scummvm/sword2/startup.cpp
Torbjörn Andersson 4c3a68027f Use the same syntax for accessing script variables as BS1 does, i.e. now
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it
makes it much easier to tell the difference between variables and constants
when looking at the code.

Of course, this sort of sweeping changes is jolly good for introducing
truly weird regressions, which is why I waited until after 0.6.0.

svn-id: r13331
2004-03-17 09:03:15 +00:00

253 lines
6.6 KiB
C++

/* 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"
#include "sword2/console.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/resman.h"
#include "sword2/driver/d_sound.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
_vm->_logic->resetScriptVars();
// 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