/* 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 " 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]); } } } // Find a clear space around supplied object that hero can walk to bool ObjectHandler::findObjectSpace(object_t *obj, int16 *destx, int16 *desty) { debugC(1, kDebugEngine, "findObjectSpace(obj, %d, %d)", *destx, *desty); seq_t *curImage = obj->currImagePtr; int16 y = obj->y + curImage->y2 - 1; bool foundFl = true; // Try left rear corner for (int16 x = *destx = obj->x + curImage->x1; x < *destx + HERO_MAX_WIDTH; x++) { if (BOUND(x, y)) foundFl = false; } if (!foundFl) { // Try right rear corner foundFl = true; for (int16 x = *destx = obj->x + curImage->x2 - HERO_MAX_WIDTH + 1; x <= obj->x + (int16)curImage->x2; x++) { if (BOUND(x, y)) foundFl = false; } } if (!foundFl) { // Try left front corner foundFl = true; y += 2; for (int16 x = *destx = obj->x + curImage->x1; x < *destx + HERO_MAX_WIDTH; x++) { if (BOUND(x, y)) foundFl = false; } } if (!foundFl) { // Try right rear corner foundFl = true; for (int16 x = *destx = obj->x + curImage->x2 - HERO_MAX_WIDTH + 1; x <= obj->x + (int16)curImage->x2; x++) { if (BOUND(x, y)) foundFl = false; } } *desty = y; return foundFl; } 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