SCI: More changes to the code for loading from the launcher

- Added support for the LSL2 menu bar object
- We no longer need a reference to the init() selector - it's always the first method of the menu bar object

svn-id: r50462
This commit is contained in:
Filippos Karapetis 2010-06-28 22:01:26 +00:00
parent 32a192b79a
commit 58732b9df1
3 changed files with 9 additions and 17 deletions

View file

@ -161,7 +161,6 @@ void Kernel::mapSelectors() {
FIND_SELECTOR(maxScale);
FIND_SELECTOR(vanishingX);
FIND_SELECTOR(vanishingY);
FIND_SELECTOR(init);
FIND_SELECTOR(iconIndex);
#ifdef ENABLE_SCI32

View file

@ -103,8 +103,6 @@ struct SelectorCache {
// perform
Selector moveDone; ///< used for DoBresen
Selector init; ///< Used for menu initialization when loading from the launcher
// SCI1 selectors which have been moved a bit in SCI1.1, but otherwise static
Selector cantBeHere; ///< Checks for movement avoidance in SCI1+. Replaces canBeHere
Selector topString; ///< SCI1 scroll lists use this instead of lsTop

View file

@ -244,23 +244,18 @@ Common::Error SciEngine::run() {
// Initialize the game menu, if there is one.
// This is not done when loading, so we must do it manually.
reg_t menuBarObj = _gamestate->_segMan->findObjectByName("MenuBar");
if (menuBarObj.isNull())
menuBarObj = _gamestate->_segMan->findObjectByName("TheMenuBar"); // LSL2
if (menuBarObj.isNull())
menuBarObj = _gamestate->_segMan->findObjectByName("menuBar"); // LSL6
if (!menuBarObj.isNull()) {
// Game menus are found in SCI0-SCI01 games (but not in demos), which had a selector vocabulary,
// thus the following code should always work (at least theoretically).
// The init selector is being moved around in all games, thus adding it to the list of static
// selectors can be tricky. An alternative way would be to call the first method of the
// MenuBar object (which is init), but this will require refactoring.
if (_kernel->_selectorCache.init != -1) {
// Reset abortScriptProcessing before initializing the game menu, so that the
// VM call performed by invokeSelector will actually run.
_gamestate->abortScriptProcessing = kAbortNone;
invokeSelector(_gamestate, menuBarObj, SELECTOR(init), 0, _gamestate->stack_base);
Object *menuBar = _gamestate->_segMan->getObject(menuBarObj);
// Invoke the first method (init) of the menuBar object
invokeSelector(_gamestate, menuBarObj, menuBar->getFuncSelector(0), 0, _gamestate->stack_base);
_gamestate->abortScriptProcessing = kAbortLoadGame;
} else {
warning("Game has a menu but not a selector vocabulary, skipping menu initialization");
}
}
}