Add support for room states in Waxworks (DOS).
svn-id: r31218
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parent
07bb52b78e
commit
63b1de5628
7 changed files with 161 additions and 27 deletions
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@ -1196,11 +1196,43 @@ bool AGOSEngine_Elvira2::loadGame(const char *filename, bool restartMode) {
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}
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if (getGameType() == GType_WW && getPlatform() == Common::kPlatformPC) {
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// TODO Load room state data
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for (uint s = 0; s <= _numRoomStates; s++) {
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f->readUint16BE();
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for (uint s = 0; s < _numRoomStates; s++) {
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_roomStates[s].state = f->readUint16BE();
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_roomStates[s].classFlags = f->readUint16BE();
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_roomStates[s].roomExitStates = f->readUint16BE();
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}
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f->readUint16BE();
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uint16 room = _currentRoom;
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_currentRoom = f->readUint16BE();
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if (_roomsListPtr) {
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byte *p = _roomsListPtr;
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for (;;) {
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uint16 minNum = READ_BE_UINT16(p); p += 2;
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if (minNum == 0)
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break;
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uint16 maxNum = READ_BE_UINT16(p); p += 2;
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for (uint16 z = minNum; z <= maxNum; z++) {
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uint16 itemNum = z + 2;
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Item *item = derefItem(itemNum);
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item->parent = 0;
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num = (itemNum - _itemArrayInited);
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item->state = _roomStates[num].state;
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item->classFlags = _roomStates[num].classFlags;
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SubRoom *subRoom = (SubRoom *)findChildOfType(item, kRoomType);
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subRoom->roomExitStates = _roomStates[num].roomExitStates;
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}
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}
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}
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if (room != _currentRoom) {
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_roomsListPtr = 0;
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loadRoomItems(_currentRoom);
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}
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}
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item_index = 1;
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@ -1354,10 +1386,35 @@ bool AGOSEngine_Elvira2::saveGame(uint slot, const char *caption) {
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}
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if (getGameType() == GType_WW && getPlatform() == Common::kPlatformPC) {
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// TODO Save room state data
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for (uint s = 0; s <= _numRoomStates; s++) {
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f->writeUint16BE(0);
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if (_roomsListPtr) {
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byte *p = _roomsListPtr;
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for (;;) {
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uint16 minNum = READ_BE_UINT16(p); p += 2;
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if (minNum == 0)
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break;
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uint16 maxNum = READ_BE_UINT16(p); p += 2;
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for (uint16 z = minNum; z <= maxNum; z++) {
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uint16 itemNum = z + 2;
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Item *item = derefItem(itemNum);
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item->parent = 0;
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uint16 num = (itemNum - _itemArrayInited);
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_roomStates[num].state = item->state;
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_roomStates[num].classFlags = item->classFlags;
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SubRoom *subRoom = (SubRoom *)findChildOfType(item, kRoomType);
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_roomStates[num].roomExitStates = subRoom->roomExitStates;
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}
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}
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}
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for (uint s = 0; s < _numRoomStates; s++) {
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f->writeUint16BE(_roomStates[s].state);
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f->writeUint16BE(_roomStates[s].classFlags);
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f->writeUint16BE(_roomStates[s].roomExitStates);
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}
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f->writeUint16BE(0);
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f->writeUint16BE(_currentRoom);
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}
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