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4fad04846a
headers. Most (all?) of the ones we need should probably come from stdafx.h instead. svn-id: r10588
314 lines
8.0 KiB
C++
314 lines
8.0 KiB
C++
/* Copyright (C) 1994-2003 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 "stdafx.h"
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#include "bs2/build_display.h"
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#include "bs2/console.h"
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#include "bs2/debug.h"
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#include "bs2/defs.h"
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#include "bs2/header.h"
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#include "bs2/interpreter.h"
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#include "bs2/maketext.h" // for Kill_text_bloc()
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#include "bs2/memory.h"
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#include "bs2/mouse.h" // for FN_add_human()
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#include "bs2/object.h"
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#include "bs2/resman.h"
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#include "bs2/router.h"
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#include "bs2/sound.h"
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#include "bs2/speech.h" // for 'speech_text_bloc_no' - so that speech text can be cleared when running a new start-script
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#include "bs2/startup.h"
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#include "bs2/sword2.h" // for CloseGame()
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#include "bs2/sync.h"
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#include "bs2/tony_gsdk.h"
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namespace Sword2 {
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uint32 total_startups = 0;
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uint32 total_screen_managers = 0;
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uint32 res;
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_startup start_list[MAX_starts];
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uint32 Init_start_menu(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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uint32 end;
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mem *temp;
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uint32 pos = 0;
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uint32 j = 0;
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char *raw_script;
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uint32 null_pc;
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char ascii_start_ids[MAX_starts][7];
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// ok, load in the master screen manager file
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total_startups = 0; // no starts
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debug(5, "initialising start menu");
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if (!(end = Read_file("startup.inf", &temp, UID_temp))) {
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debug(5, "Init_start_menu cannot open startup.inf");
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return 0; // meaning no start menu available
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}
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// Ok, we've loaded in the startup.inf file which contains a list of
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// all the files now extract the filenames
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do {
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while (temp->ad[j] != 13) { // item must have an #0d0a
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ascii_start_ids[total_screen_managers][pos] = temp->ad[j];
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j++;
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pos++;
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}
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// NULL terminate our extracted string
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ascii_start_ids[total_screen_managers][pos] = 0;
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// reset position in current slot between entries
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pos = 0;
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// past the 0a
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j += 2;
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// done another
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total_screen_managers++;
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if (total_screen_managers == MAX_starts) {
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debug(5, "WARNING MAX_starts exceeded!");
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break;
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}
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} while (j <end);
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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(5, "%d screen manager objects", total_screen_managers);
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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 (j = 0; j < total_screen_managers; j++) {
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res = atoi(ascii_start_ids[j]);
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debug(5, "+querying screen manager %d", res);
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// resopen each one and run through the interpretter
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// script 0 is 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 (James 12mar97)
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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 (res_man.checkValid(res)) {
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debug(5, "- resource %d ok", res);
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raw_script = (char*) res_man.open(res);
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null_pc = 0;
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RunScript(raw_script, raw_script, &null_pc);
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res_man.close(res);
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} else
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debug(5, "- resource %d invalid", res);
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}
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memory.freeMemory(temp);
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return 1;
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}
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int32 FN_register_start_point(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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debug(5, " FN_register_start_point %d %s", params[0], params[1]);
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#ifdef _SWORD2_DEBUG
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if (total_startups == MAX_starts)
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Con_fatal_error("ERROR: start_list full");
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// +1 to allow for NULL terminator
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if (strlen((char*) params[1]) + 1 > MAX_description)
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Con_fatal_error("ERROR: startup description too long");
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#endif
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// this objects id
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start_list[total_startups].start_res_id = res;
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// a key code to be passed to a script via a script var to SWITCH in
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// the correct start
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start_list[total_startups].key = params[0];
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strcpy(start_list[total_startups].description, (char*) params[1]);
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//point to next
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total_startups++;
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return 1;
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}
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uint32 Con_print_start_menu(void) {
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// the console 'starts' (or 's') command which lists out all the
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// registered start points in the game
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uint32 j;
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int scrolls = 0;
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_keyboardEvent ke;
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if (!total_startups) {
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Print_to_console("Sorry - no startup positions registered?");
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if (!total_screen_managers)
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Print_to_console("There is a problem with startup.inf");
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else
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Print_to_console(" (%d screen managers found in startup.inf)", total_screen_managers);
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} else {
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for(j = 0; j < total_startups; j++) {
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Print_to_console("%d (%s)", j, start_list[j].description);
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Build_display();
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scrolls++;
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if (scrolls == 18) {
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Temp_print_to_console("- Press ESC to stop or any other key to continue");
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Build_display();
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do {
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// Service windows
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ServiceWindows();
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} while(!KeyWaiting());
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// kill the key we just pressed
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ReadKey(&ke);
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if (ke.keycode == 27)
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break;
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// clear the Press Esc message ready for the
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// new line
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Clear_console_line();
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scrolls = 0;
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}
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}
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}
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return 1;
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}
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uint32 Con_start(uint8 *input) {
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// if the second word id is a numeric that can be applied to a
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// genuine startup then do it
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uint32 j = 0;
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uint32 start;
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char *raw_script;
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char *raw_data_ad;
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uint32 null_pc;
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// so that typing 'S' then <enter> works on NT (James26feb97)
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if (input[0] == 0) {
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Con_print_start_menu();
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return 1;
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}
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while (input[j]) {
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if (input[j] >= '0' && input[j] <= '9')
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j++;
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else
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break;
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}
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//didn't quit out of loop on a non numeric chr$
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if (!input[j]) {
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start = atoi((char*) input);
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if (!total_startups)
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Print_to_console("Sorry - there are no startups!");
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else if (start < total_startups) {
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// do the startup as we've specified a legal start
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// restarting - stop sfx, music & speech!
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Clear_fx_queue();
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// fade out any music that is currently playing
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FN_stop_music(NULL);
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// halt the sample prematurely
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g_sound->unpauseSpeech();
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g_sound->stopSpeech();
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// clean out all resources & flags, ready for a total
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// restart (James24mar97)
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// remove all resources from memory, including player
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// object & global variables
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res_man.removeAll();
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// reopen global variables resource & send address to
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// interpreter - it won't be moving
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SetGlobalInterpreterVariables((int32 *) (res_man.open(1) + sizeof(_standardHeader)));
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res_man.close(1);
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// free all the route memory blocks from previous game
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FreeAllRouteMem();
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// if there was speech text, kill the text block
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if (speech_text_bloc_no) {
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Kill_text_bloc(speech_text_bloc_no);
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speech_text_bloc_no=0;
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}
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// set the key
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// Open George
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raw_data_ad = (char*) (res_man.open(8));
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raw_script = (char*) (res_man.open(start_list[start].start_res_id));
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// denotes script to run
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null_pc = start_list[start].key & 0xffff;
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Print_to_console("running start %d", start);
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RunScript(raw_script, raw_data_ad, &null_pc);
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res_man.close(start_list[start].start_res_id);
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// Close George
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res_man.close(8);
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// make sure thre's a mouse, in case restarting while
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// mouse not available
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FN_add_human(NULL);
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} else
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Print_to_console("not a legal start position");
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} else {
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// so that typing 'S' then <enter> works under Win95
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Con_print_start_menu();
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}
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return 1;
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}
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} // End of namespace Sword2
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