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7f4cda6622
reported by Crilith. To elaborate a bit, the engine no longer accesses resource data through packed structs. Instead it uses memory streams and the READ/WRITE functions. If data is mainly read, not written, I have replaced the old struct with a new one with a read() function to read the whole thing from memory into the struct's variables, and a write() function to dump the struct's variables to memory. In fact, most of these write() functions remain unused. If data is both read and written, I have replaced the struct with a class with individual get/set functions to replace the old variables. This manipulates memory directly. Since I'm fairly sure that these structs are frequently stored as local variables for a script, all script variables (both local and global) are stored as little-endian and accessed through the READ/WRITE functions, rather than being treated as arrays of 32-bit integers. On a positive note, the functions for doing endian conversion of resources and save games have been removed, and some general cleanups have been made to assist in the rewrite. Initial reports indicate that this patch indeed fixes alignment issues, and that I have not - surprisingly - broken the game on big-endian platforms. At least not in any immediately obvious way. And there's still plenty of time to fix regressions before 0.9.0, too. svn-id: r19366
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) 2003-2005 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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