[Scummvm-cvs-logs] SF.net SVN: scummvm:[55192] scummvm/trunk/engines/hugo
strangerke at users.sourceforge.net
strangerke at users.sourceforge.net
Sun Jan 9 23:42:57 CET 2011
Revision: 55192
http://scummvm.svn.sourceforge.net/scummvm/?rev=55192&view=rev
Author: strangerke
Date: 2011-01-09 22:42:56 +0000 (Sun, 09 Jan 2011)
Log Message:
-----------
HUGO: intros are now skippable
Modified Paths:
--------------
scummvm/trunk/engines/hugo/game.h
scummvm/trunk/engines/hugo/hugo.cpp
scummvm/trunk/engines/hugo/intro_v1d.cpp
scummvm/trunk/engines/hugo/intro_v3d.cpp
scummvm/trunk/engines/hugo/intro_v3w.cpp
scummvm/trunk/engines/hugo/parser.cpp
Modified: scummvm/trunk/engines/hugo/game.h
===================================================================
--- scummvm/trunk/engines/hugo/game.h 2011-01-09 18:26:51 UTC (rev 55191)
+++ scummvm/trunk/engines/hugo/game.h 2011-01-09 22:42:56 UTC (rev 55192)
@@ -821,6 +821,7 @@
bool godModeFl; // Allow DEBUG features in live version
bool helpFl; // Calling WinHelp (don't disable music)
bool doQuitFl;
+ bool skipIntroFl;
uint32 tick; // Current time in ticks
vstate_t viewState; // View state machine
istate_t inventoryState; // Inventory icon bar state
Modified: scummvm/trunk/engines/hugo/hugo.cpp
===================================================================
--- scummvm/trunk/engines/hugo/hugo.cpp 2011-01-09 18:26:51 UTC (rev 55191)
+++ scummvm/trunk/engines/hugo/hugo.cpp 2011-01-09 22:42:56 UTC (rev 55192)
@@ -934,6 +934,7 @@
_status.godModeFl = false; // No special cheats allowed
_status.helpFl = false; // Not calling WinHelp()
_status.doQuitFl = false;
+ _status.skipIntroFl = false;
_status.path[0] = 0; // Path to write files
// Initialize every start of new game
Modified: scummvm/trunk/engines/hugo/intro_v1d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/intro_v1d.cpp 2011-01-09 18:26:51 UTC (rev 55191)
+++ scummvm/trunk/engines/hugo/intro_v1d.cpp 2011-01-09 22:42:56 UTC (rev 55192)
@@ -59,6 +59,9 @@
static int state = 0;
byte introSize = _vm->getIntroSize();
+ if (_vm->getGameStatus().skipIntroFl)
+ return true;
+
if (introTicks < introSize) {
switch (state++) {
case 0:
Modified: scummvm/trunk/engines/hugo/intro_v3d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/intro_v3d.cpp 2011-01-09 18:26:51 UTC (rev 55191)
+++ scummvm/trunk/engines/hugo/intro_v3d.cpp 2011-01-09 22:42:56 UTC (rev 55192)
@@ -92,6 +92,9 @@
bool intro_v3d::introPlay() {
//TODO : Add proper check of story mode
//#if STORY
+ if (_vm->getGameStatus().skipIntroFl)
+ return true;
+
if (introTicks < _vm->getIntroSize()) {
font.drawString(&surf, ".", _vm->_introX[introTicks], _vm->_introY[introTicks] - DIBOFF_Y, 320, _TBRIGHTWHITE);
_vm->_screen->displayBackground();
Modified: scummvm/trunk/engines/hugo/intro_v3w.cpp
===================================================================
--- scummvm/trunk/engines/hugo/intro_v3w.cpp 2011-01-09 18:26:51 UTC (rev 55191)
+++ scummvm/trunk/engines/hugo/intro_v3w.cpp 2011-01-09 22:42:56 UTC (rev 55192)
@@ -75,6 +75,9 @@
bool intro_v3w::introPlay() {
//TODO : Add proper check of story mode
//#if STORY
+ if (_vm->getGameStatus().skipIntroFl)
+ return true;
+
if (introTicks < _vm->getIntroSize()) {
// Scale viewport x_intro,y_intro to screen (offsetting y)
_vm->_screen->writeStr(_vm->_introX[introTicks], _vm->_introY[introTicks] - DIBOFF_Y, "x", _TBRIGHTWHITE);
Modified: scummvm/trunk/engines/hugo/parser.cpp
===================================================================
--- scummvm/trunk/engines/hugo/parser.cpp 2011-01-09 18:26:51 UTC (rev 55191)
+++ scummvm/trunk/engines/hugo/parser.cpp 2011-01-09 22:42:56 UTC (rev 55192)
@@ -137,9 +137,13 @@
// Process key down event - called from OnKeyDown()
switch (nChar) { // Set various toggle states
case Common::KEYCODE_ESCAPE: // Escape key, may want to QUIT
- if (gameStatus.inventoryState == I_ACTIVE) // Remove inventory, if displayed
- gameStatus.inventoryState = I_UP;
- _vm->_screen->resetInventoryObjId();
+ if (gameStatus.viewState == V_INTRO)
+ gameStatus.skipIntroFl = true;
+ else {
+ if (gameStatus.inventoryState == I_ACTIVE) // Remove inventory, if displayed
+ gameStatus.inventoryState = I_UP;
+ _vm->_screen->resetInventoryObjId();
+ }
break;
case Common::KEYCODE_END:
case Common::KEYCODE_HOME:
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