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/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* 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 "common/file.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/defs.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/memory.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#include "sword2/sound.h"
#define Debug_Printf _debugger->DebugPrintf
namespace Sword2 {
bool Sword2Engine::initStartMenu() {
// 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.
File fp;
// ok, load in the master screen manager file
_totalStartups = 0;
_totalScreenManagers = 0;
if (!fp.open("startup.inf")) {
warning("Cannot open startup.inf - the debugger won't have a start menu");
return false;
}
// The startup.inf file which contains a list of all the files. Now
// extract the filenames
int start_ids[MAX_starts];
while (1) {
bool done = false;
start_ids[_totalScreenManagers] = 0;
// Scan the string until the LF in CRLF
int b;
do {
b = fp.readByte();
if (fp.ioFailed()) {
done = true;
break;
}
if (isdigit(b)) {
start_ids[_totalScreenManagers] *= 10;
start_ids[_totalScreenManagers] += (b - '0');
}
} while (b != 10);
if (done)
break;
_totalScreenManagers++;
if (_totalScreenManagers == MAX_starts) {
warning("MAX_starts exceeded");
break;
}
}
fp.close();
// Using this method the Gode generated resource.inf must have #0d0a
// on the last entry
debug(1, "%d screen manager objects", _totalScreenManagers);
// 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 (uint i = 0; i < _totalScreenManagers; i++) {
_startRes = start_ids[i];
debug(2, "Querying screen manager %d", _startRes);
// Open each one and run through the interpreter. Script 0 is
// the query request script
// if the resource number is within range & it's not a null
// resource
// - need to check in case un-built sections included in
// start list
if (_resman->checkValid(_startRes)) {
char *raw_script = (char *) _resman->openResource(_startRes);
uint32 null_pc = 0;
_logic->runScript(raw_script, raw_script, &null_pc);
_resman->closeResource(_startRes);
} else
warning("Start menu resource %d invalid", _startRes);
}
return 1;
}
void Sword2Engine::registerStartPoint(int32 key, char *name) {
assert(_totalStartups < MAX_starts);
_startList[_totalStartups].start_res_id = _startRes;
_startList[_totalStartups].key = key;
strncpy(_startList[_totalStartups].description, name, MAX_description);
_startList[_totalStartups].description[MAX_description - 1] = 0;
_totalStartups++;
}
/**
* The console 'starts' (or 's') command which lists out all the registered
* start points in the game.
*/
void Sword2Engine::conPrintStartMenu() {
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);
return;
}
for (uint i = 0; i < _totalStartups; i++)
Debug_Printf("%d (%s)\n", i, _startList[i].description);
}
void Sword2Engine::conStart(int start) {
if (!_totalStartups) {
Debug_Printf("Sorry - there are no startups!\n");
return;
}
if (start < 0 || start >= (int) _totalStartups) {
Debug_Printf("Not a legal start position\n");
return;
}
// Restarting - stop sfx, music & speech!
_sound->clearFxQueue();
_logic->fnStopMusic(NULL);
_sound->unpauseSpeech();
_sound->stopSpeech();
// Remove all resources from memory, including player object and global
// variables
_resman->removeAll();
// Reopen global variables resource and player object
setupPersistentResources();
// Free all the route memory blocks from previous game
_logic->_router->freeAllRouteMem();
// If there was speech text, kill the text block
if (_logic->_speechTextBlocNo) {
_fontRenderer->killTextBloc(_logic->_speechTextBlocNo);
_logic->_speechTextBlocNo = 0;
}
// Open George
char *raw_data_ad = (char *) _resman->openResource(CUR_PLAYER_ID);
char *raw_script = (char *) _resman->openResource(_startList[start].start_res_id);
// Denotes script to run
uint32 null_pc = _startList[start].key & 0xffff;
Debug_Printf("Running start %d\n", start);
_logic->runScript(raw_script, raw_data_ad, &null_pc);
_resman->closeResource(_startList[start].start_res_id);
_resman->closeResource(CUR_PLAYER_ID);
// Make sure there's a mouse, in case restarting while mouse not
// available
_logic->fnAddHuman(NULL);
}
} // End of namespace Sword2
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