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/* 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_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_F11:
renderer->showCollisionPage(true);
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_F11:
renderer->showCollisionPage(false);
break;
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<SeqListElement>::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;
byte di;
uint16 mouseButton;
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;
commandBuffer = "";
globalVars[VAR_MOUSE_X_POS] = 0;
globalVars[VAR_MOUSE_Y_POS] = 0;
if (g_cine->getGameType() == Cine::GType_OS) {
globalVars[VAR_MOUSE_X_POS_2ND] = 0;
globalVars[VAR_MOUSE_Y_POS_2ND] = 0;
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) {
quitGame();
}
} else {
menuCommandLen = 0;
}
}
manageEvents();
} while (!shouldQuit() && _danKeysPressed != 7);
hideMouse();
g_sound->stopMusic();
// if (g_cine->getGameType() == Cine::GType_OS) {
// freeUnkList();
// }
closePart();
}
} // End of namespace Cine
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