/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "twine/twine.h" #include "common/config-manager.h" #include "common/debug.h" #include "common/error.h" #include "common/events.h" #include "common/keyboard.h" #include "common/str.h" #include "common/system.h" #include "common/textconsole.h" #include "common/translation.h" #include "engines/util.h" #include "graphics/managed_surface.h" #include "graphics/palette.h" #include "graphics/pixelformat.h" #include "graphics/surface.h" #include "gui/debugger.h" #include "twine/actor.h" #include "twine/animations.h" #include "twine/collision.h" #include "twine/console.h" #include "twine/debug.h" #include "twine/debug_grid.h" #include "twine/debug_scene.h" #include "twine/extra.h" #include "twine/flamovies.h" #include "twine/gamestate.h" #include "twine/grid.h" #include "twine/holomap.h" #include "twine/hqrdepack.h" #include "twine/input.h" #include "twine/interface.h" #include "twine/menu.h" #include "twine/menuoptions.h" #include "twine/movements.h" #include "twine/music.h" #include "twine/redraw.h" #include "twine/renderer.h" #include "twine/resources.h" #include "twine/scene.h" #include "twine/screens.h" #include "twine/script_life.h" #include "twine/script_move.h" #include "twine/sound.h" #include "twine/text.h" namespace TwinE { TwinEEngine::TwinEEngine(OSystem *system, Common::Language language, uint32 flags, TwineGameType gameType) : Engine(system), _gameType(gameType), _gameLang(language), _gameFlags(flags), _rnd("twine") { // Add default file directories const Common::FSNode gameDataDir(ConfMan.get("path")); SearchMan.addSubDirectoryMatching(gameDataDir, "fla"); SearchMan.addSubDirectoryMatching(gameDataDir, "vox"); setDebugger(new TwinEConsole(this)); _actor = new Actor(this); _animations = new Animations(this); _collision = new Collision(this); _extra = new Extra(this); _gameState = new GameState(this); _grid = new Grid(this); _movements = new Movements(this); _hqrdepack = new HQRDepack(this); _interface = new Interface(this); _menu = new Menu(this); _flaMovies = new FlaMovies(this); _menuOptions = new MenuOptions(this); _music = new Music(this); _redraw = new Redraw(this); _renderer = new Renderer(this); _resources = new Resources(this); _scene = new Scene(this); _screens = new Screens(this); _scriptLife = new ScriptLife(this); _scriptMove = new ScriptMove(this); _holomap = new Holomap(this); _sound = new Sound(this); _text = new Text(this); _debugGrid = new DebugGrid(this); _input = new Input(this); _debug = new Debug(this); _debugScene = new DebugScene(this); } TwinEEngine::~TwinEEngine() { delete _actor; delete _animations; delete _collision; delete _extra; delete _gameState; delete _grid; delete _movements; delete _hqrdepack; delete _interface; delete _menu; delete _flaMovies; delete _music; delete _redraw; delete _renderer; delete _resources; delete _scene; delete _screens; delete _scriptLife; delete _scriptMove; delete _holomap; delete _sound; delete _text; delete _debugGrid; delete _input; delete _debug; delete _debugScene; } Common::Error TwinEEngine::run() { /** Engine current version */ const char *ENGINE_VERSION = "0.2.2"; // Show engine information debug("TwinEngine v%s", ENGINE_VERSION); debug("(c)2002 The TwinEngine team."); debug("(c)2020 The ScummVM team."); debug("Refer to the credits for further details."); debug("Released under the terms of the GNU GPL license version 2 (or, at your opinion, any later). See COPYING file."); debug("The original Little Big Adventure game is:"); debug("(c)1994 by Adeline Software International, All Rights Reserved."); syncSoundSettings(); initGraphics(SCREEN_WIDTH, SCREEN_HEIGHT); allocVideoMemory(); initAll(); initEngine(); _sound->stopSamples(); _screens->copyScreen(frontVideoBuffer, workVideoBuffer); _menu->init(); while (!shouldQuit()) { _menu->run(); } _music->stopTrackMusic(); _music->stopMidiMusic(); return Common::kNoError; } bool TwinEEngine::hasFeature(EngineFeature f) const { return false; } void TwinEEngine::allocVideoMemory() { const Graphics::PixelFormat format = Graphics::PixelFormat::createFormatCLUT8(); workVideoBuffer.create(SCREEN_WIDTH, SCREEN_HEIGHT, format); frontVideoBuffer.create(SCREEN_WIDTH, SCREEN_HEIGHT, format); int32 j = 0; int32 k = 0; for (int32 i = SCREEN_HEIGHT; i > 0; i--) { screenLookupTable[j] = k; j++; k += SCREEN_WIDTH; } // initVideoVar1 = -1; } static int getLanguageTypeIndex(const char *languageName) { char buffer[256]; Common::strlcpy(buffer, languageName, sizeof(buffer)); char *ptr = strchr(buffer, ' '); if (ptr != nullptr) { *ptr = '\0'; } const int32 length = ARRAYSIZE(LanguageTypes); for (int32 i = 0; i < length; i++) { if (!strcmp(LanguageTypes[i].name, buffer)) { return i; } } debug("Failed to detect language %s - falling back to english", languageName); return 0; // English } #define ConfGetOrDefault(key, defaultVal) (ConfMan.hasKey(key) ? ConfMan.get(key) : Common::String(defaultVal)) #define ConfGetIntOrDefault(key, defaultVal) (ConfMan.hasKey(key) ? atoi(ConfMan.get(key).c_str()) : (defaultVal)) void TwinEEngine::initConfigurations() { // TODO: use existing entries for some of the settings - like volume and so on. const char *lng = Common::getLanguageDescription(_gameLang); cfgfile.LanguageId = getLanguageTypeIndex(lng); cfgfile.Voice = ConfGetOrDefault("Voice", "ON") == "ON"; cfgfile.FlagDisplayText = ConfGetOrDefault("FlagDisplayText", "ON") == "ON"; const Common::String midiType = ConfGetOrDefault("MidiType", "auto"); if (midiType == "None") { cfgfile.MidiType = MIDIFILE_NONE; } else { Common::File midiHqr; if (midiHqr.exists(Resources::HQR_MIDI_MI_WIN_FILE)) { cfgfile.MidiType = MIDIFILE_WIN; debug("Use %s for midi", Resources::HQR_MIDI_MI_WIN_FILE); } else if (midiHqr.exists(Resources::HQR_MIDI_MI_DOS_FILE)) { cfgfile.MidiType = MIDIFILE_DOS; debug("Use %s for midi", Resources::HQR_MIDI_MI_DOS_FILE); } else { cfgfile.MidiType = MIDIFILE_NONE; debug("Could not find midi hqr file"); } } cfgfile.Version = ConfGetIntOrDefault("Version", EUROPE_VERSION); cfgfile.UseCD = ConfGetIntOrDefault("UseCD", 0); cfgfile.Sound = ConfGetIntOrDefault("Sound", 1); cfgfile.Movie = ConfGetIntOrDefault("Movie", CONF_MOVIE_FLA); cfgfile.CrossFade = ConfGetIntOrDefault("CrossFade", 0); cfgfile.Fps = ConfGetIntOrDefault("Fps", DEFAULT_FRAMES_PER_SECOND); cfgfile.Debug = ConfGetIntOrDefault("Debug", 0) == 1; cfgfile.UseAutoSaving = ConfGetIntOrDefault("UseAutoSaving", 0); _actor->autoAgressive = ConfGetIntOrDefault("CombatAuto", 1) == 1; cfgfile.ShadowMode = ConfGetIntOrDefault("Shadow", 0); cfgfile.SceZoom = ConfGetIntOrDefault("SceZoom", 0) == 0; cfgfile.WallCollision = ConfGetIntOrDefault("WallCollision", 0); } void TwinEEngine::initEngine() { // getting configuration file initConfigurations(); _screens->clearScreen(); // Check if LBA CD-Rom is on drive _music->initCdrom(); #if TWINE_PLAY_INTROS _input->enableKeyMap(cutsceneKeyMapId); // Display company logo _screens->adelineLogo(); // verify game version screens if (cfgfile.Version == EUROPE_VERSION) { // Little Big Adventure screen _screens->loadImageDelay(RESSHQR_LBAIMG, 3); // Electronic Arts Logo _screens->loadImageDelay(RESSHQR_EAIMG, 2); } else if (cfgfile.Version == USA_VERSION) { // Relentless screen _screens->loadImageDelay(RESSHQR_RELLENTIMG, 3); // Electronic Arts Logo _screens->loadImageDelay(RESSHQR_EAIMG, 2); } else if (cfgfile.Version == MODIFICATION_VERSION) { // Modification screen _screens->loadImageDelay(RESSHQR_RELLENTIMG, 2); } _flaMovies->playFlaMovie(FLA_DRAGON3); #else _input->enableKeyMap(uiKeyMapId); #endif _screens->loadMenuImage(); } void TwinEEngine::initMCGA() { _redraw->drawInGameTransBox = true; } void TwinEEngine::initSVGA() { _redraw->drawInGameTransBox = false; } void TwinEEngine::initAll() { _grid->blockBuffer = (uint8 *)malloc(GRID_SIZE_X * GRID_SIZE_Z * GRID_SIZE_Y * 2 * sizeof(uint8)); _animations->animBuffer1 = _animations->animBuffer2 = (uint8 *)malloc(5000 * sizeof(uint8)); memset(_menu->itemAngle, 256, sizeof(_menu->itemAngle)); // reset inventory items angles _redraw->bubbleSpriteIndex = SPRITEHQR_DIAG_BUBBLE_LEFT; _scene->sceneHero = _scene->getActor(OWN_ACTOR_SCENE_INDEX); _redraw->renderRight = SCREEN_TEXTLIMIT_RIGHT; _redraw->renderBottom = SCREEN_TEXTLIMIT_BOTTOM; // Set clip to fullscreen by default, allows main menu to render properly after load _interface->resetClip(); _resources->initResources(); initSVGA(); } int TwinEEngine::getRandomNumber(uint max) { return _rnd.getRandomNumber(max); } void TwinEEngine::freezeTime() { if (!isTimeFreezed) { saveFreezedTime = lbaTime; _pauseToken = pauseEngine(); } isTimeFreezed++; } void TwinEEngine::unfreezeTime() { --isTimeFreezed; if (isTimeFreezed == 0) { lbaTime = saveFreezedTime; _pauseToken.clear(); } } void TwinEEngine::processActorSamplePosition(int32 actorIdx) { const ActorStruct *actor = _scene->getActor(actorIdx); const int32 channelIdx = _sound->getActorChannel(actorIdx); _sound->setSamplePosition(channelIdx, actor->x, actor->y, actor->z); } int32 TwinEEngine::runGameEngine() { // mainLoopInteration _input->enableKeyMap(mainKeyMapId); readKeys(); if (_scene->needChangeScene > -1) { _scene->changeScene(); } previousLoopPressedKey = loopPressedKey; _input->key = _input->pressedKey; loopPressedKey = _input->skippedKey; _debug->processDebug(); if (_menuOptions->canShowCredits) { // TODO: if current music playing != 8, than play_track(8); if (_input->toggleAbortAction()) { return 0; } } else { // Process give up menu - Press ESC if (_input->toggleAbortAction() && _scene->sceneHero->life > 0 && _scene->sceneHero->entity != -1 && !_scene->sceneHero->staticFlags.bIsHidden) { freezeTime(); if (_menu->giveupMenu()) { unfreezeTime(); _redraw->redrawEngineActions(1); freezeTime(); _gameState->saveGame(); // auto save game quitGame = 0; unfreezeTime(); return 0; } unfreezeTime(); _redraw->redrawEngineActions(1); } if (_input->toggleActionIfActive(TwinEActionType::OptionsMenu)) { freezeTime(); _sound->pauseSamples(); _menu->OptionsMenuState[MenuSettings_FirstButton] = 15; // TODO: why? - where is the reset? kReturnGame _text->initTextBank(0); _menu->optionsMenu(); _text->initTextBank(_text->currentTextBank + 3); // TODO: play music _sound->resumeSamples(); unfreezeTime(); _redraw->redrawEngineActions(1); } // inventory menu loopInventoryItem = -1; if (_input->isActionActive(TwinEActionType::InventoryMenu) && _scene->sceneHero->entity != -1 && _scene->sceneHero->controlMode == kManual) { freezeTime(); _menu->processInventoryMenu(); switch (loopInventoryItem) { case kiHolomap: _holomap->processHolomap(); _screens->lockPalette = true; warning("Use inventory [kiHolomap] not implemented!\n"); break; case kiMagicBall: if (_gameState->usingSabre == 1) { _actor->initModelActor(0, 0); } _gameState->usingSabre = 0; break; case kiUseSabre: if (_scene->sceneHero->body != InventoryItems::kiUseSabre) { if (_actor->heroBehaviour == kProtoPack) { _actor->setBehaviour(kNormal); } _actor->initModelActor(InventoryItems::kiUseSabre, 0); _animations->initAnim(kSabreUnknown, 1, 0, 0); _gameState->usingSabre = 1; } break; case kiBookOfBu: { _screens->fadeToBlack(_screens->paletteRGBA); _screens->loadImage(RESSHQR_INTROSCREEN1IMG); _text->initTextBank(2); _text->newGameVar4 = 0; _text->textClipFull(); _text->setFontCrossColor(15); const bool tmpFlagDisplayText = cfgfile.FlagDisplayText; cfgfile.FlagDisplayText = true; _text->drawTextFullscreen(161); cfgfile.FlagDisplayText = tmpFlagDisplayText; _text->textClipSmall(); _text->newGameVar4 = 1; _text->initTextBank(_text->currentTextBank + 3); _screens->fadeToBlack(_screens->paletteRGBACustom); _screens->clearScreen(); flip(); setPalette(_screens->paletteRGBA); _screens->lockPalette = true; } break; case kiProtoPack: if (_gameState->gameFlags[InventoryItems::kiBookOfBu]) { _scene->sceneHero->body = 0; } else { _scene->sceneHero->body = 1; } if (_actor->heroBehaviour == kProtoPack) { _actor->setBehaviour(kNormal); } else { _actor->setBehaviour(kProtoPack); } break; case kiPinguin: { ActorStruct *pinguin = _scene->getActor(_scene->mecaPinguinIdx); pinguin->x = _renderer->destX + _scene->sceneHero->x; pinguin->y = _scene->sceneHero->y; pinguin->z = _renderer->destZ + _scene->sceneHero->z; pinguin->angle = _scene->sceneHero->angle; _movements->rotateActor(0, 800, pinguin->angle); if (!_collision->checkCollisionWithActors(_scene->mecaPinguinIdx)) { pinguin->life = 50; pinguin->body = -1; _actor->initModelActor(0, _scene->mecaPinguinIdx); pinguin->dynamicFlags.bIsDead = 0; // &= 0xDF pinguin->brickShape = 0; _movements->moveActor(pinguin->angle, pinguin->angle, pinguin->speed, &pinguin->move); _gameState->gameFlags[InventoryItems::kiPinguin] = 0; // byte_50D89 = 0; pinguin->info0 = lbaTime + 1500; } break; } case kiBonusList: { unfreezeTime(); _redraw->redrawEngineActions(1); freezeTime(); _text->initTextBank(2); _text->textClipFull(); _text->setFontCrossColor(15); _text->drawTextFullscreen(162); _text->textClipSmall(); _text->initTextBank(_text->currentTextBank + 3); break; } case kiCloverLeaf: if (_scene->sceneHero->life < 50) { if (_gameState->inventoryNumLeafs > 0) { _scene->sceneHero->life = 50; _gameState->inventoryMagicPoints = _gameState->magicLevelIdx * 20; _gameState->inventoryNumLeafs--; _redraw->addOverlay(koInventoryItem, 27, 0, 0, 0, koNormal, 3); } } break; } unfreezeTime(); _redraw->redrawEngineActions(1); } // Process behaviour menu if ((_input->isActionActive(TwinEActionType::BehaviourMenu, false) || _input->isActionActive(TwinEActionType::QuickBehaviourNormal, false) || _input->isActionActive(TwinEActionType::QuickBehaviourAthletic, false) || _input->isActionActive(TwinEActionType::QuickBehaviourAggressive, false) || _input->isActionActive(TwinEActionType::QuickBehaviourDiscreet, false)) && _scene->sceneHero->entity != -1 && _scene->sceneHero->controlMode == kManual) { if (_input->isActionActive(TwinEActionType::QuickBehaviourNormal, false)) { _actor->heroBehaviour = HeroBehaviourType::kNormal; } else if (_input->isActionActive(TwinEActionType::QuickBehaviourAthletic, false)) { _actor->heroBehaviour = HeroBehaviourType::kAthletic; } else if (_input->isActionActive(TwinEActionType::QuickBehaviourAggressive, false)) { _actor->heroBehaviour = HeroBehaviourType::kAggressive; } else if (_input->isActionActive(TwinEActionType::QuickBehaviourDiscreet, false)) { _actor->heroBehaviour = HeroBehaviourType::kDiscrete; } freezeTime(); _menu->processBehaviourMenu(); unfreezeTime(); _redraw->redrawEngineActions(1); } // use Proto-Pack if (_input->isActionActive(TwinEActionType::UseProtoPack, false) && _gameState->gameFlags[InventoryItems::kiProtoPack] == 1) { if (_gameState->gameFlags[InventoryItems::kiBookOfBu]) { _scene->sceneHero->body = 0; } else { _scene->sceneHero->body = 1; } if (_actor->heroBehaviour == kProtoPack) { _actor->setBehaviour(kNormal); } else { _actor->setBehaviour(kProtoPack); } } // Recenter Screen if (_input->isActionActive(TwinEActionType::RecenterScreenOnTwinsen) && !disableScreenRecenter) { const ActorStruct* currentlyFollowedActor = _scene->getActor(_scene->currentlyFollowedActor); _grid->newCameraX = currentlyFollowedActor->x >> 9; _grid->newCameraY = currentlyFollowedActor->y >> 8; _grid->newCameraZ = currentlyFollowedActor->z >> 9; _redraw->reqBgRedraw = true; } // Draw holomap if (_input->isActionActive(TwinEActionType::OpenHolomap) && _gameState->gameFlags[InventoryItems::kiHolomap] == 1 && !_gameState->gameFlags[GAMEFLAG_INVENTORY_DISABLED]) { freezeTime(); //TestRestoreModeSVGA(1); _holomap->processHolomap(); _screens->lockPalette = true; unfreezeTime(); _redraw->redrawEngineActions(1); } // Process Pause if (_input->toggleActionIfActive(TwinEActionType::Pause)) { freezeTime(); _text->setFontColor(15); _text->drawText(5, 446, "Pause"); // no key for pause in Text Bank copyBlockPhys(5, 446, 100, 479); do { readKeys(); if (shouldQuit()) { break; } g_system->delayMillis(10); } while (!_input->toggleActionIfActive(TwinEActionType::Pause)); unfreezeTime(); _redraw->redrawEngineActions(1); } } loopActorStep = _movements->getRealValue(&loopMovePtr); if (!loopActorStep) { loopActorStep = 1; } _movements->setActorAngle(0, -256, 5, &loopMovePtr); disableScreenRecenter = 0; _scene->processEnvironmentSound(); // Reset HitBy state for (int32 a = 0; a < _scene->sceneNumActors; a++) { _scene->getActor(a)->hitBy = -1; } _extra->processExtras(); for (int32 a = 0; a < _scene->sceneNumActors; a++) { ActorStruct *actor = _scene->getActor(a); if (!actor->dynamicFlags.bIsDead) { if (actor->life == 0) { if (a == 0) { // if its hero who died _animations->initAnim(kLandDeath, 4, 0, 0); actor->controlMode = 0; } else { _sound->playSample(37, getRandomNumber(2000) + 3096, 1, actor->x, actor->y, actor->z, a); if (a == _scene->mecaPinguinIdx) { _extra->addExtraExplode(actor->x, actor->y, actor->z); } } if (actor->bonusParameter & 0x1F0 && !(actor->bonusParameter & 1)) { _actor->processActorExtraBonus(a); } } _movements->processActorMovements(a); actor->collisionX = actor->x; actor->collisionY = actor->y; actor->collisionZ = actor->z; if (actor->positionInMoveScript != -1) { _scriptMove->processMoveScript(a); } _animations->processActorAnimations(a); if (actor->staticFlags.bIsZonable) { _scene->processActorZones(a); } if (actor->positionInLifeScript != -1) { _scriptLife->processLifeScript(a); } processActorSamplePosition(a); if (quitGame != -1) { return quitGame; } if (actor->staticFlags.bCanDrown) { int32 brickSound; brickSound = _grid->getBrickSoundType(actor->x, actor->y - 1, actor->z); actor->brickSound = brickSound; if ((brickSound & 0xF0) == 0xF0) { if ((brickSound & 0xF) == 1) { if (a) { // all other actors int32 rnd = getRandomNumber(2000) + 3096; _sound->playSample(37, rnd, 1, actor->x, actor->y, actor->z, a); if (actor->bonusParameter & 0x1F0) { if (!(actor->bonusParameter & 1)) { _actor->processActorExtraBonus(a); } actor->life = 0; } } else { // if Hero if (_actor->heroBehaviour != 4 || (brickSound & 0x0F) != actor->anim) { if (!_actor->cropBottomScreen) { _animations->initAnim(kDrawn, 4, 0, 0); _renderer->projectPositionOnScreen(actor->x - _grid->cameraX, actor->y - _grid->cameraY, actor->z - _grid->cameraZ); _actor->cropBottomScreen = _renderer->projPosY; } _renderer->projectPositionOnScreen(actor->x - _grid->cameraX, actor->y - _grid->cameraY, actor->z - _grid->cameraZ); actor->controlMode = 0; actor->life = -1; _actor->cropBottomScreen = _renderer->projPosY; actor->staticFlags.bCanDrown |= 0x10; } } } } } if (actor->life <= 0) { if (!a) { // if its Hero if (actor->dynamicFlags.bAnimEnded) { if (_gameState->inventoryNumLeafs > 0) { // use clover leaf automaticaly _scene->sceneHero->x = _scene->newHeroX; _scene->sceneHero->y = _scene->newHeroY; _scene->sceneHero->z = _scene->newHeroZ; _scene->needChangeScene = _scene->currentSceneIdx; _gameState->inventoryMagicPoints = _gameState->magicLevelIdx * 20; _grid->newCameraX = (_scene->sceneHero->x >> 9); _grid->newCameraY = (_scene->sceneHero->y >> 8); _grid->newCameraZ = (_scene->sceneHero->z >> 9); _scene->heroPositionType = ScenePositionType::kReborn; _scene->sceneHero->life = 50; _redraw->reqBgRedraw = true; _screens->lockPalette = true; _gameState->inventoryNumLeafs--; _actor->cropBottomScreen = 0; } else { // game over _gameState->inventoryNumLeafsBox = 2; _gameState->inventoryNumLeafs = 1; _gameState->inventoryMagicPoints = _gameState->magicLevelIdx * 20; _actor->heroBehaviour = _actor->previousHeroBehaviour; actor->angle = _actor->previousHeroAngle; actor->life = 50; if (_scene->previousSceneIdx != _scene->currentSceneIdx) { _scene->newHeroX = -1; _scene->newHeroY = -1; _scene->newHeroZ = -1; _scene->currentSceneIdx = _scene->previousSceneIdx; } _gameState->saveGame(); _gameState->processGameoverAnimation(); quitGame = 0; return 0; } } } else { _actor->processActorCarrier(a); actor->dynamicFlags.bIsDead = 1; actor->entity = -1; actor->zone = -1; } } if (_scene->needChangeScene != -1) { return 0; } } } // recenter screen automatically if (!disableScreenRecenter && !_debugGrid->useFreeCamera) { ActorStruct *actor = _scene->getActor(_scene->currentlyFollowedActor); _renderer->projectPositionOnScreen(actor->x - (_grid->newCameraX << 9), actor->y - (_grid->newCameraY << 8), actor->z - (_grid->newCameraZ << 9)); if (_renderer->projPosX < 80 || _renderer->projPosX > 539 || _renderer->projPosY < 80 || _renderer->projPosY > 429) { _grid->newCameraX = ((actor->x + 0x100) >> 9) + (((actor->x + 0x100) >> 9) - _grid->newCameraX) / 2; _grid->newCameraY = actor->y >> 8; _grid->newCameraZ = ((actor->z + 0x100) >> 9) + (((actor->z + 0x100) >> 9) - _grid->newCameraZ) / 2; if (_grid->newCameraX >= 64) { _grid->newCameraX = 63; } if (_grid->newCameraZ >= 64) { _grid->newCameraZ = 63; } _redraw->reqBgRedraw = true; } } _redraw->redrawEngineActions(_redraw->reqBgRedraw); // workaround to fix hero redraw after drowning if (_actor->cropBottomScreen && _redraw->reqBgRedraw == 1) { _scene->sceneHero->staticFlags.bIsHidden = 1; _redraw->redrawEngineActions(1); _scene->sceneHero->staticFlags.bIsHidden = 0; } _scene->needChangeScene = -1; _redraw->reqBgRedraw = 0; return 0; } bool TwinEEngine::gameEngineLoop() { // mainLoop _redraw->reqBgRedraw = true; _screens->lockPalette = true; _movements->setActorAngle(0, -256, 5, &loopMovePtr); while (quitGame == -1) { uint32 start = g_system->getMillis(); while (g_system->getMillis() < start + cfgfile.Fps) { if (runGameEngine()) { return true; } g_system->delayMillis(10); } lbaTime++; if (shouldQuit()) { break; } } return false; } void TwinEEngine::delaySkip(uint32 time) { uint32 startTicks = _system->getMillis(); uint32 stopTicks = 0; do { readKeys(); if (_input->toggleAbortAction()) { break; } if (shouldQuit()) { break; } stopTicks = _system->getMillis() - startTicks; _system->delayMillis(1); //lbaTime++; } while (stopTicks <= time); } void TwinEEngine::setPalette(const uint32 *palette) { #if 1 uint8 pal[NUMOFCOLORS * 3]; uint8 *out = pal; const uint8 *in = (const uint8 *)palette; for (int i = 0; i < NUMOFCOLORS; i++) { out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; out += 3; in += 4; } g_system->getPaletteManager()->setPalette(pal, 0, 256); #else frontVideoBuffer.setPalette(palette, 0, 256); workVideoBuffer.setPalette(palette, 0, 256); #endif flip(); } void TwinEEngine::flip() { g_system->copyRectToScreen(frontVideoBuffer.getPixels(), frontVideoBuffer.pitch, 0, 0, frontVideoBuffer.w, frontVideoBuffer.h); g_system->updateScreen(); } void TwinEEngine::copyBlockPhys(int32 left, int32 top, int32 right, int32 bottom) { assert(left <= right); assert(top <= bottom); #if 0 // TODO: fix this - looks like the palette includes a color key at pos 0 g_system->copyRectToScreen(frontVideoBuffer.getPixels(), frontVideoBuffer.pitch, left, top, right - left + 1, bottom - top + 1); g_system->updateScreen(); #else flip(); #endif } void TwinEEngine::crossFade(const Graphics::ManagedSurface &buffer, const uint32 *palette) { Graphics::ManagedSurface backupSurface; Graphics::ManagedSurface newSurface; Graphics::ManagedSurface tempSurface; Graphics::ManagedSurface surfaceTable; Graphics::PixelFormat fmt(4, 8, 8, 8, 8, 24, 16, 8, 0); backupSurface.create(frontVideoBuffer.w, frontVideoBuffer.h, fmt); newSurface.create(frontVideoBuffer.w, frontVideoBuffer.h, fmt); tempSurface.create(frontVideoBuffer.w, frontVideoBuffer.h, Graphics::PixelFormat::createFormatCLUT8()); tempSurface.setPalette(palette, 0, 256); surfaceTable.create(frontVideoBuffer.w, frontVideoBuffer.h, fmt); backupSurface.transBlitFrom(frontVideoBuffer); newSurface.transBlitFrom(tempSurface); for (int32 i = 0; i < 8; i++) { surfaceTable.blitFrom(backupSurface); surfaceTable.transBlitFrom(newSurface, 0, false, 0, i * 32); frontVideoBuffer.blitFrom(surfaceTable); flip(); delaySkip(50); } frontVideoBuffer.blitFrom(newSurface); flip(); backupSurface.free(); newSurface.free(); tempSurface.free(); surfaceTable.free(); } void TwinEEngine::readKeys() { _input->readKeys(); } void TwinEEngine::drawText(int32 x, int32 y, const char *string, int32 center) { #if 0 // TODO SDL_Color white = {0xFF, 0xFF, 0xFF, 0}; SDL_Color *forecol = &white; SDL_Rect rectangle; Graphics::ManagedSurface *text = TTF_RenderText_Solid(font, string, *forecol); if (center) { rectangle.x = x - (text->w / 2); } else { rectangle.x = x; } rectangle.y = y - 2; rectangle.w = text->w; rectangle.h = text->h; SDL_BlitSurface(text, NULL, screenBuffer, &rectangle); SDL_FreeSurface(text); #endif } } // namespace TwinE