mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 04:34:50 +00:00
691 lines
16 KiB
C++
691 lines
16 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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#include "fullpipe/fullpipe.h"
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#include "graphics/thumbnail.h"
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#include "fullpipe/gameloader.h"
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#include "fullpipe/scene.h"
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#include "fullpipe/input.h"
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#include "fullpipe/statics.h"
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#include "fullpipe/interaction.h"
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#include "fullpipe/motion.h"
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#include "fullpipe/constants.h"
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#include "fullpipe/scenes.h"
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#include "fullpipe/floaters.h"
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namespace Fullpipe {
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Inventory2 *getGameLoaderInventory() {
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return &g_fp->_gameLoader->_inventory;
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}
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MctlCompound *getSc2MctlCompoundBySceneId(int16 sceneId) {
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for (uint i = 0; i < g_fp->_gameLoader->_sc2array.size(); i++)
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if (g_fp->_gameLoader->_sc2array[i]._sceneId == sceneId)
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return (MctlCompound *)g_fp->_gameLoader->_sc2array[i]._motionController;
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return 0;
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}
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InteractionController *getGameLoaderInteractionController() {
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return g_fp->_gameLoader->_interactionController;
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}
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GameLoader::GameLoader() {
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_interactionController = new InteractionController();
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_inputController = new InputController();
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_gameProject = 0;
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_gameName = 0;
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addMessageHandlerByIndex(global_messageHandler2, 0, 0);
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insertMessageHandler(global_messageHandler3, 0, 128);
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insertMessageHandler(global_messageHandler4, 0, 1);
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_field_FA = 0;
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_field_F8 = 0;
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_sceneSwitcher = 0;
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_preloadCallback = 0;
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_readSavegameCallback = 0;
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_gameVar = 0;
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_preloadSceneId = 0;
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_preloadEntranceId = 0;
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_updateCounter = 0;
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g_fp->_msgX = 0;
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g_fp->_msgY = 0;
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g_fp->_msgObjectId2 = 0;
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g_fp->_msgId = 0;
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}
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GameLoader::~GameLoader() {
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free(_gameName);
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delete _gameProject;
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delete _interactionController;
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delete _inputController;
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g_fp->_gameLoader = 0;
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for (uint i = 0; i < _sc2array.size(); i++) {
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if (_sc2array[i]._defPicAniInfos)
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delete _sc2array[i]._defPicAniInfos;
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if (_sc2array[i]._picAniInfos)
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delete _sc2array[i]._picAniInfos;
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if (_sc2array[i]._motionController)
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delete _sc2array[i]._motionController;
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if (_sc2array[i]._data1)
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free(_sc2array[i]._data1);
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if (_sc2array[i]._entranceData)
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free(_sc2array[i]._entranceData);
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}
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delete _gameVar;
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_gameVar = 0;
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_sc2array.clear();
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}
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bool GameLoader::load(MfcArchive &file) {
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debug(5, "GameLoader::load()");
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_gameName = file.readPascalString();
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debug(6, "_gameName: %s", _gameName);
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_gameProject = new GameProject();
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_gameProject->load(file);
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g_fp->_gameProject = _gameProject;
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if (g_fp->_gameProjectVersion < 12) {
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error("Old gameProjectVersion: %d", g_fp->_gameProjectVersion);
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}
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_gameName = file.readPascalString();
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debug(6, "_gameName: %s", _gameName);
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_inventory.load(file);
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_interactionController->load(file);
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debug(6, "sceneTag count: %d", _gameProject->_sceneTagList->size());
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_sc2array.resize(_gameProject->_sceneTagList->size());
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int i = 0;
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for (SceneTagList::const_iterator it = _gameProject->_sceneTagList->begin(); it != _gameProject->_sceneTagList->end(); ++it, i++) {
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char tmp[12];
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snprintf(tmp, 11, "%04d.sc2", it->_sceneId);
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debug(2, "sc: %s", tmp);
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_sc2array[i].loadFile((const char *)tmp);
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}
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_preloadItems.load(file);
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_field_FA = file.readUint16LE();
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_field_F8 = file.readUint16LE();
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_gameVar = (GameVar *)file.readClass();
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return true;
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}
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bool GameLoader::loadScene(int sceneId) {
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SceneTag *st;
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int idx = getSceneTagBySceneId(sceneId, &st);
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if (idx < 0)
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return false;
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if (!st->_scene)
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st->loadScene();
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if (st->_scene) {
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st->_scene->init();
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applyPicAniInfos(st->_scene, _sc2array[idx]._defPicAniInfos, _sc2array[idx]._defPicAniInfosCount);
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applyPicAniInfos(st->_scene, _sc2array[idx]._picAniInfos, _sc2array[idx]._picAniInfosCount);
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_sc2array[idx]._scene = st->_scene;
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_sc2array[idx]._isLoaded = 1;
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return true;
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}
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return false;
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}
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bool GameLoader::gotoScene(int sceneId, int entranceId) {
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SceneTag *st;
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int sc2idx = getSceneTagBySceneId(sceneId, &st);
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if (sc2idx < 0)
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return false;
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if (!_sc2array[sc2idx]._isLoaded)
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return false;
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if (_sc2array[sc2idx]._entranceDataCount < 1) {
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g_fp->_currentScene = st->_scene;
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return true;
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}
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if (_sc2array[sc2idx]._entranceDataCount <= 0)
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return false;
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int entranceIdx = 0;
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if (sceneId != 726) // WORKAROUND
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for (entranceIdx = 0; _sc2array[sc2idx]._entranceData[entranceIdx]->_field_4 != entranceId; entranceIdx++) {
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if (entranceIdx >= _sc2array[sc2idx]._entranceDataCount)
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return false;
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}
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GameVar *sg = _gameVar->getSubVarByName("OBJSTATES")->getSubVarByName("SAVEGAME");
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if (sg || (sg = _gameVar->getSubVarByName("OBJSTATES")->addSubVarAsInt("SAVEGAME", 0)) != 0)
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sg->setSubVarAsInt("Entrance", entranceId);
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if (!g_fp->sceneSwitcher(_sc2array[sc2idx]._entranceData[entranceIdx]))
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return false;
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g_fp->_msgObjectId2 = 0;
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g_fp->_msgY = -1;
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g_fp->_msgX = -1;
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g_fp->_currentScene = st->_scene;
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MessageQueue *mq1 = g_fp->_currentScene->getMessageQueueById(_sc2array[sc2idx]._entranceData[entranceIdx]->_messageQueueId);
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if (mq1) {
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MessageQueue *mq = new MessageQueue(mq1, 0, 0);
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StaticANIObject *stobj = g_fp->_currentScene->getStaticANIObject1ById(_field_FA, -1);
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if (stobj) {
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stobj->_flags &= 0x100;
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ExCommand *ex = new ExCommand(stobj->_id, 34, 256, 0, 0, 0, 1, 0, 0, 0);
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ex->_field_14 = 256;
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ex->_messageNum = 0;
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ex->_excFlags |= 3;
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mq->addExCommandToEnd(ex);
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}
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mq->setFlags(mq->getFlags() | 1);
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if (!mq->chain(0)) {
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delete mq;
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return false;
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}
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} else {
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StaticANIObject *stobj = g_fp->_currentScene->getStaticANIObject1ById(_field_FA, -1);
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if (stobj)
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stobj->_flags &= 0xfeff;
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}
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return true;
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}
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bool preloadCallback(PreloadItem &pre, int flag) {
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if (flag) {
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if (flag == 50)
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g_fp->_aniMan->preloadMovements(g_fp->_movTable);
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StaticANIObject *pbar = g_fp->_loaderScene->getStaticANIObject1ById(ANI_PBAR, -1);
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if (pbar) {
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int sz;
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if (pbar->_movement->_currMovement)
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sz = pbar->_movement->_currMovement->_dynamicPhases.size();
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else
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sz = pbar->_movement->_dynamicPhases.size();
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pbar->_movement->setDynamicPhaseIndex(flag * (sz - 1) / 100);
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}
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g_fp->updateMap(&pre);
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g_fp->_currentScene = g_fp->_loaderScene;
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g_fp->_loaderScene->draw();
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g_fp->_system->updateScreen();
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} else {
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if (g_fp->_scene2) {
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g_fp->_aniMan = g_fp->_scene2->getAniMan();
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g_fp->_scene2 = 0;
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setInputDisabled(1);
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}
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g_fp->_floaters->stopAll();
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if (g_fp->_soundEnabled) {
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g_fp->_currSoundListCount = 1;
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g_fp->_currSoundList1[0] = g_fp->accessScene(SC_COMMON)->_soundList;
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}
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g_vars->scene18_inScene18p1 = false;
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if ((pre.preloadId1 != SC_18 || pre.sceneId != SC_19) && (pre.preloadId1 != SC_19 || (pre.sceneId != SC_18 && pre.sceneId != SC_19))) {
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if (g_fp->_scene3) {
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if (pre.preloadId1 != SC_18)
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g_fp->_gameLoader->unloadScene(SC_18);
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g_fp->_scene3 = 0;
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}
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} else {
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scene19_setMovements(g_fp->accessScene(pre.preloadId1), pre.keyCode);
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g_vars->scene18_inScene18p1 = true;
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if (pre.preloadId1 == SC_18) {
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g_fp->_gameLoader->saveScenePicAniInfos(SC_18);
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scene18_preload();
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}
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}
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if (((pre.sceneId == SC_19 && pre.keyCode == TrubaRight) || (pre.sceneId == SC_18 && pre.keyCode == TrubaRight)) && !pre.preloadId2) {
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pre.sceneId = SC_18;
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pre.keyCode = TrubaLeft;
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}
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if (!g_fp->_loaderScene) {
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g_fp->_gameLoader->loadScene(SC_LDR);
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g_fp->_loaderScene = g_fp->accessScene(SC_LDR);
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}
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StaticANIObject *pbar = g_fp->_loaderScene->getStaticANIObject1ById(ANI_PBAR, -1);
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if (pbar) {
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pbar->show1(ST_EGTR_SLIMSORROW, ST_MAN_GOU, MV_PBAR_RUN, 0);
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pbar->startAnim(MV_PBAR_RUN, 0, -1);
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}
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g_fp->_inventoryScene = 0;
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g_fp->_updateCursorCallback = 0;
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g_fp->_sceneRect.translate(-g_fp->_sceneRect.left, -g_fp->_sceneRect.top);
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g_fp->_system->delayMillis(10);
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Scene *oldsc = g_fp->_currentScene;
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g_fp->_currentScene = g_fp->_loaderScene;
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g_fp->_loaderScene->draw();
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g_fp->_system->updateScreen();
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g_fp->_currentScene = oldsc;
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}
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return true;
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}
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bool GameLoader::preloadScene(int sceneId, int entranceId) {
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debug(0, "preloadScene(%d, %d), ", sceneId, entranceId);
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if (_preloadSceneId != sceneId || _preloadEntranceId != entranceId) {
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_preloadSceneId = sceneId;
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_preloadEntranceId = entranceId;
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return true;
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}
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int idx = -1;
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for (uint i = 0; i < _preloadItems.size(); i++)
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if (_preloadItems[i]->preloadId1 == sceneId && _preloadItems[i]->preloadId2 == entranceId) {
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idx = i;
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break;
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}
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if (idx == -1) {
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_preloadSceneId = 0;
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_preloadEntranceId = 0;
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return false;
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}
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if (_preloadCallback) {
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if (!_preloadCallback(*_preloadItems[idx], 0))
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return false;
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}
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if (g_fp->_currentScene && g_fp->_currentScene->_sceneId == sceneId)
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g_fp->_currentScene = 0;
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saveScenePicAniInfos(sceneId);
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clearGlobalMessageQueueList1();
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unloadScene(sceneId);
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if (_preloadCallback)
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_preloadCallback(*_preloadItems[idx], 50);
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loadScene(_preloadItems[idx]->sceneId);
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ExCommand *ex = new ExCommand(_preloadItems[idx]->sceneId, 17, 62, 0, 0, 0, 1, 0, 0, 0);
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ex->_excFlags = 2;
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ex->_keyCode = _preloadItems[idx]->keyCode;
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_preloadSceneId = 0;
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_preloadEntranceId = 0;
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if (_preloadCallback)
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_preloadCallback(*_preloadItems[idx], 100);
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ex->postMessage();
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return true;
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}
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bool GameLoader::unloadScene(int sceneId) {
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SceneTag *tag;
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int sceneTag = getSceneTagBySceneId(sceneId, &tag);
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if (sceneTag < 0)
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return false;
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if (_sc2array[sceneTag]._isLoaded)
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saveScenePicAniInfos(sceneId);
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_sc2array[sceneTag]._motionController->freeItems();
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delete tag->_scene;
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tag->_scene = 0;
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_sc2array[sceneTag]._isLoaded = 0;
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_sc2array[sceneTag]._scene = 0;
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return true;
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}
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int GameLoader::getSceneTagBySceneId(int sceneId, SceneTag **st) {
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if (_sc2array.size() > 0 && _gameProject->_sceneTagList->size() > 0) {
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for (uint i = 0; i < _sc2array.size(); i++) {
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if (_sc2array[i]._sceneId == sceneId) {
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int num = 0;
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for (SceneTagList::iterator s = _gameProject->_sceneTagList->begin(); s != _gameProject->_sceneTagList->end(); ++s, num++) {
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if (s->_sceneId == sceneId) {
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*st = &(*s);
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return num;
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}
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}
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}
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}
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}
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*st = 0;
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return -1;
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}
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void GameLoader::applyPicAniInfos(Scene *sc, PicAniInfo **picAniInfo, int picAniInfoCount) {
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if (picAniInfoCount <= 0)
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return;
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debug(0, "GameLoader::applyPicAniInfos(sc, ptr, %d)", picAniInfoCount);
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PictureObject *pict;
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StaticANIObject *ani;
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for (int i = 0; i < picAniInfoCount; i++) {
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debug(7, "PicAniInfo: id: %d type: %d", picAniInfo[i]->objectId, picAniInfo[i]->type);
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if (picAniInfo[i]->type & 2) {
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pict = sc->getPictureObjectById(picAniInfo[i]->objectId, picAniInfo[i]->field_8);
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if (pict) {
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pict->setPicAniInfo(picAniInfo[i]);
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continue;
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}
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pict = sc->getPictureObjectById(picAniInfo[i]->objectId, 0);
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if (pict) {
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PictureObject *pictNew = new PictureObject(pict);
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sc->_picObjList.push_back(pictNew);
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pictNew->setPicAniInfo(picAniInfo[i]);
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continue;
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}
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} else {
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if (!(picAniInfo[i]->type & 1))
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continue;
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Scene *scNew = g_fp->accessScene(picAniInfo[i]->sceneId);
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if (!scNew)
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continue;
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ani = sc->getStaticANIObject1ById(picAniInfo[i]->objectId, picAniInfo[i]->field_8);
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if (ani) {
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ani->setPicAniInfo(picAniInfo[i]);
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continue;
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}
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ani = scNew->getStaticANIObject1ById(picAniInfo[i]->objectId, 0);
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if (ani) {
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StaticANIObject *aniNew = new StaticANIObject(ani);
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sc->addStaticANIObject(aniNew, 1);
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aniNew->setPicAniInfo(picAniInfo[i]);
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continue;
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}
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}
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}
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}
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void GameLoader::saveScenePicAniInfos(int sceneId) {
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warning("STUB: GameLoader::saveScenePicAniInfos(%d)", sceneId);
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}
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void GameLoader::updateSystems(int counterdiff) {
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if (g_fp->_currentScene) {
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g_fp->_currentScene->update(counterdiff);
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_exCommand._messageKind = 17;
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_updateCounter++;
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_exCommand._messageNum = 33;
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_exCommand._excFlags = 0;
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_exCommand.postMessage();
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}
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processMessages();
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if (_preloadSceneId) {
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processMessages();
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preloadScene(_preloadSceneId, _preloadEntranceId);
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}
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}
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void GameLoader::readSavegame(const char *fname) {
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warning("STUB: readSavegame(%s)", fname);
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}
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void GameLoader::writeSavegame(Scene *sc, const char *fname) {
|
|
warning("STUB: writeSavegame(sc, %s)", fname);
|
|
}
|
|
|
|
Sc2::Sc2() {
|
|
_sceneId = 0;
|
|
_field_2 = 0;
|
|
_scene = 0;
|
|
_motionController = 0;
|
|
_data1 = 0;
|
|
_count1 = 0;
|
|
_defPicAniInfos = 0;
|
|
_defPicAniInfosCount = 0;
|
|
_picAniInfos = 0;
|
|
_picAniInfosCount = 0;
|
|
_isLoaded = 0;
|
|
_entranceData = 0;
|
|
_entranceDataCount = 0;
|
|
}
|
|
|
|
bool Sc2::load(MfcArchive &file) {
|
|
debug(5, "Sc2::load()");
|
|
|
|
_sceneId = file.readUint16LE();
|
|
|
|
_motionController = (MotionController *)file.readClass();
|
|
|
|
_count1 = file.readUint32LE();
|
|
debug(4, "count1: %d", _count1);
|
|
if (_count1 > 0) {
|
|
_data1 = (int32 *)malloc(_count1 * sizeof(int32));
|
|
|
|
for (int i = 0; i < _count1; i++) {
|
|
_data1[i] = file.readUint32LE();
|
|
}
|
|
} else {
|
|
_data1 = 0;
|
|
}
|
|
|
|
_defPicAniInfosCount = file.readUint32LE();
|
|
debug(4, "defPicAniInfos: %d", _defPicAniInfosCount);
|
|
if (_defPicAniInfosCount > 0) {
|
|
_defPicAniInfos = (PicAniInfo **)malloc(_defPicAniInfosCount * sizeof(PicAniInfo *));
|
|
|
|
for (int i = 0; i < _defPicAniInfosCount; i++) {
|
|
_defPicAniInfos[i] = new PicAniInfo();
|
|
|
|
_defPicAniInfos[i]->load(file);
|
|
}
|
|
} else {
|
|
_defPicAniInfos = 0;
|
|
}
|
|
|
|
_picAniInfos = 0;
|
|
_picAniInfosCount = 0;
|
|
|
|
_entranceDataCount = file.readUint32LE();
|
|
debug(4, "_entranceData: %d", _entranceDataCount);
|
|
|
|
if (_entranceDataCount > 0) {
|
|
_entranceData = (EntranceInfo **)malloc(_entranceDataCount * sizeof(EntranceInfo *));
|
|
|
|
for (int i = 0; i < _entranceDataCount; i++) {
|
|
_entranceData[i] = new EntranceInfo();
|
|
_entranceData[i]->load(file);
|
|
}
|
|
} else {
|
|
_entranceData = 0;
|
|
}
|
|
|
|
if (file.size() - file.pos() > 0)
|
|
error("Sc2::load(): (%d bytes left)", file.size() - file.pos());
|
|
|
|
return true;
|
|
}
|
|
|
|
bool PreloadItems::load(MfcArchive &file) {
|
|
debug(5, "PreloadItems::load()");
|
|
|
|
int count = file.readCount();
|
|
|
|
clear();
|
|
|
|
for (int i = 0; i < count; i++) {
|
|
PreloadItem *t = new PreloadItem();
|
|
t->preloadId1 = file.readUint32LE();
|
|
t->preloadId2 = file.readUint32LE();
|
|
t->sceneId = file.readUint32LE();
|
|
t->keyCode = file.readUint32LE();
|
|
|
|
push_back(t);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
const char *getSavegameFile(int saveGameIdx) {
|
|
static char buffer[20];
|
|
sprintf(buffer, "fullpipe.s%02d", saveGameIdx);
|
|
return buffer;
|
|
}
|
|
|
|
bool readSavegameHeader(Common::InSaveFile *in, FullpipeSavegameHeader &header) {
|
|
char saveIdentBuffer[6];
|
|
header.thumbnail = NULL;
|
|
|
|
// Validate the header Id
|
|
in->read(saveIdentBuffer, 6);
|
|
if (strcmp(saveIdentBuffer, "SVMCR"))
|
|
return false;
|
|
|
|
header.version = in->readByte();
|
|
if (header.version != FULLPIPE_SAVEGAME_VERSION)
|
|
return false;
|
|
|
|
// Read in the string
|
|
header.saveName.clear();
|
|
char ch;
|
|
while ((ch = (char)in->readByte()) != '\0') header.saveName += ch;
|
|
|
|
// Get the thumbnail
|
|
header.thumbnail = Graphics::loadThumbnail(*in);
|
|
if (!header.thumbnail)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void GameLoader::restoreDefPicAniInfos() {
|
|
for (uint i = 0; i < _sc2array.size(); i++) {
|
|
if (_sc2array[i]._picAniInfos) {
|
|
free(_sc2array[i]._picAniInfos);
|
|
_sc2array[i]._picAniInfos = 0;
|
|
_sc2array[i]._picAniInfosCount = 0;
|
|
}
|
|
|
|
if (_sc2array[i]._scene)
|
|
applyPicAniInfos(_sc2array[i]._scene, _sc2array[i]._defPicAniInfos, _sc2array[i]._defPicAniInfosCount);
|
|
}
|
|
}
|
|
|
|
GameVar *FullpipeEngine::getGameLoaderGameVar() {
|
|
if (_gameLoader)
|
|
return _gameLoader->_gameVar;
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
InputController *FullpipeEngine::getGameLoaderInputController() {
|
|
if (_gameLoader)
|
|
return _gameLoader->_inputController;
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
MctlCompound *getCurrSceneSc2MotionController() {
|
|
return getSc2MctlCompoundBySceneId(g_fp->_currentScene->_sceneId);
|
|
}
|
|
|
|
} // End of namespace Fullpipe
|