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console from the SCUMM engine. I decided that would be easier than to clean up the original console code. Unfortunately there's a bunch of code that I just copied - a pretty lousy form of code-reusal. It'd be nice if the console could be made part of the Engine class, or something like that. Most of the debug commands seem to be working. Some aren't relevant for ScummVM, and some are a bit obscure so I'm not quite sure what they're supposed to be doing. svn-id: r10978
554 lines
13 KiB
C++
554 lines
13 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "stdafx.h"
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#include "backends/fs/fs.h"
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#include "base/gameDetector.h"
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#include "base/plugins.h"
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#include "common/config-manager.h"
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#include "bs2/sword2.h"
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#include "bs2/defs.h"
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#include "bs2/build_display.h"
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#include "bs2/console.h"
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#include "bs2/controls.h"
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#include "bs2/credits.h"
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#include "bs2/debug.h"
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#include "bs2/events.h"
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#include "bs2/header.h"
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#include "bs2/interpreter.h"
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#include "bs2/layers.h"
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#include "bs2/logic.h"
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#include "bs2/maketext.h"
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#include "bs2/memory.h"
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#include "bs2/mouse.h"
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#include "bs2/protocol.h"
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#include "bs2/resman.h"
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#include "bs2/save_rest.h"
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#include "bs2/scroll.h"
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#include "bs2/sound.h"
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#include "bs2/speech.h"
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#include "bs2/startup.h"
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#include "bs2/sync.h"
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#include "bs2/driver/driver96.h"
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#include "bs2/driver/palette.h"
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#ifdef _WIN32_WCE
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extern bool isSmartphone(void);
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#endif
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extern NewGui *g_gui;
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extern uint16 _debugLevel;
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static const GameSettings sword2_settings[] = {
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/* Broken Sword 2 */
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{"sword2", "Broken Sword II", GID_SWORD2, 99, MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "players.clu" },
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{"sword2alt", "Broken Sword II (alt)", GID_SWORD2, 99, MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "r2ctlns.ocx" },
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{"sword2demo", "Broken Sword II (Demo)", GID_SWORD2_DEMO, 99, MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "players.clu" },
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{NULL, NULL, 0, 0, MDT_NONE, 0, NULL}
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};
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GameList Engine_SWORD2_gameList() {
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const GameSettings *g = sword2_settings;
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GameList games;
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while (g->gameName)
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games.push_back(*g++);
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return games;
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}
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GameList Engine_SWORD2_detectGames(const FSList &fslist) {
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GameList detectedGames;
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const GameSettings *g;
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char detectName[128];
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char detectName2[128];
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for (g = sword2_settings; g->gameName; ++g) {
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strcpy(detectName, g->detectname);
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strcpy(detectName2, g->detectname);
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strcat(detectName2, ".");
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// Iterate over all files in the given directory
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for (FSList::ConstIterator file = fslist.begin(); file != fslist.end(); ++file) {
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const char *gameName = file->displayName().c_str();
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if ((0 == scumm_stricmp(detectName, gameName)) ||
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(0 == scumm_stricmp(detectName2, gameName))) {
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// Match found, add to list of candidates, then abort inner loop.
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detectedGames.push_back(*g);
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break;
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}
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}
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}
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return detectedGames;
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}
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Engine *Engine_SWORD2_create(GameDetector *detector, OSystem *syst) {
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return new Sword2::Sword2Engine(detector, syst);
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}
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REGISTER_PLUGIN("Broken Sword II", Engine_SWORD2_gameList, Engine_SWORD2_create, Engine_SWORD2_detectGames);
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namespace Sword2 {
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uint8 quitGame = 0;
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uint8 gamePaused = 0;
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uint8 graphics_level_fudged = 0;
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uint8 stepOneCycle = 0; // for use while game paused
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Sword2Engine *g_sword2 = NULL;
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Sound *g_sound = NULL;
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Display *g_display = NULL;
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Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst)
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: Engine(detector, syst) {
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_detector = detector;
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g_sword2 = this;
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_newgui = NULL;
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_debuggerDialog = NULL;
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_debugger = NULL;
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_features = detector->_game.features;
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_gameId = detector->_game.id;
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_targetName = strdup(detector->_targetName.c_str());
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_bootParam = ConfMan.getInt("boot_param");
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_saveSlot = ConfMan.getInt("save_slot");
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_debugLevel = ConfMan.getInt("debuglevel");
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// Setup mixer
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if (!_mixer->bindToSystem(syst))
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warning("Sound initialization failed");
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// We have our own volume settings panel, so don't let ScummVM's mixer
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// soften the sound in any way.
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_mixer->setVolume(256);
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_mixer->setMusicVolume(256);
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g_sound = _sound = new Sound(_mixer);
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g_display = _display = new Display(640, 480);
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_newgui = g_gui;
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_debugger = new Debugger(this);
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}
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Sword2Engine::~Sword2Engine() {
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free(_targetName);
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delete _sound;
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delete _display;
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delete _debugger;
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}
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void Sword2Engine::errorString(const char *buf1, char *buf2) {
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strcpy(buf2, buf1);
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#ifdef _WIN32_WCE
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if (isSmartphone())
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return;
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#endif
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// Unless an error -originated- within the debugger, spawn the debugger. Otherwise
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// exit out normally.
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if (!_debugger->isAttached()) {
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printf("%s\n", buf2); // (Print it again in case debugger segfaults)
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_debugger->attach(buf2);
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_debugger->onFrame();
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}
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}
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int32 Sword2Engine::InitialiseGame(void) {
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// init engine drivers
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uint8 *file;
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// get some falling RAM and put it in your pocket, never let it slip
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// away
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debug(5, "CALLING: memory.init");
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memory.init();
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// initialise the resource manager
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debug(5, "CALLING: res_man.init");
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res_man.init();
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// initialise global script variables
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// res 1 is the globals list
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file = res_man.open(1);
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debug(5, "CALLING: SetGlobalInterpreterVariables");
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g_logic.setGlobalInterpreterVariables((int32 * ) (file + sizeof(_standardHeader)));
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// DON'T CLOSE VARIABLES RESOURCE - KEEP IT OPEN AT VERY START OF
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// MEMORY SO IT CAN'T MOVE!
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// DON'T CLOSE PLAYER OBJECT RESOURCE - KEEP IT OPEN IN MEMORY SO IT
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// CAN'T MOVE!
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file = res_man.open(8);
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// Set up font resource variables for this language version
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debug(5, "CALLING: initialiseFontResourceFlags");
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initialiseFontResourceFlags();
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// read in all the startup information
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debug(5, "CALLING: Init_start_menu");
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Init_start_menu();
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debug(5, "CALLING: Init_sync_system");
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Init_sync_system();
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debug(5, "CALLING: Init_event_system");
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Init_event_system();
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// initialise the sound fx queue
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debug(5, "CALLING: Init_fx_queue");
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Init_fx_queue();
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// all demos (not just web)
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if (_gameId == GID_SWORD2_DEMO) {
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// set script variable
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DEMO = 1;
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}
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return 0;
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}
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void Close_game() {
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debug(5, "Close_game() STARTING:");
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// Stop music instantly!
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Kill_music();
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// free the memory again
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memory.exit();
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res_man.exit();
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g_system->quit();
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}
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int32 GameCycle(void) {
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// do one game cycle
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// got a screen to run?
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if (g_logic.getRunList()) {
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//run the logic session UNTIL a full loop has been performed
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do {
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// reset the graphic 'buildit' list before a new
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// logic list (see fnRegisterFrame)
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Reset_render_lists();
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// reset the mouse hot-spot list (see fnRegisterMouse
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// and fnRegisterFrame)
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Reset_mouse_list();
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// keep going as long as new lists keep getting put in
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// - i.e. screen changes
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} while (g_logic.processSession());
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} else {
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// start the console and print the start options perhaps?
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g_sword2->_debugger->attach("AWAITING START COMMAND: (Enter 's 1' then 'q' to start from beginning)");
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}
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// if this screen is wide, recompute the scroll offsets every cycle
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if (this_screen.scroll_flag)
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Set_scrolling();
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Mouse_engine();
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Process_fx_queue();
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// update age and calculate previous cycle memory usage
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res_man.nextCycle();
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if (quitGame)
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return 1;
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return 0;
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}
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void Sword2Engine::go() {
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_keyboardEvent ke;
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// Call the application "Revolution" until the resource manager is
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// ready to dig the name out of a text file. See InitialiseGame()
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// which calls InitialiseFontResourceFlags() in maketext.cpp
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//
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// Have to do it like this since we cannot really fire up the resource
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// manager until a window has been created as any errors are displayed
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// via a window, thus time becomes a loop.
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debug(5, "CALLING: readOptionSettings");
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gui.readOptionSettings();
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debug(5, "CALLING: InitialiseGame");
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if (InitialiseGame()) {
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Close_game();
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return;
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}
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if (_saveSlot != -1) {
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if (SaveExists(_saveSlot))
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RestoreGame(_saveSlot);
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else { // show restore menu
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Set_mouse(NORMAL_MOUSE_ID);
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if (!gui.restoreControl())
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Start_game();
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}
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} else
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Start_game();
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debug(5, "CALLING: initialiseRenderCycle");
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g_display->initialiseRenderCycle();
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while (1) {
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if (_debugger->isAttached())
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_debugger->onFrame();
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g_display->updateDisplay();
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#ifdef _SWORD2_DEBUG
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// FIXME: If we want this, we should re-work it to use the backend's
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// screenshot functionality.
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// if (grabbingSequences && !console_status)
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// GrabScreenShot();
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#endif
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// the screen is build. Mostly because of first scroll
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// cycle stuff
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#ifdef _SWORD2_DEBUG
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// if we've just stepped forward one cycle while the
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// game was paused
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if (stepOneCycle) {
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PauseGame();
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stepOneCycle = 0;
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}
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#endif
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if (KeyWaiting()) {
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ReadKey(&ke);
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char c = toupper(ke.ascii);
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if (ke.modifiers == OSystem::KBD_CTRL) {
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if (ke.keycode == 'd') {
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_debugger->attach();
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}
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}
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if (c == '~' || c == '#')
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_debugger->attach();
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if (gamePaused) { // if currently paused
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if (c == 'P') {
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// 'P' while paused = unpause!
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UnpauseGame();
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}
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#ifdef _SWORD2_DEBUG
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// frame-skipping only allowed on
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// debug version
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else if (c == ' ') {
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// SPACE bar while paused =
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// step one frame!
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stepOneCycle = 1;
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UnpauseGame();
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}
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#endif
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} else if (c == 'P') {
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// 'P' while not paused = pause!
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PauseGame();
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} else if (c == 'C' && _gameId == GID_SWORD2) {
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g_logic.fnPlayCredits(NULL);
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}
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#ifdef _SWORD2_DEBUG
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else if (c == 'S') {
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// 'S' toggles speed up (by skipping
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// display rendering)
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renderSkip = 1 - renderSkip;
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}
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#endif
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}
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// skip GameCycle if we're paused
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if (gamePaused == 0) {
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#ifdef _SWORD2_DEBUG
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gameCycle++;
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#endif
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if (GameCycle()) {
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// break out of main game loop
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break;
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}
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}
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// creates the debug text blocks
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Build_debug_text();
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#ifdef _SWORD2_DEBUG
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// if not in console & 'renderSkip' is set, only render
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// display once every 4 game-cycles
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if (console_status || renderSkip == 0 || (gameCycle % 4) == 0)
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Build_display(); // create and flip the screen
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#else
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// create and flip the screen
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Build_display();
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#endif
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}
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Close_game(); //close engine systems down
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return; //quit the game
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}
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void Sword2Engine::Start_game(void) {
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// boot the game straight into a start script
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int screen_manager_id;
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debug(5, "Start_game() STARTING:");
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// all demos not just web
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if (_gameId == GID_SWORD2_DEMO)
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screen_manager_id = 19; // DOCKS SECTION START
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else
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screen_manager_id = 949; // INTRO & PARIS START
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// FIXME this could be validated against startup.inf for valid numbers
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// to stop people shooting themselves in the foot
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if (_bootParam != 0)
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screen_manager_id = _bootParam;
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char *raw_script;
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char *raw_data_ad;
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// the required start-scripts are both script #1 in the respective
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// ScreenManager objects
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uint32 null_pc = 1;
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// open george object, ready for start script to reference
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raw_data_ad = (char *) res_man.open(8);
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// open the ScreenManager object
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raw_script = (char *) res_man.open(screen_manager_id);
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// run the start script now (because no console)
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g_logic.runScript(raw_script, raw_data_ad, &null_pc);
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// close the ScreenManager object
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res_man.close(screen_manager_id);
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// close george
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res_man.close(8);
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debug(5, "Start_game() DONE.");
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}
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// FIXME: Move this to some better place?
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void sleepUntil(int32 time) {
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while ((int32) SVM_timeGetTime() < time) {
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g_sword2->parseEvents();
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// Make sure menu animations and fades don't suffer
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g_display->processMenu();
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g_display->updateDisplay();
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g_system->delay_msecs(10);
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}
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}
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void PauseGame(void) {
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// uint8 *text;
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// open text file & get the line "PAUSED"
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// text = FetchTextLine(res_man.open(3258), 449);
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// pause_text_bloc_no = Build_new_block(text + 2, 320, 210, 640, 184, RDSPR_TRANS | RDSPR_DISPLAYALIGN, SPEECH_FONT_ID, POSITION_AT_CENTRE_OF_BASE);
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// now ok to close the text file
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// res_man.close(3258);
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// don't allow Pause while screen fading or while black
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if (g_display->getFadeStatus() != RDFADE_NONE)
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return;
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PauseAllSound();
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//make a normal mouse
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ClearPointerText();
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// mouse_mode=MOUSE_normal;
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// this is the only place allowed to do it this way
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g_display->setLuggageAnim(NULL, 0);
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// blank cursor
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Set_mouse(0);
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// forces engine to choose a cursor
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mouse_touching = 1;
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// if level at max, turn down because palette-matching won't work
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// when dimmed
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if (gui._currentGraphicsLevel == 3) {
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gui.updateGraphicsLevel(2);
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graphics_level_fudged = 1;
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}
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// don't dim it if we're single-stepping through frames
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// dim the palette during the pause (James26jun97)
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if (stepOneCycle == 0)
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g_display->dimPalette();
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gamePaused = 1;
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}
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void UnpauseGame(void) {
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// removed "PAUSED" from screen
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// Kill_text_bloc(pause_text_bloc_no);
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if (OBJECT_HELD && real_luggage_item)
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Set_luggage(real_luggage_item);
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UnpauseAllSound();
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// put back game screen palette; see Build_display.cpp
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SetFullPalette(0xffffffff);
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// If graphics level at max, turn up again
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if (graphics_level_fudged) {
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gui.updateGraphicsLevel(3);
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graphics_level_fudged = 0;
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}
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gamePaused = 0;
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unpause_zone = 2;
|
|
|
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// if mouse is about or we're in a chooser menu
|
|
if (!mouse_status || choosing)
|
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Set_mouse(NORMAL_MOUSE_ID);
|
|
}
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|
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} // End of namespace Sword2
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