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Diffstat (limited to 'engines/hugo/object.cpp')
| -rw-r--r-- | engines/hugo/object.cpp | 695 |
1 files changed, 695 insertions, 0 deletions
diff --git a/engines/hugo/object.cpp b/engines/hugo/object.cpp new file mode 100644 index 0000000000..f2b4d08644 --- /dev/null +++ b/engines/hugo/object.cpp @@ -0,0 +1,695 @@ +/* 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. + * + * $URL$ + * $Id$ + * + */ + +/* + * This code is based on original Hugo Trilogy source code + * + * Copyright (c) 1989-1995 David P. Gray + * + */ + +#include "common/system.h" +#include "common/random.h" + +#include "hugo/game.h" +#include "hugo/hugo.h" +#include "hugo/object.h" +#include "hugo/global.h" +#include "hugo/display.h" +#include "hugo/file.h" +#include "hugo/route.h" +#include "hugo/util.h" +#include "hugo/parser.h" + +namespace Hugo { + +ObjectHandler::ObjectHandler(HugoEngine *vm) : _vm(vm) { +} + +ObjectHandler::~ObjectHandler() { +} + +// Draw all objects on screen as follows: +// 1. Sort 'FLOATING' objects in order of y2 (base of object) +// 2. Display new object frames/positions in dib +// Finally, cycle any animating objects to next frame +void ObjectHandler::updateImages() { + debugC(5, kDebugEngine, "updateImages"); + + // Initialise the index array to visible objects in current screen + int num_objs = 0; + byte objindex[MAXOBJECTS]; // Array of indeces to objects + + for (int i = 0; i < _vm->_numObj; i++) { + object_t *obj = &_objects[i]; + if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling >= ALMOST_INVISIBLE)) + objindex[num_objs++] = i; + } + + // Sort the objects into increasing y+y2 (painter's algorithm) + qsort(objindex, num_objs, sizeof(objindex[0]), y2comp); + + // Add each visible object to display list + for (int i = 0; i < num_objs; i++) { + object_t *obj = &_objects[objindex[i]]; + // Count down inter-frame timer + if (obj->frameTimer) + obj->frameTimer--; + + if (obj->cycling > ALMOST_INVISIBLE) { // Only if visible + switch (obj->cycling) { + case NOT_CYCLING: + _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL); + break; + case CYCLE_FORWARD: + if (obj->frameTimer) // Not time to see next frame yet + _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL); + else + _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr->nextSeqPtr, obj->priority == OVEROVL); + break; + case CYCLE_BACKWARD: { + seq_t *seqPtr = obj->currImagePtr; + if (!obj->frameTimer) { // Show next frame + while (seqPtr->nextSeqPtr != obj->currImagePtr) + seqPtr = seqPtr->nextSeqPtr; + } + _vm->_screen->displayFrame(obj->x, obj->y, seqPtr, obj->priority == OVEROVL); + break; + } + default: + break; + } + } + } + + // Cycle any animating objects + for (int i = 0; i < num_objs; i++) { + object_t *obj = &_objects[objindex[i]]; + if (obj->cycling != INVISIBLE) { + // Only if it's visible + if (obj->cycling == ALMOST_INVISIBLE) + obj->cycling = INVISIBLE; + + // Now Rotate to next picture in sequence + switch (obj->cycling) { + case NOT_CYCLING: + break; + case CYCLE_FORWARD: + if (!obj->frameTimer) { + // Time to step to next frame + obj->currImagePtr = obj->currImagePtr->nextSeqPtr; + // Find out if this is last frame of sequence + // If so, reset frame_timer and decrement n_cycle + if (obj->frameInterval || obj->cycleNumb) { + obj->frameTimer = obj->frameInterval; + for (int j = 0; j < obj->seqNumb; j++) { + if (obj->currImagePtr->nextSeqPtr == obj->seqList[j].seqPtr) { + if (obj->cycleNumb) { // Decr cycleNumb if Non-continous + if (!--obj->cycleNumb) + obj->cycling = NOT_CYCLING; + } + } + } + } + } + break; + case CYCLE_BACKWARD: { + if (!obj->frameTimer) { + // Time to step to prev frame + seq_t *seqPtr = obj->currImagePtr; + while (obj->currImagePtr->nextSeqPtr != seqPtr) + obj->currImagePtr = obj->currImagePtr->nextSeqPtr; + // Find out if this is first frame of sequence + // If so, reset frame_timer and decrement n_cycle + if (obj->frameInterval || obj->cycleNumb) { + obj->frameTimer = obj->frameInterval; + for (int j = 0; j < obj->seqNumb; j++) { + if (obj->currImagePtr == obj->seqList[j].seqPtr) { + if (obj->cycleNumb){ // Decr cycleNumb if Non-continous + if (!--obj->cycleNumb) + obj->cycling = NOT_CYCLING; + } + } + } + } + } + break; + } + default: + break; + } + obj->oldx = obj->x; + obj->oldy = obj->y; + } + } +} + +void ObjectHandler::swapImages(int objNumb1, int objNumb2) { +// Swap all the images of one object with another. Set hero_image (we make +// the assumption for now that the first obj is always the HERO) to the object +// number of the swapped image + debugC(1, kDebugSchedule, "swapImages(%d, %d)", objNumb1, objNumb2); + + saveSeq(&_objects[objNumb1]); + + seqList_t tmpSeqList[MAX_SEQUENCES]; + int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES; + + memcpy(tmpSeqList, _objects[objNumb1].seqList, seqListSize); + memcpy(_objects[objNumb1].seqList, _objects[objNumb2].seqList, seqListSize); + memcpy(_objects[objNumb2].seqList, tmpSeqList, seqListSize); + restoreSeq(&_objects[objNumb1]); + _objects[objNumb2].currImagePtr = _objects[objNumb2].seqList[0].seqPtr; + _vm->_heroImage = (_vm->_heroImage == HERO) ? objNumb2 : HERO; + + // Make sure baseline stays constant + _objects[objNumb1].y += _objects[objNumb2].currImagePtr->y2 - _objects[objNumb1].currImagePtr->y2; +} + +void ObjectHandler::saveSeq(object_t *obj) { +// Save sequence number and image number in given object + debugC(1, kDebugFile, "saveSeq"); + + bool found = false; + for (int j = 0; !found && (j < obj->seqNumb); j++) { + seq_t *q = obj->seqList[j].seqPtr; + for (int k = 0; !found && (k < obj->seqList[j].imageNbr); k++) { + if (obj->currImagePtr == q) { + found = true; + obj->curSeqNum = j; + obj->curImageNum = k; + } else { + q = q->nextSeqPtr; + } + } + } +} + +void ObjectHandler::restoreSeq(object_t *obj) { +// Set up cur_seq_p from stored sequence and image number in object + debugC(1, kDebugFile, "restoreSeq"); + + seq_t *q = obj->seqList[obj->curSeqNum].seqPtr; + for (int j = 0; j < obj->curImageNum; j++) + q = q->nextSeqPtr; + obj->currImagePtr = q; +} + +// Update all object positions. Process object 'local' events +// including boundary events and collisions +void ObjectHandler::moveObjects() { + debugC(4, kDebugEngine, "moveObjects"); + + // If route mode enabled, do special route processing + if (_vm->getGameStatus().routeIndex >= 0) + _vm->_route->processRoute(); + + // Perform any adjustments to velocity based on special path types + // and store all (visible) object baselines into the boundary file. + // Don't store foreground or background objects + for (int i = 0; i < _vm->_numObj; i++) { + object_t *obj = &_objects[i]; // Get pointer to object + seq_t *currImage = obj->currImagePtr; // Get ptr to current image + if (obj->screenIndex == *_vm->_screen_p) { + switch (obj->pathType) { + case CHASE: + case CHASE2: { + int8 radius = obj->radius; // Default to object's radius + if (radius < 0) // If radius infinity, use closer value + radius = DX; + + // Allowable motion wrt boundary + int dx = _vm->_hero->x + _vm->_hero->currImagePtr->x1 - obj->x - currImage->x1; + int dy = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - obj->y - currImage->y2 - 1; + if (abs(dx) <= radius) + obj->vx = 0; + else + obj->vx = (dx > 0) ? MIN(dx, obj->vxPath) : MAX(dx, -obj->vxPath); + if (abs(dy) <= radius) + obj->vy = 0; + else + obj->vy = (dy > 0) ? MIN(dy, obj->vyPath) : MAX(dy, -obj->vyPath); + + // Set first image in sequence (if multi-seq object) + switch (obj->seqNumb) { + case 4: + if (!obj->vx) { // Got 4 directions + if (obj->vx != obj->oldvx) { // vx just stopped + if (dy >= 0) + obj->currImagePtr = obj->seqList[DOWN].seqPtr; + else + obj->currImagePtr = obj->seqList[_UP].seqPtr; + } + } else if (obj->vx != obj->oldvx) { + if (dx > 0) + obj->currImagePtr = obj->seqList[RIGHT].seqPtr; + else + obj->currImagePtr = obj->seqList[LEFT].seqPtr; + } + break; + case 3: + case 2: + if (obj->vx != obj->oldvx) { // vx just stopped + if (dx > 0) // Left & right only + obj->currImagePtr = obj->seqList[RIGHT].seqPtr; + else + obj->currImagePtr = obj->seqList[LEFT].seqPtr; + } + break; + } + + if (obj->vx || obj->vy) + obj->cycling = CYCLE_FORWARD; + else { + obj->cycling = NOT_CYCLING; + _vm->boundaryCollision(obj); // Must have got hero! + } + obj->oldvx = obj->vx; + obj->oldvy = obj->vy; + currImage = obj->currImagePtr; // Get (new) ptr to current image + break; + } + case WANDER2: + case WANDER: + if (!_vm->_rnd->getRandomNumber(3 * NORMAL_TPS)) { // Kick on random interval + obj->vx = _vm->_rnd->getRandomNumber(obj->vxPath << 1) - obj->vxPath; + obj->vy = _vm->_rnd->getRandomNumber(obj->vyPath << 1) - obj->vyPath; + + // Set first image in sequence (if multi-seq object) + if (obj->seqNumb > 1) { + if (!obj->vx && (obj->seqNumb >= 4)) { + if (obj->vx != obj->oldvx) { // vx just stopped + if (obj->vy > 0) + obj->currImagePtr = obj->seqList[DOWN].seqPtr; + else + obj->currImagePtr = obj->seqList[_UP].seqPtr; + } + } else if (obj->vx != obj->oldvx) { + if (obj->vx > 0) + obj->currImagePtr = obj->seqList[RIGHT].seqPtr; + else + obj->currImagePtr = obj->seqList[LEFT].seqPtr; + } + } + obj->oldvx = obj->vx; + obj->oldvy = obj->vy; + currImage = obj->currImagePtr; // Get (new) ptr to current image + } + if (obj->vx || obj->vy) + obj->cycling = CYCLE_FORWARD; + break; + default: + ; // Really, nothing + } + // Store boundaries + if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) + _vm->storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2); + } + } + + // Move objects, allowing for boundaries + for (int i = 0; i < _vm->_numObj; i++) { + object_t *obj = &_objects[i]; // Get pointer to object + if ((obj->screenIndex == *_vm->_screen_p) && (obj->vx || obj->vy)) { + // Only process if it's moving + + // Do object movement. Delta_x,y return allowed movement in x,y + // to move as close to a boundary as possible without crossing it. + seq_t *currImage = obj->currImagePtr; // Get ptr to current image + // object coordinates + int x1 = obj->x + currImage->x1; // Left edge of object + int x2 = obj->x + currImage->x2; // Right edge + int y1 = obj->y + currImage->y1; // Top edge + int y2 = obj->y + currImage->y2; // Bottom edge + + if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) + _vm->clearBoundary(x1, x2, y2); // Clear our own boundary + + // Allowable motion wrt boundary + int dx = _vm->deltaX(x1, x2, obj->vx, y2); + if (dx != obj->vx) { + // An object boundary collision! + _vm->boundaryCollision(obj); + obj->vx = 0; + } + + int dy = _vm->deltaY(x1, x2, obj->vy, y2); + if (dy != obj->vy) { + // An object boundary collision! + _vm->boundaryCollision(obj); + obj->vy = 0; + } + + if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) + _vm->storeBoundary(x1, x2, y2); // Re-store our own boundary + + obj->x += dx; // Update object position + obj->y += dy; + + // Don't let object go outside screen + if (x1 < EDGE) + obj->x = EDGE2; + if (x2 > (XPIX - EDGE)) + obj->x = XPIX - EDGE2 - (x2 - x1); + if (y1 < EDGE) + obj->y = EDGE2; + if (y2 > (YPIX - EDGE)) + obj->y = YPIX - EDGE2 - (y2 - y1); + + if ((obj->vx == 0) && (obj->vy == 0) && (obj->pathType != WANDER2) && (obj->pathType != CHASE2)) + obj->cycling = NOT_CYCLING; + } + } + + // Clear all object baselines from the boundary file. + for (int i = 0; i < _vm->_numObj; i++) { + object_t *obj = &_objects[i]; // Get pointer to object + seq_t *currImage = obj->currImagePtr; // Get ptr to current image + if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) + _vm->clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2); + } + + // If maze mode is enabled, do special maze processing + if (_maze.enabledFl) + _vm->processMaze(); +} + +// If status.objid = -1, pick up objid, else use status.objid on objid, +// if objid can't be picked up, use it directly +void ObjectHandler::useObject(int16 objId) { + debugC(1, kDebugEngine, "useObject(%d)", objId); + + char *verb; // Background verb to use directly + object_t *obj = &_objects[objId]; // Ptr to object + if (_vm->getGameStatus().inventoryObjId == -1) { + // Get or use objid directly + if ((obj->genericCmd & TAKE) || obj->objValue) // Get collectible item + sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_take][0], _vm->_arrayNouns[obj->nounIndex][0]); + else if (obj->genericCmd & LOOK) // Look item + sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_look][0], _vm->_arrayNouns[obj->nounIndex][0]); + else if (obj->genericCmd & DROP) // Drop item + sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_drop][0], _vm->_arrayNouns[obj->nounIndex][0]); + else if (obj->cmdIndex != 0) // Use non-collectible item if able + sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_cmdList[obj->cmdIndex][1].verbIndex][0], _vm->_arrayNouns[obj->nounIndex][0]); + else if ((verb = _vm->useBG(_vm->_arrayNouns[obj->nounIndex][0])) != 0) + sprintf(_line, "%s %s", verb, _vm->_arrayNouns[obj->nounIndex][0]); + else + return; // Can't use object directly + } else { + // Use status.objid on objid + // Default to first cmd verb + sprintf(_line, "%s %s %s", _vm->_arrayVerbs[_vm->_cmdList[_objects[_vm->getGameStatus().inventoryObjId].cmdIndex][1].verbIndex][0], + _vm->_arrayNouns[_objects[_vm->getGameStatus().inventoryObjId].nounIndex][0], + _vm->_arrayNouns[obj->nounIndex][0]); + + // Check valid use of objects and override verb if necessary + for (uses_t *use = _vm->_uses; use->objId != _vm->_numObj; use++) { + if (_vm->getGameStatus().inventoryObjId == use->objId) { + // Look for secondary object, if found use matching verb + bool foundFl = false; + for (target_t *target = use->targets; _vm->_arrayNouns[target->nounIndex] != 0; target++) + if (_vm->_arrayNouns[target->nounIndex][0] == _vm->_arrayNouns[obj->nounIndex][0]) { + foundFl = true; + sprintf(_line, "%s %s %s", _vm->_arrayVerbs[target->verbIndex][0], + _vm->_arrayNouns[_objects[_vm->getGameStatus().inventoryObjId].nounIndex][0], + _vm->_arrayNouns[obj->nounIndex][0]); + } + + // No valid use of objects found, print failure string + if (!foundFl) { + // Deselect dragged icon if inventory not active + if (_vm->getGameStatus().inventoryState != I_ACTIVE) + _vm->getGameStatus().inventoryObjId = -1; + Utils::Box(BOX_ANY, "%s", _vm->_textData[use->dataIndex]); + return; + } + } + } + } + + if (_vm->getGameStatus().inventoryState == I_ACTIVE) // If inventory active, remove it + _vm->getGameStatus().inventoryState = I_UP; + _vm->getGameStatus().inventoryObjId = -1; // Deselect any dragged icon + _vm->_parser->lineHandler(); // and process command +} + +// Return object index of the topmost object under the cursor, or -1 if none +// Objects are filtered if not "useful" +int16 ObjectHandler::findObject(uint16 x, uint16 y) { + debugC(3, kDebugEngine, "findObject(%d, %d)", x, y); + + int16 objIndex = -1; // Index of found object + uint16 y2Max = 0; // Greatest y2 + object_t *obj = _objects; + // Check objects on screen + for (int i = 0; i < _vm->_numObj; i++, obj++) { + // Object must be in current screen and "useful" + if (obj->screenIndex == *_vm->_screen_p && (obj->genericCmd || obj->objValue || obj->cmdIndex)) { + seq_t *curImage = obj->currImagePtr; + // Object must have a visible image... + if (curImage != 0 && obj->cycling != INVISIBLE) { + // If cursor inside object + if (x >= (uint16)obj->x && x <= obj->x + curImage->x2 && y >= (uint16)obj->y && y <= obj->y + curImage->y2) { + // If object is closest so far + if (obj->y + curImage->y2 > y2Max) { + y2Max = obj->y + curImage->y2; + objIndex = i; // Found an object! + } + } + } else { + // ...or a dummy object that has a hotspot rectangle + if (curImage == 0 && obj->vxPath != 0 && !obj->carriedFl) { + // If cursor inside special rectangle + if ((int16)x >= obj->oldx && (int16)x < obj->oldx + obj->vxPath && (int16)y >= obj->oldy && (int16)y < obj->oldy + obj->vyPath) { + // If object is closest so far + if (obj->oldy + obj->vyPath - 1 > (int16)y2Max) { + y2Max = obj->oldy + obj->vyPath - 1; + objIndex = i; // Found an object! + } + } + } + } + } + } + return objIndex; +} + +// Issue "Look at <object>" command +// Note special case of swapped hero image +void ObjectHandler::lookObject(object_t *obj) { + debugC(1, kDebugEngine, "lookObject"); + + if (obj == _vm->_hero) + // Hero swapped - look at other + obj = &_objects[_vm->_heroImage]; + + _vm->_parser->command("%s %s", _vm->_arrayVerbs[_vm->_look][0], _vm->_arrayNouns[obj->nounIndex][0]); +} + +// Free all object images +void ObjectHandler::freeObjects() { + debugC(1, kDebugEngine, "freeObjects"); + + // Nothing to do if not allocated yet + if (_vm->_hero->seqList[0].seqPtr == 0) + return; + + // Free all sequence lists and image data + for (int i = 0; i < _vm->_numObj; i++) { + object_t *obj = &_objects[i]; + for (int j = 0; j < obj->seqNumb; j++) { // for each sequence + seq_t *seq = obj->seqList[j].seqPtr; // Free image + if (seq == 0) // Failure during database load + break; + do { + free(seq->imagePtr); + seq = seq->nextSeqPtr; + } while (seq != obj->seqList[j].seqPtr); + free(seq); // Free sequence record + } + } +} + +// Compare function for the quicksort. The sort is to order the objects in +// increasing vertical position, using y+y2 as the baseline +// Returns -1 if ay2 < by2 else 1 if ay2 > by2 else 0 +int ObjectHandler::y2comp(const void *a, const void *b) { + debugC(6, kDebugEngine, "y2comp"); + +// const object_t *p1 = &s_Engine->_objects[*(const byte *)a]; +// const object_t *p2 = &s_Engine->_objects[*(const byte *)b]; + const object_t *p1 = &HugoEngine::get()._object->_objects[*(const byte *)a]; + const object_t *p2 = &HugoEngine::get()._object->_objects[*(const byte *)b]; + + if (p1 == p2) + // Why does qsort try the same indexes? + return 0; + + if (p1->priority == BACKGROUND) + return -1; + + if (p2->priority == BACKGROUND) + return 1; + + if (p1->priority == FOREGROUND) + return 1; + + if (p2->priority == FOREGROUND) + return -1; + + int ay2 = p1->y + p1->currImagePtr->y2; + int by2 = p2->y + p2->currImagePtr->y2; + + return ay2 - by2; +} + +// Return TRUE if object being carried by hero +bool ObjectHandler::isCarrying(uint16 wordIndex) { + debugC(1, kDebugParser, "isCarrying(%d)", wordIndex); + + for (int i = 0; i < _vm->_numObj; i++) { + if ((wordIndex == _objects[i].nounIndex) && _objects[i].carriedFl) + return true; + } + return false; +} + +// Describe any takeable objects visible in this screen +void ObjectHandler::showTakeables() { + debugC(1, kDebugParser, "showTakeables"); + + for (int j = 0; j < _vm->_numObj; j++) { + object_t *obj = &_objects[j]; + if ((obj->cycling != INVISIBLE) && + (obj->screenIndex == *_vm->_screen_p) && + (((TAKE & obj->genericCmd) == TAKE) || obj->objValue)) { + Utils::Box(BOX_ANY, "You can also see:\n%s.", _vm->_arrayNouns[obj->nounIndex][LOOK_NAME]); + } + } +} + +void ObjectHandler::loadObject(Common::File &in) { +// TODO: For Hugo3, if not in story mode, set _objects[2].state to 3 + for (int varnt = 0; varnt < _vm->_numVariant; varnt++) { + uint16 numElem = in.readUint16BE(); + if (varnt == _vm->_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(); + uint16 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(); + uint16 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(); + } + } + } +} + +} // End of namespace Hugo |
