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