示例#1
0
文件: cycle.cpp 项目: ottogin/scummvm
void AgiEngine::interpretCycle() {
	ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
	bool oldSound;
	byte oldScore;

	if (!_game.playerControl)
		setVar(VM_VAR_EGO_DIRECTION, screenObjEgo->direction);
	else
		screenObjEgo->direction = getVar(VM_VAR_EGO_DIRECTION);

	checkAllMotions();

	oldScore = getVar(VM_VAR_SCORE);
	oldSound = getFlag(VM_FLAG_SOUND_ON);

	// Reset script heuristic here
	resetGetVarSecondsHeuristic();

	_game.exitAllLogics = false;
	while (runLogic(0) == 0 && !(shouldQuit() || _restartGame)) {
		setVar(VM_VAR_WORD_NOT_FOUND, 0);
		setVar(VM_VAR_BORDER_TOUCH_OBJECT, 0);
		setVar(VM_VAR_BORDER_CODE, 0);
		oldScore = getVar(VM_VAR_SCORE);
		setFlag(VM_FLAG_ENTERED_CLI, false);
		_game.exitAllLogics = false;
		artificialDelay_CycleDone();
		resetControllers();
	}
	artificialDelay_CycleDone();
	resetControllers();

	screenObjEgo->direction = getVar(VM_VAR_EGO_DIRECTION);

	if (getVar(VM_VAR_SCORE) != oldScore || getFlag(VM_FLAG_SOUND_ON) != oldSound)
		_game._vm->_text->statusDraw();

	setVar(VM_VAR_BORDER_TOUCH_OBJECT, 0);
	setVar(VM_VAR_BORDER_CODE, 0);
	setFlag(VM_FLAG_NEW_ROOM_EXEC, false);
	setFlag(VM_FLAG_RESTART_GAME, false);
	setFlag(VM_FLAG_RESTORE_JUST_RAN, false);

	if (_game.gfxMode) {
		updateScreenObjTable();
	}
	_gfx->updateScreen();
	//_gfx->doUpdate();
}
示例#2
0
文件: cycle.cpp 项目: bluegr/scummvm
void AgiEngine::interpretCycle() {
	int oldSound, oldScore;

	if (_game.playerControl)
		_game.vars[vEgoDir] = _game.viewTable[0].direction;
	else
		_game.viewTable[0].direction = _game.vars[vEgoDir];

	checkAllMotions();

	oldScore = _game.vars[vScore];
	oldSound = getflag(fSoundOn);

	_game.exitAllLogics = false;
	while (runLogic(0) == 0 && !(shouldQuit() || _restartGame)) {
		_game.vars[vWordNotFound] = 0;
		_game.vars[vBorderTouchObj] = 0;
		_game.vars[vBorderCode] = 0;
		oldScore = _game.vars[vScore];
		setflag(fEnteredCli, false);
		_game.exitAllLogics = false;
		resetControllers();
	}
	resetControllers();

	_game.viewTable[0].direction = _game.vars[vEgoDir];

	if (_game.vars[vScore] != oldScore || getflag(fSoundOn) != oldSound)
		writeStatus();

	_game.vars[vBorderTouchObj] = 0;
	_game.vars[vBorderCode] = 0;
	setflag(fNewRoomExec, false);
	setflag(fRestartGame, false);
	setflag(fRestoreJustRan, false);

	if (_game.gfxMode) {
		updateViewtable();
		_gfx->doUpdate();
	}
}