/* 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 . * */ #include "ags/engine/ac/character_extras.h" #include "ags/engine/ac/view_frame.h" #include "ags/shared/util/stream.h" #include "ags/shared/util/string_utils.h" namespace AGS3 { using namespace AGS::Shared; int CharacterExtras::GetEffectiveY(CharacterInfo *chi) const { return chi->y - (chi->z * zoom_offs) / 100; } int CharacterExtras::GetFrameSoundVolume(CharacterInfo *chi) const { return AGS3::CalcFrameSoundVolume( anim_volume, cur_anim_volume, (chi->flags & CHF_SCALEVOLUME) ? zoom : 100); } void CharacterExtras::CheckViewFrame(CharacterInfo *chi) { AGS3::CheckViewFrame(chi->view, chi->loop, chi->frame, GetFrameSoundVolume(chi)); } void CharacterExtras::ReadFromSavegame(Stream *in, CharacterSvgVersion save_ver) { in->ReadArrayOfInt16(invorder, MAX_INVORDER); invorder_count = in->ReadInt16(); width = in->ReadInt16(); height = in->ReadInt16(); zoom = in->ReadInt16(); xwas = in->ReadInt16(); ywas = in->ReadInt16(); tint_r = in->ReadInt16(); tint_g = in->ReadInt16(); tint_b = in->ReadInt16(); tint_level = in->ReadInt16(); tint_light = in->ReadInt16(); process_idle_this_time = in->ReadInt8(); slow_move_counter = in->ReadInt8(); animwait = in->ReadInt16(); if (save_ver >= kCharSvgVersion_36025) { anim_volume = static_cast(in->ReadInt8()); cur_anim_volume = static_cast(in->ReadInt8()); in->ReadInt8(); // reserved to fill int32 in->ReadInt8(); } } void CharacterExtras::WriteToSavegame(Stream *out) const { out->WriteArrayOfInt16(invorder, MAX_INVORDER); out->WriteInt16(invorder_count); out->WriteInt16(width); out->WriteInt16(height); out->WriteInt16(zoom); out->WriteInt16(xwas); out->WriteInt16(ywas); out->WriteInt16(tint_r); out->WriteInt16(tint_g); out->WriteInt16(tint_b); out->WriteInt16(tint_level); out->WriteInt16(tint_light); out->WriteInt8(process_idle_this_time); out->WriteInt8(slow_move_counter); out->WriteInt16(animwait); out->WriteInt8(static_cast(anim_volume)); out->WriteInt8(static_cast(cur_anim_volume)); out->WriteInt8(0); // reserved to fill int32 out->WriteInt8(0); } } // namespace AGS3