scummvm/engines/cine/main_loop.cpp
D G Turner f8f0f09ef2 CINE: Fix GCC Compiler Warnings
These are mainly signed vs. unsigned comparison warnings apart from
a set, but unused variable in the main loop code which can be removed.
2021-03-17 21:53:28 +00:00

577 lines
15 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.
*
* 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 "common/scummsys.h"
#include "common/events.h"
#include "common/system.h"
#include "cine/main_loop.h"
#include "cine/object.h"
#include "cine/various.h"
#include "cine/bg_list.h"
#include "cine/sound.h"
#include "backends/audiocd/audiocd.h"
namespace Cine {
struct MouseStatusStruct {
int left;
int right;
};
MouseStatusStruct mouseData;
uint16 mouseRight = 0;
uint16 mouseLeft = 0;
uint16 mouseUpdateStatus;
uint16 dummyU16;
static void processEvent(Common::Event &event) {
switch (event.type) {
case Common::EVENT_LBUTTONDOWN:
mouseLeft = 1;
break;
case Common::EVENT_RBUTTONDOWN:
mouseRight = 1;
break;
case Common::EVENT_MBUTTONDOWN:
mouseLeft = mouseRight = 1;
break;
case Common::EVENT_LBUTTONUP:
mouseLeft = 0;
break;
case Common::EVENT_RBUTTONUP:
mouseRight = 0;
break;
case Common::EVENT_MBUTTONUP:
mouseLeft = mouseRight = 0;
break;
case Common::EVENT_MOUSEMOVE:
break;
case Common::EVENT_WHEELUP:
g_cine->_keyInputList.push_back(Common::KeyState(Common::KEYCODE_UP));
break;
case Common::EVENT_WHEELDOWN:
g_cine->_keyInputList.push_back(Common::KeyState(Common::KEYCODE_DOWN));
break;
case Common::EVENT_KEYDOWN:
switch (event.kbd.keycode) {
case Common::KEYCODE_RETURN:
case Common::KEYCODE_KP_ENTER:
case Common::KEYCODE_KP5:
if (allowPlayerInput) {
mouseLeft = 1;
}
break;
case Common::KEYCODE_ESCAPE:
if (allowPlayerInput) {
mouseRight = 1;
}
break;
case Common::KEYCODE_F1:
if (allowPlayerInput) {
playerCommand = 0; // EXAMINE
makeCommandLine();
}
break;
case Common::KEYCODE_F2:
if (allowPlayerInput) {
playerCommand = 1; // TAKE
makeCommandLine();
}
break;
case Common::KEYCODE_F3:
if (allowPlayerInput && !inMenu) {
playerCommand = 2; // INVENTORY
makeCommandLine();
}
break;
case Common::KEYCODE_F4:
if (allowPlayerInput && !inMenu) {
playerCommand = 3; // USE
makeCommandLine();
}
break;
case Common::KEYCODE_F5:
if (allowPlayerInput) {
playerCommand = 4; // ACTIVATE
makeCommandLine();
}
break;
case Common::KEYCODE_F6:
if (allowPlayerInput) {
playerCommand = 5; // SPEAK
makeCommandLine();
}
break;
case Common::KEYCODE_F9:
if (allowPlayerInput && !inMenu) {
makeActionMenu();
makeCommandLine();
}
break;
case Common::KEYCODE_F10:
if (!inMenu) {
g_cine->makeSystemMenu();
}
break;
case Common::KEYCODE_F11:
renderer->showCollisionPage(true);
break;
case Common::KEYCODE_KP0:
g_cine->setDefaultGameSpeed();
break;
case Common::KEYCODE_MINUS:
case Common::KEYCODE_KP_MINUS:
g_cine->modifyGameSpeed(-1); // Slower
break;
case Common::KEYCODE_PLUS:
case Common::KEYCODE_KP_PLUS:
g_cine->modifyGameSpeed(+1); // Faster
break;
case Common::KEYCODE_KP4:
moveUsingKeyboard(-1, 0); // Left
break;
case Common::KEYCODE_KP6:
moveUsingKeyboard(+1, 0); // Right
break;
case Common::KEYCODE_KP8:
moveUsingKeyboard(0, +1); // Up
break;
case Common::KEYCODE_KP2:
moveUsingKeyboard(0, -1); // Down
break;
case Common::KEYCODE_KP9:
moveUsingKeyboard(+1, +1); // Up & Right
break;
case Common::KEYCODE_KP7:
moveUsingKeyboard(-1, +1); // Up & Left
break;
case Common::KEYCODE_KP1:
moveUsingKeyboard(-1, -1); // Down & Left
break;
case Common::KEYCODE_KP3:
moveUsingKeyboard(+1, -1); // Down & Right
break;
case Common::KEYCODE_LEFT:
// fall through
case Common::KEYCODE_RIGHT:
// fall through
case Common::KEYCODE_UP:
// fall through
case Common::KEYCODE_DOWN:
// fall through
default:
g_cine->_keyInputList.push_back(event.kbd);
break;
}
break;
case Common::EVENT_KEYUP:
switch (event.kbd.keycode) {
case Common::KEYCODE_RETURN:
case Common::KEYCODE_KP_ENTER:
case Common::KEYCODE_KP5:
if (allowPlayerInput) {
mouseLeft = 0;
}
break;
case Common::KEYCODE_ESCAPE:
if (allowPlayerInput) {
mouseRight = 0;
}
break;
case Common::KEYCODE_F11:
renderer->showCollisionPage(false);
break;
case Common::KEYCODE_KP4: // Left
case Common::KEYCODE_KP6: // Right
case Common::KEYCODE_KP8: // Up
case Common::KEYCODE_KP2: // Down
case Common::KEYCODE_KP9: // Up & Right
case Common::KEYCODE_KP7: // Up & Left
case Common::KEYCODE_KP1: // Down & Left
case Common::KEYCODE_KP3: // Down & Right
// Stop ego movement made with keyboard when releasing a known key
moveUsingKeyboard(0, 0);
break;
default:
break;
}
default:
break;
}
}
void manageEvents(CallSource callSource, EventTarget eventTarget, bool useMaxMouseButtonState, Common::Array<Common::Rect> rects) {
Common::EventManager *eventMan = g_system->getEventManager();
Common::Point mousePos;
uint keysPressed = g_cine->_keyInputList.size();
bool foundTarget = false;
int eventsChecked = 0;
uint16 maxMouseLeft = mouseLeft;
uint16 maxMouseRight = mouseRight;
uint32 waitStart = g_system->getMillis();
uint32 waitEnd = waitStart + g_cine->getTimerDelay();
uint32 frameEnd = waitStart + 20;
bool frameEnded = false;
bool waitEnded = false;
bool checkWaitEnd = (eventTarget == UNTIL_WAIT_ENDED);
bool updateScreen = false;
bool updateAudio = false;
do {
Common::Event event = Common::Event();
int eventsCheckedBeforePolling = eventsChecked;
while (!foundTarget && !frameEnded && (eventMan->pollEvent(event) || eventsChecked == 0)) {
processEvent(event);
eventsChecked++;
maxMouseLeft = MAX<uint16>(mouseLeft, maxMouseLeft);
maxMouseRight = MAX<uint16>(mouseRight, maxMouseRight);
bool mouseButtonDown = (mouseLeft != 0 || mouseRight != 0);
bool mouseButtonUp = !mouseButtonDown;
switch (eventTarget) {
case UNTIL_MOUSE_BUTTON_UP_DOWN_UP:
// fall through
case UNTIL_MOUSE_BUTTON_UP_DOWN:
// fall through
case UNTIL_MOUSE_BUTTON_UP:
// fall through
case UNTIL_MOUSE_BUTTON_UP_AND_WAIT_ENDED:
foundTarget = mouseButtonUp;
break;
case UNTIL_MOUSE_BUTTON_DOWN_UP:
// fall through
case UNTIL_MOUSE_BUTTON_DOWN:
foundTarget = mouseButtonDown;
break;
case UNTIL_MOUSE_BUTTON_DOWN_OR_KEY_UP_OR_DOWN_OR_IN_RECTS:
foundTarget = mouseButtonDown;
if (!g_cine->_keyInputList.empty()) {
Common::KeyState key = g_cine->_keyInputList.back();
if (key.keycode == Common::KEYCODE_UP || key.keycode == Common::KEYCODE_DOWN) {
foundTarget = true;
}
}
mousePos = g_system->getEventManager()->getMousePos();
for (Common::Array<Common::Rect>::iterator it = rects.begin(); it != rects.end(); ++it) {
if (it->contains(mousePos)) {
foundTarget = true;
break;
}
}
break;
case UNTIL_MOUSE_BUTTON_DOWN_OR_KEY_INPUT:
foundTarget = mouseButtonDown || keysPressed < g_cine->_keyInputList.size();
break;
default:
break;
}
uint32 now = g_system->getMillis();
frameEnded = (now >= frameEnd);
waitEnded = (now >= waitEnd);
if (foundTarget) {
switch (eventTarget) {
case UNTIL_MOUSE_BUTTON_UP_DOWN_UP:
eventTarget = UNTIL_MOUSE_BUTTON_DOWN_UP;
foundTarget = false;
break;
case UNTIL_MOUSE_BUTTON_UP_DOWN:
eventTarget = UNTIL_MOUSE_BUTTON_DOWN;
foundTarget = false;
break;
case UNTIL_MOUSE_BUTTON_DOWN_UP:
eventTarget = UNTIL_MOUSE_BUTTON_UP;
foundTarget = false;
break;
case UNTIL_MOUSE_BUTTON_UP_AND_WAIT_ENDED:
eventTarget = UNTIL_WAIT_ENDED;
checkWaitEnd = true;
foundTarget = false;
break;
default:
break;
}
}
foundTarget |= (checkWaitEnd && waitEnded);
}
int eventsCheckedAfterPolling = eventsChecked;
bool eventQueueEmpty = (eventsCheckedBeforePolling == eventsCheckedAfterPolling);
if (eventQueueEmpty) {
uint32 now = g_system->getMillis();
frameEnded = (now >= frameEnd);
waitEnded = (now >= waitEnd);
}
if (eventTarget == UNTIL_WAIT_ENDED) {
foundTarget = waitEnded;
}
if (eventTarget == EMPTY_EVENT_QUEUE) {
foundTarget = eventQueueEmpty;
}
foundTarget |= (checkWaitEnd && waitEnded);
updateScreen = updateAudio = (foundTarget || frameEnded);
if (updateScreen) {
if (callSource != EXECUTE_PLAYER_INPUT) {
g_system->updateScreen();
} else {
// Make the command line (e.g. "EXAMINE DOOR" -> "EXAMINE BUTTON")
// responsive by updating it here.
if (allowPlayerInput && playerCommand != -1 && !mouseLeft && !mouseRight) {
// A player command is given, left and right mouse buttons are up
mousePos = eventMan->getMousePos();
playerCommandMouseLeftRightUp(mousePos.x, mousePos.y);
renderer->drawCommand();
}
renderer->blit();
}
}
if (updateAudio) {
g_system->getAudioCDManager()->update(); // For Future Wars CD version
}
if (frameEnded) {
frameEnd += 20;
}
g_system->delayMillis(10);
} while (!foundTarget && !g_cine->shouldQuit());
if (useMaxMouseButtonState) {
mouseData.left = maxMouseLeft;
mouseData.right = maxMouseRight;
} else {
mouseData.left = mouseLeft;
mouseData.right = mouseRight;
}
}
void getMouseData(uint16 param, uint16 *pButton, uint16 *pX, uint16 *pY) {
Common::Point mouse = g_system->getEventManager()->getMousePos();
*pX = mouse.x;
*pY = mouse.y;
*pButton = 0;
if (mouseData.right) {
(*pButton) |= 2;
}
if (mouseData.left) {
(*pButton) |= 1;
}
}
/** Removes elements from seqList that have their member variable var4 set to value -1. */
void purgeSeqList() {
Common::List<SeqListElement>::iterator it = g_cine->_seqList.begin();
while (it != g_cine->_seqList.end()) {
if (it->var4 == -1) {
// Erase the element and jump to the next element
it = g_cine->_seqList.erase(it);
} else {
// Let the element be and jump to the next element
++it;
}
}
}
void CineEngine::mainLoop(int bootScriptIdx) {
byte di;
if (_preLoad == false) {
resetBgIncrustList();
setTextWindow(0, 0, 20, 200);
errorVar = 0;
addScriptToGlobalScripts(bootScriptIdx);
menuVar = 0;
// gfxRedrawPage(page0c, page0, page0c, page0, -1);
// gfxWaitVBL();
// gfxRedrawMouseCursor();
inMenu = false;
allowPlayerInput = 0;
checkForPendingDataLoadSwitch = 0;
reloadBgPalOnNextFlip = 0;
forbidBgPalReload = 0;
gfxFadeOutCompleted = 0;
gfxFadeInRequested = 0;
safeControlsLastAccessedMs = 0;
lastSafeControlObjIdx = -1;
isDrawCommandEnabled = 0;
waitForPlayerClick = 0;
menuCommandLen = 0;
playerCommand = -1;
g_cine->_commandBuffer = "";
g_cine->_globalVars[VAR_MOUSE_X_POS] = 0;
g_cine->_globalVars[VAR_MOUSE_Y_POS] = 0;
if (g_cine->getGameType() == Cine::GType_OS) {
g_cine->_globalVars[VAR_MOUSE_X_POS_2ND] = 0;
g_cine->_globalVars[VAR_MOUSE_Y_POS_2ND] = 0;
g_cine->_globalVars[VAR_BYPASS_PROTECTION] = 0; // set to 1 to bypass the copy protection
g_cine->_globalVars[VAR_LOW_MEMORY] = 0; // set to 1 to disable some animations, sounds etc.
}
renderer->setBlackPalette(true); // Sets _changePal = true
strcpy(newPrcName, "");
strcpy(newRelName, "");
strcpy(newObjectName, "");
strcpy(newMsgName, "");
strcpy(currentCtName, "");
strcpy(currentPartName, "");
g_sound->stopMusic();
}
do {
// HACK: Force amount of oxygen left to maximum during Operation Stealth's first arcade sequence.
// This makes it possible to pass the arcade sequence for now.
// FIXME: Remove the hack and make the first arcade sequence normally playable.
/*
if (g_cine->getGameType() == Cine::GType_OS) {
Common::String bgName(renderer->getBgName());
// Check if the background is one of the three backgrounds
// that are only used during the first arcade sequence.
if (bgName == "28.PI1" || bgName == "29.PI1" || bgName == "30.PI1") {
static const uint oxygenObjNum = 202, maxOxygen = 264;
// Force the amount of oxygen left to the maximum.
g_cine->_objectTable[oxygenObjNum].x = maxOxygen;
}
}*/
// HACK: In Operation Stealth after the first arcade sequence jump player's position to avoid getting stuck.
// After the first arcade sequence the player comes up stairs from
// the water in Santa Paragua's downtown in front of the flower shop.
// Previously he was completely stuck after getting up the stairs.
// If the background is the one used in the flower shop scene ("21.PI1")
// and the player is at the exact location after getting up the stairs
// then we just nudge him a tiny bit away from the stairs and voila, he's free!
// Maybe the real problem behind all this is collision data related as it looks
// like there's some boundary right there near position (204, 110) which we can
// jump over by moving the character to (204, 109). The script handling the
// flower shop scene is AIRPORT.PRC's 13th script.
// FIXME: Remove the hack and solve what's really causing the problem in the first place.
if (hacksEnabled && g_cine->getGameType() == Cine::GType_OS) {
if (scumm_stricmp(renderer->getBgName(), "21.PI1") == 0 && g_cine->_objectTable[1].x == 204 && g_cine->_objectTable[1].y == 110) {
g_cine->_objectTable[1].y--; // Move the player character upward on-screen by one pixel
}
}
stopMusicAfterFadeOut();
di = executePlayerInput();
// Clear the zoneQuery table (Operation Stealth specific)
if (g_cine->getGameType() == Cine::GType_OS) {
Common::fill(g_cine->_zoneQuery.begin(), g_cine->_zoneQuery.end(), 0);
}
if (g_cine->getGameType() == Cine::GType_OS) {
processSeqList();
}
executeObjectScripts();
executeGlobalScripts();
purgeObjectScripts();
purgeGlobalScripts();
if (g_cine->getGameType() == Cine::GType_OS) {
purgeSeqList();
}
if (playerCommand == -1) {
setMouseCursor(MOUSE_CURSOR_NORMAL);
} else {
setMouseCursor(MOUSE_CURSOR_CROSS);
}
if (gfxFadeInRequested) {
gfxFadeOutCompleted = 0;
}
if (renderer->ready()) {
renderer->drawFrame(true);
}
// NOTE: In the original Future Wars and Operation Stealth messages
// were removed when running the drawOverlays function which is
// currently called from the renderer's drawFrame function.
removeMessages();
if (waitForPlayerClick) {
_messageLen <<= 3;
if (_messageLen < 800)
_messageLen = 800;
manageEvents(MAIN_LOOP_WAIT_FOR_PLAYER_CLICK, UNTIL_MOUSE_BUTTON_UP_DOWN_UP);
waitForPlayerClick = 0;
}
if (checkForPendingDataLoadSwitch) {
checkForPendingDataLoad();
checkForPendingDataLoadSwitch = 0;
}
if (di) {
if ("quit"[menuCommandLen] == (char)di) {
++menuCommandLen;
if (menuCommandLen == 4) {
quitGame();
}
} else {
menuCommandLen = 0;
}
}
} while (!shouldQuit() && !_restartRequested);
hideMouse();
g_sound->stopMusic();
//if (g_cine->getGameType() == Cine::GType_OS) {
// freeUnkList();
//}
closePart();
}
} // End of namespace Cine