From 8d4af8a0b827664d55257a30831e3bd51d698443 Mon Sep 17 00:00:00 2001 From: Peter Kohaut Date: Wed, 19 Jun 2019 00:16:00 +0200 Subject: BLADERUNNER: Removed unnecessary warning about support --- engines/bladerunner/bladerunner.cpp | 113 ++++++++++++++++++------------------ 1 file changed, 56 insertions(+), 57 deletions(-) (limited to 'engines/bladerunner/bladerunner.cpp') 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(); -- cgit v1.2.3