scummvm/gob/scenery.cpp
Paweł Kołodziejski 2ebdbbf5e0 fixes allow compile with emsvc4 again
svn-id: r20355
2006-02-03 07:30:29 +00:00

784 lines
20 KiB
C++

/* 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.
*
* $Header$
*
*/
#include "gob/gob.h"
#include "gob/scenery.h"
#include "gob/inter.h"
#include "gob/video.h"
#include "gob/draw.h"
#include "gob/game.h"
#include "gob/global.h"
#include "gob/util.h"
#include "gob/anim.h"
#include "gob/parse.h"
#include "gob/cdrom.h"
namespace Gob {
Scenery::Scenery(GobEngine *vm) : _vm(vm) {
int i;
for (i = 0; i < 20; i++) {
_spriteRefs[i] = 0;
_spriteResId[i] = 0;
}
for (i = 0; i < 70; i++ ) {
_staticPictToSprite[i] = 0;
_animPictToSprite[i] = 0;
}
for (i = 0; i < 10; i++) {
_staticPictCount[i] = 0;
_staticFromExt[i] = 0;
_staticResId[i] = 0;
_animPictCount[i] = 0;
_animFromExt[i] = 0;
_animResId[i] = 0;
}
_curStatic = 0;
_curStaticLayer = 0;
_toRedrawLeft = 0;
_toRedrawRight = 0;
_toRedrawTop = 0;
_toRedrawBottom = 0;
_animTop = 0;
_animLeft = 0;
_pCaptureCounter = 0;
}
int16 Scenery::loadStatic(char search) {
int16 tmp;
int16 *backsPtr;
int16 picsCount;
int16 resId;
int16 i;
int16 sceneryIndex;
char *dataPtr;
Static *ptr;
int16 offset;
int16 pictDescId;
int16 width;
int16 height;
int16 sprResId;
int16 sprIndex;
_vm->_inter->evalExpr(&sceneryIndex);
tmp = _vm->_inter->load16();
backsPtr = (int16 *)_vm->_global->_inter_execPtr;
_vm->_global->_inter_execPtr += tmp * 2;
picsCount = _vm->_inter->load16();
resId = _vm->_inter->load16();
if (search) {
for (i = 0; i < 10; i++) {
if (_staticPictCount[i] != -1 && _staticResId[i] == resId) {
_vm->_global->_inter_execPtr += 8 * _staticPictCount[i];
return i;
}
if (_staticPictCount[i] == -1 && i < sceneryIndex)
sceneryIndex = i;
}
}
_staticPictCount[sceneryIndex] = picsCount;
_staticResId[sceneryIndex] = resId;
if (resId >= 30000) {
_staticFromExt[sceneryIndex] = 1;
dataPtr = _vm->_game->loadExtData(resId, 0, 0);
} else {
_staticFromExt[sceneryIndex] = 0;
dataPtr = _vm->_game->loadTotResource(resId);
}
ptr = &_statics[sceneryIndex];
ptr->dataPtr = dataPtr;
ptr->layersCount = (int16)READ_LE_UINT16(dataPtr);
dataPtr += 2;
ptr->layers = new StaticLayer*[ptr->layersCount];
ptr->pieces = new PieceDesc*[picsCount];
ptr->piecesFromExt = new int8[picsCount];
for (i = 0; i < ptr->layersCount; i++) {
offset = (int16)READ_LE_UINT16(&((int16 *)dataPtr)[i]);
ptr->layers[i] = (StaticLayer *)(dataPtr + offset - 2);
ptr->layers[i]->planeCount = (int16)READ_LE_UINT16(&ptr->layers[i]->planeCount);
for (int j = 0; j < ptr->layers[i]->planeCount; ++j) {
ptr->layers[i]->planes[j].destX = (int16)READ_LE_UINT16(&ptr->layers[i]->planes[j].destX);
ptr->layers[i]->planes[j].destY = (int16)READ_LE_UINT16(&ptr->layers[i]->planes[j].destY);
}
ptr->layers[i]->backResId = (int16)READ_LE_UINT16(backsPtr);
backsPtr++;
}
for (i = 0; i < picsCount; i++) {
pictDescId = _vm->_inter->load16();
if (pictDescId >= 30000) {
ptr->pieces[i] =
(PieceDesc *) _vm->_game->loadExtData(pictDescId, 0,
0);
ptr->piecesFromExt[i] = 1;
} else {
ptr->pieces[i] =
(PieceDesc *)
_vm->_game->loadTotResource(pictDescId);
ptr->piecesFromExt[i] = 0;
}
width = _vm->_inter->load16();
height = _vm->_inter->load16();
sprResId = _vm->_inter->load16();
for (sprIndex = 0; sprIndex < 20; sprIndex++) {
if (_spriteResId[sprIndex] == sprResId)
break;
}
if (sprIndex < 20) {
_staticPictToSprite[7 * sceneryIndex + i] =
sprIndex;
_spriteRefs[sprIndex]++;
} else {
for (sprIndex = 19; _vm->_draw->_spritesArray[sprIndex] != 0;
sprIndex--);
_staticPictToSprite[7 * sceneryIndex + i] =
sprIndex;
_spriteRefs[sprIndex] = 1;
_spriteResId[sprIndex] = sprResId;
_vm->_draw->_spritesArray[sprIndex] =
_vm->_video->initSurfDesc(_vm->_global->_videoMode, width, height, 2);
_vm->_video->clearSurf(_vm->_draw->_spritesArray[sprIndex]);
_vm->_draw->_destSurface = sprIndex;
_vm->_draw->_spriteLeft = sprResId;
_vm->_draw->_transparency = 0;
_vm->_draw->_destSpriteX = 0;
_vm->_draw->_destSpriteY = 0;
_vm->_draw->spriteOperation(DRAW_LOADSPRITE);
}
}
return sceneryIndex + 100;
}
void Scenery::freeStatic(int16 index) {
int16 i;
int16 spr;
if (index == -1)
_vm->_inter->evalExpr(&index);
if (_staticPictCount[index] == -1)
return;
for (i = 0; i < _staticPictCount[index]; i++) {
if (_statics[index].piecesFromExt[i] == 1)
delete[] _statics[index].pieces[i];
spr = _staticPictToSprite[index * 7 + i];
_spriteRefs[spr]--;
if (_spriteRefs[spr] == 0) {
_vm->_video->freeSurfDesc(_vm->_draw->_spritesArray[spr]);
_vm->_draw->_spritesArray[spr] = 0;
_spriteResId[spr] = -1;
}
}
delete[] _statics[index].layers;
delete[] _statics[index].pieces;
delete[] _statics[index].piecesFromExt;
if (_staticFromExt[index] == 1)
delete[] _statics[index].dataPtr;
_staticFromExt[index] = 0;
_staticPictCount[index] = -1;
}
void Scenery::renderStatic(int16 scenery, int16 layer) {
Static *ptr;
StaticLayer *layerPtr;
StaticPlane *planePtr;
int16 planeCount;
int16 order;
int16 plane;
int16 pieceIndex;
int16 pictIndex;
int16 left;
int16 right;
int16 top;
int16 bottom;
ptr = &_statics[scenery];
if (layer >= ptr->layersCount)
return;
layerPtr = ptr->layers[layer];
_vm->_draw->_spriteLeft = layerPtr->backResId;
if (_vm->_draw->_spriteLeft != -1) {
_vm->_draw->_destSpriteX = 0;
_vm->_draw->_destSpriteY = 0;
_vm->_draw->_destSurface = 21;
_vm->_draw->_transparency = 0;
_vm->_draw->spriteOperation(DRAW_LOADSPRITE);
}
planeCount = layerPtr->planeCount;
for (order = 0; order < 10; order++) {
for (plane = 0, planePtr = layerPtr->planes;
plane < planeCount; plane++, planePtr++) {
if (planePtr->drawOrder != order)
continue;
pieceIndex = planePtr->pieceIndex;
pictIndex = planePtr->pictIndex - 1;
_vm->_draw->_destSpriteX = planePtr->destX;
_vm->_draw->_destSpriteY = planePtr->destY;
left = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].left);
right = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].right);
top = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].top);
bottom = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].bottom);
_vm->_draw->_sourceSurface =
_staticPictToSprite[scenery * 7 + pictIndex];
_vm->_draw->_destSurface = 21;
_vm->_draw->_spriteLeft = left;
_vm->_draw->_spriteTop = top;
_vm->_draw->_spriteRight = right - left + 1;
_vm->_draw->_spriteBottom = bottom - top + 1;
_vm->_draw->_transparency = planePtr->transp ? 3 : 0;
_vm->_draw->spriteOperation(DRAW_BLITSURF);
}
}
}
void Scenery::interRenderStatic(void) {
int16 layer;
int16 index;
_vm->_inter->evalExpr(&index);
_vm->_inter->evalExpr(&layer);
renderStatic(index, layer);
}
void Scenery::interLoadCurLayer(void) {
_vm->_inter->evalExpr(&_curStatic);
_vm->_inter->evalExpr(&_curStaticLayer);
}
void Scenery::updateStatic(int16 orderFrom) {
StaticLayer *layerPtr;
PieceDesc **pictPtr;
StaticPlane *planePtr;
int16 planeCount;
int16 order;
int16 plane;
int16 pieceIndex;
int16 pictIndex;
int16 left;
int16 right;
int16 top;
int16 bottom;
if (_curStatic == -1)
return;
if (_curStaticLayer >= _statics[_curStatic].layersCount)
return;
layerPtr = _statics[_curStatic].layers[_curStaticLayer];
pictPtr = _statics[_curStatic].pieces;
planeCount = layerPtr->planeCount;
for (order = orderFrom; order < 10; order++) {
for (planePtr = layerPtr->planes, plane = 0;
plane < planeCount; plane++, planePtr++) {
if (planePtr->drawOrder != order)
continue;
pieceIndex = planePtr->pieceIndex;
pictIndex = planePtr->pictIndex - 1;
_vm->_draw->_destSpriteX = planePtr->destX;
_vm->_draw->_destSpriteY = planePtr->destY;
left = FROM_LE_16(pictPtr[pictIndex][pieceIndex].left);
right = FROM_LE_16(pictPtr[pictIndex][pieceIndex].right);
top = FROM_LE_16(pictPtr[pictIndex][pieceIndex].top);
bottom = FROM_LE_16(pictPtr[pictIndex][pieceIndex].bottom);
if (_vm->_draw->_destSpriteX > _toRedrawRight)
continue;
if (_vm->_draw->_destSpriteY > _toRedrawBottom)
continue;
if (_vm->_draw->_destSpriteX < _toRedrawLeft) {
left += _toRedrawLeft - _vm->_draw->_destSpriteX;
_vm->_draw->_destSpriteX = _toRedrawLeft;
}
if (_vm->_draw->_destSpriteY < _toRedrawTop) {
top += _toRedrawTop - _vm->_draw->_destSpriteY;
_vm->_draw->_destSpriteY = _toRedrawTop;
}
_vm->_draw->_spriteLeft = left;
_vm->_draw->_spriteTop = top;
_vm->_draw->_spriteRight = right - left + 1;
_vm->_draw->_spriteBottom = bottom - top + 1;
if (_vm->_draw->_spriteRight <= 0 || _vm->_draw->_spriteBottom <= 0)
continue;
if (_vm->_draw->_destSpriteX + _vm->_draw->_spriteRight - 1 >
_toRedrawRight)
_vm->_draw->_spriteRight =
_toRedrawRight - _vm->_draw->_destSpriteX + 1;
if (_vm->_draw->_destSpriteY + _vm->_draw->_spriteBottom - 1 >
_toRedrawBottom)
_vm->_draw->_spriteBottom =
_toRedrawBottom - _vm->_draw->_destSpriteY + 1;
_vm->_draw->_sourceSurface =
_staticPictToSprite[_curStatic * 7 +
pictIndex];
_vm->_draw->_destSurface = 21;
_vm->_draw->_transparency = planePtr->transp ? 3 : 0;
_vm->_draw->spriteOperation(DRAW_BLITSURF);
}
}
}
int16 Scenery::loadAnim(char search) {
int16 picsCount;
int16 resId;
int16 i;
int16 sceneryIndex;
char *dataPtr;
Animation *ptr;
int16 offset;
int16 pictDescId;
int16 width;
int16 height;
int16 sprResId;
int16 sprIndex;
if (_vm->_cdrom->_cdPlaying) {
while (_vm->_cdrom->getTrackPos() != -1)
_vm->_util->longDelay(50);
_vm->_cdrom->_cdPlaying = false;
}
_vm->_inter->evalExpr(&sceneryIndex);
picsCount = _vm->_inter->load16();
resId = _vm->_inter->load16();
if (search) {
for (i = 0; i < 10; i++) {
if (_animPictCount[i] != 0
&& _animResId[i] == resId) {
_vm->_global->_inter_execPtr += 8 * _animPictCount[i];
return i;
}
if (_animPictCount[i] == 0 && i < sceneryIndex)
sceneryIndex = i;
}
}
_animPictCount[sceneryIndex] = picsCount;
_animResId[sceneryIndex] = resId;
if (resId >= 30000) {
_animFromExt[sceneryIndex] = 1;
dataPtr = _vm->_game->loadExtData(resId, 0, 0);
} else {
_animFromExt[sceneryIndex] = 0;
dataPtr = _vm->_game->loadTotResource(resId);
}
ptr = &_animations[sceneryIndex];
ptr->dataPtr = dataPtr;
ptr->layersCount = READ_LE_UINT16(dataPtr);
dataPtr += 2;
ptr->layers = new AnimLayer*[ptr->layersCount];
ptr->pieces = new PieceDesc*[picsCount];
ptr->piecesFromExt = new int8[picsCount];
for (i = 0; i < ptr->layersCount; i++) {
offset = (int16)READ_LE_UINT16(&((int16 *)dataPtr)[i]);
ptr->layers[i] = (AnimLayer *) (dataPtr + offset - 2);
ptr->layers[i]->unknown0 = (int16)READ_LE_UINT16(&ptr->layers[i]->unknown0);
ptr->layers[i]->posX = (int16)READ_LE_UINT16(&ptr->layers[i]->posX);
ptr->layers[i]->posY = (int16)READ_LE_UINT16(&ptr->layers[i]->posY);
ptr->layers[i]->animDeltaX = (int16)READ_LE_UINT16(&ptr->layers[i]->animDeltaX);
ptr->layers[i]->animDeltaY = (int16)READ_LE_UINT16(&ptr->layers[i]->animDeltaY);
ptr->layers[i]->framesCount = (int16)READ_LE_UINT16(&ptr->layers[i]->framesCount);
}
for (i = 0; i < picsCount; i++) {
pictDescId = _vm->_inter->load16();
if (pictDescId >= 30000) {
ptr->pieces[i] =
(PieceDesc *) _vm->_game->loadExtData(pictDescId, 0,
0);
ptr->piecesFromExt[i] = 1;
} else {
ptr->pieces[i] =
(PieceDesc *)
_vm->_game->loadTotResource(pictDescId);
ptr->piecesFromExt[i] = 0;
}
width = _vm->_inter->load16();
height = _vm->_inter->load16();
sprResId = _vm->_inter->load16();
for (sprIndex = 0; sprIndex < 20; sprIndex++) {
if (_spriteResId[sprIndex] == sprResId)
break;
}
if (sprIndex < 20) {
_animPictToSprite[7 * sceneryIndex + i] = sprIndex;
_spriteRefs[sprIndex]++;
} else {
for (sprIndex = 19; _vm->_draw->_spritesArray[sprIndex] != 0;
sprIndex--);
_animPictToSprite[7 * sceneryIndex + i] = sprIndex;
_spriteRefs[sprIndex] = 1;
_spriteResId[sprIndex] = sprResId;
_vm->_draw->_spritesArray[sprIndex] =
_vm->_video->initSurfDesc(_vm->_global->_videoMode, width, height, 2);
_vm->_video->clearSurf(_vm->_draw->_spritesArray[sprIndex]);
_vm->_draw->_destSurface = sprIndex;
_vm->_draw->_spriteLeft = sprResId;
_vm->_draw->_transparency = 0;
_vm->_draw->_destSpriteX = 0;
_vm->_draw->_destSpriteY = 0;
_vm->_draw->spriteOperation(DRAW_LOADSPRITE);
}
}
return sceneryIndex + 100;
}
// flags & 1 - do capture all area animation is occupying
// flags & 4 == 0 - calculate animation final size
// flags & 2 != 0 - don't check with "toRedraw"'s
// flags & 4 != 0 - checkk view toRedraw
void Scenery::updateAnim(int16 layer, int16 frame, int16 animation, int16 flags,
int16 drawDeltaX, int16 drawDeltaY, char doDraw) {
AnimLayer *layerPtr;
PieceDesc **pictPtr;
AnimFramePiece *framePtr;
uint16 pieceIndex;
uint16 pictIndex;
int16 left;
int16 right;
int16 top;
int16 bottom;
byte highX;
byte highY;
int16 i;
int16 transp;
int16 destX;
int16 destY;
if (layer >= _animations[animation].layersCount)
return;
layerPtr = _animations[animation].layers[layer];
if (frame >= layerPtr->framesCount)
return;
if (flags & 1) // Do capture
{
updateAnim(layer, frame, animation, 0, drawDeltaX,
drawDeltaY, 0);
if (_toRedrawLeft == -12345) // Some magic number?
return;
_vm->_game->capturePush(_toRedrawLeft, _toRedrawTop,
_toRedrawRight - _toRedrawLeft + 1,
_toRedrawBottom - _toRedrawTop + 1);
*_pCaptureCounter = *_pCaptureCounter + 1;
}
pictPtr = _animations[animation].pieces;
framePtr = layerPtr->frames;
for (i = 0; i < frame; i++, framePtr++) {
while (framePtr->notFinal == 1)
framePtr++;
}
if ((flags & 4) == 0) {
_toRedrawLeft = -12345;
} else {
_toRedrawLeft =
MAX(_toRedrawLeft, _vm->_anim->_areaLeft);
_toRedrawTop =
MAX(_toRedrawTop, _vm->_anim->_areaTop);
_toRedrawRight =
MIN(_toRedrawRight,
(int16)(_vm->_anim->_areaLeft + _vm->_anim->_areaWidth - 1));
_toRedrawBottom =
MIN(_toRedrawBottom,
(int16)(_vm->_anim->_areaTop + _vm->_anim->_areaHeight - 1));
}
transp = layerPtr->transp ? 3 : 0;
framePtr--;
do {
framePtr++;
pieceIndex = framePtr->pieceIndex;
pictIndex = framePtr->pictIndex;
destX = framePtr->destX;
destY = framePtr->destY;
highX = pictIndex & 0xc0;
highY = pictIndex & 0x30;
highX >>= 6;
highY >>= 4;
if (destX >= 0)
destX += ((uint16)highX) << 7;
else
destX -= ((uint16)highX) << 7;
if (destY >= 0)
destY += ((uint16)highY) << 7;
else
destY -= ((uint16)highY) << 7;
if (drawDeltaX == 1000)
destX += layerPtr->posX;
else
destX += drawDeltaX;
if (drawDeltaY == 1000)
destY += layerPtr->posY;
else
destY += drawDeltaY;
pictIndex = (pictIndex & 15) - 1;
left = FROM_LE_16(pictPtr[pictIndex][pieceIndex].left);
right = FROM_LE_16(pictPtr[pictIndex][pieceIndex].right);
top = FROM_LE_16(pictPtr[pictIndex][pieceIndex].top);
bottom = FROM_LE_16(pictPtr[pictIndex][pieceIndex].bottom);
if (flags & 2) {
if (destX < _vm->_anim->_areaLeft) {
left += _vm->_anim->_areaLeft - destX;
destX = _vm->_anim->_areaLeft;
}
if (left <= right
&& destX + right - left >=
_vm->_anim->_areaLeft + _vm->_anim->_areaWidth)
right -=
(destX + right - left) -
(_vm->_anim->_areaLeft + _vm->_anim->_areaWidth) +
1;
if (destY < _vm->_anim->_areaTop) {
top += _vm->_anim->_areaTop - destY;
destY = _vm->_anim->_areaTop;
}
if (top <= bottom
&& destY + bottom - top >=
_vm->_anim->_areaTop + _vm->_anim->_areaHeight)
bottom -=
(destY + bottom - top) -
(_vm->_anim->_areaTop + _vm->_anim->_areaHeight) +
1;
} else if (flags & 4) {
if (destX < _toRedrawLeft) {
left += _toRedrawLeft - destX;
destX = _toRedrawLeft;
}
if (left <= right
&& destX + right - left > _toRedrawRight)
right -=
destX + right - left - _toRedrawRight;
if (destY < _toRedrawTop) {
top += _toRedrawTop - destY;
destY = _toRedrawTop;
}
if (top <= bottom
&& destY + bottom - top > _toRedrawBottom)
bottom -=
destY + bottom - top - _toRedrawBottom;
}
if (left > right || top > bottom)
continue;
if (doDraw) {
_vm->_draw->_sourceSurface =
_animPictToSprite[animation * 7 + pictIndex];
_vm->_draw->_destSurface = 21;
_vm->_draw->_spriteLeft = left;
_vm->_draw->_spriteTop = top;
_vm->_draw->_spriteRight = right - left + 1;
_vm->_draw->_spriteBottom = bottom - top + 1;
_vm->_draw->_destSpriteX = destX;
_vm->_draw->_destSpriteY = destY;
_vm->_draw->_transparency = transp;
_vm->_draw->spriteOperation(DRAW_BLITSURF);
}
if ((flags & 4) == 0) {
if (_toRedrawLeft == -12345) {
_toRedrawLeft = destX;
_animLeft = destX;
_toRedrawTop = destY;
_animTop = destY;
_toRedrawRight = destX + right - left;
_toRedrawBottom = destY + bottom - top;
} else {
_toRedrawLeft =
MIN(_toRedrawLeft, destX);
_toRedrawTop =
MIN(_toRedrawTop, destY);
_toRedrawRight =
MAX(_toRedrawRight,
(int16)(destX + right - left));
_toRedrawBottom =
MAX(_toRedrawBottom,
(int16)(destY + bottom - top));
}
}
} while (framePtr->notFinal == 1);
}
void Scenery::freeAnim(int16 animation) {
int16 i;
int16 spr;
if (animation == -1)
_vm->_inter->evalExpr(&animation);
if (_animPictCount[animation] == 0)
return;
for (i = 0; i < _animPictCount[animation]; i++) {
if (_animations[animation].piecesFromExt[i] == 1)
delete[] _animations[animation].pieces[i];
spr = _animPictToSprite[animation * 7 + i];
_spriteRefs[spr]--;
if (_spriteRefs[spr] == 0) {
_vm->_video->freeSurfDesc(_vm->_draw->_spritesArray[spr]);
_vm->_draw->_spritesArray[spr] = 0;
_spriteResId[spr] = -1;
}
}
delete[] _animations[animation].layers;
delete[] _animations[animation].pieces;
delete[] _animations[animation].piecesFromExt;
if (_animFromExt[animation] == 1)
delete[] _animations[animation].dataPtr;
_animFromExt[animation] = 0;
_animPictCount[animation] = 0;
}
void Scenery::interUpdateAnim(void) {
int16 deltaX;
int16 deltaY;
int16 flags;
int16 frame;
int16 layer;
int16 animation;
_vm->_inter->evalExpr(&deltaX);
_vm->_inter->evalExpr(&deltaY);
_vm->_inter->evalExpr(&animation);
_vm->_inter->evalExpr(&layer);
_vm->_inter->evalExpr(&frame);
flags = _vm->_inter->load16();
updateAnim(layer, frame, animation, flags, deltaX, deltaY, 1);
}
void Scenery::interStoreParams(void) {
AnimLayer *layerPtr;
int16 animation;
int16 layer;
int16 var;
warning("interStoreParams: Storing...");
_vm->_inter->evalExpr(&animation);
_vm->_inter->evalExpr(&layer);
layerPtr = _animations[animation].layers[layer];
var = _vm->_parse->parseVarIndex();
WRITE_VAR_OFFSET(var, layerPtr->animDeltaX);
var = _vm->_parse->parseVarIndex();
WRITE_VAR_OFFSET(var, layerPtr->animDeltaY);
var = _vm->_parse->parseVarIndex();
WRITE_VAR_OFFSET(var, layerPtr->unknown0);
var = _vm->_parse->parseVarIndex();
WRITE_VAR_OFFSET(var, layerPtr->framesCount);
}
} // End of namespace Gob