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| author | Peter Kohaut | 2019-06-19 00:16:00 +0200 | 
|---|---|---|
| committer | Peter Kohaut | 2019-06-19 00:19:12 +0200 | 
| commit | 8d4af8a0b827664d55257a30831e3bd51d698443 (patch) | |
| tree | 27fb8f03e1f453c8f188554e5a83cfeb72419104 | |
| parent | 558b07584e8310c6e607acc6fb199be5ec21a5aa (diff) | |
| download | scummvm-rg350-8d4af8a0b827664d55257a30831e3bd51d698443.tar.gz scummvm-rg350-8d4af8a0b827664d55257a30831e3bd51d698443.tar.bz2 scummvm-rg350-8d4af8a0b827664d55257a30831e3bd51d698443.zip  | |
BLADERUNNER: Removed unnecessary warning about support
| -rw-r--r-- | engines/bladerunner/bladerunner.cpp | 113 | 
1 files changed, 56 insertions, 57 deletions
diff --git a/engines/bladerunner/bladerunner.cpp b/engines/bladerunner/bladerunner.cpp index c6e5293c6b..0966b6cf8e 100644 --- a/engines/bladerunner/bladerunner.cpp +++ b/engines/bladerunner/bladerunner.cpp @@ -322,65 +322,64 @@ Common::Error BladeRunnerEngine::run() {  		return Common::Error(Common::kUnknownError, _("Failed to initialize resources"));  	} -	if (warnUserAboutUnsupportedGame()) { -		// improvement: Use a do-while() loop to handle the normal end-game state -		// so that the game won't exit abruptly after end credits -		do { -			// additional code for gracefully handling end-game after _endCredits->show() -			_gameOver = false; -			_gameIsRunning = true; -			if (!playerHasControl()) { -				// force a player gains control -				playerGainsControl(true); -			} -			if (_mouse->isDisabled()) { -				// force a mouse enable here since otherwise, after end-game, -				// we need extra call(s) to mouse->enable to get the _disabledCounter to 0 -				_mouse->enable(true); -			} -			// end of additional code for gracefully handling end-game - -			if (ConfMan.hasKey("save_slot") && ConfMan.getInt("save_slot") != -1) { -				// when loading from ScummVM main menu, we should emulate -				// the Kia pause/resume in order to get a valid "current" time when the game -				// is actually loaded (assuming delays can be introduced by a popup warning dialogue) -				if(!_time->isLocked()) { -					_time->pause(); -				} -				loadGameState(ConfMan.getInt("save_slot")); -				ConfMan.set("save_slot", "-1"); -				if(_time->isLocked()) { -					_time->resume(); -				} -			} else if (hasSavegames) { -				_kia->_forceOpen = true; -				_kia->open(kKIASectionLoad); + +	// improvement: Use a do-while() loop to handle the normal end-game state +	// so that the game won't exit abruptly after end credits +	do { +		// additional code for gracefully handling end-game after _endCredits->show() +		_gameOver = false; +		_gameIsRunning = true; +		if (!playerHasControl()) { +			// force a player gains control +			playerGainsControl(true); +		} +		if (_mouse->isDisabled()) { +			// force a mouse enable here since otherwise, after end-game, +			// we need extra call(s) to mouse->enable to get the _disabledCounter to 0 +			_mouse->enable(true); +		} +		// end of additional code for gracefully handling end-game + +		if (ConfMan.hasKey("save_slot") && ConfMan.getInt("save_slot") != -1) { +			// when loading from ScummVM main menu, we should emulate +			// the Kia pause/resume in order to get a valid "current" time when the game +			// is actually loaded (assuming delays can be introduced by a popup warning dialogue) +			if(!_time->isLocked()) { +				_time->pause();  			} -			// TODO: why is game starting new game here when everything is done in startup? -			//  else { -			// 	newGame(kGameDifficultyMedium); -			// } - -			gameLoop(); - -			_mouse->disable(); - -			if (_gameOver) { -				// In the original game this created a single "END_GAME_STATE.END" -				// which had the a valid format of a save game but was never accessed -				// from the loading screen. (Due to the .END extension) -				// It was also a single file that was overwritten each time the player -				// finished the game. -				// Maybe its purpose was debugging (?) by renaming it to .SAV and also -				// for the game to "know" if the player has already finished the game at least once (?) -				// although that latter one seems not to be used for anything, or maybe it was planned -				// to be used for a sequel (?). We will never know. -				// Disabling as in current state it will only fill-up save slots -				// autoSaveGame(4, true); -				_endCredits->show(); +			loadGameState(ConfMan.getInt("save_slot")); +			ConfMan.set("save_slot", "-1"); +			if(_time->isLocked()) { +				_time->resume();  			} -		} while (_gameOver); // if main game loop ended and _gameOver == false, then shutdown -	} +		} else if (hasSavegames) { +			_kia->_forceOpen = true; +			_kia->open(kKIASectionLoad); +		} +		// TODO: why is game starting new game here when everything is done in startup? +		//  else { +		// 	newGame(kGameDifficultyMedium); +		// } + +		gameLoop(); + +		_mouse->disable(); + +		if (_gameOver) { +			// In the original game this created a single "END_GAME_STATE.END" +			// which had the a valid format of a save game but was never accessed +			// from the loading screen. (Due to the .END extension) +			// It was also a single file that was overwritten each time the player +			// finished the game. +			// Maybe its purpose was debugging (?) by renaming it to .SAV and also +			// for the game to "know" if the player has already finished the game at least once (?) +			// although that latter one seems not to be used for anything, or maybe it was planned +			// to be used for a sequel (?). We will never know. +			// Disabling as in current state it will only fill-up save slots +			// autoSaveGame(4, true); +			_endCredits->show(); +		} +	} while (_gameOver); // if main game loop ended and _gameOver == false, then shutdown  	shutdown();  | 
