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engines/ags/engine/ac/character_extras.cpp
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91
engines/ags/engine/ac/character_extras.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ags/engine/ac/character_extras.h"
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#include "ags/engine/ac/view_frame.h"
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#include "ags/shared/util/stream.h"
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#include "ags/shared/util/string_utils.h"
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namespace AGS3 {
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using namespace AGS::Shared;
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int CharacterExtras::GetEffectiveY(CharacterInfo *chi) const {
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return chi->y - (chi->z * zoom_offs) / 100;
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}
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int CharacterExtras::GetFrameSoundVolume(CharacterInfo *chi) const {
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return AGS3::CalcFrameSoundVolume(
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anim_volume, cur_anim_volume,
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(chi->flags & CHF_SCALEVOLUME) ? zoom : 100);
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}
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void CharacterExtras::CheckViewFrame(CharacterInfo *chi) {
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AGS3::CheckViewFrame(chi->view, chi->loop, chi->frame, GetFrameSoundVolume(chi));
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}
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void CharacterExtras::ReadFromSavegame(Stream *in, CharacterSvgVersion save_ver) {
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in->ReadArrayOfInt16(invorder, MAX_INVORDER);
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invorder_count = in->ReadInt16();
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width = in->ReadInt16();
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height = in->ReadInt16();
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zoom = in->ReadInt16();
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xwas = in->ReadInt16();
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ywas = in->ReadInt16();
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tint_r = in->ReadInt16();
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tint_g = in->ReadInt16();
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tint_b = in->ReadInt16();
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tint_level = in->ReadInt16();
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tint_light = in->ReadInt16();
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process_idle_this_time = in->ReadInt8();
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slow_move_counter = in->ReadInt8();
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animwait = in->ReadInt16();
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if (save_ver >= kCharSvgVersion_36025) {
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anim_volume = static_cast<uint8_t>(in->ReadInt8());
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cur_anim_volume = static_cast<uint8_t>(in->ReadInt8());
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in->ReadInt8(); // reserved to fill int32
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in->ReadInt8();
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}
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}
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void CharacterExtras::WriteToSavegame(Stream *out) const {
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out->WriteArrayOfInt16(invorder, MAX_INVORDER);
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out->WriteInt16(invorder_count);
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out->WriteInt16(width);
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out->WriteInt16(height);
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out->WriteInt16(zoom);
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out->WriteInt16(xwas);
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out->WriteInt16(ywas);
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out->WriteInt16(tint_r);
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out->WriteInt16(tint_g);
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out->WriteInt16(tint_b);
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out->WriteInt16(tint_level);
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out->WriteInt16(tint_light);
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out->WriteInt8(process_idle_this_time);
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out->WriteInt8(slow_move_counter);
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out->WriteInt16(animwait);
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out->WriteInt8(static_cast<uint8_t>(anim_volume));
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out->WriteInt8(static_cast<uint8_t>(cur_anim_volume));
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out->WriteInt8(0); // reserved to fill int32
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out->WriteInt8(0);
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}
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} // namespace AGS3
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