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/* 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/>.
*
*/
#ifndef AGS_ENGINE_AC_ROOM_STATUS_H
#define AGS_ENGINE_AC_ROOM_STATUS_H
#include "ags/engine/ac/room_object.h"
#include "ags/engine/game/savegame.h"
#include "ags/shared/game/room_struct.h"
#include "ags/shared/game/interactions.h"
#include "ags/shared/util/string_types.h"
namespace AGS3 {
// Forward declaration
namespace AGS {
namespace Shared {
class Stream;
} // namespace Shared
} // namespace AGS
using AGS::Shared::Stream;
using AGS::Shared::Interaction;
struct HotspotState {
bool Enabled = false;
Shared::String Name;
void ReadFromSavegame(Shared::Stream *in, int save_ver);
void WriteToSavegame(Shared::Stream *out) const;
};
// Savegame data format for RoomStatus
enum RoomStatSvgVersion {
kRoomStatSvgVersion_Initial = 0, // [UNSUPPORTED] from 3.5.0 pre-alpha
// NOTE: in 3.5.0 "Room States" had lower index than "Loaded Room State" by mistake
kRoomStatSvgVersion_350_Mismatch = 0, // an incorrect "Room States" version from 3.5.0
kRoomStatSvgVersion_350 = 1, // new movelist format (along with pathfinder)
kRoomStatSvgVersion_36016 = 2, // hotspot and object names
kRoomStatSvgVersion_36025 = 3, // object animation volume
kRoomStatSvgVersion_36041 = 4, // room state's contentFormat
kRoomStatSvgVersion_36109 = 5, // removed movelists, save externally
kRoomStatSvgVersion_Current = kRoomStatSvgVersion_36109
};
// RoomStatus contains everything about a room that could change at runtime.
struct RoomStatus {
int beenhere = 0;
uint32_t numobj = 0;
std::vector<RoomObject> obj;
uint32_t tsdatasize = 0;
std::vector<char> tsdata;
Interaction intrHotspot[MAX_ROOM_HOTSPOTS];
std::vector<Interaction> intrObject;
Interaction intrRegion[MAX_ROOM_REGIONS];
Interaction intrRoom;
Shared::StringIMap roomProps;
Shared::StringIMap hsProps[MAX_ROOM_HOTSPOTS];
std::vector<Shared::StringIMap> objProps;
HotspotState hotspot[MAX_ROOM_HOTSPOTS];
int8 region_enabled[MAX_ROOM_REGIONS];
short walkbehind_base[MAX_WALK_BEHINDS];
int32_t interactionVariableValues[MAX_GLOBAL_VARIABLES];
// Likely pre-2.5 data
#if defined (OBSOLETE)
short flagstates[MAX_LEGACY_ROOM_FLAGS]{};
EventBlock hscond[MAX_ROOM_HOTSPOTS];
EventBlock objcond[MAX_ROOM_OBJECTS];
EventBlock misccond;
#endif
// A version of a save this RoomStatus was restored from.
// This is used as a hint when merging RoomStatus with the loaded room file (upon room enter).
// We need this for cases when an old format save is restored within an upgraded game
// (for example, game was upgraded from 3.4.0 to 3.6.0, but player tries loading 3.4.0 save),
// because room files are only loaded once entered, so we cannot fixup all RoomStatuses at once.
RoomStatSvgVersion contentFormat;
RoomStatus();
~RoomStatus();
void FreeScriptData();
void FreeProperties();
void ReadFromSavegame_v321(Shared::Stream *in, GameDataVersion data_ver);
void ReadFromSavegame(Shared::Stream *in, GameDataVersion data_ver, RoomStatSvgVersion save_ver);
void WriteToSavegame(Shared::Stream *out, GameDataVersion data_ver) const;
};
// Replaces all accesses to the roomstats array
RoomStatus *getRoomStatus(int 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);
void resetRoomStatuses();
} // namespace AGS3
#endif
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