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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 "engines/savestate.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 {
char id[6];
uint8 version;
Common::String saveName;
uint32 date;
uint16 time;
uint32 playtime;
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 addPreloadItem(PreloadItem *item);
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);
bool readSavegame(const char *fname);
bool 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);
void parseSavegameHeader(Fullpipe::FullpipeSavegameHeader &header, SaveStateDescriptor &desc);
Inventory2 *getGameLoaderInventory();
InteractionController *getGameLoaderInteractionController();
MctlCompound *getSc2MctlCompoundBySceneId(int16 sceneId);
MctlCompound *getCurrSceneSc2MotionController();
} // End of namespace Fullpipe
#endif /* FULLPIPE_GAMELOADER_H */
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