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119 lines
3.1 KiB
C++
119 lines
3.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef FULLPIPE_GAMELOADER_H
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#define FULLPIPE_GAMELOADER_H
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#include "fullpipe/objects.h"
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#include "fullpipe/inventory.h"
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#include "fullpipe/messages.h"
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namespace Fullpipe {
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class SceneTag;
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class MctlCompound;
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class InputController;
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class InteractionController;
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class MotionController;
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class Sc2 : public CObject {
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public:
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int16 _sceneId;
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int16 _field_2;
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Scene *_scene;
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MotionController *_motionController;
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int32 *_data1; // FIXME, could be a struct
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int _count1;
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PicAniInfo **_defPicAniInfos;
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int _defPicAniInfosCount;
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PicAniInfo **_picAniInfos;
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int _picAniInfosCount;
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int _isLoaded;
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EntranceInfo **_entranceData;
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int _entranceDataCount;
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public:
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Sc2();
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virtual bool load(MfcArchive &file);
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};
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typedef Common::Array<Sc2> Sc2Array;
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struct PreloadItem {
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int preloadId1;
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int preloadId2;
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int sceneId;
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int keyCode;
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};
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bool preloadCallback(PreloadItem &pre, int flag);
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class PreloadItems : public Common::Array<PreloadItem *>, public CObject {
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public:
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virtual bool load(MfcArchive &file);
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};
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class GameLoader : public CObject {
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public:
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GameLoader();
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virtual ~GameLoader();
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virtual bool load(MfcArchive &file);
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bool loadScene(int sceneId);
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bool gotoScene(int sceneId, int entranceId);
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bool preloadScene(int sceneId, int entranceId);
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bool unloadScene(int sceneId);
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void updateSystems(int counterdiff);
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int getSceneTagBySceneId(int sceneId, SceneTag **st);
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void applyPicAniInfos(Scene *sc, PicAniInfo **picAniInfo, int picAniInfoCount);
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void saveScenePicAniInfos(int sceneId);
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GameProject *_gameProject;
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InteractionController *_interactionController;
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InputController *_inputController;
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Inventory2 _inventory;
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Sc2Array _sc2array;
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void *_sceneSwitcher;
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bool (*_preloadCallback)(PreloadItem &pre, int flag);
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void *_readSavegameCallback;
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int16 _field_F8;
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int16 _field_FA;
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PreloadItems _preloadItems;
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GameVar *_gameVar;
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char *_gameName;
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ExCommand _exCommand;
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int _updateCounter;
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int _preloadSceneId;
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int _preloadEntranceId;
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};
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Inventory2 *getGameLoaderInventory();
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InteractionController *getGameLoaderInteractionController();
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MctlCompound *getSc2MctlCompoundBySceneId(int16 sceneId);
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MctlCompound *getCurrSceneSc2MotionController();
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} // End of namespace Fullpipe
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#endif /* FULLPIPE_GAMELOADER_H */
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