scummvm/sword2/console.cpp
Torbjörn Andersson 8ad28e3a7e More cleanup, and I've replaced most - not quite all - of BS2's debug
message functions with our own.

We still need to go through them and assign sensible debug levels to them.

svn-id: r10422
2003-09-27 11:02:58 +00:00

1071 lines
27 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 "driver/driver96.h"
uint32 console_status = 0; //0 off // LEFT IN RELEASE VERSION
#ifdef _SWORD2_DEBUG
// its the console! <great>
#include <ctype.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h> // for version string stuff
#include "build_display.h"
#include "console.h"
#include "debug.h"
#include "defs.h"
#include "events.h" // so we can display the event list in Con_display_events()
#include "header.h"
#include "layers.h"
#include "logic.h"
#include "maketext.h" // for InitialiseFontResourceFlags()
#include "mouse.h"
#include "mem_view.h"
#include "memory.h"
#include "protocol.h"
#include "resman.h"
#include "save_rest.h"
#include "startup.h"
#include "sword2.h"
#include "time.h"
uint32 Parse_user_input(void);
void Clear_console_line(void);
void Con_help(void);
void Con_colour_block(int x, int width, int height, uint32 pen, uint32 paper, uint8 *sprite_data_ad);
void Con_print(uint8 *ascii, uint32 pen, uint32 paper);
uint32 Tconsole(uint32 mode);
void Con_list_savegames(void);
void Con_save_game(int total_commands, uint8 *slotString, uint8 *description);
void Con_restore_game(int total_commands, uint8 *slotString);
uint8 Is_number(uint8 *ascii);
void Con_start_timer(int total_commands, uint8 *slotString);
void ShowVar(uint8 *varNoPtr);
void HideVar(uint8 *varNoPtr);
void Con_display_version(void);
void Var_check(uint8 *pointer);
void Var_set(uint8 *pointer, uint8 *p2);
void Con_display_events();
uint8 wantSfxDebug = 0; // sfx debug file enabled/disabled from console
#define MAX_CONSOLE_BUFFER 70
#define MAX_CONSOLE_PARAMS 5
#define CON_PEN 187
#define VK_TAB 0x09
#define VK_RETURN 0x0D
char console_buffer[MAX_CONSOLE_BUFFER];
char last_command[MAX_CONSOLE_BUFFER];
int last_command_len = 0;
uint8 grabbingSequences = 0;
int console_pos = 0;
int console_mode = 0; // 0 is the base command line
// 1 means only parse for yes or no commands
#define TOTAL_CONSOLE_COMMANDS 47
// note '9' is max command length including null-terminator
uint8 commands[TOTAL_CONSOLE_COMMANDS][9] = {
"HELP", // 0
"MEM", // 1
"Q", // 2
"TONY", // 3
"YES", // 4
"NO", // 5
"RES", // 6
"STARTS", // 7
"START", // 8
"INFO", // 9
"WALKGRID", // 10
"MOUSE", // 11
"PLAYER", // 12
"RESLOOK", // 13
"CUR", // 14
"RUNLIST", // 15
"KILL", // 16
"NUKE", // 17
"S", // 18
"VAR", // 19
"RECT", // 20
"CLEAR", // 21
"DEBUGON", // 22
"DEBUGOFF", // 23
"SAVEREST", // 24
"SAVES", // 25
"SAVE", // 26
"RESTORE", // 27
"BLTFXON", // 28
"BLTFXOFF", // 29
"TIMEON", // 30
"TIMEOFF", // 31
"TEXT", // 32
"SHOWVAR", // 33
"HIDEVAR", // 34
"VERSION", // 35
"SOFT", // 36
"HARD", // 37
"ANIMTEST", // 38
"TEXTTEST", // 39
"LINETEST", // 40
"GRAB", // 41
"EVENTS", // 42
"SFX", // 43
"ENGLISH", // 44
"FINNISH", // 45
"POLISH" // 46
};
mem *console_sprite;
uint32 con_y;
uint32 con_depth;
uint32 con_width;
uint32 con_chr_height;
#define CON_lines 20 // 10 lines deep
void Init_console(void) {
// grab the memory for the console sprite
uint8 *ad;
uint8 white[4] = { 255, 255, 255, 0 };
con_chr_height = 12;
con_width = screenWide; //max across
// Force a palatte for the console.
BS2_SetPalette(CON_PEN, 1, white, RDPAL_INSTANT);
console_sprite = Twalloc(con_width * (CON_lines * con_chr_height), MEM_float, UID_con_sprite);
if (!console_sprite) {
ExitWithReport("Init_console Talloc fail");
}
con_depth = CON_lines * con_chr_height;
con_y = 399 - con_depth;
// clear the buffer for a nice fresh start
memset(console_sprite->ad, 0, con_width * CON_lines * con_chr_height);
debug(5, "console height %d, y %d", con_depth, con_y);
//first time in message
Con_display_version();
}
void StartConsole(void) {
// start console up and restart new line
// can ne called for newline
console_pos = 0; // start of new line
//we need to clear the whole buffer - else the cursor overwrites the
// end 0
console_status = 1; // on
}
void EndConsole(void) {
console_status = 0; // off
}
uint32 Tconsole(uint32 mode) {
// call from anywhere
// returns a positive value of the token typed or 0 for windows
// quiting - the caller should drop back
uint32 ret, breakOut = 0;
console_mode = mode; //set command frame
StartConsole();
while (1) {
ServiceWindows();
if (breakOut)
break;
if ((ret = One_console()) != 0) {
EndConsole();
return ret;
}
Build_display(); // create and flip the screen
}
// a windows message is throwing us out of here
EndConsole(); // switch off drawing
return 0;
}
void Scroll_console(void) {
// scroll the console sprite up 12 pixels
uint32 *to_buffer;
uint32 *from_buffer;
// number of dwords
x = ((con_depth - con_chr_height) * 640) / 4;
to_buffer= (uint32 *) console_sprite->ad;
from_buffer = to_buffer + ((con_chr_height * 640) / 4);
memmove(to_buffer, from_buffer, (con_depth - con_chr_heigth) * 640);
// blank the on-coming bottom line
Clear_console_line();
}
void Clear_console_line(void) {
// blank the bottom line
uint32 *pbuffer;
//base of our off-screen back buffer
pbuffer= (uint32 *) console_sprite->ad;
//index to console text position
pbuffer += ((con_depth-con_chr_height) * con_width / 4);
// clear the bottom text line
memset(pbuffer, 0, con_chr_height * con_width);
}
void Print_to_console(const char *format, ...) {
// print a NULL terminated string of ascii to the next console line
// we can assume that the user has just entered a command by pressing
// return - which means we're on a clean line so output the line and
// line feed
va_list arg_ptr;
char buf[150];
va_start(arg_ptr,format);
_vsnprintf(buf, 150, format, arg_ptr);
Con_print((uint8 *) buf, 2, 0);
Scroll_console();
}
void Temp_print_to_console(const char *format, ...) {
// print a NULL terminated string of ascii to the next console line
// we can assume that the user has just entered a command by pressing
// return - which means we're on a clean line so output the line and
// line feed
va_list arg_ptr; // Variable argument pointer
char buf[150];
va_start(arg_ptr,format);
_vsnprintf(buf, 150, format, arg_ptr);
Con_print((uint8 *) buf, 2, 0);
}
uint32 One_console(void) {
// its the console command line system
// do an update - check keys and flash cursor and so on
char c;
static int flash = 0; //controls the flashing cursor rate
uint32 res;
if (KeyWaiting()) {
ReadKey(&c);
if (c == VK_TAB) {
if (last_command_len) { // if anything stored in buffer
// retrieve 'last_command' buffer
// first clear the entire current buffer
memset (console_buffer, 0, MAX_CONSOLE_BUFFER);
// now copy in the last command
memcpy (console_buffer, last_command, last_command_len);
console_pos = last_command_len;
}
} else if (c == VK_RETURN) {
// by putting a space in we'll always have a chr$ in
// the buffer
console_buffer[console_pos] = ' ';
Clear_console_line();
Print_to_console(console_buffer);
// parse the input I guess
if (console_pos) {
// save to 'last_command' buffer, in case need
// to repeat same command
// get a copy of the current command, and its
// length
memcpy (last_command, console_buffer, console_pos);
last_command_len = console_pos;
res = Parse_user_input();
if (res)
return res;
}
StartConsole(); // reset buffer
} else if (c == 8) {
if (console_pos) {
// delete cursor chr$
console_buffer[console_pos] = 0;
console_pos--;
console_buffer[console_pos]=0;
}
} else if (c < 32 || c > 'z')
debug(5, "console ignoring key - %d", c);
else {
// less one to leave room for the cursor
if (console_pos < MAX_CONSOLE_BUFFER - 1) {
console_buffer[console_pos++] = c;
} else {
// end of line has been reached, so keep
// replacing last letter
console_buffer[console_pos - 1] = c;
}
}
}
flash++;
if (flash < 7)
console_buffer[console_pos] = '_';
else
console_buffer[console_pos] = ' ';
if (flash == 14)
flash = 0;
// update the real screen - done every cycle to keep the cursor
// flashing
Clear_console_line();
Con_print((uint8 *) console_buffer, 2, 0);
return 0;
}
uint32 Parse_user_input(void) {
// pressed return and now we need to analyse whats been written and
// call up the relevent commands
uint8 input[MAX_CONSOLE_PARAMS][MAX_CONSOLE_BUFFER];
int i, j, total_commands = 0;
int index = 0;
uint32 rv;
uint8 pal[4] = { 255, 255, 255, 0 };
// quick check for numbers here
if (!isalpha(console_buffer[0])) {
Print_to_console("Eh?");
return(0);
}
j = 0;
do {
i = 0;
do
input[j][i++] = toupper(console_buffer[index++]);
while (isgraph(console_buffer[index]));
input[j][i] = 0;
j++;
total_commands++;
if (index == console_pos)
break;
do
index++;
while (console_buffer[index] == ' ');
} while (j < MAX_CONSOLE_PARAMS);
// try to find the first word in the commands base
for (j = 0; j < TOTAL_CONSOLE_COMMANDS; j++) {
i = 0;
while (input[0][i] == commands[j][i] && input[0][i])
i++;
// got to the end of an entry - so must have matched the whole
// word
if (!input[0][i] && !commands[j][i]) {
// the console mode denotes the scope of the commands
// accepted 0 is the base mode
switch (console_mode) {
// external console commands may only be
// requiring a yes/no input for example
// a different scope would only accept yes and
// no and drop back out when found... see?
case 0:
// base command line
switch(j) {
case 0: // HELP
Con_help();
return 0;
case 1: // MEM
Console_mem_display();
return 0;
case 2: // Q
// quit the console
return 1;
case 3: // TONY
Print_to_console("What about him?");
return 0;
case 6: // RES
res_man.Print_console_clusters();
return 0;
case 7: // STARTS
Con_print_start_menu();
return 0;
case 8: // START
case 18: // S (same as START)
Con_start(&input[1][0]);
// force the palette
BS2_SetPalette(187, 1, pal, RDPAL_INSTANT);
return 0;
case 9: // INFO
displayDebugText = 1 - displayDebugText;
if (displayDebugText)
Print_to_console("info text on");
else
Print_to_console("info text off");
return 0;
case 10: // WALKGRID
displayWalkGrid = 1 - displayWalkGrid;
if (displayWalkGrid)
Print_to_console("walk-grid display on");
else
Print_to_console("walk-grid display off");
return 0;
case 11: // MOUSE
displayMouseMarker = 1 - displayMouseMarker;
if (displayMouseMarker)
Print_to_console("mouse marker on");
else
Print_to_console("mouse marker off");
return 0;
case 12: // PLAYER
displayPlayerMarker = 1 - displayPlayerMarker;
if (displayPlayerMarker)
Print_to_console("player feet marker on");
else
Print_to_console("player feet marker off");
return 0;
case 13: // RESLOOK
res_man.Examine_res(&input[1][0]);
return 0;
case 14: // CUR
Print_current_info();
return 0;
case 15: // RUNLIST
LLogic.Examine_run_list();
return 0;
case 16: // KILL
res_man.Kill_res(&input[1][0]);
return 0;
case 17: // NUKE
Print_to_console("killing all resources except variable file & player object...");
// '1' means we want output to console
res_man.Kill_all_res(1);
return 0;
case 19: // VAR
if (total_commands == 2)
Var_check(&input[1][0]);
else
Var_set(&input[1][0], &input[2][0]);
return 0;
case 20: // RECT
definingRectangles = 1 - definingRectangles;
if (definingRectangles)
Print_to_console("mouse rectangles enabled");
else
Print_to_console("mouse rectangles disabled");
// reset (see debug.cpp & mouse.cpp)
draggingRectangle = 0;
return 0;
case 21: // CLEAR
Print_to_console("killing all object resources except player...");
// '1' means we want output to console
res_man.Kill_all_objects(1);
return 0;
case 22: // DEBUGON
displayDebugText = 1;
displayWalkGrid = 1;
displayMouseMarker = 1;
displayPlayerMarker = 1;
displayTextNumbers = 1;
Print_to_console("enabled all on-screen debug info");
return 0;
case 23: // DEBUGOFF
displayDebugText = 0;
displayWalkGrid = 0;
displayMouseMarker = 0;
displayPlayerMarker = 0;
displayTextNumbers = 0;
definingRectangles = 0;
draggingRectangle = 0;
Print_to_console("disabled all on-screen debug info");
return 0;
case 24: // SAVEREST
testingSnR = 1 - testingSnR;
if (testingSnR)
Print_to_console("Enabled S&R logic_script stability checking");
else
Print_to_console("Disabled S&R logic_script stability checking");
return 0;
case 25: // SAVES
Print_to_console("Savegames:");
Con_list_savegames();
return 0;
case 26: // SAVE <slotNo> <description>
Con_save_game(total_commands, &input[1][0], &input[2][0]);
return 0;
case 27: // RESTORE <slotNo>
Con_restore_game(total_commands, &input[1][0]);
// quit the console
return 1;
case 28: // BLTFXON
SetBltFx();
Print_to_console("blit fx enabled");
return 0;
case 29: // BLTFXOFF
ClearBltFx();
Print_to_console("blit fx disabled");
return 0;
case 30: // TIMEON
Con_start_timer(total_commands, &input[1][0]);
Print_to_console("timer display on");
return 0;
case 31: // TIMEOFF
displayTime = 0;
Print_to_console("timer display off");
return 0;
case 32: // TEXT
displayTextNumbers = 1 - displayTextNumbers;
if (displayTextNumbers)
Print_to_console("text numbers on");
else
Print_to_console("text numbers off");
return 0;
case 33: // SHOWVAR <varNo>
// add variable to watch-list
ShowVar(&input[1][0]);
return 0;
case 34: // HIDEVAR <varNo>
// remove variable from watch-list
HideVar(&input[1][0]);
return 0;
case 35: // VERSION
Con_display_version();
return(0);
case 36: // SOFT
case 37: // HARD
// ScummVM doesn't distinguish between
// software and hardware rendering
Print_to_console("This command is no longer relevant");
return 0;
case 38: // ANIMTEST
// automatically do "s 32" to run the
// text/speech testing start-script
Con_start((uint8 *) "32");
Print_to_console("Setting flag 'system_testing_anims'");
// same as typing "VAR 912 <value>" at
// the console
Var_set((uint8 *) "912", &input[1][0]);
return 1;
case 39: // TEXTTEST
// automatically do "s 33" to run the
// text/speech testing start-script
Con_start((uint8 *) "33");
Print_to_console("Setting flag 'system_testing_text'");
// same as typing "VAR 1230 <value>" at
// the console
Var_set((uint8 *) "1230", &input[1][0]);
displayTextNumbers = 1;
Print_to_console("text numbers on");
return 1;
case 40: // LINETEST
// automatically do "s 33" to run the
// text/speech testing start-script
Con_start((uint8 *) "33");
Print_to_console("Setting var 1230 (system_testing_text):");
// same as typing "VAR 1230 <value>" at
// the console
Var_set((uint8 *) "1230", &input[1][0]);
Print_to_console("Setting var 1264 (system_test_line_no):");
// same as typing "VAR 1264 <value>" at
// the console
Var_set((uint8 *) "1264", &input[2][0]);
displayTextNumbers = 1;
Print_to_console("text numbers on");
return 1;
case 41: // GRAB
grabbingSequences = 1 - grabbingSequences;
if (grabbingSequences)
Print_to_console("PCX-grabbing enabled");
else
Print_to_console("PCX-grabbing disabled");
return 0;
case 42: // EVENTS
Con_display_events();
return 0;
case 43: // SFX
wantSfxDebug = 1 - wantSfxDebug;
if (wantSfxDebug)
Print_to_console("SFX logging activated (see zebug.txt)");
else
Print_to_console("SFX logging deactivated");
return 0;
case 44: // ENGLISH
InitialiseFontResourceFlags(DEFAULT_TEXT);
Print_to_console("Default fonts selected");
return 0;
case 45: // FINNISH
InitialiseFontResourceFlags(FINNISH_TEXT);
Print_to_console("Finnish fonts selected");
return 0;
case 46: // POLISH
InitialiseFontResourceFlags(POLISH_TEXT);
Print_to_console("Polish fonts selected");
return 0;
default:
Print_to_console("??");
return 0;
}
break;
case 1:
// checks for YES and NO and returns the 1 or
// 2 to the calling code
switch (j) {
case 4: // YES
return 1;
case 5: // NO
return 2;
default:
Print_to_console("??");
return 0;
}
break;
}
break;
}
}
Print_to_console("?"); //couldn't find a proper match
return 0;
}
void Con_help(void) {
// print out a list of commands
int command;
int scrolls = 0;
char c;
Scroll_console();
for (command = 0; command < TOTAL_CONSOLE_COMMANDS; command++) {
Print_to_console((char *) commands[command]);
Build_display();
scrolls++;
if (scrolls == 18) {
Temp_print_to_console("- Press ESC to stop or any other key to continue");
Build_display();
do {
ServiceWindows();
} while (!KeyWaiting());
ReadKey(&c);
if (c == 27)
break;
// clear the Press Esc message ready for the new line
Clear_console_line();
scrolls = 0;
}
}
}
void Con_print(uint8 *ascii, uint32 pen, uint32 paper) {
// print pixels in closen pen number - no clipping on this one
// where file is the graphic file of ascii characters
_frameHeader *head;
uint8 *charSet, *charPtr;
int chr, x = 0;
// open font file
charSet = res_man.Res_open(CONSOLE_FONT_ID);
do {
chr = (int) *(ascii);
chr -= 32;
head = (_frameHeader *) FetchFrameHeader(charSet, chr);
charPtr = (uint8 *) (head + 1);
Con_colour_block( x, head->width, head->height, pen, paper, charPtr);
x += head->width + 1;
ascii++;
} while(*(ascii));
// close font file
res_man.Res_close(CONSOLE_FONT_ID);
}
void Con_colour_block(int x, int width, int height, uint32 pen, uint32 paper, uint8 *sprite_data_ad) {
int deltaX, xx, yy;
char *ad;
deltaX = con_width - width;
ad = (char *) console_sprite->ad;
// locate bottom character row
ad += (con_width * (con_depth - con_chr_height)) + x;
for (yy = 0; yy < height; yy++) {
for (xx = 0; xx < width; xx++) {
if (pen = *(sprite_data_ad++)) //color
*(ad++)= (uint8) CON_PEN;
else *(ad++)= (uint8) paper;
}
ad += deltaX;
}
}
void Con_fatal_error(const char *format, ...) {
// Use this to alert the user of a major problem from which we cannot
// allow the game to continue. While in console mode the user will
// still be ble to use the console commands - which may be useful.
// This message is also written with debug() in case the console
// itself blows up
va_list arg_ptr;
char buf[150];
uint8 white[4] = { 255, 255, 255, 0 };
// set text colour in case screen is faded down! (James 05mar97)
BS2_SetPalette(CON_PEN, 1, white, RDPAL_INSTANT);
va_start(arg_ptr,format);
_vsnprintf(buf, 150, format, arg_ptr);
this_screen.background_layer_id = 0; //in case error in display loop
// write to file first in-case the screen is screwed up and we never
// see the console
debug(5, "CON_FATAL_ERROR: %s", buf);
Print_to_console(buf);
Print_to_console("fatal error, sword2 must terminate :-( (%d)", ID);
//mode 0 so all commands are available but quit will terminate the game
Tconsole(0);
Close_game(); // should down game services - free's mallocs, etc.
CloseAppWindow();
exit 0;
}
void Var_check(uint8 *pointer) {
int var;
sscanf((char *) pointer, "%d", &var);
Print_to_console("%d", *(uint32 *) (res_man.resList[1]->ad + sizeof(_standardHeader) + 4 * var));
}
void Var_set(uint8 *pointer, uint8 *p2) {
int var;
int val;
sscanf((char *) pointer, "%d", &var);
sscanf((char *) p2, "%d", &val);
Print_to_console("was %d", *(uint32 *) (res_man.resList[1]->ad + sizeof(_standardHeader) + 4 * var));
*(uint32 *) (res_man.resList[1]->ad + sizeof(_standardHeader) + 4 * var) = val;
Print_to_console("now %d", val);
}
void ShowVar(uint8 *varNoPtr) {
int32 showVarNo = 0;
int32 varNo;
// 'varNo' is what we want to add
sscanf((char *) varNoPtr, "%d", &varNo);
// search for a spare slot in the watch-list, but also watch out for
// this variable already being in the list
while (showVarNo < MAX_SHOWVARS && showVar[showVarNo] != 0 && showVar[showVarNo] != varNo)
showVarNo++;
// if we've found a spare slot or the variable's already there
if (showVarNo < MAX_SHOWVARS) {
if (showVar[showVarNo] == 0) {
// empty slot - add it to the list at this slot
showVar[showVarNo] = varNo;
Print_to_console("var(%d) added to the watch-list", varNo);
} else
Print_to_console("var(%d) already in the watch-list!", varNo);
} else
Print_to_console("Sorry - no more allowed - hide one or extend the system watch-list");
}
void HideVar(uint8 *varNoPtr) {
int32 showVarNo = 0;
int32 varNo;
// 'varNo' is what we want to remove
sscanf((char *) varNoPtr, "%d", &varNo);
// search for 'varNo' in the watch-list
while (showVarNo < MAX_SHOWVARS && showVar[showVarNo] != varNo)
showVarNo++;
if (showVarNo < MAX_SHOWVARS) {
// We've found 'varNo' in the list - clear this slot
showVar[showVarNo] = 0;
Print_to_console("var(%d) removed from watch-list", varNo);
} else
Print_to_console("Sorry - can't find var(%d) in the list", varNo);
}
void Con_list_savegames(void) {
uint8 description[SAVE_DESCRIPTION_LEN];
int j, scrolls = 0;
char c;
for (j = 0; j < 100; j++) {
// if there is a save game print the name
if (GetSaveDescription(j, description) == SR_OK) {
Print_to_console("%d: \"%s\"", j, description);
scrolls++;
Build_display();
if (scrolls == 18) {
Temp_print_to_console("- Press ESC to stop or any other key to continue");
Build_display();
do {
ServiceWindows();
} while (!KeyWaiting());
ReadKey(&c);
if (c == 27)
break;
// clear the Press Esc message ready for the
// new line
Clear_console_line();
scrolls = 0;
}
}
}
void Con_save_game(int total_commands, uint8 *slotString, uint8 *description) {
uint16 slotNo;
uint32 rv;
// if mouse if off, or system menu is locked off
if (mouse_status || mouse_mode_locked) {
Print_to_console("WARNING: Cannot save game while control menu unavailable!");
return;
}
if (total_commands >= 3) {
// SAVE <slot> <description>
if (Is_number(slotString)) {
slotNo = atoi((char *) slotString);
rv = SaveGame(slotNo,description);
if (rv == SR_OK)
Print_to_console("Saved game \"%s\" to file \"savegame.%.3d\"", description, slotNo);
else if (rv == SR_ERR_FILEOPEN)
Print_to_console("ERROR: Cannot open file \"savegame.%.3d\"", slotNo);
else // SR_ERR_WRITEFAIL
Print_to_console("ERROR: Write error on file \"savegame.%.3d\"", slotNo);
}
} else
Print_to_console("Syntax Error: type SAVE (slot_number) (description)");
}
void Con_restore_game(int total_commands, uint8 *slotString) {
uint16 slotNo;
uint8 description[SAVE_DESCRIPTION_LEN];
uint32 rv;
// if mouse if off, or system menu is locked off
if (mouse_status || mouse_mode_locked) {
Print_to_console("WARNING: Cannot restore game while control menu unavailable!");
return;
}
if (total_commands >= 2) {
// RESTORE <slot>
if (Is_number(slotString)) {
slotNo = atoi((char *) slotString);
rv = RestoreGame(slotNo);
if (rv == SR_OK) {
GetSaveDescription(slotNo, description);
Print_to_console("Restored game \"%s\" from file \"savegame.%.3d\"", description, slotNo);
} else if (rv == SR_ERR_FILEOPEN)
Print_to_console("ERROR: Cannot open file \"savegame.%.3d\"", slotNo);
else if (rv == SR_ERR_INCOMPATIBLE)
Print_to_console("ERROR: \"savegame.%.3d\" is no longer compatible with current player/variable resources", slotNo);
else // SR_ERR_READFAIL
Print_to_console("ERROR: Read error on file \"savegame.%.3d\"", slotNo);
}
} else
Print_to_console("Syntax Error: type RESTORE (slot_number)");
}
void Con_start_timer(int total_commands, uint8 *slotString) {
if (total_commands >= 2) {
if (Is_number(slotString)) {
startTime = timeGetTime() - (atoi((char *) slotString) * 1000);
}
} else {
if (startTime = 0)
startTime = timeGetTime();
}
displayTime = 1;
}
uint8 Is_number(uint8 *ascii) {
// until we reach the null terminator
while (*ascii) {
if (*ascii >= '0' && *ascii <= '9')
ascii++;
else
return 0;
}
return 1;
}
void Con_display_version(void) {
struct tm *time;
time_t t;
char dateStamp[255];
char version[6];
strcpy(version, (char*) version_string + HEAD_LEN);
*(((unsigned char *) &t)) = *(version_string + 14);
*(((unsigned char *) &t) + 1) = *(version_string + 15);
*(((unsigned char *) &t) + 2) = *(version_string + 16);
*(((unsigned char *) &t) + 3) = *(version_string + 17);
time = localtime(&t);
sprintf(dateStamp, "%s", asctime(time));
dateStamp[24] = 0; // fudge over the newline character!
Print_to_console("\"Broken Sword II\" (c) Revolution Software 1997.");
Print_to_console("v%s created on %s for %s", version, dateStamp, unencoded_name + HEAD_LEN);
Scroll_console();
// THE FOLLOWING LINES ARE TO BE COMMENTED OUT OF THE FINAL VERSION
// Print_to_console("This program has a personalised fingerprint encrypted into the code.");
// Print_to_console("If this CD was not sent directly to you by Virgin Interactive or Revolution Software");
// Print_to_console("then please contact James Long at Revolution on (+44) 1904 639698.");
// Scroll_console();
}
void Con_display_events() {
uint32 j;
uint32 target;
uint32 script;
Print_to_console("EVENT LIST:");
for (j = 0; j < MAX_events; j++) {
if (event_list[j].id) {
target = event_list[j].id;
script = event_list[j].interact_id;
Print_to_console("slot %d: id = %s (%d)", j, FetchObjectName(target), target);
Print_to_console(" script = %s (%d) pos %d", FetchObjectName(script / 65536), script / 65536, script % 65536);
}
}
}
#else
void Print_to_console(const char *format, ...) {}
void Temp_print_to_console(const char *format, ...) {}
void Clear_console_line(void) {}
void Scroll_console(void) {}
void Init_console(void) {}
void StartConsole(void) {}
#endif