2022-01-25 10:36:08 +02:00

165 lines
4.4 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "trecision/struct.h"
namespace Trecision {
void SRoom::loadRoom(Common::SeekableReadStreamEndian *stream) {
stream->read(&_baseName, 4);
_flag = stream->readByte();
stream->readByte(); // Padding
_bkgAnim = stream->readUint16();
for (int j = 0; j < MAXOBJINROOM; ++j)
_object[j] = stream->readUint16();
for (int j = 0; j < MAXSOUNDSINROOM; ++j)
_sounds[j] = stream->readUint16();
for (int j = 0; j < MAXACTIONINROOM; ++j)
_actions[j] = stream->readUint16();
}
void SRoom::syncGameStream(Common::Serializer &ser) {
ser.syncBytes((byte *)_baseName, 4);
for (int i = 0; i < MAXACTIONINROOM; i++)
ser.syncAsUint16LE(_actions[i]);
ser.syncAsByte(_flag);
ser.syncAsUint16LE(_bkgAnim);
}
/********************************************************************/
void SObject::readRect(Common::SeekableReadStream *stream) {
_rect.left = stream->readUint16LE();
_rect.top = stream->readUint16LE();
_rect.setWidth(stream->readUint16LE());
_rect.setHeight(stream->readUint16LE());
}
void SObject::syncGameStream(Common::Serializer &ser) {
ser.syncAsUint16LE(_area.left);
ser.syncAsUint16LE(_area.top);
ser.syncAsUint16LE(_area.right);
ser.syncAsUint16LE(_area.bottom);
ser.syncAsUint16LE(_name);
ser.syncAsUint16LE(_examine);
ser.syncAsUint16LE(_action);
ser.syncAsUint16LE(_anim);
ser.syncAsByte(_mode);
ser.syncAsByte(_flag);
ser.syncAsByte(_goRoom);
ser.syncAsByte(_nbox);
ser.syncAsByte(_ninv);
ser.syncAsSByte(_position);
}
void SObject::loadObj(Common::SeekableReadStreamEndian *stream) {
uint16 w = stream->readUint16();
uint16 h = stream->readUint16();
_rect.left = stream->readUint16();
_rect.top = stream->readUint16();
_rect.setWidth(w);
_rect.setHeight(h);
_area.left = stream->readUint16();
_area.top = stream->readUint16();
_area.right = stream->readUint16();
_area.bottom = stream->readUint16();
_position = stream->readSByte();
stream->readByte(); // Padding
_name = stream->readUint16();
_examine = stream->readUint16();
_action = stream->readUint16();
_goRoom = stream->readByte();
_nbox = stream->readByte();
_ninv = stream->readByte();
_mode = stream->readByte();
_flag = stream->readByte();
stream->readByte(); // Padding
_anim = stream->readUint16();
}
/********************************************************************/
void SInvObject::syncGameStream(Common::Serializer &ser) {
ser.syncAsUint16LE(_name);
ser.syncAsUint16LE(_examine);
ser.syncAsUint16LE(_action);
ser.syncAsUint16LE(_anim);
ser.syncAsByte(_flag);
}
void SInvObject::loadObj(Common::SeekableReadStreamEndian *stream) {
_name = stream->readUint16();
_examine = stream->readUint16();
_action = stream->readUint16();
_flag = stream->readByte();
stream->readByte(); // Padding
_anim = stream->readUint16();
}
/********************************************************************/
void STexture::clear() {
_dx = _dy = _angle = 0;
_texture = nullptr;
_active = false;
}
void STexture::set(int16 x, int16 y, uint8 *buffer) {
_dx = x;
_dy = y;
_angle = 0;
_active = true;
_texture = buffer;
}
/********************************************************************/
void SVertex::clear() {
_x = _y = _z = 0.0f;
_nx = _ny = _nz = 0.0f;
}
/********************************************************************/
void SLight::clear() {
_x = _y = _z = 0.0f;
_dx = _dy = _dz = 0.0f;
_inr = _outr = 0.0f;
_hotspot = 0;
_fallOff = 0;
_inten = 0;
_position = 0;
}
/********************************************************************/
void SCamera::clear() {
_ex = _ey = _ez = 0.0f;
_fovX = _fovY = 0.0f;
for (uint8 i = 0; i < 3; ++i)
_e1[i] = _e2[i] = _e3[i] = 0.0f;
}
} // namespace Trecision