scummvm/engines/ags/engine/ac/room_status.cpp
Walter Agazzi 26375b823b AGS: Engine: Used std::vector for RoomStatus::tsdata
From upstream 849a0f3153511087bd93c4d7d1ba898d4ab28cfa
2023-03-12 20:58:28 +00:00

232 lines
7.1 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/aligned_stream.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 > 0) {
Name = StrUtil::ReadString(in);
}
}
void HotspotState::WriteToSavegame(Shared::Stream *out) const {
out->WriteInt8(Enabled);
StrUtil::WriteString(Name, out);
}
RoomStatus::RoomStatus() {
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::ReadFromFile_v321(Stream *in) {
FreeScriptData();
FreeProperties();
beenhere = in->ReadInt32();
numobj = in->ReadInt32();
obj.resize(MAX_ROOM_OBJECTS_v300);
objProps.resize(MAX_ROOM_OBJECTS_v300);
intrObject.resize(MAX_ROOM_OBJECTS_v300);
ReadRoomObjects_Aligned(in);
int16_t dummy[MAX_LEGACY_ROOM_FLAGS]; // cannot seek with AlignedStream
in->ReadArrayOfInt16(dummy, MAX_LEGACY_ROOM_FLAGS); // flagstates (OBSOLETE)
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->ReadArrayOfInt32(interactionVariableValues, MAX_GLOBAL_VARIABLES);
if (_G(loaded_game_file_version) >= kGameVersion_340_4) {
Properties::ReadValues(roomProps, in);
for (int i = 0; i < MAX_ROOM_HOTSPOTS; ++i) {
Properties::ReadValues(hsProps[i], in);
}
for (auto &props : objProps) {
Properties::ReadValues(props, in);
}
}
}
void RoomStatus::ReadRoomObjects_Aligned(Shared::Stream *in) {
AlignedStream align_s(in, Shared::kAligned_Read);
for (auto &o : obj) {
o.ReadFromSavegame(&align_s, 0);
align_s.Reset();
}
}
void RoomStatus::ReadFromSavegame(Stream *in, int 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 (_G(loaded_game_file_version) <= 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 (_G(loaded_game_file_version) <= kGameVersion_272)
SavegameComponents::ReadInteraction272(intrHotspot[i], in);
}
for (int i = 0; i < MAX_ROOM_REGIONS; ++i) {
region_enabled[i] = in->ReadInt8();
if (_G(loaded_game_file_version) <= 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 (_G(loaded_game_file_version) <= 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);
}
}
void RoomStatus::WriteToSavegame(Stream *out) 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 (_G(loaded_game_file_version) <= 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 (_G(loaded_game_file_version) <= kGameVersion_272)
SavegameComponents::WriteInteraction272(intrHotspot[i], out);
}
for (int i = 0; i < MAX_ROOM_REGIONS; ++i) {
out->WriteInt8(region_enabled[i]);
if (_G(loaded_game_file_version) <= 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 (_G(loaded_game_file_version) <= 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);
}
// JJS: Replacement for the global roomstats array in the original engine.
RoomStatus *room_statuses[MAX_ROOMS];
// Replaces all accesses to the roomstats array
RoomStatus *getRoomStatus(int room) {
if (room_statuses[room] == nullptr) {
// First access, allocate and initialise the status
room_statuses[room] = new RoomStatus();
}
return room_statuses[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) {
return (room_statuses[room] != nullptr);
}
void resetRoomStatuses() {
for (int i = 0; i < MAX_ROOMS; i++) {
if (room_statuses[i] != nullptr) {
delete room_statuses[i];
room_statuses[i] = nullptr;
}
}
}
} // namespace AGS3