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/* 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 '_speechTextBlocNo' - 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 <end);
// using this method the Gode generated resource.inf must have #0d0a
// on the last entry
debug(5, "%d screen manager objects", total_screen_managers);
// Open each object and make a query call. The object must fill in a
// startup structure. It may fill in several if it wishes - for
// instance a startup could be set for later in the game where
// specific vars are set
for (j = 0; j < total_screen_managers; j++) {
res = atoi(ascii_start_ids[j]);
debug(5, "+querying screen manager %d", res);
// resopen each one and run through the interpretter
// script 0 is the query request script
// if the resource number is within range & it's not a null
// resource (James 12mar97)
// - need to check in case un-built sections included in
// start list
if (res_man->checkValid(res)) {
debug(5, "- resource %d ok", res);
raw_script = (char*) res_man->openResource(res);
null_pc = 0;
g_logic.runScript(raw_script, raw_script, &null_pc);
res_man->closeResource(res);
} else
debug(5, "- resource %d invalid", res);
}
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 (total_startups == MAX_starts)
error("ERROR: start_list full");
// +1 to allow for NULL terminator
if (strlen((char*) params[1]) + 1 > 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!
g_sword2->clearFxQueue();
// 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->openResource(1) + sizeof(_standardHeader)));
res_man->closeResource(1);
// free all the route memory blocks from previous game
router.freeAllRouteMem();
// if there was speech text, kill the text block
if (g_logic._speechTextBlocNo) {
fontRenderer.killTextBloc(g_logic._speechTextBlocNo);
g_logic._speechTextBlocNo = 0;
}
// set the key
// Open George
raw_data_ad = (char *) res_man->openResource(8);
raw_script = (char *) res_man->openResource(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->closeResource(start_list[start].start_res_id);
// Close George
res_man->closeResource(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
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