scummvm/engines/saga2/main.cpp
2021-12-26 18:48:43 +01:00

877 lines
27 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 3 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
* aint32 with this program; if not, write to the Free Software
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#include "common/debug.h"
#include "common/events.h"
#include "common/memstream.h"
#include "engines/advancedDetector.h"
#include "saga2/detection.h"
#include "saga2/saga2.h"
#include "saga2/setup.h"
#include "saga2/transit.h"
#include "saga2/player.h"
#include "saga2/tile.h"
#include "saga2/messager.h"
#include "saga2/intrface.h"
#include "saga2/script.h"
#include "saga2/localize.h"
#include "saga2/mainmap.h"
#include "saga2/display.h"
#include "saga2/tower.h"
#include "saga2/tromode.h"
#include "saga2/saveload.h"
#include "saga2/gamerate.h"
#include "saga2/msgbox.h"
#include "saga2/grabinfo.h"
namespace Saga2 {
/* ===================================================================== *
Optional Debugging Code
* ===================================================================== */
// enable the following to display event loop processing
#define DEBUG_LOOP 0
extern char *gameTimeStr;
extern bool underground;
extern char commandLineHelp[];
extern hResContext *tileRes; // tile resource handle
extern hResContext *listRes;
/* ===================================================================== *
Globals
* ===================================================================== */
// command line options
bool cliWriteStatusF = false;
bool cliScriptDebug = false;
bool cliSpeechText = false;
bool cliDrawInv = false;
uint32 cliMemory = 0;
// Display variables
BackWindow *mainWindow; // main window...
// Global game state
bool allPlayerActorsDead = false;
//bool graphicsInit = false; // true if graphics init OK
bool checkExit = false; // true while game running
int gameKiller = 0; // will contain the exception that ends the game
// Resource files
hResource *resFile, // main resource file
*objResFile, // object resource file
*auxResFile, // auxillary data resource file
*scriptResFile, // script resources
*soundResFile,
*voiceResFile; // sound resources
// Import list from resource file.
ResImportTable *resImports;
// x location of status lines
uint16 writeStatusFX = 468;
uint16 writeStatusFY = 354;
/* ===================================================================== *
Locals
* ===================================================================== */
// game states
static bool cleanExit = true;
bool gameInitialized = false; // true when game initialized
bool fullInitialized = false;
bool delayReDraw = false;
/* ===================================================================== *
Debug
* ===================================================================== */
// frame counting
uint32 frames = 0;
static uint32 loops = 0;
static uint32 elapsed = 0;
static uint32 lastGameTime = 0;
// message handlers
static pMessager Status[10];
static pMessager Status2[10];
pMessager ratemess[3];
/* ===================================================================== *
Prototypes
* ===================================================================== */
bool readCommandLine(int argc, char *argv[]);
void findProgramDir(char *argv); // save program home directory
APPFUNC(cmdWindowFunc); // main window event handler
// Exportable prototypes
void EventLoop(bool &running, bool modal); // handles input and distributes
void SystemEventLoop();
void runPathFinder();
bool setupGame();
void mainEnable();
void mainDisable();
void updateMainDisplay();
void cleanupGame(); // auto-cleanup function
void parseCommandLine(int argc, char *argv[]);
const char *getExeFromCommandLine(int argc, char *argv[]);
void WriteStatusF2(int16 line, const char *msg, ...);
bool initUserDialog();
void cleanupUserDialog();
int16 OptionsDialog(bool disableSaveResume = false);
static void mainLoop(bool &cleanExit, int argc, char *argv[]);
void displayUpdate();
void showDebugMessages();
bool initResourceHandles();
bool initDisplayPort();
bool initPanelSystem();
bool initDisplay();
bool initGameMaps();
/********************************************************************/
/* */
/* MAIN FUNCTION */
/* */
/********************************************************************/
void termFaultHandler();
void main_saga2() {
gameInitialized = false;
mainDisable();
initCleanup();
// parse command-line arguments and store results
// if (!readCommandLine(argc, argv))
// abortMain;
// call the initialization code
gameInitialized = initializeGame();
cleanExit = gameInitialized;
if (gameInitialized)
mainLoop(cleanExit, 0, nullptr);
shutdownGame();
gameInitialized = false;
}
// ------------------------------------------------------------------------
// Inner chunk of main - this bizzare nesting is required because VC++
// doesn't like try{} catch(){ } blocks in the same routine as its
// __try{} __except(){} blocks
void updateActiveRegions();
static void mainLoop(bool &cleanExit_, int argc, char *argv[]) {
const char *exeFile = getExeFromCommandLine(argc, argv);
if (displayEnabled())
displayUpdate();
checkRestartGame(exeFile);
fullInitialized = true;
EventLoop(g_vm->_gameRunning, false);
}
/********************************************************************/
/* */
/* INITIALIZATION and CLEANUP CODE */
/* */
/********************************************************************/
//
// Note: the bulk of the Initialization & cleanup routines have
// been moved to TOWERFTA.CPP. This file together with
// TOWER.CPP automate initialization & cleanup. This is needed
// to accomodate differences in system startup between
// the windows & DOS versions
//
//
// ------------------------------------------------------------------------
// Game setup function
bool setupGame() {
g_vm->_frate = new frameSmoother(frameRate, TICKSPERSECOND, gameTime);
g_vm->_lrate = new frameCounter(TICKSPERSECOND, gameTime);
return programInit();
}
// ------------------------------------------------------------------------
// Game cleanup function
void cleanupGame() {
delete g_vm->_frate;
delete g_vm->_lrate;
programTerm();
}
/********************************************************************/
/* */
/* EVENT LOOP HANDLING */
/* */
/********************************************************************/
void processEventLoop(bool updateScreen = true);
//-----------------------------------------------------------------------
// Main loop
void EventLoop(bool &running, bool) {
// Our typical main loop
while (running && g_vm->_gameRunning)
processEventLoop(displayEnabled());
}
//-----------------------------------------------------------------------
// Main event which does everything (including handle user input)
void dumpGBASE(char *msg);
void processEventLoop(bool updateScreen) {
debugC(1, kDebugEventLoop, "EventLoop: starting event loop");
if (g_vm->shouldQuit()) {
//g_vm->_gameRunning=false;
endGame();
return;
}
debugC(1, kDebugEventLoop, "EventLoop: audio event loop");
audioEventLoop();
debugC(1, kDebugEventLoop, "EventLoop: game mode update");
if (GameMode::newmodeFlag)
GameMode::update();
Common::Event event;
while (g_vm->getEventManager()->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_RBUTTONDOWN:
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONUP:
case Common::EVENT_MOUSEMOVE:
g_vm->_toolBase->handleMouse(event, g_system->getMillis());
break;
case Common::EVENT_KEYDOWN:
g_vm->_toolBase->handleKeyStroke(event);
break;
case Common::EVENT_QUIT:
if (verifyUserExit())
endGame();
break;
default:
break;
}
}
//if(!running) return; // This Is No Tasks Are Done After Saving Game
debugC(1, kDebugEventLoop, "EventLoop: timer update");
// Handle the timer events
// REM: Causing code corruption in windows for some reason...
g_vm->_toolBase->handleTimerTick(gameTime >> 2);
// Handle updating of the display.
debugC(1, kDebugEventLoop, "EventLoop: display update");
if (!g_vm->checkVideo()) {
displayUpdate();
}
if (allPlayerActorsDead) {
allPlayerActorsDead = false;
setLostroMode();
}
}
void displayUpdate() {
if (displayEnabled()) { //updateScreen)
//debugC(1, kDebugEventLoop, "EventLoop: daytime transition update loop");
dayNightUpdate();
//debugC(1, kDebugEventLoop, "EventLoop: Game mode handle task");
GameMode::modeStackPtr[GameMode::modeStackCtr - 1]->handleTask();
g_vm->_lrate->updateFrameCount();
loops++;
elapsed += (gameTime - lastGameTime);
lastGameTime = gameTime;
if (g_vm->getGameId() == GID_FTA2) {
debugC(1, kDebugEventLoop, "EventLoop: Interface indicator updates");
updateIndicators();
}
g_system->updateScreen();
g_system->delayMillis(10);
if (delayReDraw)
reDrawScreen();
// Call asynchronous resource loader
debugC(1, kDebugEventLoop, "EventLoop: resource update");
audioEventLoop();
// Call the asynchronous path finder
debugC(1, kDebugEventLoop, "EventLoop: pathfinder update");
runPathFinder();
showDebugMessages();
}
}
void showDebugMessages() {
if (g_vm->_showPosition) {
TilePoint p = centerActorCoords();
WriteStatusF2(0, "Position: %d, %d, %d", p.u, p.v, p.z);
}
if (g_vm->_showStats) {
ObjectID objID = g_vm->_mouseInfo->getObjectId();
GameObject *obj = GameObject::objectAddress(objID);
if (ProtoObj *p = obj->proto()) {
WriteStatusF2(1, "%s (%d)", obj->objName(), objID);
WriteStatusF2(2, "dmg = %d", p->weaponDamage);
WriteStatusF2(3, "firerate = %d", p->weaponFireRate);
WriteStatusF2(4, "maximumRange = %d", p->maximumRange);
WriteStatusF2(5, "dmgAbsorbtion = %d", p->damageAbsorbtion);
WriteStatusF2(6, "dmgDivider = %d", p->damageDivider);
WriteStatusF2(7, "defenseBonus = %d", p->defenseBonus);
WriteStatusF2(8, "maxCharges = %d", p->maxCharges);
WriteStatusF2(9, "price = %d", p->price);
}
}
}
/* ===================================================================== *
Abbreviated event loop
* ===================================================================== */
void SystemEventLoop() {
if (
#ifdef DO_OUTRO_IN_CLEANUP
whichOutro == -1 &&
#endif
!g_vm->_gameRunning)
TroModeExternEvent();
Common::Event event;
while (g_vm->getEventManager()->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONUP:
case Common::EVENT_KEYDOWN:
case Common::EVENT_QUIT:
TroModeExternEvent();
break;
default:
break;
}
}
g_system->updateScreen();
g_system->delayMillis(10);
}
/********************************************************************/
/* */
/* COMMAND LINE PARSING WITHOUT CRASHES */
/* */
/********************************************************************/
// ------------------------------------------------------------------------
// Determines the EXE file executed from command line info
const char *getExeFromCommandLine(int argc, char *argv[]) {
if (argv == nullptr)
return "scummvm";
return argv[0];
}
// ------------------------------------------------------------------------
// Adds error handling to command line parsing
bool readCommandLine(int argc, char *argv[]) {
parseCommandLine(argc, argv);
return true;
}
/********************************************************************/
/* */
/* MOUSE EVENT QUEUE */
/* */
/********************************************************************/
// ------------------------------------------------------------------------
// clears any queued input (mouse AND keyboard)
void resetInputDevices() {
Common::Event event;
while (g_vm->getEventManager()->pollEvent(event));
}
/********************************************************************/
/* */
/* RESOURCE MANAGEMENT CODE */
/* */
/********************************************************************/
//-----------------------------------------------------------------------
// Opens a file using simple DOS i/o, allocates a buffer the same size
// as the file, and loads the file into the buffer
void *LoadFile(char *filename, const char desc[]) {
#if 0
int fHandle; // file handle
struct stat fileStat; // stat structure
uint8 *buffer; // allocated buffer
// Open the file
if ((fHandle = open(filename, O_RDONLY)) < 0)
error("Error opening %s", filename);
// Determine size of file
if (fstat(fHandle, &fileStat) < 0)
error("Error accessing %s", filename);
// Allocate the buffer
buffer = (uint8 *)mustAlloc(fileStat.st_size, desc);
// Read file into buffer
if (read(fHandle, buffer, fileStat.st_size) < 0)
error("Error reading %s", filename);
// Close file and return
close(fHandle);
return buffer;
#endif
warning("STUB: LoadFile(%s)", filename);
return nullptr;
}
//-----------------------------------------------------------------------
// Loads a resource into a buffer and returns a pointer
void *LoadResource(hResContext *con, uint32 id, const char desc[]) {
int32 size;
uint8 *buffer; // allocated buffer
debugC(3, kDebugResources, "LoadResource(): Loading resource %d (%s, %s)", id, tag2str(id), desc);
size = con->size(id);
if (size <= 0 || !con->seek(id)) {
error("LoadResource(): Error reading resource ID '%s'.", tag2str(id));
}
// Allocate the buffer
buffer = (uint8 *)malloc(size);
con->read(buffer, size);
con->rest();
return buffer;
}
Common::SeekableReadStream *loadResourceToStream(hResContext *con, uint32 id, const char desc[]) {
int32 size;
uint8 *buffer; // allocated buffer
debugC(3, kDebugResources, "loadResourceToStream(): Loading resource %d (%s, %s)", id, tag2str(id), desc);
size = con->size(id);
if (size <= 0 || !con->seek(id)) {
warning("loadResourceToStream(): Error reading resource ID '%s'.", tag2str(id));
return nullptr;
}
// Allocate the buffer
buffer = (uint8 *)malloc(size);
con->read(buffer, size);
con->rest();
return new Common::MemoryReadStream(buffer, size, DisposeAfterUse::YES);
}
void dumpResource(hResContext *con, uint32 id) {
int32 size = con->size(id);
if (size <= 0 || !con->seek(id)) {
error("dumpResource(): Error reading resource ID '%s'.", tag2str(id));
}
byte *buffer = (byte *)malloc(size);
con->read(buffer, size);
con->rest();
Common::DumpFile out;
Common::String path = Common::String::format("./dumps/mus%s.dat", tag2strP(id));
if (out.open(path, true)) {
out.write(buffer, size);
out.flush();
out.close();
}
free(buffer);
}
typedef hResource *pHResource;
inline char drive(char *path) {
return (path[0] % 32);
}
//-----------------------------------------------------------------------
// Routine to initialize an arbitrary resource file
static bool openResource(pHResource &hr, const char *fileName) {
if (hr)
delete hr;
hr = nullptr;
hr = new hResource(fileName);
while (hr == nullptr || !hr->_valid) {
if (hr) delete hr;
hr = nullptr;
hr = new hResource(fileName);
}
if (hr == nullptr || !hr->_valid) {
error("openResource: Cannot open resource: %s", fileName);
// return false;
}
return true;
}
//-----------------------------------------------------------------------
// 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