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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_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);
};
class Sc2Array : public Common::Array<Sc2> {
};
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<PreloadItem>, public CObject {
public:
virtual bool load(MfcArchive &file);
};
} // End of namespace Fullpipe
#endif /* FULLPIPE_OBJECTS_H */
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