139 lines
4.3 KiB
C++
139 lines
4.3 KiB
C++
/* 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/move_list.h"
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#include "ags/shared/ac/common.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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namespace AGS3 {
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using namespace AGS::Shared;
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using namespace AGS::Engine;
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float MoveList::GetStepLength() const {
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assert(numstage > 0);
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float permove_x = fixtof(xpermove[onstage]);
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float permove_y = fixtof(ypermove[onstage]);
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return sqrt(permove_x * permove_x + permove_y * permove_y);
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}
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float MoveList::GetPixelUnitFraction() const {
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assert(numstage > 0);
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float distance = GetStepLength() * onpart;
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return distance - floor(distance);
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}
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void MoveList::SetPixelUnitFraction(float frac) {
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assert(numstage > 0);
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float permove_dist = GetStepLength();
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onpart = permove_dist > 0.f ? (1.f / permove_dist) * frac : 0.f;
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}
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void MoveList::ReadFromSavegame_Legacy(Stream *in) {
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*this = MoveList(); // reset struct
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for (int i = 0; i < MAXNEEDSTAGES_LEGACY; ++i) {
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// X & Y was packed as high/low shorts, and hence reversed in lo-end
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pos[i].Y = in->ReadInt16();
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pos[i].X = in->ReadInt16();
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}
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numstage = in->ReadInt32();
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in->ReadArrayOfInt32(xpermove, MAXNEEDSTAGES_LEGACY);
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in->ReadArrayOfInt32(ypermove, MAXNEEDSTAGES_LEGACY);
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from.X = in->ReadInt32();
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from.Y = in->ReadInt32();
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onstage = in->ReadInt32();
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onpart = static_cast<float>(in->ReadInt32());
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in->ReadInt32(); // UNUSED
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in->ReadInt32(); // UNUSED
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doneflag = in->ReadInt8();
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direct = in->ReadInt8();
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in->ReadInt16(); // alignment padding to int32 (finalize struct)
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}
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HSaveError MoveList::ReadFromSavegame(Stream *in, int32_t cmp_ver) {
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if (cmp_ver < kMoveSvgVersion_350) {
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return new SavegameError(kSvgErr_UnsupportedComponentVersion,
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String::FromFormat("Movelist format %d is no longer supported", cmp_ver));
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}
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*this = MoveList(); // reset struct
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numstage = in->ReadInt32();
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if ((numstage == 0) && cmp_ver >= kMoveSvgVersion_36109) {
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return HSaveError::None();
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}
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// TODO: reimplement MoveList stages as vector to avoid these limits
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if (numstage > MAXNEEDSTAGES) {
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return new SavegameError(kSvgErr_IncompatibleEngine,
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String::FromFormat("Incompatible number of movelist steps (count: %d, max : %d).", numstage, MAXNEEDSTAGES));
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}
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from.X = in->ReadInt32();
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from.Y = in->ReadInt32();
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onstage = in->ReadInt32();
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BBOp::IntFloatSwap onpart_u(in->ReadInt32());
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in->ReadInt32(); // UNUSED
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in->ReadInt32(); // UNUSED
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doneflag = in->ReadInt8();
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direct = in->ReadInt8();
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for (int i = 0; i < numstage; ++i) {
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// X & Y was packed as high/low shorts, and hence reversed in lo-end
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pos[i].Y = in->ReadInt16();
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pos[i].X = in->ReadInt16();
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}
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in->ReadArrayOfInt32(xpermove, numstage);
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in->ReadArrayOfInt32(ypermove, numstage);
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// Some variables require conversion depending on a save version
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if (cmp_ver < kMoveSvgVersion_36109)
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onpart = static_cast<float>(onpart_u.val.i32);
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else
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onpart = onpart_u.val.f;
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return HSaveError::None();
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}
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void MoveList::WriteToSavegame(Stream *out) const {
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out->WriteInt32(numstage);
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if (numstage == 0)
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return;
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out->WriteInt32(from.X);
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out->WriteInt32(from.Y);
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out->WriteInt32(onstage);
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out->WriteInt32(BBOp::IntFloatSwap(onpart).val.i32);
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out->WriteInt32(0); // UNUSED
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out->WriteInt32(0); // UNUSED
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out->WriteInt8(doneflag);
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out->WriteInt8(direct);
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for (int i = 0; i < numstage; ++i) {
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// X & Y was packed as high/low shorts, and hence reversed in lo-end
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out->WriteInt16(pos[i].Y);
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out->WriteInt16(pos[i].X);
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}
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out->WriteArrayOfInt32(xpermove, numstage);
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out->WriteArrayOfInt32(ypermove, numstage);
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}
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} // namespace AGS3
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