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/* 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
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "ags/engine/ac/dynobj/cc_character.h"
#include "ags/shared/ac/character_info.h"
#include "ags/engine/ac/global_character.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/shared/ac/game_version.h"
#include "ags/shared/util/stream.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
// return the type name of the object
const char *CCCharacter::GetType() {
return "Character";
}
// serialize the object into BUFFER (which is BUFSIZE bytes)
// return number of bytes used
size_t CCCharacter::CalcSerializeSize() {
return sizeof(int32_t);
}
// serialize the object into BUFFER (which is BUFSIZE bytes)
// return number of bytes used
void CCCharacter::Serialize(const char *address, Stream *out) {
const CharacterInfo *chaa = (const CharacterInfo *)address;
out->WriteInt32(chaa->index_id);
}
void CCCharacter::Unserialize(int index, Stream *in, size_t data_sz) {
int num = in->ReadInt32();
ccRegisterUnserializedObject(index, &_GP(game).chars[num], this);
}
void CCCharacter::WriteInt16(const char *address, intptr_t offset, int16_t val) {
*(int16_t *)(const_cast<char *>(address) + offset) = val;
// Detect when a game directly modifies the inventory, which causes the displayed
// and actual inventory to diverge since 2.70. Force an update of the displayed
// inventory for older games that reply on the previous behaviour.
if (_G(loaded_game_file_version) < kGameVersion_270) {
const int invoffset = 112;
if (offset >= invoffset && offset < (intptr_t)(invoffset + MAX_INV * sizeof(short))) {
update_invorder();
}
}
}
} // namespace AGS3
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