Files
scummvm-cursorfix/engines/ags/engine/ac/room_status.cpp
2026-02-02 04:50:13 +01:00

237 lines
7.3 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/game_version.h"
#include "ags/engine/ac/room_status.h"
#include "ags/shared/game/custom_properties.h"
#include "ags/engine/game/savegame_components.h"
#include "ags/shared/util/string_utils.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
void HotspotState::ReadFromSavegame(Shared::Stream *in, int save_ver) {
Enabled = in->ReadInt8() != 0;
if (save_ver >= kRoomStatSvgVersion_36016) {
Name = StrUtil::ReadString(in);
}
}
void HotspotState::WriteToSavegame(Shared::Stream *out) const {
out->WriteInt8(Enabled);
StrUtil::WriteString(Name, out);
}
RoomStatus::RoomStatus() {
contentFormat = kRoomStatSvgVersion_Current; // set current to avoid fixups
beenhere = 0;
numobj = 0;
tsdatasize = 0;
memset(&region_enabled, 0, sizeof(region_enabled));
memset(&walkbehind_base, 0, sizeof(walkbehind_base));
memset(&interactionVariableValues, 0, sizeof(interactionVariableValues));
}
RoomStatus::~RoomStatus() {}
void RoomStatus::FreeScriptData() {
tsdata.clear();
tsdatasize = 0;
}
void RoomStatus::FreeProperties() {
roomProps.clear();
for (int i = 0; i < MAX_ROOM_HOTSPOTS; ++i) {
hsProps[i].clear();
}
objProps.clear();
}
void RoomStatus::ReadFromSavegame_v321(Stream *in, GameDataVersion data_ver) {
FreeScriptData();
FreeProperties();
contentFormat = kRoomStatSvgVersion_Initial;
obj.resize(MAX_ROOM_OBJECTS_v300);
objProps.resize(MAX_ROOM_OBJECTS_v300);
intrObject.resize(MAX_ROOM_OBJECTS_v300);
beenhere = in->ReadInt32();
numobj = in->ReadInt32();
// NOTE: legacy format always contained max object slots
for (auto &o : obj) {
o.ReadFromSavegame(in, -1 /* legacy save with padding */);
}
in->Seek(MAX_LEGACY_ROOM_FLAGS * sizeof(int16_t)); // flagstates (OBSOLETE)
in->ReadInt16(); // alignment padding to int32
tsdatasize = static_cast<uint32_t>(in->ReadInt32());
in->ReadInt32(); // tsdata
for (int i = 0; i < MAX_ROOM_HOTSPOTS; ++i) {
intrHotspot[i].ReadFromSavedgame_v321(in);
}
for (auto &intr : intrObject) {
intr.ReadFromSavedgame_v321(in);
}
for (int i = 0; i < MAX_ROOM_REGIONS; ++i) {
intrRegion[i].ReadFromSavedgame_v321(in);
}
intrRoom.ReadFromSavedgame_v321(in);
for (size_t i = 0; i < MAX_ROOM_HOTSPOTS; ++i)
hotspot[i].Enabled = in->ReadInt8() != 0;
in->ReadArrayOfInt8((int8_t *)region_enabled, MAX_ROOM_REGIONS);
in->ReadArrayOfInt16(walkbehind_base, MAX_WALK_BEHINDS);
in->ReadInt16(); // alignment padding to int32 (66 int8 + 16 int16 = 49 int16 -> 50)
in->ReadArrayOfInt32(interactionVariableValues, MAX_GLOBAL_VARIABLES);
if (data_ver >= kGameVersion_340_4) {
Properties::ReadValues(roomProps, in, true /* aligned */);
for (int i = 0; i < MAX_ROOM_HOTSPOTS; ++i) {
Properties::ReadValues(hsProps[i], in, true /* aligned */);
}
for (auto &props : objProps) {
Properties::ReadValues(props, in, true /* aligned */);
}
}
}
void RoomStatus::ReadFromSavegame(Stream *in, GameDataVersion data_ver, RoomStatSvgVersion save_ver) {
FreeScriptData();
FreeProperties();
beenhere = in->ReadInt8();
numobj = static_cast<uint32_t>(in->ReadInt32());
obj.resize(numobj);
objProps.resize(numobj);
intrObject.resize(numobj);
for (uint32_t i = 0; i < numobj; ++i) {
obj[i].ReadFromSavegame(in, save_ver);
Properties::ReadValues(objProps[i], in);
if (data_ver <= kGameVersion_272)
SavegameComponents::ReadInteraction272(intrObject[i], in);
}
for (int i = 0; i < MAX_ROOM_HOTSPOTS; ++i) {
hotspot[i].ReadFromSavegame(in, save_ver);
Properties::ReadValues(hsProps[i], in);
if (data_ver <= kGameVersion_272)
SavegameComponents::ReadInteraction272(intrHotspot[i], in);
}
for (int i = 0; i < MAX_ROOM_REGIONS; ++i) {
region_enabled[i] = in->ReadInt8();
if (data_ver <= kGameVersion_272)
SavegameComponents::ReadInteraction272(intrRegion[i], in);
}
for (int i = 0; i < MAX_WALK_BEHINDS; ++i) {
walkbehind_base[i] = in->ReadInt32();
}
Properties::ReadValues(roomProps, in);
if (data_ver <= kGameVersion_272) {
SavegameComponents::ReadInteraction272(intrRoom, in);
in->ReadArrayOfInt32(interactionVariableValues, MAX_GLOBAL_VARIABLES);
}
tsdatasize = static_cast<uint32_t>(in->ReadInt32());
if (tsdatasize) {
tsdata.resize(tsdatasize);
in->Read(tsdata.data(), tsdatasize);
}
contentFormat = save_ver;
if (save_ver >= kRoomStatSvgVersion_36041) {
contentFormat = (RoomStatSvgVersion)in->ReadInt32();
in->ReadInt32(); // reserved
in->ReadInt32();
in->ReadInt32();
}
}
void RoomStatus::WriteToSavegame(Stream *out, GameDataVersion data_ver) const {
out->WriteInt8(beenhere);
out->WriteInt32(numobj);
for (uint32_t i = 0; i < numobj; ++i) {
obj[i].WriteToSavegame(out);
Properties::WriteValues(objProps[i], out);
if (data_ver <= kGameVersion_272)
SavegameComponents::WriteInteraction272(intrObject[i], out);
}
for (int i = 0; i < MAX_ROOM_HOTSPOTS; ++i) {
hotspot[i].WriteToSavegame(out);
Properties::WriteValues(hsProps[i], out);
if (data_ver <= kGameVersion_272)
SavegameComponents::WriteInteraction272(intrHotspot[i], out);
}
for (int i = 0; i < MAX_ROOM_REGIONS; ++i) {
out->WriteInt8(region_enabled[i]);
if (data_ver <= kGameVersion_272)
SavegameComponents::WriteInteraction272(intrRegion[i], out);
}
for (int i = 0; i < MAX_WALK_BEHINDS; ++i) {
out->WriteInt32(walkbehind_base[i]);
}
Properties::WriteValues(roomProps, out);
if (data_ver <= kGameVersion_272) {
SavegameComponents::WriteInteraction272(intrRoom, out);
out->WriteArrayOfInt32(interactionVariableValues, MAX_GLOBAL_VARIABLES);
}
out->WriteInt32(static_cast<int32_t>(tsdatasize));
if (tsdatasize)
out->Write(tsdata.data(), tsdatasize);
// kRoomStatSvgVersion_36041
out->WriteInt32(contentFormat);
out->WriteInt32(0); // reserved
out->WriteInt32(0);
out->WriteInt32(0);
}
// Replaces all accesses to the roomstats array
RoomStatus *getRoomStatus(int room) {
if (!_G(room_statuses)[room]) {
// First access, allocate and initialise the status
_G(room_statuses)[room].reset(new RoomStatus());
}
return _G(room_statuses)[room].get();
}
// 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) {
return (_G(room_statuses)[room] != nullptr);
}
void resetRoomStatuses() {
for (int i = 0; i < MAX_ROOMS; i++) {
_G(room_statuses)[i].reset();
}
}
} // namespace AGS3