mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 22:28:10 +00:00
331 lines
7.4 KiB
C++
331 lines
7.4 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 "common/file.h"
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#include "common/array.h"
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#include "common/list.h"
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#include "fullpipe/objects.h"
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#include "fullpipe/gameloader.h"
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#include "fullpipe/scene.h"
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#include "fullpipe/statics.h"
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#include "fullpipe/interaction.h"
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#include "fullpipe/gameloader.h"
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#include "fullpipe/constants.h"
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namespace Fullpipe {
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bool FullpipeEngine::loadGam(const char *fname, int scene) {
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_gameLoader = new GameLoader();
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if (!_gameLoader->loadFile(fname))
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return false;
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_currSoundListCount = 0;
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initObjectStates();
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// set_g_messageQueueCallback1(messageQueueCallback1); // substituted with direct call
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addMessageHandlerByIndex(global_messageHandler1, 0, 4);
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_inventory = getGameLoaderInventory();
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_inventory->setItemFlags(ANI_INV_MAP, 0x10003);
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_inventory->addItem(ANI_INV_MAP, 1);
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_inventory->rebuildItemRects();
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for (uint i = 0; i < _inventory->getScene()->_picObjList.size(); i++)
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((MemoryObject *)_inventory->getScene()->_picObjList[i]->_picture)->load();
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// _sceneSwitcher = sceneSwitcher; // substituted with direct call
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_gameLoader->_preloadCallback = preloadCallback;
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// _readSavegameCallback = gameLoaderReadSavegameCallback; // TODO
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_aniMan = accessScene(SC_COMMON)->getAniMan();
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_scene2 = 0;
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_movTable = _aniMan->countMovements();
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_aniMan->setSpeed(1);
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PictureObject *pic = accessScene(SC_INV)->getPictureObjectById(PIC_INV_MENU, 0);
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pic->setFlags(pic->_flags & 0xFFFB);
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// Not used in full game
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//_evalVersionPic = accessScene(SC_COMMON)->getPictureObjectById(PIC_CMN_EVAL, 0);
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initMap();
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initCursors();
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setMusicAllowed(_gameLoader->_gameVar->getSubVarAsInt("MUSIC_ALLOWED"));
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if (scene) {
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_gameLoader->loadScene(726);
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_gameLoader->gotoScene(726, TrubaLeft);
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if (scene != 726)
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_gameLoader->preloadScene(726, getSceneEntrance(scene));
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} else {
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if (_flgPlayIntro) {
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_gameLoader->loadScene(SC_INTRO1);
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_gameLoader->gotoScene(SC_INTRO1, TrubaUp);
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} else {
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_gameLoader->loadScene(SC_1);
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_gameLoader->gotoScene(SC_1, TrubaLeft);
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}
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}
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if (!_currentScene)
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return false;
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return true;
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}
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GameProject::GameProject() {
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_field_4 = 0;
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_headerFilename = 0;
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_field_10 = 12;
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_sceneTagList = 0;
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}
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bool GameProject::load(MfcArchive &file) {
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debug(5, "GameProject::load()");
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_field_4 = 0;
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_headerFilename = 0;
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_field_10 = 12;
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g_fp->_gameProjectVersion = file.readUint32LE();
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g_fp->_pictureScale = file.readUint16LE();
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g_fp->_scrollSpeed = file.readUint32LE();
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_headerFilename = file.readPascalString();
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debug(1, "_gameProjectVersion = %d", g_fp->_gameProjectVersion);
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debug(1, "_pictureScale = %d", g_fp->_pictureScale);
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debug(1, "_scrollSpeed = %d", g_fp->_scrollSpeed);
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debug(1, "_headerFilename = %s", _headerFilename);
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_sceneTagList = new SceneTagList();
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_sceneTagList->load(file);
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if (g_fp->_gameProjectVersion >= 3)
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_field_4 = file.readUint32LE();
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if (g_fp->_gameProjectVersion >= 5) {
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file.readUint32LE();
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file.readUint32LE();
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}
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return true;
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}
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GameProject::~GameProject() {
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free(_headerFilename);
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delete _sceneTagList;
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}
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GameVar::GameVar() {
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_subVars = 0;
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_parentVarObj = 0;
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_nextVarObj = 0;
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_prevVarObj = 0;
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_field_14 = 0;
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_varType = 0;
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_value.floatValue = 0;
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_varName = 0;
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}
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GameVar::~GameVar() {
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warning("STUB: GameVar::~GameVar()");
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}
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bool GameVar::load(MfcArchive &file) {
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_varName = file.readPascalString();
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_varType = file.readUint32LE();
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debugN(6, "[%03d] ", file.getLevel());
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for (int i = 0; i < file.getLevel(); i++)
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debugN(6, " ");
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debugN(6, "<%s>: ", transCyrillic((byte *)_varName));
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switch (_varType) {
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case 0:
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_value.intValue = file.readUint32LE();
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debug(6, "d --> %d", _value.intValue);
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break;
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case 1:
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_value.intValue = file.readUint32LE(); // FIXME
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debug(6, "f --> %f", _value.floatValue);
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break;
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case 2:
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_value.stringValue = file.readPascalString();
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debug(6, "s --> %s", _value.stringValue);
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break;
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default:
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error("Unknown var type: %d (0x%x)", _varType, _varType);
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}
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file.incLevel();
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_parentVarObj = (GameVar *)file.readClass();
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_prevVarObj = (GameVar *)file.readClass();
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_nextVarObj = (GameVar *)file.readClass();
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_field_14 = (GameVar *)file.readClass();
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_subVars = (GameVar *)file.readClass();
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file.decLevel();
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return true;
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}
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GameVar *GameVar::getSubVarByName(const char *name) {
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GameVar *sv = 0;
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if (_subVars != 0) {
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sv = _subVars;
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for (;sv && scumm_stricmp(sv->_varName, name); sv = sv->_nextVarObj)
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;
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}
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return sv;
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}
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bool GameVar::setSubVarAsInt(const char *name, int value) {
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GameVar *var = getSubVarByName(name);
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if (var) {
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if (var->_varType == 0) {
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var->_value.intValue = value;
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return true;
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}
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return false;
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}
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var = new GameVar();
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var->_varType = 0;
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var->_value.intValue = value;
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var->_varName = (char *)calloc(strlen(name) + 1, 1);
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strcpy(var->_varName, name);
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return addSubVar(var);
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}
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int GameVar::getSubVarAsInt(const char *name) {
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GameVar *var = getSubVarByName(name);
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if (var)
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return var->_value.intValue;
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else
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return 0;
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}
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GameVar *GameVar::addSubVarAsInt(const char *name, int value) {
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if (getSubVarByName(name)) {
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return 0;
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} else {
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GameVar *var = new GameVar();
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var->_varType = 0;
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var->_value.intValue = value;
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var->_varName = (char *)calloc(strlen(name) + 1, 1);
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strcpy(var->_varName, name);
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return (addSubVar(var) != 0) ? var : 0;
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}
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}
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bool GameVar::addSubVar(GameVar *subvar) {
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GameVar *var = _subVars;
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if (var) {
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for (GameVar *i = var->_nextVarObj; i; i = i->_nextVarObj)
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var = i;
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var->_nextVarObj = subvar;
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subvar->_prevVarObj = var;
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subvar->_parentVarObj = this;
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return true;
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} else {
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_subVars = subvar;
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subvar->_parentVarObj = this;
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return true;
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}
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return false;
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}
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int GameVar::getSubVarsCount() {
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int res;
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GameVar *sub = _subVars;
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for (res = 0; sub; res++)
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sub = sub->_nextVarObj;
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return res;
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}
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GameVar *GameVar::getSubVarByIndex(int idx) {
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GameVar *sub = _subVars;
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while (idx--) {
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sub = sub->_nextVarObj;
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if (!sub)
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return 0;
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}
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return sub;
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}
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bool PicAniInfo::load(MfcArchive &file) {
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debug(5, "PicAniInfo::load()");
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type = file.readUint32LE();
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objectId = file.readUint16LE();
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field_6 = file.readUint16LE();
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field_8 = file.readUint32LE();
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sceneId = file.readUint16LE();
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field_E = file.readUint16LE();
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ox = file.readUint32LE();
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oy = file.readUint32LE();
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priority = file.readUint32LE();
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staticsId = file.readUint16LE();
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movementId = file.readUint16LE();
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dynamicPhaseIndex = file.readUint16LE();
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flags = file.readUint16LE();
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field_24 = file.readUint32LE();
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someDynamicPhaseIndex = file.readUint32LE();
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return true;
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}
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} // End of namespace Fullpipe
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