From 08a57f08376cffd5007f216917969bef48a343bb Mon Sep 17 00:00:00 2001 From: Sven Hesse Date: Tue, 21 Feb 2006 14:22:25 +0000 Subject: More GOB2 changes (Mult::loadMult()) + correcting some mistakes I made svn-id: r20806 --- engines/gob/mult_v1.cpp | 199 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 199 insertions(+) create mode 100644 engines/gob/mult_v1.cpp (limited to 'engines/gob/mult_v1.cpp') diff --git a/engines/gob/mult_v1.cpp b/engines/gob/mult_v1.cpp new file mode 100644 index 0000000000..ee29c0b0d0 --- /dev/null +++ b/engines/gob/mult_v1.cpp @@ -0,0 +1,199 @@ +/* ScummVM - Scumm Interpreter + * Copyright (C) 2004 Ivan Dubrov + * Copyright (C) 2004-2006 The ScummVM project + * + * 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 "gob/gob.h" +#include "gob/mult.h" +#include "gob/game.h" +#include "gob/scenery.h" +#include "gob/global.h" + +namespace Gob { + +Mult_v1::Mult_v1(GobEngine *vm) : Mult(vm) { +} + +void Mult_v1::loadMult(int16 resId) { + char animCount; + char staticCount; + int16 palIndex; + int16 i, j; + + _sndSlotsCount = 0; + _frameStart = 0; + _multData = _vm->_game->loadExtData(resId, 0, 0); + _dataPtr = _multData; + + staticCount = _dataPtr[0]; + animCount = _dataPtr[1]; + _dataPtr += 2; + staticCount++; + animCount++; + + for (i = 0; i < staticCount; i++, _dataPtr += 14) { + _staticIndices[i] = _vm->_scenery->loadStatic(1); + + if (_staticIndices[i] >= 100) { + _staticIndices[i] -= 100; + _staticLoaded[i] = 1; + } else { + _staticLoaded[i] = 0; + } + } + + for (i = 0; i < animCount; i++, _dataPtr += 14) { + _animIndices[i] = _vm->_scenery->loadAnim(1); + + if (_animIndices[i] >= 100) { + _animIndices[i] -= 100; + _animLoaded[i] = 1; + } else { + _animLoaded[i] = 0; + } + } + + _frameRate = READ_LE_UINT16(_dataPtr); + _dataPtr += 2; + + _staticKeysCount = READ_LE_UINT16(_dataPtr); + _dataPtr += 2; + + _staticKeys = new Mult_StaticKey[_staticKeysCount]; + for (i = 0; i < _staticKeysCount; i++, _dataPtr += 4) { + _staticKeys[i].frame = (int16)READ_LE_UINT16(_dataPtr); + _staticKeys[i].layer = (int16)READ_LE_UINT16(_dataPtr + 2); + } + + for (j = 0; j < 4; j++) { + _animKeysCount[j] = READ_LE_UINT16(_dataPtr); + _dataPtr += 2; + + _animKeys[j] = new Mult_AnimKey[_animKeysCount[j]]; + for (i = 0; i < _animKeysCount[j]; i++, _dataPtr += 10) { + _animKeys[j][i].frame = (int16)READ_LE_UINT16(_dataPtr); + _animKeys[j][i].layer = (int16)READ_LE_UINT16(_dataPtr + 2); + _animKeys[j][i].posX = (int16)READ_LE_UINT16(_dataPtr + 4); + _animKeys[j][i].posY = (int16)READ_LE_UINT16(_dataPtr + 6); + _animKeys[j][i].order = (int16)READ_LE_UINT16(_dataPtr + 8); + } + } + + for (palIndex = 0; palIndex < 5; palIndex++) { + for (i = 0; i < 16; i++) { + _fadePal[palIndex][i].red = _dataPtr[0]; + _fadePal[palIndex][i].green = _dataPtr[1]; + _fadePal[palIndex][i].blue = _dataPtr[2]; + _dataPtr += 3; + } + } + + _palFadeKeysCount = READ_LE_UINT16(_dataPtr); + _dataPtr += 2; + _palFadeKeys = new Mult_PalFadeKey[_palFadeKeysCount]; + + for (i = 0; i < _palFadeKeysCount; i++, _dataPtr += 7) { + _palFadeKeys[i].frame = (int16)READ_LE_UINT16(_dataPtr); + _palFadeKeys[i].fade = (int16)READ_LE_UINT16(_dataPtr + 2); + _palFadeKeys[i].palIndex = (int16)READ_LE_UINT16(_dataPtr + 4); + _palFadeKeys[i].flag = *(_dataPtr + 6); + } + + _palKeysCount = READ_LE_UINT16(_dataPtr); + _dataPtr += 2; + + _palKeys = new Mult_PalKey[_palKeysCount]; + for (i = 0; i < _palKeysCount; i++, _dataPtr += 80) { + _palKeys[i].frame = (int16)READ_LE_UINT16(_dataPtr); + _palKeys[i].cmd = (int16)READ_LE_UINT16(_dataPtr + 2); + _palKeys[i].rates[0] = (int16)READ_LE_UINT16(_dataPtr + 4); + _palKeys[i].rates[1] = (int16)READ_LE_UINT16(_dataPtr + 6); + _palKeys[i].rates[2] = (int16)READ_LE_UINT16(_dataPtr + 8); + _palKeys[i].rates[3] = (int16)READ_LE_UINT16(_dataPtr + 10); + _palKeys[i].unknown0 = (int16)READ_LE_UINT16(_dataPtr + 12); + _palKeys[i].unknown1 = (int16)READ_LE_UINT16(_dataPtr + 14); + memcpy(_palKeys[i].subst, _dataPtr + 16, 64); + } + + _textKeysCount = READ_LE_UINT16(_dataPtr); + _dataPtr += 2; + _textKeys = new Mult_TextKey[_textKeysCount]; + + for (i = 0; i < _textKeysCount; i++, _dataPtr += 28) { + _textKeys[i].frame = (int16)READ_LE_UINT16(_dataPtr); + _textKeys[i].cmd = (int16)READ_LE_UINT16(_dataPtr + 2); + for (int k = 0; k < 9; ++k) + _textKeys[i].unknown0[k] = (int16)READ_LE_UINT16(_dataPtr + 4 + (k * 2)); + _textKeys[i].index = (int16)READ_LE_UINT16(_dataPtr + 22); + _textKeys[i].unknown1[0] = (int16)READ_LE_UINT16(_dataPtr + 24); + _textKeys[i].unknown1[1] = (int16)READ_LE_UINT16(_dataPtr + 26); + } + + _sndKeysCount = READ_LE_UINT16(_dataPtr); + _dataPtr += 2; + + _sndKeys = new Mult_SndKey[_sndKeysCount]; + for (i = 0; i < _sndKeysCount; i++) { + _sndKeys[i].frame = (int16)READ_LE_UINT16(_dataPtr); + _sndKeys[i].cmd = (int16)READ_LE_UINT16(_dataPtr + 2); + _sndKeys[i].freq = (int16)READ_LE_UINT16(_dataPtr + 4); + _sndKeys[i].channel = (int16)READ_LE_UINT16(_dataPtr + 6); + _sndKeys[i].repCount = (int16)READ_LE_UINT16(_dataPtr + 8); + _sndKeys[i].resId = (int16)READ_LE_UINT16(_dataPtr + 10); + _sndKeys[i].soundIndex = (int16)READ_LE_UINT16(_dataPtr + 12); + + _sndKeys[i].soundIndex = -1; + _sndKeys[i].resId = -1; + _dataPtr += 36; + switch (_sndKeys[i].cmd) { + case 1: + case 4: + _sndKeys[i].resId = READ_LE_UINT16(_vm->_global->_inter_execPtr); + + for (j = 0; j < i; j++) { + if (_sndKeys[i].resId == + _sndKeys[j].resId) { + _sndKeys[i].soundIndex = + _sndKeys[j].soundIndex; + _vm->_global->_inter_execPtr += 2; + break; + } + } + if (i == j) { + _vm->_game->interLoadSound(19 - _sndSlotsCount); + _sndKeys[i].soundIndex = + 19 - _sndSlotsCount; + _sndSlotsCount++; + } + break; + + case 3: + _vm->_global->_inter_execPtr += 6; + break; + + case 5: + _vm->_global->_inter_execPtr += _sndKeys[i].freq * 2; + break; + } + } +} + +} // End of namespace Gob -- cgit v1.2.3