mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 10:19:27 +00:00
d34e5fc605
that's how we write it in most other places. svn-id: r18069
187 lines
4.9 KiB
C++
187 lines
4.9 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/defs.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"
|
|
|
|
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.
|
|
|
|
Common::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++;
|
|
}
|
|
|
|
void Sword2Engine::runStart(int start) {
|
|
// 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;
|
|
|
|
_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
|