/* 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. * */ #include "common/scummsys.h" #include "common/system.h" #include "common/config-manager.h" #include "common/debug.h" #include "common/debug-channels.h" #include "common/file.h" #include "common/error.h" #include "common/stream.h" #include "common/memstream.h" #include "hdb/hdb.h" #include "hdb/console.h" #include "hdb/menu.h" #define CHEAT_PATCHES 0 namespace HDB { HDBGame* g_hdb; HDBGame::HDBGame(OSystem *syst, const ADGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) { _console = nullptr; _format = Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0); _systemInit = false; g_hdb = this; _fileMan = new FileMan; _gfx = new Gfx; _lua = new LuaScript; _menu = new Menu; _map = new Map; _ai = new AI; _input = new Input; _sound = new Sound; _window = new Window; _rnd = new Common::RandomSource("hdb"); _cheating = false; _currentMapname[0] = _currentLuaName[0] = 0; _lastMapname[0] = _lastLuaName[0] = 0; _inMapName[0] = 0; _timePlayed = _timeSlice = _prevTimeSlice = _timeSeconds = _tiempo = 0; _monkeystone7 = STARS_MONKEYSTONE_7_FAKE; _monkeystone14 = STARS_MONKEYSTONE_14_FAKE; _monkeystone21 = STARS_MONKEYSTONE_21_FAKE; DebugMan.addDebugChannel(kDebugExample1, "Example1", "This is just an example to test"); DebugMan.addDebugChannel(kDebugExample2, "Example2", "This is also an example"); } HDBGame::~HDBGame() { delete _console; delete _fileMan; delete _gfx; delete _lua; delete _map; delete _ai; delete _input; delete _sound; delete _window; delete _rnd; DebugMan.clearAllDebugChannels(); } bool HDBGame::init() { /* Game Subsystem Initializations */ // Init fileMan if (!_fileMan->openMPC(getGameFile())) { error("FileMan::openMPC: Cannot find the hyperspace.mpc data file."); } if (!_gfx->init()) { error("Gfx::init: Couldn't initialize Gfx"); } if (!_sound->init()) { error("Window::init: Couldn't initialize Sound"); } if (!_ai->init()) { error("AI::init: Couldn't initialize AI"); } if (!_window->init()) { error("Window::init: Couldn't initialize Window"); } if (!_input->init()) { error("Input::init: Couldn't initialize Input"); } if (!_lua->init()) { error("LuaScript::init: Couldn't load the GLOBAL.LUA code."); } _menu->init(); _changeLevel = false; _changeMapname[0] = 0; _loadInfo.active = _saveInfo.active = false; _menu->startTitle(); _gameShutdown = false; _pauseFlag = 0; _systemInit = true; return true; } /* Changes the current GameState to the next one. Game State Transitions are deterministic: each state can only a particular state. The next state is held in gameState. TODO: All the functionality hasn't been implemented yet since their subsystems are incomplete. This section needs to be periodically updated as soon as the subsytems are improved. */ void HDBGame::changeGameState() { switch (_gameState) { case GAME_TITLE: _menu->startMenu(); _gameState = GAME_MENU; break; case GAME_MENU: _menu->freeMenu(); _sound->stopMusic(); _sound->clearPersistent(); _ai->clearPersistent(); _timePlayed = 0; _timeSeconds = 0; if (!startMap("CINE_INTRO")) error("Can't load CINE_INTRO"); _gameState = GAME_PLAY; break; case GAME_PLAY: _menu->startMenu(); _gameState = GAME_MENU; break; case GAME_LOADING: break; } } bool HDBGame::restartMap() { if (!_currentMapname[0]) return false; _gfx->emptyGfxCaches(); _lua->callFunction("level_shutdown", 0); _gfx->turnOffSnow(); _window->restartSystem(); _ai->restartSystem(); _lua->init(); _lua->loadLua(_currentLuaName); _sound->markSoundCacheFreeable(); _map->restartSystem(); if (!_map->loadMap(_currentMapname)) return false; _ai->initAnimInfo(); // Cheat/workarounds #if CHEAT_PATCHES if (!strcmp(_currentLuaName, "MAP00.LUA")) { Common::String patch("KillTrigger( \"mannyquest\" )"); _lua->executeChunk(patch, "MAP00 patch"); } #endif // if there are Secret Stars here, stick the variable in Lua if (!_menu->_starWarp && getStarsMonkeystone7() == STARS_MONKEYSTONE_7) _lua->setLuaGlobalValue("secretstars", 1); if (_menu->_starWarp == 1 && getStarsMonkeystone14() == STARS_MONKEYSTONE_14) _lua->setLuaGlobalValue("secretstars", 2); if (_menu->_starWarp == 2 && getStarsMonkeystone21() == STARS_MONKEYSTONE_21) _lua->setLuaGlobalValue("secretstars", 3); _lua->callFunction("level_loaded", 0); if (!_ai->cinematicsActive()) _gfx->turnOffFade(); // center the player on the screen int x, y; _ai->getPlayerXY(&x, &y); _map->centerMapXY(x + 16, y + 16); warning("STUB: Cheating - Lua Validation"); return true; } bool HDBGame::startMap(const char *name) { // save last mapname strcpy(_lastMapname, _currentMapname); // set current mapname strcpy(_currentMapname, name); strcat(_currentMapname, ".MSM"); // set current luaname strcpy(_currentLuaName, name ); strcat(_currentLuaName, ".LUA"); restartMap(); // // here is where we will be autosaving the start of level // don't save cine intro/outro/etc...OR map30 (secret star map) // if (!scumm_strnicmp(name, "map", 3) && scumm_stricmp(name, "map30")) { _menu->fillSavegameSlots(); saveGameState(0, Common::String::format("Autosave %s", name)); // we ignore the slot parameter in everything else since we just keep saving... } return true; } void HDBGame::paint() { _tiempo = g_system->getMillis(); switch (_gameState) { case GAME_TITLE: debug(9, "STUB: MENU::DrawTitle required"); break; case GAME_MENU: warning("STUB: MENU::DrawMenu required"); break; case GAME_PLAY: _gfx->drawPointer(); break; case GAME_LOADING: warning("STUB: Gfx::DrawLoadingScreen required"); break; } _gfx->updateVideo(); } // builds a waypoint list if an entity is not next to player, // or gives info on an entity, or actually uses an entity void HDBGame::setTargetXY(int x, int y) { AIEntity *e, *p; int px, py; bool oneTileAway; // if ANY button is pressed if (_input->getButtons() || _ai->_playerEmerging) return; // Check if an entity is next to us x /= kTileWidth; y /= kTileHeight; // Don't ever allow going to X-coord 0 if (!x) return; e = _ai->findEntity(x, y); p = _ai->getPlayer(); if (!p) return; px = p->x / kTileWidth; py = p->y / kTileHeight; // Are we on a touchplate and trying to move within the waiting period? if (p->touchpWait) return; // If we're attacking...don't do anything else AIState stateList[] = { STATE_ATK_CLUB_UP, STATE_ATK_CLUB_DOWN, STATE_ATK_CLUB_LEFT, STATE_ATK_CLUB_RIGHT, STATE_ATK_STUN_UP, STATE_ATK_STUN_DOWN, STATE_ATK_STUN_LEFT, STATE_ATK_STUN_RIGHT, STATE_ATK_SLUG_UP, STATE_ATK_SLUG_DOWN, STATE_ATK_SLUG_LEFT, STATE_ATK_SLUG_RIGHT, STATE_PUSHUP, STATE_PUSHDOWN, STATE_PUSHLEFT, STATE_PUSHRIGHT}; for (int i = 0; i < 16; i++) { if (p->state == stateList[i]) return; } oneTileAway = (abs(px - x) + abs(py - y) < 2); // If any entity has been targeted if (e && !_ai->waypointsLeft()) { // Clicking on a gettable item? // First check if an iterm is on top of a BLOCKER entity. // If so, try to find another entity there if (e->type == AI_NONE) { AIEntity *temp = g_hdb->_ai->findEntityIgnore(x, y, e); if (temp) e = temp; } if ((p->level == e->level) && _ai->getTableEnt(e->type)) { if (g_hdb->_ai->tileDistance(e, p) < 2) { useEntity(e); return; } } // Clicking on a Walkthrough Item? if ((p->level == e->level) && _ai->walkThroughEnt(e->type)) { _ai->addWaypoint(px, py, x, y, p->level); return; } // Is this an invisible blocker? If so, it probably has a LUA entity under it if (e->type == AI_NONE && _ai->luaExistAtXY(x, y)) { // Did player click on a LUA tile? if (oneTileAway && _ai->checkLuaList(_ai->getPlayer(), x, y)) return; } // On the same Level? (Allow pushing on stairs, down only) if ((p->level != e->level && !(_map->getMapBGTileFlags(e->tileX, e->tileY) & kFlagStairBot)) || (p->level == e->level && _ai->walkThroughEnt(e->type))) { _ai->addWaypoint(px, py, x, y, p->level); return; } int chx = abs(px - x); int chy = abs(py - y); // And its a unit away and the Player's GOALS are done... if (chx <= 1 && chy <= 1 && !p->goalX) { // At a horizontal or vertical direction? if (chx + chy > 1) { AIEntity *e1, *e2; uint32 flag1, flag2; e1 = _ai->findEntity(px, y); e2 = _ai->findEntity(x, py); flag1 = _map->getMapBGTileFlags(px, y) & kFlagSolid; flag2 = _map->getMapBGTileFlags(x, py) & kFlagSolid; if ((e1 || flag1) && (e2 || flag2)) return; } // Check for items that should NOT be picked up or talked to switch (e->type) { // USEing a floating crate or barrel? Just go there. // Unless it's not floating, in which case you wanna push it. case AI_CRATE: case AI_LIGHTBARREL: // USEing a heavy barrel ONLY means walking on it if it's floating // *** cannot push a heavy barrel case AI_HEAVYBARREL: if (e->state == STATE_FLOATING || e->state == STATE_MELTED) _ai->addWaypoint(px, py, x, y, p->level); else useEntity(e); return; default: useEntity(e); return; } } else { _ai->addWaypoint(px, py, x, y, p->level); return; } } // Are we trying to "activate" a touchplate? // Set a waypoint on it if (_ai->checkForTouchplate(x, y)) { _ai->addWaypoint(px, py, x, y, p->level); return; } // Did the player click on an action tile? if (oneTileAway && _ai->checkActionList(_ai->getPlayer(), x, y, true)) return; // Did the player click on an auto-action tile? if (oneTileAway && _ai->checkAutoList(_ai->getPlayer(), x, y)) return; // we need to add this point to the waypoint list! // the list is tile coord-based // // if the player is not PUSHING anything and has no GOALS, // it's ok to set up a waypoint switch (p->state) { case STATE_PUSHDOWN: case STATE_PUSHUP: case STATE_PUSHLEFT: case STATE_PUSHRIGHT: case STATE_NONE: break; default: _ai->addWaypoint(px, py, x, y, p->level); break; } } // PLAYER is trying to use this entity void HDBGame::useEntity(AIEntity *e) { warning("STUB: HDBGame::useEntity incomplete"); AIEntity *p, temp; bool added; p = _ai->getPlayer(); // Check if entity is on same level or if its a stairtop if ((p->level != e->level) && !(_map->getMapBGTileFlags(p->tileX, p->tileY) & kFlagStairTop)) { return; } added = false; if (_ai->getTableEnt(e->type)) { memcpy(&temp, e, sizeof(AIEntity)); _ai->getItemSound(e->type); added = _ai->addToInventory(e); if (added) { e = &temp; if (temp.aiUse) { temp.aiUse(&temp); } if (temp.luaFuncUse[0]) { _lua->callFunction(temp.luaFuncUse, 0); } } } else { // These should be run over or run through if (_ai->walkThroughEnt(e->type) || e->type == AI_NONE) { return; } if (e->aiUse) { e->aiUse(e); } if (e->luaFuncUse[0]) { _lua->callFunction(e->luaFuncUse, 0); } } // PUSHING // If its a pushable object, push it. Unless it's in/on water. if (e->type == AI_CRATE || e->type == AI_LIGHTBARREL || e->type == AI_BOOMBARREL || e->type == AI_MAGIC_EGG || e->type == AI_ICE_BLOCK || e->type == AI_FROGSTATUE || e->type == AI_DIVERTER) { int xDir, yDir, chX, chY; uint32 flags; AIEntity *e2; // if it's floating, don't touch! if (e->state >= STATE_FLOATING && e->state <= STATE_FLOATRIGHT) { g_hdb->_ai->lookAtEntity(e); g_hdb->_ai->animGrabbing(); g_hdb->_window->openMessageBar("I can't lift that!", 1); return; } xDir = yDir = 0; if (p->tileX > e->tileX) xDir = -2; else if (p->tileX < e->tileX) xDir = 2; if (p->tileY > e->tileY) yDir = -2; else if (p->tileY < e->tileY) yDir = 2; // no diagonals allowed! if (xDir && yDir) return; chX = p->tileX + xDir; chY = p->tileY + yDir; // are we going to push this over a sliding surface? (ok) // are we going to push this into a blocking tile? (not ok) if (e->level == 2) { int fg_flags = g_hdb->_map->getMapFGTileFlags(chX, chY); if (fg_flags & kFlagSolid) { g_hdb->_sound->playSound(SND_GUY_UHUH); g_hdb->_ai->lookAtXY(chX, chY); g_hdb->_ai->animGrabbing(); return; } flags = g_hdb->_map->getMapBGTileFlags(chX, chY); if (((flags & kFlagSolid) == kFlagSolid) && !(fg_flags & kFlagGrating)) { g_hdb->_sound->playSound(SND_GUY_UHUH); g_hdb->_ai->lookAtXY(chX, chY); g_hdb->_ai->animGrabbing(); return; } } else { flags = g_hdb->_map->getMapBGTileFlags(chX, chY); if (!(flags & kFlagSlide) && (flags & kFlagSolid)) { g_hdb->_sound->playSound(SND_GUY_UHUH); g_hdb->_ai->lookAtXY(chX, chY); g_hdb->_ai->animGrabbing(); return; } } // are we going to push this up the stairs? (not ok) if (flags & kFlagStairBot) { flags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY); if (!(flags & kFlagStairTop)) { g_hdb->_ai->lookAtEntity(e); g_hdb->_ai->animGrabbing(); g_hdb->_sound->playSound(SND_GUY_UHUH); return; } } // is player trying to push across a dangerous floor (where the player would be ON the floor after the push)? // don't allow it. flags = g_hdb->_map->getMapBGTileFlags(p->tileX + (xDir >> 1), p->tileY + (yDir >> 1)); if (((flags & kFlagRadFloor) == kFlagRadFloor || (flags & kFlagPlasmaFloor) == kFlagPlasmaFloor) && false == g_hdb->_ai->checkFloating(p->tileX + (xDir >> 1), p->tileY + (yDir >> 1))) { g_hdb->_ai->lookAtEntity(e); g_hdb->_ai->animGrabbing(); g_hdb->_sound->playSound(SND_NOPUSH_SIZZLE); return; } // are we going to push this into a gem? // if it's a goodfairy, make it move! e2 = g_hdb->_ai->findEntityIgnore(chX, chY, &g_hdb->_ai->_dummyLaser); if (e2 && e2->type == ITEM_GEM_WHITE) { g_hdb->_ai->addAnimateTarget(e2->x, e2->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH); g_hdb->_ai->removeEntity(e2); g_hdb->_sound->playSound(SND_BRIDGE_END); g_hdb->_ai->animGrabbing(); return; } // if so, is it a MELTED or FLOATING entity? if so, that's cool... if (e2) { if (!g_hdb->_ai->checkFloating(e2->tileX, e2->tileY)) { g_hdb->_ai->lookAtXY(chX, chY); g_hdb->_ai->animGrabbing(); g_hdb->_sound->playSound(SND_GUY_UHUH); return; } } // are we trying to push this through a door? (teleporter!) SingleTele info; if (true == g_hdb->_ai->findTeleporterDest(chX, chY, &info)) { g_hdb->_ai->lookAtXY(chX, chY); g_hdb->_ai->animGrabbing(); g_hdb->_sound->playSound(SND_GUY_UHUH); return; } // everything's clear - time to push! // set goal for pushed object if (e->type != AI_DIVERTER) e->moveSpeed = kPushMoveSpeed; // push DIVERTERS real fast g_hdb->_ai->setEntityGoal(e, chX, chY); // Diverters are very special - don't mess with their direction & state! if (e->type == AI_DIVERTER) { switch (e->dir2) { case DIR_DOWN: e->state = STATE_DIVERTER_BL; break; case DIR_UP: e->state = STATE_DIVERTER_BR; break; case DIR_LEFT: e->state = STATE_DIVERTER_TL; break; case DIR_RIGHT: e->state = STATE_DIVERTER_TR; break; case DIR_NONE: break; } } // set goal for player if (xDir) xDir = xDir >> 1; if (yDir) yDir = yDir >> 1; if (e->type != AI_DIVERTER) // push DIVERTERS real fast p->moveSpeed = kPushMoveSpeed; else p->moveSpeed = kPlayerMoveSpeed; g_hdb->_ai->setEntityGoal(p, p->tileX + xDir, p->tileY + yDir); // need to set the state AFTER the SetEntityGoal! switch (p->dir) { case DIR_UP: p->state = STATE_PUSHUP; p->drawYOff = -10; break; case DIR_DOWN: p->state = STATE_PUSHDOWN; p->drawYOff = 9; break; case DIR_LEFT: p->state = STATE_PUSHLEFT; p->drawXOff = -10; break; case DIR_RIGHT: p->state = STATE_PUSHRIGHT; p->drawXOff = 10; break; case DIR_NONE: break; } // if player is running, keep speed slow since we're pushing if (g_hdb->_ai->playerRunning()) { p->xVel = p->xVel >> 1; p->yVel = p->yVel >> 1; } switch (e->type) { case AI_CRATE: g_hdb->_sound->playSound(SND_CRATE_SLIDE); break; case AI_LIGHTBARREL: case AI_FROGSTATUE: case AI_ICE_BLOCK: g_hdb->_sound->playSound(SND_LIGHT_SLIDE); break; case AI_HEAVYBARREL: case AI_MAGIC_EGG: case AI_BOOMBARREL: g_hdb->_sound->playSound(SND_HEAVY_SLIDE); break; case AI_DIVERTER: g_hdb->_sound->playSound(SND_PUSH_DIVERTER); break; default: break; } return; } // Look at Entity if (e->type != AI_RAILRIDER_ON) { _ai->lookAtEntity(e); } // Grab animation if (added) { _ai->animGrabbing(); } // Can't push it - make a sound if (e->type == AI_HEAVYBARREL) { g_hdb->_sound->playSound(SND_GUY_UHUH); } } struct { const char *fName, *printName; } mapNames[] = { { "MAP00", "HDS Colby Jack" }, { "MAP01", "Servandrones, Inc." }, { "MAP02", "Pushbot Storage" }, { "MAP03", "Rightbot Problems" }, { "MAP04", "Shockbot Secrets" }, { "MAP05", "The Drain Pain" }, { "MAP06", "Energy Column Tower" }, { "MAP07", "Water Supply Systems" }, { "MAP08", "Food Supply Systems" }, { "MAP09", "Purple Storage Room" }, { "MAP10", "Back On The Jack" }, { "MAP11", "Bridia" }, { "MAP12", "BEAL Offices" }, { "MAP13", "BEAL Labs" }, { "MAP14", "Earthen Plain" }, { "MAP15", "Fatfrog Swamp" }, { "MAP16", "Fatfrog Deeps" }, { "MAP17", "Glacier West" }, { "MAP18", "Glacier East" }, { "MAP19", "Mystery Pizza Factory" }, { "MAP20", "Colby Jack Attack" }, { "MAP21", "Pharitale" }, { "MAP22", "Happy Meadow" }, { "MAP23", "Water Caves" }, { "MAP24", "Rocky Crag" }, { "MAP25", "Dragon Deeps" }, { "MAP26", "Lower Dragon Deeps" }, { "MAP27", "Ice Dragon Valley" }, { "MAP28", "Faerie Glade" }, { "MAP29", "Palace In The Clouds" }, { "MAP30", "Monkeystone Star Zone" }, }; void HDBGame::setInMapName(const char *name) { int i = 0; while (mapNames[i].fName) { if (!scumm_stricmp(name, mapNames[i].fName)) { memset(&_inMapName, 0, 32); strcpy(_inMapName, mapNames[i].printName); return; } i++; } memset(&_inMapName, 0, 32); strcpy(_inMapName, name); } Common::Error HDBGame::run() { // Initialize System if (!_systemInit) { init(); } // Initializes Graphics initGraphics(kScreenWidth, kScreenHeight, &_format); _console = new Console(); #if 0 Common::SeekableReadStream *titleStream = _fileMan->findFirstData("monkeylogoscreen", TYPE_PIC); if (titleStream == NULL) { debug("The TitleScreen MPC entry can't be found."); return Common::kReadingFailed; } Picture *titlePic = new Picture; titlePic->load(titleStream); Common::SeekableReadStream *tileStream = _fileMan->findFirstData("t32_ground1", TYPE_TILE32); if (tileStream == NULL) { debug("The t32_shipwindow_lr MPC entry can't be found."); return Common::kReadingFailed; } Tile *tile = new Tile; tile->load(tileStream); #endif if (ConfMan.hasKey("boot_param")) { char mapname[10]; int level = ConfMan.getInt("boot_param"); if (level > 30 || level < 0) level = 1; snprintf(mapname, 10, "MAP%02d", level); startMap(mapname); } else { if (!ConfMan.hasKey("save_slot") || (loadGameState(ConfMan.getInt("save_slot")).getCode() != Common::kNoError)) startMap("MAP00"); } //_window->openDialog("Sgt. Filibuster", 0, "You address me as 'sarge' or 'sergeant' or get your snappin' teeth kicked in! Got me?", 0, NULL); #if 0 lua->executeFile("test.lua"); #endif AIEntity *e; while (!shouldQuit()) { Common::Event event; while (g_system->getEventManager()->pollEvent(event)) { switch (event.type) { case Common::EVENT_QUIT: case Common::EVENT_RTL: break; case Common::EVENT_MOUSEMOVE: _input->updateMouse(event.mouse.x, event.mouse.y); break; case Common::EVENT_LBUTTONDOWN: _input->updateMouseButtons(1, 0, 0); break; case Common::EVENT_LBUTTONUP: _input->updateMouseButtons(-1, 0, 0); break; case Common::EVENT_MBUTTONDOWN: _input->updateMouseButtons(0, 1, 0); break; case Common::EVENT_MBUTTONUP: _input->updateMouseButtons(0, -1, 0); break; case Common::EVENT_RBUTTONDOWN: _input->updateMouseButtons(0, 0, 1); break; case Common::EVENT_RBUTTONUP: _input->updateMouseButtons(0, 0, -1); break; case Common::EVENT_KEYDOWN: _input->updateKeys(event, true); break; case Common::EVENT_KEYUP: _input->updateKeys(event, false); break; default: break; } } if (_gameState == GAME_PLAY) { _gfx->drawSky(); if (!_pauseFlag) { _ai->moveEnts(); _ai->processCallbackList(); } _map->draw(); _ai->processCines(); //_window->drawDialog(); e = _ai->getPlayer(); if (e && e->level < 2) _ai->drawWayPoints(); _map->drawEnts(); _map->drawGratings(); if (e && e->level == 2) _ai->drawWayPoints(); _ai->drawLevel2Ents(); _map->drawForegrounds(); _ai->animateTargets(); _window->drawDialog(); _window->drawDialogChoice(); _window->drawInventory(); _window->drawMessageBar(); _window->drawDeliveries(); _window->drawTextOut(); _window->drawPause(); //_gfx->drawBonusStars(); _gfx->drawSnow(); if (_changeLevel == true) { _changeLevel = false; startMap(_changeMapname); } // // should we save the game at this point? // if (_saveInfo.active == true) { _sound->playSound(SND_VORTEX_SAVE); _ai->stopEntity(e); _menu->fillSavegameSlots(); saveGameState(_saveInfo.slot, "FIXME"); // Add here date/level name // TODO _saveInfo.active = false; } // calculate time spent ONLY in the game... _timePlayed += g_system->getMillis() - _tiempo; } // Update Timer that's NOT used for in-game Timing _prevTimeSlice = _timeSlice; _timeSlice = g_system->getMillis(); paint(); g_system->updateScreen(); g_system->delayMillis(1000 / kGameFPS); } return Common::kNoError; } } // End of namespace HDB