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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/>.
*
*/
#include "common/file.h"
#include "common/memstream.h"
#include "common/savefile.h"
#include "common/system.h"
#include "mm/mm1/data/roster.h"
#include "mm/mm1/mm1.h"
namespace MM {
namespace MM1 {
static byte DEFAULT_PORTRAITS[6] = { 0, 11, 9, 7, 4, 3 };
void Roster::synchronize(Common::Serializer &s, bool isLoadingDefaults) {
for (int i = 0; i < ROSTER_COUNT; ++i)
_items[i].synchronize(s, s.isLoading() && isLoadingDefaults ?
(i < 6 ? DEFAULT_PORTRAITS[i] : 0xff) : -1
);
for (int i = 0; i < ROSTER_COUNT; ++i)
s.syncAsByte(_towns[i]);
}
void Roster::load() {
Common::InSaveFile *sf = g_system->getSavefileManager()->openForLoading(
rosterSaveName());
if (sf) {
Common::Serializer s(sf, nullptr);
synchronize(s, false);
while (!sf->eos()) {
uint32 chunk = sf->readUint32BE();
if (!sf->eos() && chunk == MKTAG('M', 'A', 'P', 'S')) {
sf->skip(4); // Skip chunk size
g_maps->synchronize(s);
}
}
} else {
sf = g_system->getSavefileManager()->openForLoading("roster.dta");
if (sf) {
Common::Serializer s(sf, nullptr);
synchronize(s, true);
} else {
Common::File f;
if (!f.open("roster.dta"))
error("Could not open roster.dta");
Common::Serializer s(&f, nullptr);
synchronize(s, true);
}
}
}
void Roster::update(const IntArray &charNums) {
int fallbackIndex = ROSTER_COUNT - 1;
for (int i = (int)g_globals->_party.size() - 1; i >= 0; --i) {
const Character &c = g_globals->_party[i];
int destIndex;
if (charNums.size() == g_globals->_party.size() &&
charNums[i] < ROSTER_COUNT &&
!strcmp(_items[charNums[i]]._name, c._name)) {
// Started game from title screen and set up party,
// so we known the correct roster index already
destIndex = charNums[i];
} else {
for (destIndex = 0; destIndex < ROSTER_COUNT; ++destIndex) {
if (!strcmp(_items[destIndex]._name, c._name))
break;
}
if (destIndex == ROSTER_COUNT) {
// Couldn't find a matching name in roster to update
for (destIndex = 0; destIndex < ROSTER_COUNT; ++destIndex) {
if (!_towns[destIndex])
break;
}
if (destIndex == ROSTER_COUNT)
// Replace entries at the end of the roster
destIndex = fallbackIndex--;
}
}
// Copy the entry into the roster
_items[destIndex] = c;
_towns[destIndex] = (Maps::TownId)g_maps->_currentMap->dataByte(Maps::MAP_ID);
}
}
void Roster::save() {
Common::OutSaveFile *sf = g_system->getSavefileManager()->openForSaving(
rosterSaveName());
Common::Serializer s(nullptr, sf);
synchronize(s, false);
// Get automap data to save
Common::MemoryWriteStreamDynamic mapData(DisposeAfterUse::YES);
Common::Serializer s2(nullptr, &mapData);
g_maps->synchronize(s2);
// Write out the map data
sf->writeUint32BE(MKTAG('M', 'A', 'P', 'S'));
sf->writeUint32LE(mapData.size());
sf->write(mapData.getData(), mapData.size());
sf->finalize();
delete sf;
}
void Roster::saveOriginal() {
Common::OutSaveFile *sf = g_system->getSavefileManager()->openForSaving(
"roster.dta", false);
Common::Serializer s(nullptr, sf);
synchronize(s, false);
sf->finalize();
delete sf;
}
Common::String Roster::rosterSaveName() const {
return Common::String::format("%s-roster.dta",
g_engine->getTargetName().c_str());
}
void Roster::remove(Character *entry) {
entry->clear();
size_t idx = entry - _items;
_towns[idx] = Maps::NO_TOWN;
}
bool Roster::empty() const {
for (uint i = 0; i < ROSTER_COUNT; ++i) {
if (_towns[i])
return false;
}
return true;
}
bool Roster::full() const {
for (uint i = 0; i < ROSTER_COUNT; ++i) {
if (!_towns[i])
return false;
}
return true;
}
} // namespace MM1
} // namespace MM
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