mirror of
https://github.com/libretro/scummvm.git
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877 lines
27 KiB
C++
877 lines
27 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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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* aint32 with this program; if not, write to the Free Software
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*
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*
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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#include "common/debug.h"
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#include "common/events.h"
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#include "common/memstream.h"
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#include "engines/advancedDetector.h"
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#include "saga2/detection.h"
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#include "saga2/saga2.h"
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#include "saga2/setup.h"
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#include "saga2/transit.h"
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#include "saga2/player.h"
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#include "saga2/tile.h"
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#include "saga2/messager.h"
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#include "saga2/intrface.h"
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#include "saga2/script.h"
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#include "saga2/localize.h"
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#include "saga2/mainmap.h"
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#include "saga2/display.h"
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#include "saga2/tower.h"
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#include "saga2/tromode.h"
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#include "saga2/saveload.h"
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#include "saga2/gamerate.h"
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#include "saga2/msgbox.h"
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#include "saga2/grabinfo.h"
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namespace Saga2 {
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/* ===================================================================== *
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Optional Debugging Code
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* ===================================================================== */
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// enable the following to display event loop processing
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#define DEBUG_LOOP 0
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extern char *gameTimeStr;
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extern bool underground;
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extern char commandLineHelp[];
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extern hResContext *tileRes; // tile resource handle
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extern hResContext *listRes;
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/* ===================================================================== *
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Globals
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* ===================================================================== */
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// command line options
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bool cliWriteStatusF = false;
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bool cliScriptDebug = false;
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bool cliSpeechText = false;
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bool cliDrawInv = false;
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uint32 cliMemory = 0;
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// Display variables
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BackWindow *mainWindow; // main window...
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// Global game state
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bool allPlayerActorsDead = false;
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//bool graphicsInit = false; // true if graphics init OK
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bool checkExit = false; // true while game running
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int gameKiller = 0; // will contain the exception that ends the game
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// Resource files
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hResource *resFile, // main resource file
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*objResFile, // object resource file
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*auxResFile, // auxillary data resource file
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*scriptResFile, // script resources
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*soundResFile,
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*voiceResFile; // sound resources
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// Import list from resource file.
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ResImportTable *resImports;
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// x location of status lines
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uint16 writeStatusFX = 468;
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uint16 writeStatusFY = 354;
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/* ===================================================================== *
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Locals
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* ===================================================================== */
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// game states
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static bool cleanExit = true;
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bool gameInitialized = false; // true when game initialized
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bool fullInitialized = false;
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bool delayReDraw = false;
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/* ===================================================================== *
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Debug
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* ===================================================================== */
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// frame counting
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uint32 frames = 0;
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static uint32 loops = 0;
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static uint32 elapsed = 0;
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static uint32 lastGameTime = 0;
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// message handlers
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static pMessager Status[10];
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static pMessager Status2[10];
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pMessager ratemess[3];
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/* ===================================================================== *
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Prototypes
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* ===================================================================== */
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bool readCommandLine(int argc, char *argv[]);
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void findProgramDir(char *argv); // save program home directory
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APPFUNC(cmdWindowFunc); // main window event handler
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// Exportable prototypes
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void EventLoop(bool &running, bool modal); // handles input and distributes
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void SystemEventLoop();
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void runPathFinder();
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bool setupGame();
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void mainEnable();
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void mainDisable();
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void updateMainDisplay();
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void cleanupGame(); // auto-cleanup function
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void parseCommandLine(int argc, char *argv[]);
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const char *getExeFromCommandLine(int argc, char *argv[]);
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void WriteStatusF2(int16 line, const char *msg, ...);
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bool initUserDialog();
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void cleanupUserDialog();
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int16 OptionsDialog(bool disableSaveResume = false);
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static void mainLoop(bool &cleanExit, int argc, char *argv[]);
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void displayUpdate();
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void showDebugMessages();
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bool initResourceHandles();
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bool initDisplayPort();
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bool initPanelSystem();
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bool initDisplay();
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bool initGameMaps();
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/********************************************************************/
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/* */
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/* MAIN FUNCTION */
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/* */
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/********************************************************************/
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void termFaultHandler();
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void main_saga2() {
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gameInitialized = false;
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mainDisable();
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initCleanup();
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// parse command-line arguments and store results
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// if (!readCommandLine(argc, argv))
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// abortMain;
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// call the initialization code
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gameInitialized = initializeGame();
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cleanExit = gameInitialized;
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if (gameInitialized)
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mainLoop(cleanExit, 0, nullptr);
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shutdownGame();
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gameInitialized = false;
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}
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// ------------------------------------------------------------------------
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// Inner chunk of main - this bizzare nesting is required because VC++
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// doesn't like try{} catch(){ } blocks in the same routine as its
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// __try{} __except(){} blocks
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void updateActiveRegions();
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static void mainLoop(bool &cleanExit_, int argc, char *argv[]) {
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const char *exeFile = getExeFromCommandLine(argc, argv);
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if (displayEnabled())
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displayUpdate();
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checkRestartGame(exeFile);
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fullInitialized = true;
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EventLoop(g_vm->_gameRunning, false);
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}
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/********************************************************************/
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/* */
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/* INITIALIZATION and CLEANUP CODE */
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/* */
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/********************************************************************/
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//
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// Note: the bulk of the Initialization & cleanup routines have
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// been moved to TOWERFTA.CPP. This file together with
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// TOWER.CPP automate initialization & cleanup. This is needed
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// to accomodate differences in system startup between
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// the windows & DOS versions
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//
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//
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// ------------------------------------------------------------------------
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// Game setup function
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bool setupGame() {
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g_vm->_frate = new frameSmoother(frameRate, TICKSPERSECOND, gameTime);
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g_vm->_lrate = new frameCounter(TICKSPERSECOND, gameTime);
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return programInit();
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}
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// ------------------------------------------------------------------------
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// Game cleanup function
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void cleanupGame() {
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delete g_vm->_frate;
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delete g_vm->_lrate;
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programTerm();
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}
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/********************************************************************/
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/* */
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/* EVENT LOOP HANDLING */
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/* */
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/********************************************************************/
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void processEventLoop(bool updateScreen = true);
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//-----------------------------------------------------------------------
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// Main loop
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void EventLoop(bool &running, bool) {
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// Our typical main loop
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while (running && g_vm->_gameRunning)
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processEventLoop(displayEnabled());
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}
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//-----------------------------------------------------------------------
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// Main event which does everything (including handle user input)
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void dumpGBASE(char *msg);
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void processEventLoop(bool updateScreen) {
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debugC(1, kDebugEventLoop, "EventLoop: starting event loop");
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if (g_vm->shouldQuit()) {
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//g_vm->_gameRunning=false;
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endGame();
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return;
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}
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debugC(1, kDebugEventLoop, "EventLoop: audio event loop");
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audioEventLoop();
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debugC(1, kDebugEventLoop, "EventLoop: game mode update");
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if (GameMode::newmodeFlag)
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GameMode::update();
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Common::Event event;
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while (g_vm->getEventManager()->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_LBUTTONDOWN:
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case Common::EVENT_RBUTTONDOWN:
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case Common::EVENT_LBUTTONUP:
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case Common::EVENT_RBUTTONUP:
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case Common::EVENT_MOUSEMOVE:
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g_vm->_toolBase->handleMouse(event, g_system->getMillis());
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break;
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case Common::EVENT_KEYDOWN:
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g_vm->_toolBase->handleKeyStroke(event);
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break;
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case Common::EVENT_QUIT:
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if (verifyUserExit())
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endGame();
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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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//if(!running) return; // This Is No Tasks Are Done After Saving Game
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debugC(1, kDebugEventLoop, "EventLoop: timer update");
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// Handle the timer events
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// REM: Causing code corruption in windows for some reason...
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g_vm->_toolBase->handleTimerTick(gameTime >> 2);
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// Handle updating of the display.
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debugC(1, kDebugEventLoop, "EventLoop: display update");
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if (!g_vm->checkVideo()) {
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displayUpdate();
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}
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if (allPlayerActorsDead) {
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allPlayerActorsDead = false;
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setLostroMode();
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}
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}
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void displayUpdate() {
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if (displayEnabled()) { //updateScreen)
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//debugC(1, kDebugEventLoop, "EventLoop: daytime transition update loop");
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dayNightUpdate();
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//debugC(1, kDebugEventLoop, "EventLoop: Game mode handle task");
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GameMode::modeStackPtr[GameMode::modeStackCtr - 1]->handleTask();
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g_vm->_lrate->updateFrameCount();
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loops++;
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elapsed += (gameTime - lastGameTime);
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lastGameTime = gameTime;
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if (g_vm->getGameId() == GID_FTA2) {
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debugC(1, kDebugEventLoop, "EventLoop: Interface indicator updates");
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updateIndicators();
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}
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g_system->updateScreen();
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g_system->delayMillis(10);
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if (delayReDraw)
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reDrawScreen();
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// Call asynchronous resource loader
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debugC(1, kDebugEventLoop, "EventLoop: resource update");
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audioEventLoop();
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// Call the asynchronous path finder
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debugC(1, kDebugEventLoop, "EventLoop: pathfinder update");
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runPathFinder();
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showDebugMessages();
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}
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}
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void showDebugMessages() {
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if (g_vm->_showPosition) {
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TilePoint p = centerActorCoords();
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WriteStatusF2(0, "Position: %d, %d, %d", p.u, p.v, p.z);
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}
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if (g_vm->_showStats) {
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ObjectID objID = g_vm->_mouseInfo->getObjectId();
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GameObject *obj = GameObject::objectAddress(objID);
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if (ProtoObj *p = obj->proto()) {
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WriteStatusF2(1, "%s (%d)", obj->objName(), objID);
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WriteStatusF2(2, "dmg = %d", p->weaponDamage);
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WriteStatusF2(3, "firerate = %d", p->weaponFireRate);
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WriteStatusF2(4, "maximumRange = %d", p->maximumRange);
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WriteStatusF2(5, "dmgAbsorbtion = %d", p->damageAbsorbtion);
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WriteStatusF2(6, "dmgDivider = %d", p->damageDivider);
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WriteStatusF2(7, "defenseBonus = %d", p->defenseBonus);
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WriteStatusF2(8, "maxCharges = %d", p->maxCharges);
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WriteStatusF2(9, "price = %d", p->price);
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}
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}
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}
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/* ===================================================================== *
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Abbreviated event loop
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* ===================================================================== */
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void SystemEventLoop() {
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if (
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#ifdef DO_OUTRO_IN_CLEANUP
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whichOutro == -1 &&
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#endif
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!g_vm->_gameRunning)
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TroModeExternEvent();
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Common::Event event;
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while (g_vm->getEventManager()->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_LBUTTONUP:
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case Common::EVENT_RBUTTONUP:
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case Common::EVENT_KEYDOWN:
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case Common::EVENT_QUIT:
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TroModeExternEvent();
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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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g_system->updateScreen();
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g_system->delayMillis(10);
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}
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/********************************************************************/
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/* */
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/* COMMAND LINE PARSING WITHOUT CRASHES */
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/* */
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/********************************************************************/
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// ------------------------------------------------------------------------
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// Determines the EXE file executed from command line info
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const char *getExeFromCommandLine(int argc, char *argv[]) {
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if (argv == nullptr)
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return "scummvm";
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return argv[0];
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}
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// ------------------------------------------------------------------------
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// Adds error handling to command line parsing
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bool readCommandLine(int argc, char *argv[]) {
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parseCommandLine(argc, argv);
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return true;
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}
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/********************************************************************/
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/* */
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/* MOUSE EVENT QUEUE */
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/* */
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/********************************************************************/
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// ------------------------------------------------------------------------
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// clears any queued input (mouse AND keyboard)
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void resetInputDevices() {
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Common::Event event;
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while (g_vm->getEventManager()->pollEvent(event));
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}
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/********************************************************************/
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/* */
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/* RESOURCE MANAGEMENT CODE */
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/* */
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/********************************************************************/
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//-----------------------------------------------------------------------
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// Opens a file using simple DOS i/o, allocates a buffer the same size
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// as the file, and loads the file into the buffer
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void *LoadFile(char *filename, const char desc[]) {
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#if 0
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int fHandle; // file handle
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struct stat fileStat; // stat structure
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uint8 *buffer; // allocated buffer
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// Open the file
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if ((fHandle = open(filename, O_RDONLY)) < 0)
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error("Error opening %s", filename);
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// Determine size of file
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if (fstat(fHandle, &fileStat) < 0)
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error("Error accessing %s", filename);
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// Allocate the buffer
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buffer = (uint8 *)mustAlloc(fileStat.st_size, desc);
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// Read file into buffer
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if (read(fHandle, buffer, fileStat.st_size) < 0)
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error("Error reading %s", filename);
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// Close file and return
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close(fHandle);
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return buffer;
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#endif
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warning("STUB: LoadFile(%s)", filename);
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return nullptr;
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}
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//-----------------------------------------------------------------------
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// Loads a resource into a buffer and returns a pointer
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void *LoadResource(hResContext *con, uint32 id, const char desc[]) {
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int32 size;
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uint8 *buffer; // allocated buffer
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debugC(3, kDebugResources, "LoadResource(): Loading resource %d (%s, %s)", id, tag2str(id), desc);
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size = con->size(id);
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if (size <= 0 || !con->seek(id)) {
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error("LoadResource(): Error reading resource ID '%s'.", tag2str(id));
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}
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// Allocate the buffer
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buffer = (uint8 *)malloc(size);
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con->read(buffer, size);
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con->rest();
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return buffer;
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}
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Common::SeekableReadStream *loadResourceToStream(hResContext *con, uint32 id, const char desc[]) {
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int32 size;
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uint8 *buffer; // allocated buffer
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debugC(3, kDebugResources, "loadResourceToStream(): Loading resource %d (%s, %s)", id, tag2str(id), desc);
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size = con->size(id);
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if (size <= 0 || !con->seek(id)) {
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warning("loadResourceToStream(): Error reading resource ID '%s'.", tag2str(id));
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return nullptr;
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}
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// Allocate the buffer
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buffer = (uint8 *)malloc(size);
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con->read(buffer, size);
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con->rest();
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return new Common::MemoryReadStream(buffer, size, DisposeAfterUse::YES);
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}
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void dumpResource(hResContext *con, uint32 id) {
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int32 size = con->size(id);
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if (size <= 0 || !con->seek(id)) {
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error("dumpResource(): Error reading resource ID '%s'.", tag2str(id));
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}
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byte *buffer = (byte *)malloc(size);
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con->read(buffer, size);
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con->rest();
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Common::DumpFile out;
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Common::String path = Common::String::format("./dumps/mus%s.dat", tag2strP(id));
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if (out.open(path, true)) {
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out.write(buffer, size);
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out.flush();
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out.close();
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}
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free(buffer);
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}
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typedef hResource *pHResource;
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inline char drive(char *path) {
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return (path[0] % 32);
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}
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//-----------------------------------------------------------------------
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// Routine to initialize an arbitrary resource file
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static bool openResource(pHResource &hr, const char *fileName) {
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if (hr)
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delete hr;
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hr = nullptr;
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hr = new hResource(fileName);
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while (hr == nullptr || !hr->_valid) {
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if (hr) delete hr;
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hr = nullptr;
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hr = new hResource(fileName);
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}
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if (hr == nullptr || !hr->_valid) {
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error("openResource: Cannot open resource: %s", fileName);
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// return false;
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}
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return true;
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}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Routine to initialize all the resource files
|
|
|
|
bool openResources() {
|
|
for (const ADGameFileDescription *desc = g_vm->getFilesDescriptions(); desc->fileName; desc++) {
|
|
bool res = true;
|
|
|
|
switch (desc->fileType) {
|
|
case GAME_RESOURCEFILE:
|
|
res = openResource(auxResFile, desc->fileName);
|
|
break;
|
|
case GAME_OBJRESOURCEFILE:
|
|
res = openResource(objResFile, desc->fileName);
|
|
break;
|
|
case GAME_SCRIPTFILE:
|
|
res = openResource(scriptResFile, desc->fileName);
|
|
break;
|
|
case GAME_SOUNDFILE:
|
|
res = openResource(soundResFile, desc->fileName);
|
|
// Dinotopia contains both sound and voices in the same file
|
|
if (g_vm->getGameId() == GID_DINO)
|
|
res = openResource(voiceResFile, desc->fileName);
|
|
break;
|
|
case GAME_IMAGEFILE:
|
|
res = openResource(resFile, desc->fileName);
|
|
break;
|
|
case GAME_VOICEFILE:
|
|
res = openResource(voiceResFile, desc->fileName);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (!res)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Routine to cleanup all the resource files
|
|
|
|
void closeResources() {
|
|
delete soundResFile;
|
|
soundResFile = nullptr;
|
|
delete voiceResFile;
|
|
voiceResFile = nullptr;
|
|
delete scriptResFile;
|
|
scriptResFile = nullptr;
|
|
delete auxResFile;
|
|
auxResFile = nullptr;
|
|
delete objResFile;
|
|
objResFile = nullptr;
|
|
delete resFile;
|
|
resFile = nullptr;
|
|
}
|
|
|
|
/********************************************************************/
|
|
/* */
|
|
/* GLOBAL DATA SAVE / RESTORE */
|
|
/* */
|
|
/********************************************************************/
|
|
|
|
extern int32 objectIndex,
|
|
actorIndex;
|
|
extern bool brotherBandingEnabled,
|
|
centerActorIndicatorEnabled,
|
|
interruptableMotionsPaused,
|
|
objectStatesPaused,
|
|
actorTasksPaused,
|
|
backgroundSimulationPaused;
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Assign initial values to miscellaneous globals
|
|
|
|
void initGlobals() {
|
|
objectIndex = 0;
|
|
actorIndex = 0;
|
|
brotherBandingEnabled = true;
|
|
centerActorIndicatorEnabled = false;
|
|
interruptableMotionsPaused = false;
|
|
objectStatesPaused = false;
|
|
g_vm->_act->_actorStatesPaused = false;
|
|
actorTasksPaused = false;
|
|
g_vm->_act->_combatBehaviorEnabled = false;
|
|
backgroundSimulationPaused = false;
|
|
}
|
|
|
|
void saveGlobals(Common::OutSaveFile *outS) {
|
|
debugC(2, kDebugSaveload, "Saving globals");
|
|
|
|
outS->write("GLOB", 4);
|
|
CHUNK_BEGIN;
|
|
out->writeUint32LE(objectIndex);
|
|
out->writeUint32LE(actorIndex);
|
|
out->writeUint16LE(brotherBandingEnabled);
|
|
out->writeUint16LE(centerActorIndicatorEnabled);
|
|
out->writeUint16LE(interruptableMotionsPaused);
|
|
out->writeUint16LE(objectStatesPaused);
|
|
out->writeUint16LE(g_vm->_act->_actorStatesPaused);
|
|
out->writeUint16LE(actorTasksPaused);
|
|
out->writeUint16LE(g_vm->_act->_combatBehaviorEnabled);
|
|
out->writeUint16LE(backgroundSimulationPaused);
|
|
CHUNK_END;
|
|
|
|
debugC(3, kDebugSaveload, "... objectIndex = %d", objectIndex);
|
|
debugC(3, kDebugSaveload, "... actorIndex = %d", actorIndex);
|
|
debugC(3, kDebugSaveload, "... brotherBandingEnabled = %d", brotherBandingEnabled);
|
|
debugC(3, kDebugSaveload, "... centerActorIndicatorEnabled = %d", centerActorIndicatorEnabled);
|
|
debugC(3, kDebugSaveload, "... interruptableMotionsPaused = %d", interruptableMotionsPaused);
|
|
debugC(3, kDebugSaveload, "... objectStatesPaused = %d", objectStatesPaused);
|
|
debugC(3, kDebugSaveload, "... g_vm->_act->_actorStatesPaused = %d", g_vm->_act->_actorStatesPaused);
|
|
debugC(3, kDebugSaveload, "... actorTasksPaused = %d", actorTasksPaused);
|
|
debugC(3, kDebugSaveload, "... g_vm->_act->_combatBehaviorEnabled = %d", g_vm->_act->_combatBehaviorEnabled);
|
|
debugC(3, kDebugSaveload, "... backgroundSimulationPaused = %d", backgroundSimulationPaused);
|
|
}
|
|
|
|
void loadGlobals(Common::InSaveFile *in) {
|
|
debugC(2, kDebugSaveload, "Loading globals");
|
|
|
|
objectIndex = in->readUint32LE();
|
|
actorIndex = in->readUint32LE();
|
|
brotherBandingEnabled = in->readUint16LE();
|
|
centerActorIndicatorEnabled = in->readUint16LE();
|
|
interruptableMotionsPaused = in->readUint16LE();
|
|
objectStatesPaused = in->readUint16LE();
|
|
g_vm->_act->_actorStatesPaused = in->readUint16LE();
|
|
actorTasksPaused = in->readUint16LE();
|
|
g_vm->_act->_combatBehaviorEnabled = in->readUint16LE();
|
|
backgroundSimulationPaused = in->readUint16LE();
|
|
|
|
debugC(3, kDebugSaveload, "... objectIndex = %d", objectIndex);
|
|
debugC(3, kDebugSaveload, "... actorIndex = %d", actorIndex);
|
|
debugC(3, kDebugSaveload, "... brotherBandingEnabled = %d", brotherBandingEnabled);
|
|
debugC(3, kDebugSaveload, "... centerActorIndicatorEnabled = %d", centerActorIndicatorEnabled);
|
|
debugC(3, kDebugSaveload, "... interruptableMotionsPaused = %d", interruptableMotionsPaused);
|
|
debugC(3, kDebugSaveload, "... objectStatesPaused = %d", objectStatesPaused);
|
|
debugC(3, kDebugSaveload, "... g_vm->_act->_actorStatesPaused = %d", g_vm->_act->_actorStatesPaused);
|
|
debugC(3, kDebugSaveload, "... actorTasksPaused = %d", actorTasksPaused);
|
|
debugC(3, kDebugSaveload, "... g_vm->_act->_combatBehaviorEnabled = %d", g_vm->_act->_combatBehaviorEnabled);
|
|
debugC(3, kDebugSaveload, "... backgroundSimulationPaused = %d", backgroundSimulationPaused);
|
|
}
|
|
|
|
/********************************************************************/
|
|
/* */
|
|
/* ERROR / MESSAGE HANDLING */
|
|
/* */
|
|
/********************************************************************/
|
|
|
|
// ------------------------------------------------------------------------
|
|
// pops up a window to see if the user really wants to exit
|
|
|
|
bool verifyUserExit() {
|
|
if (!g_vm->_gameRunning)
|
|
return true;
|
|
if (FTAMessageBox("Are you sure you want to exit", ERROR_YE_BUTTON, ERROR_NO_BUTTON) != 0)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Allocate visual messagers
|
|
|
|
bool initGUIMessagers() {
|
|
initUserDialog();
|
|
for (int i = 0; i < 10; i++) {
|
|
char debItem[16];
|
|
sprintf(debItem, "Status%1.1d", i);
|
|
Status[i] = new StatusLineMessager(debItem, i, &g_vm->_mainPort);
|
|
if (Status[i] == nullptr)
|
|
return false;
|
|
sprintf(debItem, "Status%2.2d", i + 10);
|
|
Status2[i] = new StatusLineMessager(debItem, i, &g_vm->_mainPort, 20, 21 + (11 * i));
|
|
}
|
|
for (int j = 0; j < 3; j++)
|
|
ratemess[j] = new StatusLineMessager("FrameRates", j, &g_vm->_mainPort, 5, 450 + (11 * j), 500);
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// cleanup visual messagers
|
|
|
|
void cleanupGUIMessagers() {
|
|
for (int i = 0; i < 10; i++) {
|
|
if (Status[i]) delete Status[i];
|
|
Status[i] = nullptr;
|
|
if (Status2[i]) delete Status2[i];
|
|
Status2[i] = nullptr;
|
|
}
|
|
cleanupUserDialog();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Debugging status functions
|
|
|
|
#ifdef WriteStatus
|
|
void WriteStatusF(int16 line, const char *msg, ...) {
|
|
if (!g_vm->_showStatusMsg)
|
|
return;
|
|
|
|
va_list argptr;
|
|
if (displayEnabled()) {
|
|
va_start(argptr, msg);
|
|
if (line > 9) {
|
|
if (Status2[line - 10])
|
|
Status2[line - 10]->va(msg, argptr);
|
|
} else {
|
|
if (Status[line])
|
|
Status[line]->va(msg, argptr);
|
|
}
|
|
va_end(argptr);
|
|
}
|
|
}
|
|
|
|
void WriteStatusF2(int16 line, const char *msg, ...) {
|
|
if (!g_vm->_showStatusMsg)
|
|
return;
|
|
|
|
va_list argptr;
|
|
if (displayEnabled()) {
|
|
va_start(argptr, msg);
|
|
if (Status2[line])
|
|
Status2[line]->va(msg, argptr);
|
|
va_end(argptr);
|
|
}
|
|
}
|
|
#else
|
|
void WriteStatusF(int16, const char *, ...) {}
|
|
void WriteStatusF2(int16, const char *, ...) {}
|
|
#endif
|
|
|
|
//---------------------------------------------------------
|
|
// Game performance can be used as a gauge of how much
|
|
// CPU time is available. We'd like to keep the retu
|
|
|
|
int32 currentGamePerformance() {
|
|
int32 framePer = 100;
|
|
int32 lval = int(g_vm->_lrate->frameStat());
|
|
int32 fval = int(g_vm->_lrate->frameStat(grFramesPerSecond));
|
|
if (fval >= frameRate && lval > fval) {
|
|
framePer += (50 * ((lval - fval) / fval));
|
|
} else {
|
|
framePer = (100 * g_vm->_frate->frameStat(grFramesPerSecond)) / frameRate;
|
|
}
|
|
framePer = clamp(10, framePer, 240);
|
|
return framePer;
|
|
}
|
|
|
|
|
|
void updateFrameCount() {
|
|
g_vm->_frate->updateFrameCount();
|
|
}
|
|
|
|
int32 eloopsPerSecond = 0;
|
|
int32 framesPerSecond = 0;
|
|
|
|
int32 gamePerformance() {
|
|
if (framesPerSecond < frameRate) {
|
|
return (100 * framesPerSecond) / frameRate;
|
|
}
|
|
if (framesPerSecond == frameRate)
|
|
return 100;
|
|
return 100 + 50 * (eloopsPerSecond - frameRate) / frameRate;
|
|
|
|
}
|
|
|
|
|
|
/********************************************************************/
|
|
/* */
|
|
/* APPFUNC FOR MAIN WINDOW */
|
|
/* */
|
|
/********************************************************************/
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Function to handle miscellanous events to the window.
|
|
// Any panel events which are not handled by individual panels
|
|
// are sent to this function.
|
|
|
|
APPFUNC(cmdWindowFunc) {
|
|
int16 key, qual;
|
|
|
|
switch (ev.eventType) {
|
|
case gEventKeyDown:
|
|
key = ev.value & 0xffff;
|
|
qual = ev.value >> 16;
|
|
|
|
GameMode::modeStackPtr[GameMode::modeStackCtr - 1]->handleKey(key, qual);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
} // end of namespace Saga2
|