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.ioFailed()) { 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.ioFailed() && !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; }
bool ResourceManager::init() { uint32 i, j; // Until proven differently, assume we're on CD 1. This is so the start // dialog will be able to play any music at all. setCD(1); // We read in the resource info which tells us the names of the // resource cluster files ultimately, although there might be groups // within the clusters at this point it makes no difference. We only // wish to know what resource files there are and what is in each Common::File file; if (!file.open("resource.inf")) { _vm->GUIErrorMessage("Broken Sword 2: Cannot open resource.inf"); return false; } // The resource.inf file is a simple text file containing the names of // all the resource files. while (file.readLine(_resFiles[_totalClusters].fileName, sizeof(_resFiles[_totalClusters].fileName))) { _resFiles[_totalClusters].numEntries = -1; _resFiles[_totalClusters].entryTab = NULL; if (++_totalClusters >= MAX_res_files) { _vm->GUIErrorMessage("Broken Sword 2: Too many entries in resource.inf"); return false; } } file.close(); // Now load in the binary id to res conversion table if (!file.open("resource.tab")) { _vm->GUIErrorMessage("Broken Sword 2: Cannot open resource.tab"); return false; } // Find how many resources uint32 size = file.size(); _totalResFiles = size / 4; // Table seems ok so malloc some space _resConvTable = (uint16 *)malloc(size); for (i = 0; i < size / 2; i++) _resConvTable[i] = file.readUint16LE(); if (file.ioFailed()) { file.close(); _vm->GUIErrorMessage("Broken Sword 2: Cannot read resource.tab"); return false; } file.close(); if (!file.open("cd.inf")) { _vm->GUIErrorMessage("Broken Sword 2: Cannot open cd.inf"); return false; } CdInf *cdInf = new CdInf[_totalClusters]; for (i = 0; i < _totalClusters; i++) { file.read(cdInf[i].clusterName, sizeof(cdInf[i].clusterName)); cdInf[i].cd = file.readByte(); if (file.ioFailed()) { delete cdInf; file.close(); _vm->GUIErrorMessage("Broken Sword 2: Cannot read cd.inf"); return false; } // It has been reported that there are two different versions // of the cd.inf file: One where all clusters on CD also have // the LOCAL_CACHE bit set. This bit is no longer used. To // avoid future problems, let's normalize the flag once and for // all here. if (cdInf[i].cd & LOCAL_PERM) cdInf[i].cd = 0; else if (cdInf[i].cd & CD1) cdInf[i].cd = 1; else if (cdInf[i].cd & CD2) cdInf[i].cd = 2; else cdInf[i].cd = 0; // Any file on "CD 0" may be needed at all times. Verify that // it exists. Any other missing cluster will be requested with // an "insert CD" message. Of course, the file may still vanish // during game-play (oh, that wascally wabbit!) in which case // the resource manager will print a fatal error. if (cdInf[i].cd == 0 && !Common::File::exists((char *)cdInf[i].clusterName)) { _vm->GUIErrorMessage("Broken Sword 2: Cannot find " + Common::String((char *)cdInf[i].clusterName)); delete [] cdInf; return false; } } file.close(); for (i = 0; i < _totalClusters; i++) { for (j = 0; j < _totalClusters; j++) { if (scumm_stricmp((char *)cdInf[j].clusterName, _resFiles[i].fileName) == 0) break; } if (j == _totalClusters) { delete [] cdInf; _vm->GUIErrorMessage(Common::String(_resFiles[i].fileName) + " is not in cd.inf"); return false; } _resFiles[i].cd = cdInf[j].cd; } delete [] cdInf; debug(1, "%d resources in %d cluster files", _totalResFiles, _totalClusters); for (i = 0; i < _totalClusters; i++) debug(2, "filename of cluster %d: -%s (%d)", i, _resFiles[i].fileName, _resFiles[i].cd); _resList = (Resource *)malloc(_totalResFiles * sizeof(Resource)); for (i = 0; i < _totalResFiles; i++) { _resList[i].ptr = NULL; _resList[i].size = 0; _resList[i].refCount = 0; _resList[i].prev = _resList[i].next = NULL; } return true; }