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/* Copyright (C) 1994-2004 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 "common/file.h"
#include "sword2/sword2.h"
#define Debug_Printf _vm->_debugger->DebugPrintf
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.
File fp;
uint32 pos = 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 (!fp.open("startup.inf")) {
warning("initStartMenu: cannot open startup.inf - the debugger won't have a start menu");
return 0;
}
// The startup.inf file which contains a list of all the files. Now
// extract the filenames
while (1) {
bool done = false;
while (1) {
byte b = fp.readByte();
if (fp.ioFailed()) {
done = true;
break;
}
// Each item ends with CRLF
if (b == 13) {
fp.readByte();
break;
}
if (pos < 7)
ascii_start_ids[_totalScreenManagers][pos] = b;
pos++;
}
if (done)
break;
// NULL terminate our extracted string
ascii_start_ids[_totalScreenManagers][pos] = 0;
// reset position in current slot between entries
pos = 0;
// done another
_totalScreenManagers++;
if (_totalScreenManagers == MAX_starts) {
debug(5, "WARNING MAX_starts exceeded!");
break;
}
}
fp.close();
// using this method the Gode generated resource.inf must have #0d0a
// on the last entry
debug(5, "%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 = atoi(ascii_start_ids[i]);
debug(5, "+querying screen manager %d", _startRes);
// 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
// - need to check in case un-built sections included in
// start list
if (_vm->_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);
}
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
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