/* 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 "common/stdafx.h" #include "sword2/sword2.h" namespace Sword2 { uint32 Logic::initStartMenu(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 _totalStartups = 0; // no starts debug(5, "initialising start menu"); if (!(end = _vm->readFile("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[_totalScreenManagers][pos] = temp->ad[j]; j++; pos++; } // NULL terminate our extracted string ascii_start_ids[_totalScreenManagers][pos] = 0; // reset position in current slot between entries pos = 0; // past the 0a j += 2; // done another _totalScreenManagers++; if (_totalScreenManagers == MAX_starts) { debug(5, "WARNING MAX_starts exceeded!"); break; } } while (j _resman->checkValid(_startRes)) { debug(5, "- resource %d ok", _startRes); raw_script = (char *) _vm->_resman->openResource(_startRes); null_pc = 0; runScript(raw_script, raw_script, &null_pc); _vm->_resman->closeResource(_startRes); } else debug(5, "- resource %d invalid", _startRes); } _vm->_memory->freeMemory(temp); return 1; } int32 Logic::fnRegisterStartPoint(int32 *params) { // params: 0 id of startup script to call - key // 1 pointer to ascii message #ifdef _SWORD2_DEBUG if (_totalStartups == MAX_starts) error("ERROR: _startList full"); // +1 to allow for NULL terminator if (strlen((const char *) _vm->_memory->intToPtr(params[1])) + 1 > MAX_description) error("ERROR: startup description too long"); #endif // this objects id _startList[_totalStartups].start_res_id = _startRes; // a key code to be passed to a script via a script var to SWITCH in // the correct start _startList[_totalStartups].key = params[0]; strcpy(_startList[_totalStartups].description, (const char *) _vm->_memory->intToPtr(params[1])); // point to next _totalStartups++; return 1; } void Logic::conPrintStartMenu(void) { // the console 'starts' (or 's') command which lists out all the // registered start points in the game if (!_totalStartups) { Debug_Printf("Sorry - no startup positions registered?\n"); if (!_totalScreenManagers) Debug_Printf("There is a problem with startup.inf\n"); else Debug_Printf(" (%d screen managers found in startup.inf)\n", _totalScreenManagers); } else { for (uint i = 0; i < _totalStartups; i++) Debug_Printf("%d (%s)\n", i, _startList[i].description); } } void Logic::conStart(int start) { char *raw_script; char *raw_data_ad; uint32 null_pc; if (!_totalStartups) Debug_Printf("Sorry - there are no startups!\n"); else if (start >= 0 && start < (int) _totalStartups) { // do the startup as we've specified a legal start // restarting - stop sfx, music & speech! _vm->clearFxQueue(); // fade out any music that is currently playing fnStopMusic(NULL); // halt the sample prematurely _vm->_sound->unpauseSpeech(); _vm->_sound->stopSpeech(); // clean out all resources & flags, ready for a total // restart // remove all resources from memory, including player // object & global variables _vm->_resman->removeAll(); // reopen global variables resource & send address to // interpreter - it won't be moving setGlobalInterpreterVariables((int32 *) (_vm->_resman->openResource(1) + sizeof(_standardHeader))); _vm->_resman->closeResource(1); // free all the route memory blocks from previous game _router->freeAllRouteMem(); // if there was speech text, kill the text block if (_speechTextBlocNo) { _vm->_fontRenderer->killTextBloc(_speechTextBlocNo); _speechTextBlocNo = 0; } // set the key // Open George raw_data_ad = (char *) _vm->_resman->openResource(8); raw_script = (char *) _vm->_resman->openResource(_startList[start].start_res_id); // denotes script to run null_pc = _startList[start].key & 0xffff; Debug_Printf("Running start %d\n", start); runScript(raw_script, raw_data_ad, &null_pc); _vm->_resman->closeResource(_startList[start].start_res_id); // Close George _vm->_resman->closeResource(8); // make sure thre's a mouse, in case restarting while // mouse not available fnAddHuman(NULL); } else Debug_Printf("Not a legal start position\n"); } } // End of namespace Sword2