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engines/ags/engine/ac/room_object.cpp
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187
engines/ags/engine/ac/room_object.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/room_object.h"
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#include "ags/shared/ac/common.h"
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#include "ags/shared/ac/common_defines.h"
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#include "ags/shared/ac/game_setup_struct.h"
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#include "ags/engine/ac/game_state.h"
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#include "ags/engine/ac/object.h"
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#include "ags/engine/ac/room_status.h"
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#include "ags/engine/ac/runtime_defines.h"
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#include "ags/engine/ac/view_frame.h"
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#include "ags/engine/debugging/debug_log.h"
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#include "ags/engine/main/update.h"
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#include "ags/shared/util/math.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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RoomObject::RoomObject() {
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x = y = 0;
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transparent = 0;
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tint_r = tint_g = 0;
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tint_b = tint_level = 0;
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tint_light = 0;
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zoom = 0;
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last_width = last_height = 0;
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num = 0;
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baseline = 0;
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view = loop = frame = 0;
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wait = moving = 0;
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cycling = 0;
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overall_speed = 0;
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on = 0;
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flags = 0;
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blocking_width = blocking_height = 0;
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}
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int RoomObject::get_width() const {
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if (last_width == 0)
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return _GP(game).SpriteInfos[num].Width;
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return last_width;
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}
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int RoomObject::get_height() const {
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if (last_height == 0)
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return _GP(game).SpriteInfos[num].Height;
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return last_height;
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}
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int RoomObject::get_baseline() const {
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if (baseline < 1)
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return y;
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return baseline;
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}
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void RoomObject::UpdateCyclingView(int ref_id) {
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if (on != 1) return;
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if (moving > 0) {
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do_movelist_move(moving, x, y);
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}
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if (cycling == 0) return;
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if (view == RoomObject::NoView) return;
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if (wait > 0) {
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wait--; return;
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}
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if (!CycleViewAnim(view, loop, frame, get_anim_forwards(), get_anim_repeat()))
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cycling = 0; // finished animating
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ViewFrame *vfptr = &_GP(views)[view].loops[loop].frames[frame];
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if (vfptr->pic > UINT16_MAX)
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debug_script_warn("Warning: object's (id %d) sprite %d is outside of internal range (%d), reset to 0",
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ref_id, vfptr->pic, UINT16_MAX);
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num = Math::InRangeOrDef<uint16_t>(vfptr->pic, 0);
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if (cycling == 0)
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return;
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wait = vfptr->speed + overall_speed;
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CheckViewFrame();
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}
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// Calculate wanted frame sound volume based on multiple factors
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int RoomObject::GetFrameSoundVolume() const {
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// NOTE: room objects don't have "scale volume" flag at the moment
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return AGS3::CalcFrameSoundVolume(anim_volume, cur_anim_volume);
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}
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void RoomObject::CheckViewFrame() {
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AGS3::CheckViewFrame(view, loop, frame, GetFrameSoundVolume());
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}
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void RoomObject::ReadFromSavegame(Stream *in, int save_ver) {
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const bool do_align_pad = save_ver < 0;
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x = in->ReadInt32();
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y = in->ReadInt32();
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transparent = in->ReadInt32();
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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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zoom = in->ReadInt16();
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last_width = in->ReadInt16();
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last_height = in->ReadInt16();
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num = in->ReadInt16();
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baseline = in->ReadInt16();
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view = in->ReadInt16();
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loop = in->ReadInt16();
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frame = in->ReadInt16();
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wait = in->ReadInt16();
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moving = in->ReadInt16();
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cycling = in->ReadInt8();
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overall_speed = in->ReadInt8();
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on = in->ReadInt8();
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flags = in->ReadInt8();
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blocking_width = in->ReadInt16();
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blocking_height = in->ReadInt16();
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if (do_align_pad)
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in->ReadInt16(); // int16 padding to int32 (max)
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if (save_ver >= kRoomStatSvgVersion_36016) {
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name = StrUtil::ReadString(in);
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}
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if (save_ver >= kRoomStatSvgVersion_36025) {
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// anim vols order inverted compared to character, by mistake :(
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cur_anim_volume = static_cast<uint8_t>(in->ReadInt8());
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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 RoomObject::WriteToSavegame(Stream *out) const {
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out->WriteInt32(x);
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out->WriteInt32(y);
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out->WriteInt32(transparent);
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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->WriteInt16(zoom);
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out->WriteInt16(last_width);
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out->WriteInt16(last_height);
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out->WriteInt16(num);
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out->WriteInt16(baseline);
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out->WriteInt16(view);
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out->WriteInt16(loop);
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out->WriteInt16(frame);
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out->WriteInt16(wait);
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out->WriteInt16(moving);
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out->WriteInt8(cycling);
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out->WriteInt8(overall_speed);
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out->WriteInt8(on);
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out->WriteInt8(flags);
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out->WriteInt16(blocking_width);
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out->WriteInt16(blocking_height);
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StrUtil::WriteString(name, out);
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out->WriteInt8(static_cast<uint8_t>(cur_anim_volume));
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out->WriteInt8(static_cast<uint8_t>(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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