GetAudioArrayIndexFromAudioClipIndex() public méthode

public GetAudioArrayIndexFromAudioClipIndex ( int audioClipIndex ) : int
audioClipIndex int
Résultat int
Exemple #1
0
 public static bool SaveThisGameToFile(string fileName, Game game, CompileMessages errors)
 {
     FileStream ostream = File.Create(fileName);
     if (ostream == null)
     {
         errors.Add(new CompileError(string.Format("Cannot open file {0} for writing", fileName)));
         return false;
     }
     BinaryWriter writer = new BinaryWriter(ostream);
     WriteString(NativeConstants.GAME_FILE_SIG, NativeConstants.GAME_FILE_SIG.Length, writer);
     writer.Write(NativeConstants.GAME_DATA_VERSION_CURRENT);
     writer.Write(AGS.Types.Version.AGS_EDITOR_VERSION.Length);
     WriteString(AGS.Types.Version.AGS_EDITOR_VERSION, AGS.Types.Version.AGS_EDITOR_VERSION.Length, writer);
     // Write extended engine caps; none for this version
     writer.Write((int)0);
     // An example of writing caps (pseduo-code):
     //   writer.Write(caps.Count);
     //   foreach (cap in caps)
     //       FilePutString(cap.Name);
     //
     WriteGameSetupStructBase_Aligned(writer, game);
     WriteString(game.Settings.GUIDAsString, NativeConstants.MAX_GUID_LENGTH, writer);
     WriteString(game.Settings.SaveGameFileExtension, NativeConstants.MAX_SG_EXT_LENGTH, writer);
     WriteString(game.Settings.SaveGameFolderName, NativeConstants.MAX_SG_FOLDER_LEN, writer);
     if (game.Fonts.Count > NativeConstants.MAX_FONTS)
     {
         errors.Add(new CompileError("Too many fonts"));
         return false;
     }
     for (int i = 0; i < game.Fonts.Count; ++i)
     {
         writer.Write((byte)(game.Fonts[i].PointSize & NativeConstants.FFLG_SIZEMASK));
     }
     for (int i = 0; i < game.Fonts.Count; ++i)
     {
         if (game.Fonts[i].OutlineStyle == FontOutlineStyle.None)
         {
             writer.Write((sbyte)-1);
         }
         else if (game.Fonts[i].OutlineStyle == FontOutlineStyle.Automatic)
         {
             writer.Write(NativeConstants.FONT_OUTLINE_AUTO);
         }
         else
         {
             writer.Write((byte)game.Fonts[i].OutlineFont);
         }
     }
     for (int i = 0; i < game.Fonts.Count; ++i)
     {
         writer.Write(game.Fonts[i].VerticalOffset);
     }
     writer.Write(NativeConstants.MAX_SPRITES);
     byte[] spriteFlags = new byte[NativeConstants.MAX_SPRITES];
     UpdateSpriteFlags(game.RootSpriteFolder, spriteFlags);
     for (int i = 0; i < NativeConstants.MAX_SPRITES; ++i)
     {
         writer.Write(spriteFlags[i]);
     }
     if (game.InventoryItems.Count > NativeConstants.MAX_INV)
     {
         errors.Add(new CompileError("Too many inventory items"));
         return false;
     }
     writer.Write(new byte[68]); // inventory item slot 0 is unused
     for (int i = 0; i < game.InventoryItems.Count; ++i)
     {
         WriteString(game.InventoryItems[i].Description, 24, writer);
         writer.Write(new byte[4]); // null terminator plus 3 bytes padding
         writer.Write(game.InventoryItems[i].Image);
         writer.Write(game.InventoryItems[i].CursorImage);
         writer.Write(game.InventoryItems[i].HotspotX);
         writer.Write(game.InventoryItems[i].HotspotY);
         for (int j = 0; j < 5; ++j) // write "reserved", currently unused
         {
             writer.Write(0);
         }
         writer.Write(game.InventoryItems[i].PlayerStartsWithItem ? NativeConstants.IFLG_STARTWITH : (char)0);
         writer.Write(new byte[3]); // 3 bytes padding
     }
     if (game.Cursors.Count > NativeConstants.MAX_CURSOR)
     {
         errors.Add(new CompileError("Too many cursors"));
         return false;
     }
     for (int i = 0; i < game.Cursors.Count; ++i)
     {
         char flags = (char)0;
         writer.Write(game.Cursors[i].Image);
         writer.Write((short)game.Cursors[i].HotspotX);
         writer.Write((short)game.Cursors[i].HotspotY);
         if (game.Cursors[i].Animate)
         {
             writer.Write((short)(game.Cursors[i].View - 1));
             if (game.Cursors[i].AnimateOnlyOnHotspots) flags |= NativeConstants.MCF_HOTSPOT;
             if (game.Cursors[i].AnimateOnlyWhenMoving) flags |= NativeConstants.MCF_ANIMMOVE;
         }
         else writer.Write((short)-1);
         WriteString(game.Cursors[i].Name, 9, writer);
         writer.Write((byte)0); // null terminator
         if (game.Cursors[i].StandardMode) flags |= NativeConstants.MCF_STANDARD;
         writer.Write(flags);
         writer.Write(new byte[3]); // 3 bytes padding
     }
     for (int i = 0; i < game.Characters.Count; ++i)
     {
         SerializeInteractionScripts(game.Characters[i].Interactions, writer);
     }
     for (int i = 1; i <= game.InventoryItems.Count; ++i)
     {
         SerializeInteractionScripts(game.InventoryItems[i - 1].Interactions, writer);
     }
     writer.Write(game.TextParser.Words.Count);
     for (int i = 0; i < game.TextParser.Words.Count; ++i)
     {
         WriteStringEncrypted(writer, SafeTruncate(game.TextParser.Words[i].Word, NativeConstants.MAX_PARSER_WORD_LENGTH));
         writer.Write((short)game.TextParser.Words[i].WordGroup);
     }
     if (!WriteCompiledScript(ostream, game.ScriptsToCompile.GetScriptByFilename(Script.GLOBAL_SCRIPT_FILE_NAME), errors) ||
         !WriteCompiledScript(ostream, game.ScriptsToCompile.GetScriptByFilename(Script.DIALOG_SCRIPTS_FILE_NAME), errors))
     {
         return false;
     }
     // Extract all the scripts we want to persist (all the non-headers, except
     // the global script which was already written)
     List<Script> scriptsToWrite = new List<Script>();
     foreach (ScriptAndHeader scriptAndHeader in game.ScriptsToCompile)
     {
         Script script = scriptAndHeader.Script;
         if (script != null)
         {
             if ((!script.FileName.Equals(Script.GLOBAL_SCRIPT_FILE_NAME)) &&
                 (!script.FileName.Equals(Script.DIALOG_SCRIPTS_FILE_NAME)))
             {
                 scriptsToWrite.Add(script);
             }
         }
     }
     writer.Write(scriptsToWrite.Count);
     foreach (Script script in scriptsToWrite)
     {
         if (!WriteCompiledScript(ostream, script, errors))
         {
             return false;
         }
     }
     ViewsWriter viewsWriter = new ViewsWriter(writer, game);
     if (!viewsWriter.WriteViews(FolderHelper.GetRootViewFolder(game), game, errors))
     {
         return false;
     }
     foreach (Character character in game.Characters)
     {
         int flags = 0;
         if (character.AdjustSpeedWithScaling) flags |= NativeConstants.CHF_SCALEMOVESPEED;
         if (character.AdjustVolumeWithScaling) flags |= NativeConstants.CHF_SCALEVOLUME;
         if (!character.Clickable) flags |= NativeConstants.CHF_NOINTERACT;
         if (!character.DiagonalLoops) flags |= NativeConstants.CHF_NODIAGONAL;
         if (character.MovementLinkedToAnimation) flags |= NativeConstants.CHF_ANTIGLIDE;
         if (!character.Solid) flags |= NativeConstants.CHF_NOBLOCKING;
         if (!character.TurnBeforeWalking) flags |= NativeConstants.CHF_NOTURNING;
         if (!character.UseRoomAreaLighting) flags |= NativeConstants.CHF_NOLIGHTING;
         if (!character.UseRoomAreaScaling) flags |= NativeConstants.CHF_MANUALSCALING;
         writer.Write(character.NormalView - 1);                // defview
         writer.Write(character.SpeechView - 1);                // talkview
         writer.Write(character.NormalView - 1);                // view
         writer.Write(character.StartingRoom);                  // room
         writer.Write(0);                                       // prevroom
         writer.Write(character.StartX);                        // x
         writer.Write(character.StartY);                        // y
         writer.Write(0);                                       // wait
         writer.Write(flags);                                   // flags
         writer.Write((short)0);                                // following
         writer.Write((short)0);                                // followinfo
         writer.Write(character.IdleView - 1);                  // idleview
         writer.Write((short)0);                                // idletime
         writer.Write((short)0);                                // idleleft
         writer.Write((short)0);                                // transparency
         writer.Write((short)0);                                // baseline
         writer.Write(0);                                       // activeinv
         writer.Write(character.SpeechColor);                   // talkcolor
         writer.Write(character.ThinkingView - 1);              // thinkview
         writer.Write((short)(character.BlinkingView - 1));     // blinkview
         writer.Write((short)0);                                // blinkinterval
         writer.Write((short)0);                                // blinktimer
         writer.Write((short)0);                                // blinkframe
         writer.Write(character.UniformMovementSpeed ?          // walkspeed_y
             NativeConstants.UNIFORM_WALK_SPEED :
             (short)character.MovementSpeedY);
         writer.Write((short)0);                                // pic_yoffs
         writer.Write(0);                                       // z
         writer.Write(0);                                       // walkwait
         writer.Write((short)character.SpeechAnimationDelay);   // speech_anim_speed
         writer.Write((short)0);                                // reserved1
         writer.Write((short)0);                                // blocking_width
         writer.Write((short)0);                                // blocking_height
         writer.Write(0);                                       // index_id
         writer.Write((short)0);                                // pic_xoffs
         writer.Write((short)0);                                // walkwaitcounter
         writer.Write((short)0);                                // loop
         writer.Write((short)0);                                // frame
         writer.Write((short)0);                                // walking
         writer.Write((short)0);                                // animating
         writer.Write(character.UniformMovementSpeed ?          // walkspeed
             (short)character.MovementSpeed :
             (short)character.MovementSpeedX);
         writer.Write((short)character.AnimationDelay);         // animspeed
         bool isPlayer = (character == game.PlayerCharacter);
         foreach (InventoryItem invItem in game.InventoryItems) // inv[MAX_INV]
         {
             if ((isPlayer) && (invItem.PlayerStartsWithItem)) writer.Write((short)1);
             else writer.Write((short)0);
         }
         if (game.InventoryItems.Count < NativeConstants.MAX_INV)
         {
             writer.Write(new byte[(NativeConstants.MAX_INV - game.InventoryItems.Count) * sizeof(short)]);
         }
         writer.Write((short)0);                                // actx
         writer.Write((short)0);                                // acty
         WriteString(character.RealName, 40, writer);           // name
         WriteString(character.ScriptName, NativeConstants.MAX_SCRIPT_NAME_LEN, writer); // scrname
         writer.Write((char)1);                                 // on
         writer.Write((byte)0);                                 // alignment padding
     }
     for (int i = 0; i < NativeConstants.MAXLIPSYNCFRAMES; ++i)
     {
         WriteString(game.LipSync.CharactersPerFrame[i], 50, writer);
     }
     for (int i = 0; i < NativeConstants.MAXGLOBALMES; ++i)
     {
         if (string.IsNullOrEmpty(game.GlobalMessages[i])) continue;
         WriteStringEncrypted(writer, game.GlobalMessages[i]);
     }
     if (game.Dialogs.Count > NativeConstants.MAX_DIALOG)
     {
         errors.Add(new CompileError("Too many dialogs"));
         return false;
     }
     foreach (Dialog curDialog in game.Dialogs)
     {
         for (int i = 0; (i < NativeConstants.MAXTOPICOPTIONS) && (i < curDialog.Options.Count); ++i)
         {
             WriteString(curDialog.Options[i].Text, 150, writer); // optionnames
         }
         for (int i = curDialog.Options.Count; i < NativeConstants.MAXTOPICOPTIONS; ++i)
         {
             WriteString("", 150, writer);
         }
         for (int i = 0; (i < NativeConstants.MAXTOPICOPTIONS) && (i < curDialog.Options.Count); ++i)
         {
             DialogOption option = curDialog.Options[i];
             int flags = 0;
             if (!option.Say) flags |= NativeConstants.DFLG_NOREPEAT;
             if (option.Show) flags |= NativeConstants.DFLG_ON;
             writer.Write(flags); // optionflags
         }
         for (int i = curDialog.Options.Count; i < NativeConstants.MAXTOPICOPTIONS; ++i)
         {
             writer.Write(0);
         }
         writer.Write(new byte[4]); // optionscripts
         writer.Write(new byte[NativeConstants.MAXTOPICOPTIONS * sizeof(short)]); // entrypoints
         writer.Write((short)0); // startupentrypoint
         writer.Write((short)0); // codesize
         writer.Write(curDialog.Options.Count); // numoptions
         writer.Write(curDialog.ShowTextParser ? NativeConstants.DTFLG_SHOWPARSER : 0); // topicflags
     }
     GUIsWriter guisWriter = new GUIsWriter(writer, game);
     guisWriter.WriteAllGUIs();
     if (!WritePluginsToDisk(writer, game, errors))
     {
         return false;
     }
     writer.Write(NativeConstants.CustomPropertyVersion.Current);
     writer.Write(game.PropertySchema.PropertyDefinitions.Count);
     foreach (CustomPropertySchemaItem schemaItem in game.PropertySchema.PropertyDefinitions)
     {
         FilePutString(schemaItem.Name, writer);
         writer.Write((int)schemaItem.Type);
         FilePutString(schemaItem.Description, writer);
         FilePutString(schemaItem.DefaultValue, writer);
     }
     for (int i = 0; i < game.Characters.Count; ++i)
     {
         CustomPropertiesWriter.Write(writer, game.Characters[i].Properties);
     }
     writer.Write(1); // inv slot 0 is unused, write the property header (int 1)
     writer.Write(0); // then write the number of props used by this inv item (int 0)
     for (int i = 0; i < game.InventoryItems.Count; ++i)
     {
         CustomPropertiesWriter.Write(writer, game.InventoryItems[i].Properties);
     }
     for (int i = 0; i < game.ViewCount; ++i) // ViewCount is highest numbered view
     {
         View view = game.FindViewByID(i + 1);
         if (view != null)
             FilePutNullTerminatedString(view.Name, view.Name.Length + 1, writer);
         else
             writer.Write((byte)0); // view is null, so its name is just a single NUL byte
     }
     writer.Write((byte)0); // inventory slot 0 is unused, so its name is just a single NUL byte
     for (int i = 0; i < game.InventoryItems.Count; ++i)
     {
         string buffer = game.InventoryItems[i].Name;
         FilePutNullTerminatedString(buffer, buffer.Length + 1, writer);
     }
     for (int i = 0; i < game.Dialogs.Count; ++i)
     {
         string buffer = game.Dialogs[i].Name;
         FilePutNullTerminatedString(buffer, buffer.Length + 1, writer);
     }
     writer.Write(game.AudioClipTypes.Count + 1);
     // hard coded SPEECH audio type 0
     writer.Write(0); // id
     writer.Write(1); // reservedChannels
     writer.Write(0); // volume_reduction_while_speech_playing
     writer.Write(0); // crossfadeSpeed
     writer.Write(0); // reservedForFuture
     for (int i = 1; i < (game.AudioClipTypes.Count + 1); ++i)
     {
         writer.Write(i); // id
         writer.Write(game.AudioClipTypes[i - 1].MaxChannels); // reservedChannels
         writer.Write(game.AudioClipTypes[i - 1].VolumeReductionWhileSpeechPlaying); // volume_reduction_while_speech_playing
         writer.Write((int)game.AudioClipTypes[i - 1].CrossfadeClips); // crossfadeSpeed
         writer.Write(0);
     }
     IList<AudioClip> allClips = game.CachedAudioClipListForCompile;
     writer.Write(allClips.Count);
     for (int i = 0; i < allClips.Count; ++i)
     {
         AudioClip clip = allClips[i];
         writer.Write(0); // id
         WriteString(SafeTruncate(clip.ScriptName, 29), 30, writer); // scriptName
         WriteString(SafeTruncate(clip.CacheFileNameWithoutPath, 14), 15, writer); // fileName
         writer.Write((byte)clip.BundlingType); // bundlingType
         writer.Write((byte)clip.Type); // type
         writer.Write((byte)clip.FileType); // fileType
         writer.Write(clip.ActualRepeat ? (byte)1 : (byte)0); // defaultRepeat
         writer.Write((byte)0); // struct alignment padding
         writer.Write((short)clip.ActualPriority); // defaultPriority
         writer.Write((short)clip.ActualVolume); // defaultVolume
         writer.Write(new byte[2]); // struct alignment padding
         writer.Write(0); // reserved
     }
     writer.Write(game.GetAudioArrayIndexFromAudioClipIndex(game.Settings.PlaySoundOnScore));
     if (game.Settings.DebugMode)
     {
         writer.Write(game.Rooms.Count);
         for (int i = 0; i < game.Rooms.Count; ++i)
         {
             IRoom room = game.Rooms[i];
             writer.Write(room.Number);
             if (room.Description != null)
             {
                 FilePutNullTerminatedString(room.Description, 500, writer);
             }
             else writer.Write((byte)0);
         }
     }
     writer.Close();
     GC.Collect();
     return true;
 }
Exemple #2
0
 public bool WriteViews(IViewFolder folder, Game game, CompileMessages errors)
 {
     if (writer == null)
     {
         errors.Add(new CompileError("Could not write views: Invalid stream (NULL)"));
         return false;
     }
     foreach (View view in views)
     {
         // views are not always sequential, so we may have some null entries;
         // but even in that case we must write number of loops (0) to conform
         // to the data format
         short numLoops = (short)(view != null ? view.Loops.Count : 0);
         writer.Write(numLoops);
         for (int i = 0; i < numLoops; ++i)
         {
             short numFrames = (short)view.Loops[i].Frames.Count;
             writer.Write(numFrames);
             writer.Write(view.Loops[i].RunNextLoop ? NativeConstants.LOOPFLAG_RUNNEXTLOOP : 0);
             for (int j = 0; j < numFrames; ++j)
             {
                 ViewFrame frame = view.Loops[i].Frames[j];
                 writer.Write(frame.Image);
                 writer.Write((short)0); // unused x-offset
                 writer.Write((short)0); // unused y-offset
                 writer.Write((short)frame.Delay);
                 writer.Write((short)0); // struct alignment padding
                 writer.Write(frame.Flipped ? NativeConstants.VFLG_FLIPSPRITE : 0);
                 writer.Write(frame.Sound > 0 ? game.GetAudioArrayIndexFromAudioClipIndex(frame.Sound) : -1);
                 writer.Write(0); // unused reservedForFuture[0]
                 writer.Write(0); // unused reservedForFuture[1]
             }
         }
     }
     return true;
 }