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engines/ags/engine/ac/dynobj/script_camera.cpp
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74
engines/ags/engine/ac/dynobj/script_camera.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/dynobj/script_camera.h"
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#include "ags/engine/ac/dynobj/dynobj_manager.h"
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#include "ags/engine/ac/game_state.h"
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#include "ags/shared/util/bbop.h"
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#include "ags/shared/util/stream.h"
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#include "ags/globals.h"
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namespace AGS3 {
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using namespace AGS::Shared;
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ScriptCamera::ScriptCamera(int id) : _id(id) {
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}
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const char *ScriptCamera::GetType() {
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return "Camera2";
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}
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int ScriptCamera::Dispose(void *address, bool force) {
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// Note that ScriptCamera is a reference to actual Camera object,
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// and this deletes the reference, while camera may remain in GameState.
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delete this;
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return 1;
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}
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size_t ScriptCamera::CalcSerializeSize(const void * /*address*/) {
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return sizeof(int32_t);
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}
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void ScriptCamera::Serialize(const void *address, Stream *out) {
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out->WriteInt32(_id);
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}
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void ScriptCamera::Unserialize(int index, Stream *in, size_t data_sz) {
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_id = in->ReadInt32();
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ccRegisterUnserializedObject(index, this, this);
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}
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ScriptCamera *Camera_Unserialize(int handle, Stream *in, size_t data_sz) {
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// The way it works now, we must not create a new script object,
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// but acquire one from the GameState, which keeps the first reference.
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// This is essential because GameState should be able to invalidate any
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// script references when Camera gets removed.
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const int id = in->ReadInt32();
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if (id >= 0) {
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auto scam = _GP(play).RegisterRoomCamera(id, handle);
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if (scam)
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return scam;
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}
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return new ScriptCamera(-1); // make invalid reference
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}
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} // namespace AGS3
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