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scummvm-cursorfix/engines/ultima/ultima8/kernel/object_manager.cpp
2026-02-02 04:50:13 +01:00

393 lines
11 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 "ultima/ultima8/misc/debugger.h"
#include "ultima/ultima8/kernel/object_manager.h"
#include "ultima/ultima8/misc/id_man.h"
#include "ultima/ultima8/ultima8.h"
#include "ultima/ultima8/world/actors/main_actor.h"
#include "ultima/ultima8/world/monster_egg.h"
#include "ultima/ultima8/world/teleport_egg.h"
#include "ultima/ultima8/world/glob_egg.h"
#include "ultima/ultima8/gumps/ask_gump.h"
#include "ultima/ultima8/gumps/bark_gump.h"
#include "ultima/ultima8/gumps/paperdoll_gump.h"
#include "ultima/ultima8/gumps/widgets/text_widget.h"
#include "ultima/ultima8/gumps/widgets/button_widget.h"
#include "ultima/ultima8/gumps/widgets/sliding_widget.h"
#include "ultima/ultima8/gumps/mini_stats_gump.h"
#include "ultima/ultima8/gumps/minimap_gump.h"
#include "ultima/ultima8/gumps/cru_status_gump.h"
#include "ultima/ultima8/gumps/cru_pickup_gump.h"
#include "ultima/ultima8/gumps/cru_pickup_area_gump.h"
#include "ultima/ultima8/gumps/translucent_gump.h"
namespace Ultima {
namespace Ultima8 {
ObjectManager *ObjectManager::_objectManager = nullptr;
// a template class to prevent having to write a load function for
// every object separately
template<class T>
struct ObjectLoader {
static Object *load(Common::ReadStream *rs, uint32 version) {
T *p = new T();
bool ok = p->loadData(rs, version);
if (!ok) {
delete p;
p = nullptr;
}
return p;
}
};
ObjectManager::ObjectManager() {
debug(1, "Creating ObjectManager...");
_objectManager = this;
setupLoaders();
_objects.resize(65536);
//!CONSTANTS
_objIDs = new idMan(256, 32766, 8192); // Want range of 256 to 32766
_actorIDs = new idMan(1, 255, 255);
}
ObjectManager::~ObjectManager() {
reset();
debug(1, "Destroying ObjectManager...");
_objectManager = nullptr;
delete _objIDs;
delete _actorIDs;
}
void ObjectManager::reset() {
debug(1, "Resetting ObjectManager...");
unsigned int i;
for (i = 0; i < _objects.size(); ++i) {
if (_objects[i] == nullptr) continue;
#if 0
Item *item = dynamic_cast<Item *>(_objects[i]);
if (item && item->getParent()) continue; // will be deleted by parent
#endif
Gump *gump = dynamic_cast<Gump *>(_objects[i]);
if (gump && gump->GetParent()) continue; // will be deleted by parent
delete _objects[i];
}
for (i = 0; i < _objects.size(); ++i) {
assert(_objects[i] == nullptr);
}
//!CONSTANTS
_objects.clear();
_objects.resize(65536);
_objIDs->clearAll(32766);
_objIDs->reserveID(kGuardianId); // Reserved for the Guardian Bark hack
_actorIDs->clearAll();
}
void ObjectManager::objectStats() {
unsigned int i, npccount = 0, objcount = 0;
//!constants
for (i = 1; i < 256; i++) {
if (_objects[i] != nullptr)
npccount++;
}
for (i = 256; i < _objects.size(); i++) {
if (_objects[i] != nullptr)
objcount++;
}
g_debugger->debugPrintf("Object memory stats:\n");
g_debugger->debugPrintf("NPCs : %u/255\n", npccount);
g_debugger->debugPrintf("Objects : %u/32511\n", objcount);
}
void ObjectManager::objectTypes() {
g_debugger->debugPrintf("Current object types:\n");
Common::HashMap<Common::String, unsigned int> objecttypes;
for (unsigned int i = 1; i < _objects.size(); ++i) {
Object *o = _objects[i];
if (!o) continue;
objecttypes[o->GetClassType()._className]++;
}
for (const auto &i : objecttypes) {
g_debugger->debugPrintf("%s: %u\n", i._key.c_str(), i._value);
}
}
uint16 ObjectManager::assignObjId(Object *obj, ObjId new_objid) {
if (new_objid == 0xFFFF)
new_objid = _objIDs->getNewID();
else
_objIDs->reserveID(new_objid);
// failure???
if (new_objid != 0) {
assert(_objects[new_objid] == nullptr);
_objects[new_objid] = obj;
}
return new_objid;
}
uint16 ObjectManager::assignActorObjId(Actor *actor, ObjId new_objid) {
if (new_objid == 0xFFFF)
new_objid = _actorIDs->getNewID();
else
_actorIDs->reserveID(new_objid);
// failure???
if (new_objid != 0) {
assert(_objects[new_objid] == 0);
_objects[new_objid] = actor;
}
return new_objid;
}
bool ObjectManager::reserveObjId(ObjId objid) {
if (objid >= 256) // !constant
return _objIDs->reserveID(objid);
else
return _actorIDs->reserveID(objid);
}
void ObjectManager::clearObjId(ObjId objid) {
// need to make this assert check only permanent NPCs
// assert(objid >= 256); // !constant
if (objid >= 256) // !constant
_objIDs->clearID(objid);
else
_actorIDs->clearID(objid);
_objects[objid] = nullptr;
}
Object *ObjectManager::getObject(ObjId objid) const {
return _objects[objid];
}
void ObjectManager::allow64kObjects() {
_objIDs->setNewMax(65534);
}
void ObjectManager::save(Common::WriteStream *ws) {
_objIDs->save(ws);
_actorIDs->save(ws);
for (unsigned int i = 0; i < _objects.size(); ++i) {
Object *object = _objects[i];
if (!object) continue;
// child items/gumps are saved by their parent.
Item *item = dynamic_cast<Item *>(object);
if (item && item->getParent()) continue;
Gump *gump = dynamic_cast<Gump *>(object);
// don't save Gumps with DONT_SAVE and Gumps with parents, unless
// the parent is a core gump
// FIXME: This leaks _objIDs. See comment in ObjectManager::load().
if (gump && !gump->mustSave(true)) continue;
saveObject(ws, object);
}
ws->writeUint16LE(0);
}
bool ObjectManager::load(Common::ReadStream *rs, uint32 version) {
if (!_objIDs->load(rs, version)) return false;
if (!_actorIDs->load(rs, version)) return false;
do {
// peek ahead for terminator
uint16 classlen = rs->readUint16LE();
if (classlen == 0) break;
char *buf = new char[classlen + 1];
rs->read(buf, classlen);
buf[classlen] = 0;
Std::string classname = buf;
delete[] buf;
Object *obj = loadObject(rs, classname, version);
if (!obj) return false;
// top level gumps have to be added to the correct core gump
Gump *gump = dynamic_cast<Gump *>(obj);
if (gump) {
assert(gump->GetParent() == nullptr);
Ultima8Engine::get_instance()->addGump(gump);
}
} while (true);
// ObjectManager::save() doesn't save Gumps with the DONT_SAVE flag, but
// their IDs are still marked in use in _objIDs.
// As a workaround, we clear all IDs still in use without actual _objects.
// We only do this with IDs >= 1024 because below there are truly reserved
// _objIDs (up to 511 is reserved by U8Game, 666 is reserved for Guardian
// barks).
// FIXME: Properly fix this objID leak and increment the savegame number.
// This check can then be turned into a savegame corruption check
// for saves with the new savegame version.
// We also fail loading when we're out of _objIDs since this could
// have caused serious issues when critical _objects haven't been created.
if (_objIDs->isFull()) {
warning("Savegame has been corrupted by running out of _objIDs.");
return false;
}
unsigned int count = 0;
for (unsigned int i = 1024; i < _objects.size(); i++) {
if (_objects[i] == nullptr && _objIDs->isIDUsed(i)) {
_objIDs->clearID(i);
count++;
}
}
debug(1, "Reclaimed %u _objIDs on load.", count);
// Integrity check items - their ids should match, and if they have
// parents, those should be valid.
for (unsigned int i = 0; i < _objects.size(); i++) {
if (!_objects[i])
continue;
const Object *obj = _objects[i];
ObjId oid = obj->getObjId();
if (oid != i) {
warning("Corrupt save? Object %d thinks its id is %d", i, oid);
return false;
}
const Item *it = dynamic_cast<const Item *>(obj);
if (it) {
ObjId parent = it->getParent();
if (parent && !_objects[parent]) {
warning("Corrupt save? Object %d has parent %d which no longer exists", i, parent);
return false;
}
}
}
return true;
}
void ObjectManager::saveObject(Common::WriteStream *ws, Object *obj) const {
const Std::string & classname = obj->GetClassType()._className; // note: virtual
Common::HashMap<Common::String, ObjectLoadFunc>::iterator iter;
iter = _objectLoaders.find(classname);
if (iter == _objectLoaders.end()) {
error("Object class cannot save without registered loader: %s", classname.c_str());
}
ws->writeUint16LE(classname.size());
ws->write(classname.c_str(), classname.size());
obj->saveData(ws);
}
Object *ObjectManager::loadObject(Common::ReadStream *rs, uint32 version) {
uint16 classlen = rs->readUint16LE();
char *buf = new char[classlen + 1];
rs->read(buf, classlen);
buf[classlen] = 0;
Std::string classname = buf;
delete[] buf;
return loadObject(rs, classname, version);
}
Object *ObjectManager::loadObject(Common::ReadStream *rs, Std::string classname,
uint32 version) {
Common::HashMap<Common::String, ObjectLoadFunc>::iterator iter;
iter = _objectLoaders.find(classname);
if (iter == _objectLoaders.end()) {
warning("Unknown Object class: %s", classname.c_str());
return nullptr;
}
Object *obj = (*(iter->_value))(rs, version);
if (!obj) {
warning("Error loading object of type %s", classname.c_str());
return nullptr;
}
uint16 objid = obj->getObjId();
if (objid != 0xFFFF) {
_objects[objid] = obj;
bool used;
if (objid >= 256)
used = _objIDs->isIDUsed(objid);
else
used = _actorIDs->isIDUsed(objid);
if (!used) {
warning("Error: object ID %u used but marked available.", objid);
return nullptr;
}
}
return obj;
}
void ObjectManager::setupLoaders() {
addObjectLoader("Item", ObjectLoader<Item>::load);
addObjectLoader("Container", ObjectLoader<Container>::load);
addObjectLoader("Actor", ObjectLoader<Actor>::load);
addObjectLoader("MainActor", ObjectLoader<MainActor>::load);
addObjectLoader("Egg", ObjectLoader<Egg>::load);
addObjectLoader("MonsterEgg", ObjectLoader<MonsterEgg>::load);
addObjectLoader("TeleportEgg", ObjectLoader<TeleportEgg>::load);
addObjectLoader("GlobEgg", ObjectLoader<GlobEgg>::load);
addObjectLoader("Gump", ObjectLoader<Gump>::load);
addObjectLoader("ItemRelativeGump", ObjectLoader<ItemRelativeGump>::load);
addObjectLoader("AskGump", ObjectLoader<AskGump>::load);
addObjectLoader("BarkGump", ObjectLoader<BarkGump>::load);
addObjectLoader("ContainerGump", ObjectLoader<ContainerGump>::load);
addObjectLoader("PaperdollGump", ObjectLoader<PaperdollGump>::load);
addObjectLoader("TextWidget", ObjectLoader<TextWidget>::load);
addObjectLoader("ButtonWidget", ObjectLoader<ButtonWidget>::load);
addObjectLoader("SlidingWidget", ObjectLoader<SlidingWidget>::load);
addObjectLoader("MiniStatsGump", ObjectLoader<MiniStatsGump>::load);
addObjectLoader("MiniMapGump", ObjectLoader<MiniMapGump>::load);
addObjectLoader("CruStatusGump", ObjectLoader<CruStatusGump>::load);
addObjectLoader("CruPickupAreaGump", ObjectLoader<CruPickupAreaGump>::load);
addObjectLoader("CruPickupGump", ObjectLoader<CruPickupGump>::load);
addObjectLoader("TranslucentGump", ObjectLoader<TranslucentGump>::load);
}
} // End of namespace Ultima8
} // End of namespace Ultima