/* 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 { #define FULLPIPE_SAVEGAME_VERSION 1 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 Sc2Array; struct PreloadItem { int preloadId1; int preloadId2; int sceneId; int param; }; bool preloadCallback(PreloadItem &pre, int flag); class PreloadItems : public Common::Array, public CObject { public: virtual bool load(MfcArchive &file); }; struct FullpipeSavegameHeader { uint8 version; Common::String saveName; Graphics::Surface *thumbnail; }; struct SaveHeader { int32 version; char magic[32]; int32 updateCounter; int32 unkField; int32 encSize; }; 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); PicAniInfo **savePicAniInfos(Scene *sc, int flag1, int flag2, int *picAniInfoCount); void readSavegame(const char *fname); void writeSavegame(Scene *sc, const char *fname); void addVar(GameVar *var, GameVar *subvar); void restoreDefPicAniInfos(); GameProject *_gameProject; InteractionController *_interactionController; InputController *_inputController; Inventory2 _inventory; Sc2Array _sc2array; void *_sceneSwitcher; bool (*_preloadCallback)(PreloadItem &pre, int flag); void (*_savegameCallback)(MfcArchive *archive, bool mode); int16 _field_F8; int16 _field_FA; PreloadItems _preloadItems; GameVar *_gameVar; char *_gameName; ExCommand _exCommand; int _updateCounter; int _preloadSceneId; int _preloadEntranceId; }; const char *getSavegameFile(int saveGameIdx); bool readSavegameHeader(Common::InSaveFile *in, FullpipeSavegameHeader &header); Inventory2 *getGameLoaderInventory(); InteractionController *getGameLoaderInteractionController(); MctlCompound *getSc2MctlCompoundBySceneId(int16 sceneId); MctlCompound *getCurrSceneSc2MotionController(); } // End of namespace Fullpipe #endif /* FULLPIPE_GAMELOADER_H */