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engines/ags/engine/ac/room_status.h
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121
engines/ags/engine/ac/room_status.h
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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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#ifndef AGS_ENGINE_AC_ROOM_STATUS_H
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#define AGS_ENGINE_AC_ROOM_STATUS_H
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#include "ags/engine/ac/room_object.h"
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#include "ags/engine/game/savegame.h"
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#include "ags/shared/game/room_struct.h"
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#include "ags/shared/game/interactions.h"
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#include "ags/shared/util/string_types.h"
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namespace AGS3 {
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// Forward declaration
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namespace AGS {
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namespace Shared {
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class Stream;
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} // namespace Shared
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} // namespace AGS
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using AGS::Shared::Stream;
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using AGS::Shared::Interaction;
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struct HotspotState {
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bool Enabled = false;
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Shared::String Name;
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void ReadFromSavegame(Shared::Stream *in, int save_ver);
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void WriteToSavegame(Shared::Stream *out) const;
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};
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// Savegame data format for RoomStatus
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enum RoomStatSvgVersion {
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kRoomStatSvgVersion_Initial = 0, // [UNSUPPORTED] from 3.5.0 pre-alpha
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// NOTE: in 3.5.0 "Room States" had lower index than "Loaded Room State" by mistake
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kRoomStatSvgVersion_350_Mismatch = 0, // an incorrect "Room States" version from 3.5.0
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kRoomStatSvgVersion_350 = 1, // new movelist format (along with pathfinder)
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kRoomStatSvgVersion_36016 = 2, // hotspot and object names
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kRoomStatSvgVersion_36025 = 3, // object animation volume
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kRoomStatSvgVersion_36041 = 4, // room state's contentFormat
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kRoomStatSvgVersion_36109 = 5, // removed movelists, save externally
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kRoomStatSvgVersion_Current = kRoomStatSvgVersion_36109
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};
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// RoomStatus contains everything about a room that could change at runtime.
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struct RoomStatus {
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int beenhere = 0;
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uint32_t numobj = 0;
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std::vector<RoomObject> obj;
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uint32_t tsdatasize = 0;
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std::vector<char> tsdata;
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Interaction intrHotspot[MAX_ROOM_HOTSPOTS];
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std::vector<Interaction> intrObject;
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Interaction intrRegion[MAX_ROOM_REGIONS];
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Interaction intrRoom;
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Shared::StringIMap roomProps;
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Shared::StringIMap hsProps[MAX_ROOM_HOTSPOTS];
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std::vector<Shared::StringIMap> objProps;
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HotspotState hotspot[MAX_ROOM_HOTSPOTS];
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int8 region_enabled[MAX_ROOM_REGIONS];
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short walkbehind_base[MAX_WALK_BEHINDS];
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int32_t interactionVariableValues[MAX_GLOBAL_VARIABLES];
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// Likely pre-2.5 data
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#if defined (OBSOLETE)
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short flagstates[MAX_LEGACY_ROOM_FLAGS]{};
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EventBlock hscond[MAX_ROOM_HOTSPOTS];
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EventBlock objcond[MAX_ROOM_OBJECTS];
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EventBlock misccond;
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#endif
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// A version of a save this RoomStatus was restored from.
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// This is used as a hint when merging RoomStatus with the loaded room file (upon room enter).
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// We need this for cases when an old format save is restored within an upgraded game
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// (for example, game was upgraded from 3.4.0 to 3.6.0, but player tries loading 3.4.0 save),
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// because room files are only loaded once entered, so we cannot fixup all RoomStatuses at once.
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RoomStatSvgVersion contentFormat;
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RoomStatus();
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~RoomStatus();
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void FreeScriptData();
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void FreeProperties();
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void ReadFromSavegame_v321(Shared::Stream *in, GameDataVersion data_ver);
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void ReadFromSavegame(Shared::Stream *in, GameDataVersion data_ver, RoomStatSvgVersion save_ver);
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void WriteToSavegame(Shared::Stream *out, GameDataVersion data_ver) const;
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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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// 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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void resetRoomStatuses();
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} // namespace AGS3
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#endif
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