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author | Nipun Garg | 2019-07-08 02:53:57 +0530 |
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committer | Eugene Sandulenko | 2019-09-03 17:17:14 +0200 |
commit | b4db168f2a9c8e48ccc59ad2998fb6e1b9289278 (patch) | |
tree | ac6c18c7f053c13ea85d1a843c6229a070370320 | |
parent | 32465a119d4371093b686c72a7cd9efe00d1c91b (diff) | |
download | scummvm-rg350-b4db168f2a9c8e48ccc59ad2998fb6e1b9289278.tar.gz scummvm-rg350-b4db168f2a9c8e48ccc59ad2998fb6e1b9289278.tar.bz2 scummvm-rg350-b4db168f2a9c8e48ccc59ad2998fb6e1b9289278.zip |
HDB: Add AI save() and loadSaveFile()
There are stubs for Pointers and Function Pointers
-rw-r--r-- | engines/hdb/ai-init.cpp | 371 | ||||
-rw-r--r-- | engines/hdb/ai.h | 2 |
2 files changed, 373 insertions, 0 deletions
diff --git a/engines/hdb/ai-init.cpp b/engines/hdb/ai-init.cpp index ede8b8e58f..47e8a11520 100644 --- a/engines/hdb/ai-init.cpp +++ b/engines/hdb/ai-init.cpp @@ -981,6 +981,377 @@ void AI::restartSystem() { _gatePuddles = 0; } +void AI::save(Common::OutSaveFile *out) { + int i; + + // Misc Variables + out->writeByte(_playerInvisible); + out->writeByte(_playerOnIce); + out->writeByte(_playerEmerging); + out->writeByte(_playerRunning); + warning("STUB: Save whether weapon is selected"); + + // Save Teleporters + for (i = 0; i < kMaxTeleporters; i++) { + out->writeUint16LE(_teleporters[i].x1); + out->writeUint16LE(_teleporters[i].y1); + out->writeUint16LE(_teleporters[i].x2); + out->writeUint16LE(_teleporters[i].y2); + out->writeUint32LE((int)_teleporters[i].dir1); + out->writeUint32LE((int)_teleporters[i].dir2); + out->writeUint16LE(_teleporters[i].level1); + out->writeUint16LE(_teleporters[i].level2); + out->writeUint16LE(_teleporters[i].usable1); + out->writeUint16LE(_teleporters[i].usable2); + out->writeUint16LE(_teleporters[i].anim1); + out->writeUint16LE(_teleporters[i].anim2); + out->write(_teleporters[i].luaFuncUse1, 32); + out->write(_teleporters[i].luaFuncUse2, 32); + } + out->writeSint32LE(_numTeleporters); + + // Save Laser Data + out->writeByte(_laserRescan); + out->writeByte(_laserOnScreen); + + // Save Persistent Data + out->writeSint32LE(_numGems); + out->writeSint32LE(_numGooCups); + out->writeSint32LE(_numMonkeystones); + + // Save Inventory + for (i = 0; i < kMaxInventory; i++) { + out->writeUint16LE(_inventory[i].keep); + warning("STUB: Save Inventory Item"); + } + out->writeUint32LE(_numInventory); + + // Save Deliveries + for (i = 0; i < kMaxDeliveries; i++) { + out->write(_deliveries[i].itemTextName, 32); + out->write(_deliveries[i].itemGfxName, 32); + warning("STUB: Save _deliveries[i].itemGfx"); + out->write(_deliveries[i].destTextName, 32); + out->write(_deliveries[i].destGfxName, 32); + warning("STUB: Save _deliveries[i].destGfx"); + out->write(_deliveries[i].id, 32); + } + out->writeUint32LE(_numDeliveries); + + // Save Waypoints + for (i = 0; i < kMaxWaypoints; i++) { + out->writeSint32LE(_waypoints[i].x); + out->writeSint32LE(_waypoints[i].y); + out->writeSint32LE(_waypoints[i].level); + } + out->writeUint32LE(_numWaypoints); + + // Save Bridges + for (i = 0; i < kMaxBridges; i++) { + out->writeUint16LE(_bridges[i].x); + out->writeUint16LE(_bridges[i].y); + out->writeSint32LE((int)_bridges[i].dir); + out->writeUint16LE(_bridges[i].delay); + out->writeUint16LE(_bridges[i].anim); + } + out->writeUint32LE(_numBridges); + + // Save Lua List + for (i = 0; i < kMaxLuaEnts; i++) { + out->writeUint16LE(_luaList[i].x); + out->writeUint16LE(_luaList[i].y); + out->writeUint16LE(_luaList[i].value1); + out->writeUint16LE(_luaList[i].value2); + out->write(_luaList[i].luaFuncInit, 32); + out->write(_luaList[i].luaFuncAction, 32); + out->write(_luaList[i].luaFuncUse, 32); + } + out->writeUint32LE(_numLuaList); + + // Save Auto Actions + for (i = 0; i < kMaxAutoActions; i++) { + out->writeUint16LE(_autoActions[i].x); + out->writeUint16LE(_autoActions[i].y); + out->writeByte(_autoActions[i].activated); + out->write(_autoActions[i].luaFuncInit, 32); + out->write(_autoActions[i].luaFuncUse, 32); + out->write(_autoActions[i].entityName, 32); + } + + // Save Actions + for (i = 0; i < kMaxActions; i++) { + out->writeUint16LE(_actions[i].x1); + out->writeUint16LE(_actions[i].y1); + out->writeUint16LE(_actions[i].x2); + out->writeUint16LE(_actions[i].y2); + out->write(_actions[i].luaFuncInit, 32); + out->write(_actions[i].luaFuncUse, 32); + out->write(_actions[i].entityName, 32); + } + + // Save Fairystones + for (i = 0; i < kMaxFairystones; i++) { + out->writeUint16LE(_fairystones[i].srcX); + out->writeUint16LE(_fairystones[i].srcY); + out->writeUint16LE(_fairystones[i].destX); + out->writeUint16LE(_fairystones[i].destY); + } + + // Save Callbacks + for (i = 0; i < kMaxCallbacks; i++) { + out->writeSint32LE((int)_callbacks[i].type); + out->writeUint16LE(_callbacks[i].x); + out->writeUint16LE(_callbacks[i].y); + out->writeUint16LE(_callbacks[i].delay); + } + + // Save Gatepuddles + out->writeSint32LE(_gatePuddles); + + // Save AnimTargets + out->writeUint32LE(_animTargets.size()); + for (i = 0; (uint)i < _animTargets.size(); i++) { + out->writeUint16LE(_animTargets[i]->x); + out->writeUint16LE(_animTargets[i]->y); + out->writeUint16LE(_animTargets[i]->start); + out->writeUint16LE(_animTargets[i]->end); + out->writeSint16LE(_animTargets[i]->vel); + out->writeUint16LE(_animTargets[i]->animCycle); + out->writeUint16LE(_animTargets[i]->animFrame); + out->writeByte(_animTargets[i]->killAuto); + out->writeByte(_animTargets[i]->inMap); + warning("STUB: Save _animTargets[i].gfxList"); + } + + // Save ArrowPaths + out->writeUint32LE(_arrowPaths->size()); + for (i = 0; (uint)i < _arrowPaths->size(); i++) { + out->writeUint16LE(_arrowPaths->operator[](i)->type); + out->writeSint32LE((int)_arrowPaths->operator[](i)->dir); + out->writeUint16LE(_arrowPaths->operator[](i)->tileX); + out->writeUint16LE(_arrowPaths->operator[](i)->tileY); + } + + // Save HereT List + out->writeUint32LE(_hereList->size()); + for (i = 0; (uint)i < _hereList->size(); i++) { + out->writeUint16LE(_hereList->operator[](i)->x); + out->writeUint16LE(_hereList->operator[](i)->y); + out->write(_hereList->operator[](i)->entName, 32); + } + + // Save Triggers + out->writeUint32LE(_triggerList->size()); + for (i = 0; (uint)i < _triggerList->size(); i++) { + out->write(_triggerList->operator[](i)->id, 32); + out->writeUint16LE(_triggerList->operator[](i)->x); + out->writeUint16LE(_triggerList->operator[](i)->y); + out->writeUint16LE(_triggerList->operator[](i)->value1); + out->writeUint16LE(_triggerList->operator[](i)->value2); + out->write(_triggerList->operator[](i)->luaFuncInit, 32); + out->write(_triggerList->operator[](i)->luaFuncUse, 32); + } + + // Save Floats + out->writeUint32LE(_floats->size()); + for (i = 0; (uint)i < _floats->size(); i++) { + warning("STUB: Save Float Entity"); + } + + // Save Ents + out->writeUint32LE(_ents->size()); + for (i = 0; (uint)i < _ents->size(); i++) { + warning("STUB: Save Ent Entity"); + } +} + +void AI::loadSaveFile(Common::InSaveFile *in) { + int i; + + // Clean everything out + restartSystem(); + + // Misc Variables + _playerInvisible = in->readByte(); + _playerOnIce = in->readByte(); + _playerEmerging = in->readByte(); + _playerRunning = in->readByte(); + warning("STUB: Load whether weapon is selected or not"); + + // Load Teleporters + for (i = 0; i < kMaxTeleporters; i++) { + _teleporters[i].x1 = in->readUint16LE(); + _teleporters[i].y1 = in->readUint16LE(); + _teleporters[i].x2 = in->readUint16LE(); + _teleporters[i].y2 = in->readUint16LE(); + _teleporters[i].dir1 = (AIDir)in->readUint32LE(); + _teleporters[i].dir2 = (AIDir)in->readUint32LE(); + _teleporters[i].level1 = in->readUint16LE(); + _teleporters[i].level2 = in->readUint16LE(); + _teleporters[i].usable1 = in->readUint16LE(); + _teleporters[i].usable2 = in->readUint16LE(); + _teleporters[i].anim1 = in->readUint16LE(); + _teleporters[i].anim2 = in->readUint16LE(); + in->read(_teleporters[i].luaFuncUse1, 32); + in->read(_teleporters[i].luaFuncUse2, 32); + } + _numTeleporters = in->readSint32LE(); + + // Load Laser Data + _laserRescan = in->readByte(); + _laserOnScreen = in->readByte(); + + // Load Persistent Data + _numGems = in->readSint32LE(); + _numGooCups = in->readSint32LE(); + _numMonkeystones = in->readSint32LE(); + + // Load Inventory + for (i = 0; i < kMaxInventory; i++) { + _inventory[i].keep = in->readUint16LE(); + warning("STUB: Load Inventory Item"); + } + _numInventory = in->readUint32LE(); + + // Load Deliveries + for (i = 0; i < kMaxDeliveries; i++) { + in->read(_deliveries[i].itemTextName, 32); + in->read(_deliveries[i].itemGfxName, 32); + warning("STUB: Load _deliveries[i].itemGfx"); + in->read(_deliveries[i].destTextName, 32); + in->read(_deliveries[i].destGfxName, 32); + warning("STUB: Load _deliveries[i].destGfx"); + in->read(_deliveries[i].id, 32); + } + _numDeliveries = in->readUint32LE(); + + // Load Waypoints + for (i = 0; i < kMaxWaypoints; i++) { + _waypoints[i].x = in->readSint32LE(); + _waypoints[i].y = in->readSint32LE(); + _waypoints[i].level = in->readSint32LE(); + } + _numWaypoints = in->readUint32LE(); + + // Load Bridges + for (i = 0; i < kMaxBridges; i++) { + _bridges[i].x = in->readUint16LE(); + _bridges[i].y = in->readUint16LE(); + _bridges[i].dir = (AIDir)in->readSint32LE(); + _bridges[i].delay = in->readUint16LE(); + _bridges[i].anim = in->readUint16LE(); + } + _numBridges = in->readUint32LE(); + + // Load Lua List + for (i = 0; i < kMaxLuaEnts; i++) { + _luaList[i].x = in->readUint16LE(); + _luaList[i].y = in->readUint16LE(); + _luaList[i].value1 = in->readUint16LE(); + _luaList[i].value2 = in->readUint16LE(); + in->read(_luaList[i].luaFuncInit, 32); + in->read(_luaList[i].luaFuncAction, 32); + in->read(_luaList[i].luaFuncUse, 32); + } + _numLuaList = in->readUint32LE(); + + // Load Auto Actions + for (i = 0; i < kMaxAutoActions; i++) { + _autoActions[i].x = in->readUint16LE(); + _autoActions[i].y = in->readUint16LE(); + _autoActions[i].activated = in->readByte(); + in->read(_autoActions[i].luaFuncInit, 32); + in->read(_autoActions[i].luaFuncUse, 32); + in->read(_autoActions[i].entityName, 32); + } + + // Load Actions + for (i = 0; i < kMaxActions; i++) { + _actions[i].x1 = in->readUint16LE(); + _actions[i].y1 = in->readUint16LE(); + _actions[i].x2 = in->readUint16LE(); + _actions[i].y2 = in->readUint16LE(); + in->read(_actions[i].luaFuncInit, 32); + in->read(_actions[i].luaFuncUse, 32); + in->read(_actions[i].entityName, 32); + } + + // Load Fairystones + for (i = 0; i < kMaxFairystones; i++) { + _fairystones[i].srcX = in->readUint16LE(); + _fairystones[i].srcY = in->readUint16LE(); + _fairystones[i].destX = in->readUint16LE(); + _fairystones[i].destY = in->readUint16LE(); + } + + // Load Callbacks + for (i = 0; i < kMaxCallbacks; i++) { + _callbacks[i].type = (CallbackType)in->readSint32LE(); + _callbacks[i].x = in->readUint16LE(); + _callbacks[i].y = in->readUint16LE(); + _callbacks[i].delay = in->readUint16LE(); + } + + // Load Gatepuddles + _gatePuddles = in->readSint32LE(); + + // Load AnimTargets + _animTargets.resize(in->readUint32LE()); + for (i = 0; (uint)i < _animTargets.size(); i++) { + _animTargets[i]->x = in->readUint16LE(); + _animTargets[i]->y = in->readUint16LE(); + _animTargets[i]->start = in->readUint16LE(); + _animTargets[i]->end = in->readUint16LE(); + _animTargets[i]->vel = in->readSint16LE(); + _animTargets[i]->animCycle = in->readUint16LE(); + _animTargets[i]->animFrame = in->readUint16LE(); + _animTargets[i]->killAuto = in->readByte(); + _animTargets[i]->inMap = in->readByte(); + warning("STUB: Load _animTargets[i].gfxList"); + } + + // Load ArrowPaths + _arrowPaths->resize(in->readUint32LE()); + for (i = 0; (uint)i < _arrowPaths->size(); i++) { + _arrowPaths->operator[](i)->type = in->readUint16LE(); + _arrowPaths->operator[](i)->dir = (AIDir)in->readSint32LE(); + _arrowPaths->operator[](i)->tileX = in->readUint16LE(); + _arrowPaths->operator[](i)->tileY = in->readUint16LE(); + } + + // Load HereT List + _hereList->resize(in->readUint32LE()); + for (i = 0; (uint)i < _hereList->size(); i++) { + _hereList->operator[](i)->x = in->readUint16LE(); + _hereList->operator[](i)->y = in->readUint16LE(); + in->read(_hereList->operator[](i)->entName, 32); + } + + // Load Triggers + _triggerList->resize(in->readUint32LE()); + for (i = 0; (uint)i < _triggerList->size(); i++) { + in->read(_triggerList->operator[](i)->id, 32); + _triggerList->operator[](i)->x = in->readUint16LE(); + _triggerList->operator[](i)->y = in->readUint16LE(); + _triggerList->operator[](i)->value1 = in->readUint16LE(); + _triggerList->operator[](i)->value2 = in->readUint16LE(); + in->read(_triggerList->operator[](i)->luaFuncInit, 32); + in->read(_triggerList->operator[](i)->luaFuncUse, 32); + } + + // Load Floats + _floats->resize(in->readUint32LE()); + for (i = 0; (uint)i < _floats->size(); i++) { + warning("STUB: Load Float Entity"); + } + + // Load Ents + _ents->resize(in->readUint32LE()); + for (i = 0; (uint)i < _ents->size(); i++) { + warning("STUB: Load Ent Entity"); + } +} + void AI::initAnimInfo() { if (g_hdb->_map->checkOneTileExistInRange(_useSwitchOff, 2)) g_hdb->_gfx->getTile(_useSwitchOn); diff --git a/engines/hdb/ai.h b/engines/hdb/ai.h index e8bd20f047..7328c11730 100644 --- a/engines/hdb/ai.h +++ b/engines/hdb/ai.h @@ -783,6 +783,8 @@ public: bool init(); void clearPersistent(); void restartSystem(); + void save(Common::OutSaveFile *out); + void loadSaveFile(Common::InSaveFile *in); void initAnimInfo(); // Entity Functions |