FULLPIPE: Unstubbed loadGam() and CGameLoader()

This commit is contained in:
Eugene Sandulenko 2013-07-28 17:22:18 +03:00
parent d8cca2357e
commit 795a926744
5 changed files with 85 additions and 46 deletions

View file

@ -38,55 +38,57 @@ namespace Fullpipe {
bool FullpipeEngine::loadGam(const char *fname) {
_gameLoader = new CGameLoader();
if (_gameLoader->loadFile(fname)) {
g_fullpipe->_currSoundListCount = 0;
initObjectStates();
if (!_gameLoader->loadFile(fname))
return false;
//set_g_messageQueueCallback1(messageQueueCallback1);
//addMessageHandler2(global_messageHandler, 0, 4);
_inventory = getGameLoaderInventory();
_inventory->setItemFlags(ANI_INV_MAP, 0x10003);
_inventory->addItem(ANI_INV_MAP, 1);
_currSoundListCount = 0;
initObjectStates();
// set_g_messageQueueCallback1(messageQueueCallback1);
_inventory->rebuildItemRects();
addMessageHandlerByIndex(global_messageHandler1, 0, 4);
for (CPtrList::iterator p = _inventory->getScene()->_picObjList.begin(); p != _inventory->getScene()->_picObjList.end(); ++p) {
((MemoryObject *)((PictureObject *)*p)->_picture)->load();
}
_inventory = getGameLoaderInventory();
_inventory->setItemFlags(ANI_INV_MAP, 0x10003);
_inventory->addItem(ANI_INV_MAP, 1);
//_sceneSwitcher = sceneSwitcher;
//_preloadCallback = gameLoaderPreloadCallback
//_readSavegameCallback = gameLoaderReadSavegameCallback;
_aniMan = accessScene(SC_COMMON)->getAniMan();
_scene2 = 0;
_inventory->rebuildItemRects();
_movTable = _aniMan->countMovements();
for (CPtrList::iterator p = _inventory->getScene()->_picObjList.begin(); p != _inventory->getScene()->_picObjList.end(); ++p) {
((MemoryObject *)((PictureObject *)*p)->_picture)->load();
}
_aniMan->setSpeed(1);
// _sceneSwitcher = sceneSwitcher;
// _preloadCallback = gameLoaderPreloadCallback
// _readSavegameCallback = gameLoaderReadSavegameCallback;
PictureObject *pic = accessScene(SC_INV)->getPictureObjectById(PIC_INV_MENU, 0);
_aniMan = accessScene(SC_COMMON)->getAniMan();
_scene2 = 0;
pic->setFlags(pic->_flags & 0xFFFB);
_movTable = _aniMan->countMovements();
// Not used in full game
//_evalVersionPic = accessScene(SC_COMMON)->getPictureObjectById(PIC_CMN_EVAL, 0);
_aniMan->setSpeed(1);
initMap();
initCursors();
PictureObject *pic = accessScene(SC_INV)->getPictureObjectById(PIC_INV_MENU, 0);
setMusicAllowed(_gameLoader->_gameVar->getSubVarAsInt("MUSIC_ALLOWED"));
pic->setFlags(pic->_flags & 0xFFFB);
if (_flgPlayIntro) {
_gameLoader->loadScene(SC_INTRO1);
_gameLoader->gotoScene(SC_INTRO1, TrubaUp);
} else {
_gameLoader->loadScene(SC_1);
_gameLoader->gotoScene(SC_1, TrubaLeft);
}
// Not used in full game
//_evalVersionPic = accessScene(SC_COMMON)->getPictureObjectById(PIC_CMN_EVAL, 0);
if (!_currentScene)
return false;
} else
initMap();
initCursors();
setMusicAllowed(_gameLoader->_gameVar->getSubVarAsInt("MUSIC_ALLOWED"));
if (_flgPlayIntro) {
_gameLoader->loadScene(SC_INTRO1);
_gameLoader->gotoScene(SC_INTRO1, TrubaUp);
} else {
_gameLoader->loadScene(SC_1);
_gameLoader->gotoScene(SC_1, TrubaLeft);
}
if (!_currentScene)
return false;
return true;