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351
engines/agi/preagi/preagi.cpp
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351
engines/agi/preagi/preagi.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "audio/mixer.h"
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#include "audio/softsynth/pcspk.h"
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#include "common/debug-channels.h"
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#include "common/events.h"
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#include "common/random.h"
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#include "agi/preagi/preagi.h"
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#include "agi/graphics.h"
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namespace Agi {
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PreAgiEngine::PreAgiEngine(OSystem *syst, const AGIGameDescription *gameDesc) : AgiBase(syst, gameDesc) {
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// Setup mixer
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syncSoundSettings();
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memset(&_debug, 0, sizeof(struct AgiDebug));
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}
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void PreAgiEngine::initialize() {
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initRenderMode();
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_font = new GfxFont(this);
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_gfx = new GfxMgr(this, _font);
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_font->init();
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//_game._vm->_text->charAttrib_Set(15, 0);
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_defaultColor = IDA_DEFAULT;
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//_game._vm->_text->configureScreen(0); // hardcoded
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_gfx->initVideo();
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_speaker = new Audio::PCSpeaker();
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_speaker->init();
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debugC(2, kDebugLevelMain, "Detect game");
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// clear all resources and events
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for (int i = 0; i < MAX_DIRECTORY_ENTRIES; i++) {
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_game.pictures[i].reset();
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_game.sounds[i] = nullptr; // _game.sounds contains pointers now
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_game.dirPic[i].reset();
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_game.dirSound[i].reset();
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}
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}
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PreAgiEngine::~PreAgiEngine() {
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delete _speaker;
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delete _gfx;
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delete _font;
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}
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int PreAgiEngine::rnd(int max) {
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return (_rnd->getRandomNumber(max - 1) + 1);
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}
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// Screen functions
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void PreAgiEngine::clearScreen(int attr, bool overrideDefault) {
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if (overrideDefault)
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_defaultColor = attr;
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_gfx->clearDisplay((attr & 0xF0) / 0x10);
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}
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void PreAgiEngine::clearGfxScreen(int attr) {
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_gfx->drawDisplayRect(0, 0, DISPLAY_DEFAULT_WIDTH - 1, IDI_MAX_ROW_PIC * 8 - 1, (attr & 0xF0) / 0x10);
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}
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byte PreAgiEngine::getWhite() const {
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switch (_renderMode) {
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case Common::kRenderCGA:
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return 3;
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case Common::kRenderHercA:
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case Common::kRenderHercG:
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return 1;
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default:
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return 15;
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}
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}
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// String functions
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void PreAgiEngine::drawStr(int row, int col, int attr, const char *buffer) {
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if (attr == kColorDefault)
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attr = _defaultColor;
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byte foreground = attr & 0x0f;
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byte background = attr >> 4;
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// Simplistic CGA and Hercules mapping that handles all text
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// in Mickey and Winnie. Troll text is handled correctly in
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// graphics mode, but the original switched to CGA 16 color
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// text mode for some parts, and we are not doing that.
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switch (_renderMode) {
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case Common::kRenderCGA:
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// Map non-black text to white
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if (foreground != 0) {
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foreground = 3;
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}
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// Map white background to white
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if (background == 15) {
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background = 3;
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}
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break;
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case Common::kRenderHercA:
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case Common::kRenderHercG:
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// Map non-black text to amber/green
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if (foreground != 0) {
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foreground = 1;
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}
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// Map white background to amber/green,
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// all others to black
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if (background == 0x0f) {
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background = 1;
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} else {
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background = 0;
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}
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break;
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default:
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break;
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}
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const int stringLength = (int)strlen(buffer);
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for (int iChar = 0; iChar < stringLength; iChar++) {
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int code = buffer[iChar];
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switch (code) {
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case '\n':
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case '\r': // winnie
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case 0x8D:
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if (++row == 200 / 8) return;
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col = 0;
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break;
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case '|':
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// swap attribute nibbles
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break;
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default:
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_gfx->drawCharacter(row, col, code, foreground, background, false);
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if (++col == 320 / 8) {
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col = 0;
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if (++row == 200 / 8) return;
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}
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}
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}
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}
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void PreAgiEngine::clearTextArea() {
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int start = IDI_MAX_ROW_PIC;
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if (getGameID() == GID_TROLL)
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start = 21;
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for (int row = start; row < 200 / 8; row++) {
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clearRow(row);
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}
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}
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void PreAgiEngine::clearRow(int row) {
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drawStr(row, 0, IDA_DEFAULT, " "); // 40 spaces
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}
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void PreAgiEngine::printStr(const char *szMsg) {
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clearTextArea();
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drawStr(21, 0, IDA_DEFAULT, szMsg);
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_system->updateScreen();
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}
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void PreAgiEngine::XOR80(char *buffer) {
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for (size_t i = 0; i < strlen(buffer); i++)
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if (buffer[i] & 0x80)
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buffer[i] ^= 0x80;
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}
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void PreAgiEngine::printStrXOR(char *szMsg) {
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XOR80(szMsg);
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printStr(szMsg);
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}
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// Input functions
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int PreAgiEngine::getSelection(SelectionTypes type) {
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Common::Event event;
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while (!shouldQuit()) {
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while (_eventMan->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_RETURN_TO_LAUNCHER:
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case Common::EVENT_QUIT:
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return 0;
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case Common::EVENT_RBUTTONUP:
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return 0;
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case Common::EVENT_LBUTTONUP:
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if (type == kSelYesNo || type == kSelAnyKey || type == kSelBackspace)
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return 1;
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break;
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case Common::EVENT_KEYDOWN:
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if (event.kbd.flags & Common::KBD_NON_STICKY) {
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break;
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}
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switch (event.kbd.keycode) {
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case Common::KEYCODE_y:
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if (type == kSelYesNo)
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return 1;
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break;
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case Common::KEYCODE_n:
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if (type == kSelYesNo)
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return 0;
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break;
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case Common::KEYCODE_ESCAPE:
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if (type == kSelNumber || type == kSelAnyKey)
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return 0;
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break;
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case Common::KEYCODE_1:
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case Common::KEYCODE_2:
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case Common::KEYCODE_3:
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case Common::KEYCODE_4:
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case Common::KEYCODE_5:
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case Common::KEYCODE_6:
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case Common::KEYCODE_7:
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case Common::KEYCODE_8:
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case Common::KEYCODE_9:
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if (type == kSelNumber)
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return event.kbd.keycode - Common::KEYCODE_1 + 1;
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break;
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case Common::KEYCODE_SPACE:
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if (type == kSelSpace)
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return 1;
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break;
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case Common::KEYCODE_BACKSPACE:
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if (type == kSelBackspace)
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return 0;
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break;
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default:
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break;
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}
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if (type == kSelYesNo) {
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return 2;
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} else if (type == kSelNumber) {
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return 10;
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} else if (type == kSelAnyKey || type == kSelBackspace) {
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return 1;
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}
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break;
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default:
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break;
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}
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}
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_system->updateScreen();
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_system->delayMillis(10);
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}
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return 0;
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}
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bool PreAgiEngine::playSpeakerNote(int16 frequency, int32 length, WaitOptions options) {
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// play note, unless this is a pause
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if (frequency != 0) {
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_speaker->play(Audio::PCSpeaker::kWaveFormSquare, frequency, length);
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}
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// wait for note length
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bool completed = wait(length, options);
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// stop note if the wait was interrupted
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if (!completed) {
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if (frequency != 0) {
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_speaker->stop();
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}
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}
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return completed;
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}
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// A wait function that updates the screen, optionally allows events to be
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// processed, and optionally allows keyboard and mouse events to interrupt
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// the wait. Processing events keeps the program window responsive, but for
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// very short delays it may be better to not process events so that they
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// are buffered and not lost.
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bool PreAgiEngine::wait(uint32 delay, WaitOptions options) {
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Common::Event event;
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uint32 startTime = _system->getMillis();
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bool processEvents = (options & kWaitProcessEvents) != 0;
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bool allowInterrupt = (options == kWaitAllowInterrupt);
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while (!shouldQuit()) {
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// process events
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if (processEvents) {
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while (_eventMan->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_KEYDOWN:
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// don't interrupt if a modifier is pressed
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if (event.kbd.flags & Common::KBD_NON_STICKY) {
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continue;
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}
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// fall through
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case Common::EVENT_LBUTTONUP:
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case Common::EVENT_RBUTTONUP:
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if (!allowInterrupt) {
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continue;
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}
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// fall through
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case Common::EVENT_RETURN_TO_LAUNCHER:
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case Common::EVENT_QUIT:
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return false; // interrupted by quit or input
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default:
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break;
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}
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}
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}
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if (_system->getMillis() - startTime >= delay) {
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return true; // delay completed
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}
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_system->updateScreen();
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_system->delayMillis(10);
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}
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return false; // interrupted by quit
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}
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} // End of namespace Agi
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