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+/* 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.
+ *
+ */
+
+#ifndef FULLPIPE_GAMELOADER_H
+#define FULLPIPE_GAMELOADER_H
+
+#include "fullpipe/objects.h"
+#include "fullpipe/inventory.h"
+#include "fullpipe/messages.h"
+
+namespace Fullpipe {
+
+class SceneTag;
+class MctlCompound;
+class InputController;
+class InteractionController;
+class MotionController;
+
+class Sc2 : public CObject {
+ public:
+ int16 _sceneId;
+ int16 _field_2;
+ Scene *_scene;
+ MotionController *_motionController;
+ int32 *_data1; // FIXME, could be a struct
+ int _count1;
+ PicAniInfo **_defPicAniInfos;
+ int _defPicAniInfosCount;
+ PicAniInfo **_picAniInfos;
+ int _picAniInfosCount;
+ int _isLoaded;
+ EntranceInfo **_entranceData;
+ int _entranceDataCount;
+
+ public:
+ Sc2();
+ virtual bool load(MfcArchive &file);
+};
+
+typedef Common::Array<Sc2> Sc2Array;
+
+struct PreloadItem {
+ int preloadId1;
+ int preloadId2;
+ int sceneId;
+ int keyCode;
+};
+
+bool preloadCallback(const PreloadItem &pre, int flag);
+
+class PreloadItems : public Common::Array<PreloadItem *>, public CObject {
+ public:
+ virtual bool load(MfcArchive &file);
+};
+
+class GameLoader : public CObject {
+ public:
+ GameLoader();
+ virtual ~GameLoader();
+
+ virtual bool load(MfcArchive &file);
+ bool loadScene(int sceneId);
+ bool gotoScene(int sceneId, int entranceId);
+ bool preloadScene(int sceneId, int entranceId);
+ bool unloadScene(int sceneId);
+
+ void updateSystems(int counterdiff);
+
+ int getSceneTagBySceneId(int sceneId, SceneTag **st);
+ void applyPicAniInfos(Scene *sc, PicAniInfo **picAniInfo, int picAniInfoCount);
+ void saveScenePicAniInfos(int sceneId);
+
+ GameProject *_gameProject;
+ InteractionController *_interactionController;
+ InputController *_inputController;
+ Inventory2 _inventory;
+ Sc2Array _sc2array;
+ void *_sceneSwitcher;
+ bool (*_preloadCallback)(const PreloadItem &pre, int flag);
+ void *_readSavegameCallback;
+ int16 _field_F8;
+ int16 _field_FA;
+ PreloadItems _preloadItems;
+ GameVar *_gameVar;
+ char *_gameName;
+ ExCommand _exCommand;
+ int _updateCounter;
+ int _preloadSceneId;
+ int _preloadEntranceId;
+};
+
+Inventory2 *getGameLoaderInventory();
+InteractionController *getGameLoaderInteractionController();
+MctlCompound *getSc2MctlCompoundBySceneId(int16 sceneId);
+
+} // End of namespace Fullpipe
+
+#endif /* FULLPIPE_GAMELOADER_H */