scummvm/sword2/startup.cpp
Oliver Kiehl 0f85cc3061 rename bs2 to sword2 to have the same name as the original engine.
besides this way all our engines start with an "s" ;)

svn-id: r9301
2003-07-30 19:25:31 +00:00

341 lines
9.9 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 <stdio.h>
#include "stdafx.h"
//#include "src\driver96.h"
#include "build_display.h"
#include "console.h"
#include "debug.h"
#include "defs.h"
#include "header.h"
#include "interpreter.h"
#include "maketext.h" // for Kill_text_bloc()
#include "memory.h"
#include "mouse.h" // for FN_add_human()
#include "object.h"
#include "resman.h"
#include "router.h"
#include "sound.h"
#include "speech.h" // for 'speech_text_bloc_no' - so that speech text can be cleared when running a new start-script
#include "startup.h"
#include "sword2.h" // (James11aug97) for CloseGame()
#include "sync.h"
#include "tony_gsdk.h"
//------------------------------------------------------------------------------------
uint32 total_startups=0;
uint32 total_screen_managers=0;
uint32 res;
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
_startup start_list[MAX_starts];
//------------------------------------------------------------------------------------
uint32 Init_start_menu(void) //Tony13Aug96
{
//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
Zdebug("initialising start menu");
if (!(end=Read_file("STARTUP.INF", &temp, UID_temp)))
{
Zdebug("Init_start_menu cannot open startup.inf");
return(0); //meaning no start menu available
}
//ok, we've loaded in the resource.inf file which contains a list of all the files
//now extract the filenames
do
{
while(((char)*(temp->ad+j))!=13) //item must have an #0d0a
{
ascii_start_ids[total_screen_managers][pos]=*(temp->ad+j);
j++;
pos++;
};
ascii_start_ids[total_screen_managers][pos]=0; //NULL terminate our extracted string
pos=0; //reset position in current slot between entries
j+=2; //past the 0a
total_screen_managers++; //done another
if (total_screen_managers==MAX_starts)
{ Zdebug("WARNING MAX_starts exceeded!");
break;
}
}
while(j<end); //using this method the Gode generated resource.inf must have #0d0a on the last entry
Zdebug("%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]);
Zdebug("+querying screen manager %d", res);
// resopen each one and run through the interpretter
// script 0 is the query request script
if (res_man.Res_check_valid(res)) // 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
Zdebug("- resource %d ok",res);
raw_script= (char*) (res_man.Res_open(res)); //+sizeof(_standardHeader)+sizeof(_object_hub));
null_pc=0; //
RunScript ( raw_script, raw_script, &null_pc );
res_man.Res_close(res);
}
else
{
Zdebug("- resource %d invalid",res);
}
}
Zdebug(""); //line feed
Free_mem(temp); //release the Talloc
return(1);
}
//------------------------------------------------------------------------------------
int32 FN_register_start_point(int32 *params) //Tony14Oct96
{
// param 0 id of startup script to call - key
// param 1 pointer to ascii message
// Zdebug(" 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 [%s line %u]",__FILE__,__LINE__);
if (strlen((char*)params[1])+1 > MAX_description) // +1 to allow for NULL terminator
Con_fatal_error("ERROR: startup description too long [%s line %u]",__FILE__,__LINE__);
#endif
start_list[total_startups].start_res_id = res; // this objects id
start_list[total_startups].key = params[0]; // a key code to be passed to a script via a script var to SWITCH in the correct start
strcpy(start_list[total_startups].description, (char*)params[1]);
total_startups++; //point to next
return(1);
}
//------------------------------------------------------------------------------------
uint32 Con_print_start_menu(void) //Tony14Oct96
{
//the console 'starts' (or 's') command which lists out all the registered start points in the game
uint32 j;
int scrolls=0;
char c;
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
while (!gotTheFocus)
if (ServiceWindows() == RDERR_APPCLOSED)
break;
if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
{
Close_game(); //close engine systems down
RestoreDisplay();
CloseAppWindow();
exit(0); //quit the game
}
//--------------------------------------------------
}
while(!KeyWaiting());
ReadKey(&c); //kill the key we just pressed
if (c==27) //ESC
break;
Clear_console_line(); //clear the Press Esc message ready for the new line
scrolls=0;
}
}
}
return(1);
}
//------------------------------------------------------------------------------------
uint32 Con_start(uint8 *input) //Tony15Oct96
{
//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;
if (*input == 0) // so that typing 'S' then <enter> works on NT (James26feb97)
{
Con_print_start_menu();
return(1);
}
while(*(input+j))
{
if ( (*(input+j)>='0') && (*(input+j)<='9') )
j++;
else
break;
}
if (!*(input+j)) //didn't quit out of loop on a non numeric chr$
{
start = atoi((char*)input);
if (!total_startups)
Print_to_console("Sorry - there are no startups!");
else if (start<total_startups) //a legal start
{
// do the startup as we've specified a legal start
//--------------------------------------------------------------
// restarting - stop sfx, music & speech!
Clear_fx_queue();
//---------------------------------------------
FN_stop_music(NULL); // fade out any music that is currently playing
//---------------------------------------------
g_sword2->_sound->UnpauseSpeech();
g_sword2->_sound->StopSpeechSword2(); // halt the sample prematurely
//--------------------------------------------------------------
// clean out all resources & flags, ready for a total restart (James24mar97)
res_man.Remove_all_res(); // remove all resources from memory, including player object & global variables
SetGlobalInterpreterVariables((int32*)(res_man.Res_open(1)+sizeof(_standardHeader))); // reopen global variables resource & send address to interpreter - it won't be moving
res_man.Res_close(1);
FreeAllRouteMem(); // free all the route memory blocks from previous game
if (speech_text_bloc_no) // if there was speech text
{
Kill_text_bloc(speech_text_bloc_no); // kill the text block
speech_text_bloc_no=0;
}
//--------------------------------------------------------------
// set the key
raw_data_ad= (char*) (res_man.Res_open(8)); //+sizeof(_standardHeader)+sizeof(_object_hub)); //open george
raw_script= (char*) (res_man.Res_open(start_list[start].start_res_id)); //+sizeof(_standardHeader)+sizeof(_object_hub));
null_pc=start_list[start].key&0xffff; //denotes script to run
Print_to_console("running start %d", start);
RunScript ( raw_script, raw_data_ad, &null_pc );
res_man.Res_close(start_list[start].start_res_id);
res_man.Res_close(8); //close george
FN_add_human(NULL); // make sure thre's a mouse, in case restarting while mouse not available
}
else
Print_to_console("not a legal start position");
}
else
{
Con_print_start_menu(); // so that typing 'S' then <enter> works under Win95
}
return(1);
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------