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authorEugene Sandulenko2013-07-27 23:54:06 +0300
committerEugene Sandulenko2013-09-06 14:51:06 +0300
commitad537b1a7e04873c4e3ff3b02ce8893bd6ce12f9 (patch)
treec198f778b8bf143a950a2b81acef29e369ab9363 /engines/fullpipe/stateloader.cpp
parent4dc3481ec1c8ff5cabdf9000e5d62a6d79537f9b (diff)
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FULLPIPE: Further work on loadGam()
Diffstat (limited to 'engines/fullpipe/stateloader.cpp')
-rw-r--r--engines/fullpipe/stateloader.cpp35
1 files changed, 31 insertions, 4 deletions
diff --git a/engines/fullpipe/stateloader.cpp b/engines/fullpipe/stateloader.cpp
index 00d46198d9..eb50cfb481 100644
--- a/engines/fullpipe/stateloader.cpp
+++ b/engines/fullpipe/stateloader.cpp
@@ -29,6 +29,7 @@
#include "fullpipe/objects.h"
#include "fullpipe/gameloader.h"
#include "fullpipe/scene.h"
+#include "fullpipe/statics.h"
#include "fullpipe/gameobj.h"
@@ -104,16 +105,42 @@ bool FullpipeEngine::loadGam(const char *fname) {
_inventory->rebuildItemRects();
- //for (CPtrList::iterator s = _inventory->getScene()->_picObjList.begin(); s != _inventory->getScene()->_picObjList.end(); ++s) {
- //}
+ for (CPtrList::iterator p = _inventory->getScene()->_picObjList.begin(); p != _inventory->getScene()->_picObjList.end(); ++p) {
+ ((MemoryObject *)((PicPicturetureObject *)*p)->_picture)->load();
+ }
//_sceneSwitcher = sceneSwitcher;
//_preloadCallback = gameLoaderPreloadCallback
//_readSavegameCallback = gameLoaderReadSavegameCallback;
_aniMan = accessScene(SC_COMMON)->getAniMan();
_scene2 = 0;
-
- warning("STUB: loadGam()");
+#if 0
+ _movTable = _aniMan->preloadMovements();
+
+ _aniMan->setSpeed(1);
+
+ PictureObject *pic = accessScene(SC_INV)->getPictureObjectById(PIC_INV_MENU, 0);
+
+ pic->setFlags(pic->_flags & 0xFFFB);
+
+ // Not used in full game
+ //_evalVersionPic = accessScene(SC_COMMON)->getPictureObjectById(PIC_CMN_EVAL, 0);
+
+ initMaps();
+ initCursors();
+
+ setMusicAllowed(_gameLoader->_gameVar->getSubVarAsInt("MUSIC_ALLOWED"));
+
+ if (_flgPlayIntro) {
+ _gameLoader->loadScene(SC_INTRO1);
+ _gameLoader->gotoScene(SC_INTRO1, TrubaUp);
+ } else {
+ _gameLoader->loadScene(SC_1);
+ _gameLoader->gotoScene(SC_1, TrubaLeft);
+ }
+#endif
+ if (!_currentScene)
+ return false;
} else
return false;