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engines/ags/engine/ac/room_status.cpp
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236
engines/ags/engine/ac/room_status.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ags/shared/ac/common.h"
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#include "ags/shared/ac/game_version.h"
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#include "ags/engine/ac/room_status.h"
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#include "ags/shared/game/custom_properties.h"
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#include "ags/engine/game/savegame_components.h"
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#include "ags/shared/util/string_utils.h"
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#include "ags/globals.h"
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namespace AGS3 {
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using namespace AGS::Shared;
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using namespace AGS::Engine;
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void HotspotState::ReadFromSavegame(Shared::Stream *in, int save_ver) {
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Enabled = in->ReadInt8() != 0;
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if (save_ver >= kRoomStatSvgVersion_36016) {
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Name = StrUtil::ReadString(in);
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}
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}
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void HotspotState::WriteToSavegame(Shared::Stream *out) const {
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out->WriteInt8(Enabled);
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StrUtil::WriteString(Name, out);
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}
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RoomStatus::RoomStatus() {
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contentFormat = kRoomStatSvgVersion_Current; // set current to avoid fixups
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beenhere = 0;
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numobj = 0;
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tsdatasize = 0;
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memset(®ion_enabled, 0, sizeof(region_enabled));
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memset(&walkbehind_base, 0, sizeof(walkbehind_base));
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memset(&interactionVariableValues, 0, sizeof(interactionVariableValues));
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}
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RoomStatus::~RoomStatus() {}
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void RoomStatus::FreeScriptData() {
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tsdata.clear();
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tsdatasize = 0;
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}
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void RoomStatus::FreeProperties() {
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roomProps.clear();
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for (int i = 0; i < MAX_ROOM_HOTSPOTS; ++i) {
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hsProps[i].clear();
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}
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objProps.clear();
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}
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void RoomStatus::ReadFromSavegame_v321(Stream *in, GameDataVersion data_ver) {
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FreeScriptData();
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FreeProperties();
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contentFormat = kRoomStatSvgVersion_Initial;
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obj.resize(MAX_ROOM_OBJECTS_v300);
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objProps.resize(MAX_ROOM_OBJECTS_v300);
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intrObject.resize(MAX_ROOM_OBJECTS_v300);
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beenhere = in->ReadInt32();
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numobj = in->ReadInt32();
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// NOTE: legacy format always contained max object slots
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for (auto &o : obj) {
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o.ReadFromSavegame(in, -1 /* legacy save with padding */);
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}
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in->Seek(MAX_LEGACY_ROOM_FLAGS * sizeof(int16_t)); // flagstates (OBSOLETE)
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in->ReadInt16(); // alignment padding to int32
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tsdatasize = static_cast<uint32_t>(in->ReadInt32());
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in->ReadInt32(); // tsdata
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for (int i = 0; i < MAX_ROOM_HOTSPOTS; ++i) {
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intrHotspot[i].ReadFromSavedgame_v321(in);
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}
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for (auto &intr : intrObject) {
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intr.ReadFromSavedgame_v321(in);
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}
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for (int i = 0; i < MAX_ROOM_REGIONS; ++i) {
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intrRegion[i].ReadFromSavedgame_v321(in);
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}
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intrRoom.ReadFromSavedgame_v321(in);
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for (size_t i = 0; i < MAX_ROOM_HOTSPOTS; ++i)
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hotspot[i].Enabled = in->ReadInt8() != 0;
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in->ReadArrayOfInt8((int8_t *)region_enabled, MAX_ROOM_REGIONS);
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in->ReadArrayOfInt16(walkbehind_base, MAX_WALK_BEHINDS);
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in->ReadInt16(); // alignment padding to int32 (66 int8 + 16 int16 = 49 int16 -> 50)
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in->ReadArrayOfInt32(interactionVariableValues, MAX_GLOBAL_VARIABLES);
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if (data_ver >= kGameVersion_340_4) {
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Properties::ReadValues(roomProps, in, true /* aligned */);
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for (int i = 0; i < MAX_ROOM_HOTSPOTS; ++i) {
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Properties::ReadValues(hsProps[i], in, true /* aligned */);
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}
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for (auto &props : objProps) {
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Properties::ReadValues(props, in, true /* aligned */);
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}
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}
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}
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void RoomStatus::ReadFromSavegame(Stream *in, GameDataVersion data_ver, RoomStatSvgVersion save_ver) {
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FreeScriptData();
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FreeProperties();
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beenhere = in->ReadInt8();
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numobj = static_cast<uint32_t>(in->ReadInt32());
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obj.resize(numobj);
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objProps.resize(numobj);
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intrObject.resize(numobj);
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for (uint32_t i = 0; i < numobj; ++i) {
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obj[i].ReadFromSavegame(in, save_ver);
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Properties::ReadValues(objProps[i], in);
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if (data_ver <= kGameVersion_272)
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SavegameComponents::ReadInteraction272(intrObject[i], in);
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}
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for (int i = 0; i < MAX_ROOM_HOTSPOTS; ++i) {
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hotspot[i].ReadFromSavegame(in, save_ver);
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Properties::ReadValues(hsProps[i], in);
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if (data_ver <= kGameVersion_272)
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SavegameComponents::ReadInteraction272(intrHotspot[i], in);
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}
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for (int i = 0; i < MAX_ROOM_REGIONS; ++i) {
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region_enabled[i] = in->ReadInt8();
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if (data_ver <= kGameVersion_272)
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SavegameComponents::ReadInteraction272(intrRegion[i], in);
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}
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for (int i = 0; i < MAX_WALK_BEHINDS; ++i) {
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walkbehind_base[i] = in->ReadInt32();
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}
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Properties::ReadValues(roomProps, in);
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if (data_ver <= kGameVersion_272) {
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SavegameComponents::ReadInteraction272(intrRoom, in);
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in->ReadArrayOfInt32(interactionVariableValues, MAX_GLOBAL_VARIABLES);
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}
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tsdatasize = static_cast<uint32_t>(in->ReadInt32());
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if (tsdatasize) {
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tsdata.resize(tsdatasize);
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in->Read(tsdata.data(), tsdatasize);
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}
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contentFormat = save_ver;
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if (save_ver >= kRoomStatSvgVersion_36041) {
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contentFormat = (RoomStatSvgVersion)in->ReadInt32();
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in->ReadInt32(); // reserved
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in->ReadInt32();
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in->ReadInt32();
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}
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}
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void RoomStatus::WriteToSavegame(Stream *out, GameDataVersion data_ver) const {
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out->WriteInt8(beenhere);
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out->WriteInt32(numobj);
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for (uint32_t i = 0; i < numobj; ++i) {
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obj[i].WriteToSavegame(out);
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Properties::WriteValues(objProps[i], out);
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if (data_ver <= kGameVersion_272)
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SavegameComponents::WriteInteraction272(intrObject[i], out);
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}
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for (int i = 0; i < MAX_ROOM_HOTSPOTS; ++i) {
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hotspot[i].WriteToSavegame(out);
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Properties::WriteValues(hsProps[i], out);
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if (data_ver <= kGameVersion_272)
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SavegameComponents::WriteInteraction272(intrHotspot[i], out);
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}
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for (int i = 0; i < MAX_ROOM_REGIONS; ++i) {
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out->WriteInt8(region_enabled[i]);
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if (data_ver <= kGameVersion_272)
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SavegameComponents::WriteInteraction272(intrRegion[i], out);
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}
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for (int i = 0; i < MAX_WALK_BEHINDS; ++i) {
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out->WriteInt32(walkbehind_base[i]);
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}
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Properties::WriteValues(roomProps, out);
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if (data_ver <= kGameVersion_272) {
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SavegameComponents::WriteInteraction272(intrRoom, out);
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out->WriteArrayOfInt32(interactionVariableValues, MAX_GLOBAL_VARIABLES);
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}
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out->WriteInt32(static_cast<int32_t>(tsdatasize));
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if (tsdatasize)
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out->Write(tsdata.data(), tsdatasize);
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// kRoomStatSvgVersion_36041
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out->WriteInt32(contentFormat);
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out->WriteInt32(0); // reserved
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out->WriteInt32(0);
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out->WriteInt32(0);
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}
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// Replaces all accesses to the roomstats array
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RoomStatus *getRoomStatus(int room) {
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if (!_G(room_statuses)[room]) {
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// First access, allocate and initialise the status
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_G(room_statuses)[room].reset(new RoomStatus());
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}
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return _G(room_statuses)[room].get();
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}
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// Used in places where it is only important to know whether the player
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// had previously entered the room. In this case it is not necessary
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// to initialise the status because a player can only have been in
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// a room if the status is already initialised.
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bool isRoomStatusValid(int room) {
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return (_G(room_statuses)[room] != nullptr);
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}
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void resetRoomStatuses() {
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for (int i = 0; i < MAX_ROOMS; i++) {
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_G(room_statuses)[i].reset();
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}
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}
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} // namespace AGS3
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