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https://github.com/libretro/scummvm.git
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0f85cc3061
besides this way all our engines start with an "s" ;) svn-id: r9301
341 lines
9.9 KiB
C++
341 lines
9.9 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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//------------------------------------------------------------------------------------
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#include <stdio.h>
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#include "stdafx.h"
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//#include "src\driver96.h"
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#include "build_display.h"
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#include "console.h"
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#include "debug.h"
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#include "defs.h"
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#include "header.h"
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#include "interpreter.h"
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#include "maketext.h" // for Kill_text_bloc()
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#include "memory.h"
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#include "mouse.h" // for FN_add_human()
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#include "object.h"
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#include "resman.h"
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#include "router.h"
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#include "sound.h"
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#include "speech.h" // for 'speech_text_bloc_no' - so that speech text can be cleared when running a new start-script
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#include "startup.h"
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#include "sword2.h" // (James11aug97) for CloseGame()
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#include "sync.h"
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#include "tony_gsdk.h"
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//------------------------------------------------------------------------------------
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uint32 total_startups=0;
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uint32 total_screen_managers=0;
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uint32 res;
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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_startup start_list[MAX_starts];
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//------------------------------------------------------------------------------------
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uint32 Init_start_menu(void) //Tony13Aug96
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{
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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 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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total_startups=0; //no starts
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Zdebug("initialising start menu");
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if (!(end=Read_file("STARTUP.INF", &temp, UID_temp)))
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{
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Zdebug("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 resource.inf file which contains a list of all the files
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//now extract the filenames
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do
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{
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while(((char)*(temp->ad+j))!=13) //item must have an #0d0a
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{
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ascii_start_ids[total_screen_managers][pos]=*(temp->ad+j);
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j++;
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pos++;
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};
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ascii_start_ids[total_screen_managers][pos]=0; //NULL terminate our extracted string
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pos=0; //reset position in current slot between entries
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j+=2; //past the 0a
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total_screen_managers++; //done another
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if (total_screen_managers==MAX_starts)
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{ Zdebug("WARNING MAX_starts exceeded!");
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break;
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}
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}
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while(j<end); //using this method the Gode generated resource.inf must have #0d0a on the last entry
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Zdebug("%d screen manager objects", total_screen_managers);
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//open each object and make a query call. the object must fill in a startup structure
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//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
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for (j=0;j<total_screen_managers;j++)
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{
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res=atoi(ascii_start_ids[j]);
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Zdebug("+querying screen manager %d", res);
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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 (res_man.Res_check_valid(res)) // if the resource number is within range & it's not a null resource (James 12mar97)
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{ // - need to check in case un-built sections included in start list
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Zdebug("- resource %d ok",res);
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raw_script= (char*) (res_man.Res_open(res)); //+sizeof(_standardHeader)+sizeof(_object_hub));
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null_pc=0; //
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RunScript ( raw_script, raw_script, &null_pc );
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res_man.Res_close(res);
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}
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else
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{
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Zdebug("- resource %d invalid",res);
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}
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}
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Zdebug(""); //line feed
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Free_mem(temp); //release the Talloc
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return(1);
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}
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//------------------------------------------------------------------------------------
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int32 FN_register_start_point(int32 *params) //Tony14Oct96
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{
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// param 0 id of startup script to call - key
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// param 1 pointer to ascii message
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// Zdebug(" FN_register_start_point %d %s", params[0], params[1]);
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#ifdef _SWORD2_DEBUG
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if (total_startups==MAX_starts)
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Con_fatal_error("ERROR: start_list full [%s line %u]",__FILE__,__LINE__);
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if (strlen((char*)params[1])+1 > MAX_description) // +1 to allow for NULL terminator
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Con_fatal_error("ERROR: startup description too long [%s line %u]",__FILE__,__LINE__);
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#endif
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start_list[total_startups].start_res_id = res; // this objects id
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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
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strcpy(start_list[total_startups].description, (char*)params[1]);
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total_startups++; //point to next
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return(1);
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}
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//------------------------------------------------------------------------------------
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uint32 Con_print_start_menu(void) //Tony14Oct96
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{
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//the console 'starts' (or 's') command which lists out all the registered start points in the game
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uint32 j;
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int scrolls=0;
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char c;
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if (!total_startups)
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{ Print_to_console("Sorry - no startup positions registered?");
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if (!total_screen_managers)
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Print_to_console("There is a problem with startup.inf");
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else
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Print_to_console(" (%d screen managers found in startup.inf)", total_screen_managers);
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}
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else
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{
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for(j=0;j<total_startups;j++)
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{
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Print_to_console("%d (%s)", j, start_list[j].description);
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Build_display();
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scrolls++;
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if (scrolls==18)
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{
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Temp_print_to_console("- Press ESC to stop or any other key to continue");
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Build_display();
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do
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{
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//--------------------------------------------------
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// Service windows
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while (!gotTheFocus)
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if (ServiceWindows() == RDERR_APPCLOSED)
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break;
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if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
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{
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Close_game(); //close engine systems down
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RestoreDisplay();
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CloseAppWindow();
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exit(0); //quit the game
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}
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//--------------------------------------------------
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}
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while(!KeyWaiting());
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ReadKey(&c); //kill the key we just pressed
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if (c==27) //ESC
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break;
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Clear_console_line(); //clear the Press Esc message ready for the new line
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scrolls=0;
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}
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}
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}
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return(1);
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}
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//------------------------------------------------------------------------------------
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uint32 Con_start(uint8 *input) //Tony15Oct96
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{
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//if the second word id is a numeric that can be applied to a genuine startup then do it
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uint32 j=0;
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uint32 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 (*input == 0) // so that typing 'S' then <enter> works on NT (James26feb97)
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{
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Con_print_start_menu();
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return(1);
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}
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while(*(input+j))
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{
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if ( (*(input+j)>='0') && (*(input+j)<='9') )
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j++;
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else
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break;
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}
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if (!*(input+j)) //didn't quit out of loop on a non numeric chr$
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{
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start = atoi((char*)input);
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if (!total_startups)
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Print_to_console("Sorry - there are no startups!");
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else if (start<total_startups) //a legal start
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{
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// do the startup as we've specified a legal start
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//--------------------------------------------------------------
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// restarting - stop sfx, music & speech!
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Clear_fx_queue();
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//---------------------------------------------
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FN_stop_music(NULL); // fade out any music that is currently playing
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//---------------------------------------------
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g_sword2->_sound->UnpauseSpeech();
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g_sword2->_sound->StopSpeechSword2(); // halt the sample prematurely
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//--------------------------------------------------------------
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// clean out all resources & flags, ready for a total restart (James24mar97)
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res_man.Remove_all_res(); // remove all resources from memory, including player object & global variables
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SetGlobalInterpreterVariables((int32*)(res_man.Res_open(1)+sizeof(_standardHeader))); // reopen global variables resource & send address to interpreter - it won't be moving
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res_man.Res_close(1);
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FreeAllRouteMem(); // free all the route memory blocks from previous game
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if (speech_text_bloc_no) // if there was speech text
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{
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Kill_text_bloc(speech_text_bloc_no); // kill the text block
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speech_text_bloc_no=0;
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}
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//--------------------------------------------------------------
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// set the key
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raw_data_ad= (char*) (res_man.Res_open(8)); //+sizeof(_standardHeader)+sizeof(_object_hub)); //open george
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raw_script= (char*) (res_man.Res_open(start_list[start].start_res_id)); //+sizeof(_standardHeader)+sizeof(_object_hub));
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null_pc=start_list[start].key&0xffff; //denotes script to run
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Print_to_console("running start %d", start);
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RunScript ( raw_script, raw_data_ad, &null_pc );
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res_man.Res_close(start_list[start].start_res_id);
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res_man.Res_close(8); //close george
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FN_add_human(NULL); // make sure thre's a mouse, in case restarting while mouse not available
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}
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else
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Print_to_console("not a legal start position");
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}
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else
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{
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Con_print_start_menu(); // so that typing 'S' then <enter> works under Win95
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}
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return(1);
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}
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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