Beispiel #1
0
void CGEEngine::optionTouch(int opt, uint16 mask) {
	switch (opt) {
	case 1:
		if (mask & kMouseLeftUp)
			switchColorMode();
		break;
	case 2:
		if (mask & kMouseLeftUp)
			switchMusic();
		else if (mask & kMouseRightUp)
			openMainMenuDialog();
		break;
	case 3:
		if (mask & kMouseLeftUp)
			quit();
		break;
	}
}
Beispiel #2
0
Common::Error MutationOfJBEngine::run() {
	initGraphics(320, 200);

	_console = new Console(this);
	_screen = new Graphics::Screen();
	_game = new Game(this);

	setupCursor();

	_game->changeScene(13, false); // Initial scene.

	while (!shouldQuit()) {
		Common::Event event;
		while (_eventMan->pollEvent(event)) {
			switch (event.type) {
			case Common::EVENT_KEYDOWN: {
				if ((event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_d) ||
						event.kbd.ascii == '~' || event.kbd.ascii == '#') {
					_console->attach();
				}
				if (event.kbd.keycode == Common::KEYCODE_F5 && event.kbd.hasFlags(0)) {
					openMainMenuDialog();
				}
				break;
			}
			case Common::EVENT_KEYUP: {
				switch (event.kbd.ascii) {
				case 'g':
					_game->setCurrentAction(ActionInfo::Walk);
					break;
				case 'r':
					_game->setCurrentAction(ActionInfo::Talk);
					break;
				case 's':
					_game->setCurrentAction(ActionInfo::Look);
					break;
				case 'b':
					_game->setCurrentAction(ActionInfo::Use);
					break;
				case 'n':
					_game->setCurrentAction(ActionInfo::PickUp);
					break;
				}
				break;
			}
			default:
				break;
			}

			if (!_game->isCurrentSceneMap()) {
				handleNormalScene(event);
			} else {
				handleMapScene(event);
			}
		}

		_console->onFrame();
		_game->update();
		_system->delayMillis(10);
		_screen->update();
	}

	return Common::kNoError;
}
Beispiel #3
0
void DraciEngine::handleEvents() {
    Common::Event event;

    while (_eventMan->pollEvent(event)) {
        switch (event.type) {
        case Common::EVENT_KEYDOWN:
            switch (event.kbd.keycode) {
            case Common::KEYCODE_RIGHT:
                if (gDebugLevel >= 0) {
                    _game->scheduleEnteringRoomUsingGate(_game->nextRoomNum(), 0);
                }
                break;
            case Common::KEYCODE_LEFT:
                if (gDebugLevel >= 0) {
                    _game->scheduleEnteringRoomUsingGate(_game->prevRoomNum(), 0);
                }
                break;
            case Common::KEYCODE_ESCAPE: {
                if (_game->getLoopStatus() == kStatusInventory &&
                        _game->getLoopSubstatus() == kOuterLoop) {
                    _game->inventoryDone();
                    break;
                }

                const int escRoom = _game->getRoomNum() != _game->getMapRoom()
                                    ? _game->getEscRoom() : _game->getPreviousRoomNum();

                // Check if there is an escape room defined for the current room
                if (escRoom >= 0) {

                    // Schedule room change
                    // TODO: gate 0 (always present) is not always best for
                    // returning from the map, e.g. in the starting location.
                    // also, after loading the game, we shouldn't run any gate
                    // program, but rather restore the state of all objects.
                    _game->scheduleEnteringRoomUsingGate(escRoom, 0);

                    // Immediately cancel any running animation or dubbing and
                    // end any currently running GPL programs.  In the intro it
                    // works as intended---skipping the rest of it.
                    //
                    // In the map, this causes that animation on newly
                    // discovered locations will be re-run next time and
                    // cut-scenes won't be played.
                    _game->setExitLoop(true);
                    _script->endCurrentProgram(true);
                }
                break;
            }
            case Common::KEYCODE_m:
                if (_game->getLoopStatus() == kStatusOrdinary) {
                    const int new_room = _game->getRoomNum() != _game->getMapRoom()
                                         ? _game->getMapRoom() : _game->getPreviousRoomNum();
                    _game->scheduleEnteringRoomUsingGate(new_room, 0);
                }
                break;
            case Common::KEYCODE_w:
                // Show walking map toggle
                _showWalkingMap = !_showWalkingMap;
                _game->switchWalkingAnimations(_showWalkingMap);
                break;
            case Common::KEYCODE_q:
                _game->setWantQuickHero(!_game->getWantQuickHero());
                break;
            case Common::KEYCODE_i:
                if (_game->getRoomNum() == _game->getMapRoom() ||
                        _game->getLoopSubstatus() != kOuterLoop) {
                    break;
                }
                if (_game->getLoopStatus() == kStatusInventory) {
                    _game->inventoryDone();
                } else if (_game->getLoopStatus() == kStatusOrdinary) {
                    _game->inventoryInit();
                }
                break;
            case Common::KEYCODE_F5:
                if (event.kbd.hasFlags(0)) {
                    openMainMenuDialog();
                }
                break;
            case Common::KEYCODE_COMMA:
            case Common::KEYCODE_PERIOD:
            case Common::KEYCODE_SLASH:
                if ((_game->getLoopStatus() == kStatusOrdinary ||
                        _game->getLoopStatus() == kStatusInventory) &&
                        _game->getLoopSubstatus() == kOuterLoop &&
                        _game->getRoomNum() != _game->getMapRoom()) {
                    _game->inventorySwitch(event.kbd.keycode);
                }
                break;
            case Common::KEYCODE_d:
                if (event.kbd.hasFlags(Common::KBD_CTRL)) {
                    this->getDebugger()->attach();
                    this->getDebugger()->onFrame();
                }
                break;
            default:
                break;
            }
            break;
        default:
            _mouse->handleEvent(event);
        }
    }

    // Handle EVENT_QUIT and EVENT_RTL.
    if (shouldQuit()) {
        _game->setQuit(true);
        _script->endCurrentProgram(true);
    }
}
Beispiel #4
0
Common::Error TeenAgentEngine::run() {
	Resources *res = Resources::instance();
	if (!res->loadArchives(_gameDescription))
		return Common::kUnknownError;

	Common::EventManager *_event = _system->getEventManager();

	initGraphics(320, 200, false);

	scene = new Scene;
	inventory = new Inventory;
	console = new Console(this);

	scene->init(this, _system);
	inventory->init(this);

	init();

	CursorMan.pushCursor(res->dseg.ptr(0x00da), 8, 12, 0, 0, 1);

	syncSoundSettings();

	_mixer->playStream(Audio::Mixer::kMusicSoundType, &_musicHandle, music, -1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO, false);
	setMusic(1);
	music->start();

	int load_slot = Common::ConfigManager::instance().getInt("save_slot");
	if (load_slot >= 0) {
		loadGameState(load_slot);
	} else {
		if (!showCDLogo())
			return Common::kNoError;
		if (!showLogo())
			return Common::kNoError;
		if (!showMetropolis())
			return Common::kNoError;
		scene->intro = true;
		scene_busy = true;
		processCallback(0x24c);
	}

	CursorMan.showMouse(true);

	uint32 game_timer = 0;
	uint32 mark_timer = 0;

	Common::Event event;
	Common::Point mouse;
	uint32 timer = _system->getMillis();

	do {
		Object *current_object = scene->findObject(mouse);

		while (_event->pollEvent(event)) {
			if (event.type == Common::EVENT_RTL) {
				deinit();
				return Common::kNoError;
			}

			if ((!scene_busy && inventory->processEvent(event)) || scene->processEvent(event))
				continue;

			//debug(0, "event");
			switch (event.type) {
			case Common::EVENT_KEYDOWN:
				if ((event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_d) ||
					event.kbd.ascii == '~' || event.kbd.ascii == '#') {
					console->attach();
				} else if (event.kbd.hasFlags(0) && event.kbd.keycode == Common::KEYCODE_F5) {
					openMainMenuDialog();
				} if (event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_f) {
					_mark_delay = _mark_delay == 80? 40: 80;
					debug(0, "mark_delay = %u", _mark_delay);
				}
				break;
			case Common::EVENT_LBUTTONDOWN:
				if (scene->getId() < 0)
					break;
				examine(event.mouse, current_object);
				break;
			case Common::EVENT_RBUTTONDOWN:
				//if (current_object)
				//	debug(0, "%d, %s", current_object->id, current_object->name.c_str());
				if (scene->getId() < 0)
					break;

				if (current_object == NULL)
					break;

				if (res->dseg.get_byte(0) == 3 && current_object->id == 1) {
					processCallback(0x5189); //boo!
					break;
				}
				if (res->dseg.get_byte(0) == 4 && current_object->id == 5) {
					processCallback(0x99e0); //getting an anchor
					break;
				}
				use(current_object);
				break;
			case Common::EVENT_MOUSEMOVE:
				mouse = event.mouse;
				break;
			default:
				;
			}
		}

		//game delays: slow 16, normal 11, fast 5, crazy 1
		//mark delays: 4 * (3 - hero_speed), normal == 1
		//game delays in 1/100th of seconds
		uint32 new_timer = _system->getMillis();
		uint32 delta = new_timer - timer;
		timer = new_timer;

		bool tick_game = game_timer <= delta;
		if (tick_game)
			game_timer = _game_delay - ((delta - game_timer) % _game_delay);
		else
			game_timer -= delta;

		bool tick_mark = mark_timer <= delta;
		if (tick_mark)
			mark_timer = _mark_delay - ((delta - mark_timer) % _mark_delay);
		else
			mark_timer -= delta;

		if (tick_game || tick_mark) {
			bool b = scene->render(tick_game, tick_mark, delta);
			if (!inventory->active() && !b && action != kActionNone) {
				processObject();
				action = kActionNone;
				dst_object = NULL;
			}
			scene_busy = b;
		}
		_system->showMouse(scene->getMessage().empty() && !scene_busy);

		bool busy = inventory->active() || scene_busy;

		Graphics::Surface *surface = _system->lockScreen();

		if (!busy) {
			InventoryObject *selected_object = inventory->selectedObject();
			if (current_object || selected_object) {
				Common::String name;
				if (selected_object) {
					name += selected_object->name;
					name += " & ";
				}
				if (current_object)
					name += current_object->name;

				uint w = res->font7.render(NULL, 0, 0, name, 0xd1);
				res->font7.render(surface, (320 - w) / 2, 180, name, 0xd1, true);
#if 0
				if (current_object) {
					current_object->rect.render(surface, 0x80);
					current_object->actor_rect.render(surface, 0x81);
				}
#endif
			}
		}

		inventory->render(surface, tick_game? 1: 0);

		_system->unlockScreen();

		_system->updateScreen();

		console->onFrame();

		uint32 next_tick = MIN(game_timer, mark_timer);
		if (next_tick > 0) {
			_system->delayMillis(next_tick > 40? 40: next_tick);
		}
	} while (!shouldQuit());

	deinit();
	return Common::kNoError;
}