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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/move_list.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/util/bbop.h"
#include "ags/shared/util/stream.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
float MoveList::GetStepLength() const {
assert(numstage > 0);
float permove_x = fixtof(xpermove[onstage]);
float permove_y = fixtof(ypermove[onstage]);
return sqrt(permove_x * permove_x + permove_y * permove_y);
}
float MoveList::GetPixelUnitFraction() const {
assert(numstage > 0);
float distance = GetStepLength() * onpart;
return distance - floor(distance);
}
void MoveList::SetPixelUnitFraction(float frac) {
assert(numstage > 0);
float permove_dist = GetStepLength();
onpart = permove_dist > 0.f ? (1.f / permove_dist) * frac : 0.f;
}
void MoveList::ReadFromSavegame_Legacy(Stream *in) {
*this = MoveList(); // reset struct
for (int i = 0; i < MAXNEEDSTAGES_LEGACY; ++i) {
// X & Y was packed as high/low shorts, and hence reversed in lo-end
pos[i].Y = in->ReadInt16();
pos[i].X = in->ReadInt16();
}
numstage = in->ReadInt32();
in->ReadArrayOfInt32(xpermove, MAXNEEDSTAGES_LEGACY);
in->ReadArrayOfInt32(ypermove, MAXNEEDSTAGES_LEGACY);
from.X = in->ReadInt32();
from.Y = in->ReadInt32();
onstage = in->ReadInt32();
onpart = static_cast<float>(in->ReadInt32());
in->ReadInt32(); // UNUSED
in->ReadInt32(); // UNUSED
doneflag = in->ReadInt8();
direct = in->ReadInt8();
in->ReadInt16(); // alignment padding to int32 (finalize struct)
}
HSaveError MoveList::ReadFromSavegame(Stream *in, int32_t cmp_ver) {
if (cmp_ver < kMoveSvgVersion_350) {
return new SavegameError(kSvgErr_UnsupportedComponentVersion,
String::FromFormat("Movelist format %d is no longer supported", cmp_ver));
}
*this = MoveList(); // reset struct
numstage = in->ReadInt32();
if ((numstage == 0) && cmp_ver >= kMoveSvgVersion_36109) {
return HSaveError::None();
}
// TODO: reimplement MoveList stages as vector to avoid these limits
if (numstage > MAXNEEDSTAGES) {
return new SavegameError(kSvgErr_IncompatibleEngine,
String::FromFormat("Incompatible number of movelist steps (count: %d, max : %d).", numstage, MAXNEEDSTAGES));
}
from.X = in->ReadInt32();
from.Y = in->ReadInt32();
onstage = in->ReadInt32();
BBOp::IntFloatSwap onpart_u(in->ReadInt32());
in->ReadInt32(); // UNUSED
in->ReadInt32(); // UNUSED
doneflag = in->ReadInt8();
direct = in->ReadInt8();
for (int i = 0; i < numstage; ++i) {
// X & Y was packed as high/low shorts, and hence reversed in lo-end
pos[i].Y = in->ReadInt16();
pos[i].X = in->ReadInt16();
}
in->ReadArrayOfInt32(xpermove, numstage);
in->ReadArrayOfInt32(ypermove, numstage);
// Some variables require conversion depending on a save version
if (cmp_ver < kMoveSvgVersion_36109)
onpart = static_cast<float>(onpart_u.val.i32);
else
onpart = onpart_u.val.f;
return HSaveError::None();
}
void MoveList::WriteToSavegame(Stream *out) const {
out->WriteInt32(numstage);
if (numstage == 0)
return;
out->WriteInt32(from.X);
out->WriteInt32(from.Y);
out->WriteInt32(onstage);
out->WriteInt32(BBOp::IntFloatSwap(onpart).val.i32);
out->WriteInt32(0); // UNUSED
out->WriteInt32(0); // UNUSED
out->WriteInt8(doneflag);
out->WriteInt8(direct);
for (int i = 0; i < numstage; ++i) {
// X & Y was packed as high/low shorts, and hence reversed in lo-end
out->WriteInt16(pos[i].Y);
out->WriteInt16(pos[i].X);
}
out->WriteArrayOfInt32(xpermove, numstage);
out->WriteArrayOfInt32(ypermove, numstage);
}
} // namespace AGS3
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