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