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https://github.com/libretro/scummvm.git
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157 lines
4.1 KiB
C++
157 lines
4.1 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 NGI_GAMELOADER_H
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#define NGI_GAMELOADER_H
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#include "common/ptr.h"
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#include "engines/savestate.h"
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#include "ngi/objects.h"
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#include "ngi/inventory.h"
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#include "ngi/messages.h"
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namespace NGI {
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#define NGI_SAVEGAME_VERSION 2
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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 MovGraph;
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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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/** owned */
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MotionController *_motionController;
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Common::Array<int32> _data1; // FIXME, could be a struct
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PicAniInfoList _defPicAniInfos;
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PicAniInfoList _picAniInfos;
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bool _isLoaded;
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Common::Array<EntranceInfo> _entranceData;
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public:
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Sc2();
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~Sc2() override;
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bool load(MfcArchive &file) override;
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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 param;
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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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bool load(MfcArchive &file) override;
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};
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struct FullpipeSavegameHeader {
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char id[6];
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uint8 version;
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Common::String saveName;
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Common::String description;
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uint32 date;
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uint16 time;
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uint32 playtime;
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Graphics::Surface *thumbnail;
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};
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struct SaveHeader {
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int32 version;
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char magic[32];
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int32 updateCounter;
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int32 unkField;
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int32 encSize;
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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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~GameLoader() override;
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bool load(MfcArchive &file) override;
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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 addPreloadItem(const PreloadItem &item);
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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, const PicAniInfoList &picAniInfo);
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void saveScenePicAniInfos(int sceneId);
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PicAniInfoList savePicAniInfos(Scene *sc, int flag1, int flag2);
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bool readSavegame(const char *fname);
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bool writeSavegame(Scene *sc, const char *fname, const Common::String &description);
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void addVar(GameVar *var, GameVar *subvar);
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void restoreDefPicAniInfos();
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Common::ScopedPtr<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 (*_savegameCallback)(MfcArchive *archive, bool mode);
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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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Common::String _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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const char *getSavegameFile(int saveGameIdx);
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WARN_UNUSED_RESULT bool readSavegameHeader(Common::InSaveFile *in, FullpipeSavegameHeader &header, bool skipThumbnail = true);
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void parseSavegameHeader(NGI::FullpipeSavegameHeader &header, SaveStateDescriptor &desc);
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Inventory2 *getGameLoaderInventory();
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InteractionController *getGameLoaderInteractionController();
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MctlCompound *getSc2MctlCompoundBySceneId(int16 sceneId);
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MovGraph *getSc2MovGraphBySceneId(int16 sceneId);
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MctlCompound *getCurrSceneSc2MotionController();
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} // End of namespace NGI
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#endif /* NGI_GAMELOADER_H */
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