/* Copyright (C) 1994-2003 Revolution Software Ltd * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ #include "stdafx.h" #include "sword2/sword2.h" // for CloseGame() #include "sword2/build_display.h" #include "sword2/console.h" #include "sword2/debug.h" #include "sword2/defs.h" #include "sword2/header.h" #include "sword2/interpreter.h" #include "sword2/logic.h" #include "sword2/maketext.h" // for Kill_text_bloc() #include "sword2/memory.h" #include "sword2/mouse.h" #include "sword2/object.h" #include "sword2/resman.h" #include "sword2/router.h" #include "sword2/sound.h" #include "sword2/speech.h" // for 'speech_text_bloc_no' - so that speech text can be cleared when running a new start-script #include "sword2/startup.h" #include "sword2/sync.h" #include "sword2/tony_gsdk.h" namespace Sword2 { uint32 total_startups = 0; uint32 total_screen_managers = 0; uint32 res; _startup start_list[MAX_starts]; uint32 Init_start_menu(void) { // Print out a list of all the start points available. // There should be a linc produced file called startup.txt. // This file should contain ascii numbers of all the resource game // objects that are screen managers. // We query each in turn and setup an array of start structures. // If the file doesn't exist then we say so and return a 0. uint32 end; mem *temp; uint32 pos = 0; uint32 j = 0; char *raw_script; uint32 null_pc; char ascii_start_ids[MAX_starts][7]; // ok, load in the master screen manager file total_startups = 0; // no starts debug(5, "initialising start menu"); if (!(end = Read_file("startup.inf", &temp, UID_temp))) { debug(5, "Init_start_menu cannot open startup.inf"); return 0; // meaning no start menu available } // Ok, we've loaded in the startup.inf file which contains a list of // all the files now extract the filenames do { while (temp->ad[j] != 13) { // item must have an #0d0a ascii_start_ids[total_screen_managers][pos] = temp->ad[j]; j++; pos++; } // NULL terminate our extracted string ascii_start_ids[total_screen_managers][pos] = 0; // reset position in current slot between entries pos = 0; // past the 0a j += 2; // done another total_screen_managers++; if (total_screen_managers == MAX_starts) { debug(5, "WARNING MAX_starts exceeded!"); break; } } while (j MAX_description) error("ERROR: startup description too long"); #endif // this objects id start_list[total_startups].start_res_id = res; // a key code to be passed to a script via a script var to SWITCH in // the correct start start_list[total_startups].key = params[0]; strcpy(start_list[total_startups].description, (char*) params[1]); // point to next total_startups++; return 1; } void Con_print_start_menu(void) { // the console 'starts' (or 's') command which lists out all the // registered start points in the game if (!total_startups) { Debug_Printf("Sorry - no startup positions registered?\n"); if (!total_screen_managers) Debug_Printf("There is a problem with startup.inf\n"); else Debug_Printf(" (%d screen managers found in startup.inf)\n", total_screen_managers); } else { for (uint i = 0; i < total_startups; i++) Debug_Printf("%d (%s)\n", i, start_list[i].description); } } void Con_start(int start) { char *raw_script; char *raw_data_ad; uint32 null_pc; if (!total_startups) Debug_Printf("Sorry - there are no startups!\n"); else if (start >= 0 && start < (int) total_startups) { // do the startup as we've specified a legal start // restarting - stop sfx, music & speech! Clear_fx_queue(); // fade out any music that is currently playing g_logic.fnStopMusic(NULL); // halt the sample prematurely g_sound->unpauseSpeech(); g_sound->stopSpeech(); // clean out all resources & flags, ready for a total // restart (James24mar97) // remove all resources from memory, including player // object & global variables res_man.removeAll(); // reopen global variables resource & send address to // interpreter - it won't be moving g_logic.setGlobalInterpreterVariables((int32 *) (res_man.open(1) + sizeof(_standardHeader))); res_man.close(1); // free all the route memory blocks from previous game router.freeAllRouteMem(); // if there was speech text, kill the text block if (speech_text_bloc_no) { fontRenderer.killTextBloc(speech_text_bloc_no); speech_text_bloc_no = 0; } // set the key // Open George raw_data_ad = (char *) res_man.open(8); raw_script = (char *) res_man.open(start_list[start].start_res_id); // denotes script to run null_pc = start_list[start].key & 0xffff; Debug_Printf("Running start %d\n", start); g_logic.runScript(raw_script, raw_data_ad, &null_pc); res_man.close(start_list[start].start_res_id); // Close George res_man.close(8); // make sure thre's a mouse, in case restarting while // mouse not available g_logic.fnAddHuman(NULL); } else Debug_Printf("Not a legal start position\n"); } } // End of namespace Sword2