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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/>.
*
*/
/*
* Based on ScottFree interpreter version 1.14 developed by Swansea
* University Computer Society without disassembly of any other game
* drivers, only of game databases as permitted by EEC law (for purposes
* of compatibility).
*
* Licensed under GPLv2
*
* https://github.com/angstsmurf/spatterlight/tree/master/terps/scott
*/
#include "glk/scott/scott.h"
#include "glk/scott/globals.h"
#include "glk/scott/definitions.h"
#include "glk/scott/restore_state.h"
namespace Glk {
namespace Scott {
#define MAX_UNDOS 100
void saveUndo() {
if (_G(_justUndid)) {
_G(_justUndid) = 0;
return;
}
if (_G(_lastUndo) == nullptr) {
_G(_lastUndo) = saveCurrentState();
_G(_oldestUndo) = _G(_lastUndo);
_G(_numberOfUndos) = 1;
return;
}
if (_G(_numberOfUndos) == 0)
g_scott->fatal("Number of undos == 0 but _G(_lastUndo) != nullptr!");
_G(_lastUndo)->_nextState = saveCurrentState();
SavedState *current = _G(_lastUndo)->_nextState;
current->_previousState = _G(_lastUndo);
_G(_lastUndo) = current;
if (_G(_numberOfUndos) == MAX_UNDOS) {
SavedState *oldest = _G(_oldestUndo);
_G(_oldestUndo) = _G(_oldestUndo)->_nextState;
_G(_oldestUndo)->_previousState = nullptr;
delete[] oldest->_itemLocations;
delete oldest;
} else {
_G(_numberOfUndos)++;
}
}
void restoreUndo() {
if (_G(_justStarted)) {
g_scott->output(_G(_sys)[CANT_UNDO_ON_FIRST_TURN]);
return;
}
if (_G(_lastUndo) == nullptr || _G(_lastUndo)->_previousState == nullptr) {
g_scott->output(_G(_sys)[NO_UNDO_STATES]);
return;
}
SavedState *current = _G(_lastUndo);
_G(_lastUndo) = current->_previousState;
if (_G(_lastUndo)->_previousState == nullptr)
_G(_oldestUndo) = _G(_lastUndo);
restoreState(_G(_lastUndo));
g_scott->output(_G(_sys)[MOVE_UNDONE]);
delete[] current->_itemLocations;
delete current;
_G(_numberOfUndos)--;
_G(_justUndid) = 1;
}
void ramSave() {
if (_G(_ramSave) != nullptr) {
delete[] _G(_ramSave)->_itemLocations;
delete _G(_ramSave);
}
_G(_ramSave) = saveCurrentState();
g_scott->output(_G(_sys)[STATE_SAVED]);
}
void ramRestore() {
if (_G(_ramSave) == nullptr) {
g_scott->output(_G(_sys)[NO_SAVED_STATE]);
return;
}
restoreState(_G(_ramSave));
g_scott->output(_G(_sys)[STATE_RESTORED]);
saveUndo();
}
SavedState *saveCurrentState() {
SavedState *s = new SavedState;
for (int ct = 0; ct < 16; ct++) {
s->_counters[ct] = _G(_counters)[ct];
s->_roomSaved[ct] = _G(_roomSaved)[ct];
}
s->_bitFlags = _G(_bitFlags);
s->_currentLoc = MY_LOC;
s->_currentCounter = _G(_currentCounter);
s->_savedRoom = _G(_savedRoom);
s->_lightTime = _G(_gameHeader)->_lightTime;
s->_autoInventory = _G(_autoInventory);
s->_itemLocations = new uint8_t[_G(_gameHeader)->_numItems + 1];
for (int ct = 0; ct <= _G(_gameHeader)->_numItems; ct++) {
s->_itemLocations[ct] = _G(_items)[ct]._location;
}
s->_previousState = nullptr;
s->_nextState = nullptr;
return s;
}
void recoverFromBadRestore(SavedState *state) {
g_scott->output(_G(_sys)[BAD_DATA]);
restoreState(state);
delete state;
}
void restoreState(SavedState *state) {
for (int ct = 0; ct < 16; ct++) {
_G(_counters)[ct] = state->_counters[ct];
_G(_roomSaved)[ct] = state->_roomSaved[ct];
}
_G(_bitFlags) = state->_bitFlags;
MY_LOC = state->_currentLoc;
_G(_currentCounter) = state->_currentCounter;
_G(_savedRoom) = state->_savedRoom;
_G(_gameHeader)->_lightTime = state->_lightTime;
_G(_autoInventory) = state->_autoInventory;
for (int ct = 0; ct <= _G(_gameHeader)->_numItems; ct++) {
_G(_items)[ct]._location = state->_itemLocations[ct];
}
_G(_stopTime) = 1;
}
} // End of namespace Scott
} // End of namespace Glk
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