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