scummvm/engines/hugo/object.cpp
Arnaud Boutonné 0101a0e0bb HUGO: Moved _objects to a separate file
also suppressed some dereferencing

svn-id: r53674
2010-10-21 17:09:57 +00:00

695 lines
24 KiB
C++

/* 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