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3d012651fd
etc. to the different opcodes. Until now it has done so by casting the pointer to an int32 (opcode parameters are represented as arrays of int32) and then the opcode function casts it back to whatever pointer it needs. At least in C there is no guarantee that a pointer can be represented as an integer type (though apparently C99 may define such a type), so this has struck me as unsafe ever since I first noticed it. However, since all such pointers appear to point to the memory block owned by the memory manager, we can easily convert them to integers by treating them as offsets into the memory block. So that's what I have done. I hope I caught all the occurences in the opcode functions, or we're going to have some pretty interesting regressions on our hands... svn-id: r11241
248 lines
6.9 KiB
C++
248 lines
6.9 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 "sword2/sword2.h" // for CloseGame()
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#include "sword2/build_display.h"
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#include "sword2/console.h"
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#include "sword2/debug.h"
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#include "sword2/defs.h"
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#include "sword2/header.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" // for Kill_text_bloc()
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#include "sword2/memory.h"
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#include "sword2/mouse.h"
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#include "sword2/object.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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#include "sword2/speech.h" // for '_speechTextBlocNo' - so that speech text can be cleared when running a new start-script
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#include "sword2/startup.h"
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namespace Sword2 {
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uint32 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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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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_totalStartups = 0; // no starts
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debug(5, "initialising start menu");
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if (!(end = _vm->readFile("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[_totalScreenManagers][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[_totalScreenManagers][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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_totalScreenManagers++;
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if (_totalScreenManagers == 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", _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 (j = 0; j < _totalScreenManagers; j++) {
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_startRes = atoi(ascii_start_ids[j]);
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debug(5, "+querying screen manager %d", _startRes);
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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
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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(_startRes)) {
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debug(5, "- resource %d ok", _startRes);
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raw_script = (char *) res_man->openResource(_startRes);
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null_pc = 0;
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runScript(raw_script, raw_script, &null_pc);
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res_man->closeResource(_startRes);
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} else
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debug(5, "- resource %d invalid", _startRes);
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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 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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#ifdef _SWORD2_DEBUG
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if (_totalStartups == MAX_starts)
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error("ERROR: _startList full");
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// +1 to allow for NULL terminator
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if (strlen((const char *) memory->intToPtr(params[1])) + 1 > MAX_description)
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error("ERROR: startup description too long");
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#endif
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// this objects id
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_startList[_totalStartups].start_res_id = _startRes;
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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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_startList[_totalStartups].key = params[0];
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strcpy(_startList[_totalStartups].description, (const char *) memory->intToPtr(params[1]));
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// point to next
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_totalStartups++;
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return 1;
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}
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void Logic::conPrintStartMenu(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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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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} else {
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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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}
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void Logic::conStart(int 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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if (!_totalStartups)
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Debug_Printf("Sorry - there are no startups!\n");
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else if (start >= 0 && start < (int) _totalStartups) {
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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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_vm->clearFxQueue();
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// fade out any music that is currently playing
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fnStopMusic(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
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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->openResource(1) + sizeof(_standardHeader)));
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res_man->closeResource(1);
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// free all the route memory blocks from previous game
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g_logic->_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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fontRenderer->killTextBloc(_speechTextBlocNo);
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_speechTextBlocNo = 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->openResource(8);
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raw_script = (char *) res_man->openResource(_startList[start].start_res_id);
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// denotes script to run
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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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res_man->closeResource(_startList[start].start_res_id);
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// Close George
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res_man->closeResource(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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fnAddHuman(NULL);
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} else
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Debug_Printf("Not a legal start position\n");
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}
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} // End of namespace Sword2
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