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https://github.com/libretro/scummvm.git
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25fa525969
Renamed rince.* files to movers to be more game independent. Added elementary support for Noir movers which can use different logic. Allows game to boot to the first interactive scene, but there is no 3D model rendered (that is WIP).
103 lines
3.0 KiB
C++
103 lines
3.0 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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* Should really be called "moving actors.h"
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*/
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#ifndef TINSEL_SAVESCN_H
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#define TINSEL_SAVESCN_H
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#include "tinsel/actors.h" // SAVED_ACTOR
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#include "tinsel/dw.h" // SCNHANDLE
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#include "tinsel/movers.h" // SAVED_MOVER
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#include "tinsel/pcode.h" // INT_CONTEXT
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#include "tinsel/play.h"
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#include "tinsel/polygons.h"
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#include "tinsel/scroll.h" // SCROLLDATA
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#include "tinsel/sysvar.h"
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namespace Tinsel {
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#define SG_DESC_LEN 40 // Max. saved game description length
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#define MAX_SAVED_FILES 100
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struct SAVED_DATA {
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SCNHANDLE SavedSceneHandle; // Scene handle
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SCNHANDLE SavedBgroundHandle; // Background handle
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SAVED_MOVER SavedMoverInfo[MAX_MOVERS]; // Moving actors
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SAVED_ACTOR SavedActorInfo[MAX_SAVED_ACTORS]; // } Actors
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int NumSavedActors; // }
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int SavedLoffset, SavedToffset; // Screen offsets
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INT_CONTEXT SavedICInfo[MAX_INTERPRET]; // Interpret contexts
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bool SavedDeadPolys[MAX_POLY];
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bool SavedControl;
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SCNHANDLE SavedMidi; // }
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bool SavedLoop; // } Midi
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bool SavedNoBlocking;
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SCROLLDATA SavedNoScrollData;
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// Tinsel 2 fields
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Z_POSITIONS zPositions[NUM_ZPOSITIONS];
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byte savedActorZ[MAX_SAVED_ACTOR_Z];
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POLY_VOLATILE SavedPolygonStuff[MAX_POLY];
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uint32 SavedTune[3]; // Music
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bool bTinselDim;
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int SavedScrollFocus;
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int SavedSystemVars[SV_TOPVALID];
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SOUNDREELS SavedSoundReels[MAX_SOUNDREELS];
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};
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enum SRSTATE {
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SR_IDLE, SR_DORESTORE, SR_DONERESTORE,
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SR_DOSAVE, SR_DONESAVE, SR_ABORTED
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};
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void TinselRestoreScene(bool bFade);
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void TinselSaveScene(CORO_PARAM);
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void DoRestoreScene(SAVED_DATA *sd, bool bFadeOut);
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void DoSaveScene(SAVED_DATA *sd);
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bool IsRestoringScene();
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enum letype{
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LE_NAME, LE_DESC
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};
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char *ListEntry(int i, letype which);
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int getList();
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void setNeedLoad();
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void RestoreGame(int num);
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void SaveGame(char *name, char *desc);
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void ProcessSRQueue();
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void RequestSaveGame(char *name, char *desc, SAVED_DATA *sd, int *ssCount, SAVED_DATA *ssData);
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void RequestRestoreGame(int num, SAVED_DATA *sd, int *ssCount, SAVED_DATA *ssData);
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void InitializeSaveScenes();
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void FreeSaveScenes();
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} // End of namespace Tinsel
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#endif /* TINSEL_SAVESCN_H */
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