scummvm/sword2/startup.cpp
Torbjörn Andersson c0a3816e17 Began what I hope is the final major restructuring of the BS2 engine.
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
2005-01-28 16:33:14 +00:00

222 lines
5.8 KiB
C++

/* 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