diff options
Diffstat (limited to 'engines')
-rw-r--r-- | engines/scumm/scumm.cpp | 293 | ||||
-rw-r--r-- | engines/scumm/scumm.h | 26 |
2 files changed, 182 insertions, 137 deletions
diff --git a/engines/scumm/scumm.cpp b/engines/scumm/scumm.cpp index 249417da64..75097da6e9 100644 --- a/engines/scumm/scumm.cpp +++ b/engines/scumm/scumm.cpp @@ -1634,40 +1634,8 @@ int ScummEngine::scummLoop(int delta) { CHARSET_1(); processKbd(false); - - if (_game.features & GF_NEW_CAMERA) { - VAR(VAR_CAMERA_POS_X) = camera._cur.x; - VAR(VAR_CAMERA_POS_Y) = camera._cur.y; - } else if (_game.version <= 2) { - VAR(VAR_CAMERA_POS_X) = camera._cur.x / 8; - } else { - VAR(VAR_CAMERA_POS_X) = camera._cur.x; - } - if (_game.version <= 7) - VAR(VAR_HAVE_MSG) = _haveMsg; - - if (_game.platform == Common::kPlatformC64 && _game.id == GID_MANIAC) { - // TODO - } else if (_game.version <= 2) { - VAR(VAR_VIRT_MOUSE_X) = _virtualMouse.x / 8; - VAR(VAR_VIRT_MOUSE_Y) = _virtualMouse.y / 2; - - // Adjust mouse coordinates as narrow rooms in NES are centered - if (_game.platform == Common::kPlatformNES && _NESStartStrip > 0) { - VAR(VAR_VIRT_MOUSE_X) -= 2; - if (VAR(VAR_VIRT_MOUSE_X) < 0) - VAR(VAR_VIRT_MOUSE_X) = 0; - } - } else { - VAR(VAR_VIRT_MOUSE_X) = _virtualMouse.x; - VAR(VAR_VIRT_MOUSE_Y) = _virtualMouse.y; - VAR(VAR_MOUSE_X) = _mouse.x; - VAR(VAR_MOUSE_Y) = _mouse.y; - if (VAR_DEBUGMODE != 0xFF) { - // This is NOT for the Mac version of Indy3/Loom - VAR(VAR_DEBUGMODE) = _debugMode; - } - } + + scummLoop_updateScummVars(); if (_game.features & GF_AUDIOTRACKS) { // Covered automatically by the Sound class @@ -1699,50 +1667,9 @@ int ScummEngine::scummLoop(int delta) { if (VAR_GAME_LOADED != 0xFF) VAR(VAR_GAME_LOADED) = 0; - if (_saveLoadFlag) { load_game: - bool success; - const char *errMsg = 0; - char filename[256]; - - if (_saveLoadFlag == 1) { - success = saveState(_saveLoadSlot, _saveTemporaryState); - if (!success) - errMsg = "Failed to save game state to file:\n\n%s"; + scummLoop_handleSaveLoad(); - // Ender: Disabled for small_header games, as can overwrite game - // variables (eg, Zak256 cashcard values). Temp disabled for V8 - // because of odd timing issue with scripts and the variable reset - if (success && _saveTemporaryState && !(_game.features & GF_SMALL_HEADER) && _game.version < 8) - VAR(VAR_GAME_LOADED) = 201; - } else { - success = loadState(_saveLoadSlot, _saveTemporaryState); - if (!success) - errMsg = "Failed to load game state from file:\n\n%s"; - - // Ender: Disabled for small_header games, as can overwrite game - // variables (eg, Zak256 cashcard values). - if (success && _saveTemporaryState && !(_game.features & GF_SMALL_HEADER)) - VAR(VAR_GAME_LOADED) = 203; - } - - makeSavegameName(filename, _saveLoadSlot, _saveTemporaryState); - if (!success) { - displayMessage(0, errMsg, filename); - } else if (_saveLoadFlag == 1 && _saveLoadSlot != 0 && !_saveTemporaryState) { - // Display "Save successful" message, except for auto saves - char buf[256]; - snprintf(buf, sizeof(buf), "Successfully saved game state in file:\n\n%s", filename); - - GUI::TimedMessageDialog dialog(buf, 1500); - runDialog(dialog); - } - if (success && _saveLoadFlag != 1) - clearClickedStatus(); - - _saveLoadFlag = 0; - _lastSaveTime = _system->getMillis(); - } if (_completeScreenRedraw) { _charset->clearCharsetMask(); @@ -1751,19 +1678,19 @@ load_game: // HACK as in game save stuff isn't supported currently if (_game.id == GID_LOOM) { int args[16]; - uint value; + uint var; memset(args, 0, sizeof(args)); args[0] = 2; if (_game.platform == Common::kPlatformMacintosh) - value = 105; + var = 105; else if (_game.version == 4) // 256 color CD version - value = 150; + var = 150; else - value = 100; + var = 100; byte restoreScript = (_game.platform == Common::kPlatformFMTowns) ? 17 : 18; // if verbs should be shown restore them - if (VAR(value) == 2) + if (VAR(var) == 2) runScript(restoreScript, 0, 0, args); } else if (_game.version > 3) { for (int i = 0; i < _numVerbs; i++) @@ -1807,48 +1734,13 @@ load_game: if (_game.version > 3) CHARSET_1(); - if (camera._cur.x != camera._last.x || _bgNeedsRedraw || _fullRedraw - || ((_game.features & GF_NEW_CAMERA) && camera._cur.y != camera._last.y)) { - redrawBGAreas(); - } - - processDrawQue(); + scummLoop_handleDrawing(); - if (_game.heversion >= 99) - _fullRedraw = false; - - // Full Throttle always redraws verbs and draws verbs before actors - if (_game.version >= 7) - redrawVerbs(); - -#ifndef DISABLE_HE - if (_game.heversion >= 90) { - ((ScummEngine_v90he *)this)->_sprite->resetBackground(); - ((ScummEngine_v90he *)this)->_sprite->sortActiveSprites(); - } -#endif - - setActorRedrawFlags(); - resetActorBgs(); - - if (!(getCurrentLights() & LIGHTMODE_room_lights_on) && - getCurrentLights() & LIGHTMODE_flashlight_on) { - drawFlashlight(); - setActorRedrawFlags(); - } - - processActors(); + scummLoop_handleActors(); _fullRedraw = false; - if (_game.version >= 4 && _game.heversion <= 61) - cyclePalette(); - palManipulate(); - if (_doEffect) { - _doEffect = false; - fadeIn(_newEffect); - clearClickedStatus(); - } + scummLoop_handleEffects(); if (VAR_MAIN_SCRIPT != 0xFF && VAR(VAR_MAIN_SCRIPT) != 0) { runScript(VAR(VAR_MAIN_SCRIPT), 0, 0, 0); @@ -1860,22 +1752,13 @@ load_game: // Render everything to the screen. drawDirtyScreenParts(); + // FIXME / TODO: Try to move the following to scummLoop_handleSound or + // scummLoop_handleActors (but watch out for regressions!) if (_game.version <= 5) playActorSounds(); } - _sound->processSound(); - -#ifndef DISABLE_SCUMM_7_8 - if (_imuseDigital) { - _imuseDigital->flushTracks(); - if ( ((_game.id == GID_DIG) && (!(_game.features & GF_DEMO))) || (_game.id == GID_CMI) ) - _imuseDigital->refreshScripts(); - } - if (_smixer) { - _smixer->flush(); - } -#endif + scummLoop_handleSound(); camera._last = camera._cur; @@ -1903,6 +1786,154 @@ load_game: } +void ScummEngine::scummLoop_updateScummVars() { + if (_game.features & GF_NEW_CAMERA) { + VAR(VAR_CAMERA_POS_X) = camera._cur.x; + VAR(VAR_CAMERA_POS_Y) = camera._cur.y; + } else if (_game.version <= 2) { + VAR(VAR_CAMERA_POS_X) = camera._cur.x / 8; + } else { + VAR(VAR_CAMERA_POS_X) = camera._cur.x; + } + if (_game.version <= 7) + VAR(VAR_HAVE_MSG) = _haveMsg; + + if (_game.platform == Common::kPlatformC64 && _game.id == GID_MANIAC) { + // TODO + } else if (_game.version <= 2) { + VAR(VAR_VIRT_MOUSE_X) = _virtualMouse.x / 8; + VAR(VAR_VIRT_MOUSE_Y) = _virtualMouse.y / 2; + + // Adjust mouse coordinates as narrow rooms in NES are centered + if (_game.platform == Common::kPlatformNES && _NESStartStrip > 0) { + VAR(VAR_VIRT_MOUSE_X) -= 2; + if (VAR(VAR_VIRT_MOUSE_X) < 0) + VAR(VAR_VIRT_MOUSE_X) = 0; + } + } else { + VAR(VAR_VIRT_MOUSE_X) = _virtualMouse.x; + VAR(VAR_VIRT_MOUSE_Y) = _virtualMouse.y; + VAR(VAR_MOUSE_X) = _mouse.x; + VAR(VAR_MOUSE_Y) = _mouse.y; + if (VAR_DEBUGMODE != 0xFF) { + // This is NOT for the Mac version of Indy3/Loom + VAR(VAR_DEBUGMODE) = _debugMode; + } + } +} + +void ScummEngine::scummLoop_handleSaveLoad() { + if (_saveLoadFlag) { + bool success; + const char *errMsg = 0; + char filename[256]; + + if (_saveLoadFlag == 1) { + success = saveState(_saveLoadSlot, _saveTemporaryState); + if (!success) + errMsg = "Failed to save game state to file:\n\n%s"; + + // Ender: Disabled for small_header games, as can overwrite game + // variables (eg, Zak256 cashcard values). Temp disabled for V8 + // because of odd timing issue with scripts and the variable reset + if (success && _saveTemporaryState && !(_game.features & GF_SMALL_HEADER) && _game.version < 8) + VAR(VAR_GAME_LOADED) = 201; + } else { + success = loadState(_saveLoadSlot, _saveTemporaryState); + if (!success) + errMsg = "Failed to load game state from file:\n\n%s"; + + // Ender: Disabled for small_header games, as can overwrite game + // variables (eg, Zak256 cashcard values). + if (success && _saveTemporaryState && !(_game.features & GF_SMALL_HEADER)) + VAR(VAR_GAME_LOADED) = 203; + } + + makeSavegameName(filename, _saveLoadSlot, _saveTemporaryState); + if (!success) { + displayMessage(0, errMsg, filename); + } else if (_saveLoadFlag == 1 && _saveLoadSlot != 0 && !_saveTemporaryState) { + // Display "Save successful" message, except for auto saves + char buf[256]; + snprintf(buf, sizeof(buf), "Successfully saved game state in file:\n\n%s", filename); + + GUI::TimedMessageDialog dialog(buf, 1500); + runDialog(dialog); + } + if (success && _saveLoadFlag != 1) + clearClickedStatus(); + + _saveLoadFlag = 0; + _lastSaveTime = _system->getMillis(); + } +} + +void ScummEngine::scummLoop_handleDrawing() { + // FIXME / TODO: Do we really have to check for GF_NEW_CAMERA? + // Since old games simply don't use the y coord, we should be able to safely + // use "camera._cur != camera._last" here... + if (camera._cur.x != camera._last.x || _bgNeedsRedraw || _fullRedraw + || ((_game.features & GF_NEW_CAMERA) && camera._cur.y != camera._last.y)) { + redrawBGAreas(); + } + + processDrawQue(); + + if (_game.heversion >= 99) + _fullRedraw = false; + + // Full Throttle always redraws verbs and draws verbs before actors + if (_game.version >= 7) + redrawVerbs(); + +#ifndef DISABLE_HE + if (_game.heversion >= 90) { + ((ScummEngine_v90he *)this)->_sprite->resetBackground(); + ((ScummEngine_v90he *)this)->_sprite->sortActiveSprites(); + } +#endif +} + +void ScummEngine::scummLoop_handleActors() { + setActorRedrawFlags(); + resetActorBgs(); + + if (!(getCurrentLights() & LIGHTMODE_room_lights_on) && + getCurrentLights() & LIGHTMODE_flashlight_on) { + drawFlashlight(); + setActorRedrawFlags(); + } + + processActors(); +} + +void ScummEngine::scummLoop_handleEffects() { + if (_game.version >= 4 && _game.heversion <= 61) + cyclePalette(); + palManipulate(); + if (_doEffect) { + _doEffect = false; + fadeIn(_newEffect); + clearClickedStatus(); + } +} + +void ScummEngine::scummLoop_handleSound() { + _sound->processSound(); + +#ifndef DISABLE_SCUMM_7_8 + if (_imuseDigital) { + _imuseDigital->flushTracks(); + if ( ((_game.id == GID_DIG) && (!(_game.features & GF_DEMO))) || (_game.id == GID_CMI) ) + _imuseDigital->refreshScripts(); + } + if (_smixer) { + _smixer->flush(); + } +#endif +} + + #pragma mark - #pragma mark --- SCUMM --- #pragma mark - diff --git a/engines/scumm/scumm.h b/engines/scumm/scumm.h index e50913dc13..8f9a7ec759 100644 --- a/engines/scumm/scumm.h +++ b/engines/scumm/scumm.h @@ -439,6 +439,9 @@ public: /** Central resource data. */ ResourceManager res; + // Misc utility functions + uint32 _debugFlags; // Used by the debugger + protected: VirtualMachineState vm; @@ -453,6 +456,7 @@ public: // Init functions int init(); +protected: virtual void setupScummVars(); virtual void initScummVars(); @@ -460,20 +464,29 @@ public: void loadCJKFont(); void setupMusic(int midi); +public: + // The following is called by ConfigDialog::close + // TODO: Simply move that call to ScummEngine::mainMenuDialog to fix this void setupVolumes(); - // Scumm main loop +protected: + // Scumm main loop & helper functions. int scummLoop(int delta); + virtual void scummLoop_updateScummVars(); + virtual void scummLoop_handleSaveLoad(); + virtual void scummLoop_handleDrawing(); + virtual void scummLoop_handleActors(); + virtual void scummLoop_handleEffects(); + virtual void scummLoop_handleSound(); // Event handling - void parseEvents(); +public: + void parseEvents(); // Used by IMuseDigital::startSound +protected: void waitForTimer(int msec_delay); void processKbd(bool smushMode); void clearClickedStatus(); - // Misc utility functions - uint32 _debugFlags; - // Cursor/palette void updateCursor(); virtual void animateCursor() {} @@ -486,8 +499,9 @@ public: bool _smushVideoShouldFinish; /** This flag is a hack to allow the pause dialog to pause SMUSH playback, too. */ bool _smushPaused; +public: /** This flag tells IMuseDigital that INSANE is running. */ - bool _insaneRunning; + bool _insaneRunning; // Used by IMuseDigital::flushTracks() protected: Insane *_insane; |