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c0a3816e17
In this first step, I have moved all opcode functions into functions.cpp, instead of having them scattered all over the place. To get things to compile again, I had to rewrite the overly complicated sound effects handling. It's much simpler now. The next step will be to move any non-trivial code out of the opcode functions and into the appropriate object. This, I hope, will make it easier to create well-separated objects, instead of the current mess. I also want to tear down the artificial boundary between the main directory and the "driver" directory. We already have a cross-platform layer; there's no need to have yet another one. (Actually, the rewriting of the sound effects code took one first step in this direction.) At the final stage, I'd like to get rid of the "drivers" directory completely, but I'll probably need some help with that if I want to preserve the CVS history of the code. Things will probably be a bit bumpy along the way, but I seem to have reached a point of relative stability again, which is why I'm commiting this now. svn-id: r16668
222 lines
5.8 KiB
C++
222 lines
5.8 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2005 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "common/stdafx.h"
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#include "common/file.h"
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#include "sword2/sword2.h"
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#include "sword2/console.h"
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#include "sword2/defs.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/memory.h"
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#include "sword2/resman.h"
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#include "sword2/router.h"
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#include "sword2/sound.h"
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#define Debug_Printf _debugger->DebugPrintf
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namespace Sword2 {
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bool Sword2Engine::initStartMenu() {
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// Print out a list of all the start points available.
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// There should be a linc produced file called startup.txt.
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// This file should contain ascii numbers of all the resource game
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// objects that are screen managers.
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// We query each in turn and setup an array of start structures.
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// If the file doesn't exist then we say so and return a 0.
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File fp;
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// ok, load in the master screen manager file
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_totalStartups = 0;
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_totalScreenManagers = 0;
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if (!fp.open("startup.inf")) {
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warning("Cannot open startup.inf - the debugger won't have a start menu");
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return false;
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}
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// The startup.inf file which contains a list of all the files. Now
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// extract the filenames
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int start_ids[MAX_starts];
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while (1) {
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bool done = false;
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start_ids[_totalScreenManagers] = 0;
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// Scan the string until the LF in CRLF
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int b;
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do {
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b = fp.readByte();
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if (fp.ioFailed()) {
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done = true;
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break;
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}
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if (isdigit(b)) {
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start_ids[_totalScreenManagers] *= 10;
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start_ids[_totalScreenManagers] += (b - '0');
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}
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} while (b != 10);
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if (done)
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break;
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_totalScreenManagers++;
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if (_totalScreenManagers == MAX_starts) {
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warning("MAX_starts exceeded");
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break;
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}
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}
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fp.close();
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// Using this method the Gode generated resource.inf must have #0d0a
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// on the last entry
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debug(1, "%d screen manager objects", _totalScreenManagers);
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// Open each object and make a query call. The object must fill in a
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// startup structure. It may fill in several if it wishes - for
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// instance a startup could be set for later in the game where
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// specific vars are set
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for (uint i = 0; i < _totalScreenManagers; i++) {
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_startRes = start_ids[i];
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debug(2, "Querying screen manager %d", _startRes);
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// Open each one and run through the interpreter. Script 0 is
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// the query request script
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// if the resource number is within range & it's not a null
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// resource
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// - need to check in case un-built sections included in
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// start list
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if (_resman->checkValid(_startRes)) {
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char *raw_script = (char *) _resman->openResource(_startRes);
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uint32 null_pc = 0;
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_logic->runScript(raw_script, raw_script, &null_pc);
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_resman->closeResource(_startRes);
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} else
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warning("Start menu resource %d invalid", _startRes);
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}
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return 1;
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}
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void Sword2Engine::registerStartPoint(int32 key, char *name) {
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assert(_totalStartups < MAX_starts);
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_startList[_totalStartups].start_res_id = _startRes;
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_startList[_totalStartups].key = key;
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strncpy(_startList[_totalStartups].description, name, MAX_description);
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_startList[_totalStartups].description[MAX_description - 1] = 0;
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_totalStartups++;
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}
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/**
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* The console 'starts' (or 's') command which lists out all the registered
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* start points in the game.
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*/
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void Sword2Engine::conPrintStartMenu() {
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if (!_totalStartups) {
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Debug_Printf("Sorry - no startup positions registered?\n");
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if (!_totalScreenManagers)
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Debug_Printf("There is a problem with startup.inf\n");
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else
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Debug_Printf(" (%d screen managers found in startup.inf)\n", _totalScreenManagers);
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return;
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}
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for (uint i = 0; i < _totalStartups; i++)
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Debug_Printf("%d (%s)\n", i, _startList[i].description);
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}
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void Sword2Engine::conStart(int start) {
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if (!_totalStartups) {
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Debug_Printf("Sorry - there are no startups!\n");
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return;
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}
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if (start < 0 || start >= (int) _totalStartups) {
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Debug_Printf("Not a legal start position\n");
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return;
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}
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// Restarting - stop sfx, music & speech!
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_sound->clearFxQueue();
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_logic->fnStopMusic(NULL);
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_sound->unpauseSpeech();
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_sound->stopSpeech();
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// Remove all resources from memory, including player object and global
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// variables
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_resman->removeAll();
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// Reopen global variables resource and player object
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setupPersistentResources();
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// Free all the route memory blocks from previous game
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_logic->_router->freeAllRouteMem();
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// If there was speech text, kill the text block
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if (_logic->_speechTextBlocNo) {
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_fontRenderer->killTextBloc(_logic->_speechTextBlocNo);
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_logic->_speechTextBlocNo = 0;
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}
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// Open George
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char *raw_data_ad = (char *) _resman->openResource(CUR_PLAYER_ID);
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char *raw_script = (char *) _resman->openResource(_startList[start].start_res_id);
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// Denotes script to run
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uint32 null_pc = _startList[start].key & 0xffff;
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Debug_Printf("Running start %d\n", start);
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_logic->runScript(raw_script, raw_data_ad, &null_pc);
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_resman->closeResource(_startList[start].start_res_id);
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_resman->closeResource(CUR_PLAYER_ID);
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// Make sure there's a mouse, in case restarting while mouse not
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// available
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_logic->fnAddHuman(NULL);
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}
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} // End of namespace Sword2
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