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authorNipun Garg2019-07-08 02:53:57 +0530
committerEugene Sandulenko2019-09-03 17:17:14 +0200
commitb4db168f2a9c8e48ccc59ad2998fb6e1b9289278 (patch)
treeac6c18c7f053c13ea85d1a843c6229a070370320 /engines
parent32465a119d4371093b686c72a7cd9efe00d1c91b (diff)
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HDB: Add AI save() and loadSaveFile()
There are stubs for Pointers and Function Pointers
Diffstat (limited to 'engines')
-rw-r--r--engines/hdb/ai-init.cpp371
-rw-r--r--engines/hdb/ai.h2
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