scummvm/engines/fullpipe/gameloader.cpp

339 lines
8.4 KiB
C++

/* 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.
*
* 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 "fullpipe/fullpipe.h"
#include "fullpipe/gameloader.h"
#include "fullpipe/scene.h"
#include "fullpipe/input.h"
#include "fullpipe/statics.h"
namespace Fullpipe {
CInventory2 *getGameLoaderInventory() {
return &g_fullpipe->_gameLoader->_inventory;
}
CMctlCompound *getSc2MctlCompoundBySceneId(int16 sceneId) {
for (uint i = 0; i < g_fullpipe->_gameLoader->_sc2array.size(); i++)
if (g_fullpipe->_gameLoader->_sc2array[i]._sceneId == sceneId)
return (CMctlCompound *)g_fullpipe->_gameLoader->_sc2array[i]._motionController;
return 0;
}
CInteractionController *getGameLoaderInteractionController() {
return g_fullpipe->_gameLoader->_interactionController;
}
CGameLoader::CGameLoader() {
_interactionController = new CInteractionController();
_inputController = new CInputController();
_gameProject = 0;
//_gameName = "untitled";
addMessageHandlerByIndex(global_messageHandler2, 0, 0);
insertMessageHandler(global_messageHandler3, 0, 128);
insertMessageHandler(global_messageHandler4, 0, 1);
_field_FA = 0;
_field_F8 = 0;
_sceneSwitcher = 0;
_preloadCallback = 0;
_readSavegameCallback = 0;
_gameVar = 0;
_preloadSceneId = 0;
_preloadEntranceId = 0;
_updateCounter = 0;
g_fullpipe->_msgX = 0;
g_fullpipe->_msgY = 0;
g_fullpipe->_msgObjectId2 = 0;
g_fullpipe->_msgId = 0;
}
CGameLoader::~CGameLoader() {
free(_gameName);
delete _gameProject;
delete _interactionController;
delete _inputController;
}
bool CGameLoader::load(MfcArchive &file) {
debug(5, "CGameLoader::load()");
_gameName = file.readPascalString();
debug(6, "_gameName: %s", _gameName);
_gameProject = new GameProject();
_gameProject->load(file);
g_fullpipe->_gameProject = _gameProject;
if (g_fullpipe->_gameProjectVersion < 12) {
error("Old gameProjectVersion: %d", g_fullpipe->_gameProjectVersion);
}
_gameName = file.readPascalString();
debug(6, "_gameName: %s", _gameName);
_inventory.load(file);
_interactionController->load(file);
debug(6, "sceneTag count: %d", _gameProject->_sceneTagList->size());
_sc2array.resize(_gameProject->_sceneTagList->size());
int i = 0;
for (SceneTagList::const_iterator it = _gameProject->_sceneTagList->begin(); it != _gameProject->_sceneTagList->end(); ++it, i++) {
char tmp[12];
snprintf(tmp, 11, "%04d.sc2", it->_sceneId);
debug(2, "sc: %s", tmp);
_sc2array[i].loadFile((const char *)tmp);
}
_preloadItems.load(file);
_field_FA = file.readUint16LE();
_field_F8 = file.readUint16LE();
_gameVar = (CGameVar *)file.readClass();
return true;
}
bool CGameLoader::loadScene(int sceneId) {
SceneTag *st;
int idx = getSceneTagBySceneId(sceneId, &st);
if (idx < 0)
return false;
if (!st->_scene)
st->loadScene();
if (st->_scene) {
st->_scene->init();
applyPicAniInfos(st->_scene, _sc2array[idx]._defPicAniInfos, _sc2array[idx]._defPicAniInfosCount);
applyPicAniInfos(st->_scene, _sc2array[idx]._picAniInfos, _sc2array[idx]._picAniInfosCount);
_sc2array[idx]._scene = st->_scene;
_sc2array[idx]._isLoaded = 1;
return true;
}
return false;
}
bool CGameLoader::gotoScene(int sceneId, int entranceId) {
SceneTag *st;
int sc2idx = getSceneTagBySceneId(sceneId, &st);
if (sc2idx < 0)
return false;
if (!_sc2array[sc2idx]._isLoaded)
return 0;
if (_sc2array[sc2idx]._entranceDataCount < 1) {
g_fullpipe->_currentScene = st->_scene;
return true;
}
if (_sc2array[sc2idx]._entranceDataCount <= 0 )
return false;
int entranceIdx;
for (entranceIdx = 0; _sc2array[sc2idx]._entranceData[entranceIdx]->_field_4 != entranceId; entranceIdx++) {
if (entranceIdx >= _sc2array[sc2idx]._entranceDataCount)
return false;
}
CGameVar *sg = _gameVar->getSubVarByName("OBJSTATES")->getSubVarByName("SAVEGAME");
if (sg || (sg = _gameVar->getSubVarByName("OBJSTATES")->addSubVarAsInt("SAVEGAME", 0)) != 0)
sg->setSubVarAsInt("Entrance", entranceId);
if (!g_fullpipe->sceneSwitcher(_sc2array[sc2idx]._entranceData[entranceIdx]))
return false;
g_fullpipe->_msgObjectId2 = 0;
g_fullpipe->_msgY = -1;
g_fullpipe->_msgX = -1;
g_fullpipe->_currentScene = st->_scene;
MessageQueue *mq1 = g_fullpipe->_currentScene->getMessageQueueById(_sc2array[sc2idx]._entranceData[entranceIdx]->_messageQueueId);
if (mq1) {
MessageQueue *mq = new MessageQueue(mq1, 0, 0);
StaticANIObject *stobj = g_fullpipe->_currentScene->getStaticANIObject1ById(_field_FA, -1);
if (stobj) {
stobj->setFlags(stobj->_flags & 0x100);
ExCommand *ex = new ExCommand(stobj->_id, 34, 256, 0, 0, 0, 1, 0, 0, 0);
ex->_field_14 = 256;
ex->_messageNum = 0;
ex->_excFlags |= 3;
mq->_exCommands.push_back(ex);
}
mq->setFlags(mq->getFlags() | 1);
if (!mq->chain(0)) {
delete mq;
return false;
}
} else {
StaticANIObject *stobj = g_fullpipe->_currentScene->getStaticANIObject1ById(_field_FA, -1);
if (stobj)
stobj->setFlags(stobj->_flags & 0xfeff);
}
return true;
}
bool CGameLoader::preloadScene(int sceneId, int entranceId) {
warning("STUB: preloadScene(%d, %d), ", sceneId, entranceId);
return true;
}
int CGameLoader::getSceneTagBySceneId(int sceneId, SceneTag **st) {
if (_sc2array.size() > 0 && _gameProject->_sceneTagList->size() > 0) {
for (uint i = 0; i < _sc2array.size(); i++) {
if (_sc2array[i]._sceneId == sceneId) {
int num = 0;
for (SceneTagList::iterator s = _gameProject->_sceneTagList->begin(); s != _gameProject->_sceneTagList->end(); ++s, num++) {
if (s->_sceneId == sceneId) {
*st = &(*s);
return num;
}
}
}
}
}
*st = 0;
return -1;
}
void CGameLoader::applyPicAniInfos(Scene *sc, PicAniInfo **picAniInfo, int picAniInfoCount) {
if (picAniInfoCount <= 0)
return;
debug(0, "CGameLoader::applyPicAniInfos(sc, ptr, %d)", picAniInfoCount);
PictureObject *pict;
StaticANIObject *ani;
for (int i = 0; i < picAniInfoCount; i++) {
debug(0, "PicAniInfo: id: %d type: %d", picAniInfo[i]->objectId, picAniInfo[i]->type);
if (picAniInfo[i]->type & 2) {
pict = sc->getPictureObjectById(picAniInfo[i]->objectId, picAniInfo[i]->field_8);
if (pict) {
pict->setPicAniInfo(picAniInfo[i]);
continue;
}
pict = sc->getPictureObjectById(picAniInfo[i]->objectId, 0);
if (pict) {
PictureObject *pictNew = new PictureObject(pict);
sc->_picObjList.push_back(pictNew);
pictNew->setPicAniInfo(picAniInfo[i]);
continue;
}
} else {
if (!(picAniInfo[i]->type & 1))
continue;
Scene *scNew = g_fullpipe->accessScene(picAniInfo[i]->sceneId);
if (!scNew)
continue;
ani = sc->getStaticANIObject1ById(picAniInfo[i]->objectId, picAniInfo[i]->field_8);
if (ani) {
ani->setPicAniInfo(picAniInfo[i]);
continue;
}
ani = scNew->getStaticANIObject1ById(picAniInfo[i]->objectId, 0);
if (ani) {
StaticANIObject *aniNew = new StaticANIObject(ani);
sc->addStaticANIObject(aniNew, 1);
aniNew->setPicAniInfo(picAniInfo[i]);
continue;
}
}
}
}
void CGameLoader::updateSystems(int counterdiff) {
if (g_fullpipe->_currentScene) {
g_fullpipe->_currentScene->update(counterdiff);
_exCommand._messageKind = 17;
_updateCounter++;
_exCommand._messageNum = 33;
_exCommand._excFlags = 0;
postMessage(&_exCommand);
}
processMessages();
if (_preloadSceneId) {
processMessages();
preloadScene(_preloadSceneId, _preloadEntranceId);
}
}
CGameVar *FullpipeEngine::getGameLoaderGameVar() {
if (_gameLoader)
return _gameLoader->_gameVar;
else
return 0;
}
CInputController *FullpipeEngine::getGameLoaderInputController() {
if (_gameLoader)
return _gameLoader->_inputController;
else
return 0;
}
} // End of namespace Fullpipe