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177
engines/mm/mm1/data/roster.cpp
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177
engines/mm/mm1/data/roster.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 "common/file.h"
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#include "common/memstream.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "mm/mm1/data/roster.h"
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#include "mm/mm1/mm1.h"
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namespace MM {
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namespace MM1 {
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static byte DEFAULT_PORTRAITS[6] = { 0, 11, 9, 7, 4, 3 };
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void Roster::synchronize(Common::Serializer &s, bool isLoadingDefaults) {
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for (int i = 0; i < ROSTER_COUNT; ++i)
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_items[i].synchronize(s, s.isLoading() && isLoadingDefaults ?
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(i < 6 ? DEFAULT_PORTRAITS[i] : 0xff) : -1
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);
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for (int i = 0; i < ROSTER_COUNT; ++i)
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s.syncAsByte(_towns[i]);
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}
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void Roster::load() {
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Common::InSaveFile *sf = g_system->getSavefileManager()->openForLoading(
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rosterSaveName());
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if (sf) {
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Common::Serializer s(sf, nullptr);
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synchronize(s, false);
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while (!sf->eos()) {
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uint32 chunk = sf->readUint32BE();
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if (!sf->eos() && chunk == MKTAG('M', 'A', 'P', 'S')) {
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sf->skip(4); // Skip chunk size
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g_maps->synchronize(s);
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}
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}
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} else {
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sf = g_system->getSavefileManager()->openForLoading("roster.dta");
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if (sf) {
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Common::Serializer s(sf, nullptr);
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synchronize(s, true);
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} else {
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Common::File f;
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if (!f.open("roster.dta"))
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error("Could not open roster.dta");
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Common::Serializer s(&f, nullptr);
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synchronize(s, true);
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}
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}
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}
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void Roster::update(const IntArray &charNums) {
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int fallbackIndex = ROSTER_COUNT - 1;
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for (int i = (int)g_globals->_party.size() - 1; i >= 0; --i) {
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const Character &c = g_globals->_party[i];
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int destIndex;
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if (charNums.size() == g_globals->_party.size() &&
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charNums[i] < ROSTER_COUNT &&
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!strcmp(_items[charNums[i]]._name, c._name)) {
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// Started game from title screen and set up party,
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// so we known the correct roster index already
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destIndex = charNums[i];
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} else {
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for (destIndex = 0; destIndex < ROSTER_COUNT; ++destIndex) {
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if (!strcmp(_items[destIndex]._name, c._name))
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break;
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}
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if (destIndex == ROSTER_COUNT) {
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// Couldn't find a matching name in roster to update
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for (destIndex = 0; destIndex < ROSTER_COUNT; ++destIndex) {
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if (!_towns[destIndex])
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break;
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}
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if (destIndex == ROSTER_COUNT)
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// Replace entries at the end of the roster
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destIndex = fallbackIndex--;
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}
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}
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// Copy the entry into the roster
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_items[destIndex] = c;
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_towns[destIndex] = (Maps::TownId)g_maps->_currentMap->dataByte(Maps::MAP_ID);
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}
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}
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void Roster::save() {
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Common::OutSaveFile *sf = g_system->getSavefileManager()->openForSaving(
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rosterSaveName());
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Common::Serializer s(nullptr, sf);
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synchronize(s, false);
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// Get automap data to save
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Common::MemoryWriteStreamDynamic mapData(DisposeAfterUse::YES);
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Common::Serializer s2(nullptr, &mapData);
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g_maps->synchronize(s2);
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// Write out the map data
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sf->writeUint32BE(MKTAG('M', 'A', 'P', 'S'));
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sf->writeUint32LE(mapData.size());
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sf->write(mapData.getData(), mapData.size());
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sf->finalize();
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delete sf;
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}
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void Roster::saveOriginal() {
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Common::OutSaveFile *sf = g_system->getSavefileManager()->openForSaving(
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"roster.dta", false);
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Common::Serializer s(nullptr, sf);
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synchronize(s, false);
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sf->finalize();
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delete sf;
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}
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Common::String Roster::rosterSaveName() const {
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return Common::String::format("%s-roster.dta",
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g_engine->getTargetName().c_str());
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}
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void Roster::remove(Character *entry) {
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entry->clear();
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size_t idx = entry - _items;
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_towns[idx] = Maps::NO_TOWN;
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}
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bool Roster::empty() const {
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for (uint i = 0; i < ROSTER_COUNT; ++i) {
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if (_towns[i])
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return false;
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}
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return true;
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}
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bool Roster::full() const {
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for (uint i = 0; i < ROSTER_COUNT; ++i) {
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if (!_towns[i])
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return false;
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}
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return true;
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}
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} // namespace MM1
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} // namespace MM
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