->engine();
|
|
_logic->updateScreenParams(); // sets scrolling
|
|
|
|
_screen->draw();
|
|
_mouse->animate();
|
|
_sound->engine();
|
|
_menu->refresh(MENU_TOP);
|
|
_menu->refresh(MENU_BOT);
|
|
|
|
newTime = _system->getMillis();
|
|
if (newTime - frameTime < 1000 / FRAME_RATE) {
|
|
scrollFrameShown = _screen->showScrollFrame();
|
|
delay((1000 / (FRAME_RATE * 2)) - (_system->getMillis() - frameTime));
|
|
}
|
|
|
|
newTime = _system->getMillis();
|
|
if ((newTime - frameTime < 1000 / FRAME_RATE) || (!scrollFrameShown))
|
|
_screen->updateScreen();
|
|
delay((1000 / FRAME_RATE) - (_system->getMillis() - frameTime));
|
|
|
|
_mouse->engine( _mouseX, _mouseY, _mouseState);
|
|
|
|
if (_systemVars.forceRestart)
|
|
retCode = CONTROL_RESTART_GAME;
|
|
|
|
// The control panel is triggered by F5 or ESC.
|
|
// FIXME: This is a very strange way of detecting F5...
|
|
else if (((_keyPressed == 63 || _keyPressed == 27) && (Logic::_scriptVars[MOUSE_STATUS] & 1)) || (_systemVars.controlPanelMode)) {
|
|
retCode = _control->runPanel();
|
|
if (!retCode)
|
|
_screen->fullRefresh();
|
|
}
|
|
_mouseState = _keyPressed = 0;
|
|
} while ((Logic::_scriptVars[SCREEN] == Logic::_scriptVars[NEW_SCREEN]) && (retCode == 0) && (!_systemVars.engineQuit));
|
|
|
|
if ((retCode == 0) && (Logic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade && (!_systemVars.engineQuit)) {
|
|
_screen->fadeDownPalette();
|
|
int32 relDelay = (int32)_system->getMillis();
|
|
while (_screen->stillFading()) {
|
|
relDelay += (1000 / FRAME_RATE);
|
|
_screen->updateScreen();
|
|
delay(relDelay - (int32)_system->getMillis());
|
|
}
|
|
}
|
|
|
|
_sound->quitScreen();
|
|
_screen->quitScreen(); // close graphic resources
|
|
_objectMan->closeSection(Logic::_scriptVars[SCREEN]); // close the section that PLAYER has just left, if it's empty now
|
|
}
|
|
return retCode;
|
|
}
|
|
|
|
void SwordEngine::delay(int32 amount) { //copied and mutilated from sky.cpp
|
|
|
|
OSystem::Event event;
|
|
uint32 start = _system->getMillis();
|
|
|
|
do {
|
|
while (_system->pollEvent(event)) {
|
|
switch (event.type) {
|
|
case OSystem::EVENT_KEYDOWN:
|
|
// Make sure backspace works right (this fixes a small issue on OS X)
|
|
if (event.kbd.keycode == 8)
|
|
_keyPressed = 8;
|
|
else
|
|
_keyPressed = (uint8)event.kbd.ascii;
|
|
break;
|
|
case OSystem::EVENT_MOUSEMOVE:
|
|
_mouseX = event.mouse.x;
|
|
_mouseY = event.mouse.y;
|
|
break;
|
|
case OSystem::EVENT_LBUTTONDOWN:
|
|
_mouseState |= BS1L_BUTTON_DOWN;
|
|
#if defined(_WIN32_WCE) || defined(__PALM_OS__)
|
|
_mouseX = event.mouse.x;
|
|
_mouseY = event.mouse.y;
|
|
#endif
|
|
break;
|
|
case OSystem::EVENT_RBUTTONDOWN:
|
|
_mouseState |= BS1R_BUTTON_DOWN;
|
|
#if defined(_WIN32_WCE) || defined(__PALM_OS__)
|
|
_mouseX = event.mouse.x;
|
|
_mouseY = event.mouse.y;
|
|
#endif
|
|
break;
|
|
case OSystem::EVENT_LBUTTONUP:
|
|
_mouseState |= BS1L_BUTTON_UP;
|
|
break;
|
|
case OSystem::EVENT_RBUTTONUP:
|
|
_mouseState |= BS1R_BUTTON_UP;
|
|
break;
|
|
case OSystem::EVENT_QUIT:
|
|
_systemVars.engineQuit = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
#ifndef __PALM_OS__
|
|
if (amount > 0)
|
|
_system->delayMillis(10);
|
|
#endif
|
|
} while (_system->getMillis() < start + amount);
|
|
}
|
|
|
|
} // End of namespace Sword1
|