mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 18:02:05 +00:00
5aca9dce8c
svn-id: r26357
723 lines
18 KiB
C++
723 lines
18 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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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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*
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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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* $URL$
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* $Id$
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*/
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#include "common/stdafx.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/fs.h"
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#include "common/events.h"
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#include "common/system.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/header.h"
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#include "sword2/console.h"
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#include "sword2/controls.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/memory.h"
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#include "sword2/mouse.h"
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#include "sword2/resman.h"
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#include "sword2/router.h"
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#include "sword2/screen.h"
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#include "sword2/sound.h"
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namespace Sword2 {
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struct GameSettings {
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const char *gameid;
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const char *description;
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uint32 features;
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const char *detectname;
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};
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static const GameSettings sword2_settings[] = {
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/* Broken Sword 2 */
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{"sword2", "Broken Sword 2: The Smoking Mirror", 0, "players.clu" },
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{"sword2alt", "Broken Sword 2: The Smoking Mirror (alt)", 0, "r2ctlns.ocx" },
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{"sword2demo", "Broken Sword 2: The Smoking Mirror (Demo)", Sword2::GF_DEMO, "players.clu" },
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{NULL, NULL, 0, NULL}
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};
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} // End of namespace Sword2
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GameList Engine_SWORD2_gameIDList() {
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const Sword2::GameSettings *g = Sword2::sword2_settings;
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GameList games;
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while (g->gameid) {
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games.push_back(GameDescriptor(g->gameid, g->description));
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g++;
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}
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return games;
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}
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GameDescriptor Engine_SWORD2_findGameID(const char *gameid) {
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const Sword2::GameSettings *g = Sword2::sword2_settings;
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while (g->gameid) {
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if (0 == scumm_stricmp(gameid, g->gameid))
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break;
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g++;
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}
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return GameDescriptor(g->gameid, g->description);
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}
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GameList Engine_SWORD2_detectGames(const FSList &fslist) {
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GameList detectedGames;
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const Sword2::GameSettings *g;
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FSList::const_iterator file;
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// TODO: It would be nice if we had code here which distinguishes
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// between the 'sword2' and 'sword2demo' targets. The current code
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// can't do that since they use the same detectname.
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for (g = Sword2::sword2_settings; g->gameid; ++g) {
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// Iterate over all files in the given directory
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for (file = fslist.begin(); file != fslist.end(); ++file) {
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if (!file->isDirectory()) {
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const char *fileName = file->name().c_str();
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if (0 == scumm_stricmp(g->detectname, fileName)) {
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// Match found, add to list of candidates, then abort inner loop.
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detectedGames.push_back(GameDescriptor(g->gameid, g->description));
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break;
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}
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}
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}
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}
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if (detectedGames.empty()) {
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// Nothing found -- try to recurse into the 'clusters' subdirectory,
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// present e.g. if the user copied the data straight from CD.
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for (file = fslist.begin(); file != fslist.end(); ++file) {
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if (file->isDirectory()) {
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const char *fileName = file->name().c_str();
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if (0 == scumm_stricmp("clusters", fileName)) {
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FSList recList;
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if (file->listDir(recList, FilesystemNode::kListAll)) {
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GameList recGames(Engine_SWORD2_detectGames(recList));
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if (!recGames.empty()) {
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detectedGames.push_back(recGames);
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break;
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}
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}
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}
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}
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}
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}
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return detectedGames;
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}
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PluginError Engine_SWORD2_create(OSystem *syst, Engine **engine) {
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assert(syst);
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assert(engine);
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FSList fslist;
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FilesystemNode dir(ConfMan.get("path"));
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if (!dir.listDir(fslist, FilesystemNode::kListAll)) {
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return kInvalidPathError;
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}
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// Invoke the detector
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Common::String gameid = ConfMan.get("gameid");
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GameList detectedGames = Engine_SWORD2_detectGames(fslist);
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for (uint i = 0; i < detectedGames.size(); i++) {
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if (detectedGames[i].gameid() == gameid) {
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*engine = new Sword2::Sword2Engine(syst);
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return kNoError;
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}
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}
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return kNoGameDataFoundError;
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}
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REGISTER_PLUGIN(SWORD2, "Broken Sword 2", "Broken Sword Games (C) Revolution");
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namespace Sword2 {
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Sword2Engine::Sword2Engine(OSystem *syst) : Engine(syst) {
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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 + "SWORD2/");
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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 + "sword2/");
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Common::File::addDefaultDirectory(_gameDataPath + "video/");
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if (0 == scumm_stricmp(ConfMan.get("gameid").c_str(), "sword2demo"))
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_features = GF_DEMO;
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else
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_features = 0;
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_bootParam = ConfMan.getInt("boot_param");
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_saveSlot = ConfMan.getInt("save_slot");
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_memory = NULL;
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_resman = NULL;
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_sound = NULL;
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_screen = NULL;
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_mouse = NULL;
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_logic = NULL;
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_fontRenderer = NULL;
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_debugger = NULL;
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_keyboardEvent.pending = false;
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_mouseEvent.pending = false;
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_wantSfxDebug = false;
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#ifdef SWORD2_DEBUG
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_stepOneCycle = false;
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_renderSkip = false;
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#endif
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_gamePaused = false;
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_graphicsLevelFudged = false;
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_gameCycle = 0;
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_gameSpeed = 1;
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_quit = false;
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}
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Sword2Engine::~Sword2Engine() {
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delete _debugger;
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delete _sound;
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delete _fontRenderer;
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delete _screen;
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delete _mouse;
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delete _logic;
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delete _resman;
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delete _memory;
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}
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GUI::Debugger *Sword2Engine::getDebugger() {
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return _debugger;
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}
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void Sword2Engine::registerDefaultSettings() {
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ConfMan.registerDefault("gfx_details", 2);
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ConfMan.registerDefault("reverse_stereo", false);
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}
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void Sword2Engine::readSettings() {
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_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
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_mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, ConfMan.getInt("speech_volume"));
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_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
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setSubtitles(ConfMan.getBool("subtitles"));
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_sound->muteMusic(ConfMan.getBool("music_mute"));
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_sound->muteSpeech(ConfMan.getBool("speech_mute"));
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_sound->muteFx(ConfMan.getBool("sfx_mute"));
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_sound->setReverseStereo(ConfMan.getBool("reverse_stereo"));
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_mouse->setObjectLabels(ConfMan.getBool("object_labels"));
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_screen->setRenderLevel(ConfMan.getInt("gfx_details"));
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}
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void Sword2Engine::writeSettings() {
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ConfMan.setInt("music_volume", _mixer->getVolumeForSoundType(Audio::Mixer::kMusicSoundType));
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ConfMan.setInt("speech_volume", _mixer->getVolumeForSoundType(Audio::Mixer::kSpeechSoundType));
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ConfMan.setInt("sfx_volume", _mixer->getVolumeForSoundType(Audio::Mixer::kSFXSoundType));
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ConfMan.setBool("music_mute", _sound->isMusicMute());
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ConfMan.setBool("speech_mute", _sound->isSpeechMute());
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ConfMan.setBool("sfx_mute", _sound->isFxMute());
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ConfMan.setInt("gfx_details", _screen->getRenderLevel());
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ConfMan.setBool("subtitles", getSubtitles());
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ConfMan.setBool("object_labels", _mouse->getObjectLabels());
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ConfMan.setInt("reverse_stereo", _sound->isReverseStereo());
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ConfMan.flushToDisk();
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}
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int Sword2Engine::getFramesPerSecond() {
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return _gameSpeed * FRAMES_PER_SECOND;
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}
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/**
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* The global script variables and player object should be kept open throughout
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* the game, so that they are never expelled by the resource manager.
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*/
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void Sword2Engine::setupPersistentResources() {
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_logic->_scriptVars = _resman->openResource(1) + ResHeader::size();
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_resman->openResource(CUR_PLAYER_ID);
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}
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int Sword2Engine::init() {
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// Get some falling RAM and put it in your pocket, never let it slip
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// away
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_debugger = NULL;
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_sound = NULL;
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_fontRenderer = NULL;
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_screen = NULL;
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_mouse = NULL;
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_logic = NULL;
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_resman = NULL;
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_memory = NULL;
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_system->beginGFXTransaction();
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initCommonGFX(true);
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_screen = new Screen(this, 640, 480);
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_system->endGFXTransaction();
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// Create the debugger as early as possible (but not before the
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// screen object!) so that errors can be displayed in it. In
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// particular, we want errors about missing files to be clearly
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// visible to the user.
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_debugger = new Debugger(this);
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_memory = new MemoryManager(this);
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_resman = new ResourceManager(this);
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if (!_resman->init())
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return 1;
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_logic = new Logic(this);
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_fontRenderer = new FontRenderer(this);
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_sound = new Sound(this);
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_mouse = new Mouse(this);
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// Setup mixer
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if (!_mixer->isReady())
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warning("Sound initialization failed");
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registerDefaultSettings();
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readSettings();
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initStartMenu();
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// During normal gameplay, we care neither about mouse button releases
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// nor the scroll wheel.
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setInputEventFilter(RD_LEFTBUTTONUP | RD_RIGHTBUTTONUP | RD_WHEELUP | RD_WHEELDOWN);
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setupPersistentResources();
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initialiseFontResourceFlags();
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if (_features & GF_DEMO)
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_logic->writeVar(DEMO, 1);
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else
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_logic->writeVar(DEMO, 0);
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if (_saveSlot != -1) {
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if (saveExists(_saveSlot))
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restoreGame(_saveSlot);
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else {
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RestoreDialog dialog(this);
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if (!dialog.runModal())
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startGame();
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}
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} else if (!_bootParam && saveExists()) {
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int32 pars[2] = { 221, FX_LOOP };
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bool result;
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_mouse->setMouse(NORMAL_MOUSE_ID);
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_logic->fnPlayMusic(pars);
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StartDialog dialog(this);
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result = (dialog.runModal() != 0);
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// If the game is started from the beginning, the cutscene
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// player will kill the music for us. Otherwise, the restore
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// will either have killed the music, or done a crossfade.
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if (_quit)
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return 0;
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if (result)
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startGame();
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} else
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startGame();
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_screen->initialiseRenderCycle();
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return 0;
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}
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int Sword2Engine::go() {
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while (1) {
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if (_debugger->isAttached())
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_debugger->onFrame();
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#ifdef SWORD2_DEBUG
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if (_stepOneCycle) {
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pauseGame();
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_stepOneCycle = false;
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}
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#endif
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KeyboardEvent *ke = keyboardEvent();
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if (ke) {
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if ((ke->modifiers == Common::KBD_CTRL && ke->keycode == 'd') || ke->ascii == '#' || ke->ascii == '~') {
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_debugger->attach();
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} else if (ke->modifiers == 0 || ke->modifiers == Common::KBD_SHIFT) {
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switch (ke->keycode) {
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case 'p':
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if (_gamePaused)
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unpauseGame();
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else
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pauseGame();
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break;
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case 'c':
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if (!_logic->readVar(DEMO) && !_mouse->isChoosing()) {
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ScreenInfo *screenInfo = _screen->getScreenInfo();
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_logic->fnPlayCredits(NULL);
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screenInfo->new_palette = 99;
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}
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break;
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#ifdef SWORD2_DEBUG
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case ' ':
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if (_gamePaused) {
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_stepOneCycle = true;
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unpauseGame();
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}
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break;
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case 's':
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_renderSkip = !_renderSkip;
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break;
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#endif
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default:
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break;
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}
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}
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}
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// skip GameCycle if we're paused
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if (!_gamePaused) {
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_gameCycle++;
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gameCycle();
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}
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// We can't use this as termination condition for the loop,
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// because we want the break to happen before updating the
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// screen again.
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if (_quit)
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break;
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// creates the debug text blocks
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_debugger->buildDebugText();
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#ifdef SWORD2_DEBUG
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// if not in console & '_renderSkip' is set, only render
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// display once every 4 game-cycles
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if (!_renderSkip || (_gameCycle % 4) == 0)
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_screen->buildDisplay();
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#else
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_screen->buildDisplay();
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#endif
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}
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return 0;
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}
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void Sword2Engine::closeGame() {
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_quit = true;
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}
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void Sword2Engine::restartGame() {
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ScreenInfo *screenInfo = _screen->getScreenInfo();
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uint32 temp_demo_flag;
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_mouse->closeMenuImmediately();
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// Restart the game. To do this, we must...
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// Stop music instantly!
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_sound->stopMusic(true);
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// In case we were dead - well we're not anymore!
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_logic->writeVar(DEAD, 0);
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// Restart the game. Clear all memory and reset the globals
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temp_demo_flag = _logic->readVar(DEMO);
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// Remove all resources from memory, including player object and
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// global variables
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_resman->removeAll();
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// Reopen global variables resource and player object
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setupPersistentResources();
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_logic->writeVar(DEMO, temp_demo_flag);
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// Free all the route memory blocks from previous game
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_logic->_router->freeAllRouteMem();
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// Call the same function that first started us up
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startGame();
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// Prime system with a game cycle
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// Reset the graphic 'BuildUnit' list before a new logic list
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// (see fnRegisterFrame)
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_screen->resetRenderLists();
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// Reset the mouse hot-spot list (see fnRegisterMouse and
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// fnRegisterFrame)
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_mouse->resetMouseList();
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_mouse->closeMenuImmediately();
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// FOR THE DEMO - FORCE THE SCROLLING TO BE RESET!
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// - this is taken from fnInitBackground
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// switch on scrolling (2 means first time on screen)
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screenInfo->scroll_flag = 2;
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if (_logic->processSession())
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error("restart 1st cycle failed??");
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// So palette not restored immediately after control panel - we want
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// to fade up instead!
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screenInfo->new_palette = 99;
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}
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bool Sword2Engine::checkForMouseEvents() {
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return _mouseEvent.pending;
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}
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MouseEvent *Sword2Engine::mouseEvent() {
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if (!_mouseEvent.pending)
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return NULL;
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_mouseEvent.pending = false;
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return &_mouseEvent;
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}
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KeyboardEvent *Sword2Engine::keyboardEvent() {
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if (!_keyboardEvent.pending)
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return NULL;
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_keyboardEvent.pending = false;
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return &_keyboardEvent;
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}
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uint32 Sword2Engine::setInputEventFilter(uint32 filter) {
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uint32 oldFilter = _inputEventFilter;
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_inputEventFilter = filter;
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return oldFilter;
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}
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/**
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* OSystem Event Handler. Full of cross platform goodness and 99% fat free!
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*/
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void Sword2Engine::parseInputEvents() {
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Common::Event event;
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while (_eventMan->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_KEYDOWN:
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if (event.kbd.flags == Common::KBD_CTRL) {
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if (event.kbd.keycode == 'f') {
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if (_gameSpeed == 1)
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_gameSpeed = 2;
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else
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_gameSpeed = 1;
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}
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}
|
|
if (!(_inputEventFilter & RD_KEYDOWN)) {
|
|
_keyboardEvent.pending = true;
|
|
_keyboardEvent.ascii = event.kbd.ascii;
|
|
_keyboardEvent.keycode = event.kbd.keycode;
|
|
_keyboardEvent.modifiers = event.kbd.flags;
|
|
}
|
|
break;
|
|
case Common::EVENT_LBUTTONDOWN:
|
|
if (!(_inputEventFilter & RD_LEFTBUTTONDOWN)) {
|
|
_mouseEvent.pending = true;
|
|
_mouseEvent.buttons = RD_LEFTBUTTONDOWN;
|
|
}
|
|
break;
|
|
case Common::EVENT_RBUTTONDOWN:
|
|
if (!(_inputEventFilter & RD_RIGHTBUTTONDOWN)) {
|
|
_mouseEvent.pending = true;
|
|
_mouseEvent.buttons = RD_RIGHTBUTTONDOWN;
|
|
}
|
|
break;
|
|
case Common::EVENT_LBUTTONUP:
|
|
if (!(_inputEventFilter & RD_LEFTBUTTONUP)) {
|
|
_mouseEvent.pending = true;
|
|
_mouseEvent.buttons = RD_LEFTBUTTONUP;
|
|
}
|
|
break;
|
|
case Common::EVENT_RBUTTONUP:
|
|
if (!(_inputEventFilter & RD_RIGHTBUTTONUP)) {
|
|
_mouseEvent.pending = true;
|
|
_mouseEvent.buttons = RD_RIGHTBUTTONUP;
|
|
}
|
|
break;
|
|
case Common::EVENT_WHEELUP:
|
|
if (!(_inputEventFilter & RD_WHEELUP)) {
|
|
_mouseEvent.pending = true;
|
|
_mouseEvent.buttons = RD_WHEELUP;
|
|
}
|
|
break;
|
|
case Common::EVENT_WHEELDOWN:
|
|
if (!(_inputEventFilter & RD_WHEELDOWN)) {
|
|
_mouseEvent.pending = true;
|
|
_mouseEvent.buttons = RD_WHEELDOWN;
|
|
}
|
|
break;
|
|
case Common::EVENT_QUIT:
|
|
closeGame();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Sword2Engine::gameCycle() {
|
|
// Do one game cycle, that is run the logic session until a full loop
|
|
// has been performed.
|
|
|
|
if (_logic->getRunList()) {
|
|
do {
|
|
// Reset the 'BuildUnit' and mouse hot-spot lists
|
|
// before each new logic list. The service scripts
|
|
// will fill thrm through fnRegisterFrame() and
|
|
// fnRegisterMouse().
|
|
|
|
_screen->resetRenderLists();
|
|
_mouse->resetMouseList();
|
|
|
|
// Keep going as long as new lists keep getting put in
|
|
// - i.e. screen changes.
|
|
} while (_logic->processSession());
|
|
} else {
|
|
// Start the console and print the start options perhaps?
|
|
_debugger->attach("AWAITING START COMMAND: (Enter 's 1' then 'q' to start from beginning)");
|
|
}
|
|
|
|
// If this screen is wide, recompute the scroll offsets every cycle
|
|
ScreenInfo *screenInfo = _screen->getScreenInfo();
|
|
|
|
if (screenInfo->scroll_flag)
|
|
_screen->setScrolling();
|
|
|
|
_mouse->mouseEngine();
|
|
_sound->processFxQueue();
|
|
}
|
|
|
|
void Sword2Engine::startGame() {
|
|
// Boot the game straight into a start script. It's always George's
|
|
// script #1, but with different ScreenManager objects depending on
|
|
// if it's the demo or the full game, or if we're using a boot param.
|
|
|
|
int screen_manager_id = 0;
|
|
|
|
debug(5, "startGame() STARTING:");
|
|
|
|
if (!_bootParam) {
|
|
if (_logic->readVar(DEMO))
|
|
screen_manager_id = 19; // DOCKS SECTION START
|
|
else
|
|
screen_manager_id = 949; // INTRO & PARIS START
|
|
} else {
|
|
// FIXME this could be validated against startup.inf for valid
|
|
// numbers to stop people shooting themselves in the foot
|
|
|
|
if (_bootParam != 0)
|
|
screen_manager_id = _bootParam;
|
|
}
|
|
|
|
_logic->runResObjScript(screen_manager_id, CUR_PLAYER_ID, 1);
|
|
}
|
|
|
|
// FIXME: Move this to some better place?
|
|
|
|
void Sword2Engine::sleepUntil(uint32 time) {
|
|
while (getMillis() < time) {
|
|
// Make sure menu animations and fades don't suffer, but don't
|
|
// redraw the entire scene.
|
|
_mouse->processMenu();
|
|
_screen->updateDisplay(false);
|
|
_system->delayMillis(10);
|
|
}
|
|
}
|
|
|
|
void Sword2Engine::pauseGame() {
|
|
// Don't allow Pause while screen fading or while black
|
|
if (_screen->getFadeStatus() != RDFADE_NONE)
|
|
return;
|
|
|
|
_sound->pauseAllSound();
|
|
_mouse->pauseGame();
|
|
|
|
// If render level is at max, turn it down because palette-matching
|
|
// won't work when the palette is dimmed.
|
|
|
|
if (_screen->getRenderLevel() == 3) {
|
|
_screen->setRenderLevel(2);
|
|
_graphicsLevelFudged = true;
|
|
}
|
|
|
|
#ifdef SWORD2_DEBUG
|
|
// Don't dim it if we're single-stepping through frames
|
|
// dim the palette during the pause
|
|
|
|
if (!_stepOneCycle)
|
|
_screen->dimPalette();
|
|
#else
|
|
_screen->dimPalette();
|
|
#endif
|
|
|
|
_gamePaused = true;
|
|
}
|
|
|
|
void Sword2Engine::unpauseGame() {
|
|
_mouse->unpauseGame();
|
|
_sound->unpauseAllSound();
|
|
|
|
// Put back game screen palette; see screen.cpp
|
|
_screen->setFullPalette(-1);
|
|
|
|
// If graphics level at max, turn up again
|
|
if (_graphicsLevelFudged) {
|
|
_screen->setRenderLevel(3);
|
|
_graphicsLevelFudged = false;
|
|
}
|
|
|
|
_gamePaused = false;
|
|
|
|
// If mouse is about or we're in a chooser menu
|
|
if (!_mouse->getMouseStatus() || _mouse->isChoosing())
|
|
_mouse->setMouse(NORMAL_MOUSE_ID);
|
|
}
|
|
|
|
uint32 Sword2Engine::getMillis() {
|
|
return _system->getMillis();
|
|
}
|
|
|
|
} // End of namespace Sword2
|