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133
engines/dragons/dragonflg.cpp
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133
engines/dragons/dragonflg.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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* 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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* 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 "common/debug.h"
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#include "dragons/dragonflg.h"
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#include "dragons/bigfile.h"
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namespace Dragons {
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// Properties
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Properties::Properties(uint count) : _count(count) {
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_properties = (byte *)malloc(getSize());
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if (!_properties) {
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error("Failed to allocate mem for properties");
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}
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memset(_properties, 0, getSize());
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}
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Properties::~Properties() {
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free(_properties);
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}
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void Properties::init(uint count, byte *properties) {
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assert(count <= getSize());
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memcpy(_properties, properties, count);
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}
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void Properties::clear() {
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uint32 size = getSize();
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for (uint32 i = 0; i < size; ++i) {
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_properties[i] = 0;
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}
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}
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bool Properties::get(uint32 propertyId) {
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uint index;
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byte mask;
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getProperyPos(propertyId, index, mask);
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return (_properties[index] & mask) != 0;
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}
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void Properties::set(uint32 propertyId, bool value) {
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uint index;
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byte mask;
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getProperyPos(propertyId, index, mask);
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if (value)
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_properties[index] |= mask;
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else
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_properties[index] &= ~mask;
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}
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uint32 Properties::getSize() {
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return (_count >> 3) + 1;
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}
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void Properties::getProperyPos(uint32 propertyId, uint &index, byte &mask) {
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assert(propertyId < _count);
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index = propertyId / 8;
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mask = 1 << (propertyId % 8);
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}
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void Properties::save(uint numberToWrite, Common::WriteStream *out) {
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assert(numberToWrite % 8 == 0);
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assert(numberToWrite <= _count);
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out->write(_properties, numberToWrite / 8);
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}
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void Properties::print(char *prefix) {
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char *str = new char[_count + 1];
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uint i = 0;
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for (; i < _count; i++) {
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str[i] = get(i) ? '1' : '0';
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}
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str[i] = 0;
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debug(3, "%s: props = %s", prefix, str);
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delete[] str;
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}
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DragonFLG::DragonFLG(BigfileArchive *bigfileArchive) {
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_data = bigfileArchive->load("dragon.flg", _dataSize);
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_properties = new Properties(288);
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_properties->init(_dataSize, _data);
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}
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DragonFLG::~DragonFLG() {
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delete _data;
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delete _properties;
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}
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bool DragonFLG::get(uint32 propertyId) {
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return _properties->get(propertyId);
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}
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void DragonFLG::set(uint32 propertyId, bool value) {
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_properties->set(propertyId, value);
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}
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void DragonFLG::saveState(Common::WriteStream *out) {
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//properties->print("save");
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_properties->save(128, out); // save first 80 flags.
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}
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void DragonFLG::loadState(Common::ReadStream *in) {
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byte savedState[0x10];
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_properties->init(_dataSize, _data);
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in->read(savedState, 0x10);
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_properties->init(0x10, savedState);
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//properties->print("load");
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}
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} // End of namespace Dragons
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