mirror of
https://github.com/libretro/scummvm.git
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294 lines
8.8 KiB
C++
294 lines
8.8 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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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* aint32 with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*
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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#include "saga2/saga2.h"
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#include "saga2/mission.h"
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#include "saga2/actor.h"
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namespace Saga2 {
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ActiveMission activeMissions[32];
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//-----------------------------------------------------------------------
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// Active mission creator
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ActiveMission *ActiveMission::newMission(ObjectID genID, uint16 script) {
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int i;
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ActiveMission *ms = NULL;
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for (i = 0; i < ARRAYSIZE(activeMissions); i++) {
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if (!(activeMissions[i]._data.missionFlags & inUse)) {
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ms = &activeMissions[i];
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break;
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}
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}
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if (!ms) return NULL;
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ms->_data.missionID = i;
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ms->_data.generatorID = genID;
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ms->_data.missionScript = script;
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ms->_data.missionFlags |= inUse;
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ms->_data.numKnowledgeIDs = ms->_data.numObjectIDs = 0;
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memset(ms->_data.missionVars, 0, ARRAYSIZE(ms->_data.missionVars));
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ms->_data.aMission = ms;
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return ms;
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}
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//-----------------------------------------------------------------------
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// Search for a specific mission
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int ActiveMission::findMission(ObjectID genID) {
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int i;
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for (i = 0; i < ARRAYSIZE(activeMissions); i++) {
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if (activeMissions[i]._data.missionFlags & inUse
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&& activeMissions[i]._data.generatorID == genID) {
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return i;
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}
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}
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return -1;
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}
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ActiveMission *ActiveMission::missionAddress(int index) {
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assert(index >= 0);
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assert(index < ARRAYSIZE(activeMissions));
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return &activeMissions[index];
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}
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//-----------------------------------------------------------------------
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// Add record of object creation to mission
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bool ActiveMission::addObjectID(ObjectID objID) {
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if (_data.numObjectIDs < ARRAYSIZE(_data.missionObjectList)) {
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_data.missionObjectList[_data.numObjectIDs++] = objID;
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------
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// Add record of object creation to mission
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bool ActiveMission::removeObjectID(ObjectID objID) {
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bool found = false;
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for (int i = 0; i < _data.numObjectIDs; i++) {
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if (found) {
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_data.missionObjectList[i - 1] = _data.missionObjectList[i];
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} else {
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if (_data.missionObjectList[i] == objID)
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found = true;
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}
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}
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if (found)
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_data.numObjectIDs--;
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return found;
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}
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//-----------------------------------------------------------------------
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// Add record of knowledge creation to mission
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bool ActiveMission::addKnowledgeID(ObjectID actor, uint16 knowledgeID) {
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if (!isActor(actor)) return false;
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if (_data.numKnowledgeIDs < ARRAYSIZE(_data.missionKnowledgeList)) {
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Actor *a = (Actor *)GameObject::objectAddress(actor);
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if (!a->addKnowledge(knowledgeID)) return false;
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_data.missionKnowledgeList[_data.numKnowledgeIDs].id = actor;
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_data.missionKnowledgeList[_data.numKnowledgeIDs++].kID = knowledgeID;
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------
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// Add record of knowledge creation to mission
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bool ActiveMission::removeKnowledgeID(ObjectID actor, uint16 knowledgeID) {
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bool found = false;
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for (int i = 0; i < _data.numKnowledgeIDs; i++) {
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if (found) {
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_data.missionKnowledgeList[i - 1] = _data.missionKnowledgeList[i];
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} else {
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if (_data.missionKnowledgeList[i].id == actor
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&& _data.missionKnowledgeList[i].kID == knowledgeID) {
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found = true;
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}
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}
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}
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if (found)
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_data.numKnowledgeIDs--;
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return found;
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}
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//-----------------------------------------------------------------------
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// Add record of knowledge creation to mission
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void ActiveMission::read(Common::InSaveFile *in) {
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_data.missionID = in->readUint16LE();
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_data.generatorID = in->readUint16LE();
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_data.missionScript = in->readUint16LE();
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_data.missionFlags = in->readUint16LE();
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debugC(4, kDebugSaveload, "... missionID = %d", _data.missionID);
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debugC(4, kDebugSaveload, "... generatorID = %d", _data.generatorID);
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debugC(4, kDebugSaveload, "... missionScript = %d", _data.missionScript);
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debugC(4, kDebugSaveload, "... missionFlags = %d", _data.missionFlags);
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for (int i = 0; i < ARRAYSIZE(_data.missionVars); ++i) {
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_data.missionVars[i] = in->readByte();
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debugC(5, kDebugSaveload, "... missionVars[%d] = %d", i, _data.missionVars[i]);
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}
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for (int i = 0; i < ARRAYSIZE(_data.missionObjectList); ++i) {
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_data.missionObjectList[i] = in->readUint16LE();
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debugC(5, kDebugSaveload, "... missionObjectList[%d] = %d", i, _data.missionObjectList[i]);
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}
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for (int i = 0; i < ARRAYSIZE(_data.missionKnowledgeList); ++i) {
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_data.missionKnowledgeList[i].id = in->readUint16LE();
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_data.missionKnowledgeList[i].kID = in->readUint16LE();
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debugC(5, kDebugSaveload, "... missionKnowledgeList[%d].id = %d", i, _data.missionKnowledgeList[i].id);
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debugC(5, kDebugSaveload, "... missionKnowledgeList[%d].kID = %d", i, _data.missionKnowledgeList[i].kID);
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}
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_data.numObjectIDs = in->readUint16LE();
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_data.numKnowledgeIDs = in->readUint16LE();
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_data.aMission = this;
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debugC(4, kDebugSaveload, "... numObjectIDs = %d", _data.numObjectIDs);
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debugC(4, kDebugSaveload, "... numKnowledgeIDs = %d", _data.numKnowledgeIDs);
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}
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void ActiveMission::write(Common::MemoryWriteStreamDynamic *out) {
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out->writeUint16LE(_data.missionID);
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out->writeUint16LE(_data.generatorID);
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out->writeUint16LE(_data.missionScript);
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out->writeUint16LE(_data.missionFlags);
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debugC(4, kDebugSaveload, "... missionID = %d", _data.missionID);
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debugC(4, kDebugSaveload, "... generatorID = %d", _data.generatorID);
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debugC(4, kDebugSaveload, "... missionScript = %d", _data.missionScript);
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debugC(4, kDebugSaveload, "... missionFlags = %d", _data.missionFlags);
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for (int i = 0; i < ARRAYSIZE(_data.missionVars); ++i) {
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out->writeByte(_data.missionVars[i]);
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debugC(5, kDebugSaveload, "... missionVars[%d] = %d", i, _data.missionVars[i]);
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}
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for (int i = 0; i < ARRAYSIZE(_data.missionObjectList); ++i) {
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out->writeUint16LE(_data.missionObjectList[i]);
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debugC(5, kDebugSaveload, "... missionObjectList[%d] = %d", i, _data.missionObjectList[i]);
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}
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for (int i = 0; i < ARRAYSIZE(_data.missionKnowledgeList); ++i) {
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out->writeUint16LE(_data.missionKnowledgeList[i].id);
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out->writeUint16LE(_data.missionKnowledgeList[i].kID);
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debugC(5, kDebugSaveload, "... missionKnowledgeList[%d].id = %d", i, _data.missionKnowledgeList[i].id);
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debugC(5, kDebugSaveload, "... missionKnowledgeList[%d].kID = %d", i, _data.missionKnowledgeList[i].kID);
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}
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out->writeUint16LE(_data.numObjectIDs);
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out->writeUint16LE(_data.numKnowledgeIDs);
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debugC(4, kDebugSaveload, "... numObjectIDs = %d", _data.numObjectIDs);
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debugC(4, kDebugSaveload, "... numKnowledgeIDs = %d", _data.numKnowledgeIDs);
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}
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void ActiveMission::cleanup(void) {
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int i;
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for (i = 0; i < _data.numKnowledgeIDs; i++) {
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Actor *a;
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a = (Actor *)GameObject::objectAddress(_data.missionKnowledgeList[i].id);
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a->removeKnowledge(_data.missionKnowledgeList[i].kID);
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}
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for (i = 0; i < _data.numObjectIDs; i++) {
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GameObject *obj;
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obj = GameObject::objectAddress(_data.missionObjectList[i]);
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obj->deleteObjectRecursive();
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}
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_data.numKnowledgeIDs = _data.numObjectIDs = 0;
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_data.missionFlags &= ~inUse;
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}
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//-----------------------------------------------------------------------
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// Initialize the active mission list
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void initMissions(void) {
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int i;
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for (i = 0; i < ARRAYSIZE(activeMissions); i++)
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activeMissions[i]._data.missionFlags &= ~inUse;
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}
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void saveMissions(Common::OutSaveFile *outS) {
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debugC(2, kDebugSaveload, "Saving Missions");
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outS->write("MISS", 4);
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CHUNK_BEGIN;
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for (int i = 0; i < ARRAYSIZE(activeMissions); ++i) {
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debugC(3, kDebugSaveload, "Saving Mission %d", i);
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activeMissions[i].write(out);
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}
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CHUNK_END;
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}
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void loadMissions(Common::InSaveFile *in) {
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debugC(2, kDebugSaveload, "Loading Missions");
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for (int i = 0; i < ARRAYSIZE(activeMissions); ++i) {
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activeMissions[i].read(in);
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debugC(3, kDebugSaveload, "Loading Mission %d", i);
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}
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}
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} // end if namespace Saga2
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