Esempio n. 1
0
void RingworldGame::processEvent(Event &event) {
	if (event.eventType == EVENT_KEYPRESS) {
		switch (event.kbd.keycode) {
		case Common::KEYCODE_F1:
			// F1 - Help
			MessageDialog::show(HELP_MSG, OK_BTN_STRING);
			break;

		case Common::KEYCODE_F2: {
			// F2 - Sound Options
			ConfigDialog *dlg = new ConfigDialog();
			dlg->runModal();
			delete dlg;
			_globals->_soundManager.syncSounds();
			_globals->_events.setCursorFromFlag();
			break;
		}

		case Common::KEYCODE_F3:
			// F3 - Quit
			quitGame();
			event.handled = false;
			break;

		case Common::KEYCODE_F4:
			// F4 - Restart
			restartGame();
			_globals->_events.setCursorFromFlag();
			break;

		case Common::KEYCODE_F7:
			// F7 - Restore
			restoreGame();
			_globals->_events.setCursorFromFlag();
			break;

		case Common::KEYCODE_F10:
			// F10 - Pause
			GfxDialog::setPalette();
			MessageDialog::show(GAME_PAUSED_MSG, OK_BTN_STRING);
			_globals->_events.setCursorFromFlag();
			break;

		default:
			break;
		}
	}
}
Esempio n. 2
0
void Ringworld2Game::processEvent(Event &event) {
	if (event.eventType == EVENT_KEYPRESS) {
		switch (event.kbd.keycode) {
		case Common::KEYCODE_F1:
			// F1 - Help
			HelpDialog::show();
			break;

		case Common::KEYCODE_F2:
			// F2 - Sound Options
			SoundDialog::execute();
			break;

		case Common::KEYCODE_F3:
			// F3 - Quit
			quitGame();
			event.handled = false;
			break;

		case Common::KEYCODE_F4:
			// F4 - Restart
			restartGame();
			g_globals->_events.setCursorFromFlag();
			break;

		case Common::KEYCODE_F7:
			// F7 - Restore
			restoreGame();
			g_globals->_events.setCursorFromFlag();
			break;

		case Common::KEYCODE_F8:
			// F8 - Credits
			warning("TODO: Show Credits");
			break;

		case Common::KEYCODE_F10:
			// F10 - Pause
			GfxDialog::setPalette();
			MessageDialog::show(GAME_PAUSED_MSG, OK_BTN_STRING);
			g_globals->_events.setCursorFromFlag();
			break;

		default:
			break;
		}
	}
}
Esempio n. 3
0
File: save.c Progetto: BPaden/garglk
/*======================================================================*/
void restore(void)
{
#ifdef HAVE_GLK
  frefid_t saveFileRef;
  strid_t saveFile;
  saveFileRef = glk_fileref_create_by_prompt(fileusage_SavedGame, filemode_Read, 0);
  if (saveFileRef == NULL) return;
  saveFile = glk_stream_open_file(saveFileRef, filemode_Read, 0);
  if (saveFile == NULL) return;

#else
  char str[1000];
  FILE *saveFile;

  current.location = where(HERO, TRUE);
  /* First save ? */
  if (saveFileName[0] == '\0') {
    strcpy(saveFileName, adventureName);
    strcat(saveFileName, ".sav");
  }
  printMessage(M_RESTOREFROM);
  sprintf(str, "(%s) : ", saveFileName);
  output(str);
#ifdef USE_READLINE
  readline(str);
#else
  gets(str);
#endif

  col = 1;
  if (str[0] == '\0') {
    strcpy(str, saveFileName);
  }
  if ((saveFile = fopen(str, READ_MODE)) == NULL)
    error(M_SAVEMISSING);
  strcpy(saveFileName, str);          /* Save it for future use */

#endif

  restoreGame(saveFile);

  fclose(saveFile);
}
Esempio n. 4
0
Common::Error Sword2Engine::run() {
	// 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;

	initGraphics(640, 480, true);
	_screen = new Screen(this, 640, 480);

	// 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 Common::kUnknownError;

	_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() && !isPsx()) { // Initial load/restart panel disabled in PSX
		int32 pars[2] = { 221, FX_LOOP };                 // version because of missing panel resources
		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 (shouldQuit())
			return Common::kNoError;

		if (result)
			startGame();
	} else
		startGame();

	_screen->initialiseRenderCycle();

	while (1) {
		_debugger->onFrame();

		// Handle GMM Loading
		if (_gmmLoadSlot != -1) {

			// Hide mouse cursor and fade screen
			_mouse->hideMouse();
			_screen->fadeDown();

			// Clean up and load game
			_logic->_router->freeAllRouteMem();

			// TODO: manage error handling
			restoreGame(_gmmLoadSlot);

			// Reset load slot
			_gmmLoadSlot = -1;

			// Show mouse
			_mouse->addHuman();
		}

		KeyboardEvent *ke = keyboardEvent();

		if (ke) {
			if ((ke->kbd.hasFlags(Common::KBD_CTRL) && ke->kbd.keycode == Common::KEYCODE_d) || ke->kbd.ascii == '#' || ke->kbd.ascii == '~') {
				_debugger->attach();
			} else if (ke->kbd.hasFlags(0) || ke->kbd.hasFlags(Common::KBD_SHIFT)) {
				switch (ke->kbd.keycode) {
				case Common::KEYCODE_p:
					if (isPaused()) {
						_screen->dimPalette(false);
						pauseEngine(false);
					} else {
						pauseEngine(true);
						_screen->dimPalette(true);
					}
					break;
#if 0
				// Disabled because of strange rumors about the
				// credits running spontaneously every few
				// minutes.
				case Common::KEYCODE_c:
					if (!_logic->readVar(DEMO) && !_mouse->isChoosing()) {
						ScreenInfo *screenInfo = _screen->getScreenInfo();
						_logic->fnPlayCredits(NULL);
						screenInfo->new_palette = 99;
					}
					break;
#endif
				default:
					break;
				}
			}
		}

		// skip GameCycle if we're paused
		if (!isPaused()) {
			_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 (shouldQuit())
			break;

		// creates the debug text blocks
		_debugger->buildDebugText();

		_screen->buildDisplay();
	}

	return Common::kNoError;
}