scummvm/sword1/sword1.cpp

1234 lines
40 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "sword1.h"
#include "backends/fs/fs.h"
#include "base/plugins.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/timer.h"
#include "memman.h"
#include "resman.h"
#include "objectman.h"
#include "mouse.h"
#include "logic.h"
#include "sound.h"
#include "screen.h"
#include "swordres.h"
#include "menu.h"
#include "music.h"
#include "control.h"
/* Broken Sword 1 */
static const GameSettings sword1_setting =
{"sword1", "Broken Sword I", GF_DEFAULT_TO_1X_SCALER};
GameList Engine_SWORD1_gameList() {
GameList games;
games.push_back(sword1_setting);
return games;
}
DetectedGameList Engine_SWORD1_detectGames(const FSList &fslist) {
DetectedGameList detectedGames;
// Iterate over all files in the given directory
for (FSList::ConstIterator file = fslist.begin(); file != fslist.end(); ++file) {
const char *gameName = file->displayName().c_str();
if ((0 == scumm_stricmp("swordres.rif", gameName)) ||
(0 == scumm_stricmp("cd1.id", gameName)) ||
(0 == scumm_stricmp("cd2.id", gameName))) {
// Match found, add to list of candidates, then abort inner loop.
detectedGames.push_back(sword1_setting);
break;
}
}
return detectedGames;
}
Engine *Engine_SWORD1_create(GameDetector *detector, OSystem *syst) {
return new SwordEngine(detector, syst);
}
REGISTER_PLUGIN("Broken Sword", Engine_SWORD1_gameList, Engine_SWORD1_create, Engine_SWORD1_detectGames)
SystemVars SwordEngine::_systemVars;
void SwordEngine::errorString(const char *buf1, char *buf2) {
strcpy(buf2, buf1);
}
extern uint16 _debugLevel;
SwordEngine::SwordEngine(GameDetector *detector, OSystem *syst)
: Engine(syst) {
_detector = detector;
_system = syst;
_debugLevel = ConfMan.getInt("debuglevel");
if (!_mixer->isReady())
warning("Sound initialization failed");
}
SwordEngine::~SwordEngine() {
}
void SwordEngine::initialize(void) {
_system->init_size(640, 480);
debug(5, "Starting memory manager");
_memMan = new MemMan();
debug(5, "Starting resource manager");
_resMan = new ResMan("swordres.rif", _memMan);
debug(5, "Starting object manager");
_objectMan = new ObjectMan(_resMan);
_mixer->setVolume(255);
_mouse = new SwordMouse(_system, _resMan, _objectMan);
_screen = new SwordScreen(_system, _resMan, _objectMan);
_music = new SwordMusic(_system, _mixer);
_sound = new SwordSound("", _mixer, _resMan);
_menu = new SwordMenu(_screen, _mouse);
_logic = new SwordLogic(_objectMan, _resMan, _screen, _mouse, _sound, _music, _menu);
_mouse->useLogicAndMenu(_logic, _menu);
_systemVars.justRestoredGame = _systemVars.currentCD =
_systemVars.gamePaused = 0;
_systemVars.deathScreenFlag = 3;
_systemVars.forceRestart = false;
switch (Common::parseLanguage(ConfMan.get("language"))) {
case Common::DE_DEU:
_systemVars.language = BS1_GERMAN;
break;
case Common::FR_FRA:
_systemVars.language = BS1_FRENCH;
break;
case Common::IT_ITA:
_systemVars.language = BS1_ITALIAN;
break;
case Common::ES_ESP:
_systemVars.language = BS1_SPANISH;
break;
case Common::PT_BRA:
_systemVars.language = BS1_PORT;
break;
// TODO add czech option
default:
_systemVars.language = BS1_ENGLISH;
}
_systemVars.showText = ConfMan.getBool("subtitles");
_systemVars.playSpeech = 1;
_mouseState = 0;
_logic->initialize();
_objectMan->initialize();
_mouse->initialize();
_control = new SwordControl(_resMan, _objectMan, _system, _mouse, _music, getSavePath());
}
void SwordEngine::reinitialize(void) {
_resMan->flush(); // free everything that's currently alloced and opened.
_memMan->flush(); // Handle with care.
_logic->initialize(); // now reinitialize these objects as they (may) have locked
_objectMan->initialize(); // resources which have just been wiped.
_mouse->initialize();
_system->warp_mouse(320, 240);
_systemVars.wantFade = true;
}
void SwordEngine::startPositions(int32 startNumber) {
// int32 sect;
BsObject *compact;
SwordLogic::_scriptVars[CHANGE_STANCE] = STAND;
SwordLogic::_scriptVars[GEORGE_CDT_FLAG] = GEO_TLK_TABLE;
//-------------------------------------------------------------------------------------------------------
// START 0==intro; 1==without
if ((startNumber==0)||(startNumber==1))
{
if (startNumber==0)
{
// Tdebug("Calling fn check cd");
// FN_check_CD(0,0,1,0,0,0,0,0); // request CD for sc1 (which happens to be CD-1)
// Tdebug("Calling fn play sequence");
_logic->fnPlaySequence(0,0,4,0,0,0,0,0); // intro
debug(1, "Setting start number to 1");
startNumber=1;
}
SwordLogic::_scriptVars[CHANGE_X] = 481;
SwordLogic::_scriptVars[CHANGE_Y] = 413;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_1;
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==2) // blind_alley
{
SwordLogic::_scriptVars[CHANGE_X] = 480;
SwordLogic::_scriptVars[CHANGE_Y] = 388;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_2;
_logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0);
_logic->fnAddObject(0,0,ROSSO_CARD,0,0,0,0,0);
SwordLogic::_scriptVars[POCKET_1] = 1;
SwordLogic::_scriptVars[POCKET_2] = 1;
SwordLogic::_scriptVars[POCKET_3] = 1;
SwordLogic::_scriptVars[POCKET_4] = 1;
SwordLogic::_scriptVars[POCKET_5] = 1;
SwordLogic::_scriptVars[POCKET_6] = 1;
SwordLogic::_scriptVars[POCKET_7] = 1;
SwordLogic::_scriptVars[POCKET_8] = 1;
SwordLogic::_scriptVars[POCKET_9] = 1;
SwordLogic::_scriptVars[POCKET_10] = 1;
SwordLogic::_scriptVars[POCKET_11] = 1;
SwordLogic::_scriptVars[POCKET_12] = 1;
SwordLogic::_scriptVars[POCKET_13] = 1;
SwordLogic::_scriptVars[POCKET_14] = 1;
SwordLogic::_scriptVars[POCKET_15] = 1;
SwordLogic::_scriptVars[POCKET_16] = 1;
SwordLogic::_scriptVars[POCKET_17] = 1;
SwordLogic::_scriptVars[POCKET_18] = 1;
SwordLogic::_scriptVars[POCKET_19] = 1;
SwordLogic::_scriptVars[POCKET_20] = 1;
SwordLogic::_scriptVars[POCKET_21] = 1;
SwordLogic::_scriptVars[POCKET_22] = 1;
SwordLogic::_scriptVars[POCKET_23] = 1;
SwordLogic::_scriptVars[POCKET_24] = 1;
SwordLogic::_scriptVars[POCKET_25] = 1;
SwordLogic::_scriptVars[POCKET_26] = 1;
SwordLogic::_scriptVars[POCKET_27] = 1;
SwordLogic::_scriptVars[POCKET_28] = 1;
SwordLogic::_scriptVars[POCKET_29] = 1;
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==3) // cafe
{
SwordLogic::_scriptVars[CHANGE_X] = 660;
SwordLogic::_scriptVars[CHANGE_Y] = 368;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_3;
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==4) // ready to use phone
{
SwordLogic::_scriptVars[CHANGE_X] = 463;
SwordLogic::_scriptVars[CHANGE_Y] = 391;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_4;
SwordLogic::_scriptVars[MOUE_TEXT] = 1; // stop moue from entering ("Freeze...")
SwordLogic::_scriptVars[MOUE_NICO_FLAG] = 1; // Moue gave George her number
// paris_flag=2; // for Nico's phone script
SwordLogic::_scriptVars[PARIS_FLAG] = 5; // to access room8 (cafe_repaired)
SwordLogic::_scriptVars[NICO_PHONE_FLAG] = 1; // Nico's number is on envelope
SwordLogic::_scriptVars[TAILOR_PHONE_FLAG] = 1; // Todryk's number is on envelope
SwordLogic::_scriptVars[WORKMAN_GONE_FLAG] = 1; // Workman not here
SwordLogic::_scriptVars[ALBERT_INFO_FLAG] = 1; // Albert has told us the tailor's number (for Nico's phone script)
SwordLogic::_scriptVars[SEEN_SEWERS_FLAG] = 1;
SwordLogic::_scriptVars[POCKET_30] = 1;
SwordLogic::_scriptVars[POCKET_31] = 1;
SwordLogic::_scriptVars[POCKET_32] = 1;
SwordLogic::_scriptVars[POCKET_33] = 1;
SwordLogic::_scriptVars[POCKET_34] = 1;
SwordLogic::_scriptVars[POCKET_35] = 1;
SwordLogic::_scriptVars[POCKET_36] = 1;
SwordLogic::_scriptVars[POCKET_37] = 1;
SwordLogic::_scriptVars[POCKET_38] = 1;
SwordLogic::_scriptVars[POCKET_39] = 1;
SwordLogic::_scriptVars[POCKET_40] = 1;
SwordLogic::_scriptVars[POCKET_41] = 1;
SwordLogic::_scriptVars[POCKET_42] = 1;
SwordLogic::_scriptVars[POCKET_43] = 1;
SwordLogic::_scriptVars[POCKET_44] = 1;
SwordLogic::_scriptVars[POCKET_45] = 1;
SwordLogic::_scriptVars[POCKET_46] = 1;
SwordLogic::_scriptVars[POCKET_47] = 1;
SwordLogic::_scriptVars[POCKET_48] = 1;
SwordLogic::_scriptVars[POCKET_49] = 1;
SwordLogic::_scriptVars[POCKET_50] = 1;
SwordLogic::_scriptVars[POCKET_51] = 1;
SwordLogic::_scriptVars[POCKET_52] = 1;
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==5) // court_yard
{
SwordLogic::_scriptVars[CHANGE_X] = 400;
SwordLogic::_scriptVars[CHANGE_Y] = 400;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_5;
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==7) // sewer_two
{
SwordLogic::_scriptVars[CHANGE_X] = 520;
SwordLogic::_scriptVars[CHANGE_Y] = 310;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_7;
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==8) // cafe_repaired
{
SwordLogic::_scriptVars[CHANGE_X] = 481;
SwordLogic::_scriptVars[CHANGE_Y] = 413;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_8;
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==11) // costumier
{
SwordLogic::_scriptVars[CHANGE_X] = 264;
SwordLogic::_scriptVars[CHANGE_Y] = 436;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_11;
_logic->fnAddObject(0,0,TISSUE,0,0,0,0,0);
_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
}
//-------------------------------------------------------------------------------------------------------
// HOTEL SECTION
else if (startNumber==12) // hotel_street
{
SwordLogic::_scriptVars[CHANGE_X] = 730;
SwordLogic::_scriptVars[CHANGE_Y] = 460;
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_12;
SwordLogic::_scriptVars[PARIS_FLAG] = 6;
_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
SwordLogic::_scriptVars[NICO_ADDRESS_FLAG] = 1;
SwordLogic::_scriptVars[NICO_PHONE_FLAG] = 1;
SwordLogic::_scriptVars[COSTUMES_ADDRESS_FLAG] = 1;
SwordLogic::_scriptVars[HOTEL_ADDRESS_FLAG] = 1;
SwordLogic::_scriptVars[AEROPORT_ADDRESS_FLAG] = 1;
SwordLogic::_scriptVars[TAILOR_PHONE_FLAG] = 1;
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==14) // hotel_corridor
{
SwordLogic::_scriptVars[CHANGE_X] = 528;
SwordLogic::_scriptVars[CHANGE_Y] = 484;
SwordLogic::_scriptVars[CHANGE_DIR] = UP;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_14;
_logic->fnAddObject(0,0,HOTEL_KEY,0,0,0,0,0);
_logic->fnAddObject(0,0,MANUSCRIPT,0,0,0,0,0);
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==17) // hotel_assassin
{
SwordLogic::_scriptVars[CHANGE_X] = 714;
SwordLogic::_scriptVars[CHANGE_Y] = 484;
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_17;
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==18) // gendarmerie
{
SwordLogic::_scriptVars[CHANGE_X] = 446;
SwordLogic::_scriptVars[CHANGE_Y] = 408;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_18;
SwordLogic::_scriptVars[PARIS_FLAG] = 5; // for Moue & Rosso
}
//-------------------------------------------------------------------------------------------------------
// MUSEUM RAID
else if (startNumber==27) // museum_street
{
SwordLogic::_scriptVars[CHANGE_X] = 300;
SwordLogic::_scriptVars[CHANGE_Y] = 510;
SwordLogic::_scriptVars[CHANGE_DIR] = UP_RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_27;
SwordLogic::_scriptVars[PARIS_FLAG] = 12; // for Lobineau in Museum
SwordLogic::_scriptVars[MANUSCRIPT_ON_TABLE_10_FLAG] = 1;
}
//-------------------------------------------------------------------------------------------------------
// HOSPITAL SECTION
else if (startNumber==31) // hospital_street
{
SwordLogic::_scriptVars[CHANGE_X] = 400;
SwordLogic::_scriptVars[CHANGE_Y] = 500;
SwordLogic::_scriptVars[CHANGE_DIR] = UP_RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_31;
SwordLogic::_scriptVars[PARIS_FLAG] = 11;
_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
_logic->fnAddObject(0,0,LAB_PASS,0,0,0,0,0);
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==32) // hospital_desk (after we've found out where Marquet is)
{
SwordLogic::_scriptVars[CHANGE_X] = 405;
SwordLogic::_scriptVars[CHANGE_Y] = 446;
SwordLogic::_scriptVars[CHANGE_DIR] = UP_RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_32;
SwordLogic::_scriptVars[PARIS_FLAG] = 11;
SwordLogic::_scriptVars[EVA_TEXT] = 1; // talked to eva
SwordLogic::_scriptVars[EVA_MARQUET_FLAG] = 2;
SwordLogic::_scriptVars[EVA_NURSE_FLAG] = 4;
SwordLogic::_scriptVars[FOUND_WARD_FLAG] = 1;
SwordLogic::_scriptVars[CONSULTANT_HERE] = 1;
compact = (BsObject*)_objectMan->fetchObject(PLAYER);
_logic->fnMegaSet(compact,PLAYER,GEORGE_WLK,MEGA_WHITE,0,0,0,0);
SwordLogic::_scriptVars[GEORGE_CDT_FLAG] = WHT_TLK_TABLE;
SwordLogic::_scriptVars[GEORGE_TALK_FLAG] = 0;
SwordLogic::_scriptVars[WHITE_COAT_FLAG] = 1;
SwordLogic::_scriptVars[GEORGE_ALLOWED_REST_ANIMS] = 0; // because wearing white coat now
SwordLogic::_scriptVars[GOT_BENOIR_FLAG] = 1;
_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
_logic->fnAddObject(0,0,LAB_PASS,0,0,0,0,0);
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==35) // hospital_jacques
{
SwordLogic::_scriptVars[CHANGE_X] = 640;
SwordLogic::_scriptVars[CHANGE_Y] = 500;
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_35;
SwordLogic::_scriptVars[PARIS_FLAG] = 11;
SwordLogic::_scriptVars[EVA_TEXT] = 1; // talked to eva
SwordLogic::_scriptVars[EVA_MARQUET_FLAG] = 2;
SwordLogic::_scriptVars[EVA_NURSE_FLAG] = 4;
SwordLogic::_scriptVars[FOUND_WARD_FLAG] = 1;
SwordLogic::_scriptVars[CONSULTANT_HERE] = 1;
compact = (BsObject*)_objectMan->fetchObject(PLAYER);
_logic->fnMegaSet(compact,PLAYER,GEORGE_WLK,MEGA_WHITE,0,0,0,0);
SwordLogic::_scriptVars[GEORGE_CDT_FLAG] = WHT_TLK_TABLE;
SwordLogic::_scriptVars[GEORGE_TALK_FLAG] = 0;
SwordLogic::_scriptVars[WHITE_COAT_FLAG] = 1;
SwordLogic::_scriptVars[GEORGE_ALLOWED_REST_ANIMS] = 0; // because wearing white coat now
SwordLogic::_scriptVars[DOOR_34_OPEN] = 1;
SwordLogic::_scriptVars[GOT_BENOIR_FLAG] = 2;
SwordLogic::_scriptVars[HOS_POS_FLAG] = 26;
SwordLogic::_scriptVars[BENOIR_FLAG] = 24; // for 'george_enters_ward' script
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==36) // montfaucon
{
SwordLogic::_scriptVars[CHANGE_X] = 300;
SwordLogic::_scriptVars[CHANGE_Y] = 480;
SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_36;
_logic->fnAddObject(0,0,LENS,0,0,0,0,0);
_logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0);
_logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0);
SwordLogic::_scriptVars[MONTFAUCON_CONTROL_FLAG] = 1;
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==37) // catacomb_sewer
{
SwordLogic::_scriptVars[CHANGE_X] = 592;
SwordLogic::_scriptVars[CHANGE_Y] = 386;
SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_37;
_logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0);
_logic->fnAddObject(0,0,TRIPOD,0,0,0,0,0);
_logic->fnAddObject(0,0,GEM,0,0,0,0,0);
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==38) // catacomb_room
{
SwordLogic::_scriptVars[CHANGE_X] = 200;
SwordLogic::_scriptVars[CHANGE_Y] = 390;
SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_38;
_logic->fnAddObject(0,0,TRIPOD,0,0,0,0,0);
_logic->fnAddObject(0,0,GEM,0,0,0,0,0);
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==39) // catacomb_meeting
{
SwordLogic::_scriptVars[CHANGE_X] = 636;
SwordLogic::_scriptVars[CHANGE_Y] = 413;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_39;
SwordLogic::_scriptVars[MEETING_FLAG] = 3; // meeting finished
_logic->fnAddObject(0,0,TRIPOD,0,0,0,0,0);
_logic->fnAddObject(0,0,GEM,0,0,0,0,0);
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==40) // excavation_exterior
{
SwordLogic::_scriptVars[CHANGE_X] = 648;
SwordLogic::_scriptVars[CHANGE_Y] = 492;
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_40;
SwordLogic::_scriptVars[NICO_PHONE_FLAG] = 1;
SwordLogic::_scriptVars[PARIS_FLAG] = 16;
_logic->fnAddObject(0,0,PLASTER,0,0,0,0,0);
_logic->fnAddObject(0,0,POLISHED_CHALICE,0,0,0,0,0);
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==48) // templar_church
{
SwordLogic::_scriptVars[CHANGE_X] = 315;
SwordLogic::_scriptVars[CHANGE_Y] = 392;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_48;
_logic->fnAddObject(0,0,CHALICE,0,0,0,0,0);
_logic->fnAddObject(0,0,LENS,0,0,0,0,0);
SwordLogic::_scriptVars[CHALICE_FLAG] = 2; // from end of Spain1, when George gets chalice
SwordLogic::_scriptVars[NEJO_TEXT] = 1; // so priest is there
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==99) // test text+speech on blank screen (sc99)
{
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_99;
// if (testingText)
if (1)
{
// lastLineNo = testTextSection*65536 + LastTextNumber(testTextSection);
SwordLogic::_scriptVars[LASTLINENO] = 146*65536 + _objectMan->lastTextNumber(146); // don't finished until at last line in last section
}
}
//-------------------------------------------------------------------------------------------------------
else if (startNumber==80) // Paris Map
{
SwordLogic::_scriptVars[CHANGE_X] = 645;
SwordLogic::_scriptVars[CHANGE_Y] = 160;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_80;
SwordLogic::_scriptVars[PARIS_FLAG] = 3; // for Nico's appartment
SwordLogic::_scriptVars[NICO_CLOWN_FLAG] = 3;
SwordLogic::_scriptVars[NICO_DOOR_FLAG] = 2; // for instant access to Nico's appartment
_logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0);
_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
_logic->fnAddObject(0,0,PLASTER,0,0,0,0,0);
_logic->fnAddObject(0,0,LAB_PASS,0,0,0,0,0); // for hospital
SwordLogic::_scriptVars[MANUSCRIPT_FLAG] = 1;
SwordLogic::_scriptVars[NICO_ADDRESS_FLAG] = 1;
SwordLogic::_scriptVars[NICO_PHONE_FLAG] = 1;
SwordLogic::_scriptVars[COSTUMES_ADDRESS_FLAG] = 1;
SwordLogic::_scriptVars[HOTEL_ADDRESS_FLAG] = 1;
SwordLogic::_scriptVars[MUSEUM_ADDRESS_FLAG] = 1;
SwordLogic::_scriptVars[HOSPITAL_ADDRESS_FLAG] = 1;
SwordLogic::_scriptVars[MONTFACN_ADDRESS_FLAG] = 1;
SwordLogic::_scriptVars[AEROPORT_ADDRESS_FLAG] = 1;
SwordLogic::_scriptVars[NERVAL_ADDRESS_FLAG] = 1;
SwordLogic::_scriptVars[IRELAND_MAP_FLAG] = 1;
SwordLogic::_scriptVars[SPAIN_MAP_FLAG] = 1;
SwordLogic::_scriptVars[SYRIA_FLAG] = 2;
SwordLogic::_scriptVars[TAILOR_PHONE_FLAG] = 1;
}
//-------------------------------------------------------------------------------------------------------
// IRELAND
else if ((startNumber>=19)&&(startNumber<=26))
{
SwordLogic::_scriptVars[PARIS_FLAG] = 9;
// already carrying these objects by the time we reach Ireland...
_logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0);
_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
_logic->fnAddObject(0,0,LAB_PASS,0,0,0,0,0);
_logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0);
_logic->fnAddObject(0,0,MATCHBOOK,0,0,0,0,0);
_logic->fnAddObject(0,0,BUZZER,0,0,0,0,0);
_logic->fnAddObject(0,0,TISSUE,0,0,0,0,0);
switch (startNumber)
{
//---------------------------
case 19: // ireland_street
{
SwordLogic::_scriptVars[CHANGE_X] = 256;
SwordLogic::_scriptVars[CHANGE_Y] = 966;
SwordLogic::_scriptVars[CHANGE_DIR] = UP_RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_19;
}
break;
//---------------------------
case 20: // macdevitts
{
SwordLogic::_scriptVars[CHANGE_X] = 194;
SwordLogic::_scriptVars[CHANGE_Y] = 417;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_20;
SwordLogic::_scriptVars[FARMER_MOVED_FLAG] = 1;
SwordLogic::_scriptVars[FARMER_SEAN_FLAG] = 5;
SwordLogic::_scriptVars[PUB_FLAP_FLAG] = 1;
SwordLogic::_scriptVars[PUB_TRAP_DOOR] = 2;
SwordLogic::_scriptVars[KNOWS_PEAGRAM_FLAG] = 1;
}
break;
//---------------------------
case 21: // pub_cellar
{
SwordLogic::_scriptVars[CHANGE_X] = 291;
SwordLogic::_scriptVars[CHANGE_Y] = 444;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_21;
_logic->fnAddObject(0,0,BEER_TOWEL,0,0,0,0,0);
SwordLogic::_scriptVars[FARMER_MOVED_FLAG] = 1;
SwordLogic::_scriptVars[FLEECY_STUCK] = 1;
SwordLogic::_scriptVars[LIFTING_KEYS_IN_HOLE_23] = 1;
}
break;
//---------------------------
case 22: // castle_gate
{
SwordLogic::_scriptVars[CHANGE_X] = 547;
SwordLogic::_scriptVars[CHANGE_Y] = 500;
SwordLogic::_scriptVars[CHANGE_DIR] = UP_LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_22;
SwordLogic::_scriptVars[IRELAND_FLAG] = 4; // so we can get rid of farmer
}
break;
//---------------------------
case 23: // castle_hay_top
{
SwordLogic::_scriptVars[CHANGE_X] = 535;
SwordLogic::_scriptVars[CHANGE_Y] = 510;
SwordLogic::_scriptVars[CHANGE_DIR] = UP;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_23;
}
break;
//---------------------------
case 24: // castle_yard
{
SwordLogic::_scriptVars[CHANGE_X] = 815;
SwordLogic::_scriptVars[CHANGE_Y] = 446;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_24;
}
break;
//---------------------------
case 25: // castle_dig
{
SwordLogic::_scriptVars[CHANGE_X] = 369;
SwordLogic::_scriptVars[CHANGE_Y] = 492;
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_25;
_logic->fnAddObject(0,0,BEER_TOWEL,0,0,0,0,0);
SwordLogic::_scriptVars[BEER_TOWEL_BEEN_WET] = 1;
SwordLogic::_scriptVars[WET_BEER_TOWEL_TIMER] = 1000;
}
break;
//---------------------------
case 26: // cellar_dark
{
SwordLogic::_scriptVars[CHANGE_X] = 291;
SwordLogic::_scriptVars[CHANGE_Y] = 444;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_26;
}
break;
//---------------------------
}
}
//-------------------------------------------------------------------------------------------------------
// SYRIA
else if ((startNumber >= 45) && (startNumber <= 55))
{
SwordLogic::_scriptVars[PARIS_FLAG] = 1;
// already carrying these objects by the time we reach Syria...
_logic->fnAddObject(0,0,BALL,0,0,0,0,0);
_logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0);
_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
_logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0);
_logic->fnAddObject(0,0,MATCHBOOK,0,0,0,0,0);
_logic->fnAddObject(0,0,BUZZER,0,0,0,0,0);
_logic->fnAddObject(0,0,TISSUE,0,0,0,0,0);
SwordLogic::_scriptVars[CHANGE_STANCE] = STAND; // use STAND for all starts
switch (startNumber)
{
//---------------------------
case 45: // syria_stall
{
SwordLogic::_scriptVars[CHANGE_X] = 410;
SwordLogic::_scriptVars[CHANGE_Y] = 490;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_45;
}
break;
//---------------------------
case 47: // syria_carpet
{
SwordLogic::_scriptVars[CHANGE_X] = 225;
SwordLogic::_scriptVars[CHANGE_Y] = 775;
SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_47;
}
break;
//---------------------------
case 49: // syria_club
{
SwordLogic::_scriptVars[CHANGE_X] = 438;
SwordLogic::_scriptVars[CHANGE_Y] = 400;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_49;
_logic->fnAddObject(0,0,TOILET_BRUSH,0,0,0,0,0);
}
break;
//---------------------------
case 50: // syria_toilet
{
SwordLogic::_scriptVars[CHANGE_X] = 313;
SwordLogic::_scriptVars[CHANGE_Y] = 440;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_50;
_logic->fnAddObject(0,0,TOILET_KEY,0,0,0,0,0);
}
break;
//---------------------------
case 53: // bull_head pan
{
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_53;
_logic->fnAddObject(0,0,TOWEL_CUT,0,0,0,0,0);
}
break;
//---------------------------
case 54: // bull_head
{
SwordLogic::_scriptVars[CHANGE_X] = 680;
SwordLogic::_scriptVars[CHANGE_Y] = 425;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_54;
_logic->fnAddObject(0,0,TOWEL_CUT,0,0,0,0,0);
}
break;
//---------------------------
case 55: // bull_secret
{
SwordLogic::_scriptVars[CHANGE_X] = 825;
SwordLogic::_scriptVars[CHANGE_Y] = 373;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_55;
}
break;
//---------------------------
default:
{
error("Can't start in location %d", startNumber);
}
break;
//---------------------------
}
}
//-------------------------------------------------------------------------------------------------------
// SPAIN 1 or 2
else if ( ((startNumber >= 56) && (startNumber <= 62)) ||
((startNumber >=956) && (startNumber <= 962)) )
{
SwordLogic::_scriptVars[PARIS_FLAG] = 1;
if (startNumber > 900) // SPAIN 2
{
startNumber -= 900; // set to correct start location
SwordLogic::_scriptVars[SPAIN_VISIT] = 2; // set my own script flag to indicate 2nd visit
}
else
SwordLogic::_scriptVars[SPAIN_VISIT] = 1; // set my own script flag to indicate 1st visit
// already carrying these objects by the time we reach Spain...
_logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0);
_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
_logic->fnAddObject(0,0,LAB_PASS,0,0,0,0,0);
_logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0);
_logic->fnAddObject(0,0,BUZZER,0,0,0,0,0);
_logic->fnAddObject(0,0,TISSUE,0,0,0,0,0);
_logic->fnAddObject(0,0,BALL,0,0,0,0,0);
_logic->fnAddObject(0,0,MATCHBOOK,0,0,0,0,0);
if (SwordLogic::_scriptVars[SPAIN_VISIT] == 1) // 1st visit
_logic->fnAddObject(0,0,PRESSURE_GAUGE,0,0,0,0,0);
else // 2nd visit
_logic->fnAddObject(0,0,POLISHED_CHALICE,0,0,0,0,0);
switch (startNumber)
{
//---------------------------
case 56: // Countess' room
{
SwordLogic::_scriptVars[CHANGE_X] = 572;
SwordLogic::_scriptVars[CHANGE_Y] = 443;
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_56;
}
break;
//---------------------------
case 57: // Spain Drive
{
SwordLogic::_scriptVars[CHANGE_X] = 1630;
SwordLogic::_scriptVars[CHANGE_Y] = 460;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_57;
}
break;
//---------------------------
case 58: // Mausoleum Exterior
{
SwordLogic::_scriptVars[CHANGE_X] = SC58_PATH_X;
SwordLogic::_scriptVars[CHANGE_Y] = SC58_PATH_Y;
SwordLogic::_scriptVars[CHANGE_DIR] = UP_RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_58;
}
break;
//---------------------------
case 59: // Mausoleum Interior
{
SwordLogic::_scriptVars[CHANGE_X] = 750;
SwordLogic::_scriptVars[CHANGE_Y] = 455;
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_59;
}
break;
//---------------------------
case 60: // Spain Reception
{
SwordLogic::_scriptVars[CHANGE_X] = 750;
SwordLogic::_scriptVars[CHANGE_Y] = 475;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_60;
}
break;
//---------------------------
case 61: // Spain Well
{
SwordLogic::_scriptVars[CHANGE_X] = 400;
SwordLogic::_scriptVars[CHANGE_Y] = 345;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
SwordLogic::_scriptVars[CHANGE_PLACE] = LEFT_FLOOR_61;
_logic->fnAddObject(0,0,STONE_KEY,0,0,0,0,0);
_logic->fnAddObject(0,0,MIRROR,0,0,0,0,0);
}
break;
//---------------------------
case 62: // CHESS PUZZLE
{
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_62; // so it doesn't crash!!
_logic->_scriptVars[TOP_MENU_DISABLED] = 1; // because it's irrelevant to the chess puzzle
_logic->_scriptVars[GEORGE_ALLOWED_REST_ANIMS] = 0; // because it's irrelevant to the chess puzzle
compact = (BsObject*)_objectMan->fetchObject(PLAYER);
_logic->fnNoSprite(compact, PLAYER, 0, 0, 0, 0, 0, 0);
}
break;
//---------------------------
}
}
//-------------------------------------------------------------------------------------------------------
// NIGHT TRAIN
else if ((startNumber >= 63) && (startNumber <= 70))
{
SwordLogic::_scriptVars[PARIS_FLAG] = 18;
switch (startNumber)
{
//---------------------------
case 63: // train_one
{
SwordLogic::_scriptVars[CHANGE_X] = 710;
SwordLogic::_scriptVars[CHANGE_Y] = 450;
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_63;
SwordLogic::_scriptVars[DOOR_SC65_FLAG] = 2;
SwordLogic::_scriptVars[DOOR_ONE_63_OPEN] = 0;
SwordLogic::_scriptVars[DOOR_65_OPEN] = 1;
SwordLogic::_scriptVars[VAIL_TEXT] = 1;
}
break;
//---------------------------
case 65: // compt_one
{
SwordLogic::_scriptVars[CHANGE_X] = 460;
SwordLogic::_scriptVars[CHANGE_Y] = 430;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_65;
}
//---------------------------
case 66: // compt_two
{
SwordLogic::_scriptVars[CHANGE_X] = 460;
SwordLogic::_scriptVars[CHANGE_Y] = 430;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_66;
SwordLogic::_scriptVars[WINDOW_66_OPEN] = 1;
}
break;
//---------------------------
case 67: // compt_three
{
SwordLogic::_scriptVars[CHANGE_X] = 460;
SwordLogic::_scriptVars[CHANGE_Y] = 430;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_67;
}
break;
//---------------------------
case 69: // train_guard
{
SwordLogic::_scriptVars[CHANGE_X] = 310;
SwordLogic::_scriptVars[CHANGE_Y] = 430;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_69;
}
break;
//---------------------------
default:
{
error("Can't start in location %d", startNumber);
}
break;
//---------------------------
}
}
//-------------------------------------------------------------------------------------------------------
// SCOTLAND
else if ((startNumber >= 71) && (startNumber <= 73))
{
SwordLogic::_scriptVars[PARIS_FLAG] = 1;
// already carrying these objects by the time we reach Scotland...
_logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0);
_logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0);
_logic->fnAddObject(0,0,LAB_PASS,0,0,0,0,0);
_logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0);
_logic->fnAddObject(0,0,BUZZER,0,0,0,0,0);
switch (startNumber)
{
//---------------------------
case 71: // churchyard
{
SwordLogic::_scriptVars[CHANGE_X] = 1538;
SwordLogic::_scriptVars[CHANGE_Y] = 444;
SwordLogic::_scriptVars[CHANGE_DIR] = LEFT;
SwordLogic::_scriptVars[CHANGE_PLACE] = RIGHT_FLOOR_71;
SwordLogic::_scriptVars[NICO_SCOT_SCREEN] = 71;
SwordLogic::_scriptVars[NICO_POSITION_71] = 1;
}
break;
//---------------------------
case 72: // church_tower
{
SwordLogic::_scriptVars[CHANGE_X] = 150;
SwordLogic::_scriptVars[CHANGE_Y] = 503;
SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_72;
SwordLogic::_scriptVars[NICO_SCOT_SCREEN] = 72;
}
break;
//---------------------------
case 73: // crypt
{
SwordLogic::_scriptVars[CHANGE_X] = 250;
SwordLogic::_scriptVars[CHANGE_Y] = 390;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_73;
SwordLogic::_scriptVars[NICO_SCOT_SCREEN] = 73;
SwordLogic::_scriptVars[NICO_POSITION_73] = 1;
}
break;
//---------------------------
}
}
else
{
error("Can't start in location %d", startNumber);
}
compact = (BsObject*)_objectMan->fetchObject(PLAYER);
_logic->fnEnterSection(compact, PLAYER, startNumber, 0, 0, 0, 0, 0); // (automatically opens the compact resource for that section)
_systemVars.deathScreenFlag = 0;
_systemVars.wantFade = true;
}
void SwordEngine::checkCdFiles(void) { // check if we're running from cd, hdd or what...
File test;
_systemVars.playSpeech = true;
if (test.open("SPEECH1.CLU")) {
test.close();
if (test.open("SPEECH2.CLU")) {
// both files exist, assume running from HDD and everything's fine.
test.close();
_systemVars.runningFromCd = false;
_systemVars.playSpeech = true;
return ;
} else
error("SPEECH2.CLU not found.\nPlease copy the SPEECH.CLU from CD2 and rename it to SPEECH2.CLU");
} else { // speech1.clu & speech2.clu not present. are we running from cd?
if (test.open("cd1.id")) {
_systemVars.runningFromCd = true;
_systemVars.currentCD = 1;
test.close();
} else if (test.open("cd2.id")) {
_systemVars.runningFromCd = true;
_systemVars.currentCD = 2;
test.close();
} else
error("Unable to find files.\nPlease read the instructions again");
}
}
void SwordEngine::go(void) {
initialize();
checkCdFiles();
uint8 startPos = ConfMan.getInt("boot_param");
if (startPos)
startPositions(startPos);
else {
if (_control->savegamesExist()) {
_systemVars.deathScreenFlag = 3;
if (_control->runPanel() == CONTROL_GAME_RESTORED)
_control->doRestore();
else
startPositions(0);
} else // no savegames, start new game.
startPositions(0);
}
_systemVars.deathScreenFlag = 0;
do {
uint8 action = mainLoop();
// the mainloop was left, we have to reinitialize.
reinitialize();
if (action == CONTROL_GAME_RESTORED)
_control->doRestore();
else if (action == CONTROL_RESTART_GAME)
startPositions(1);
_systemVars.forceRestart = false;
_systemVars.deathScreenFlag = 0;
} while (true);
}
void SwordEngine::checkCd(void) {
uint8 needCd = _cdList[SwordLogic::_scriptVars[NEW_SCREEN]];
if ((needCd == 0) && (_systemVars.currentCD == 0))
needCd = 1;
if (needCd != _systemVars.currentCD) {
_systemVars.currentCD = needCd;
if (_systemVars.runningFromCd) {
_music->startMusic(0, 0);
_sound->closeCowSystem();
_control->askForCd();
}
}
}
uint8 SwordEngine::mainLoop(void) {
uint8 retCode = 0;
while (retCode == 0) {
// do we need the section45-hack from sword.c here?
checkCd();
_screen->newScreen(SwordLogic::_scriptVars[NEW_SCREEN]);
_logic->newScreen(SwordLogic::_scriptVars[NEW_SCREEN]);
_sound->newScreen(SwordLogic::_scriptVars[NEW_SCREEN]);
SwordLogic::_scriptVars[SCREEN] = SwordLogic::_scriptVars[NEW_SCREEN];
do {
uint32 frameTime = _system->get_msecs();
_logic->engine();
_logic->updateScreenParams(); // sets scrolling
_screen->draw();
_mouse->animate();
_sound->engine();
_screen->updateScreen();
_menu->refresh(MENU_TOP);
_menu->refresh(MENU_BOT);
uint32 newTime = _system->get_msecs();
if (newTime - frameTime < 80)
delay(80 - (newTime - frameTime));
else
delay(0);
_mouse->engine( _mouseX, _mouseY, _mouseState);
_mouseState = 0;
if (_systemVars.forceRestart)
retCode = CONTROL_RESTART_GAME;
else if (((_keyPressed == 63) && (SwordLogic::_scriptVars[MOUSE_STATUS] & 1)) || (_systemVars.deathScreenFlag)) {
retCode = _control->runPanel();
if (!retCode)
_screen->fullRefresh();
}
// do something smart here to implement pausing the game. If we even want that, that is.
} while ((SwordLogic::_scriptVars[SCREEN] == SwordLogic::_scriptVars[NEW_SCREEN]) && (retCode == 0));
if ((retCode == 0) && (SwordLogic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade) {
_screen->fadeDownPalette();
while (_screen->stillFading()) {
_screen->updateScreen();
delay(1000/12);
}
}
_sound->quitScreen();
_screen->quitScreen(); // close graphic resources
_objectMan->closeSection(SwordLogic::_scriptVars[SCREEN]); // close the section that PLAYER has just left, if it's empty now
}
return retCode;
}
void SwordEngine::delay(uint amount) { //copied and mutilated from sky.cpp
OSystem::Event event;
uint32 start = _system->get_msecs();
uint32 cur = start;
_keyPressed = 0;
do {
while (_system->poll_event(&event)) {
switch (event.event_code) {
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;
#ifdef _WIN32_WCE
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
#endif
break;
case OSystem::EVENT_RBUTTONDOWN:
_mouseState |= BS1R_BUTTON_DOWN;
#ifdef _WIN32_WCE
_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:
_system->quit();
break;
default:
break;
}
}
if (amount == 0)
break;
{
uint this_delay = 20; // 1?
#ifdef _WIN32_WCE
this_delay = 10;
#endif
if (this_delay > amount)
this_delay = amount;
_system->delay_msecs(this_delay);
}
cur = _system->get_msecs();
} while (cur < start + amount);
}