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command, would close the global script variables and player object resources, without reopening them again. This made them fair game for the resource expiration mechanism. The player object is probably referenced often enough to stay alive, but the variables died on me pretty quickly, causing ScummVM to crash. I've also added a "reslist" debug command to make this sort of things easier to spot. By default it only lists resources with refCount > 0. Use "reslist 0" to see all the cached resources as well. svn-id: r14958
223 lines
5.8 KiB
C++
223 lines
5.8 KiB
C++
/* Copyright (C) 1994-2004 Revolution Software Ltd
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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/resman.h"
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#include "sword2/driver/d_sound.h"
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#define Debug_Printf _vm->_debugger->DebugPrintf
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namespace Sword2 {
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bool Logic::initStartMenu(void) {
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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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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 (_vm->_resman->checkValid(_startRes)) {
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char *raw_script = (char *) _vm->_resman->openResource(_startRes);
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uint32 null_pc = 0;
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runScript(raw_script, raw_script, &null_pc);
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_vm->_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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int32 Logic::fnRegisterStartPoint(int32 *params) {
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// params: 0 id of startup script to call - key
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// 1 pointer to ascii message
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assert(_totalStartups < MAX_starts);
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char *name = (char *) _vm->_memory->decodePtr(params[1]);
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_startList[_totalStartups].start_res_id = _startRes;
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_startList[_totalStartups].key = params[0];
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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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return IR_CONT;
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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 Logic::conPrintStartMenu(void) {
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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 Logic::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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_vm->clearFxQueue();
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fnStopMusic(NULL);
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_vm->_sound->unpauseSpeech();
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_vm->_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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_vm->_resman->removeAll();
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// Reopen global variables resource and player object
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_vm->setupPersistentResources();
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// Free all the route memory blocks from previous game
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_router->freeAllRouteMem();
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// If there was speech text, kill the text block
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if (_speechTextBlocNo) {
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_vm->_fontRenderer->killTextBloc(_speechTextBlocNo);
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_speechTextBlocNo = 0;
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}
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// Open George
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char *raw_data_ad = (char *) _vm->_resman->openResource(CUR_PLAYER_ID);
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char *raw_script = (char *) _vm->_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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runScript(raw_script, raw_data_ad, &null_pc);
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_vm->_resman->closeResource(_startList[start].start_res_id);
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_vm->_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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fnAddHuman(NULL);
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}
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} // End of namespace Sword2
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