1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "neverhood/console.h"
24 #include "neverhood/gamevars.h"
25
26 namespace Neverhood {
27
GameVars()28 GameVars::GameVars() {
29 addVar(0, 0);
30 }
31
clear()32 void GameVars::clear() {
33 _vars.clear();
34 addVar(0, 0);
35 }
36
loadState(Common::InSaveFile * in)37 void GameVars::loadState(Common::InSaveFile *in) {
38 uint varCount;
39 _vars.clear();
40 varCount = in->readUint32LE();
41 for (uint i = 0; i < varCount; ++i) {
42 GameVar var;
43 var.nameHash = in->readUint32LE();
44 var.value = in->readUint32LE();
45 var.firstIndex = in->readUint16LE();
46 var.nextIndex = in->readUint16LE();
47 _vars.push_back(var);
48 }
49 }
50
saveState(Common::OutSaveFile * out)51 void GameVars::saveState(Common::OutSaveFile *out) {
52 out->writeUint32LE(_vars.size());
53 for (uint i = 0; i < _vars.size(); ++i) {
54 GameVar &var = _vars[i];
55 out->writeUint32LE(var.nameHash);
56 out->writeUint32LE(var.value);
57 out->writeUint16LE(var.firstIndex);
58 out->writeUint16LE(var.nextIndex);
59 }
60 }
61
getGlobalVar(uint32 nameHash)62 uint32 GameVars::getGlobalVar(uint32 nameHash) {
63 int16 varIndex = findSubVarIndex(0, nameHash);
64 return varIndex != -1 ? _vars[varIndex].value : 0;
65 }
66
setGlobalVar(uint32 nameHash,uint32 value)67 void GameVars::setGlobalVar(uint32 nameHash, uint32 value) {
68 _vars[getSubVarIndex(0, nameHash)].value = value;
69 }
70
getSubVar(uint32 nameHash,uint32 subNameHash)71 uint32 GameVars::getSubVar(uint32 nameHash, uint32 subNameHash) {
72 uint32 value = 0;
73 int16 varIndex = findSubVarIndex(0, nameHash);
74 if (varIndex != -1) {
75 int16 subVarIndex = findSubVarIndex(varIndex, subNameHash);
76 if (subVarIndex != -1)
77 value = _vars[subVarIndex].value;
78 }
79 return value;
80 }
81
setSubVar(uint32 nameHash,uint32 subNameHash,uint32 value)82 void GameVars::setSubVar(uint32 nameHash, uint32 subNameHash, uint32 value) {
83 int16 varIndex = getSubVarIndex(0, nameHash);
84 int16 subVarIndex = getSubVarIndex(varIndex, subNameHash);
85 _vars[subVarIndex].value = value;
86 }
87
addVar(uint32 nameHash,uint32 value)88 int16 GameVars::addVar(uint32 nameHash, uint32 value) {
89 GameVar gameVar;
90 gameVar.nameHash = nameHash;
91 gameVar.value = value;
92 gameVar.firstIndex = -1;
93 gameVar.nextIndex = -1;
94 _vars.push_back(gameVar);
95 return _vars.size() - 1;
96 }
97
findSubVarIndex(int16 varIndex,uint32 subNameHash)98 int16 GameVars::findSubVarIndex(int16 varIndex, uint32 subNameHash) {
99 for (int16 nextIndex = _vars[varIndex].firstIndex; nextIndex != -1; nextIndex = _vars[nextIndex].nextIndex)
100 if (_vars[nextIndex].nameHash == subNameHash)
101 return nextIndex;
102 return -1;
103 }
104
addSubVar(int16 varIndex,uint32 subNameHash,uint32 value)105 int16 GameVars::addSubVar(int16 varIndex, uint32 subNameHash, uint32 value) {
106 int16 nextIndex = _vars[varIndex].firstIndex;
107 int16 subVarIndex;
108 if (nextIndex == -1) {
109 subVarIndex = addVar(subNameHash, value);
110 _vars[varIndex].firstIndex = subVarIndex;
111 } else {
112 while (_vars[nextIndex].nextIndex != -1)
113 nextIndex = _vars[nextIndex].nextIndex;
114 subVarIndex = addVar(subNameHash, value);
115 _vars[nextIndex].nextIndex = subVarIndex;
116 }
117 return subVarIndex;
118 }
119
getSubVarIndex(int16 varIndex,uint32 subNameHash)120 int16 GameVars::getSubVarIndex(int16 varIndex, uint32 subNameHash) {
121 int16 subVarIndex = findSubVarIndex(varIndex, subNameHash);
122 if (subVarIndex == -1)
123 subVarIndex = addSubVar(varIndex, subNameHash, 0);
124 return subVarIndex;
125 }
126
dumpVars(Console * con)127 void GameVars::dumpVars(Console *con) {
128 for (Common::Array<GameVar>::iterator it = _vars.begin(); it != _vars.end(); ++it) {
129 GameVar gameVar = *it;
130 con->debugPrintf("hash: %08X, var: %08X, first index: %3d, next index: %3d\n", gameVar.nameHash, gameVar.value, gameVar.firstIndex, gameVar.nextIndex);
131 }
132 }
133
134 } // End of namespace Neverhood
135