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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.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
* 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 "base/plugins.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/fs.h"
#include "common/events.h"
#include "common/system.h"
#include "engines/metaengine.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/console.h"
#include "sword2/controls.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/memory.h"
#include "sword2/mouse.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#include "sword2/screen.h"
#include "sword2/sound.h"
namespace Sword2 {
struct GameSettings {
const char *gameid;
const char *description;
uint32 features;
const char *detectname;
};
static const GameSettings sword2_settings[] = {
/* Broken Sword 2 */
{"sword2", "Broken Sword 2: The Smoking Mirror", 0, "players.clu" },
{"sword2alt", "Broken Sword 2: The Smoking Mirror (alt)", 0, "r2ctlns.ocx" },
{"sword2demo", "Broken Sword 2: The Smoking Mirror (Demo)", Sword2::GF_DEMO, "players.clu" },
{NULL, NULL, 0, NULL}
};
} // End of namespace Sword2
class Sword2MetaEngine : public MetaEngine {
public:
virtual const char *getName() const {
return "Broken Sword 2";
}
virtual const char *getCopyright() const {
return "Broken Sword Games (C) Revolution";
}
virtual GameList getSupportedGames() const;
virtual GameDescriptor findGame(const char *gameid) const;
virtual GameList detectGames(const FSList &fslist) const;
virtual PluginError createInstance(OSystem *syst, Engine **engine) const;
};
GameList Sword2MetaEngine::getSupportedGames() const {
const Sword2::GameSettings *g = Sword2::sword2_settings;
GameList games;
while (g->gameid) {
games.push_back(GameDescriptor(g->gameid, g->description));
g++;
}
return games;
}
GameDescriptor Sword2MetaEngine::findGame(const char *gameid) const {
const Sword2::GameSettings *g = Sword2::sword2_settings;
while (g->gameid) {
if (0 == scumm_stricmp(gameid, g->gameid))
break;
g++;
}
return GameDescriptor(g->gameid, g->description);
}
GameList Sword2MetaEngine::detectGames(const FSList &fslist) const {
GameList detectedGames;
const Sword2::GameSettings *g;
FSList::const_iterator file;
// TODO: It would be nice if we had code here which distinguishes
// between the 'sword2' and 'sword2demo' targets. The current code
// can't do that since they use the same detectname.
for (g = Sword2::sword2_settings; g->gameid; ++g) {
// Iterate over all files in the given directory
for (file = fslist.begin(); file != fslist.end(); ++file) {
if (!file->isDirectory()) {
const char *fileName = file->getName().c_str();
if (0 == scumm_stricmp(g->detectname, fileName)) {
// Match found, add to list of candidates, then abort inner loop.
detectedGames.push_back(GameDescriptor(g->gameid, g->description));
break;
}
}
}
}
if (detectedGames.empty()) {
// Nothing found -- try to recurse into the 'clusters' subdirectory,
// present e.g. if the user copied the data straight from CD.
for (file = fslist.begin(); file != fslist.end(); ++file) {
if (file->isDirectory()) {
const char *fileName = file->getName().c_str();
if (0 == scumm_stricmp("clusters", fileName)) {
FSList recList;
if (file->getChildren(recList, FilesystemNode::kListAll)) {
GameList recGames(detectGames(recList));
if (!recGames.empty()) {
detectedGames.push_back(recGames);
break;
}
}
}
}
}
}
return detectedGames;
}
PluginError Sword2MetaEngine::createInstance(OSystem *syst, Engine **engine) const {
assert(syst);
assert(engine);
FSList fslist;
FilesystemNode dir(ConfMan.get("path"));
if (!dir.getChildren(fslist, FilesystemNode::kListAll)) {
return kInvalidPathError;
}
// Invoke the detector
Common::String gameid = ConfMan.get("gameid");
GameList detectedGames = detectGames(fslist);
for (uint i = 0; i < detectedGames.size(); i++) {
if (detectedGames[i].gameid() == gameid) {
*engine = new Sword2::Sword2Engine(syst);
return kNoError;
}
}
return kNoGameDataFoundError;
}
#if PLUGIN_ENABLED_DYNAMIC(SWORD2)
REGISTER_PLUGIN_DYNAMIC(SWORD2, PLUGIN_TYPE_ENGINE, Sword2MetaEngine);
#else
REGISTER_PLUGIN_STATIC(SWORD2, PLUGIN_TYPE_ENGINE, Sword2MetaEngine);
#endif
namespace Sword2 {
Sword2Engine::Sword2Engine(OSystem *syst) : Engine(syst) {
// Add default file directories
Common::File::addDefaultDirectory(_gameDataPath + "CLUSTERS/");
Common::File::addDefaultDirectory(_gameDataPath + "SWORD2/");
Common::File::addDefaultDirectory(_gameDataPath + "VIDEO/");
Common::File::addDefaultDirectory(_gameDataPath + "clusters/");
Common::File::addDefaultDirectory(_gameDataPath + "sword2/");
Common::File::addDefaultDirectory(_gameDataPath + "video/");
if (0 == scumm_stricmp(ConfMan.get("gameid").c_str(), "sword2demo"))
_features = GF_DEMO;
else
_features = 0;
_bootParam = ConfMan.getInt("boot_param");
_saveSlot = ConfMan.getInt("save_slot");
_memory = NULL;
_resman = NULL;
_sound = NULL;
_screen = NULL;
_mouse = NULL;
_logic = NULL;
_fontRenderer = NULL;
_debugger = NULL;
_keyboardEvent.pending = false;
_mouseEvent.pending = false;
_wantSfxDebug = false;
#ifdef SWORD2_DEBUG
_stepOneCycle = false;
_renderSkip = false;
#endif
_gamePaused = false;
_graphicsLevelFudged = false;
_gameCycle = 0;
_gameSpeed = 1;
_quit = false;
syst->getEventManager()->registerRandomSource(_rnd, "sword2");
}
Sword2Engine::~Sword2Engine() {
delete _debugger;
delete _sound;
delete _fontRenderer;
delete _screen;
delete _mouse;
delete _logic;
delete _resman;
delete _memory;
}
GUI::Debugger *Sword2Engine::getDebugger() {
return _debugger;
}
void Sword2Engine::registerDefaultSettings() {
ConfMan.registerDefault("gfx_details", 2);
ConfMan.registerDefault("reverse_stereo", false);
}
void Sword2Engine::readSettings() {
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
_mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, ConfMan.getInt("speech_volume"));
_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
setSubtitles(ConfMan.getBool("subtitles"));
_sound->muteMusic(ConfMan.getBool("music_mute"));
_sound->muteSpeech(ConfMan.getBool("speech_mute"));
_sound->muteFx(ConfMan.getBool("sfx_mute"));
_sound->setReverseStereo(ConfMan.getBool("reverse_stereo"));
_mouse->setObjectLabels(ConfMan.getBool("object_labels"));
_screen->setRenderLevel(ConfMan.getInt("gfx_details"));
}
void Sword2Engine::writeSettings() {
ConfMan.setInt("music_volume", _mixer->getVolumeForSoundType(Audio::Mixer::kMusicSoundType));
ConfMan.setInt("speech_volume", _mixer->getVolumeForSoundType(Audio::Mixer::kSpeechSoundType));
ConfMan.setInt("sfx_volume", _mixer->getVolumeForSoundType(Audio::Mixer::kSFXSoundType));
ConfMan.setBool("music_mute", _sound->isMusicMute());
ConfMan.setBool("speech_mute", _sound->isSpeechMute());
ConfMan.setBool("sfx_mute", _sound->isFxMute());
ConfMan.setInt("gfx_details", _screen->getRenderLevel());
ConfMan.setBool("subtitles", getSubtitles());
ConfMan.setBool("object_labels", _mouse->getObjectLabels());
ConfMan.setInt("reverse_stereo", _sound->isReverseStereo());
ConfMan.flushToDisk();
}
int Sword2Engine::getFramesPerSecond() {
return _gameSpeed * FRAMES_PER_SECOND;
}
/**
* The global script variables and player object should be kept open throughout
* the game, so that they are never expelled by the resource manager.
*/
void Sword2Engine::setupPersistentResources() {
_logic->_scriptVars = _resman->openResource(1) + ResHeader::size();
_resman->openResource(CUR_PLAYER_ID);
}
int Sword2Engine::init() {
// Get some falling RAM and put it in your pocket, never let it slip
// away
_debugger = NULL;
_sound = NULL;
_fontRenderer = NULL;
_screen = NULL;
_mouse = NULL;
_logic = NULL;
_resman = NULL;
_memory = NULL;
_system->beginGFXTransaction();
initCommonGFX(true);
_screen = new Screen(this, 640, 480);
_system->endGFXTransaction();
// Create the debugger as early as possible (but not before the
// screen object!) so that errors can be displayed in it. In
// particular, we want errors about missing files to be clearly
// visible to the user.
_debugger = new Debugger(this);
_memory = new MemoryManager(this);
_resman = new ResourceManager(this);
if (!_resman->init())
return 1;
_logic = new Logic(this);
_fontRenderer = new FontRenderer(this);
_sound = new Sound(this);
_mouse = new Mouse(this);
registerDefaultSettings();
readSettings();
initStartMenu();
// During normal gameplay, we care neither about mouse button releases
// nor the scroll wheel.
setInputEventFilter(RD_LEFTBUTTONUP | RD_RIGHTBUTTONUP | RD_WHEELUP | RD_WHEELDOWN);
setupPersistentResources();
initialiseFontResourceFlags();
if (_features & GF_DEMO)
_logic->writeVar(DEMO, 1);
else
_logic->writeVar(DEMO, 0);
if (_saveSlot != -1) {
if (saveExists(_saveSlot))
restoreGame(_saveSlot);
else {
RestoreDialog dialog(this);
if (!dialog.runModal())
startGame();
}
} else if (!_bootParam && saveExists()) {
int32 pars[2] = { 221, FX_LOOP };
bool result;
_mouse->setMouse(NORMAL_MOUSE_ID);
_logic->fnPlayMusic(pars);
StartDialog dialog(this);
result = (dialog.runModal() != 0);
// If the game is started from the beginning, the cutscene
// player will kill the music for us. Otherwise, the restore
// will either have killed the music, or done a crossfade.
if (_quit)
return 0;
if (result)
startGame();
} else
startGame();
_screen->initialiseRenderCycle();
return 0;
}
int Sword2Engine::go() {
while (1) {
if (_debugger->isAttached())
_debugger->onFrame();
#ifdef SWORD2_DEBUG
if (_stepOneCycle) {
pauseEngineIntern(true);
_stepOneCycle = false;
}
#endif
KeyboardEvent *ke = keyboardEvent();
if (ke) {
if ((ke->kbd.flags == Common::KBD_CTRL && ke->kbd.keycode == Common::KEYCODE_d) || ke->kbd.ascii == '#' || ke->kbd.ascii == '~') {
_debugger->attach();
} else if (ke->kbd.flags == 0 || ke->kbd.flags == Common::KBD_SHIFT) {
switch (ke->kbd.keycode) {
case Common::KEYCODE_p:
if (_gamePaused)
pauseEngineIntern(false);
else
pauseEngineIntern(true);
break;
case Common::KEYCODE_c:
if (!_logic->readVar(DEMO) && !_mouse->isChoosing()) {
ScreenInfo *screenInfo = _screen->getScreenInfo();
_logic->fnPlayCredits(NULL);
screenInfo->new_palette = 99;
}
break;
#ifdef SWORD2_DEBUG
case Common::KEYCODE_SPACE:
if (_gamePaused) {
_stepOneCycle = true;
pauseEngineIntern(false);
}
break;
case Common::KEYCODE_s:
_renderSkip = !_renderSkip;
break;
#endif
default:
break;
}
}
}
// skip GameCycle if we're paused
if (!_gamePaused) {
_gameCycle++;
gameCycle();
}
// We can't use this as termination condition for the loop,
// because we want the break to happen before updating the
// screen again.
if (_quit)
break;
// creates the debug text blocks
_debugger->buildDebugText();
#ifdef SWORD2_DEBUG
// if not in console & '_renderSkip' is set, only render
// display once every 4 game-cycles
if (!_renderSkip || (_gameCycle % 4) == 0)
_screen->buildDisplay();
#else
_screen->buildDisplay();
#endif
}
return 0;
}
void Sword2Engine::closeGame() {
_quit = true;
}
void Sword2Engine::restartGame() {
ScreenInfo *screenInfo = _screen->getScreenInfo();
uint32 temp_demo_flag;
_mouse->closeMenuImmediately();
// Restart the game. To do this, we must...
// Stop music instantly!
_sound->stopMusic(true);
// In case we were dead - well we're not anymore!
_logic->writeVar(DEAD, 0);
// Restart the game. Clear all memory and reset the globals
temp_demo_flag = _logic->readVar(DEMO);
// Remove all resources from memory, including player object and
// global variables
_resman->removeAll();
// Reopen global variables resource and player object
setupPersistentResources();
_logic->writeVar(DEMO, temp_demo_flag);
// Free all the route memory blocks from previous game
_logic->_router->freeAllRouteMem();
// Call the same function that first started us up
startGame();
// Prime system with a game cycle
// Reset the graphic 'BuildUnit' list before a new logic list
// (see fnRegisterFrame)
_screen->resetRenderLists();
// Reset the mouse hot-spot list (see fnRegisterMouse and
// fnRegisterFrame)
_mouse->resetMouseList();
_mouse->closeMenuImmediately();
// FOR THE DEMO - FORCE THE SCROLLING TO BE RESET!
// - this is taken from fnInitBackground
// switch on scrolling (2 means first time on screen)
screenInfo->scroll_flag = 2;
if (_logic->processSession())
error("restart 1st cycle failed??");
// So palette not restored immediately after control panel - we want
// to fade up instead!
screenInfo->new_palette = 99;
}
bool Sword2Engine::checkForMouseEvents() {
return _mouseEvent.pending;
}
MouseEvent *Sword2Engine::mouseEvent() {
if (!_mouseEvent.pending)
return NULL;
_mouseEvent.pending = false;
return &_mouseEvent;
}
KeyboardEvent *Sword2Engine::keyboardEvent() {
if (!_keyboardEvent.pending)
return NULL;
_keyboardEvent.pending = false;
return &_keyboardEvent;
}
uint32 Sword2Engine::setInputEventFilter(uint32 filter) {
uint32 oldFilter = _inputEventFilter;
_inputEventFilter = filter;
return oldFilter;
}
/**
* OSystem Event Handler. Full of cross platform goodness and 99% fat free!
*/
void Sword2Engine::parseInputEvents() {
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
if (event.kbd.flags == Common::KBD_CTRL) {
if (event.kbd.keycode == 'f') {
if (_gameSpeed == 1)
_gameSpeed = 2;
else
_gameSpeed = 1;
}
}
if (!(_inputEventFilter & RD_KEYDOWN)) {
_keyboardEvent.pending = true;
_keyboardEvent.kbd = event.kbd;
}
break;
case Common::EVENT_LBUTTONDOWN:
if (!(_inputEventFilter & RD_LEFTBUTTONDOWN)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_LEFTBUTTONDOWN;
}
break;
case Common::EVENT_RBUTTONDOWN:
if (!(_inputEventFilter & RD_RIGHTBUTTONDOWN)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_RIGHTBUTTONDOWN;
}
break;
case Common::EVENT_LBUTTONUP:
if (!(_inputEventFilter & RD_LEFTBUTTONUP)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_LEFTBUTTONUP;
}
break;
case Common::EVENT_RBUTTONUP:
if (!(_inputEventFilter & RD_RIGHTBUTTONUP)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_RIGHTBUTTONUP;
}
break;
case Common::EVENT_WHEELUP:
if (!(_inputEventFilter & RD_WHEELUP)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_WHEELUP;
}
break;
case Common::EVENT_WHEELDOWN:
if (!(_inputEventFilter & RD_WHEELDOWN)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_WHEELDOWN;
}
break;
case Common::EVENT_QUIT:
closeGame();
break;
default:
break;
}
}
}
void Sword2Engine::gameCycle() {
// Do one game cycle, that is run the logic session until a full loop
// has been performed.
if (_logic->getRunList()) {
do {
// Reset the 'BuildUnit' and mouse hot-spot lists
// before each new logic list. The service scripts
// will fill thrm through fnRegisterFrame() and
// fnRegisterMouse().
_screen->resetRenderLists();
_mouse->resetMouseList();
// Keep going as long as new lists keep getting put in
// - i.e. screen changes.
} while (_logic->processSession());
} else {
// Start the console and print the start options perhaps?
_debugger->attach("AWAITING START COMMAND: (Enter 's 1' then 'q' to start from beginning)");
}
// If this screen is wide, recompute the scroll offsets every cycle
ScreenInfo *screenInfo = _screen->getScreenInfo();
if (screenInfo->scroll_flag)
_screen->setScrolling();
_mouse->mouseEngine();
_sound->processFxQueue();
}
void Sword2Engine::startGame() {
// Boot the game straight into a start script. It's always George's
// script #1, but with different ScreenManager objects depending on
// if it's the demo or the full game, or if we're using a boot param.
int screen_manager_id = 0;
debug(5, "startGame() STARTING:");
if (!_bootParam) {
if (_logic->readVar(DEMO))
screen_manager_id = 19; // DOCKS SECTION START
else
screen_manager_id = 949; // INTRO & PARIS START
} else {
// FIXME this could be validated against startup.inf for valid
// numbers to stop people shooting themselves in the foot
if (_bootParam != 0)
screen_manager_id = _bootParam;
}
_logic->runResObjScript(screen_manager_id, CUR_PLAYER_ID, 1);
}
// FIXME: Move this to some better place?
void Sword2Engine::sleepUntil(uint32 time) {
while (getMillis() < time) {
// Make sure menu animations and fades don't suffer, but don't
// redraw the entire scene.
_mouse->processMenu();
_screen->updateDisplay(false);
_system->delayMillis(10);
}
}
void Sword2Engine::pauseEngineIntern(bool pause) {
if (pause) {
// FIXME: We should never disallow pausing, and we need to do
// something about pausing during cutscene moves, credits, etc.
// Don't allow Pause while screen fading or while black
if (_screen->getFadeStatus() != RDFADE_NONE)
return;
_sound->pauseAllSound();
_mouse->pauseEngine(true);
// If render level is at max, turn it down because palette-
// matching won't work when the palette is dimmed.
if (_screen->getRenderLevel() == 3) {
_screen->setRenderLevel(2);
_graphicsLevelFudged = true;
}
#ifdef SWORD2_DEBUG
// Don't dim it if we're single-stepping through frames
// dim the palette during the pause
if (!_stepOneCycle)
_screen->dimPalette();
#else
_screen->dimPalette();
#endif
_gamePaused = true;
} else {
_mouse->pauseEngine(false);
_sound->unpauseAllSound();
// Put back game screen palette; see screen.cpp
_screen->setFullPalette(-1);
// If graphics level at max, turn up again
if (_graphicsLevelFudged) {
_screen->setRenderLevel(3);
_graphicsLevelFudged = false;
}
_gamePaused = false;
// If mouse is about or we're in a chooser menu
if (!_mouse->getMouseStatus() || _mouse->isChoosing())
_mouse->setMouse(NORMAL_MOUSE_ID);
}
}
uint32 Sword2Engine::getMillis() {
return _system->getMillis();
}
} // End of namespace Sword2
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