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authorTorbjörn Andersson2004-11-16 09:15:25 +0000
committerTorbjörn Andersson2004-11-16 09:15:25 +0000
commit7adc1f419f6e8bb987c7d9b9e645a7c52c2821a1 (patch)
tree26083dc649cc7fbcc3020d02f720039a6514aa86 /sword2/sword2.cpp
parent525df7cff072bec7c3d0af96513a6d0d3010f7d0 (diff)
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Cleanup
svn-id: r15826
Diffstat (limited to 'sword2/sword2.cpp')
-rw-r--r--sword2/sword2.cpp169
1 files changed, 65 insertions, 104 deletions
diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp
index fdde1d7ea7..732b99b743 100644
--- a/sword2/sword2.cpp
+++ b/sword2/sword2.cpp
@@ -100,8 +100,6 @@ REGISTER_PLUGIN("Broken Sword II", Engine_SWORD2_gameList, Engine_SWORD2_create,
namespace Sword2 {
-Sword2Engine *g_sword2 = NULL;
-
Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst) {
// Add default file directories
File::addDefaultDirectory(_gameDataPath + "CLUSTERS/");
@@ -111,20 +109,24 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst)
File::addDefaultDirectory(_gameDataPath + "sword2/");
File::addDefaultDirectory(_gameDataPath + "video/");
- g_sword2 = this;
- _debugger = NULL;
- _sound = NULL;
- _graphics = NULL;
_features = detector->_game.features;
_targetName = detector->_targetName;
+
_bootParam = ConfMan.getInt("boot_param");
_saveSlot = ConfMan.getInt("save_slot");
+ _debugger = NULL;
+ _graphics = NULL;
+ _sound = NULL;
+ _gui = NULL;
+ _fontRenderer = NULL;
+ _logic = NULL;
+ _resman = NULL;
+ _memory = NULL;
+
_keyboardEvent.pending = false;
_mouseEvent.pending = false;
- _mouseX = _mouseY = 0;
-
_lastPaletteRes = 0;
_largestLayerArea = 0;
@@ -149,6 +151,7 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst)
memset(&_thisScreen, 0, sizeof(_thisScreen));
memset(_mouseList, 0, sizeof(_mouseList));
+ _mouseX = _mouseY = 0;
_mouseTouching = 0;
_oldMouseTouching = 0;
_menuSelectedPos = 0;
@@ -164,26 +167,24 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst)
_playerActivityDelay = 0;
_realLuggageItem = 0;
- // used to be a define, but now it's flexible
_scrollFraction = 16;
- _gamePaused = false;
+#ifdef SWORD2_DEBUG
_stepOneCycle = false;
+ _renderSkip = false;
+#endif
+
+ _gamePaused = false;
_graphicsLevelFudged = false;
- _debugger = NULL;
- _graphics = NULL;
- _sound = NULL;
- _gui = NULL;
- _fontRenderer = NULL;
- _logic = NULL;
- _resman = NULL;
- _memory = NULL;
+ _gameCycle = 0;
_quit = false;
}
Sword2Engine::~Sword2Engine() {
+ killMusic();
+
delete _debugger;
delete _graphics;
delete _sound;
@@ -223,7 +224,7 @@ void Sword2Engine::setupPersistentResources() {
}
void Sword2Engine::mainInit() {
- // get some falling RAM and put it in your pocket, never let it slip
+ // Get some falling RAM and put it in your pocket, never let it slip
// away
_graphics = new Graphics(this, 640, 480);
@@ -255,26 +256,15 @@ void Sword2Engine::mainInit() {
// nor the scroll wheel.
setEventFilter(RD_LEFTBUTTONUP | RD_RIGHTBUTTONUP | RD_WHEELUP | RD_WHEELDOWN);
- // Initialise global script variables and player object
setupPersistentResources();
-
- // Set up font resource variables for this language version
-
- debug(5, "CALLING: initialiseFontResourceFlags");
initialiseFontResourceFlags();
-
- // initialise the sound fx queue
-
- debug(5, "CALLING: Init_fx_queue");
initFxQueue();
- // all demos (not just web)
if (_features & GF_DEMO)
Logic::_scriptVars[DEMO] = 1;
else
Logic::_scriptVars[DEMO] = 0;
- debug(5, "CALLING: readOptionSettings");
_gui->readOptionSettings();
if (_saveSlot != -1) {
@@ -305,13 +295,7 @@ void Sword2Engine::mainInit() {
} else
startGame();
- debug(5, "CALLING: initialiseRenderCycle");
_graphics->initialiseRenderCycle();
-
- _renderSkip = false; // Toggled on 'S' key, to render only
- // 1 in 4 frames, to speed up game
-
- _gameCycle = 0;
}
void Sword2Engine::mainRun() {
@@ -319,13 +303,7 @@ void Sword2Engine::mainRun() {
if (_debugger->isAttached())
_debugger->onFrame();
- // the screen is build. Mostly because of first scroll
- // cycle stuff
-
-#ifdef _SWORD2_DEBUG
- // if we've just stepped forward one cycle while the
- // game was paused
-
+#ifdef SWORD2_DEBUG
if (_stepOneCycle) {
pauseGame();
_stepOneCycle = false;
@@ -349,7 +327,7 @@ void Sword2Engine::mainRun() {
if (!Logic::_scriptVars[DEMO] && !_logic->_choosing)
_logic->fnPlayCredits(NULL);
break;
-#ifdef _SWORD2_DEBUG
+#ifdef SWORD2_DEBUG
case ' ':
if (_gamePaused) {
_stepOneCycle = true;
@@ -372,7 +350,7 @@ void Sword2Engine::mainRun() {
gameCycle();
}
- // We can't use this as termination condition for the looop,
+ // We can't use this as termination condition for the loop,
// because we want the break to happen before updating the
// screen again.
@@ -382,14 +360,13 @@ void Sword2Engine::mainRun() {
// creates the debug text blocks
_debugger->buildDebugText();
-#ifdef _SWORD2_DEBUG
+#ifdef SWORD2_DEBUG
// if not in console & '_renderSkip' is set, only render
// display once every 4 game-cycles
- if (console_status || !_renderSkip || (_gameCycle % 4) == 0)
- buildDisplay(); // create and flip the screen
+ if (!_renderSkip || (_gameCycle % 4) == 0)
+ buildDisplay();
#else
- // create and flip the screen
buildDisplay();
#endif
}
@@ -398,9 +375,6 @@ void Sword2Engine::mainRun() {
void Sword2Engine::go() {
mainInit();
mainRun();
-
- // Stop music instantly!
- killMusic();
}
void Sword2Engine::closeGame() {
@@ -503,29 +477,28 @@ void Sword2Engine::parseEvents() {
}
void Sword2Engine::gameCycle() {
- // do one game cycle
+ // Do one game cycle, that is run the logic session until a full loop
+ // has been performed.
- // got a screen to run?
if (_logic->getRunList()) {
- // run the logic session UNTIL a full loop has been performed
do {
- // reset the graphic 'BuildUnit' list before a new
- // logic list (see fnRegisterFrame)
- resetRenderLists();
+ // Reset the 'BuildUnit' and mouse hot-spot lists
+ // before each new logic list. The service scripts
+ // will fill thrm through fnRegisterFrame() and
+ // fnRegisterMouse().
- // reset the mouse hot-spot list (see fnRegisterMouse
- // and fnRegisterFrame)
+ resetRenderLists();
resetMouseList();
- // keep going as long as new lists keep getting put in
- // - i.e. screen changes
+ // 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?
+ // 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
+ // If this screen is wide, recompute the scroll offsets every cycle
if (_thisScreen.scroll_flag)
setScrolling();
@@ -534,48 +507,36 @@ void Sword2Engine::gameCycle() {
}
void Sword2Engine::startGame() {
- // boot the game straight into a start script
+ // 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;
debug(5, "startGame() STARTING:");
- // all demos not just web
- if (Logic::_scriptVars[DEMO])
- screen_manager_id = 19; // DOCKS SECTION START
- else
- screen_manager_id = 949; // INTRO & PARIS START
-
- // 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;
-
- char *raw_script;
- char *raw_data_ad;
+ if (!_bootParam) {
+ if (Logic::_scriptVars[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
- // the required start-scripts are both script #1 in the respective
- // ScreenManager objects
+ if (_bootParam != 0)
+ screen_manager_id = _bootParam;
+ }
uint32 null_pc = 1;
- // open george object, ready for start script to reference
- raw_data_ad = (char *) _resman->openResource(CUR_PLAYER_ID);
+ char *raw_data_ad = (char *) _resman->openResource(CUR_PLAYER_ID);
+ char *raw_script = (char *) _resman->openResource(screen_manager_id);
- // open the ScreenManager object
- raw_script = (char *) _resman->openResource(screen_manager_id);
-
- // run the start script now (because no console)
_logic->runScript(raw_script, raw_data_ad, &null_pc);
- // close the ScreenManager object
_resman->closeResource(screen_manager_id);
-
- // close george
_resman->closeResource(CUR_PLAYER_ID);
-
- debug(5, "startGame() DONE.");
}
// FIXME: Move this to some better place?
@@ -591,25 +552,21 @@ void Sword2Engine::sleepUntil(uint32 time) {
}
void Sword2Engine::pauseGame() {
- // don't allow Pause while screen fading or while black
+ // Don't allow Pause while screen fading or while black
if (_graphics->getFadeStatus() != RDFADE_NONE)
return;
pauseAllSound();
- // make a normal mouse
- clearPointerText();
+ // Make the mouse cursor normal. This is the only place where we are
+ // allowed to clear the luggage this way.
- // this is the only place allowed to do it this way
+ clearPointerText();
_graphics->setLuggageAnim(NULL, 0);
-
- // blank cursor
setMouse(0);
-
- // forces engine to choose a cursor
_mouseTouching = 1;
- // if level at max, turn down because palette-matching won't work
+ // If level at max, turn down because palette-matching won't work
// when dimmed
if (_gui->_currentGraphicsLevel == 3) {
@@ -617,11 +574,15 @@ void Sword2Engine::pauseGame() {
_graphicsLevelFudged = true;
}
- // don't dim it if we're single-stepping through frames
+#ifdef SWORD2_DEBUG
+ // Don't dim it if we're single-stepping through frames
// dim the palette during the pause
if (!_stepOneCycle)
_graphics->dimPalette();
+#else
+ _graphics->dimPalette();
+#endif
_gamePaused = true;
}
@@ -632,7 +593,7 @@ void Sword2Engine::unpauseGame() {
unpauseAllSound();
- // put back game screen palette; see build_display.cpp
+ // Put back game screen palette; see build_display.cpp
setFullPalette(-1);
// If graphics level at max, turn up again
@@ -643,7 +604,7 @@ void Sword2Engine::unpauseGame() {
_gamePaused = false;
- // if mouse is about or we're in a chooser menu
+ // If mouse is about or we're in a chooser menu
if (!_mouseStatus || _logic->_choosing)
setMouse(NORMAL_MOUSE_ID);
}