mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
c6b164a0aa
Fixes bug #11759
685 lines
17 KiB
C++
685 lines
17 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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*
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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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*
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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/scummsys.h"
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#include "common/config-manager.h"
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#include "common/memstream.h"
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#include "common/serializer.h"
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#include "graphics/palette.h"
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#include "graphics/scaler.h"
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#include "graphics/thumbnail.h"
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#include "mads/mads.h"
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#include "mads/compression.h"
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#include "mads/game.h"
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#include "mads/game_data.h"
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#include "mads/events.h"
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#include "mads/screen.h"
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#include "mads/msurface.h"
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#include "mads/resources.h"
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#include "mads/dragonsphere/game_dragonsphere.h"
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#include "mads/nebular/game_nebular.h"
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#include "mads/phantom/game_phantom.h"
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namespace MADS {
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Game *Game::init(MADSEngine *vm) {
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switch (vm->getGameID()) {
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case GType_RexNebular:
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return new Nebular::GameNebular(vm);
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#ifdef ENABLE_MADSV2
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case GType_Dragonsphere:
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return new Dragonsphere::GameDragonsphere(vm);
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case GType_Phantom:
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return new Phantom::GamePhantom(vm);
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#endif
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default:
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error("Game: Unknown game");
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}
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return nullptr;
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}
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Game::Game(MADSEngine *vm)
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: _vm(vm), _surface(nullptr), _objects(vm), _scene(vm), _screenObjects(vm), _player(vm), _camX(vm), _camY(vm) {
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_sectionNumber = 1;
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_priorSectionNumber = 0;
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_loadGameSlot = -1;
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_lastSave = -1;
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_saveFile = nullptr;
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_saveThumb = nullptr;
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_statusFlag = 0;
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_sectionHandler = nullptr;
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_sectionNumber = 1;
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_priorSectionNumber = 0;
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_currentSectionNumber = -1;
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_kernelMode = KERNEL_GAME_LOAD;
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_quoteEmergency = false;
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_vocabEmergency = false;
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_aaName = "*I0.AA";
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_priorFrameTimer = 0;
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_anyEmergency = false;
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_triggerMode = SEQUENCE_TRIGGER_PARSER;
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_triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
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_trigger = 0;
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_winStatus = 0;
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_widepipeCtr = 0;
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_fx = kTransitionNone;
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_panningSpeed = 1; // Medium speed
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// Load the inventory object list
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_objects.load();
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if (_objects._inventoryList.size() > 0)
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// At least one item in default inventory, so select first item for display
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_scene._userInterface._selectedInvIndex = 0;
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// Load the quotes
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loadQuotes();
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}
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Game::~Game() {
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if (_saveThumb) {
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_saveThumb->free();
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delete _saveThumb;
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}
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delete _saveFile;
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_surface->free();
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delete _surface;
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delete _sectionHandler;
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}
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void Game::run() {
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// If requested, load a savegame instead of showing the intro
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if (ConfMan.hasKey("save_slot")) {
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int saveSlot = ConfMan.getInt("save_slot");
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if (saveSlot >= 0 && saveSlot <= 999)
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_loadGameSlot = saveSlot;
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}
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_statusFlag = true;
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while (!_vm->shouldQuit()) {
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if (_loadGameSlot == -1) {
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startGame();
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}
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// Get the initial starting time for the first scene
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_scene._frameStartTime = _vm->_events->getFrameCounter();
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if (!_vm->shouldQuit())
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gameLoop();
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}
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}
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void Game::splitQuote(const Common::String &source, Common::String &line1, Common::String &line2) {
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// Make the first line up the end of the word at the half-way point
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const char *strP = source.c_str() + source.size() / 2;
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while (*strP != ' ') ++strP;
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line1 = Common::String(source.c_str(), strP);
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// The rest of the string goes in the second line
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while (*strP == ' ') ++strP;
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line2 = Common::String(strP);
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}
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void Game::gameLoop() {
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while (!_vm->shouldQuit() && _statusFlag && !_winStatus) {
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if (_loadGameSlot != -1) {
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loadGame(_loadGameSlot);
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_loadGameSlot = -1;
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}
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setSectionHandler();
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_sectionHandler->preLoadSection();
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initSection(_sectionNumber);
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_vm->_sound->init(_sectionNumber);
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_sectionHandler->postLoadSection();
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_scene._spriteSlots.reset();
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if (_sectionNumber == _currentSectionNumber)
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sectionLoop();
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_player.releasePlayerSprites();
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assert(_scene._sprites.size() == 0);
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_vm->_palette->unlock();
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_vm->_events->waitCursor();
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_vm->_events->freeCursors();
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_vm->_sound->closeDriver();
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}
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}
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void Game::sectionLoop() {
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while (!_vm->shouldQuit() && _statusFlag && !_winStatus &&
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(_sectionNumber == _currentSectionNumber)) {
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_kernelMode = KERNEL_ROOM_PRELOAD;
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_player._spritesChanged = true;
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_quoteEmergency = false;
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_vocabEmergency = false;
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_vm->_events->waitCursor();
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_scene.clearVocab();
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_scene._dynamicHotspots.clear();
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_scene.loadSceneLogic();
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_player._walkAnywhere = false;
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_player._stepEnabled = true;
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_player._visible = true;
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_vm->_dialogs->_defaultPosition = Common::Point(-1, -1);
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_visitedScenes.add(_scene._nextSceneId);
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// Reset the user interface
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_screenObjects._forceRescan = true;
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_screenObjects._inputMode = kInputBuildingSentences;
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_scene._userInterface._scrollbarActive = SCROLLBAR_NONE;
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_player._loadsFirst = true;
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_scene._sceneLogic->setup();
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if (_player._spritesChanged || _player._loadsFirst) {
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if (_player._spritesLoaded)
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_player.releasePlayerSprites();
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_vm->_palette->resetGamePalette(18, 10);
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_scene._spriteSlots.reset();
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} else {
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_vm->_palette->initPalette();
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}
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// Set up scene palette usage
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_scene._scenePaletteUsage.clear();
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_scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF0));
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_scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF1));
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_scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF2));
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_vm->_palette->_paletteUsage.load(&_scene._scenePaletteUsage);
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if (!_player._spritesLoaded && _player._loadsFirst) {
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if (_player.loadSprites(""))
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_vm->quitGame();
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_player._loadedFirst = true;
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}
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_scene.loadScene(_scene._nextSceneId, _aaName, 0);
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camInitDefault();
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camSetSpeed();
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_vm->_sound->pauseNewCommands();
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if (!_player._spritesLoaded) {
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if (_player.loadSprites(""))
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_vm->quitGame();
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_player._loadedFirst = false;
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}
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_vm->_events->initVars();
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_scene._userInterface._highlightedCommandIndex = -1;
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_scene._userInterface._highlightedInvIndex = -1;
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_scene._userInterface._highlightedItemVocabIndex = -1;
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_scene._action.clear();
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_player.setFinalFacing();
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_player._facing = _player._turnToFacing;
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_player.cancelCommand();
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_kernelMode = KERNEL_ROOM_INIT;
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switch (_vm->_screenFade) {
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case SCREEN_FADE_SMOOTH:
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_fx = kTransitionFadeOutIn;
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break;
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case SCREEN_FADE_FAST:
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_fx = kNullPaletteCopy;
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break;
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default:
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_fx = kTransitionNone;
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break;
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}
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_trigger = 0;
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_priorFrameTimer = _scene._frameStartTime;
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// If in the middle of restoring a game, handle the rest of the loading
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if (_saveFile != nullptr) {
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Common::Serializer s(_saveFile, nullptr);
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synchronize(s, false);
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delete _saveFile;
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_saveFile = nullptr;
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}
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// Call the scene logic for entering the given scene
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_triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
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_scene._sceneLogic->enter();
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// Set player data
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_player._targetPos = _player._playerPos;
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_player._turnToFacing = _player._facing;
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_player._targetFacing = _player._facing;
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_player.selectSeries();
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_player.updateFrame();
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_player._beenVisible = _player._visible;
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_player._special = _scene.getDepthHighBits(_player._playerPos);
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_player._priorTimer = _scene._frameStartTime - _player._ticksAmount;
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_player.idle();
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if (_scene._userInterface._selectedInvIndex >= 0) {
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_scene._userInterface.loadInventoryAnim(
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_objects._inventoryList[_scene._userInterface._selectedInvIndex]);
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} else {
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_scene._userInterface.noInventoryAnim();
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}
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_kernelMode = KERNEL_ACTIVE_CODE;
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_scene._roomChanged = false;
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if ((_quoteEmergency || _vocabEmergency) && !_anyEmergency) {
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_scene._currentSceneId = _scene._priorSceneId;
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_anyEmergency = true;
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} else {
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_anyEmergency = false;
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_scene.loop();
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}
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_vm->_events->waitCursor();
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_kernelMode = KERNEL_ROOM_PRELOAD;
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for (int i = 0; i < 10; i++) {
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delete _scene._animation[i];
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_scene._animation[i] = nullptr;
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}
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_scene._reloadSceneFlag = false;
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_scene._userInterface.noInventoryAnim();
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_scene.removeSprites();
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if (!_player._loadedFirst) {
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_player._spritesLoaded = false;
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_player._spritesChanged = true;
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}
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// Clear the scene
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_scene.freeCurrentScene();
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_sectionNumber = _scene._nextSceneId / 100;
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// Check whether to show a dialog
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checkShowDialog();
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}
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}
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void Game::initSection(int sectionNumber) {
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_priorSectionNumber = _currentSectionNumber;
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_currentSectionNumber = sectionNumber;
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_vm->_palette->resetGamePalette(18, 10);
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_vm->_palette->setLowRange();
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if (_scene._mode == SCREENMODE_VGA)
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_vm->_palette->setPalette(_vm->_palette->_mainPalette, 0, 4);
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_vm->_events->loadCursors("*CURSOR.SS");
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assert(_vm->_events->_cursorSprites);
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_vm->_events->setCursor2((_vm->_events->_cursorSprites->getCount() <= 1) ?
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CURSOR_ARROW : CURSOR_WAIT);
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}
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void Game::loadQuotes() {
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File f("*QUOTES.DAT");
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Common::String msg;
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while (true) {
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uint8 b = f.readByte();
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msg += b;
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if (f.eos() || b == '\0') {
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// end of string, add it to the strings list
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_quotes.push_back(msg);
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msg = "";
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}
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if (f.eos()) break;
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}
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f.close();
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}
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Common::StringArray Game::getMessage(uint32 id) {
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File f("*MESSAGES.DAT");
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int count = f.readUint16LE();
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for (int idx = 0; idx < count; ++idx) {
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uint32 itemId = f.readUint32LE();
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uint32 offset = f.readUint32LE();
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uint16 size = f.readUint16LE();
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if (itemId == id) {
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// Get the source buffer size
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uint16 sizeIn;
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if (idx == (count - 1)) {
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sizeIn = f.size() - offset;
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} else {
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f.skip(4);
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uint32 nextOffset = f.readUint32LE();
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sizeIn = nextOffset - offset;
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}
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// Get the compressed data
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f.seek(offset);
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byte *bufferIn = new byte[sizeIn];
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f.read(bufferIn, sizeIn);
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// Decompress it
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char *bufferOut = new char[size];
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FabDecompressor fab;
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fab.decompress(bufferIn, sizeIn, (byte *)bufferOut, size);
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// Form the output string list
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Common::StringArray result;
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const char *p = bufferOut;
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while (p < (bufferOut + size)) {
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result.push_back(p);
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p += strlen(p) + 1;
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}
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delete[] bufferIn;
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delete[] bufferOut;
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return result;
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}
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}
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error("Invalid message Id specified");
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}
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static const char *const DEBUG_STRING = "WIDEPIPE";
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void Game::handleKeypress(const Common::KeyState &kbd) {
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if (kbd.flags & Common::KBD_CTRL) {
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if (_widepipeCtr == 8) {
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// Implement original game cheating keys here someday
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} else {
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if (kbd.keycode == (Common::KEYCODE_a +
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(DEBUG_STRING[_widepipeCtr] - 'a'))) {
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if (++_widepipeCtr == 8) {
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MessageDialog *dlg = new MessageDialog(_vm, 2,
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"CHEATING ENABLED", "(for your convenience).");
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dlg->show();
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delete dlg;
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}
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}
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}
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}
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Scene &scene = _vm->_game->_scene;
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switch (kbd.keycode) {
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case Common::KEYCODE_F1:
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_vm->_dialogs->_pendingDialog = DIALOG_GAME_MENU;
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break;
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case Common::KEYCODE_F5:
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_vm->_dialogs->_pendingDialog = DIALOG_SAVE;
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break;
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case Common::KEYCODE_F7:
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_vm->_dialogs->_pendingDialog = DIALOG_RESTORE;
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break;
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case Common::KEYCODE_PAGEUP:
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scene._userInterface._scrollbarStrokeType = SCROLLBAR_UP;
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scene._userInterface.changeScrollBar();
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break;
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case Common::KEYCODE_PAGEDOWN:
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scene._userInterface._scrollbarStrokeType = SCROLLBAR_DOWN;
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scene._userInterface.changeScrollBar();
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break;
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default:
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break;
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}
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}
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void Game::synchronize(Common::Serializer &s, bool phase1) {
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if (phase1) {
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s.syncAsSint16LE(_fx);
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s.syncAsSint16LE(_trigger);
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s.syncAsUint16LE(_triggerSetupMode);
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s.syncAsUint16LE(_triggerMode);
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s.syncString(_aaName);
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s.syncAsSint16LE(_lastSave);
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_scene.synchronize(s);
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_objects.synchronize(s);
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_visitedScenes.synchronize(s, _scene._nextSceneId);
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_player.synchronize(s);
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_screenObjects.synchronize(s);
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} else {
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// Load scene specific data for the loaded scene
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_scene._sceneLogic->synchronize(s);
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}
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}
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void Game::loadGame(int slotNumber) {
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_saveFile = g_system->getSavefileManager()->openForLoading(
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_vm->getSaveStateName(slotNumber));
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Common::Serializer s(_saveFile, nullptr);
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// Load the savaegame header
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MADSSavegameHeader header;
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if (!readSavegameHeader(_saveFile, header))
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error("Invalid savegame");
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// Load most of the savegame data with the exception of scene specific info
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synchronize(s, true);
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// Set up section/scene and other initial states for post-load
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_currentSectionNumber = -2;
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_scene._currentSceneId = -2;
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_sectionNumber = _scene._nextSceneId / 100;
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_scene._frameStartTime = _vm->_events->getFrameCounter();
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_vm->_screen->_shakeCountdown = -1;
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// Default the selected inventory item to the first one, if the player has any
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_scene._userInterface._selectedInvIndex = _objects._inventoryList.size() > 0 ? 0 : -1;
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// Set player sprites sets flags
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_player._spritesLoaded = false;
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_player._spritesChanged = true;
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}
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void Game::saveGame(int slotNumber, const Common::String &saveName) {
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Common::OutSaveFile *out = g_system->getSavefileManager()->openForSaving(
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_vm->getSaveStateName(slotNumber));
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MADSSavegameHeader header;
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header._saveName = saveName;
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writeSavegameHeader(out, header);
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Common::Serializer s(nullptr, out);
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synchronize(s, true);
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synchronize(s, false);
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out->finalize();
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delete out;
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}
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const char *const SAVEGAME_STR = "MADS";
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#define SAVEGAME_STR_SIZE 4
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WARN_UNUSED_RESULT bool Game::readSavegameHeader(Common::InSaveFile *in, MADSSavegameHeader &header, bool skipThumbnail) {
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char saveIdentBuffer[SAVEGAME_STR_SIZE + 1];
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// Validate the header Id
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in->read(saveIdentBuffer, SAVEGAME_STR_SIZE + 1);
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if (strncmp(saveIdentBuffer, SAVEGAME_STR, SAVEGAME_STR_SIZE))
|
|
return false;
|
|
|
|
header._version = in->readByte();
|
|
if (header._version > MADS_SAVEGAME_VERSION)
|
|
return false;
|
|
|
|
// Read in the string
|
|
header._saveName.clear();
|
|
char ch;
|
|
while ((ch = (char)in->readByte()) != '\0') header._saveName += ch;
|
|
|
|
// Get the thumbnail
|
|
if (!Graphics::loadThumbnail(*in, header._thumbnail, skipThumbnail)) {
|
|
return false;
|
|
}
|
|
|
|
// Read in save date/time
|
|
header._year = in->readSint16LE();
|
|
header._month = in->readSint16LE();
|
|
header._day = in->readSint16LE();
|
|
header._hour = in->readSint16LE();
|
|
header._minute = in->readSint16LE();
|
|
header._totalFrames = in->readUint32LE();
|
|
|
|
return true;
|
|
}
|
|
|
|
void Game::writeSavegameHeader(Common::OutSaveFile *out, MADSSavegameHeader &header) {
|
|
// Write out a savegame header
|
|
out->write(SAVEGAME_STR, SAVEGAME_STR_SIZE + 1);
|
|
|
|
out->writeByte(MADS_SAVEGAME_VERSION);
|
|
|
|
// Write savegame name
|
|
out->write(header._saveName.c_str(), header._saveName.size());
|
|
out->writeByte('\0');
|
|
|
|
// Handle the thumbnail. If there's already one set by the game, create one
|
|
if (!_saveThumb)
|
|
createThumbnail();
|
|
Graphics::saveThumbnail(*out, *_saveThumb);
|
|
|
|
_saveThumb->free();
|
|
delete _saveThumb;
|
|
_saveThumb = nullptr;
|
|
|
|
// Write out the save date/time
|
|
TimeDate td;
|
|
g_system->getTimeAndDate(td);
|
|
out->writeSint16LE(td.tm_year + 1900);
|
|
out->writeSint16LE(td.tm_mon + 1);
|
|
out->writeSint16LE(td.tm_mday);
|
|
out->writeSint16LE(td.tm_hour);
|
|
out->writeSint16LE(td.tm_min);
|
|
out->writeUint32LE(_vm->_events->getFrameCounter());
|
|
}
|
|
|
|
void Game::createThumbnail() {
|
|
if (_saveThumb) {
|
|
_saveThumb->free();
|
|
delete _saveThumb;
|
|
}
|
|
|
|
uint8 thumbPalette[PALETTE_SIZE];
|
|
_vm->_palette->grabPalette(thumbPalette, 0, PALETTE_COUNT);
|
|
_saveThumb = new Graphics::Surface();
|
|
::createThumbnail(_saveThumb, (const byte *)_vm->_screen->getPixels(),
|
|
MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT, thumbPalette);
|
|
}
|
|
|
|
void Game::syncTimers(SyncType slaveType, int slaveId, SyncType masterType, int masterId) {
|
|
uint32 syncTime = 0;
|
|
|
|
switch (masterType) {
|
|
case SYNC_SEQ:
|
|
syncTime = _scene._sequences[masterId]._timeout;
|
|
break;
|
|
|
|
case SYNC_ANIM:
|
|
syncTime = _scene._animation[masterId]->getNextFrameTimer();
|
|
break;
|
|
|
|
case SYNC_CLOCK:
|
|
syncTime = _scene._frameStartTime + masterId;
|
|
break;
|
|
|
|
case SYNC_PLAYER:
|
|
syncTime = _player._priorTimer;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
|
|
switch (slaveType) {
|
|
case SYNC_SEQ:
|
|
_scene._sequences[slaveId]._timeout = syncTime;
|
|
break;
|
|
|
|
case SYNC_PLAYER:
|
|
_player._priorTimer = syncTime;
|
|
break;
|
|
|
|
case SYNC_ANIM:
|
|
_scene._animation[slaveId]->setNextFrameTimer(syncTime);
|
|
break;
|
|
|
|
case SYNC_CLOCK:
|
|
error("syncTimer is trying to force _frameStartTime");
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Game::camInitDefault() {
|
|
_camX.setDefaultPanX();
|
|
_camY.setDefaultPanY();
|
|
}
|
|
|
|
void Game::camSetSpeed() {
|
|
switch (_panningSpeed) {
|
|
case 1:
|
|
_camX._speed = 8;
|
|
_camY._speed = 4;
|
|
break;
|
|
|
|
case 2:
|
|
_camX._speed = 320;
|
|
_camY._speed = 160;
|
|
break;
|
|
|
|
default:
|
|
_camX._speed = 4;
|
|
_camY._speed = 2;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Game::camUpdate() {
|
|
bool any_pan = _camX.camPan(&_scene._posAdjust.x, &_player._playerPos.x, 320, _scene._sceneInfo->_width);
|
|
any_pan |= _camY.camPan(&_scene._posAdjust.y, &_player._playerPos.y, 156, _scene._sceneInfo->_height);
|
|
|
|
if (any_pan) {
|
|
_scene.setCamera(_scene._posAdjust);
|
|
_screenObjects._forceRescan = true;
|
|
}
|
|
}
|
|
|
|
} // End of namespace MADS
|