1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
|
/* ScummVM - Scumm Interpreter
* Copyright (C) 2003-2004 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "sword1.h"
#include "backends/fs/fs.h"
#include "base/plugins.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/timer.h"
#include "sword1/resman.h"
#include "sword1/objectman.h"
#include "sword1/mouse.h"
#include "sword1/logic.h"
#include "sword1/sound.h"
#include "sword1/screen.h"
#include "sword1/swordres.h"
#include "sword1/menu.h"
#include "sword1/music.h"
#include "sword1/control.h"
#include "gui/message.h"
#include "gui/newgui.h"
using namespace Sword1;
/* Broken Sword 1 */
static const GameSettings sword1FullSettings =
{"sword1", "Broken Sword I", GF_DEFAULT_TO_1X_SCALER};
static const GameSettings sword1DemoSettings =
{"sword1demo", "Broken Sword I (Demo)", GF_DEFAULT_TO_1X_SCALER | Sword1::GF_DEMO };
// check these subdirectories (if present)
static const char *g_dirNames[] = { "clusters", "speech" };
#define NUM_FILES_TO_CHECK 5
static const char *g_filesToCheck[NUM_FILES_TO_CHECK] = { // these files have to be found
"swordres.rif",
"general.clu",
"compacts.clu",
"scripts.clu",
"cows.mad", // this one should only exist in the demo version
// the engine needs several more files to work, but checking these should be sufficient
};
GameList Engine_SWORD1_gameList() {
GameList games;
games.push_back(sword1FullSettings);
games.push_back(sword1DemoSettings);
return games;
}
void Sword1CheckDirectory(const FSList &fslist, bool *filesFound) {
for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (!file->isDirectory()) {
const char *fileName = file->displayName().c_str();
for (int cnt = 0; cnt < NUM_FILES_TO_CHECK; cnt++)
if (scumm_stricmp(fileName, g_filesToCheck[cnt]) == 0)
filesFound[cnt] = true;
} else {
for (int cnt = 0; cnt < ARRAYSIZE(g_dirNames); cnt++)
if (scumm_stricmp(file->displayName().c_str(), g_dirNames[cnt]) == 0)
Sword1CheckDirectory(file->listDir(AbstractFilesystemNode::kListFilesOnly), filesFound);
}
}
}
DetectedGameList Engine_SWORD1_detectGames(const FSList &fslist) {
int i;
DetectedGameList detectedGames;
bool filesFound[NUM_FILES_TO_CHECK];
for (i = 0; i < NUM_FILES_TO_CHECK; i++)
filesFound[i] = false;
Sword1CheckDirectory(fslist, filesFound);
bool mainFilesFound = true;
for (i = 0; i < NUM_FILES_TO_CHECK -1; i++)
if (!filesFound[i])
mainFilesFound = false;
if (mainFilesFound && filesFound[NUM_FILES_TO_CHECK - 1])
detectedGames.push_back(sword1DemoSettings);
else if (mainFilesFound)
detectedGames.push_back(sword1FullSettings);
return detectedGames;
}
Engine *Engine_SWORD1_create(GameDetector *detector, OSystem *syst) {
return new SwordEngine(detector, syst);
}
REGISTER_PLUGIN("Broken Sword", Engine_SWORD1_gameList, Engine_SWORD1_create, Engine_SWORD1_detectGames)
namespace Sword1 {
SystemVars SwordEngine::_systemVars;
void SwordEngine::errorString(const char *buf1, char *buf2) {
strcpy(buf2, buf1);
}
SwordEngine::SwordEngine(GameDetector *detector, OSystem *syst)
: Engine(syst) {
_features = detector->_game.features;
if (!_mixer->isReady())
warning("Sound initialization failed");
// Add default file directories
File::addDefaultDirectory(_gameDataPath + "CLUSTERS/");
File::addDefaultDirectory(_gameDataPath + "MUSIC/");
File::addDefaultDirectory(_gameDataPath + "SPEECH/");
File::addDefaultDirectory(_gameDataPath + "VIDEO/");
File::addDefaultDirectory(_gameDataPath + "clusters/");
File::addDefaultDirectory(_gameDataPath + "music/");
File::addDefaultDirectory(_gameDataPath + "speech/");
File::addDefaultDirectory(_gameDataPath + "video/");
}
SwordEngine::~SwordEngine() {
delete _control;
delete _logic;
delete _menu;
delete _sound;
delete _music;
delete _screen;
delete _mouse;
delete _objectMan;
delete _resMan;
}
int SwordEngine::init(GameDetector &detector) {
_system->beginGFXTransaction();
initCommonGFX(detector);
_system->initSize(640, 480);
_system->endGFXTransaction();
checkCdFiles();
debug(5, "Starting resource manager");
_resMan = new ResMan("swordres.rif");
debug(5, "Starting object manager");
_objectMan = new ObjectMan(_resMan);
_mixer->setVolumeForSoundType(SoundMixer::kSFXAudioDataType, 256);
_mixer->setVolumeForSoundType(SoundMixer::kMusicAudioDataType, 256);
_mouse = new Mouse(_system, _resMan, _objectMan);
_screen = new Screen(_system, _resMan, _objectMan);
_music = new Music(_system, _mixer);
_sound = new Sound("", _mixer, _resMan);
_menu = new Menu(_screen, _mouse);
_logic = new Logic(_objectMan, _resMan, _screen, _mouse, _sound, _music, _menu, _system, _mixer);
_mouse->useLogicAndMenu(_logic, _menu);
uint8 musicVol = (uint8)ConfMan.getInt("music_volume");
uint8 speechVol = (uint8)ConfMan.getInt("speech_volume");
uint8 sfxVol = (uint8)ConfMan.getInt("sfx_volume");
_music->setVolume(musicVol, musicVol); // these routines expect left and right volume,
_sound->setSpeechVol(speechVol, speechVol); // but our config manager doesn't support it.
_sound->setSfxVol(sfxVol, sfxVol);
_systemVars.justRestoredGame = 0;
_systemVars.currentCD = 0;
_systemVars.controlPanelMode = CP_NEWGAME;
_systemVars.forceRestart = false;
_systemVars.wantFade = true;
_systemVars.engineQuit = false;
switch (Common::parseLanguage(ConfMan.get("language"))) {
case Common::DE_DEU:
_systemVars.language = BS1_GERMAN;
break;
case Common::FR_FRA:
_systemVars.language = BS1_FRENCH;
break;
case Common::IT_ITA:
_systemVars.language = BS1_ITALIAN;
break;
case Common::ES_ESP:
_systemVars.language = BS1_SPANISH;
break;
case Common::PT_BRA:
_systemVars.language = BS1_PORT;
break;
case Common::CZ_CZE:
_systemVars.language = BS1_CZECH;
break;
default:
_systemVars.language = BS1_ENGLISH;
}
_systemVars.showText = ConfMan.getBool("subtitles");
_systemVars.playSpeech = 1;
_mouseState = 0;
_logic->initialize();
_objectMan->initialize();
_mouse->initialize();
_control = new Control(_saveFileMan, _resMan, _objectMan, _system, _mouse, _sound, _music);
return 0;
}
void SwordEngine::reinitialize(void) {
_resMan->flush(); // free everything that's currently alloced and opened. (*evil*)
_logic->initialize(); // now reinitialize these objects as they (may) have locked
_objectMan->initialize(); // resources which have just been wiped.
_mouse->initialize();
_system->warpMouse(320, 240);
_systemVars.wantFade = true;
}
void SwordEngine::flagsToBool(bool *dest, uint8 flags) {
uint8 bitPos = 0;
while (flags) {
if (flags & 1)
dest[bitPos] = true;
flags >>= 1;
bitPos++;
}
}
static const char *errorMsgs[] = {
"The file \"%s\" is missing and the game doesn't work without it.\n"
"Please copy it from CD %d and try starting the game again.\n"
"The Readme file also contains further information.",
"%d important files are missing, the game can't start without them.\n"
"Please copy these files from their corresponding CDs:\n",
"The file \"%s\" is missing.\n"
"Even though the game may initially seem to\n"
"work fine, it will crash when it needs the\n"
"data from this file and you will be thrown back to your last savegame.\n"
"Please copy the file from CD %d and start the game again.",
"%d files are missing.\n"
"Even though the game may initially seem to\n"
"work fine, it will crash when it needs the\n"
"data from these files and you will be thrown back to your last savegame.\n"
"Please copy these files from their corresponding CDs:\n"
};
const CdFile SwordEngine::_cdFileList[] = {
{ "paris2.clu", FLAG_CD1 },
{ "ireland.clu", FLAG_CD2 },
{ "paris3.clu", FLAG_CD1 },
{ "paris4.clu", FLAG_CD1 },
{ "scotland.clu", FLAG_CD2 },
{ "spain.clu", FLAG_CD2 },
{ "syria.clu", FLAG_CD2 },
{ "train.clu", FLAG_CD2 },
{ "compacts.clu", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
{ "general.clu", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
{ "maps.clu", FLAG_CD1 | FLAG_DEMO },
{ "paris1.clu", FLAG_CD1 | FLAG_DEMO },
{ "scripts.clu", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
{ "swordres.rif", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
{ "text.clu", FLAG_CD1 | FLAG_DEMO },
{ "cows.mad", FLAG_DEMO },
{ "speech1.clu", FLAG_SPEECH1 },
{ "speech2.clu", FLAG_SPEECH2 }
#ifdef USE_MAD
,{ "speech1.cl3", FLAG_SPEECH1 },
{ "speech2.cl3", FLAG_SPEECH2 }
#endif
#ifdef USE_VORBIS
,{ "speech1.clv", FLAG_SPEECH1 },
{ "speech2.clv", FLAG_SPEECH2 }
#endif
};
void SwordEngine::showFileErrorMsg(uint8 type, bool *fileExists) {
char msg[1024];
int missCnt = 0, missNum = 0;
for (int i = 0; i < ARRAYSIZE(_cdFileList); i++)
if (!fileExists[i]) {
missCnt++;
missNum = i;
}
assert(missCnt > 0); // this function shouldn't get called if there's nothing missing.
warning("%d files missing", missCnt);
int msgId = (type == TYPE_IMMED) ? 0 : 2;
if (missCnt == 1) {
sprintf(msg, errorMsgs[msgId],
_cdFileList[missNum].name, (_cdFileList[missNum].flags & FLAG_CD2) ? 2 : 1);
warning(msg);
} else {
char *pos = msg + sprintf(msg, errorMsgs[msgId + 1], missCnt);
warning(msg);
for (int i = 0; i < ARRAYSIZE(_cdFileList); i++)
if (!fileExists[i]) {
warning("\"%s\" (CD %d)", _cdFileList[i].name, (_cdFileList[i].flags & FLAG_CD2) ? 2 : 1);
pos += sprintf(pos, "\"%s\" (CD %d)\n", _cdFileList[i].name, (_cdFileList[i].flags & FLAG_CD2) ? 2 : 1);
}
}
GUI::MessageDialog dialog(msg);
dialog.runModal();
if (type == TYPE_IMMED) // we can't start without this file, so error() out.
error(msg);
}
void SwordEngine::checkCdFiles(void) { // check if we're running from cd, hdd or what...
File test;
bool fileExists[30];
bool isFullVersion = false; // default to demo version
bool missingTypes[8] = { false, false, false, false, false, false, false, false };
bool foundTypes[8] = { false, false, false, false, false, false, false, false };
bool cd2FilesFound = false;
_systemVars.runningFromCd = false;
_systemVars.playSpeech = true;
// check all files and look out if we can find a file that wouldn't exist if this was the demo version
for (int fcnt = 0; fcnt < ARRAYSIZE(_cdFileList); fcnt++) {
if (test.open(_cdFileList[fcnt].name)) {
test.close();
fileExists[fcnt] = true;
flagsToBool(foundTypes, _cdFileList[fcnt].flags);
if (!(_cdFileList[fcnt].flags & FLAG_DEMO))
isFullVersion = true;
if (_cdFileList[fcnt].flags & FLAG_CD2)
cd2FilesFound = true;
} else {
flagsToBool(missingTypes, _cdFileList[fcnt].flags);
fileExists[fcnt] = false;
}
}
if (((_features & GF_DEMO) == 0) != isFullVersion) // shouldn't happen...
warning("Your Broken Sword 1 version looks like a %s version but you are starting it as a %s version", isFullVersion ? "full" : "demo", (_features & GF_DEMO) ? "demo" : "full");
if (foundTypes[TYPE_SPEECH1]) // we found some kind of speech1 file (.clu, .cl3, .clv)
missingTypes[TYPE_SPEECH1] = false; // so we don't care if there's a different kind missing
if (foundTypes[TYPE_SPEECH2]) // same for speech2
missingTypes[TYPE_SPEECH2] = false;
if (isFullVersion) // if this is the full version...
missingTypes[TYPE_DEMO] = false; // then we don't need demo files...
else // and vice versa
missingTypes[TYPE_SPEECH1] = missingTypes[TYPE_SPEECH2] = missingTypes[TYPE_CD1] = missingTypes[TYPE_CD2] = false;
bool somethingMissing = false;
for (int i = 0; i < 8; i++)
somethingMissing |= missingTypes[i];
if (somethingMissing) { // okay, there *are* files missing
// first, update the fileExists[] array depending on our changed missingTypes
for (int fileCnt = 0; fileCnt < ARRAYSIZE(_cdFileList); fileCnt++)
if (!fileExists[fileCnt]) {
fileExists[fileCnt] = true;
for (int flagCnt = 0; flagCnt < 8; flagCnt++)
if (missingTypes[flagCnt] && ((_cdFileList[fileCnt].flags & (1 << flagCnt)) != 0))
fileExists[fileCnt] = false; // this is one of the files we were looking for
}
if (missingTypes[TYPE_IMMED]) {
// important files missing, can't start the game without them
showFileErrorMsg(TYPE_IMMED, fileExists);
} else if ((!missingTypes[TYPE_CD1]) && !cd2FilesFound) {
/* we have all the data from cd one, but not a single one from CD2.
I'm not sure how we should handle this, for now I'll just assume that the
user has set up the extrapath correctly and copied the necessary files to HDD.
A quite optimistic assumption, I'd say. Maybe we should change this for the release
to warn the user? */
warning("CD2 data files not found. I hope you know what you're doing and that\n"
"you have set up the extrapath and additional data correctly.\n"
"If you didn't, you should better read the ScummVM readme file");
_systemVars.runningFromCd = true;
_systemVars.playSpeech = true;
} else if (missingTypes[TYPE_CD1] || missingTypes[TYPE_CD2]) {
// several files from CD1 both CDs are missing. we can probably start, but it'll crash sooner or later
showFileErrorMsg(TYPE_CD1, fileExists);
} else if (missingTypes[TYPE_SPEECH1] || missingTypes[TYPE_SPEECH2]) {
// not so important, but there won't be any voices
if (missingTypes[TYPE_SPEECH1] && missingTypes[TYPE_SPEECH2])
warning("Unable to find the speech files. The game will work, but you won't hear any voice output.\n"
"Please copy the SPEECH.CLU files from both CDs and rename them to SPEECH1.CLU and SPEECH2.CLU,\n"
"corresponding to the CD number.\n"
"Please read the ScummVM Readme file for more information");
else
warning("Unable to find the speech file from CD %d.\n"
"You won't hear any voice output in that part of the game.\n"
"Please read the ScummVM Readme file for more information", missingTypes[TYPE_SPEECH1] ? 1 : 2);
} else if (missingTypes[TYPE_DEMO]) {
// for the demo version, we simply expect to have all files immediately
showFileErrorMsg(TYPE_IMMED, fileExists);
}
} // everything's fine, let's play.
/*if (!isFullVersion)
_systemVars.isDemo = true;
*/
// make the demo flag depend on the Gamesettings for now, and not on what the datafiles look like
_systemVars.isDemo = (_features & GF_DEMO) != 0;
_systemVars.cutscenePackVersion = 0;
#ifdef USE_MPEG2
if (test.open("intro.snd")) {
_systemVars.cutscenePackVersion = 1;
test.close();
}
#endif
}
int SwordEngine::go() {
uint16 startPos = ConfMan.getInt("boot_param");
if (startPos)
_logic->startPositions(startPos);
else {
if (_control->savegamesExist()) {
_systemVars.controlPanelMode = CP_NEWGAME;
if (_control->runPanel() == CONTROL_GAME_RESTORED)
_control->doRestore();
else if (!_systemVars.engineQuit)
_logic->startPositions(0);
} else // no savegames, start new game.
_logic->startPositions(0);
}
_systemVars.controlPanelMode = CP_NORMAL;
while (!_systemVars.engineQuit) {
uint8 action = mainLoop();
if (!_systemVars.engineQuit) {
// the mainloop was left, we have to reinitialize.
reinitialize();
if (action == CONTROL_GAME_RESTORED)
_control->doRestore();
else if (action == CONTROL_RESTART_GAME)
_logic->startPositions(1);
_systemVars.forceRestart = false;
_systemVars.controlPanelMode = CP_NORMAL;
}
}
return 0;
}
void SwordEngine::checkCd(void) {
uint8 needCd = _cdList[Logic::_scriptVars[NEW_SCREEN]];
if (_systemVars.runningFromCd) { // are we running from cd?
if (needCd == 0) { // needCd == 0 means we can use either CD1 or CD2.
if (_systemVars.currentCD == 0) {
_systemVars.currentCD = 1; // if there is no CD currently inserted, ask for CD1.
_control->askForCd();
} // else: there is already a cd inserted and we don't care if it's cd1 or cd2.
} else if (needCd != _systemVars.currentCD) { // we need a different CD than the one in drive.
_music->startMusic(0, 0); //
_sound->closeCowSystem(); // close music and sound files before changing CDs
_systemVars.currentCD = needCd; // askForCd will ask the player to insert _systemVars.currentCd,
_control->askForCd(); // so it has to be updated before calling it.
}
} else { // we're running from HDD, we don't have to care about music files and Sound will take care of
if (needCd) // switching sound.clu files on Sound::newScreen by itself, so there's nothing to be done.
_systemVars.currentCD = needCd;
else if (_systemVars.currentCD == 0)
_systemVars.currentCD = 1;
}
}
uint8 SwordEngine::mainLoop(void) {
uint8 retCode = 0;
_keyPressed = 0;
while ((retCode == 0) && (!_systemVars.engineQuit)) {
// do we need the section45-hack from sword.c here?
checkCd();
_screen->newScreen(Logic::_scriptVars[NEW_SCREEN]);
_logic->newScreen(Logic::_scriptVars[NEW_SCREEN]);
_sound->newScreen(Logic::_scriptVars[NEW_SCREEN]);
Logic::_scriptVars[SCREEN] = Logic::_scriptVars[NEW_SCREEN];
do {
uint32 newTime;
bool scrollFrameShown = false;
uint32 frameTime = _system->getMillis();
_logic->engine();
_logic->updateScreenParams(); // sets scrolling
_screen->draw();
_mouse->animate();
_sound->engine();
_menu->refresh(MENU_TOP);
_menu->refresh(MENU_BOT);
newTime = _system->getMillis();
if (newTime - frameTime < 1000 / FRAME_RATE) {
scrollFrameShown = _screen->showScrollFrame();
delay((1000 / (FRAME_RATE * 2)) - (_system->getMillis() - frameTime));
}
newTime = _system->getMillis();
if ((newTime - frameTime < 1000 / FRAME_RATE) || (!scrollFrameShown))
_screen->updateScreen();
delay((1000 / FRAME_RATE) - (_system->getMillis() - frameTime));
_mouse->engine( _mouseX, _mouseY, _mouseState);
if (_systemVars.forceRestart)
retCode = CONTROL_RESTART_GAME;
// The control panel is triggered by F5 or ESC.
// FIXME: This is a very strange way of detecting F5...
else if (((_keyPressed == 63 || _keyPressed == 27) && (Logic::_scriptVars[MOUSE_STATUS] & 1)) || (_systemVars.controlPanelMode)) {
retCode = _control->runPanel();
if (!retCode)
_screen->fullRefresh();
}
_mouseState = _keyPressed = 0;
} while ((Logic::_scriptVars[SCREEN] == Logic::_scriptVars[NEW_SCREEN]) && (retCode == 0) && (!_systemVars.engineQuit));
if ((retCode == 0) && (Logic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade && (!_systemVars.engineQuit)) {
_screen->fadeDownPalette();
int32 relDelay = (int32)_system->getMillis();
while (_screen->stillFading()) {
relDelay += (1000 / FRAME_RATE);
_screen->updateScreen();
delay(relDelay - (int32)_system->getMillis());
}
}
_sound->quitScreen();
_screen->quitScreen(); // close graphic resources
_objectMan->closeSection(Logic::_scriptVars[SCREEN]); // close the section that PLAYER has just left, if it's empty now
}
return retCode;
}
void SwordEngine::delay(int32 amount) { //copied and mutilated from sky.cpp
OSystem::Event event;
uint32 start = _system->getMillis();
do {
while (_system->pollEvent(event)) {
switch (event.type) {
case OSystem::EVENT_KEYDOWN:
// Make sure backspace works right (this fixes a small issue on OS X)
if (event.kbd.keycode == 8)
_keyPressed = 8;
else
_keyPressed = (uint8)event.kbd.ascii;
break;
case OSystem::EVENT_MOUSEMOVE:
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
break;
case OSystem::EVENT_LBUTTONDOWN:
_mouseState |= BS1L_BUTTON_DOWN;
#if defined(_WIN32_WCE) || defined(__PALM_OS__)
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
#endif
break;
case OSystem::EVENT_RBUTTONDOWN:
_mouseState |= BS1R_BUTTON_DOWN;
#if defined(_WIN32_WCE) || defined(__PALM_OS__)
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
#endif
break;
case OSystem::EVENT_LBUTTONUP:
_mouseState |= BS1L_BUTTON_UP;
break;
case OSystem::EVENT_RBUTTONUP:
_mouseState |= BS1R_BUTTON_UP;
break;
case OSystem::EVENT_QUIT:
_systemVars.engineQuit = true;
break;
default:
break;
}
}
#ifndef __PALM_OS__
if (amount > 0)
_system->delayMillis(10);
#endif
} while (_system->getMillis() < start + amount);
}
} // End of namespace Sword1
|