bool Day::readData() { if (loaded) return true; loaded = true; readGlobalObjects(); RoadManager::readRoads(DAY_ROADS(raceName, dayName), roadMap, false, true); return true; }
void ScummEngine_v4::readIndexFile() { uint16 blocktype; uint32 itemsize; int numblock = 0; debug(9, "readIndexFile()"); closeRoom(); openRoom(0); while (true) { // Figure out the sizes of various resources itemsize = _fileHandle->readUint32LE(); blocktype = _fileHandle->readUint16LE(); if (_fileHandle->eos() || _fileHandle->err()) break; switch (blocktype) { case 0x4E52: // 'NR' _fileHandle->readUint16LE(); break; case 0x5230: // 'R0' _numRooms = _fileHandle->readUint16LE(); break; case 0x5330: // 'S0' _numScripts = _fileHandle->readUint16LE(); break; case 0x4E30: // 'N0' _numSounds = _fileHandle->readUint16LE(); break; case 0x4330: // 'C0' _numCostumes = _fileHandle->readUint16LE(); break; case 0x4F30: // 'O0' _numGlobalObjects = _fileHandle->readUint16LE(); // Indy3 FM-TOWNS has 32 extra bytes of unknown meaning if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns) itemsize += 32; break; } _fileHandle->seek(itemsize - 8, SEEK_CUR); } _fileHandle->seek(0, SEEK_SET); readMAXS(0); allocateArrays(); while (true) { itemsize = _fileHandle->readUint32LE(); if (_fileHandle->eos() || _fileHandle->err()) break; blocktype = _fileHandle->readUint16LE(); numblock++; switch (blocktype) { case 0x4E52: // 'NR' // Names of rooms. Maybe we should put them into a table, for use by the debugger? for (int room; (room = _fileHandle->readByte()); ) { char buf[10]; _fileHandle->read(buf, 9); buf[9] = 0; for (int i = 0; i < 9; i++) buf[i] ^= 0xFF; debug(5, "Room %d: '%s'", room, buf); } break; case 0x5230: // 'R0' readResTypeList(rtRoom); break; case 0x5330: // 'S0' readResTypeList(rtScript); break; case 0x4E30: // 'N0' readResTypeList(rtSound); break; case 0x4330: // 'C0' readResTypeList(rtCostume); break; case 0x4F30: // 'O0' readGlobalObjects(); break; default: error("Bad ID %c%c found in directory", blocktype & 0xFF, blocktype >> 8); } } closeRoom(); }