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authorPeter Kohaut2019-06-19 00:16:00 +0200
committerPeter Kohaut2019-06-19 00:19:12 +0200
commit8d4af8a0b827664d55257a30831e3bd51d698443 (patch)
tree27fb8f03e1f453c8f188554e5a83cfeb72419104 /engines/bladerunner/bladerunner.cpp
parent558b07584e8310c6e607acc6fb199be5ec21a5aa (diff)
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BLADERUNNER: Removed unnecessary warning about support
Diffstat (limited to 'engines/bladerunner/bladerunner.cpp')
-rw-r--r--engines/bladerunner/bladerunner.cpp113
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();