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startup.cpp

/* 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.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/sword2/startup.cpp $
 * $Id: startup.cpp 30944 2008-02-23 22:50:18Z sev $
 */


#include "common/file.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];
      char buf[10];

      int lineno = 0;

      while (fp.readLine(buf, sizeof(buf))) {
            char *errptr;
            int id;

            lineno++;
            id = strtol(buf, &errptr, 10);

            if (*errptr) {
                  warning("startup.inf:%d: Invalid string '%s'", lineno, buf);
                  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;
            }
      }

      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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