mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 01:08:25 +00:00
765 lines
18 KiB
C++
765 lines
18 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 "graphics/thumbnail.h"
|
|
|
|
#include "fullpipe/gameloader.h"
|
|
#include "fullpipe/scene.h"
|
|
#include "fullpipe/input.h"
|
|
#include "fullpipe/statics.h"
|
|
#include "fullpipe/interaction.h"
|
|
#include "fullpipe/motion.h"
|
|
#include "fullpipe/constants.h"
|
|
#include "fullpipe/scenes.h"
|
|
#include "fullpipe/floaters.h"
|
|
|
|
namespace Fullpipe {
|
|
|
|
Inventory2 *getGameLoaderInventory() {
|
|
return &g_fp->_gameLoader->_inventory;
|
|
}
|
|
|
|
MctlCompound *getSc2MctlCompoundBySceneId(int16 sceneId) {
|
|
for (uint i = 0; i < g_fp->_gameLoader->_sc2array.size(); i++)
|
|
if (g_fp->_gameLoader->_sc2array[i]._sceneId == sceneId)
|
|
return (MctlCompound *)g_fp->_gameLoader->_sc2array[i]._motionController;
|
|
|
|
return 0;
|
|
}
|
|
|
|
InteractionController *getGameLoaderInteractionController() {
|
|
return g_fp->_gameLoader->_interactionController;
|
|
}
|
|
|
|
GameLoader::GameLoader() {
|
|
_interactionController = new InteractionController();
|
|
_inputController = new InputController();
|
|
|
|
_gameProject = 0;
|
|
_gameName = 0;
|
|
|
|
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_fp->_msgX = 0;
|
|
g_fp->_msgY = 0;
|
|
g_fp->_msgObjectId2 = 0;
|
|
g_fp->_msgId = 0;
|
|
}
|
|
|
|
GameLoader::~GameLoader() {
|
|
free(_gameName);
|
|
delete _gameProject;
|
|
delete _interactionController;
|
|
delete _inputController;
|
|
|
|
g_fp->_gameLoader = 0;
|
|
|
|
for (uint i = 0; i < _sc2array.size(); i++) {
|
|
if (_sc2array[i]._defPicAniInfos)
|
|
free(_sc2array[i]._defPicAniInfos);
|
|
|
|
if (_sc2array[i]._picAniInfos)
|
|
free(_sc2array[i]._picAniInfos);
|
|
|
|
if (_sc2array[i]._motionController)
|
|
delete _sc2array[i]._motionController;
|
|
|
|
if (_sc2array[i]._data1)
|
|
free(_sc2array[i]._data1);
|
|
|
|
if (_sc2array[i]._entranceData)
|
|
free(_sc2array[i]._entranceData);
|
|
}
|
|
|
|
delete _gameVar;
|
|
_gameVar = 0;
|
|
|
|
_sc2array.clear();
|
|
}
|
|
|
|
bool GameLoader::load(MfcArchive &file) {
|
|
debugC(1, kDebugLoading, "GameLoader::load()");
|
|
|
|
_gameName = file.readPascalString();
|
|
debugC(1, kDebugLoading, "_gameName: %s", _gameName);
|
|
|
|
_gameProject = new GameProject();
|
|
|
|
_gameProject->load(file);
|
|
|
|
g_fp->_gameProject = _gameProject;
|
|
|
|
if (g_fp->_gameProjectVersion < 12) {
|
|
error("Old gameProjectVersion: %d", g_fp->_gameProjectVersion);
|
|
}
|
|
|
|
_gameName = file.readPascalString();
|
|
debugC(1, kDebugLoading, "_gameName: %s", _gameName);
|
|
|
|
_inventory.load(file);
|
|
|
|
_interactionController->load(file);
|
|
|
|
debugC(1, kDebugLoading, "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);
|
|
|
|
debugC(1, kDebugLoading, "sc: %s", tmp);
|
|
|
|
_sc2array[i].loadFile((const char *)tmp);
|
|
}
|
|
|
|
_preloadItems.load(file);
|
|
|
|
_field_FA = file.readUint16LE();
|
|
_field_F8 = file.readUint16LE();
|
|
|
|
debugC(1, kDebugLoading, "_field_FA: %d\n_field_F8: %d", _field_FA, _field_F8);
|
|
|
|
_gameVar = (GameVar *)file.readClass();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GameLoader::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 GameLoader::gotoScene(int sceneId, int entranceId) {
|
|
SceneTag *st;
|
|
|
|
int sc2idx = getSceneTagBySceneId(sceneId, &st);
|
|
|
|
if (sc2idx < 0)
|
|
return false;
|
|
|
|
if (!_sc2array[sc2idx]._isLoaded)
|
|
return false;
|
|
|
|
if (_sc2array[sc2idx]._entranceDataCount < 1) {
|
|
g_fp->_currentScene = st->_scene;
|
|
return true;
|
|
}
|
|
|
|
if (_sc2array[sc2idx]._entranceDataCount <= 0)
|
|
return false;
|
|
|
|
int entranceIdx = 0;
|
|
if (sceneId != 726) // WORKAROUND
|
|
for (entranceIdx = 0; _sc2array[sc2idx]._entranceData[entranceIdx]->_field_4 != entranceId; entranceIdx++) {
|
|
if (entranceIdx >= _sc2array[sc2idx]._entranceDataCount)
|
|
return false;
|
|
}
|
|
|
|
GameVar *sg = _gameVar->getSubVarByName("OBJSTATES")->getSubVarByName("SAVEGAME");
|
|
|
|
if (sg || (sg = _gameVar->getSubVarByName("OBJSTATES")->addSubVarAsInt("SAVEGAME", 0)) != 0)
|
|
sg->setSubVarAsInt("Entrance", entranceId);
|
|
|
|
if (!g_fp->sceneSwitcher(_sc2array[sc2idx]._entranceData[entranceIdx]))
|
|
return false;
|
|
|
|
g_fp->_msgObjectId2 = 0;
|
|
g_fp->_msgY = -1;
|
|
g_fp->_msgX = -1;
|
|
|
|
g_fp->_currentScene = st->_scene;
|
|
|
|
MessageQueue *mq1 = g_fp->_currentScene->getMessageQueueById(_sc2array[sc2idx]._entranceData[entranceIdx]->_messageQueueId);
|
|
if (mq1) {
|
|
MessageQueue *mq = new MessageQueue(mq1, 0, 0);
|
|
|
|
StaticANIObject *stobj = g_fp->_currentScene->getStaticANIObject1ById(_field_FA, -1);
|
|
if (stobj) {
|
|
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->addExCommandToEnd(ex);
|
|
}
|
|
|
|
mq->setFlags(mq->getFlags() | 1);
|
|
|
|
if (!mq->chain(0)) {
|
|
delete mq;
|
|
|
|
return false;
|
|
}
|
|
} else {
|
|
StaticANIObject *stobj = g_fp->_currentScene->getStaticANIObject1ById(_field_FA, -1);
|
|
if (stobj)
|
|
stobj->_flags &= 0xfeff;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool preloadCallback(PreloadItem &pre, int flag) {
|
|
if (flag) {
|
|
if (flag == 50)
|
|
g_fp->_aniMan->preloadMovements(g_fp->_movTable);
|
|
|
|
StaticANIObject *pbar = g_fp->_loaderScene->getStaticANIObject1ById(ANI_PBAR, -1);
|
|
|
|
if (pbar) {
|
|
int sz;
|
|
|
|
if (pbar->_movement->_currMovement)
|
|
sz = pbar->_movement->_currMovement->_dynamicPhases.size();
|
|
else
|
|
sz = pbar->_movement->_dynamicPhases.size();
|
|
|
|
pbar->_movement->setDynamicPhaseIndex(flag * (sz - 1) / 100);
|
|
}
|
|
|
|
g_fp->updateMap(&pre);
|
|
|
|
g_fp->_currentScene = g_fp->_loaderScene;
|
|
|
|
g_fp->_loaderScene->draw();
|
|
|
|
g_fp->_system->updateScreen();
|
|
} else {
|
|
if (g_fp->_scene2) {
|
|
g_fp->_aniMan = g_fp->_scene2->getAniMan();
|
|
g_fp->_scene2 = 0;
|
|
setInputDisabled(1);
|
|
}
|
|
|
|
g_fp->_floaters->stopAll();
|
|
|
|
if (g_fp->_soundEnabled) {
|
|
g_fp->_currSoundListCount = 1;
|
|
g_fp->_currSoundList1[0] = g_fp->accessScene(SC_COMMON)->_soundList;
|
|
}
|
|
|
|
g_vars->scene18_inScene18p1 = false;
|
|
|
|
if ((pre.preloadId1 != SC_18 || pre.sceneId != SC_19) && (pre.preloadId1 != SC_19 || (pre.sceneId != SC_18 && pre.sceneId != SC_19))) {
|
|
if (g_fp->_scene3) {
|
|
if (pre.preloadId1 != SC_18)
|
|
g_fp->_gameLoader->unloadScene(SC_18);
|
|
|
|
g_fp->_scene3 = 0;
|
|
}
|
|
} else {
|
|
scene19_setMovements(g_fp->accessScene(pre.preloadId1), pre.keyCode);
|
|
|
|
g_vars->scene18_inScene18p1 = true;
|
|
|
|
if (pre.preloadId1 == SC_18) {
|
|
g_fp->_gameLoader->saveScenePicAniInfos(SC_18);
|
|
|
|
scene18_preload();
|
|
}
|
|
}
|
|
|
|
if (((pre.sceneId == SC_19 && pre.keyCode == TrubaRight) || (pre.sceneId == SC_18 && pre.keyCode == TrubaRight)) && !pre.preloadId2) {
|
|
pre.sceneId = SC_18;
|
|
pre.keyCode = TrubaLeft;
|
|
}
|
|
|
|
if (!g_fp->_loaderScene) {
|
|
g_fp->_gameLoader->loadScene(SC_LDR);
|
|
g_fp->_loaderScene = g_fp->accessScene(SC_LDR);
|
|
}
|
|
|
|
StaticANIObject *pbar = g_fp->_loaderScene->getStaticANIObject1ById(ANI_PBAR, -1);
|
|
|
|
if (pbar) {
|
|
pbar->show1(ST_EGTR_SLIMSORROW, ST_MAN_GOU, MV_PBAR_RUN, 0);
|
|
pbar->startAnim(MV_PBAR_RUN, 0, -1);
|
|
}
|
|
|
|
g_fp->_inventoryScene = 0;
|
|
g_fp->_updateCursorCallback = 0;
|
|
|
|
g_fp->_sceneRect.translate(-g_fp->_sceneRect.left, -g_fp->_sceneRect.top);
|
|
|
|
g_fp->_system->delayMillis(10);
|
|
|
|
Scene *oldsc = g_fp->_currentScene;
|
|
|
|
g_fp->_currentScene = g_fp->_loaderScene;
|
|
|
|
g_fp->_loaderScene->draw();
|
|
|
|
g_fp->_system->updateScreen();
|
|
|
|
g_fp->_currentScene = oldsc;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GameLoader::preloadScene(int sceneId, int entranceId) {
|
|
debugC(0, kDebugLoading, "preloadScene(%d, %d), ", sceneId, entranceId);
|
|
|
|
if (_preloadSceneId != sceneId || _preloadEntranceId != entranceId) {
|
|
_preloadSceneId = sceneId;
|
|
_preloadEntranceId = entranceId;
|
|
return true;
|
|
}
|
|
|
|
int idx = -1;
|
|
|
|
for (uint i = 0; i < _preloadItems.size(); i++)
|
|
if (_preloadItems[i]->preloadId1 == sceneId && _preloadItems[i]->preloadId2 == entranceId) {
|
|
idx = i;
|
|
break;
|
|
}
|
|
|
|
if (idx == -1) {
|
|
_preloadSceneId = 0;
|
|
_preloadEntranceId = 0;
|
|
return false;
|
|
}
|
|
|
|
if (_preloadCallback) {
|
|
if (!_preloadCallback(*_preloadItems[idx], 0))
|
|
return false;
|
|
}
|
|
|
|
if (g_fp->_currentScene && g_fp->_currentScene->_sceneId == sceneId)
|
|
g_fp->_currentScene = 0;
|
|
|
|
saveScenePicAniInfos(sceneId);
|
|
clearGlobalMessageQueueList1();
|
|
unloadScene(sceneId);
|
|
|
|
if (_preloadCallback)
|
|
_preloadCallback(*_preloadItems[idx], 50);
|
|
|
|
loadScene(_preloadItems[idx]->sceneId);
|
|
|
|
ExCommand *ex = new ExCommand(_preloadItems[idx]->sceneId, 17, 62, 0, 0, 0, 1, 0, 0, 0);
|
|
ex->_excFlags = 2;
|
|
ex->_param = _preloadItems[idx]->keyCode;
|
|
|
|
_preloadSceneId = 0;
|
|
_preloadEntranceId = 0;
|
|
|
|
if (_preloadCallback)
|
|
_preloadCallback(*_preloadItems[idx], 100);
|
|
|
|
ex->postMessage();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GameLoader::unloadScene(int sceneId) {
|
|
SceneTag *tag;
|
|
int sceneTag = getSceneTagBySceneId(sceneId, &tag);
|
|
|
|
if (sceneTag < 0)
|
|
return false;
|
|
|
|
if (_sc2array[sceneTag]._isLoaded)
|
|
saveScenePicAniInfos(sceneId);
|
|
|
|
_sc2array[sceneTag]._motionController->detachAllObjects();
|
|
|
|
delete tag->_scene;
|
|
tag->_scene = 0;
|
|
|
|
_sc2array[sceneTag]._isLoaded = 0;
|
|
_sc2array[sceneTag]._scene = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
int GameLoader::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 GameLoader::applyPicAniInfos(Scene *sc, PicAniInfo **picAniInfo, int picAniInfoCount) {
|
|
if (picAniInfoCount <= 0)
|
|
return;
|
|
|
|
debugC(0, kDebugAnimation, "GameLoader::applyPicAniInfos(sc, ptr, %d)", picAniInfoCount);
|
|
|
|
PictureObject *pict;
|
|
StaticANIObject *ani;
|
|
|
|
for (int i = 0; i < picAniInfoCount; i++) {
|
|
debugC(7, kDebugAnimation, "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_fp->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 GameLoader::saveScenePicAniInfos(int sceneId) {
|
|
SceneTag *st;
|
|
|
|
int idx = getSceneTagBySceneId(sceneId, &st);
|
|
|
|
if (idx < 0)
|
|
return;
|
|
|
|
if (!_sc2array[idx]._isLoaded)
|
|
return;
|
|
|
|
if (!st->_scene)
|
|
return;
|
|
|
|
int picAniInfosCount;
|
|
|
|
PicAniInfo **pic = savePicAniInfos(st->_scene, 0, 128, &picAniInfosCount);
|
|
|
|
if (_sc2array[idx]._picAniInfos)
|
|
free(_sc2array[idx]._picAniInfos);
|
|
|
|
_sc2array[idx]._picAniInfos = pic;
|
|
_sc2array[idx]._picAniInfosCount = picAniInfosCount;
|
|
}
|
|
|
|
PicAniInfo **GameLoader::savePicAniInfos(Scene *sc, int flag1, int flag2, int *picAniInfoCount) {
|
|
PicAniInfo **res;
|
|
|
|
*picAniInfoCount = 0;
|
|
if (!sc)
|
|
return NULL;
|
|
|
|
if (!sc->_picObjList.size())
|
|
return NULL;
|
|
|
|
int numInfos = sc->_staticANIObjectList1.size() + sc->_picObjList.size() - 1;
|
|
if (numInfos < 1)
|
|
return NULL;
|
|
|
|
res = (PicAniInfo **)malloc(sizeof(PicAniInfo *) * numInfos);
|
|
|
|
int idx = 0;
|
|
|
|
for (uint i = 0; i < sc->_picObjList.size(); i++) {
|
|
PictureObject *obj = sc->_picObjList[i];
|
|
|
|
if (obj && ((obj->_flags & flag1) == flag1) && ((obj->_field_8 & flag2) == flag2)) {
|
|
res[idx] = new PicAniInfo();
|
|
obj->getPicAniInfo(res[idx]);
|
|
idx++;
|
|
}
|
|
}
|
|
|
|
for (uint i = 0; i < sc->_staticANIObjectList1.size(); i++) {
|
|
StaticANIObject *obj = sc->_staticANIObjectList1[i];
|
|
|
|
if (obj && ((obj->_flags & flag1) == flag1) && ((obj->_field_8 & flag2) == flag2)) {
|
|
res[idx] = new PicAniInfo();
|
|
obj->getPicAniInfo(res[idx]);
|
|
res[idx]->type &= 0xFFFF;
|
|
idx++;
|
|
}
|
|
}
|
|
|
|
*picAniInfoCount = idx;
|
|
|
|
debugC(4, kDebugBehavior | kDebugAnimation, "savePicAniInfos: Stored %d infos", idx);
|
|
|
|
if (!idx) {
|
|
free(res);
|
|
return NULL;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
void GameLoader::updateSystems(int counterdiff) {
|
|
if (g_fp->_currentScene) {
|
|
g_fp->_currentScene->update(counterdiff);
|
|
|
|
_exCommand._messageKind = 17;
|
|
_updateCounter++;
|
|
_exCommand._messageNum = 33;
|
|
_exCommand._excFlags = 0;
|
|
_exCommand.postMessage();
|
|
}
|
|
|
|
processMessages();
|
|
|
|
if (_preloadSceneId) {
|
|
processMessages();
|
|
preloadScene(_preloadSceneId, _preloadEntranceId);
|
|
}
|
|
}
|
|
|
|
void GameLoader::readSavegame(const char *fname) {
|
|
warning("STUB: readSavegame(%s)", fname);
|
|
}
|
|
|
|
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) {
|
|
debugC(5, kDebugLoading, "Sc2::load()");
|
|
|
|
_sceneId = file.readUint16LE();
|
|
|
|
_motionController = (MotionController *)file.readClass();
|
|
|
|
_count1 = file.readUint32LE();
|
|
debugC(4, kDebugLoading, "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();
|
|
debugC(4, kDebugLoading, "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();
|
|
debugC(4, kDebugLoading, "_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) {
|
|
debugC(5, kDebugLoading, "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.readSint32LE();
|
|
|
|
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
|