scummvm/engines/saga2/band.cpp
2021-12-26 18:48:43 +01:00

327 lines
8.4 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/>.
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#include "saga2/saga2.h"
#include "saga2/actor.h"
#include "saga2/band.h"
namespace Saga2 {
//----------------------------------------------------------------------
// BandList constructor -- simply place each element of the array in
// the inactive list
BandList::BandList() {
for (int i = 0; i < kNumBands; i++)
_list[i] = nullptr;
}
//----------------------------------------------------------------------
// BandList destructor
BandList::~BandList() {
for (int i = 0; i < kNumBands; i++)
delete _list[i];
}
void BandList::read(Common::InSaveFile *in) {
int16 bandCount;
// Get the count of bands and increment the buffer pointer
bandCount = in->readSint16LE();
// Iterate through the archive data, reconstructing the Bands
for (int i = 0; i < bandCount; i++) {
BandID id;
// Retreive the Band's id number
id = in->readSint16LE();
debugC(3, kDebugSaveload, "Loading Band %d", id);
_list[id] = new Band(in);
}
}
//----------------------------------------------------------------------
// Return the number of bytes necessary to archive this TaskList
int32 BandList::archiveSize() {
int32 size = sizeof(int16);
for (int i = 0; i < kNumBands; i++)
if (_list[i])
size += sizeof(BandID) + _list[i]->archiveSize();
return size;
}
void BandList::write(Common::MemoryWriteStreamDynamic *out) {
int16 bandCount = 0;
// Count the active bands
for (int i = 0; i < kNumBands; i++)
if (_list[i])
bandCount++;
// Store the band count in the archive buffer
out->writeSint16LE(bandCount);
debugC(3, kDebugSaveload, "... bandCount = %d", bandCount);
// Iterate through the bands, archiving each
for (int i = 0; i < kNumBands; i++) {
if (_list[i]) {
// Store the Band's id number
out->writeSint16LE(i);
debugC(3, kDebugSaveload, "Saving Band %d", i);
_list[i]->write(out);
}
}
}
//----------------------------------------------------------------------
// Place a Band into the active list and return its address
Band *BandList::newBand() {
for (int i = 0; i < kNumBands; i++) {
if (!_list[i]) {
_list[i] = new Band();
return _list[i];
}
}
return nullptr;
}
//----------------------------------------------------------------------
// Place a specific Band into the active list and return its address
Band *BandList::newBand(BandID id) {
assert(id >= 0 && id < kNumBands);
if (_list[id])
delete _list[id];
_list[id] = new Band();
return _list[id];
}
void BandList::addBand(Band *b) {
for (int i = 0; i < kNumBands; i++) {
if (_list[i] == b) {
warning("Band %d (%p) already added", i, (void *)b);
return;
}
}
for (int i = 0; i < kNumBands; i++) {
if (!_list[i]) {
_list[i] = b;
return;
}
}
error("BandList::addBand(): Too many bands, > %d", kNumBands);
}
//----------------------------------------------------------------------
// Remove the specified Band from the active list and place it back
// into the inactive list
void BandList::deleteBand(Band *p) {
int id = getBandID(p);
_list[id] = nullptr;
}
/* ===================================================================== *
Misc. band management functions
* ===================================================================== */
//----------------------------------------------------------------------
// Call the bandList member function newBand() to get a pointer to a
// new Band
Band *newBand() {
return g_vm->_bandList->newBand();
}
Band *newBand(BandID id) {
return g_vm->_bandList->newBand(id);
}
//----------------------------------------------------------------------
// Call the bandList member function deleteBand() to dispose of a
// previously allocated Band
void deleteBand(Band *p) {
g_vm->_bandList->deleteBand(p);
}
//----------------------------------------------------------------------
// Return the specified Band's ID
BandID getBandID(Band *b) {
return g_vm->_bandList->getBandID(b);
}
//----------------------------------------------------------------------
// Return a pointer to a Band given a BandID
Band *getBandAddress(BandID id) {
if (g_vm->_bandList == nullptr)
return nullptr;
return g_vm->_bandList->getBandAddress(id);
}
//----------------------------------------------------------------------
// Initialize the bandList
void initBands() {
}
void saveBands(Common::OutSaveFile *outS) {
debugC(2, kDebugSaveload, "Saving Bands");
outS->write("BAND", 4);
CHUNK_BEGIN;
g_vm->_bandList->write(out);
CHUNK_END;
}
void loadBands(Common::InSaveFile *in, int32 chunkSize) {
debugC(2, kDebugSaveload, "Loading Bands");
// If there is no saved data, simply call the default constructor
if (chunkSize == 0) {
g_vm->_bandList = new BandList;
return;
}
// Reconstruct taskList from archived data
g_vm->_bandList = new BandList;
g_vm->_bandList->read(in);
// Reconstruct followers for actors
for (int i = 0; i < kActorCount; ++i) {
BandID id = g_vm->_act->_actorList[i]->_followersID;
g_vm->_act->_actorList[i]->_followers = id != NoBand
? getBandAddress(id)
: nullptr;
}
}
//----------------------------------------------------------------------
// Cleanup the bandList
void cleanupBands() {
for (int i = 0; i < BandList::kNumBands; i++) {
if (g_vm->_bandList->_list[i]) {
delete g_vm->_bandList->_list[i];
g_vm->_bandList->_list[i] = nullptr;
}
}
}
/* ===================================================================== *
Band member functions
* ===================================================================== */
Band::Band() : _leader(nullptr), _memberCount(0) {
g_vm->_bandList->addBand(this);
for (int i = 0; i < kMaxBandMembers; i++)
_members[i] = nullptr;
}
Band::Band(Actor *l) : _leader(l), _memberCount(0) {
g_vm->_bandList->addBand(this);
for (int i = 0; i < kMaxBandMembers; i++)
_members[i] = nullptr;
}
Band::Band(Common::InSaveFile *in) {
ObjectID leaderID = in->readUint16LE();
// Restore the leader pointer
assert(isActor(leaderID));
_leader = (Actor *)GameObject::objectAddress(leaderID);
debugC(4, kDebugSaveload, "... leaderID = %d", leaderID);
// Restore the member count
_memberCount = in->readSint16LE();
assert(_memberCount < ARRAYSIZE(_members));
debugC(4, kDebugSaveload, "... _memberCount = %d", _memberCount);
for (int i = 0; i < kMaxBandMembers; i++)
_members[i] = nullptr;
// Restore the member pointers
for (int i = 0; i < _memberCount; i++) {
ObjectID id = in->readUint16LE();
assert(isActor(id));
_members[i] = (Actor *)GameObject::objectAddress(id);
debugC(4, kDebugSaveload , "... id = %d", id);
}
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in a
// buffer
int32 Band::archiveSize() {
return sizeof(ObjectID) // leader ID
+ sizeof(_memberCount)
+ sizeof(ObjectID) * _memberCount; // members' ID's
}
void Band::write(Common::MemoryWriteStreamDynamic *out) {
// Store the leader's ID
out->writeUint16LE(_leader->thisID());
debugC(4, kDebugSaveload, "... _leader->thisID() = %d", _leader->thisID());
// Store the member count
out->writeSint16LE(_memberCount);
debugC(4, kDebugSaveload, "... _memberCount = %d", _memberCount);
// Store the members' ID's
for (int i = 0; i < _memberCount; i++) {
out->writeUint16LE(_members[i]->thisID());
debugC(4, kDebugSaveload, "... _members[%d]->thisID() = %d", i, _members[i]->thisID());
}
}
} // end of namespace Saga2