scummvm/sword2/startup.cpp
Torbjörn Andersson 4fad04846a Changed to use #include "bs2/..." and removed the inclusion of standard C
headers. Most (all?) of the ones we need should probably come from stdafx.h
instead.

svn-id: r10588
2003-10-04 08:07:03 +00:00

314 lines
8.0 KiB
C++

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