void Frame::readChannel(Common::SeekableSubReadStreamEndian &stream, uint16 offset, uint16 size) { if (offset >= 32) { if (size <= 16) readSprite(stream, offset, size); else { //read > 1 sprites channel while (size > 16) { byte spritePosition = (offset - 32) / 16; uint16 nextStart = (spritePosition + 1) * 16 + 32; uint16 needSize = nextStart - offset; readSprite(stream, offset, needSize); offset += needSize; size -= needSize; } readSprite(stream, offset, size); } } else { readMainChannels(stream, offset, size); } }
void Frame::readSprite(Common::SeekableSubReadStreamEndian &stream, uint16 offset, uint16 size) { uint16 spritePosition = (offset - 32) / 16; uint16 spriteStart = spritePosition * 16 + 32; uint16 fieldPosition = offset - spriteStart; uint16 finishPosition = fieldPosition + size; Sprite &sprite = *_sprites[spritePosition]; while (fieldPosition < finishPosition) { switch (fieldPosition) { case kSpritePositionUnk1: /*byte x1 = */ stream.readByte(); fieldPosition++; break; case kSpritePositionEnabled: sprite._enabled = (stream.readByte() != 0); fieldPosition++; break; case kSpritePositionUnk2: /*byte x2 = */ stream.readUint16(); fieldPosition += 2; break; case kSpritePositionFlags: sprite._flags = stream.readUint16(); sprite._ink = static_cast<InkType>(sprite._flags & 0x3f); if (sprite._flags & 0x40) sprite._trails = 1; else sprite._trails = 0; fieldPosition += 2; break; case kSpritePositionCastId: sprite._castId = stream.readUint16(); fieldPosition += 2; break; case kSpritePositionY: sprite._startPoint.y = stream.readUint16(); fieldPosition += 2; break; case kSpritePositionX: sprite._startPoint.x = stream.readUint16(); fieldPosition += 2; break; case kSpritePositionWidth: sprite._width = stream.readUint16(); fieldPosition += 2; break; case kSpritePositionHeight: sprite._height = stream.readUint16(); fieldPosition += 2; break; default: //end cycle, go to next sprite channel readSprite(stream, spriteStart + 16, finishPosition - fieldPosition); fieldPosition = finishPosition; break; } } }
// Loads the old save by constructing a new save containing the old save's data bool SaveConverter_v3::load() { clear(); uint32 varSize = SaveHandler::getVarSize(_vm); if (varSize == 0) return false; Common::InSaveFile *save; int type = isOldSave(&save); // Test if it's an old savd if ((type == 0) || !save) return false; displayWarning(); bool screenShot; uint32 screenShotWidth; uint32 screenShotHeight; getScreenShotProps(type, screenShot, screenShotWidth, screenShotHeight); SaveWriter writer(screenShot ? 3 : 2, 0); SavePartInfo *info = readInfo(*save, kSlotNameLength, false); if (!info) return loadFail(0, 0, 0, save); SavePartVars *vars = readVars(*save, varSize, true); if (!vars) return loadFail(info, 0, 0, save); if (screenShot) { SavePartSprite *sprite = readSprite(*save, screenShotWidth, screenShotHeight, true); if (!sprite) return loadFail(info, vars, 0, save); if (!writer.writePart(2, sprite)) return loadFail(info, vars, sprite, save); delete sprite; } // We don't need the save anymore delete save; // Write all parts if (!writer.writePart(0, info)) return loadFail(info, vars, 0, 0); if (!writer.writePart(1, vars)) return loadFail(info, vars, 0, 0); // We don't need those anymore delete info; delete vars; // Create the final read stream if (!createStream(writer)) return loadFail(0, 0, 0, 0); return true; }