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scummvm/engines/ags/engine/ac/statobj/ags_static_object.cpp
T

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2.9 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "ags/engine/ac/statobj/ags_static_object.h"
#include "ags/engine/ac/game.h"
#include "ags/engine/ac/game_state.h"
#include "ags/globals.h"
namespace AGS3 {
const char *AGSStaticObject::GetFieldPtr(const char *address, intptr_t offset) {
return address + offset;
}
void AGSStaticObject::Read(const char *address, intptr_t offset, void *dest, int size) {
memcpy(dest, address + offset, size);
}
uint8_t AGSStaticObject::ReadInt8(const char *address, intptr_t offset) {
return *(const uint8_t *)(address + offset);
}
int16_t AGSStaticObject::ReadInt16(const char *address, intptr_t offset) {
return *(const int16_t *)(address + offset);
}
int32_t AGSStaticObject::ReadInt32(const char *address, intptr_t offset) {
return *(const int32_t *)(address + offset);
}
float AGSStaticObject::ReadFloat(const char *address, intptr_t offset) {
return *(const float *)(address + offset);
}
void AGSStaticObject::Write(const char *address, intptr_t offset, void *src, int size) {
memcpy((void *)(const_cast<char *>(address) + offset), src, size);
}
void AGSStaticObject::WriteInt8(const char *address, intptr_t offset, uint8_t val) {
*(uint8_t *)(const_cast<char *>(address) + offset) = val;
}
void AGSStaticObject::WriteInt16(const char *address, intptr_t offset, int16_t val) {
*(int16_t *)(const_cast<char *>(address) + offset) = val;
}
void AGSStaticObject::WriteInt32(const char *address, intptr_t offset, int32_t val) {
*(int32_t *)(const_cast<char *>(address) + offset) = val;
}
void AGSStaticObject::WriteFloat(const char *address, intptr_t offset, float val) {
*(float *)(const_cast<char *>(address) + offset) = val;
}
void StaticGame::WriteInt32(const char *address, intptr_t offset, int32_t val) {
if (offset == 4 * sizeof(int32_t)) {
set_debug_mode(val != 0);
} else if (offset == 99 * sizeof(int32_t) || offset == 112 * sizeof(int32_t)) {
*(int32_t *)(const_cast<char *>(address) + offset) = ReadScriptAlignment(val);
} else {
*(int32_t *)(const_cast<char *>(address) + offset) = val;
}
}
} // namespace AGS3