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authorJohannes Schickel2010-10-13 03:57:44 +0000
committerJohannes Schickel2010-10-13 03:57:44 +0000
commit75e8452b6e6a2bf4fb2f588aa00b428a60d873b5 (patch)
treef29541d55309487a94bd1d38e8b53bb3dde9aec6 /engines/hugo/hugo.cpp
parent48ee83b88957dab86bc763e9ef21a70179fa8679 (diff)
parente9f50882ea5b6beeefa994040be9d3bab6a1f107 (diff)
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OPENGL: Merged from trunk, from rev 52105 to 53396.
This includes an rather hacky attempt to merge all the recent gp2x backend changes into the branch. I suppose the gp2x backend and probably all new backends, i.e. gph, dingux etc., might not compile anymore. Since I have no way of testing those it would be nice if porters could look into getting those up to speed in this branch. svn-id: r53399
Diffstat (limited to 'engines/hugo/hugo.cpp')
-rw-r--r--engines/hugo/hugo.cpp1531
1 files changed, 1531 insertions, 0 deletions
diff --git a/engines/hugo/hugo.cpp b/engines/hugo/hugo.cpp
new file mode 100644
index 0000000000..cdc74b5ae5
--- /dev/null
+++ b/engines/hugo/hugo.cpp
@@ -0,0 +1,1531 @@
+/* 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "common/system.h"
+#include "common/events.h"
+#include "common/debug-channels.h"
+
+#include "hugo/hugo.h"
+#include "hugo/global.h"
+#include "hugo/game.h"
+#include "hugo/file.h"
+#include "hugo/schedule.h"
+#include "hugo/display.h"
+#include "hugo/mouse.h"
+#include "hugo/inventory.h"
+#include "hugo/parser.h"
+#include "hugo/route.h"
+#include "hugo/sound.h"
+#include "hugo/intro.h"
+
+#include "engines/util.h"
+
+namespace Hugo {
+
+HugoEngine *HugoEngine::s_Engine = 0;
+
+overlay_t HugoEngine::_boundary;
+overlay_t HugoEngine::_overlay;
+overlay_t HugoEngine::_ovlBase;
+overlay_t HugoEngine::_objBound;
+
+HugoEngine::HugoEngine(OSystem *syst, const HugoGameDescription *gd) : Engine(syst), _gameDescription(gd), _mouseX(0), _mouseY(0),
+ _textData(0), _stringtData(0), _screenNames(0), _textEngine(0), _textIntro(0), _textMouse(0), _textParser(0), _textSchedule(0), _textUtil(0),
+ _arrayNouns(0), _arrayVerbs(0), _arrayReqs(0), _hotspots(0), _invent(0), _uses(0), _catchallList(0), _backgroundObjects(0),
+ _points(0), _cmdList(0), _screenActs(0), _objects(0), _actListArr(0), _heroImage(0), _defltTunes(0), _palette(0), _introX(0),
+ _introY(0), _maxInvent(0), _numBonuses(0), _numScreens(0), _tunesNbr(0), _soundSilence(0), _soundTest(0), _screenStates(0), _numObj(0),
+ _score(0), _maxscore(0)
+
+{
+ DebugMan.addDebugChannel(kDebugSchedule, "Schedule", "Script Schedule debug level");
+ DebugMan.addDebugChannel(kDebugEngine, "Engine", "Engine debug level");
+ DebugMan.addDebugChannel(kDebugDisplay, "Display", "Display debug level");
+ DebugMan.addDebugChannel(kDebugMouse, "Mouse", "Mouse debug level");
+ DebugMan.addDebugChannel(kDebugParser, "Parser", "Parser debug level");
+ DebugMan.addDebugChannel(kDebugFile, "File", "File IO debug level");
+ DebugMan.addDebugChannel(kDebugRoute, "Route", "Route debug level");
+ DebugMan.addDebugChannel(kDebugInventory, "Inventory", "Inventory debug level");
+
+ for (int j = 0; j < NUM_FONTS; j++)
+ _arrayFont[j] = 0;
+}
+
+HugoEngine::~HugoEngine() {
+ delete _soundHandler;
+ delete _route;
+ delete _parser;
+ delete _inventoryHandler;
+ delete _mouseHandler;
+ delete _screen;
+ delete _scheduler;
+ delete _fileManager;
+
+ free(_palette);
+ free(_introX);
+ free(_introY);
+
+#if 0
+ freeTexts(_textData);
+ freeTexts(_stringtData);
+ freeTexts(_textEngine);
+ freeTexts(_textIntro);
+ freeTexts(_textMouse);
+ freeTexts(_textParser);
+ freeTexts(_textSchedule);
+ freeTexts(_textUtil);
+#endif
+ free(_textData);
+ free(_stringtData);
+ free(_screenNames);
+ free(_textEngine);
+ free(_textIntro);
+ free(_textMouse);
+ free(_textParser);
+ free(_textSchedule);
+ free(_textUtil);
+
+ warning("Missing: free _arrayNouns");
+ warning("Missing: free _arrayVerbs");
+
+ free(_arrayReqs);
+ free(_hotspots);
+ free(_invent);
+ free(_uses);
+ free(_catchallList);
+
+ warning("Missing: free _background_objects");
+
+ free(_points);
+
+ warning("Missing: free _cmdList");
+ warning("Missing: free _screenActs");
+ warning("Missing: free _objects");
+
+ free(_defltTunes);
+ free(_screenStates);
+
+ if (_arrayFont[0])
+ free(_arrayFont[0]);
+
+ if (_arrayFont[1])
+ free(_arrayFont[1]);
+
+ if (_arrayFont[2])
+ free(_arrayFont[2]);
+}
+
+GameType HugoEngine::getGameType() const {
+ return _gameType;
+}
+
+Common::Platform HugoEngine::getPlatform() const {
+ return _platform;
+}
+
+bool HugoEngine::isPacked() const {
+ return _packedFl;
+}
+
+Common::Error HugoEngine::run() {
+ s_Engine = this;
+ initGraphics(320, 200, false);
+
+ _mouseHandler = new MouseHandler(*this);
+ _inventoryHandler = new InventoryHandler(*this);
+ _route = new Route(*this);
+ _soundHandler = new SoundHandler(*this);
+
+ switch (_gameVariant) {
+ case 0: // H1 Win
+ _fileManager = new FileManager_v1w(*this);
+ _scheduler = new Scheduler_v3d(*this);
+ _introHandler = new intro_v1w(*this);
+ _screen = new Screen_v1w(*this);
+ _parser = new Parser_v1w(*this);
+ break;
+ case 1:
+ _fileManager = new FileManager_v2d(*this);
+ _scheduler = new Scheduler_v3d(*this);
+ _introHandler = new intro_v2w(*this);
+ _screen = new Screen_v1w(*this);
+ _parser = new Parser_v1w(*this);
+ break;
+ case 2:
+ _fileManager = new FileManager_v2d(*this);
+ _scheduler = new Scheduler_v3d(*this);
+ _introHandler = new intro_v3w(*this);
+ _screen = new Screen_v1w(*this);
+ _parser = new Parser_v1w(*this);
+ break;
+ case 3: // H1 DOS
+ _fileManager = new FileManager_v1d(*this);
+ _scheduler = new Scheduler_v1d(*this);
+ _introHandler = new intro_v1d(*this);
+ _screen = new Screen_v1d(*this);
+ _parser = new Parser_v1d(*this);
+ break;
+ case 4:
+ _fileManager = new FileManager_v2d(*this);
+ _scheduler = new Scheduler_v1d(*this);
+ _introHandler = new intro_v2d(*this);
+ _screen = new Screen_v1d(*this);
+ _parser = new Parser_v2d(*this);
+ break;
+ case 5:
+ _fileManager = new FileManager_v3d(*this);
+ _scheduler = new Scheduler_v3d(*this);
+ _introHandler = new intro_v3d(*this);
+ _screen = new Screen_v1d(*this);
+ _parser = new Parser_v3d(*this);
+ break;
+ }
+
+ if (!loadHugoDat())
+ return Common::kUnknownError;
+
+ // Interesting situation: We have no cursor to show, since
+ // the DOS version had none, and the Windows version just used
+ // the windows default one. Meaning this call will just use whatever
+ // was used last, i.e. the launcher GUI cursor. What to do?
+ g_system->showMouse(true);
+
+ initStatus(); // Initialize game status
+ initConfig(INSTALL); // Initialize user's config
+ initialize();
+ initConfig(RESET); // Reset user's config
+
+ file().restoreGame(-1);
+
+ initMachine();
+
+ // Start the state machine
+ _status.viewState = V_INTROINIT;
+
+ _status.doQuitFl = false;
+
+ while (!_status.doQuitFl) {
+ g_system->updateScreen();
+
+ runMachine();
+ // Handle input
+ Common::Event event;
+ while (_eventMan->pollEvent(event)) {
+ switch (event.type) {
+ case Common::EVENT_KEYDOWN:
+ parser().keyHandler(event.kbd.keycode, 0);
+ break;
+ case Common::EVENT_MOUSEMOVE:
+ _mouseX = event.mouse.x;
+ _mouseY = event.mouse.y;
+ break;
+ case Common::EVENT_LBUTTONDOWN:
+ _status.leftButtonFl = true;
+ break;
+ case Common::EVENT_LBUTTONUP:
+ _status.leftButtonFl = false;
+ break;
+ case Common::EVENT_RBUTTONDOWN:
+ _status.rightButtonFl = true;
+ break;
+ case Common::EVENT_RBUTTONUP:
+ _status.rightButtonFl = false;
+ break;
+ case Common::EVENT_QUIT:
+ _status.doQuitFl = true;
+ break;
+ default:
+ break;
+ }
+ }
+ }
+ return Common::kNoError;
+}
+
+void HugoEngine::initMachine() {
+ if (_gameVariant == kGameVariantH1Dos)
+ readScreenFiles(0);
+ else
+ file().readBackground(_numScreens - 1); // Splash screen
+ readObjectImages(); // Read all object images
+ if (_platform == Common::kPlatformWindows)
+ readUIFImages(); // Read all uif images (only in Win versions)
+}
+
+void HugoEngine::runMachine() {
+// Hugo game state machine - called during onIdle
+ static uint32 lastTime;
+
+ status_t &gameStatus = getGameStatus();
+ // Don't process if we're in a textbox
+ if (gameStatus.textBoxFl)
+ return;
+
+ // Don't process if gameover
+ if (gameStatus.gameOverFl)
+ return;
+
+ // Process machine once every tick
+ if (g_system->getMillis() - lastTime < (uint32)(1000 / TPS))
+ return;
+ lastTime = g_system->getMillis();
+
+ switch (gameStatus.viewState) {
+ case V_IDLE: // Not processing state machine
+ intro().preNewGame(); // Any processing before New Game selected
+ break;
+ case V_INTROINIT: // Initialization before intro begins
+ intro().introInit();
+ g_system->showMouse(false);
+ gameStatus.viewState = V_INTRO;
+ break;
+ case V_INTRO: // Do any game-dependant preamble
+ if (intro().introPlay()) { // Process intro screen
+ scheduler().newScreen(0); // Initialize first screen
+ gameStatus.viewState = V_PLAY;
+ }
+ break;
+ case V_PLAY: // Playing game
+ g_system->showMouse(true);
+ parser().charHandler(); // Process user cmd input
+ moveObjects(); // Process object movement
+ scheduler().runScheduler(); // Process any actions
+ screen().displayList(D_RESTORE); // Restore previous background
+ updateImages(); // Draw into _frontBuffer, compile display list
+ mouse().mouseHandler(); // Mouse activity - adds to display list
+ screen().drawStatusText();
+ screen().displayList(D_DISPLAY); // Blit the display list to screen
+ break;
+ case V_INVENT: // Accessing inventory
+ inventory().runInventory(); // Process Inventory state machine
+ break;
+ case V_EXIT: // Game over or user exited
+ gameStatus.viewState = V_IDLE;
+ _status.doQuitFl = true;
+ break;
+ }
+}
+
+bool HugoEngine::loadHugoDat() {
+ Common::File in;
+ in.open("hugo.dat");
+
+ if (!in.isOpen()) {
+ Common::String errorMessage = "You're missing the 'hugo.dat' file. Get it from the ScummVM website";
+ GUIErrorMessage(errorMessage);
+ warning("%s", errorMessage.c_str());
+ return false;
+ }
+
+ // Read header
+ char buf[256];
+ in.read(buf, 4);
+ buf[4] = '\0';
+
+ if (strcmp(buf, "HUGO")) {
+ Common::String errorMessage = "File 'hugo.dat' is corrupt. Get it from the ScummVM website";
+ GUIErrorMessage(errorMessage);
+ warning("%s", errorMessage.c_str());
+ return false;
+ }
+
+ int majVer = in.readByte();
+ int minVer = in.readByte();
+
+ if ((majVer != HUGO_DAT_VER_MAJ) || (minVer != HUGO_DAT_VER_MIN)) {
+ snprintf(buf, 256, "File 'hugo.dat' is wrong version. Expected %d.%d but got %d.%d. Get it from the ScummVM website", HUGO_DAT_VER_MAJ, HUGO_DAT_VER_MIN, majVer, minVer);
+ GUIErrorMessage(buf);
+ warning("%s", buf);
+
+ return false;
+ }
+
+ _numVariant = in.readUint16BE();
+
+ // Read textData
+ _textData = loadTextsVariante(in, 0);
+
+ // Read stringtData
+ // Only Hugo 1 DOS should use this array
+ _stringtData = loadTextsVariante(in, 0);
+
+ // Read arrayNouns
+ _arrayNouns = loadTextsArray(in);
+
+ // Read arrayVerbs
+ _arrayVerbs = loadTextsArray(in);
+
+ // Read screenNames
+ _screenNames = loadTextsVariante(in, &_numScreens);
+
+ // Read palette
+ _paletteSize = in.readUint16BE();
+ _palette = (byte *)malloc(sizeof(byte) * _paletteSize);
+ for (int i = 0; i < _paletteSize; i++)
+ _palette[i] = in.readByte();
+
+ // Read textEngine
+ _textEngine = loadTexts(in);
+
+ // Read textIntro
+ _textIntro = loadTextsVariante(in, 0);
+
+ // Read x_intro and y_intro
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ int numRows = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ _introXSize = numRows;
+ _introX = (byte *)malloc(sizeof(byte) * _introXSize);
+ _introY = (byte *)malloc(sizeof(byte) * _introXSize);
+ for (int i = 0; i < _introXSize; i++) {
+ _introX[i] = in.readByte();
+ _introY[i] = in.readByte();
+ }
+ } else {
+ for (int i = 0; i < numRows; i++) {
+ in.readByte();
+ in.readByte();
+ }
+ }
+ }
+
+ // Read textMouse
+ _textMouse = loadTexts(in);
+
+ // Read textParser
+ _textParser = loadTexts(in);
+
+ // Read textSchedule
+ _textSchedule = loadTexts(in);
+
+ // Read textUtil
+ _textUtil = loadTexts(in);
+
+ // Read _arrayReqs
+ _arrayReqs = loadLongArray(in);
+
+ // Read _hotspots
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ int numRows = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ _hotspots = (hotspot_t *)malloc(sizeof(hotspot_t) * numRows);
+ for (int i = 0; i < numRows; i++) {
+ _hotspots[i].screenIndex = in.readSint16BE();
+ _hotspots[i].x1 = in.readSint16BE();
+ _hotspots[i].y1 = in.readSint16BE();
+ _hotspots[i].x2 = in.readSint16BE();
+ _hotspots[i].y2 = in.readSint16BE();
+ _hotspots[i].actIndex = in.readUint16BE();
+ _hotspots[i].viewx = in.readSint16BE();
+ _hotspots[i].viewy = in.readSint16BE();
+ _hotspots[i].direction = in.readSint16BE();
+ }
+ } else {
+ for (int i = 0; i < numRows; i++) {
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readUint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ }
+ }
+ }
+
+ int numElem, numSubElem, numSubAct;
+ //Read _invent
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numElem = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ _maxInvent = numElem;
+ _invent = (int16 *)malloc(sizeof(int16) * numElem);
+ for (int i = 0; i < numElem; i++)
+ _invent[i] = in.readSint16BE();
+ } else {
+ for (int i = 0; i < numElem; i++)
+ in.readSint16BE();
+ }
+ }
+
+ //Read _uses
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numElem = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ _uses = (uses_t *)malloc(sizeof(uses_t) * numElem);
+ for (int i = 0; i < numElem; i++) {
+ _uses[i].objId = in.readSint16BE();
+ _uses[i].dataIndex = in.readUint16BE();
+ numSubElem = in.readUint16BE();
+ _uses[i].targets = (target_t *)malloc(sizeof(target_t) * numSubElem);
+ for (int j = 0; j < numSubElem; j++) {
+ _uses[i].targets[j].nounIndex = in.readUint16BE();
+ _uses[i].targets[j].verbIndex = in.readUint16BE();
+ }
+ }
+ } else {
+ for (int i = 0; i < numElem; i++) {
+ in.readSint16BE();
+ in.readUint16BE();
+ numSubElem = in.readUint16BE();
+ for (int j = 0; j < numSubElem; j++) {
+ in.readUint16BE();
+ in.readUint16BE();
+ }
+ }
+ }
+ }
+
+ //Read _catchallList
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numElem = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ _catchallList = (background_t *)malloc(sizeof(background_t) * numElem);
+ for (int i = 0; i < numElem; i++) {
+ _catchallList[i].verbIndex = in.readUint16BE();
+ _catchallList[i].nounIndex = in.readUint16BE();
+ _catchallList[i].commentIndex = in.readSint16BE();
+ _catchallList[i].matchFl = (in.readByte() != 0);
+ _catchallList[i].roomState = in.readByte();
+ _catchallList[i].bonusIndex = in.readByte();
+ }
+ } else {
+ for (int i = 0; i < numElem; i++) {
+ in.readUint16BE();
+ in.readUint16BE();
+ in.readSint16BE();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ }
+ }
+ }
+
+// Read _background_objects
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numElem = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ _backgroundObjects = (background_t **)malloc(sizeof(background_t *) * numElem);
+ for (int i = 0; i < numElem; i++) {
+ numSubElem = in.readUint16BE();
+ _backgroundObjects[i] = (background_t *)malloc(sizeof(background_t) * numSubElem);
+ for (int j = 0; j < numSubElem; j++) {
+ _backgroundObjects[i][j].verbIndex = in.readUint16BE();
+ _backgroundObjects[i][j].nounIndex = in.readUint16BE();
+ _backgroundObjects[i][j].commentIndex = in.readSint16BE();
+ _backgroundObjects[i][j].matchFl = (in.readByte() != 0);
+ _backgroundObjects[i][j].roomState = in.readByte();
+ _backgroundObjects[i][j].bonusIndex = in.readByte();
+ }
+ }
+ } else {
+ for (int i = 0; i < numElem; i++) {
+ numSubElem = in.readUint16BE();
+ for (int j = 0; j < numSubElem; j++) {
+ in.readUint16BE();
+ in.readUint16BE();
+ in.readSint16BE();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ }
+ }
+ }
+ }
+
+ // Read _points
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numElem = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ _numBonuses = numElem;
+ _points = (point_t *)malloc(sizeof(point_t) * _numBonuses);
+ for (int i = 0; i < _numBonuses; i++) {
+ _points[i].score = in.readByte();
+ _points[i].scoredFl = false;
+ }
+ } else {
+ for (int i = 0; i < numElem; i++)
+ in.readByte();
+ }
+ }
+
+ // Read _cmdList
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numElem = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ _cmdList = (cmd **)malloc(sizeof(cmd *) * numElem);
+ for (int i = 0; i < numElem; i++) {
+ numSubElem = in.readUint16BE();
+ _cmdList[i] = (cmd *)malloc(sizeof(cmd) * numSubElem);
+ for (int j = 0; j < numSubElem; j++) {
+ _cmdList[i][j].verbIndex = in.readUint16BE();
+ _cmdList[i][j].reqIndex = in.readUint16BE();
+ _cmdList[i][j].textDataNoCarryIndex = in.readUint16BE();
+ _cmdList[i][j].reqState = in.readByte();
+ _cmdList[i][j].newState = in.readByte();
+ _cmdList[i][j].textDataWrongIndex = in.readUint16BE();
+ _cmdList[i][j].textDataDoneIndex = in.readUint16BE();
+ _cmdList[i][j].actIndex = in.readUint16BE();
+ }
+ }
+ } else {
+ for (int i = 0; i < numElem; i++) {
+ numSubElem = in.readUint16BE();
+ for (int j = 0; j < numSubElem; j++) {
+ in.readUint16BE();
+ in.readUint16BE();
+ in.readUint16BE();
+ in.readByte();
+ in.readByte();
+ in.readUint16BE();
+ in.readUint16BE();
+ in.readUint16BE();
+ }
+ }
+ }
+ }
+
+// TODO: For Hugo2 and Hugo3, if not in story mode, increment _screenActs[0][0] (ex: kALcrashStory + 1 == kALcrashNoStory)
+ // Read _screenActs
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numElem = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ _screenActs = (uint16 **)malloc(sizeof(uint16 *) * numElem);
+ for (int i = 0; i < numElem; i++) {
+ numSubElem = in.readUint16BE();
+ if (numSubElem == 0) {
+ _screenActs[i] = 0;
+ } else {
+ _screenActs[i] = (uint16 *)malloc(sizeof(uint16) * numSubElem);
+ for (int j = 0; j < numSubElem; j++)
+ _screenActs[i][j] = in.readUint16BE();
+ }
+ }
+ } else {
+ for (int i = 0; i < numElem; i++) {
+ numSubElem = in.readUint16BE();
+ for (int j = 0; j < numSubElem; j++)
+ in.readUint16BE();
+ }
+ }
+ }
+
+// TODO: For Hugo3, if not in story mode, set _objects[2].state to 3
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numElem = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ _objects = (object_t *)malloc(sizeof(object_t) * numElem);
+ for (int i = 0; i < numElem; i++) {
+ _objects[i].nounIndex = in.readUint16BE();
+ _objects[i].dataIndex = in.readUint16BE();
+ numSubElem = in.readUint16BE();
+ if (numSubElem == 0)
+ _objects[i].stateDataIndex = 0;
+ else
+ _objects[i].stateDataIndex = (uint16 *)malloc(sizeof(uint16) * numSubElem);
+ for (int j = 0; j < numSubElem; j++)
+ _objects[i].stateDataIndex[j] = in.readUint16BE();
+ _objects[i].pathType = (path_t) in.readSint16BE();
+ _objects[i].vxPath = in.readSint16BE();
+ _objects[i].vyPath = in.readSint16BE();
+ _objects[i].actIndex = in.readUint16BE();
+ _objects[i].seqNumb = in.readByte();
+ _objects[i].currImagePtr = 0;
+ if (_objects[i].seqNumb == 0) {
+ _objects[i].seqList[0].imageNbr = 0;
+ _objects[i].seqList[0].seqPtr = 0;
+ }
+ for (int j = 0; j < _objects[i].seqNumb; j++) {
+ _objects[i].seqList[j].imageNbr = in.readUint16BE();
+ _objects[i].seqList[j].seqPtr = 0;
+ }
+ _objects[i].cycling = (cycle_t)in.readByte();
+ _objects[i].cycleNumb = in.readByte();
+ _objects[i].frameInterval = in.readByte();
+ _objects[i].frameTimer = in.readByte();
+ _objects[i].radius = in.readByte();
+ _objects[i].screenIndex = in.readByte();
+ _objects[i].x = in.readSint16BE();
+ _objects[i].y = in.readSint16BE();
+ _objects[i].oldx = in.readSint16BE();
+ _objects[i].oldy = in.readSint16BE();
+ _objects[i].vx = in.readByte();
+ _objects[i].vy = in.readByte();
+ _objects[i].objValue = in.readByte();
+ _objects[i].genericCmd = in.readSint16BE();
+ _objects[i].cmdIndex = in.readUint16BE();
+ _objects[i].carriedFl = (in.readByte() != 0);
+ _objects[i].state = in.readByte();
+ _objects[i].verbOnlyFl = (in.readByte() != 0);
+ _objects[i].priority = in.readByte();
+ _objects[i].viewx = in.readSint16BE();
+ _objects[i].viewy = in.readSint16BE();
+ _objects[i].direction = in.readSint16BE();
+ _objects[i].curSeqNum = in.readByte();
+ _objects[i].curImageNum = in.readByte();
+ _objects[i].oldvx = in.readByte();
+ _objects[i].oldvy = in.readByte();
+ }
+ } else {
+ for (int i = 0; i < numElem; i++) {
+ in.readUint16BE();
+ in.readUint16BE();
+ numSubElem = in.readUint16BE();
+ for (int j = 0; j < numSubElem; j++)
+ in.readUint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readUint16BE();
+ numSubElem = in.readByte();
+ for (int j = 0; j < numSubElem; j++)
+ in.readUint16BE();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readSint16BE();
+ in.readUint16BE();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readUint16BE();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ }
+ }
+ }
+//#define HERO 0
+ _hero = &_objects[HERO]; // This always points to hero
+ _screen_p = &(_objects[HERO].screenIndex); // Current screen is hero's
+ _heroImage = HERO; // Current in use hero image
+
+//read _actListArr
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numElem = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ _actListArr = (act **)malloc(sizeof(act *) * numElem);
+ for (int i = 0; i < numElem; i++) {
+ numSubElem = in.readUint16BE();
+ _actListArr[i] = (act *) malloc(sizeof(act) * (numSubElem + 1));
+ for (int j = 0; j < numSubElem; j++) {
+ _actListArr[i][j].a0.actType = (action_t) in.readByte();
+ switch (_actListArr[i][j].a0.actType) {
+ case ANULL: // -1
+ break;
+ case ASCHEDULE: // 0
+ _actListArr[i][j].a0.timer = in.readSint16BE();
+ _actListArr[i][j].a0.actIndex = in.readUint16BE();
+ break;
+ case START_OBJ: // 1
+ _actListArr[i][j].a1.timer = in.readSint16BE();
+ _actListArr[i][j].a1.objNumb = in.readSint16BE();
+ _actListArr[i][j].a1.cycleNumb = in.readSint16BE();
+ _actListArr[i][j].a1.cycle = (cycle_t) in.readByte();
+ break;
+ case INIT_OBJXY: // 2
+ _actListArr[i][j].a2.timer = in.readSint16BE();
+ _actListArr[i][j].a2.objNumb = in.readSint16BE();
+ _actListArr[i][j].a2.x = in.readSint16BE();
+ _actListArr[i][j].a2.y = in.readSint16BE();
+ break;
+ case PROMPT: // 3
+ _actListArr[i][j].a3.timer = in.readSint16BE();
+ _actListArr[i][j].a3.promptIndex = in.readSint16BE();
+ numSubAct = in.readUint16BE();
+ _actListArr[i][j].a3.responsePtr = (int *) malloc(sizeof(int) * numSubAct);
+ for (int k = 0; k < numSubAct; k++)
+ _actListArr[i][j].a3.responsePtr[k] = in.readSint16BE();
+ _actListArr[i][j].a3.actPassIndex = in.readUint16BE();
+ _actListArr[i][j].a3.actFailIndex = in.readUint16BE();
+ _actListArr[i][j].a3.encodedFl = (in.readByte() == 1) ? true : false;
+ break;
+ case BKGD_COLOR: // 4
+ _actListArr[i][j].a4.timer = in.readSint16BE();
+ _actListArr[i][j].a4.newBackgroundColor = in.readUint32BE();
+ break;
+ case INIT_OBJVXY: // 5
+ _actListArr[i][j].a5.timer = in.readSint16BE();
+ _actListArr[i][j].a5.objNumb = in.readSint16BE();
+ _actListArr[i][j].a5.vx = in.readSint16BE();
+ _actListArr[i][j].a5.vy = in.readSint16BE();
+ break;
+ case INIT_CARRY: // 6
+ _actListArr[i][j].a6.timer = in.readSint16BE();
+ _actListArr[i][j].a6.objNumb = in.readSint16BE();
+ _actListArr[i][j].a6.carriedFl = (in.readByte() == 1) ? true : false;
+ break;
+ case INIT_HF_COORD: // 7
+ _actListArr[i][j].a7.timer = in.readSint16BE();
+ _actListArr[i][j].a7.objNumb = in.readSint16BE();
+ break;
+ case NEW_SCREEN: // 8
+ _actListArr[i][j].a8.timer = in.readSint16BE();
+ _actListArr[i][j].a8.screenIndex = in.readSint16BE();
+ break;
+ case INIT_OBJSTATE: // 9
+ _actListArr[i][j].a9.timer = in.readSint16BE();
+ _actListArr[i][j].a9.objNumb = in.readSint16BE();
+ _actListArr[i][j].a9.newState = in.readByte();
+ break;
+ case INIT_PATH: // 10
+ _actListArr[i][j].a10.timer = in.readSint16BE();
+ _actListArr[i][j].a10.objNumb = in.readSint16BE();
+ _actListArr[i][j].a10.newPathType = in.readSint16BE();
+ _actListArr[i][j].a10.vxPath = in.readByte();
+ _actListArr[i][j].a10.vyPath = in.readByte();
+ break;
+ case COND_R: // 11
+ _actListArr[i][j].a11.timer = in.readSint16BE();
+ _actListArr[i][j].a11.objNumb = in.readSint16BE();
+ _actListArr[i][j].a11.stateReq = in.readByte();
+ _actListArr[i][j].a11.actPassIndex = in.readUint16BE();
+ _actListArr[i][j].a11.actFailIndex = in.readUint16BE();
+ break;
+ case TEXT: // 12
+ _actListArr[i][j].a12.timer = in.readSint16BE();
+ _actListArr[i][j].a12.stringIndex = in.readSint16BE();
+ break;
+ case SWAP_IMAGES: // 13
+ _actListArr[i][j].a13.timer = in.readSint16BE();
+ _actListArr[i][j].a13.obj1 = in.readSint16BE();
+ _actListArr[i][j].a13.obj2 = in.readSint16BE();
+ break;
+ case COND_SCR: // 14
+ _actListArr[i][j].a14.timer = in.readSint16BE();
+ _actListArr[i][j].a14.objNumb = in.readSint16BE();
+ _actListArr[i][j].a14.screenReq = in.readSint16BE();
+ _actListArr[i][j].a14.actPassIndex = in.readUint16BE();
+ _actListArr[i][j].a14.actFailIndex = in.readUint16BE();
+ break;
+ case AUTOPILOT: // 15
+ _actListArr[i][j].a15.timer = in.readSint16BE();
+ _actListArr[i][j].a15.obj1 = in.readSint16BE();
+ _actListArr[i][j].a15.obj2 = in.readSint16BE();
+ _actListArr[i][j].a15.dx = in.readByte();
+ _actListArr[i][j].a15.dy = in.readByte();
+ break;
+ case INIT_OBJ_SEQ: // 16
+ _actListArr[i][j].a16.timer = in.readSint16BE();
+ _actListArr[i][j].a16.objNumb = in.readSint16BE();
+ _actListArr[i][j].a16.seqIndex = in.readSint16BE();
+ break;
+ case SET_STATE_BITS: // 17
+ _actListArr[i][j].a17.timer = in.readSint16BE();
+ _actListArr[i][j].a17.objNumb = in.readSint16BE();
+ _actListArr[i][j].a17.stateMask = in.readSint16BE();
+ break;
+ case CLEAR_STATE_BITS: // 18
+ _actListArr[i][j].a18.timer = in.readSint16BE();
+ _actListArr[i][j].a18.objNumb = in.readSint16BE();
+ _actListArr[i][j].a18.stateMask = in.readSint16BE();
+ break;
+ case TEST_STATE_BITS: // 19
+ _actListArr[i][j].a19.timer = in.readSint16BE();
+ _actListArr[i][j].a19.objNumb = in.readSint16BE();
+ _actListArr[i][j].a19.stateMask = in.readSint16BE();
+ _actListArr[i][j].a19.actPassIndex = in.readUint16BE();
+ _actListArr[i][j].a19.actFailIndex = in.readUint16BE();
+ break;
+ case DEL_EVENTS: // 20
+ _actListArr[i][j].a20.timer = in.readSint16BE();
+ _actListArr[i][j].a20.actTypeDel = (action_t) in.readByte();
+ break;
+ case GAMEOVER: // 21
+ _actListArr[i][j].a21.timer = in.readSint16BE();
+ break;
+ case INIT_HH_COORD: // 22
+ _actListArr[i][j].a22.timer = in.readSint16BE();
+ _actListArr[i][j].a22.objNumb = in.readSint16BE();
+ break;
+ case EXIT: // 23
+ _actListArr[i][j].a23.timer = in.readSint16BE();
+ break;
+ case BONUS: // 24
+ _actListArr[i][j].a24.timer = in.readSint16BE();
+ _actListArr[i][j].a24.pointIndex = in.readSint16BE();
+ break;
+ case COND_BOX: // 25
+ _actListArr[i][j].a25.timer = in.readSint16BE();
+ _actListArr[i][j].a25.objNumb = in.readSint16BE();
+ _actListArr[i][j].a25.x1 = in.readSint16BE();
+ _actListArr[i][j].a25.y1 = in.readSint16BE();
+ _actListArr[i][j].a25.x2 = in.readSint16BE();
+ _actListArr[i][j].a25.y2 = in.readSint16BE();
+ _actListArr[i][j].a25.actPassIndex = in.readUint16BE();
+ _actListArr[i][j].a25.actFailIndex = in.readUint16BE();
+ break;
+ case SOUND: // 26
+ _actListArr[i][j].a26.timer = in.readSint16BE();
+ _actListArr[i][j].a26.soundIndex = in.readSint16BE();
+ break;
+ case ADD_SCORE: // 27
+ _actListArr[i][j].a27.timer = in.readSint16BE();
+ _actListArr[i][j].a27.objNumb = in.readSint16BE();
+ break;
+ case SUB_SCORE: // 28
+ _actListArr[i][j].a28.timer = in.readSint16BE();
+ _actListArr[i][j].a28.objNumb = in.readSint16BE();
+ break;
+ case COND_CARRY: // 29
+ _actListArr[i][j].a29.timer = in.readSint16BE();
+ _actListArr[i][j].a29.objNumb = in.readSint16BE();
+ _actListArr[i][j].a29.actPassIndex = in.readUint16BE();
+ _actListArr[i][j].a29.actFailIndex = in.readUint16BE();
+ break;
+ case INIT_MAZE: // 30
+ _actListArr[i][j].a30.timer = in.readSint16BE();
+ _actListArr[i][j].a30.mazeSize = in.readByte();
+ _actListArr[i][j].a30.x1 = in.readSint16BE();
+ _actListArr[i][j].a30.y1 = in.readSint16BE();
+ _actListArr[i][j].a30.x2 = in.readSint16BE();
+ _actListArr[i][j].a30.y2 = in.readSint16BE();
+ _actListArr[i][j].a30.x3 = in.readSint16BE();
+ _actListArr[i][j].a30.x4 = in.readSint16BE();
+ _actListArr[i][j].a30.firstScreenIndex = in.readByte();
+ break;
+ case EXIT_MAZE: // 31
+ _actListArr[i][j].a31.timer = in.readSint16BE();
+ break;
+ case INIT_PRIORITY: // 32
+ _actListArr[i][j].a32.timer = in.readSint16BE();
+ _actListArr[i][j].a32.objNumb = in.readSint16BE();
+ _actListArr[i][j].a32.priority = in.readByte();
+ break;
+ case INIT_SCREEN: // 33
+ _actListArr[i][j].a33.timer = in.readSint16BE();
+ _actListArr[i][j].a33.objNumb = in.readSint16BE();
+ _actListArr[i][j].a33.screenIndex = in.readSint16BE();
+ break;
+ case AGSCHEDULE: // 34
+ _actListArr[i][j].a34.timer = in.readSint16BE();
+ _actListArr[i][j].a34.actIndex = in.readUint16BE();
+ break;
+ case REMAPPAL: // 35
+ _actListArr[i][j].a35.timer = in.readSint16BE();
+ _actListArr[i][j].a35.oldColorIndex = in.readSint16BE();
+ _actListArr[i][j].a35.newColorIndex = in.readSint16BE();
+ break;
+ case COND_NOUN: // 36
+ _actListArr[i][j].a36.timer = in.readSint16BE();
+ _actListArr[i][j].a36.nounIndex = in.readUint16BE();
+ _actListArr[i][j].a36.actPassIndex = in.readUint16BE();
+ _actListArr[i][j].a36.actFailIndex = in.readUint16BE();
+ break;
+ case SCREEN_STATE: // 37
+ _actListArr[i][j].a37.timer = in.readSint16BE();
+ _actListArr[i][j].a37.screenIndex = in.readSint16BE();
+ _actListArr[i][j].a37.newState = in.readByte();
+ break;
+ case INIT_LIPS: // 38
+ _actListArr[i][j].a38.timer = in.readSint16BE();
+ _actListArr[i][j].a38.lipsObjNumb = in.readSint16BE();
+ _actListArr[i][j].a38.objNumb = in.readSint16BE();
+ _actListArr[i][j].a38.dxLips = in.readByte();
+ _actListArr[i][j].a38.dyLips = in.readByte();
+ break;
+ case INIT_STORY_MODE: // 39
+ _actListArr[i][j].a39.timer = in.readSint16BE();
+ _actListArr[i][j].a39.storyModeFl = (in.readByte() == 1);
+ break;
+ case WARN: // 40
+ _actListArr[i][j].a40.timer = in.readSint16BE();
+ _actListArr[i][j].a40.stringIndex = in.readSint16BE();
+ break;
+ case COND_BONUS: // 41
+ _actListArr[i][j].a41.timer = in.readSint16BE();
+ _actListArr[i][j].a41.BonusIndex = in.readSint16BE();
+ _actListArr[i][j].a41.actPassIndex = in.readUint16BE();
+ _actListArr[i][j].a41.actFailIndex = in.readUint16BE();
+ break;
+ case TEXT_TAKE: // 42
+ _actListArr[i][j].a42.timer = in.readSint16BE();
+ _actListArr[i][j].a42.objNumb = in.readSint16BE();
+ break;
+ case YESNO: // 43
+ _actListArr[i][j].a43.timer = in.readSint16BE();
+ _actListArr[i][j].a43.promptIndex = in.readSint16BE();
+ _actListArr[i][j].a43.actYesIndex = in.readUint16BE();
+ _actListArr[i][j].a43.actNoIndex = in.readUint16BE();
+ break;
+ case STOP_ROUTE: // 44
+ _actListArr[i][j].a44.timer = in.readSint16BE();
+ break;
+ case COND_ROUTE: // 45
+ _actListArr[i][j].a45.timer = in.readSint16BE();
+ _actListArr[i][j].a45.routeIndex = in.readSint16BE();
+ _actListArr[i][j].a45.actPassIndex = in.readUint16BE();
+ _actListArr[i][j].a45.actFailIndex = in.readUint16BE();
+ break;
+ case INIT_JUMPEXIT: // 46
+ _actListArr[i][j].a46.timer = in.readSint16BE();
+ _actListArr[i][j].a46.jumpExitFl = (in.readByte() == 1);
+ break;
+ case INIT_VIEW: // 47
+ _actListArr[i][j].a47.timer = in.readSint16BE();
+ _actListArr[i][j].a47.objNumb = in.readSint16BE();
+ _actListArr[i][j].a47.viewx = in.readSint16BE();
+ _actListArr[i][j].a47.viewy = in.readSint16BE();
+ _actListArr[i][j].a47.direction = in.readSint16BE();
+ break;
+ case INIT_OBJ_FRAME: // 48
+ _actListArr[i][j].a48.timer = in.readSint16BE();
+ _actListArr[i][j].a48.objNumb = in.readSint16BE();
+ _actListArr[i][j].a48.seqIndex = in.readSint16BE();
+ _actListArr[i][j].a48.frameIndex = in.readSint16BE();
+ break;
+ case OLD_SONG: //49
+ _actListArr[i][j].a49.timer = in.readSint16BE();
+ _actListArr[i][j].a49.soundIndex = in.readUint16BE();
+ break;
+ default:
+ error("Engine - Unknown action type encountered: %d", _actListArr[i][j].a0.actType);
+ }
+ }
+ _actListArr[i][numSubElem].a0.actType = ANULL;
+ }
+ } else {
+ for (int i = 0; i < numElem; i++) {
+ numSubElem = in.readUint16BE();
+ for (int j = 0; j < numSubElem; j++) {
+ numSubAct = in.readByte();
+ switch (numSubAct) {
+ case ANULL: // -1
+ break;
+ case ASCHEDULE: // 0
+ in.readSint16BE();
+ in.readUint16BE();
+ break;
+ case START_OBJ: // 1
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readByte();
+ break;
+ case INIT_OBJXY: // 2
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case PROMPT: // 3
+ in.readSint16BE();
+ in.readSint16BE();
+ numSubAct = in.readUint16BE();
+ for (int k = 0; k < numSubAct; k++)
+ in.readSint16BE();
+ in.readUint16BE();
+ in.readUint16BE();
+ in.readByte();
+ break;
+ case BKGD_COLOR: // 4
+ in.readSint16BE();
+ in.readUint32BE();
+ break;
+ case INIT_OBJVXY: // 5
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case INIT_CARRY: // 6
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readByte();
+ break;
+ case INIT_HF_COORD: // 7
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case NEW_SCREEN: // 8
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case INIT_OBJSTATE: // 9
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readByte();
+ break;
+ case INIT_PATH: // 10
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readByte();
+ in.readByte();
+ break;
+ case COND_R: // 11
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readByte();
+ in.readUint16BE();
+ in.readUint16BE();
+ break;
+ case TEXT: // 12
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case SWAP_IMAGES: // 13
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case COND_SCR: // 14
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readUint16BE();
+ in.readUint16BE();
+ break;
+ case AUTOPILOT: // 15
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readByte();
+ in.readByte();
+ break;
+ case INIT_OBJ_SEQ: // 16
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case SET_STATE_BITS: // 17
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case CLEAR_STATE_BITS: // 18
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case TEST_STATE_BITS: // 19
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readUint16BE();
+ in.readUint16BE();
+ break;
+ case DEL_EVENTS: // 20
+ in.readSint16BE();
+ in.readByte();
+ break;
+ case GAMEOVER: // 21
+ in.readSint16BE();
+ break;
+ case INIT_HH_COORD: // 22
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case EXIT: // 23
+ in.readSint16BE();
+ break;
+ case BONUS: // 24
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case COND_BOX: // 25
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readUint16BE();
+ in.readUint16BE();
+ break;
+ case SOUND: // 26
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case ADD_SCORE: // 27
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case SUB_SCORE: // 28
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case COND_CARRY: // 29
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readUint16BE();
+ in.readUint16BE();
+ break;
+ case INIT_MAZE: // 30
+ in.readSint16BE();
+ in.readByte();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readByte();
+ break;
+ case EXIT_MAZE: // 31
+ in.readSint16BE();
+ break;
+ case INIT_PRIORITY: // 32
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readByte();
+ break;
+ case INIT_SCREEN: // 33
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case AGSCHEDULE: // 34
+ in.readSint16BE();
+ in.readUint16BE();
+ break;
+ case REMAPPAL: // 35
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case COND_NOUN: // 36
+ in.readSint16BE();
+ in.readUint16BE();
+ in.readUint16BE();
+ in.readUint16BE();
+ break;
+ case SCREEN_STATE: // 37
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readByte();
+ break;
+ case INIT_LIPS: // 38
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readByte();
+ in.readByte();
+ break;
+ case INIT_STORY_MODE: // 39
+ in.readSint16BE();
+ in.readByte();
+ break;
+ case WARN: // 40
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case COND_BONUS: // 41
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readUint16BE();
+ in.readUint16BE();
+ break;
+ case TEXT_TAKE: // 42
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case YESNO: // 43
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readUint16BE();
+ in.readUint16BE();
+ break;
+ case STOP_ROUTE: // 44
+ in.readSint16BE();
+ break;
+ case COND_ROUTE: // 45
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readUint16BE();
+ in.readUint16BE();
+ break;
+ case INIT_JUMPEXIT: // 46
+ in.readSint16BE();
+ in.readByte();
+ break;
+ case INIT_VIEW: // 47
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case INIT_OBJ_FRAME: // 48
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ break;
+ case OLD_SONG: //49
+ in.readSint16BE();
+ in.readUint16BE();
+ break;
+ default:
+ error("Engine - Unknown action type encountered %d - variante %d pos %d.%d", numSubAct, varnt, i, j);
+ }
+ }
+ }
+ }
+ }
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ if (varnt == _gameVariant) {
+ _tunesNbr = in.readByte();
+ _soundSilence = in.readByte();
+ _soundTest = in.readByte();
+ } else {
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ }
+ }
+
+ //Read _defltTunes
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numElem = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ _maxInvent = numElem;
+ _defltTunes = (int16 *)malloc(sizeof(int16) * numElem);
+ for (int i = 0; i < numElem; i++)
+ _defltTunes[i] = in.readSint16BE();
+ } else {
+ for (int i = 0; i < numElem; i++)
+ in.readSint16BE();
+ }
+ }
+
+ //Read _screenStates size
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numElem = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ _screenStates = (byte *)malloc(sizeof(byte) * numElem);
+ for (int i = 0; i < numElem; i++)
+ _screenStates[i] = 0;
+ }
+ }
+
+ //Read look, take and drop special verbs indexes
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ if (varnt == _gameVariant) {
+ _look = in.readUint16BE();
+ _take = in.readUint16BE();
+ _drop = in.readUint16BE();
+ } else {
+ in.readUint16BE();
+ in.readUint16BE();
+ in.readUint16BE();
+ }
+ }
+
+ //Read LASTOBJ
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numElem = in.readUint16BE();
+ if (varnt == _gameVariant)
+ _numObj = numElem;
+ }
+
+ //Read kALnewscr used by maze (Hugo 2)
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numElem = in.readUint16BE();
+ if (varnt == _gameVariant)
+ _alNewscrIndex = numElem;
+ }
+
+ if (_gameVariant > 2) {
+ _arrayFontSize[0] = in.readUint16BE();
+ _arrayFont[0] = (byte *)malloc(sizeof(byte) * _arrayFontSize[0]);
+ for (int j = 0; j < _arrayFontSize[0]; j++)
+ _arrayFont[0][j] = in.readByte();
+
+ _arrayFontSize[1] = in.readUint16BE();
+ _arrayFont[1] = (byte *)malloc(sizeof(byte) * _arrayFontSize[1]);
+ for (int j = 0; j < _arrayFontSize[1]; j++)
+ _arrayFont[1][j] = in.readByte();
+
+ _arrayFontSize[2] = in.readUint16BE();
+ _arrayFont[2] = (byte *)malloc(sizeof(byte) * _arrayFontSize[2]);
+ for (int j = 0; j < _arrayFontSize[2]; j++)
+ _arrayFont[2][j] = in.readByte();
+ } else {
+ numElem = in.readUint16BE();
+ for (int j = 0; j < numElem; j++)
+ in.readByte();
+
+ numElem = in.readUint16BE();
+ for (int j = 0; j < numElem; j++)
+ in.readByte();
+
+ numElem = in.readUint16BE();
+ for (int j = 0; j < numElem; j++)
+ in.readByte();
+ }
+ return true;
+}
+
+char **HugoEngine::loadTextsVariante(Common::File &in, uint16 *arraySize) {
+ int numTexts;
+ int entryLen;
+ int len;
+ char **res = 0;
+ char *pos = 0;
+
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numTexts = in.readUint16BE();
+ entryLen = in.readUint16BE();
+ pos = (char *)malloc(entryLen);
+ if (varnt == _gameVariant) {
+ if (arraySize)
+ *arraySize = numTexts;
+ res = (char **)malloc(sizeof(char *) * numTexts);
+ res[0] = pos;
+ in.read(res[0], entryLen);
+ res[0] += DATAALIGNMENT;
+ } else {
+ in.read(pos, entryLen);
+ }
+
+ pos += DATAALIGNMENT;
+
+ for (int i = 1; i < numTexts; i++) {
+ pos -= 2;
+
+ len = READ_BE_UINT16(pos);
+ pos += 2 + len;
+
+ if (varnt == _gameVariant)
+ res[i] = pos;
+ }
+ }
+
+ return res;
+}
+
+uint16 **HugoEngine::loadLongArray(Common::File &in) {
+ uint16 **resArray = 0;
+
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ uint16 numRows = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ resArray = (uint16 **)malloc(sizeof(uint16 *) * (numRows + 1));
+ resArray[numRows] = 0;
+ }
+ for (int i = 0; i < numRows; i++) {
+ uint16 numElems = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ uint16 *resRow = (uint16 *)malloc(sizeof(uint16) * numElems);
+ for (int j = 0; j < numElems; j++)
+ resRow[j] = in.readUint16BE();
+ resArray[i] = resRow;
+ } else {
+ for (int j = 0; j < numElems; j++)
+ in.readUint16BE();
+ }
+ }
+ }
+ return resArray;
+}
+
+char ***HugoEngine::loadTextsArray(Common::File &in) {
+ char ***resArray = 0;
+
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ int numNouns = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ resArray = (char ** *)malloc(sizeof(char **) * (numNouns + 1));
+ resArray[numNouns] = 0;
+ }
+ for (int i = 0; i < numNouns; i++) {
+ int numTexts = in.readUint16BE();
+ int entryLen = in.readUint16BE();
+ char *pos = (char *)malloc(entryLen);
+ char **res = 0;
+ if (varnt == _gameVariant) {
+ res = (char **)malloc(sizeof(char *) * numTexts);
+ res[0] = pos;
+ in.read(res[0], entryLen);
+ res[0] += DATAALIGNMENT;
+ } else {
+ in.read(pos, entryLen);
+ }
+
+ pos += DATAALIGNMENT;
+
+ for (int j = 0; j < numTexts; j++) {
+ if (varnt == _gameVariant)
+ res[j] = pos;
+
+ pos -= 2;
+ int len = READ_BE_UINT16(pos);
+ pos += 2 + len;
+ }
+
+ if (varnt == _gameVariant)
+ resArray[i] = res;
+ }
+ }
+
+ return resArray;
+}
+
+char **HugoEngine::loadTexts(Common::File &in) {
+ int numTexts = in.readUint16BE();
+ char **res = (char **)malloc(sizeof(char *) * numTexts);
+ int entryLen = in.readUint16BE();
+ char *pos = (char *)malloc(entryLen);
+
+ in.read(pos, entryLen);
+
+ pos += DATAALIGNMENT;
+ res[0] = pos;
+
+ for (int i = 1; i < numTexts; i++) {
+ pos -= 2;
+ int len = READ_BE_UINT16(pos);
+ pos += 2 + len;
+ res[i] = pos;
+ }
+
+ return res;
+}
+
+void HugoEngine::freeTexts(char **ptr) {
+ if (!ptr)
+ return;
+
+ free(*ptr);
+ free(ptr);
+}
+
+} // End of namespace Hugo