mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 20:55:19 +00:00
6970e178dc
svn-id: r42778
630 lines
17 KiB
C++
630 lines
17 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/stream.h"
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#include "draci/draci.h"
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#include "draci/game.h"
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#include "draci/barchive.h"
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#include "draci/script.h"
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#include "draci/animation.h"
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#include <cmath>
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namespace Draci {
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static double real_to_double(byte real[6]);
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Game::Game(DraciEngine *vm) : _vm(vm) {
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unsigned int i;
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BArchive *initArchive = _vm->_initArchive;
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BAFile *file;
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// Read in persons
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file = initArchive->getFile(5);
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Common::MemoryReadStream personData(file->_data, file->_length);
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unsigned int numPersons = file->_length / personSize;
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_persons = new Person[numPersons];
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for (i = 0; i < numPersons; ++i) {
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_persons[i]._x = personData.readByte();
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_persons[i]._y = personData.readByte();
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_persons[i]._fontColour = personData.readUint16LE();
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}
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// Close persons file
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file->close();
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// Read in dialog offsets
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file = initArchive->getFile(4);
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Common::MemoryReadStream dialogData(file->_data, file->_length);
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unsigned int numDialogs = file->_length / sizeof(uint16);
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_dialogOffsets = new uint[numDialogs];
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unsigned int curOffset;
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for (i = 0, curOffset = 0; i < numDialogs; ++i) {
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_dialogOffsets[i] = curOffset;
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curOffset += dialogData.readUint16LE();
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}
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// Close dialogs file
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file->close();
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// Read in game info
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file = initArchive->getFile(3);
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Common::MemoryReadStream gameData(file->_data, file->_length);
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_info._startRoom = gameData.readByte() - 1;
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_info._mapRoom = gameData.readByte() - 1;
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_info._numObjects = gameData.readUint16LE();
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_info._numIcons = gameData.readUint16LE();
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_info._numVariables = gameData.readByte();
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_info._numPersons = gameData.readByte();
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_info._numDialogs = gameData.readByte();
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_info._maxIconWidth = gameData.readUint16LE();
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_info._maxIconHeight = gameData.readUint16LE();
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_info._musicLength = gameData.readUint16LE();
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_info._crc[0] = gameData.readUint16LE();
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_info._crc[1] = gameData.readUint16LE();
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_info._crc[2] = gameData.readUint16LE();
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_info._crc[3] = gameData.readUint16LE();
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_info._numDialogBlocks = curOffset;
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// Close game info file
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file->close();
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// Read in variables
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file = initArchive->getFile(2);
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unsigned int numVariables = file->_length / sizeof (int16);
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_variables = new int[numVariables];
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Common::MemoryReadStream variableData(file->_data, file->_length);
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for (i = 0; i < numVariables; ++i) {
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_variables[i] = variableData.readUint16LE();
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}
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// Close variables file
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file->close();
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// Read in item icon status
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file = initArchive->getFile(1);
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_iconStatus = file->_data;
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uint numIcons = file->_length;
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// Read in object status
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file = initArchive->getFile(0);
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unsigned int numObjects = file->_length;
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_objects = new GameObject[numObjects];
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Common::MemoryReadStream objStatus(file->_data, file->_length);
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for (i = 0; i < numObjects; ++i) {
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byte tmp = objStatus.readByte();
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// Set object visibility
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_objects[i]._visible = tmp & (1 << 7);
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// Set object location
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_objects[i]._location = (~(1 << 7) & tmp) - 1;
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}
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// Close object status file
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file->close();
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assert(numDialogs == _info._numDialogs);
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assert(numPersons == _info._numPersons);
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assert(numVariables == _info._numVariables);
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assert(numObjects == _info._numObjects);
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assert(numIcons == _info._numIcons);
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}
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void Game::init() {
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_loopStatus = kStatusOrdinary;
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loadObject(kDragonObject);
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GameObject *dragon = getObject(kDragonObject);
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debugC(4, kDraciLogicDebugLevel, "Running init program for the dragon object...");
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_vm->_script->run(dragon->_program, dragon->_init);
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_currentRoom._roomNum = _info._startRoom;
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changeRoom(_info._startRoom);
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}
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void Game::loop() {
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if (_currentRoom._mouseOn) {
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int x = _vm->_mouse->getPosX();
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int y = _vm->_mouse->getPosY();
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if (_vm->_mouse->lButtonPressed() && _currentRoom._walkingMap.isWalkable(x, y)) {
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walkHero(x, y);
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}
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}
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}
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void Game::walkHero(int x, int y) {
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// Fetch dragon's animation ID
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// FIXME: Need to add proper walking (this only warps the dragon to position)
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int animID = getObject(kDragonObject)->_anims[0];
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Animation *anim = _vm->_anims->getAnimation(animID);
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// Calculate scaling factors
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double scaleX = _currentRoom._pers0 + _currentRoom._persStep * y;
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double scaleY = scaleX;
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// Set the Z coordinate for the dragon's animation
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anim->setZ(y+1);
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// Fetch current frame
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Drawable *frame = anim->getFrame();
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// Fetch base height of the frame
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uint height = frame->getHeight();
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// We naturally want the dragon to position its feet to the location of the
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// click but sprites are drawn from their top-left corner so we subtract
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// the current height of the dragon's sprite
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y -= (int)(scaleY * height);
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anim->setRelative(x, y);
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// Set the per-animation scaling factor
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anim->setScaleFactors(scaleX, scaleY);
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// Play the animation
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_vm->_anims->play(animID);
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debugC(4, kDraciLogicDebugLevel, "Walk to x: %d y: %d", x, y);
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}
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void Game::loadRoom(int roomNum) {
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BAFile *f;
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f = _vm->_roomsArchive->getFile(roomNum * 4);
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Common::MemoryReadStream roomReader(f->_data, f->_length);
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roomReader.readUint32LE(); // Pointer to room program, not used
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roomReader.readUint16LE(); // Program length, not used
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roomReader.readUint32LE(); // Pointer to room title, not used
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_currentRoom._music = roomReader.readByte();
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int mapIdx = roomReader.readByte() - 1;
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f = _vm->_walkingMapsArchive->getFile(mapIdx);
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_currentRoom._walkingMap.load(f->_data, f->_length);
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_currentRoom._palette = roomReader.readByte() - 1;
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_currentRoom._numOverlays = roomReader.readSint16LE();
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_currentRoom._init = roomReader.readSint16LE();
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_currentRoom._look = roomReader.readSint16LE();
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_currentRoom._use = roomReader.readSint16LE();
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_currentRoom._canUse = roomReader.readSint16LE();
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_currentRoom._imInit = roomReader.readByte();
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_currentRoom._imLook = roomReader.readByte();
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_currentRoom._imUse = roomReader.readByte();
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_currentRoom._mouseOn = roomReader.readByte();
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_currentRoom._heroOn = roomReader.readByte();
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// Read in pers0 and persStep (stored as 6-byte Pascal reals)
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byte real[6];
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for (int i = 5; i >= 0; --i) {
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real[i] = roomReader.readByte();
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}
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_currentRoom._pers0 = real_to_double(real);
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for (int i = 5; i >= 0; --i) {
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real[i] = roomReader.readByte();
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}
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_currentRoom._persStep = real_to_double(real);
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_currentRoom._escRoom = roomReader.readByte() - 1;
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_currentRoom._numGates = roomReader.readByte();
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debugC(4, kDraciLogicDebugLevel, "Music: %d", _currentRoom._music);
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debugC(4, kDraciLogicDebugLevel, "Map: %d", mapIdx);
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debugC(4, kDraciLogicDebugLevel, "Palette: %d", _currentRoom._palette);
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debugC(4, kDraciLogicDebugLevel, "Overlays: %d", _currentRoom._numOverlays);
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debugC(4, kDraciLogicDebugLevel, "Init: %d", _currentRoom._init);
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debugC(4, kDraciLogicDebugLevel, "Look: %d", _currentRoom._look);
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debugC(4, kDraciLogicDebugLevel, "Use: %d", _currentRoom._use);
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debugC(4, kDraciLogicDebugLevel, "CanUse: %d", _currentRoom._canUse);
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debugC(4, kDraciLogicDebugLevel, "ImInit: %d", _currentRoom._imInit);
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debugC(4, kDraciLogicDebugLevel, "ImLook: %d", _currentRoom._imLook);
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debugC(4, kDraciLogicDebugLevel, "ImUse: %d", _currentRoom._imUse);
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debugC(4, kDraciLogicDebugLevel, "MouseOn: %d", _currentRoom._mouseOn);
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debugC(4, kDraciLogicDebugLevel, "HeroOn: %d", _currentRoom._heroOn);
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debugC(4, kDraciLogicDebugLevel, "Pers0: %f", _currentRoom._pers0);
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debugC(4, kDraciLogicDebugLevel, "PersStep: %f", _currentRoom._persStep);
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debugC(4, kDraciLogicDebugLevel, "EscRoom: %d", _currentRoom._escRoom);
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debugC(4, kDraciLogicDebugLevel, "Gates: %d", _currentRoom._numGates);
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// Read in the gates' numbers
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Common::Array<int> gates;
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for (uint i = 0; i < _currentRoom._numGates; ++i) {
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gates.push_back(roomReader.readSint16LE());
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}
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// Load the room's objects
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for (uint i = 0; i < _info._numObjects; ++i) {
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debugC(7, kDraciLogicDebugLevel,
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"Checking if object %d (%d) is at the current location (%d)", i,
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_objects[i]._location, roomNum);
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if (_objects[i]._location == roomNum) {
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debugC(6, kDraciLogicDebugLevel, "Loading object %d from room %d", i, roomNum);
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loadObject(i);
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}
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}
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// Run the init scripts for room objects
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// We can't do this in the above loop because some objects' scripts reference
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// other objects that may not yet be loaded
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for (uint i = 0; i < _info._numObjects; ++i) {
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if (_objects[i]._location == roomNum) {
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debugC(6, kDraciLogicDebugLevel,
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"Running init program for object %d (offset %d)", i, getObject(i)->_init);
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_vm->_script->run(getObject(i)->_program, getObject(i)->_init);
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}
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}
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// Load the room's GPL program and run the init part
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f = _vm->_roomsArchive->getFile(roomNum * 4 + 3);
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_currentRoom._program._bytecode = f->_data;
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_currentRoom._program._length = f->_length;
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debugC(4, kDraciLogicDebugLevel, "Running room init program...");
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_vm->_script->run(_currentRoom._program, _currentRoom._init);
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// HACK: Gates' scripts shouldn't be run unconditionally
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// This is for testing
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for (uint i = 0; i < _currentRoom._numGates; ++i) {
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debugC(6, kDraciLogicDebugLevel, "Running program for gate %d", i);
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_vm->_script->run(_currentRoom._program, gates[i]);
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}
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// Set room palette
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f = _vm->_paletteArchive->getFile(_currentRoom._palette);
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_vm->_screen->setPalette(f->_data, 0, kNumColours);
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// Set cursor state
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// Need to do this after we set the palette since the cursors use it
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if (_currentRoom._mouseOn) {
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debugC(6, kDraciLogicDebugLevel, "Mouse: ON");
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_vm->_mouse->cursorOn();
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} else {
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debugC(6, kDraciLogicDebugLevel, "Mouse: OFF");
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_vm->_mouse->cursorOff();
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}
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_vm->_mouse->setCursorType(kNormalCursor);
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// HACK: Create a visible overlay from the walking map so we can test it
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byte *wlk = new byte[kScreenWidth * kScreenHeight];
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memset(wlk, 255, kScreenWidth * kScreenHeight);
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for (uint i = 0; i < kScreenWidth; ++i) {
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for (uint j = 0; j < kScreenHeight; ++j) {
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if (_currentRoom._walkingMap.isWalkable(i, j)) {
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wlk[j * kScreenWidth + i] = 2;
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}
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}
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}
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Sprite *ov = new Sprite(wlk, kScreenWidth, kScreenHeight, 0, 0, false);
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Animation *map = _vm->_anims->addAnimation(kWalkingMapOverlay, 255, false);
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map->addFrame(ov);
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}
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int Game::loadAnimation(uint animNum, uint z) {
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BAFile *animFile = _vm->_animationsArchive->getFile(animNum);
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Common::MemoryReadStream animationReader(animFile->_data, animFile->_length);
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uint numFrames = animationReader.readByte();
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// FIXME: handle these properly
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animationReader.readByte(); // Memory logic field, not used
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animationReader.readByte(); // Disable erasing field, not used
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bool cyclic = animationReader.readByte();
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animationReader.readByte(); // Relative field, not used
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Animation *anim = _vm->_anims->addAnimation(animNum, z, false);
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anim->setLooping(cyclic);
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for (uint i = 0; i < numFrames; ++i) {
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uint spriteNum = animationReader.readUint16LE() - 1;
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int x = animationReader.readSint16LE();
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int y = animationReader.readSint16LE();
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uint scaledWidth = animationReader.readUint16LE();
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uint scaledHeight = animationReader.readUint16LE();
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byte mirror = animationReader.readByte();
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/* uint sample = */ animationReader.readUint16LE();
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/* uint freq = */ animationReader.readUint16LE();
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uint delay = animationReader.readUint16LE();
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BAFile *spriteFile = _vm->_spritesArchive->getFile(spriteNum);
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Sprite *sp = new Sprite(spriteFile->_data, spriteFile->_length, x, y, true);
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// Some frames set the scaled dimensions to 0 even though other frames
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// from the same animations have them set to normal values
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// We work around this by assuming it means no scaling is necessary
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if (scaledWidth == 0) {
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scaledWidth = sp->getWidth();
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}
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if (scaledHeight == 0) {
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scaledHeight = sp->getHeight();
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}
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sp->setScaled(scaledWidth, scaledHeight);
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if (mirror)
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sp->setMirrorOn();
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sp->setDelay(delay * 10);
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anim->addFrame(sp);
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}
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return animNum;
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}
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void Game::loadObject(uint objNum) {
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BAFile *file;
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file = _vm->_objectsArchive->getFile(objNum * 3);
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Common::MemoryReadStream objReader(file->_data, file->_length);
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GameObject *obj = _objects + objNum;
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obj->_init = objReader.readUint16LE();
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obj->_look = objReader.readUint16LE();
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obj->_use = objReader.readUint16LE();
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obj->_canUse = objReader.readUint16LE();
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obj->_imInit = objReader.readByte();
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obj->_imLook = objReader.readByte();
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obj->_imUse = objReader.readByte();
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obj->_walkDir = objReader.readByte();
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obj->_z = objReader.readByte();
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objReader.readUint16LE(); // idxSeq field, not used
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objReader.readUint16LE(); // numSeq field, not used
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obj->_lookX = objReader.readUint16LE();
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obj->_lookY = objReader.readUint16LE();
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obj->_useX = objReader.readUint16LE();
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obj->_useY = objReader.readUint16LE();
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obj->_lookDir = objReader.readByte();
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obj->_useDir = objReader.readByte();
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obj->_absNum = objNum;
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file = _vm->_objectsArchive->getFile(objNum * 3 + 1);
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obj->_title = file->_data;
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file = _vm->_objectsArchive->getFile(objNum * 3 + 2);
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obj->_program._bytecode = file->_data;
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obj->_program._length = file->_length;
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}
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GameObject *Game::getObject(uint objNum) {
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return _objects + objNum;
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}
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uint Game::getNumObjects() {
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return _info._numObjects;
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}
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void Game::loadOverlays() {
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uint x, y, z, num;
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BAFile *overlayHeader;
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overlayHeader = _vm->_roomsArchive->getFile(_currentRoom._roomNum * 4 + 2);
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Common::MemoryReadStream overlayReader(overlayHeader->_data, overlayHeader->_length);
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BAFile *overlayFile;
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for (int i = 0; i < _currentRoom._numOverlays; i++) {
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num = overlayReader.readUint16LE() - 1;
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x = overlayReader.readUint16LE();
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y = overlayReader.readUint16LE();
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z = overlayReader.readByte();
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overlayFile = _vm->_overlaysArchive->getFile(num);
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Sprite *sp = new Sprite(overlayFile->_data, overlayFile->_length, x, y, true);
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_vm->_anims->addOverlay(sp, z);
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}
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_vm->_overlaysArchive->clearCache();
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_vm->_screen->getSurface()->markDirty();
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}
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void Game::changeRoom(uint roomNum) {
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debugC(1, kDraciLogicDebugLevel, "Changing to room %d", roomNum);
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// Clear archives
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_vm->_roomsArchive->clearCache();
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_vm->_spritesArchive->clearCache();
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_vm->_paletteArchive->clearCache();
|
|
_vm->_animationsArchive->clearCache();
|
|
_vm->_walkingMapsArchive->clearCache();
|
|
|
|
_vm->_screen->clearScreen();
|
|
|
|
_vm->_anims->deleteOverlays();
|
|
|
|
// Delete walking map testing overlay
|
|
_vm->_anims->deleteAnimation(kWalkingMapOverlay);
|
|
|
|
int oldRoomNum = _currentRoom._roomNum;
|
|
|
|
// TODO: Make objects capable of stopping their own animations
|
|
GameObject *dragon = getObject(kDragonObject);
|
|
for (uint i = 0; i < dragon->_anims.size(); ++i) {
|
|
_vm->_anims->stop(dragon->_anims[i]);
|
|
}
|
|
|
|
for (uint i = 0; i < _info._numObjects; ++i) {
|
|
GameObject *obj = &_objects[i];
|
|
|
|
if (i != 0 && (obj->_location == oldRoomNum)) {
|
|
for (uint j = 0; j < obj->_anims.size(); ++j) {
|
|
_vm->_anims->deleteAnimation(obj->_anims[j]);
|
|
}
|
|
obj->_anims.clear();
|
|
}
|
|
}
|
|
|
|
_currentRoom._roomNum = roomNum;
|
|
loadRoom(roomNum);
|
|
loadOverlays();
|
|
}
|
|
|
|
void Game::setLoopStatus(LoopStatus status) {
|
|
_loopStatus = status;
|
|
}
|
|
|
|
LoopStatus Game::getLoopStatus() {
|
|
return _loopStatus;
|
|
}
|
|
|
|
int Game::getRoomNum() {
|
|
return _currentRoom._roomNum;
|
|
}
|
|
|
|
int Game::getVariable(int numVar) {
|
|
return _variables[numVar];
|
|
}
|
|
|
|
void Game::setVariable(int numVar, int value) {
|
|
_variables[numVar] = value;
|
|
}
|
|
|
|
int Game::getIconStatus(int iconID) {
|
|
return _iconStatus[iconID];
|
|
}
|
|
|
|
/**
|
|
* The GPL command Mark sets the animation index (which specifies the order in which
|
|
* animations were loaded in) which is then used by the Release command to delete
|
|
* all animations that have an index greater than the one marked.
|
|
*/
|
|
|
|
int Game::getMarkedAnimationIndex() {
|
|
return _markedAnimationIndex;
|
|
}
|
|
|
|
/**
|
|
* See Game::getMarkedAnimationIndex().
|
|
*/
|
|
|
|
void Game::setMarkedAnimationIndex(int index) {
|
|
_markedAnimationIndex = index;
|
|
}
|
|
|
|
Game::~Game() {
|
|
delete[] _persons;
|
|
delete[] _variables;
|
|
delete[] _dialogOffsets;
|
|
delete[] _objects;
|
|
}
|
|
|
|
bool WalkingMap::isWalkable(int x, int y) {
|
|
|
|
// Convert to map pixels
|
|
x = x / _deltaX;
|
|
y = y / _deltaY;
|
|
|
|
int pixelIndex = _mapWidth * y + x;
|
|
int byteIndex = pixelIndex / 8;
|
|
int mapByte = _data[byteIndex];
|
|
|
|
return mapByte & (1 << pixelIndex % 8);
|
|
}
|
|
|
|
static double real_to_double(byte real[6]) {
|
|
|
|
// Extract sign bit
|
|
int sign = real[0] & (1 << 7);
|
|
|
|
// Extract exponent and adjust for bias
|
|
int exp = real[5] - 129;
|
|
|
|
double mantissa;
|
|
double tmp = 0.0;
|
|
|
|
if (real[5] == 0) {
|
|
mantissa = 0.0;
|
|
} else {
|
|
|
|
// Process the first four least significant bytes
|
|
for (int i = 4; i >= 1; --i) {
|
|
tmp += real[i];
|
|
tmp /= 1 << 8;
|
|
}
|
|
|
|
// Process the most significant byte (remove the sign bit)
|
|
tmp += real[0] & ((1 << 7) - 1);
|
|
tmp /= 1 << 8;
|
|
|
|
// Calculate mantissa
|
|
mantissa = 1.0;
|
|
mantissa += 2.0 * tmp;
|
|
}
|
|
|
|
// Flip sign if necessary
|
|
if (sign) {
|
|
mantissa = -mantissa;
|
|
}
|
|
|
|
// Calculate final value
|
|
return ldexp(mantissa, exp);
|
|
}
|
|
|
|
}
|