/* 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_OBJECTS_H #define FULLPIPE_OBJECTS_H #include "fullpipe/utils.h" namespace Fullpipe { class MessageQueue; class SceneTagList; class GameProject : public CObject { public: int _field_4; char *_headerFilename; SceneTagList *_sceneTagList; int _field_10; public: GameProject(); ~GameProject(); virtual bool load(MfcArchive &file); }; struct PicAniInfo { int32 type; int16 objectId; int16 field_6; int32 field_8; int16 sceneId; int16 field_E; int32 ox; int32 oy; int32 priority; int16 staticsId; int16 movementId; int16 dynamicPhaseIndex; int16 flags; int32 field_24; int32 someDynamicPhaseIndex; bool load(MfcArchive &file); }; class CMotionController; class Sc2 : public CObject { public: int16 _sceneId; int16 _field_2; Scene *_scene; CMotionController *_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; union VarValue { float floatValue; int32 intValue; char *stringValue; }; class CGameVar : public CObject { public: CGameVar *_nextVarObj; CGameVar *_prevVarObj; CGameVar *_parentVarObj; CGameVar *_subVars; CGameVar *_field_14; char *_varName; VarValue _value; int _varType; public: CGameVar(); virtual bool load(MfcArchive &file); CGameVar *getSubVarByName(const char *name); bool setSubVarAsInt(const char *name, int value); int getSubVarAsInt(const char *name); CGameVar *addSubVarAsInt(const char *name, int value); bool addSubVar(CGameVar *subvar); int getSubVarsCount(); CGameVar *getSubVarByIndex(int idx); }; struct PreloadItem { int preloadId1; int preloadId2; int sceneId; int field_C; }; class PreloadItems : public Common::Array, public CObject { public: virtual bool load(MfcArchive &file); }; } // End of namespace Fullpipe #endif /* FULLPIPE_OBJECTS_H */