mirror of
https://github.com/libretro/scummvm.git
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ea42bad781
svn-id: r20088
173 lines
4.5 KiB
C++
173 lines
4.5 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2006 The ScummVM project
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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/defs.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/memory.h"
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#include "sword2/resman.h"
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#include "sword2/router.h"
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#include "sword2/sound.h"
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namespace Sword2 {
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bool Sword2Engine::initStartMenu() {
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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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Common::File fp;
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// ok, load in the master screen manager file
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_totalStartups = 0;
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_totalScreenManagers = 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 (_resman->checkValid(_startRes)) {
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_logic->runResScript(_startRes, 0);
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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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void Sword2Engine::registerStartPoint(int32 key, char *name) {
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assert(_totalStartups < MAX_starts);
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_startList[_totalStartups].start_res_id = _startRes;
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_startList[_totalStartups].key = key;
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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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}
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void Sword2Engine::runStart(int start) {
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// Restarting - stop sfx, music & speech!
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_sound->clearFxQueue();
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_logic->fnStopMusic(NULL);
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_sound->unpauseSpeech();
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_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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_resman->removeAll();
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// Reopen global variables resource and player object
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setupPersistentResources();
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// Free all the route memory blocks from previous game
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_logic->_router->freeAllRouteMem();
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// If there was speech text, kill the text block
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if (_logic->_speechTextBlocNo) {
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_fontRenderer->killTextBloc(_logic->_speechTextBlocNo);
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_logic->_speechTextBlocNo = 0;
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}
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_logic->runResObjScript(_startList[start].start_res_id, CUR_PLAYER_ID, _startList[start].key & 0xffff);
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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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_logic->fnAddHuman(NULL);
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}
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} // End of namespace Sword2
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