Beispiel #1
0
void start_game() {
    set_cursor_mode(MODE_WALK);
    filter->SetMousePosition(160,100);
    newmusic(0);

    our_eip = -42;

    for (int kk = 0; kk < numScriptModules; kk++)
        moduleInst[kk]->RunTextScript("game_start");

    gameinst->RunTextScript("game_start");

    our_eip = -43;

    SetRestartPoint();

    our_eip=-3;

    if (displayed_room < 0) {
        current_fade_out_effect();
        load_new_room(playerchar->room,playerchar);
        // load_new_room updates it, but it should be -1 in the first room
        playerchar->prevroom = -1;
    }

    first_room_initialization();
}
Beispiel #2
0
// Final processing after successfully restoring from save
HSaveError DoAfterRestore(const PreservedParams &pp, const RestoredData &r_data)
{
    // Preserve whether the music vox is available
    play.separate_music_lib = pp.MusicVOX;
    // If they had the vox when they saved it, but they don't now
    if ((pp.SpeechVOX < 0) && (play.want_speech >= 0))
        play.want_speech = (-play.want_speech) - 1;
    // If they didn't have the vox before, but now they do
    else if ((pp.SpeechVOX >= 0) && (play.want_speech < 0))
        play.want_speech = (-play.want_speech) - 1;

    // recache queued clips
    for (int i = 0; i < play.new_music_queue_size; ++i)
    {
        play.new_music_queue[i].cachedClip = NULL;
    }

    // restore these to the ones retrieved from the save game
    const size_t dynsurf_num = Math::Min((size_t)MAX_DYNAMIC_SURFACES, r_data.DynamicSurfaces.size());
    for (size_t i = 0; i < dynsurf_num; ++i)
    {
        dynamicallyCreatedSurfaces[i] = r_data.DynamicSurfaces[i];
    }

    for (int i = 0; i < game.numgui; ++i)
        export_gui_controls(i);
    update_gui_zorder();

    if (create_global_script())
    {
        return new SavegameError(kSvgErr_GameObjectInitFailed,
            String::FromFormat("Unable to recreate global script: %s", ccErrorString.GetCStr()));
    }

    // read the global data into the newly created script
    if (r_data.GlobalScript.Data.get())
        memcpy(gameinst->globaldata, r_data.GlobalScript.Data.get(),
                Math::Min((size_t)gameinst->globaldatasize, r_data.GlobalScript.Len));

    // restore the script module data
    for (int i = 0; i < numScriptModules; ++i)
    {
        if (r_data.ScriptModules[i].Data.get())
            memcpy(moduleInst[i]->globaldata, r_data.ScriptModules[i].Data.get(),
                    Math::Min((size_t)moduleInst[i]->globaldatasize, r_data.ScriptModules[i].Len));
    }

    setup_player_character(game.playercharacter);

    // Save some parameters to restore them after room load
    int gstimer=play.gscript_timer;
    int oldx1 = play.mboundx1, oldx2 = play.mboundx2;
    int oldy1 = play.mboundy1, oldy2 = play.mboundy2;

    // disable the queue momentarily
    int queuedMusicSize = play.music_queue_size;
    play.music_queue_size = 0;

    update_polled_stuff_if_runtime();

    // load the room the game was saved in
    if (displayed_room >= 0)
        load_new_room(displayed_room, NULL);

    update_polled_stuff_if_runtime();

    play.gscript_timer=gstimer;
    // restore the correct room volume (they might have modified
    // it with SetMusicVolume)
    thisroom.Options.MusicVolume = r_data.RoomVolume;

    Mouse::SetMoveLimit(Rect(oldx1, oldy1, oldx2, oldy2));

    set_cursor_mode(r_data.CursorMode);
    set_mouse_cursor(r_data.CursorID);
    if (r_data.CursorMode == MODE_USE)
        SetActiveInventory(playerchar->activeinv);
    // ensure that the current cursor is locked
    spriteset.Precache(game.mcurs[r_data.CursorID].pic);

#if (ALLEGRO_DATE > 19990103)
    set_window_title(play.game_name);
#endif

    update_polled_stuff_if_runtime();

    if (displayed_room >= 0)
    {
        for (int i = 0; i < MAX_ROOM_BGFRAMES; ++i)
        {
            if (r_data.RoomBkgScene[i])
            {
                thisroom.BgFrames[i].Graphic = r_data.RoomBkgScene[i];
            }
        }

        in_new_room=3;  // don't run "enters screen" events
        // now that room has loaded, copy saved light levels in
        for (size_t i = 0; i < MAX_ROOM_REGIONS; ++i)
        {
            thisroom.Regions[i].Light = r_data.RoomLightLevels[i];
            thisroom.Regions[i].Tint = r_data.RoomTintLevels[i];
        }
        generate_light_table();

        for (size_t i = 0; i < MAX_WALK_AREAS + 1; ++i)
        {
            thisroom.WalkAreas[i].ScalingFar = r_data.RoomZoomLevels1[i];
            thisroom.WalkAreas[i].ScalingNear = r_data.RoomZoomLevels2[i];
        }

        on_background_frame_change();
    }

    gui_disabled_style = convert_gui_disabled_style(game.options[OPT_DISABLEOFF]);

    // restore the queue now that the music is playing
    play.music_queue_size = queuedMusicSize;

    if (play.digital_master_volume >= 0)
        System_SetVolume(play.digital_master_volume);

    // Run audio clips on channels
    // these two crossfading parameters have to be temporarily reset
    const int cf_in_chan = play.crossfading_in_channel;
    const int cf_out_chan = play.crossfading_out_channel;
    play.crossfading_in_channel = 0;
    play.crossfading_out_channel = 0;
    // NOTE: channels are array of MAX_SOUND_CHANNELS+1 size
    for (int i = 0; i <= MAX_SOUND_CHANNELS; ++i)
    {
        const RestoredData::ChannelInfo &chan_info = r_data.AudioChans[i];
        if (chan_info.ClipID < 0)
            continue;
        if (chan_info.ClipID >= game.audioClipCount)
        {
            return new SavegameError(kSvgErr_GameObjectInitFailed,
                String::FromFormat("Invalid audio clip index: %d (clip count: %d).", chan_info.ClipID, game.audioClipCount));
        }
        play_audio_clip_on_channel(i, &game.audioClips[chan_info.ClipID],
            chan_info.Priority, chan_info.Repeat, chan_info.Pos);
        if (channels[i] != NULL)
        {
            channels[i]->set_volume_direct(chan_info.VolAsPercent, chan_info.Vol);
            channels[i]->set_speed(chan_info.Speed);
            channels[i]->set_panning(chan_info.Pan);
            channels[i]->panningAsPercentage = chan_info.PanAsPercent;
        }
    }
    if ((cf_in_chan > 0) && (channels[cf_in_chan] != NULL))
        play.crossfading_in_channel = cf_in_chan;
    if ((cf_out_chan > 0) && (channels[cf_out_chan] != NULL))
        play.crossfading_out_channel = cf_out_chan;

    // If there were synced audio tracks, the time taken to load in the
    // different channels will have thrown them out of sync, so re-time it
    // NOTE: channels are array of MAX_SOUND_CHANNELS+1 size
    for (int i = 0; i <= MAX_SOUND_CHANNELS; ++i)
    {
        int pos = r_data.AudioChans[i].Pos;
        if ((pos > 0) && (channels[i] != NULL) && (channels[i]->done == 0))
        {
            channels[i]->seek(pos);
        }
    }

    // TODO: investigate loop range
    for (int i = 1; i < MAX_SOUND_CHANNELS; ++i)
    {
        if (r_data.DoAmbient[i])
            PlayAmbientSound(i, r_data.DoAmbient[i], ambient[i].vol, ambient[i].x, ambient[i].y);
    }

    for (int i = 0; i < game.numgui; ++i)
    {
        guibg[i] = BitmapHelper::CreateBitmap(guis[i].Width, guis[i].Height, game.GetColorDepth());
        guibg[i] = ReplaceBitmapWithSupportedFormat(guibg[i]);
    }

    recreate_overlay_ddbs();

    guis_need_update = 1;

    play.ignore_user_input_until_time = 0;
    update_polled_stuff_if_runtime();

    pl_run_plugin_hooks(AGSE_POSTRESTOREGAME, 0);

    if (displayed_room < 0)
    {
        // the restart point, no room was loaded
        load_new_room(playerchar->room, playerchar);
        playerchar->prevroom = -1;

        first_room_initialization();
    }

    if ((play.music_queue_size > 0) && (cachedQueuedMusic == NULL))
    {
        cachedQueuedMusic = load_music_from_disk(play.music_queue[0], 0);
    }

    // test if the playing music was properly loaded
    if (current_music_type > 0)
    {
        if (crossFading > 0 && !channels[crossFading] ||
            crossFading <= 0 && !channels[SCHAN_MUSIC])
        {
            current_music_type = 0;
        }
    }

    set_game_speed(r_data.FPS);

    return HSaveError::None();
}