bool TitanicEngine::canSaveGameStateCurrently() { return canLoadGameStateCurrently(); }
void CruiseEngine::mainLoop() { //int32 t_start,t_left; //uint32 t_end; //int32 q=0; /* Dummy */ int16 mouseX, mouseY; int16 mouseButton; int enableUser = 0; strcpy(nextOverlay, ""); strcpy(lastOverlay, ""); strcpy(cmdLine, ""); currentActiveMenu = -1; autoMsg = -1; linkedRelation = 0; main21 = 0; main22 = 0; userWait = 0; autoTrack = false; initAllData(); playerDontAskQuit = 0; int quitValue2 = 1; int quitValue = 0; if (ConfMan.hasKey("save_slot")) loadGameState(ConfMan.getInt("save_slot")); do { // Handle frame delay uint32 currentTick = g_system->getMillis(); if (!bFastMode) { // Delay for the specified amount of time, but still respond to events bool skipEvents = false; do { g_system->delayMillis(10); currentTick = g_system->getMillis(); if (!skipEvents) skipEvents = manageEvents(); if (playerDontAskQuit) break; _vm->getDebugger()->onFrame(); } while (currentTick < lastTick + _gameSpeed); } else { manageEvents(); if (currentTick >= (lastTickDebug + 10)) { lastTickDebug = currentTick; _vm->getDebugger()->onFrame(); } } if (playerDontAskQuit) break; lastTick = g_system->getMillis(); // Handle switchover in game speed after intro if (!_speedFlag && canLoadGameStateCurrently()) { _speedFlag = true; _gameSpeed = GAME_FRAME_DELAY_2; } // Handle the next frame // frames++; // t_start=Osystem_GetTicks(); // readKeyboard(); bool isUserWait = userWait != 0; playerDontAskQuit = processInput(); if (playerDontAskQuit) break; if (enableUser) { userEnabled = 1; enableUser = 0; } if (userDelay && !userWait) { userDelay--; continue; } if (isUserWait & !userWait) { // User waiting has ended changeScriptParamInList(-1, -1, &procHead, 9999, 0); changeScriptParamInList(-1, -1, &relHead, 9999, 0); // Disable any mouse click used to end the user wait currentMouseButton = 0; } // FIXME: I suspect that the original game does multiple script executions between game frames; the bug with // Raoul appearing when looking at the book is being there are 3 script iterations separation between the // scene being changed to the book, and the Raoul actor being frozen/disabled. This loop is a hack to ensure // that when a background changes, a few extra script executions are done bool bgChanged; int numIterations = 1; while (numIterations-- > 0) { bgChanged = backgroundChanged[masterScreen]; manageScripts(&relHead); manageScripts(&procHead); removeFinishedScripts(&relHead); removeFinishedScripts(&procHead); if (!bgChanged && backgroundChanged[masterScreen]) { bgChanged = true; numIterations += 2; } } processAnimation(); if (remdo) { // ASSERT(0); /* main3 = 0; * var24 = 0; * var23 = 0; * * freeStuff2(); */ } if (cmdLine[0]) { ASSERT(0); /* redrawStrings(0,&cmdLine,8); waitForPlayerInput(); cmdLine = 0; */ } if (displayOn) { if (doFade) PCFadeFlag = 0; /*if (!PCFadeFlag)*/ mainDraw(userWait); flipScreen(); if (userEnabled && !userWait && !autoTrack) { if (currentActiveMenu == -1) { static int16 oldMouseX = -1; static int16 oldMouseY = -1; getMouseStatus(&main10, &mouseX, &mouseButton, &mouseY); if (mouseX != oldMouseX || mouseY != oldMouseY) { int objectType; int newCursor1; int newCursor2; oldMouseX = mouseX; oldMouseY = mouseY; objectType = findObject(mouseX, mouseY, &newCursor1, &newCursor2); if (objectType == 9) { changeCursor(CURSOR_EXIT); } else if (objectType != -1) { changeCursor(CURSOR_MAGNIFYING_GLASS); } else { changeCursor(CURSOR_WALK); } } } else { changeCursor(CURSOR_NORMAL); } } else { changeCursor(CURSOR_NORMAL); } if (userWait == 1) { // Waiting for press - original wait loop has been integrated into the // main event loop continue; } // wait for character to finish auto track if (autoTrack) { if (isAnimFinished(narratorOvl, narratorIdx, &actorHead, ATP_MOUSE)) { if (autoMsg != -1) { freezeCell(&cellHead, autoOvl, autoMsg, 5, -1, 9998, 0); char* pText = getText(autoMsg, autoOvl); if (strlen(pText)) userWait = 1; } changeScriptParamInList(-1, -1, &relHead, 9998, 0); autoTrack = false; enableUser = 1; } else { userEnabled = false; } } else if (autoMsg != -1) { removeCell(&cellHead, autoOvl, autoMsg, 5, masterScreen); autoMsg = -1; } } else { // Keep ScummVM being responsive even when displayOn is false g_system->updateScreen(); } } while (!playerDontAskQuit && quitValue2 && quitValue != 7); // Free data removeAllScripts(&relHead); removeAllScripts(&procHead); resetActorPtr(&actorHead); freeOverlayTable(); closeCnf(); closeBase(); resetFileEntryRange(0, NUM_FILE_ENTRIES); freeObjectList(&cellHead); freeBackgroundIncrustList(&backgroundIncrustHead); }
void ScummEngine::parseEvent(Common::Event event) { switch (event.type) { case Common::EVENT_KEYDOWN: if (event.kbd.keycode >= Common::KEYCODE_0 && event.kbd.keycode <= Common::KEYCODE_9 && ((event.kbd.hasFlags(Common::KBD_ALT) && canSaveGameStateCurrently()) || (event.kbd.hasFlags(Common::KBD_CTRL) && canLoadGameStateCurrently()))) { _saveLoadSlot = event.kbd.keycode - Common::KEYCODE_0; // don't overwrite autosave (slot 0) if (_saveLoadSlot == 0) _saveLoadSlot = 10; _saveLoadDescription = Common::String::format("Quicksave %d", _saveLoadSlot); _saveLoadFlag = (event.kbd.hasFlags(Common::KBD_ALT)) ? 1 : 2; _saveTemporaryState = false; } else if (event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_f) { _fastMode ^= 1; } else if (event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_g) { _fastMode ^= 2; } else if ((event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_d) || event.kbd.ascii == '~' || event.kbd.ascii == '#') { _debugger->attach(); } else if (event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_s) { _res->resourceStats(); } else { // Normal key press, pass on to the game. _keyPressed = event.kbd; } // FIXME: We are using ASCII values to index the _keyDownMap here, // yet later one code which checks _keyDownMap will use KEYCODEs // to do so. That is, we are mixing ascii and keycode values here, // which is bad. We probably should be only using keycodes, but at // least INSANE checks for "Shift-V" by looking for the 'V' key // being pressed. It would be easy to solve that by also storing // the modifier flags. However, since getKeyState() is also called // by scripts, we have to be careful with semantic changes. if (_keyPressed.ascii >= 512) debugC(DEBUG_GENERAL, "_keyPressed > 512 (%d)", _keyPressed.ascii); else _keyDownMap[_keyPressed.ascii] = true; break; case Common::EVENT_KEYUP: if (event.kbd.ascii >= 512) { debugC(DEBUG_GENERAL, "keyPressed > 512 (%d)", event.kbd.ascii); } else { _keyDownMap[event.kbd.ascii] = false; // Due to some weird bug with capslock key pressed // generated keydown event is for lower letter but // keyup is for upper letter // On most (all?) keyboards it is safe to assume that // both upper and lower letters are unpressed on keyup event // // Fixes bug #1709430: "FT: CAPSLOCK + V enables cheating for all fights" // // Fingolfin remarks: This wouldn't be a problem if we used keycodes. _keyDownMap[toupper(event.kbd.ascii)] = false; } break; // We update the mouse position whenever the mouse moves or a click occurs. // The latter is done to accomodate systems with a touchpad / pen controller. case Common::EVENT_LBUTTONDOWN: case Common::EVENT_RBUTTONDOWN: case Common::EVENT_MOUSEMOVE: if (event.type == Common::EVENT_LBUTTONDOWN) _leftBtnPressed |= msClicked|msDown; else if (event.type == Common::EVENT_RBUTTONDOWN) _rightBtnPressed |= msClicked|msDown; _mouse.x = event.mouse.x; _mouse.y = event.mouse.y; if (_renderMode == Common::kRenderHercA || _renderMode == Common::kRenderHercG) { _mouse.x -= (kHercWidth - _screenWidth * 2) / 2; _mouse.x >>= 1; _mouse.y = _mouse.y * 4 / 7; } else if (_useCJKMode && _textSurfaceMultiplier == 2) {
bool MohawkEngine_Riven::canSaveGameStateCurrently() { return canLoadGameStateCurrently(); }