mirror of
https://github.com/libretro/scummvm.git
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165 lines
4.4 KiB
C++
165 lines
4.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "trecision/struct.h"
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namespace Trecision {
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void SRoom::loadRoom(Common::SeekableReadStreamEndian *stream) {
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stream->read(&_baseName, 4);
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_flag = stream->readByte();
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stream->readByte(); // Padding
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_bkgAnim = stream->readUint16();
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for (int j = 0; j < MAXOBJINROOM; ++j)
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_object[j] = stream->readUint16();
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for (int j = 0; j < MAXSOUNDSINROOM; ++j)
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_sounds[j] = stream->readUint16();
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for (int j = 0; j < MAXACTIONINROOM; ++j)
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_actions[j] = stream->readUint16();
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}
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void SRoom::syncGameStream(Common::Serializer &ser) {
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ser.syncBytes((byte *)_baseName, 4);
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for (int i = 0; i < MAXACTIONINROOM; i++)
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ser.syncAsUint16LE(_actions[i]);
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ser.syncAsByte(_flag);
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ser.syncAsUint16LE(_bkgAnim);
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}
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/********************************************************************/
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void SObject::readRect(Common::SeekableReadStream *stream) {
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_rect.left = stream->readUint16LE();
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_rect.top = stream->readUint16LE();
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_rect.setWidth(stream->readUint16LE());
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_rect.setHeight(stream->readUint16LE());
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}
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void SObject::syncGameStream(Common::Serializer &ser) {
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ser.syncAsUint16LE(_area.left);
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ser.syncAsUint16LE(_area.top);
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ser.syncAsUint16LE(_area.right);
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ser.syncAsUint16LE(_area.bottom);
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ser.syncAsUint16LE(_name);
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ser.syncAsUint16LE(_examine);
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ser.syncAsUint16LE(_action);
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ser.syncAsUint16LE(_anim);
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ser.syncAsByte(_mode);
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ser.syncAsByte(_flag);
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ser.syncAsByte(_goRoom);
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ser.syncAsByte(_nbox);
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ser.syncAsByte(_ninv);
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ser.syncAsSByte(_position);
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}
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void SObject::loadObj(Common::SeekableReadStreamEndian *stream) {
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uint16 w = stream->readUint16();
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uint16 h = stream->readUint16();
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_rect.left = stream->readUint16();
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_rect.top = stream->readUint16();
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_rect.setWidth(w);
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_rect.setHeight(h);
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_area.left = stream->readUint16();
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_area.top = stream->readUint16();
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_area.right = stream->readUint16();
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_area.bottom = stream->readUint16();
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_position = stream->readSByte();
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stream->readByte(); // Padding
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_name = stream->readUint16();
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_examine = stream->readUint16();
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_action = stream->readUint16();
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_goRoom = stream->readByte();
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_nbox = stream->readByte();
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_ninv = stream->readByte();
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_mode = stream->readByte();
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_flag = stream->readByte();
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stream->readByte(); // Padding
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_anim = stream->readUint16();
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}
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/********************************************************************/
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void SInvObject::syncGameStream(Common::Serializer &ser) {
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ser.syncAsUint16LE(_name);
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ser.syncAsUint16LE(_examine);
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ser.syncAsUint16LE(_action);
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ser.syncAsUint16LE(_anim);
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ser.syncAsByte(_flag);
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}
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void SInvObject::loadObj(Common::SeekableReadStreamEndian *stream) {
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_name = stream->readUint16();
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_examine = stream->readUint16();
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_action = stream->readUint16();
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_flag = stream->readByte();
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stream->readByte(); // Padding
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_anim = stream->readUint16();
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}
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/********************************************************************/
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void STexture::clear() {
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_dx = _dy = _angle = 0;
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_texture = nullptr;
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_active = false;
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}
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void STexture::set(int16 x, int16 y, uint8 *buffer) {
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_dx = x;
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_dy = y;
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_angle = 0;
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_active = true;
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_texture = buffer;
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}
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/********************************************************************/
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void SVertex::clear() {
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_x = _y = _z = 0.0f;
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_nx = _ny = _nz = 0.0f;
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}
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/********************************************************************/
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void SLight::clear() {
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_x = _y = _z = 0.0f;
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_dx = _dy = _dz = 0.0f;
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_inr = _outr = 0.0f;
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_hotspot = 0;
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_fallOff = 0;
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_inten = 0;
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_position = 0;
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}
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/********************************************************************/
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void SCamera::clear() {
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_ex = _ey = _ez = 0.0f;
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_fovX = _fovY = 0.0f;
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for (uint8 i = 0; i < 3; ++i)
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_e1[i] = _e2[i] = _e3[i] = 0.0f;
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}
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} // namespace Trecision
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