/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ #include "common/scummsys.h" #include "common/events.h" #include "common/system.h" #include "cine/main_loop.h" #include "cine/object.h" #include "cine/various.h" #include "cine/bg_list.h" #include "cine/sound.h" namespace Cine { struct MouseStatusStruct { int left; int right; }; MouseStatusStruct mouseData; uint16 mouseRight = 0; uint16 mouseLeft = 0; int lastKeyStroke = 0; uint16 mouseUpdateStatus; uint16 dummyU16; static void processEvent(Common::Event &event) { switch (event.type) { case Common::EVENT_LBUTTONDOWN: mouseLeft = 1; break; case Common::EVENT_RBUTTONDOWN: mouseRight = 1; break; case Common::EVENT_MOUSEMOVE: break; case Common::EVENT_QUIT: exitEngine = 1; break; case Common::EVENT_KEYDOWN: switch (event.kbd.keycode) { case Common::KEYCODE_RETURN: case Common::KEYCODE_KP_ENTER: case Common::KEYCODE_KP5: if (allowPlayerInput) { mouseLeft = 1; } break; case Common::KEYCODE_ESCAPE: if (allowPlayerInput) { mouseRight = 1; } break; case Common::KEYCODE_F1: if (allowPlayerInput) { playerCommand = 0; // EXAMINE makeCommandLine(); } break; case Common::KEYCODE_F2: if (allowPlayerInput) { playerCommand = 1; // TAKE makeCommandLine(); } break; case Common::KEYCODE_F3: if (allowPlayerInput) { playerCommand = 2; // INVENTORY makeCommandLine(); } break; case Common::KEYCODE_F4: if (allowPlayerInput) { playerCommand = 3; // USE makeCommandLine(); } break; case Common::KEYCODE_F5: if (allowPlayerInput) { playerCommand = 4; // ACTIVATE makeCommandLine(); } break; case Common::KEYCODE_F6: if (allowPlayerInput) { playerCommand = 5; // SPEAK makeCommandLine(); } break; case Common::KEYCODE_F9: if (allowPlayerInput && !inMenu) { makeActionMenu(); makeCommandLine(); } break; case Common::KEYCODE_F10: if (!disableSystemMenu && !inMenu) { g_cine->makeSystemMenu(); } break; case Common::KEYCODE_MINUS: case Common::KEYCODE_KP_MINUS: g_cine->modifyGameSpeed(-1); // Slower break; case Common::KEYCODE_PLUS: case Common::KEYCODE_KP_PLUS: g_cine->modifyGameSpeed(+1); // Faster break; case Common::KEYCODE_LEFT: case Common::KEYCODE_KP4: moveUsingKeyboard(-1, 0); // Left break; case Common::KEYCODE_RIGHT: case Common::KEYCODE_KP6: moveUsingKeyboard(+1, 0); // Right break; case Common::KEYCODE_UP: case Common::KEYCODE_KP8: moveUsingKeyboard(0, +1); // Up break; case Common::KEYCODE_DOWN: case Common::KEYCODE_KP2: moveUsingKeyboard(0, -1); // Down break; case Common::KEYCODE_KP9: moveUsingKeyboard(+1, +1); // Up & Right break; case Common::KEYCODE_KP7: moveUsingKeyboard(-1, +1); // Up & Left break; case Common::KEYCODE_KP1: moveUsingKeyboard(-1, -1); // Down & Left break; case Common::KEYCODE_KP3: moveUsingKeyboard(+1, -1); // Down & Right break; default: lastKeyStroke = event.kbd.keycode; break; } break; case Common::EVENT_KEYUP: switch (event.kbd.keycode) { case Common::KEYCODE_KP5: // Emulated left mouse button click case Common::KEYCODE_LEFT: // Left case Common::KEYCODE_KP4: // Left case Common::KEYCODE_RIGHT: // Right case Common::KEYCODE_KP6: // Right case Common::KEYCODE_UP: // Up case Common::KEYCODE_KP8: // Up case Common::KEYCODE_DOWN: // Down case Common::KEYCODE_KP2: // Down case Common::KEYCODE_KP9: // Up & Right case Common::KEYCODE_KP7: // Up & Left case Common::KEYCODE_KP1: // Down & Left case Common::KEYCODE_KP3: // Down & Right // Stop ego movement made with keyboard when releasing a known key moveUsingKeyboard(0, 0); break; default: break; } default: break; } } void manageEvents() { Common::EventManager *eventMan = g_system->getEventManager(); uint32 nextFrame = g_system->getMillis() + g_cine->getTimerDelay(); do { Common::Event event; while (eventMan->pollEvent(event)) { processEvent(event); } g_system->updateScreen(); g_system->delayMillis(20); } while (g_system->getMillis() < nextFrame); g_sound->update(); mouseData.left = mouseLeft; mouseData.right = mouseRight; mouseLeft = 0; mouseRight = 0; } void getMouseData(uint16 param, uint16 *pButton, uint16 *pX, uint16 *pY) { Common::Point mouse = g_system->getEventManager()->getMousePos(); *pX = mouse.x; *pY = mouse.y; *pButton = 0; if (mouseData.right) { (*pButton) |= 2; } if (mouseData.left) { (*pButton) |= 1; } } int getKeyData() { int k = lastKeyStroke; lastKeyStroke = -1; return k; } /** Removes elements from seqList that have their member variable var4 set to value -1. */ void purgeSeqList() { Common::List::iterator it = seqList.begin(); while (it != seqList.end()) { if (it->var4 == -1) { // Erase the element and jump to the next element it = seqList.erase(it); } else { // Let the element be and jump to the next element it++; } } } void CineEngine::mainLoop(int bootScriptIdx) { bool playerAction; uint16 quitFlag; byte di; uint16 mouseButton; quitFlag = 0; exitEngine = 0; if (_preLoad == false) { resetBgIncrustList(); setTextWindow(0, 0, 20, 200); errorVar = 0; addScriptToGlobalScripts(bootScriptIdx); menuVar = 0; // gfxRedrawPage(page0c, page0, page0c, page0, -1); // gfxWaitVBL(); // gfxRedrawMouseCursor(); inMenu = false; allowPlayerInput = 0; checkForPendingDataLoadSwitch = 0; fadeRequired = false; isDrawCommandEnabled = 0; waitForPlayerClick = 0; menuCommandLen = 0; playerCommand = -1; strcpy(commandBuffer, ""); globalVars[VAR_MOUSE_X_POS] = 0; globalVars[VAR_MOUSE_Y_POS] = 0; if (g_cine->getGameType() == Cine::GType_OS) { globalVars[VAR_BYPASS_PROTECTION] = 0; // set to 1 to bypass the copy protection globalVars[VAR_LOW_MEMORY] = 0; // set to 1 to disable some animations, sounds etc. } strcpy(newPrcName, ""); strcpy(newRelName, ""); strcpy(newObjectName, ""); strcpy(newMsgName, ""); strcpy(currentCtName, ""); strcpy(currentPartName, ""); g_sound->stopMusic(); } do { // HACK: Force amount of oxygen left to maximum during Operation Stealth's first arcade sequence. // This makes it possible to pass the arcade sequence for now. // FIXME: Remove the hack and make the first arcade sequence normally playable. if (g_cine->getGameType() == Cine::GType_OS) { Common::String bgName(renderer->getBgName()); // Check if the background is one of the three backgrounds // that are only used during the first arcade sequence. if (bgName == "28.PI1" || bgName == "29.PI1" || bgName == "30.PI1") { static const uint oxygenObjNum = 202, maxOxygen = 264; // Force the amount of oxygen left to the maximum. objectTable[oxygenObjNum].x = maxOxygen; } } // HACK: In Operation Stealth after the first arcade sequence jump player's position to avoid getting stuck. // After the first arcade sequence the player comes up stairs from // the water in Santa Paragua's downtown in front of the flower shop. // Previously he was completely stuck after getting up the stairs. // If the background is the one used in the flower shop scene ("21.PI1") // and the player is at the exact location after getting up the stairs // then we just nudge him a tiny bit away from the stairs and voila, he's free! // Maybe the real problem behind all this is collision data related as it looks // like there's some boundary right there near position (204, 110) which we can // jump over by moving the character to (204, 109). The script handling the // flower shop scene is AIRPORT.PRC's 13th script. // FIXME: Remove the hack and solve what's really causing the problem in the first place. if (g_cine->getGameType() == Cine::GType_OS) { if (scumm_stricmp(renderer->getBgName(), "21.PI1") == 0 && objectTable[1].x == 204 && objectTable[1].y == 110) { objectTable[1].y--; // Move the player character upward on-screen by one pixel } } stopMusicAfterFadeOut(); di = executePlayerInput(); // Clear the zoneQuery table (Operation Stealth specific) if (g_cine->getGameType() == Cine::GType_OS) { Common::set_to(zoneQuery.begin(), zoneQuery.end(), 0); } if (g_cine->getGameType() == Cine::GType_OS) { processSeqList(); } executeObjectScripts(); executeGlobalScripts(); purgeObjectScripts(); purgeGlobalScripts(); if (g_cine->getGameType() == Cine::GType_OS) { purgeSeqList(); } if (playerCommand == -1) { setMouseCursor(MOUSE_CURSOR_NORMAL); } else { setMouseCursor(MOUSE_CURSOR_CROSS); } if (renderer->ready()) { renderer->drawFrame(); } // NOTE: In the original Future Wars and Operation Stealth messages // were removed when running the drawOverlays function which is // currently called from the renderer's drawFrame function. removeMessages(); if (waitForPlayerClick) { playerAction = false; _messageLen <<= 3; if (_messageLen < 0x800) _messageLen = 0x800; do { manageEvents(); getMouseData(mouseUpdateStatus, &mouseButton, &dummyU16, &dummyU16); } while (mouseButton != 0); menuVar = 0; do { manageEvents(); getMouseData(mouseUpdateStatus, &mouseButton, &dummyU16, &dummyU16); playerAction = (mouseButton != 0) || processKeyboard(menuVar); mainLoopSub6(); } while (!playerAction); menuVar = 0; do { manageEvents(); getMouseData(mouseUpdateStatus, &mouseButton, &dummyU16, &dummyU16); } while (mouseButton != 0); waitForPlayerClick = 0; } if (checkForPendingDataLoadSwitch) { checkForPendingDataLoad(); checkForPendingDataLoadSwitch = 0; } if (di) { if ("quit"[menuCommandLen] == (char)di) { ++menuCommandLen; if (menuCommandLen == 4) { quitFlag = 1; } } else { menuCommandLen = 0; } } manageEvents(); } while (!exitEngine && !quitFlag && _danKeysPressed != 7); hideMouse(); g_sound->stopMusic(); // if (g_cine->getGameType() == Cine::GType_OS) { // freeUnkList(); // } closePart(); } } // End of namespace Cine