mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-27 04:07:05 +00:00
443 lines
11 KiB
C++
443 lines
11 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/events.h"
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#include "common/system.h"
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#include "cine/main_loop.h"
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#include "cine/object.h"
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#include "cine/various.h"
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#include "cine/bg_list.h"
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#include "cine/sound.h"
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namespace Cine {
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struct MouseStatusStruct {
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int left;
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int right;
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};
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MouseStatusStruct mouseData;
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uint16 mouseRight = 0;
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uint16 mouseLeft = 0;
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int lastKeyStroke = 0;
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uint16 mouseUpdateStatus;
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uint16 dummyU16;
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static void processEvent(Common::Event &event) {
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switch (event.type) {
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case Common::EVENT_LBUTTONDOWN:
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mouseLeft = 1;
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break;
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case Common::EVENT_RBUTTONDOWN:
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mouseRight = 1;
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break;
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case Common::EVENT_LBUTTONUP:
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mouseLeft = 0;
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break;
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case Common::EVENT_RBUTTONUP:
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mouseRight = 0;
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break;
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case Common::EVENT_MOUSEMOVE:
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break;
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case Common::EVENT_KEYDOWN:
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switch (event.kbd.keycode) {
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case Common::KEYCODE_RETURN:
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case Common::KEYCODE_KP_ENTER:
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case Common::KEYCODE_KP5:
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if (allowPlayerInput) {
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mouseLeft = 1;
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}
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break;
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case Common::KEYCODE_ESCAPE:
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if (allowPlayerInput) {
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mouseRight = 1;
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}
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break;
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case Common::KEYCODE_F1:
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if (allowPlayerInput) {
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playerCommand = 0; // EXAMINE
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makeCommandLine();
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}
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break;
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case Common::KEYCODE_F2:
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if (allowPlayerInput) {
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playerCommand = 1; // TAKE
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makeCommandLine();
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}
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break;
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case Common::KEYCODE_F3:
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if (allowPlayerInput) {
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playerCommand = 2; // INVENTORY
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makeCommandLine();
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}
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break;
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case Common::KEYCODE_F4:
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if (allowPlayerInput) {
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playerCommand = 3; // USE
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makeCommandLine();
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}
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break;
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case Common::KEYCODE_F5:
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if (allowPlayerInput) {
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playerCommand = 4; // ACTIVATE
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makeCommandLine();
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}
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break;
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case Common::KEYCODE_F6:
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if (allowPlayerInput) {
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playerCommand = 5; // SPEAK
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makeCommandLine();
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}
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break;
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case Common::KEYCODE_F9:
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if (allowPlayerInput && !inMenu) {
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makeActionMenu();
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makeCommandLine();
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}
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break;
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case Common::KEYCODE_F10:
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if (!inMenu) {
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g_cine->makeSystemMenu();
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}
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break;
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case Common::KEYCODE_F11:
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renderer->showCollisionPage(true);
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break;
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case Common::KEYCODE_MINUS:
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case Common::KEYCODE_KP_MINUS:
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g_cine->modifyGameSpeed(-1); // Slower
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break;
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case Common::KEYCODE_PLUS:
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case Common::KEYCODE_KP_PLUS:
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g_cine->modifyGameSpeed(+1); // Faster
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break;
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case Common::KEYCODE_LEFT:
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case Common::KEYCODE_KP4:
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moveUsingKeyboard(-1, 0); // Left
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break;
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case Common::KEYCODE_RIGHT:
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case Common::KEYCODE_KP6:
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moveUsingKeyboard(+1, 0); // Right
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break;
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case Common::KEYCODE_UP:
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case Common::KEYCODE_KP8:
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moveUsingKeyboard(0, +1); // Up
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break;
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case Common::KEYCODE_DOWN:
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case Common::KEYCODE_KP2:
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moveUsingKeyboard(0, -1); // Down
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break;
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case Common::KEYCODE_KP9:
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moveUsingKeyboard(+1, +1); // Up & Right
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break;
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case Common::KEYCODE_KP7:
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moveUsingKeyboard(-1, +1); // Up & Left
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break;
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case Common::KEYCODE_KP1:
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moveUsingKeyboard(-1, -1); // Down & Left
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break;
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case Common::KEYCODE_KP3:
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moveUsingKeyboard(+1, -1); // Down & Right
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break;
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case Common::KEYCODE_d:
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if (event.kbd.hasFlags(Common::KBD_CTRL)) {
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g_cine->getDebugger()->attach();
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g_cine->getDebugger()->onFrame();
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}
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// No Break to allow fallthrough to process 'd' without CTRL
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default:
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lastKeyStroke = event.kbd.keycode;
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break;
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}
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break;
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case Common::EVENT_KEYUP:
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switch (event.kbd.keycode) {
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case Common::KEYCODE_F11:
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renderer->showCollisionPage(false);
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break;
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case Common::KEYCODE_KP5: // Emulated left mouse button click
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case Common::KEYCODE_LEFT: // Left
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case Common::KEYCODE_KP4: // Left
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case Common::KEYCODE_RIGHT: // Right
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case Common::KEYCODE_KP6: // Right
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case Common::KEYCODE_UP: // Up
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case Common::KEYCODE_KP8: // Up
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case Common::KEYCODE_DOWN: // Down
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case Common::KEYCODE_KP2: // Down
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case Common::KEYCODE_KP9: // Up & Right
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case Common::KEYCODE_KP7: // Up & Left
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case Common::KEYCODE_KP1: // Down & Left
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case Common::KEYCODE_KP3: // Down & Right
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// Stop ego movement made with keyboard when releasing a known key
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moveUsingKeyboard(0, 0);
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break;
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default:
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break;
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}
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default:
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break;
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}
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}
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void manageEvents() {
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Common::EventManager *eventMan = g_system->getEventManager();
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uint32 nextFrame = g_system->getMillis() + g_cine->getTimerDelay();
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do {
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Common::Event event;
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while (eventMan->pollEvent(event)) {
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processEvent(event);
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}
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g_system->updateScreen();
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g_system->delayMillis(20);
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} while (g_system->getMillis() < nextFrame);
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mouseData.left = mouseLeft;
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mouseData.right = mouseRight;
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}
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void getMouseData(uint16 param, uint16 *pButton, uint16 *pX, uint16 *pY) {
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Common::Point mouse = g_system->getEventManager()->getMousePos();
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*pX = mouse.x;
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*pY = mouse.y;
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*pButton = 0;
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if (mouseData.right) {
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(*pButton) |= 2;
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}
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if (mouseData.left) {
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(*pButton) |= 1;
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}
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}
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int getKeyData() {
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int k = lastKeyStroke;
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lastKeyStroke = -1;
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return k;
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}
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/** Removes elements from seqList that have their member variable var4 set to value -1. */
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void purgeSeqList() {
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Common::List<SeqListElement>::iterator it = g_cine->_seqList.begin();
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while (it != g_cine->_seqList.end()) {
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if (it->var4 == -1) {
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// Erase the element and jump to the next element
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it = g_cine->_seqList.erase(it);
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} else {
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// Let the element be and jump to the next element
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++it;
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}
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}
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}
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void CineEngine::mainLoop(int bootScriptIdx) {
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bool playerAction;
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byte di;
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uint16 mouseButton;
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if (_preLoad == false) {
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resetBgIncrustList();
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setTextWindow(0, 0, 20, 200);
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errorVar = 0;
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addScriptToGlobalScripts(bootScriptIdx);
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menuVar = 0;
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// gfxRedrawPage(page0c, page0, page0c, page0, -1);
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// gfxWaitVBL();
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// gfxRedrawMouseCursor();
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inMenu = false;
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allowPlayerInput = 0;
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checkForPendingDataLoadSwitch = 0;
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fadeRequired = false;
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isDrawCommandEnabled = 0;
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waitForPlayerClick = 0;
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menuCommandLen = 0;
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playerCommand = -1;
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g_cine->_commandBuffer = "";
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g_cine->_globalVars[VAR_MOUSE_X_POS] = 0;
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g_cine->_globalVars[VAR_MOUSE_Y_POS] = 0;
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if (g_cine->getGameType() == Cine::GType_OS) {
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g_cine->_globalVars[VAR_MOUSE_X_POS_2ND] = 0;
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g_cine->_globalVars[VAR_MOUSE_Y_POS_2ND] = 0;
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g_cine->_globalVars[VAR_BYPASS_PROTECTION] = 0; // set to 1 to bypass the copy protection
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g_cine->_globalVars[VAR_LOW_MEMORY] = 0; // set to 1 to disable some animations, sounds etc.
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}
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strcpy(newPrcName, "");
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strcpy(newRelName, "");
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strcpy(newObjectName, "");
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strcpy(newMsgName, "");
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strcpy(currentCtName, "");
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strcpy(currentPartName, "");
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g_sound->stopMusic();
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}
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do {
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// HACK: Force amount of oxygen left to maximum during Operation Stealth's first arcade sequence.
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// This makes it possible to pass the arcade sequence for now.
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// FIXME: Remove the hack and make the first arcade sequence normally playable.
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/*
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if (g_cine->getGameType() == Cine::GType_OS) {
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Common::String bgName(renderer->getBgName());
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// Check if the background is one of the three backgrounds
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// that are only used during the first arcade sequence.
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if (bgName == "28.PI1" || bgName == "29.PI1" || bgName == "30.PI1") {
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static const uint oxygenObjNum = 202, maxOxygen = 264;
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// Force the amount of oxygen left to the maximum.
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g_cine->_objectTable[oxygenObjNum].x = maxOxygen;
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}
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}*/
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// HACK: In Operation Stealth after the first arcade sequence jump player's position to avoid getting stuck.
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// After the first arcade sequence the player comes up stairs from
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// the water in Santa Paragua's downtown in front of the flower shop.
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// Previously he was completely stuck after getting up the stairs.
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// If the background is the one used in the flower shop scene ("21.PI1")
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// and the player is at the exact location after getting up the stairs
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// then we just nudge him a tiny bit away from the stairs and voila, he's free!
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// Maybe the real problem behind all this is collision data related as it looks
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// like there's some boundary right there near position (204, 110) which we can
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// jump over by moving the character to (204, 109). The script handling the
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// flower shop scene is AIRPORT.PRC's 13th script.
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// FIXME: Remove the hack and solve what's really causing the problem in the first place.
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if (g_cine->getGameType() == Cine::GType_OS) {
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if (scumm_stricmp(renderer->getBgName(), "21.PI1") == 0 && g_cine->_objectTable[1].x == 204 && g_cine->_objectTable[1].y == 110) {
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g_cine->_objectTable[1].y--; // Move the player character upward on-screen by one pixel
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}
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}
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stopMusicAfterFadeOut();
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di = executePlayerInput();
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// Clear the zoneQuery table (Operation Stealth specific)
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if (g_cine->getGameType() == Cine::GType_OS) {
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Common::fill(g_cine->_zoneQuery.begin(), g_cine->_zoneQuery.end(), 0);
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}
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if (g_cine->getGameType() == Cine::GType_OS) {
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processSeqList();
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}
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executeObjectScripts();
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executeGlobalScripts();
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purgeObjectScripts();
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purgeGlobalScripts();
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if (g_cine->getGameType() == Cine::GType_OS) {
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purgeSeqList();
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}
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if (playerCommand == -1) {
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setMouseCursor(MOUSE_CURSOR_NORMAL);
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} else {
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setMouseCursor(MOUSE_CURSOR_CROSS);
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}
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if (renderer->ready()) {
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renderer->drawFrame();
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}
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// NOTE: In the original Future Wars and Operation Stealth messages
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// were removed when running the drawOverlays function which is
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// currently called from the renderer's drawFrame function.
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removeMessages();
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if (waitForPlayerClick) {
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playerAction = false;
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_messageLen <<= 3;
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if (_messageLen < 800)
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_messageLen = 800;
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do {
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manageEvents();
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getMouseData(mouseUpdateStatus, &mouseButton, &dummyU16, &dummyU16);
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} while (mouseButton != 0 && !shouldQuit());
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menuVar = 0;
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do {
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manageEvents();
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getMouseData(mouseUpdateStatus, &mouseButton, &dummyU16, &dummyU16);
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playerAction = (mouseButton != 0) || processKeyboard(menuVar);
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mainLoopSub6();
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} while (!playerAction && !shouldQuit());
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menuVar = 0;
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do {
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manageEvents();
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getMouseData(mouseUpdateStatus, &mouseButton, &dummyU16, &dummyU16);
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} while (mouseButton != 0 && !shouldQuit());
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waitForPlayerClick = 0;
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}
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if (checkForPendingDataLoadSwitch) {
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checkForPendingDataLoad();
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checkForPendingDataLoadSwitch = 0;
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}
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if (di) {
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if ("quit"[menuCommandLen] == (char)di) {
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++menuCommandLen;
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if (menuCommandLen == 4) {
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quitGame();
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}
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} else {
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menuCommandLen = 0;
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}
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}
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manageEvents();
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} while (!shouldQuit() && !_restartRequested);
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hideMouse();
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g_sound->stopMusic();
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//if (g_cine->getGameType() == Cine::GType_OS) {
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// freeUnkList();
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//}
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closePart();
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}
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} // End of namespace Cine
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