aboutsummaryrefslogtreecommitdiff
path: root/engines/fullpipe/gameloader.h
blob: bb9b934b59e6b7c7fa17117d6af34bd232ef3694 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
/* 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<Sc2> Sc2Array;

struct PreloadItem {
	int preloadId1;
	int preloadId2;
	int sceneId;
	int param;
};

bool preloadCallback(PreloadItem &pre, int flag);

class PreloadItems : public Common::Array<PreloadItem *>, public CObject {
 public:
	virtual bool load(MfcArchive &file);
};

struct FullpipeSavegameHeader {
	uint8 version;
	Common::String saveName;
	Graphics::Surface *thumbnail;
};

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 restoreDefPicAniInfos();

	GameProject *_gameProject;
	InteractionController *_interactionController;
	InputController *_inputController;
	Inventory2 _inventory;
	Sc2Array _sc2array;
	void *_sceneSwitcher;
	bool (*_preloadCallback)(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;
};

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 */