mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-26 11:46:54 +00:00
86565fcca5
- Added new GameDescriptor struct (similar to PlainGameDescriptor but with Common::String members instead of const char * ones) - Changed DetectedGame to subclass GameDescriptor - Removed toGameSettings() in favor of new (template) constructors in DetectedGame and GameDescriptor - Fixed a bug in the obsolete gameid handling in the SCUMM & SIMON engines svn-id: r21150
628 lines
21 KiB
C++
628 lines
21 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003-2006 The ScummVM project
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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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#include "common/stdafx.h"
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#include "sword1/sword1.h"
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#include "backends/fs/fs.h"
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#include "base/plugins.h"
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#include "common/config-manager.h"
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#include "common/file.h"
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#include "common/timer.h"
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#include "common/system.h"
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#include "sword1/resman.h"
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#include "sword1/objectman.h"
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#include "sword1/mouse.h"
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#include "sword1/logic.h"
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#include "sword1/sound.h"
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#include "sword1/screen.h"
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#include "sword1/swordres.h"
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#include "sword1/menu.h"
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#include "sword1/music.h"
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#include "sword1/control.h"
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#include "gui/message.h"
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#include "gui/newgui.h"
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using namespace Sword1;
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/* Broken Sword 1 */
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static const PlainGameDescriptor sword1FullSettings =
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{"sword1", "Broken Sword 1: The Shadow of the Templars"};
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static const PlainGameDescriptor sword1DemoSettings =
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{"sword1demo", "Broken Sword 1: The Shadow of the Templars (Demo)"};
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// check these subdirectories (if present)
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static const char *g_dirNames[] = { "clusters", "speech" };
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#define NUM_FILES_TO_CHECK 5
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static const char *g_filesToCheck[NUM_FILES_TO_CHECK] = { // these files have to be found
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"swordres.rif",
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"general.clu",
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"compacts.clu",
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"scripts.clu",
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"cows.mad", // this one should only exist in the demo version
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// the engine needs several more files to work, but checking these should be sufficient
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};
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GameList Engine_SWORD1_gameIDList() {
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GameList games;
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games.push_back(sword1FullSettings);
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games.push_back(sword1DemoSettings);
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return games;
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}
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GameDescriptor Engine_SWORD1_findGameID(const char *gameid) {
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if (0 == scumm_stricmp(gameid, sword1FullSettings.gameid))
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return sword1FullSettings;
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if (0 == scumm_stricmp(gameid, sword1DemoSettings.gameid))
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return sword1DemoSettings;
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return GameDescriptor();
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}
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void Sword1CheckDirectory(const FSList &fslist, bool *filesFound) {
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for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
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if (!file->isDirectory()) {
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const char *fileName = file->displayName().c_str();
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for (int cnt = 0; cnt < NUM_FILES_TO_CHECK; cnt++)
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if (scumm_stricmp(fileName, g_filesToCheck[cnt]) == 0)
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filesFound[cnt] = true;
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} else {
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for (int cnt = 0; cnt < ARRAYSIZE(g_dirNames); cnt++)
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if (scumm_stricmp(file->displayName().c_str(), g_dirNames[cnt]) == 0)
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Sword1CheckDirectory(file->listDir(AbstractFilesystemNode::kListFilesOnly), filesFound);
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}
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}
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}
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DetectedGameList Engine_SWORD1_detectGames(const FSList &fslist) {
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int i;
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DetectedGameList detectedGames;
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bool filesFound[NUM_FILES_TO_CHECK];
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for (i = 0; i < NUM_FILES_TO_CHECK; i++)
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filesFound[i] = false;
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Sword1CheckDirectory(fslist, filesFound);
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bool mainFilesFound = true;
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for (i = 0; i < NUM_FILES_TO_CHECK -1; i++)
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if (!filesFound[i])
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mainFilesFound = false;
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if (mainFilesFound && filesFound[NUM_FILES_TO_CHECK - 1])
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detectedGames.push_back(sword1DemoSettings);
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else if (mainFilesFound)
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detectedGames.push_back(sword1FullSettings);
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return detectedGames;
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}
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Engine *Engine_SWORD1_create(GameDetector *detector, OSystem *syst) {
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return new SwordEngine(detector, syst);
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}
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REGISTER_PLUGIN(SWORD1, "Broken Sword")
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namespace Sword1 {
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SystemVars SwordEngine::_systemVars;
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void SwordEngine::errorString(const char *buf1, char *buf2) {
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strcpy(buf2, buf1);
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}
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SwordEngine::SwordEngine(GameDetector *detector, OSystem *syst)
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: Engine(syst) {
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if (0 == scumm_stricmp(detector->_gameid.c_str(), "sword1demo"))
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_features = GF_DEMO;
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else
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_features = 0;
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if (!_mixer->isReady())
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warning("Sound initialization failed");
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// Add default file directories
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Common::File::addDefaultDirectory(_gameDataPath + "CLUSTERS/");
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Common::File::addDefaultDirectory(_gameDataPath + "MUSIC/");
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Common::File::addDefaultDirectory(_gameDataPath + "SPEECH/");
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Common::File::addDefaultDirectory(_gameDataPath + "VIDEO/");
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Common::File::addDefaultDirectory(_gameDataPath + "clusters/");
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Common::File::addDefaultDirectory(_gameDataPath + "music/");
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Common::File::addDefaultDirectory(_gameDataPath + "speech/");
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Common::File::addDefaultDirectory(_gameDataPath + "video/");
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}
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SwordEngine::~SwordEngine() {
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delete _control;
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delete _logic;
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delete _menu;
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delete _sound;
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delete _music;
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delete _screen;
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delete _mouse;
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delete _objectMan;
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delete _resMan;
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}
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int SwordEngine::init(GameDetector &detector) {
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_system->beginGFXTransaction();
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initCommonGFX(detector, true);
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_system->initSize(640, 480);
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_system->endGFXTransaction();
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checkCdFiles();
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debug(5, "Starting resource manager");
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_resMan = new ResMan("swordres.rif");
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debug(5, "Starting object manager");
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_objectMan = new ObjectMan(_resMan);
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_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, Audio::Mixer::kMaxMixerVolume);
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_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, Audio::Mixer::kMaxMixerVolume);
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_mouse = new Mouse(_system, _resMan, _objectMan);
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_screen = new Screen(_system, _resMan, _objectMan);
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_music = new Music(_mixer);
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_sound = new Sound("", _mixer, _resMan);
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_menu = new Menu(_screen, _mouse);
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_logic = new Logic(_objectMan, _resMan, _screen, _mouse, _sound, _music, _menu, _system, _mixer);
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_mouse->useLogicAndMenu(_logic, _menu);
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uint musicVol = ConfMan.getInt("music_volume");
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uint speechVol = ConfMan.getInt("speech_volume");
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uint sfxVol = ConfMan.getInt("sfx_volume");
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if (musicVol > 255)
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musicVol = 255;
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if (speechVol > 255)
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speechVol = 255;
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if (sfxVol > 255)
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sfxVol = 255;
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_music->setVolume(musicVol, musicVol); // these routines expect left and right volume,
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_sound->setSpeechVol(speechVol, speechVol); // but our config manager doesn't support it.
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_sound->setSfxVol(sfxVol, sfxVol);
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_systemVars.justRestoredGame = 0;
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_systemVars.currentCD = 0;
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_systemVars.controlPanelMode = CP_NEWGAME;
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_systemVars.forceRestart = false;
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_systemVars.wantFade = true;
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_systemVars.engineQuit = false;
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switch (Common::parseLanguage(ConfMan.get("language"))) {
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case Common::DE_DEU:
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_systemVars.language = BS1_GERMAN;
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break;
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case Common::FR_FRA:
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_systemVars.language = BS1_FRENCH;
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break;
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case Common::IT_ITA:
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_systemVars.language = BS1_ITALIAN;
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break;
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case Common::ES_ESP:
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_systemVars.language = BS1_SPANISH;
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break;
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case Common::PT_BRA:
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_systemVars.language = BS1_PORT;
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break;
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case Common::CZ_CZE:
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_systemVars.language = BS1_CZECH;
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break;
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default:
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_systemVars.language = BS1_ENGLISH;
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}
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_systemVars.showText = ConfMan.getBool("subtitles");
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_systemVars.playSpeech = 1;
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_mouseState = 0;
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_logic->initialize();
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_objectMan->initialize();
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_mouse->initialize();
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_control = new Control(_saveFileMan, _resMan, _objectMan, _system, _mouse, _sound, _music);
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return 0;
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}
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void SwordEngine::reinitialize(void) {
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_resMan->flush(); // free everything that's currently alloced and opened. (*evil*)
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_logic->initialize(); // now reinitialize these objects as they (may) have locked
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_objectMan->initialize(); // resources which have just been wiped.
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_mouse->initialize();
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_system->warpMouse(320, 240);
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_systemVars.wantFade = true;
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}
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void SwordEngine::flagsToBool(bool *dest, uint8 flags) {
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uint8 bitPos = 0;
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while (flags) {
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if (flags & 1)
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dest[bitPos] = true;
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flags >>= 1;
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bitPos++;
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}
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}
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static const char *errorMsgs[] = {
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"The file \"%s\" is missing and the game doesn't work without it.\n"
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"Please copy it from CD %d and try starting the game again.\n"
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"The Readme file also contains further information.",
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"%d important files are missing, the game can't start without them.\n"
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"Please copy these files from their corresponding CDs:\n",
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"The file \"%s\" is missing.\n"
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"Even though the game may initially seem to\n"
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"work fine, it will crash when it needs the\n"
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"data from this file and you will be thrown back to your last savegame.\n"
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"Please copy the file from CD %d and start the game again.",
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"%d files are missing.\n"
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"Even though the game may initially seem to\n"
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"work fine, it will crash when it needs the\n"
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"data from these files and you will be thrown back to your last savegame.\n"
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"Please copy these files from their corresponding CDs:\n"
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};
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const CdFile SwordEngine::_cdFileList[] = {
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{ "paris2.clu", FLAG_CD1 },
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{ "ireland.clu", FLAG_CD2 },
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{ "paris3.clu", FLAG_CD1 },
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{ "paris4.clu", FLAG_CD1 },
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{ "scotland.clu", FLAG_CD2 },
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{ "spain.clu", FLAG_CD2 },
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{ "syria.clu", FLAG_CD2 },
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{ "train.clu", FLAG_CD2 },
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{ "compacts.clu", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "general.clu", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "maps.clu", FLAG_CD1 | FLAG_DEMO },
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{ "paris1.clu", FLAG_CD1 | FLAG_DEMO },
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{ "scripts.clu", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "swordres.rif", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "text.clu", FLAG_CD1 | FLAG_DEMO },
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{ "cows.mad", FLAG_DEMO },
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{ "speech1.clu", FLAG_SPEECH1 },
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{ "speech2.clu", FLAG_SPEECH2 }
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#ifdef USE_MAD
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,{ "speech1.cl3", FLAG_SPEECH1 },
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{ "speech2.cl3", FLAG_SPEECH2 }
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#endif
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#ifdef USE_VORBIS
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,{ "speech1.clv", FLAG_SPEECH1 },
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{ "speech2.clv", FLAG_SPEECH2 }
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#endif
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};
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void SwordEngine::showFileErrorMsg(uint8 type, bool *fileExists) {
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char msg[1024];
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int missCnt = 0, missNum = 0;
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for (int i = 0; i < ARRAYSIZE(_cdFileList); i++)
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if (!fileExists[i]) {
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missCnt++;
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missNum = i;
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}
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assert(missCnt > 0); // this function shouldn't get called if there's nothing missing.
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warning("%d files missing", missCnt);
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int msgId = (type == TYPE_IMMED) ? 0 : 2;
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if (missCnt == 1) {
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sprintf(msg, errorMsgs[msgId],
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_cdFileList[missNum].name, (_cdFileList[missNum].flags & FLAG_CD2) ? 2 : 1);
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warning(msg);
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} else {
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char *pos = msg + sprintf(msg, errorMsgs[msgId + 1], missCnt);
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warning(msg);
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for (int i = 0; i < ARRAYSIZE(_cdFileList); i++)
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if (!fileExists[i]) {
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warning("\"%s\" (CD %d)", _cdFileList[i].name, (_cdFileList[i].flags & FLAG_CD2) ? 2 : 1);
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pos += sprintf(pos, "\"%s\" (CD %d)\n", _cdFileList[i].name, (_cdFileList[i].flags & FLAG_CD2) ? 2 : 1);
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}
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}
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GUI::MessageDialog dialog(msg);
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dialog.runModal();
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if (type == TYPE_IMMED) // we can't start without this file, so error() out.
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error(msg);
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}
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void SwordEngine::checkCdFiles(void) { // check if we're running from cd, hdd or what...
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Common::File test;
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bool fileExists[30];
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bool isFullVersion = false; // default to demo version
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bool missingTypes[8] = { false, false, false, false, false, false, false, false };
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bool foundTypes[8] = { false, false, false, false, false, false, false, false };
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bool cd2FilesFound = false;
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_systemVars.runningFromCd = false;
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_systemVars.playSpeech = true;
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// check all files and look out if we can find a file that wouldn't exist if this was the demo version
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for (int fcnt = 0; fcnt < ARRAYSIZE(_cdFileList); fcnt++) {
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if (test.open(_cdFileList[fcnt].name)) {
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test.close();
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fileExists[fcnt] = true;
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flagsToBool(foundTypes, _cdFileList[fcnt].flags);
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if (!(_cdFileList[fcnt].flags & FLAG_DEMO))
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isFullVersion = true;
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if (_cdFileList[fcnt].flags & FLAG_CD2)
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cd2FilesFound = true;
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} else {
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flagsToBool(missingTypes, _cdFileList[fcnt].flags);
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fileExists[fcnt] = false;
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}
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}
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if (((_features & GF_DEMO) == 0) != isFullVersion) // shouldn't happen...
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warning("Your Broken Sword 1 version looks like a %s version but you are starting it as a %s version", isFullVersion ? "full" : "demo", (_features & GF_DEMO) ? "demo" : "full");
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if (foundTypes[TYPE_SPEECH1]) // we found some kind of speech1 file (.clu, .cl3, .clv)
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missingTypes[TYPE_SPEECH1] = false; // so we don't care if there's a different kind missing
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if (foundTypes[TYPE_SPEECH2]) // same for speech2
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missingTypes[TYPE_SPEECH2] = false;
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if (isFullVersion) // if this is the full version...
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missingTypes[TYPE_DEMO] = false; // then we don't need demo files...
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else // and vice versa
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missingTypes[TYPE_SPEECH1] = missingTypes[TYPE_SPEECH2] = missingTypes[TYPE_CD1] = missingTypes[TYPE_CD2] = false;
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bool somethingMissing = false;
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for (int i = 0; i < 8; i++)
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somethingMissing |= missingTypes[i];
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if (somethingMissing) { // okay, there *are* files missing
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// first, update the fileExists[] array depending on our changed missingTypes
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for (int fileCnt = 0; fileCnt < ARRAYSIZE(_cdFileList); fileCnt++)
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if (!fileExists[fileCnt]) {
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fileExists[fileCnt] = true;
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for (int flagCnt = 0; flagCnt < 8; flagCnt++)
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if (missingTypes[flagCnt] && ((_cdFileList[fileCnt].flags & (1 << flagCnt)) != 0))
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fileExists[fileCnt] = false; // this is one of the files we were looking for
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}
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if (missingTypes[TYPE_IMMED]) {
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// important files missing, can't start the game without them
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showFileErrorMsg(TYPE_IMMED, fileExists);
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} else if ((!missingTypes[TYPE_CD1]) && !cd2FilesFound) {
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/* we have all the data from cd one, but not a single one from CD2.
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I'm not sure how we should handle this, for now I'll just assume that the
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user has set up the extrapath correctly and copied the necessary files to HDD.
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A quite optimistic assumption, I'd say. Maybe we should change this for the release
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to warn the user? */
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warning("CD2 data files not found. I hope you know what you're doing and that\n"
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"you have set up the extrapath and additional data correctly.\n"
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"If you didn't, you should better read the ScummVM readme file");
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_systemVars.runningFromCd = true;
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_systemVars.playSpeech = true;
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} else if (missingTypes[TYPE_CD1] || missingTypes[TYPE_CD2]) {
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// several files from CD1 both CDs are missing. we can probably start, but it'll crash sooner or later
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showFileErrorMsg(TYPE_CD1, fileExists);
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} else if (missingTypes[TYPE_SPEECH1] || missingTypes[TYPE_SPEECH2]) {
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// not so important, but there won't be any voices
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if (missingTypes[TYPE_SPEECH1] && missingTypes[TYPE_SPEECH2])
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warning("Unable to find the speech files. The game will work, but you won't hear any voice output.\n"
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"Please copy the SPEECH.CLU files from both CDs and rename them to SPEECH1.CLU and SPEECH2.CLU,\n"
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"corresponding to the CD number.\n"
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"Please read the ScummVM Readme file for more information");
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else
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warning("Unable to find the speech file from CD %d.\n"
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"You won't hear any voice output in that part of the game.\n"
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"Please read the ScummVM Readme file for more information", missingTypes[TYPE_SPEECH1] ? 1 : 2);
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} else if (missingTypes[TYPE_DEMO]) {
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// for the demo version, we simply expect to have all files immediately
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showFileErrorMsg(TYPE_IMMED, fileExists);
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}
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} // everything's fine, let's play.
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/*if (!isFullVersion)
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_systemVars.isDemo = true;
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*/
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// make the demo flag depend on the Gamesettings for now, and not on what the datafiles look like
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_systemVars.isDemo = (_features & GF_DEMO) != 0;
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_systemVars.cutscenePackVersion = 0;
|
|
#ifdef USE_MPEG2
|
|
if (test.open("intro.snd")) {
|
|
_systemVars.cutscenePackVersion = 1;
|
|
test.close();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
int SwordEngine::go() {
|
|
|
|
uint16 startPos = ConfMan.getInt("boot_param");
|
|
if (startPos)
|
|
_logic->startPositions(startPos);
|
|
else {
|
|
if (_control->savegamesExist()) {
|
|
_systemVars.controlPanelMode = CP_NEWGAME;
|
|
if (_control->runPanel() == CONTROL_GAME_RESTORED)
|
|
_control->doRestore();
|
|
else if (!_systemVars.engineQuit)
|
|
_logic->startPositions(0);
|
|
} else // no savegames, start new game.
|
|
_logic->startPositions(0);
|
|
}
|
|
_systemVars.controlPanelMode = CP_NORMAL;
|
|
|
|
while (!_systemVars.engineQuit) {
|
|
uint8 action = mainLoop();
|
|
|
|
if (!_systemVars.engineQuit) {
|
|
// the mainloop was left, we have to reinitialize.
|
|
reinitialize();
|
|
if (action == CONTROL_GAME_RESTORED)
|
|
_control->doRestore();
|
|
else if (action == CONTROL_RESTART_GAME)
|
|
_logic->startPositions(1);
|
|
_systemVars.forceRestart = false;
|
|
_systemVars.controlPanelMode = CP_NORMAL;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void SwordEngine::checkCd(void) {
|
|
uint8 needCd = _cdList[Logic::_scriptVars[NEW_SCREEN]];
|
|
if (_systemVars.runningFromCd) { // are we running from cd?
|
|
if (needCd == 0) { // needCd == 0 means we can use either CD1 or CD2.
|
|
if (_systemVars.currentCD == 0) {
|
|
_systemVars.currentCD = 1; // if there is no CD currently inserted, ask for CD1.
|
|
_control->askForCd();
|
|
} // else: there is already a cd inserted and we don't care if it's cd1 or cd2.
|
|
} else if (needCd != _systemVars.currentCD) { // we need a different CD than the one in drive.
|
|
_music->startMusic(0, 0); //
|
|
_sound->closeCowSystem(); // close music and sound files before changing CDs
|
|
_systemVars.currentCD = needCd; // askForCd will ask the player to insert _systemVars.currentCd,
|
|
_control->askForCd(); // so it has to be updated before calling it.
|
|
}
|
|
} else { // we're running from HDD, we don't have to care about music files and Sound will take care of
|
|
if (needCd) // switching sound.clu files on Sound::newScreen by itself, so there's nothing to be done.
|
|
_systemVars.currentCD = needCd;
|
|
else if (_systemVars.currentCD == 0)
|
|
_systemVars.currentCD = 1;
|
|
}
|
|
}
|
|
|
|
uint8 SwordEngine::mainLoop(void) {
|
|
uint8 retCode = 0;
|
|
_keyPressed = 0;
|
|
|
|
while ((retCode == 0) && (!_systemVars.engineQuit)) {
|
|
// do we need the section45-hack from sword.c here?
|
|
checkCd();
|
|
|
|
_screen->newScreen(Logic::_scriptVars[NEW_SCREEN]);
|
|
_logic->newScreen(Logic::_scriptVars[NEW_SCREEN]);
|
|
_sound->newScreen(Logic::_scriptVars[NEW_SCREEN]);
|
|
Logic::_scriptVars[SCREEN] = Logic::_scriptVars[NEW_SCREEN];
|
|
|
|
do {
|
|
uint32 newTime;
|
|
bool scrollFrameShown = false;
|
|
|
|
uint32 frameTime = _system->getMillis();
|
|
_logic->engine();
|
|
_logic->updateScreenParams(); // sets scrolling
|
|
|
|
_screen->draw();
|
|
_mouse->animate();
|
|
_sound->engine();
|
|
_menu->refresh(MENU_TOP);
|
|
_menu->refresh(MENU_BOT);
|
|
|
|
newTime = _system->getMillis();
|
|
if (newTime - frameTime < 1000 / FRAME_RATE) {
|
|
scrollFrameShown = _screen->showScrollFrame();
|
|
delay((1000 / (FRAME_RATE * 2)) - (_system->getMillis() - frameTime));
|
|
}
|
|
|
|
newTime = _system->getMillis();
|
|
if ((newTime - frameTime < 1000 / FRAME_RATE) || (!scrollFrameShown))
|
|
_screen->updateScreen();
|
|
delay((1000 / FRAME_RATE) - (_system->getMillis() - frameTime));
|
|
|
|
_mouse->engine( _mouseX, _mouseY, _mouseState);
|
|
|
|
if (_systemVars.forceRestart)
|
|
retCode = CONTROL_RESTART_GAME;
|
|
|
|
// The control panel is triggered by F5 or ESC.
|
|
// FIXME: This is a very strange way of detecting F5...
|
|
else if (((_keyPressed == 63 || _keyPressed == 27) && (Logic::_scriptVars[MOUSE_STATUS] & 1)) || (_systemVars.controlPanelMode)) {
|
|
retCode = _control->runPanel();
|
|
if (!retCode)
|
|
_screen->fullRefresh();
|
|
}
|
|
_mouseState = _keyPressed = 0;
|
|
} while ((Logic::_scriptVars[SCREEN] == Logic::_scriptVars[NEW_SCREEN]) && (retCode == 0) && (!_systemVars.engineQuit));
|
|
|
|
if ((retCode == 0) && (Logic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade && (!_systemVars.engineQuit)) {
|
|
_screen->fadeDownPalette();
|
|
int32 relDelay = (int32)_system->getMillis();
|
|
while (_screen->stillFading()) {
|
|
relDelay += (1000 / FRAME_RATE);
|
|
_screen->updateScreen();
|
|
delay(relDelay - (int32)_system->getMillis());
|
|
}
|
|
}
|
|
|
|
_sound->quitScreen();
|
|
_screen->quitScreen(); // close graphic resources
|
|
_objectMan->closeSection(Logic::_scriptVars[SCREEN]); // close the section that PLAYER has just left, if it's empty now
|
|
}
|
|
return retCode;
|
|
}
|
|
|
|
void SwordEngine::delay(int32 amount) { //copied and mutilated from sky.cpp
|
|
|
|
OSystem::Event event;
|
|
uint32 start = _system->getMillis();
|
|
|
|
do {
|
|
while (_system->pollEvent(event)) {
|
|
switch (event.type) {
|
|
case OSystem::EVENT_KEYDOWN:
|
|
// Make sure backspace works right (this fixes a small issue on OS X)
|
|
if (event.kbd.keycode == 8)
|
|
_keyPressed = 8;
|
|
else
|
|
_keyPressed = (uint8)event.kbd.ascii;
|
|
break;
|
|
case OSystem::EVENT_MOUSEMOVE:
|
|
_mouseX = event.mouse.x;
|
|
_mouseY = event.mouse.y;
|
|
break;
|
|
case OSystem::EVENT_LBUTTONDOWN:
|
|
_mouseState |= BS1L_BUTTON_DOWN;
|
|
#if defined(_WIN32_WCE) || defined(PALMOS_MODE)
|
|
_mouseX = event.mouse.x;
|
|
_mouseY = event.mouse.y;
|
|
#endif
|
|
break;
|
|
case OSystem::EVENT_RBUTTONDOWN:
|
|
_mouseState |= BS1R_BUTTON_DOWN;
|
|
#if defined(_WIN32_WCE) || defined(PALMOS_MODE)
|
|
_mouseX = event.mouse.x;
|
|
_mouseY = event.mouse.y;
|
|
#endif
|
|
break;
|
|
case OSystem::EVENT_LBUTTONUP:
|
|
_mouseState |= BS1L_BUTTON_UP;
|
|
break;
|
|
case OSystem::EVENT_RBUTTONUP:
|
|
_mouseState |= BS1R_BUTTON_UP;
|
|
break;
|
|
case OSystem::EVENT_QUIT:
|
|
_systemVars.engineQuit = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (amount > 0)
|
|
_system->delayMillis(10);
|
|
|
|
} while (_system->getMillis() < start + amount);
|
|
}
|
|
|
|
} // End of namespace Sword1
|