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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "common/file.h"
#include "common/textconsole.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/memory.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#include "sword2/sound.h"
namespace Sword2 {
bool Sword2Engine::initStartMenu() {
// 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.
Common::File fp;
// ok, load in the master screen manager file
_totalStartups = 0;
_totalScreenManagers = 0;
if (!fp.open("startup.inf")) {
warning("Cannot open startup.inf - the debugger won't have a start menu");
return false;
}
// The startup.inf file which contains a list of all the files. Now
// extract the filenames
int start_ids[MAX_starts];
int lineno = 0;
while (!fp.eos() && !fp.err()) {
Common::String line = fp.readLine();
// Skip empty lines or, more likely, the end of the stream.
if (line.size() == 0)
continue;
char *errptr;
int id;
lineno++;
id = strtol(line.c_str(), &errptr, 10);
if (*errptr) {
warning("startup.inf:%d: Invalid string '%s'", lineno, line.c_str());
continue;
}
if (!_resman->checkValid(id)) {
warning("startup.inf:%d: Invalid resource %d", lineno, id);
continue;
}
if (_resman->fetchType(id) != SCREEN_MANAGER) {
warning("startup.inf:%d: '%s' (%d) is not a screen manager", lineno, _resman->fetchName(id), id);
continue;
}
start_ids[_totalScreenManagers] = id;
if (++_totalScreenManagers >= MAX_starts) {
warning("Too many entries in startup.inf");
break;
}
}
// An I/O error before EOS? That's bad, but this is not a vital file.
if (fp.err() && !fp.eos())
warning("I/O error while reading startup.inf");
fp.close();
// Using this method the Gode generated resource.inf must have #0d0a
// on the last entry
debug(1, "%d screen manager objects", _totalScreenManagers);
// 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 (uint i = 0; i < _totalScreenManagers; i++) {
_startRes = start_ids[i];
debug(2, "Querying screen manager %d", _startRes);
// Open each one and run through the interpreter. Script 0 is
// the query request script. We have already made reasonably
// sure the resource is ok.
_logic->runResScript(_startRes, 0);
}
return 1;
}
void Sword2Engine::registerStartPoint(int32 key, char *name) {
assert(_totalStartups < MAX_starts);
_startList[_totalStartups].start_res_id = _startRes;
_startList[_totalStartups].key = key;
strncpy(_startList[_totalStartups].description, name, MAX_description);
_startList[_totalStartups].description[MAX_description - 1] = 0;
_totalStartups++;
}
void Sword2Engine::runStart(int start) {
// Restarting - stop sfx, music & speech!
_sound->clearFxQueue(true);
_logic->fnStopMusic(NULL);
_sound->unpauseSpeech();
_sound->stopSpeech();
// Remove all resources from memory, including player object and global
// variables
_resman->removeAll();
// Reopen global variables resource and player object
setupPersistentResources();
// Free all the route memory blocks from previous game
_logic->_router->freeAllRouteMem();
// If there was speech text, kill the text block
if (_logic->_speechTextBlocNo) {
_fontRenderer->killTextBloc(_logic->_speechTextBlocNo);
_logic->_speechTextBlocNo = 0;
}
_logic->runResObjScript(_startList[start].start_res_id, CUR_PLAYER_ID, _startList[start].key & 0xffff);
// Make sure there's a mouse, in case restarting while mouse not
// available
_logic->fnAddHuman(NULL);
}
} // End of namespace Sword2
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