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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/character_extras.h"
#include "ags/engine/ac/view_frame.h"
#include "ags/shared/util/stream.h"
#include "ags/shared/util/string_utils.h"
namespace AGS3 {
using namespace AGS::Shared;
int CharacterExtras::GetEffectiveY(CharacterInfo *chi) const {
return chi->y - (chi->z * zoom_offs) / 100;
}
int CharacterExtras::GetFrameSoundVolume(CharacterInfo *chi) const {
return AGS3::CalcFrameSoundVolume(
anim_volume, cur_anim_volume,
(chi->flags & CHF_SCALEVOLUME) ? zoom : 100);
}
void CharacterExtras::CheckViewFrame(CharacterInfo *chi) {
AGS3::CheckViewFrame(chi->view, chi->loop, chi->frame, GetFrameSoundVolume(chi));
}
void CharacterExtras::ReadFromSavegame(Stream *in, CharacterSvgVersion save_ver) {
in->ReadArrayOfInt16(invorder, MAX_INVORDER);
invorder_count = in->ReadInt16();
width = in->ReadInt16();
height = in->ReadInt16();
zoom = in->ReadInt16();
xwas = in->ReadInt16();
ywas = in->ReadInt16();
tint_r = in->ReadInt16();
tint_g = in->ReadInt16();
tint_b = in->ReadInt16();
tint_level = in->ReadInt16();
tint_light = in->ReadInt16();
process_idle_this_time = in->ReadInt8();
slow_move_counter = in->ReadInt8();
animwait = in->ReadInt16();
if (save_ver >= kCharSvgVersion_36025) {
anim_volume = static_cast<uint8_t>(in->ReadInt8());
cur_anim_volume = static_cast<uint8_t>(in->ReadInt8());
in->ReadInt8(); // reserved to fill int32
in->ReadInt8();
}
}
void CharacterExtras::WriteToSavegame(Stream *out) const {
out->WriteArrayOfInt16(invorder, MAX_INVORDER);
out->WriteInt16(invorder_count);
out->WriteInt16(width);
out->WriteInt16(height);
out->WriteInt16(zoom);
out->WriteInt16(xwas);
out->WriteInt16(ywas);
out->WriteInt16(tint_r);
out->WriteInt16(tint_g);
out->WriteInt16(tint_b);
out->WriteInt16(tint_level);
out->WriteInt16(tint_light);
out->WriteInt8(process_idle_this_time);
out->WriteInt8(slow_move_counter);
out->WriteInt16(animwait);
out->WriteInt8(static_cast<uint8_t>(anim_volume));
out->WriteInt8(static_cast<uint8_t>(cur_anim_volume));
out->WriteInt8(0); // reserved to fill int32
out->WriteInt8(0);
}
} // namespace AGS3
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