/* 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 * aint32 with this program; if not, write to the Free Software * * * 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/mission.h" #include "saga2/actor.h" namespace Saga2 { ActiveMission activeMissions[32]; //----------------------------------------------------------------------- // Active mission creator ActiveMission *ActiveMission::newMission(ObjectID genID, uint16 script) { int i; ActiveMission *ms = nullptr; for (i = 0; i < ARRAYSIZE(activeMissions); i++) { if (!(activeMissions[i]._data.missionFlags & kInUse)) { ms = &activeMissions[i]; break; } } if (!ms) return nullptr; ms->_data.missionID = i; ms->_data.generatorID = genID; ms->_data.missionScript = script; ms->_data.missionFlags |= kInUse; ms->_data.numKnowledgeIDs = ms->_data.numObjectIDs = 0; memset(ms->_data.missionVars, 0, ARRAYSIZE(ms->_data.missionVars)); ms->_data.aMission = ms; return ms; } //----------------------------------------------------------------------- // Search for a specific mission int ActiveMission::findMission(ObjectID genID) { int i; for (i = 0; i < ARRAYSIZE(activeMissions); i++) { if (activeMissions[i]._data.missionFlags & kInUse && activeMissions[i]._data.generatorID == genID) { return i; } } return -1; } ActiveMission *ActiveMission::missionAddress(int index) { assert(index >= 0); assert(index < ARRAYSIZE(activeMissions)); return &activeMissions[index]; } //----------------------------------------------------------------------- // Add record of object creation to mission bool ActiveMission::addObjectID(ObjectID objID) { if (_data.numObjectIDs < ARRAYSIZE(_data.missionObjectList)) { _data.missionObjectList[_data.numObjectIDs++] = objID; return true; } return false; } //----------------------------------------------------------------------- // Add record of object creation to mission bool ActiveMission::removeObjectID(ObjectID objID) { bool found = false; for (int i = 0; i < _data.numObjectIDs; i++) { if (found) { _data.missionObjectList[i - 1] = _data.missionObjectList[i]; } else { if (_data.missionObjectList[i] == objID) found = true; } } if (found) _data.numObjectIDs--; return found; } //----------------------------------------------------------------------- // Add record of knowledge creation to mission bool ActiveMission::addKnowledgeID(ObjectID actor, uint16 knowledgeID) { if (!isActor(actor)) return false; if (_data.numKnowledgeIDs < ARRAYSIZE(_data.missionKnowledgeList)) { Actor *a = (Actor *)GameObject::objectAddress(actor); if (!a->addKnowledge(knowledgeID)) return false; _data.missionKnowledgeList[_data.numKnowledgeIDs].id = actor; _data.missionKnowledgeList[_data.numKnowledgeIDs++].kID = knowledgeID; return true; } return false; } //----------------------------------------------------------------------- // Add record of knowledge creation to mission bool ActiveMission::removeKnowledgeID(ObjectID actor, uint16 knowledgeID) { bool found = false; for (int i = 0; i < _data.numKnowledgeIDs; i++) { if (found) { _data.missionKnowledgeList[i - 1] = _data.missionKnowledgeList[i]; } else { if (_data.missionKnowledgeList[i].id == actor && _data.missionKnowledgeList[i].kID == knowledgeID) { found = true; } } } if (found) _data.numKnowledgeIDs--; return found; } //----------------------------------------------------------------------- // Add record of knowledge creation to mission void ActiveMission::read(Common::InSaveFile *in) { _data.missionID = in->readUint16LE(); _data.generatorID = in->readUint16LE(); _data.missionScript = in->readUint16LE(); _data.missionFlags = in->readUint16LE(); debugC(4, kDebugSaveload, "... missionID = %d", _data.missionID); debugC(4, kDebugSaveload, "... generatorID = %d", _data.generatorID); debugC(4, kDebugSaveload, "... missionScript = %d", _data.missionScript); debugC(4, kDebugSaveload, "... missionFlags = %d", _data.missionFlags); for (int i = 0; i < ARRAYSIZE(_data.missionVars); ++i) { _data.missionVars[i] = in->readByte(); debugC(5, kDebugSaveload, "... missionVars[%d] = %d", i, _data.missionVars[i]); } for (int i = 0; i < ARRAYSIZE(_data.missionObjectList); ++i) { _data.missionObjectList[i] = in->readUint16LE(); debugC(5, kDebugSaveload, "... missionObjectList[%d] = %d", i, _data.missionObjectList[i]); } for (int i = 0; i < ARRAYSIZE(_data.missionKnowledgeList); ++i) { _data.missionKnowledgeList[i].id = in->readUint16LE(); _data.missionKnowledgeList[i].kID = in->readUint16LE(); debugC(5, kDebugSaveload, "... missionKnowledgeList[%d].id = %d", i, _data.missionKnowledgeList[i].id); debugC(5, kDebugSaveload, "... missionKnowledgeList[%d].kID = %d", i, _data.missionKnowledgeList[i].kID); } _data.numObjectIDs = in->readUint16LE(); _data.numKnowledgeIDs = in->readUint16LE(); _data.aMission = this; debugC(4, kDebugSaveload, "... numObjectIDs = %d", _data.numObjectIDs); debugC(4, kDebugSaveload, "... numKnowledgeIDs = %d", _data.numKnowledgeIDs); } void ActiveMission::write(Common::MemoryWriteStreamDynamic *out) { out->writeUint16LE(_data.missionID); out->writeUint16LE(_data.generatorID); out->writeUint16LE(_data.missionScript); out->writeUint16LE(_data.missionFlags); debugC(4, kDebugSaveload, "... missionID = %d", _data.missionID); debugC(4, kDebugSaveload, "... generatorID = %d", _data.generatorID); debugC(4, kDebugSaveload, "... missionScript = %d", _data.missionScript); debugC(4, kDebugSaveload, "... missionFlags = %d", _data.missionFlags); for (int i = 0; i < ARRAYSIZE(_data.missionVars); ++i) { out->writeByte(_data.missionVars[i]); debugC(5, kDebugSaveload, "... missionVars[%d] = %d", i, _data.missionVars[i]); } for (int i = 0; i < ARRAYSIZE(_data.missionObjectList); ++i) { out->writeUint16LE(_data.missionObjectList[i]); debugC(5, kDebugSaveload, "... missionObjectList[%d] = %d", i, _data.missionObjectList[i]); } for (int i = 0; i < ARRAYSIZE(_data.missionKnowledgeList); ++i) { out->writeUint16LE(_data.missionKnowledgeList[i].id); out->writeUint16LE(_data.missionKnowledgeList[i].kID); debugC(5, kDebugSaveload, "... missionKnowledgeList[%d].id = %d", i, _data.missionKnowledgeList[i].id); debugC(5, kDebugSaveload, "... missionKnowledgeList[%d].kID = %d", i, _data.missionKnowledgeList[i].kID); } out->writeUint16LE(_data.numObjectIDs); out->writeUint16LE(_data.numKnowledgeIDs); debugC(4, kDebugSaveload, "... numObjectIDs = %d", _data.numObjectIDs); debugC(4, kDebugSaveload, "... numKnowledgeIDs = %d", _data.numKnowledgeIDs); } void ActiveMission::cleanup() { int i; for (i = 0; i < _data.numKnowledgeIDs; i++) { Actor *a; a = (Actor *)GameObject::objectAddress(_data.missionKnowledgeList[i].id); a->removeKnowledge(_data.missionKnowledgeList[i].kID); } for (i = 0; i < _data.numObjectIDs; i++) { GameObject *obj; obj = GameObject::objectAddress(_data.missionObjectList[i]); obj->deleteObjectRecursive(); } _data.numKnowledgeIDs = _data.numObjectIDs = 0; _data.missionFlags &= ~kInUse; } //----------------------------------------------------------------------- // Initialize the active mission list void initMissions() { int i; for (i = 0; i < ARRAYSIZE(activeMissions); i++) activeMissions[i]._data.missionFlags &= ~kInUse; } void saveMissions(Common::OutSaveFile *outS) { debugC(2, kDebugSaveload, "Saving Missions"); outS->write("MISS", 4); CHUNK_BEGIN; for (int i = 0; i < ARRAYSIZE(activeMissions); ++i) { debugC(3, kDebugSaveload, "Saving Mission %d", i); activeMissions[i].write(out); } CHUNK_END; } void loadMissions(Common::InSaveFile *in) { debugC(2, kDebugSaveload, "Loading Missions"); for (int i = 0; i < ARRAYSIZE(activeMissions); ++i) { activeMissions[i].read(in); debugC(3, kDebugSaveload, "Loading Mission %d", i); } } } // end if namespace Saga2