scummvm/engines/agi/loader_v3.cpp

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/* ScummVM - Graphic Adventure Engine
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*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
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*
* 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.
*
* $URL$
* $Id$
*
*/
#include "agi/agi.h"
#include "agi/lzw.h"
#include "common/config-manager.h"
#include "common/fs.h"
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namespace Agi {
int AgiLoader_v3::version() {
return 3;
}
void AgiLoader_v3::setIntVersion(int ver) {
_intVersion = ver;
}
int AgiLoader_v3::getIntVersion() {
return _intVersion;
}
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int AgiLoader_v3::detectGame() {
int ec = errUnk;
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bool found = false;
Common::FSList fslist;
Common::FSNode dir(ConfMan.get("path"));
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if (!dir.getChildren(fslist, Common::FSNode::kListFilesOnly)) {
warning("AgiEngine: invalid game path '%s'", dir.getPath().c_str());
return errInvalidAGIFile;
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}
for (Common::FSList::const_iterator file = fslist.begin();
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file != fslist.end() && !found; ++file) {
Common::String f = file->getName();
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f.toLowercase();
if (f.hasSuffix("vol.0")) {
memset(_vm->_game.name, 0, 8);
strncpy(_vm->_game.name, f.c_str(), MIN((uint)8, f.size() > 5 ? f.size() - 5 : f.size()));
debugC(3, kDebugLevelMain, "game.name = %s", _vm->_game.name);
_intVersion = 0x3149; // setup for 3.002.149
ec = _vm->v3IdGame();
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found = true;
}
}
if (!found) {
debugC(3, kDebugLevelMain, "not found");
ec = errInvalidAGIFile;
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}
return ec;
}
int AgiLoader_v3::loadDir(struct AgiDir *agid, Common::File *fp,
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uint32 offs, uint32 len) {
int ec = errOK;
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uint8 *mem;
unsigned int i;
fp->seek(offs, SEEK_SET);
if ((mem = (uint8 *)malloc(len + 32)) != NULL) {
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fp->read(mem, len);
/* set all directory resources to gone */
for (i = 0; i < MAX_DIRS; i++) {
agid[i].volume = 0xff;
agid[i].offset = _EMPTY;
}
/* build directory entries */
for (i = 0; i < len; i += 3) {
agid[i / 3].volume = *(mem + i) >> 4;
agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
}
free(mem);
} else {
ec = errNotEnoughMemory;
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}
return ec;
}
struct agi3vol {
uint32 sddr;
uint32 len;
};
int AgiLoader_v3::init() {
int ec = errOK;
struct agi3vol agiVol3[4];
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int i;
uint16 xd[4];
Common::File fp;
Common::String path;
if (_vm->getPlatform() == Common::kPlatformAmiga) {
path = Common::String("dirs");
_vm->_game.name[0] = 0; // Empty prefix
} else if (_vm->getFeatures() & GF_MACGOLDRUSH) {
path = "grdir";
_vm->_game.name[0] = 0; // Empty prefix
} else {
path = Common::String(_vm->_game.name) + DIR_;
}
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if (!fp.open(path)) {
printf("Failed to open \"%s\"\n", path.c_str());
return errBadFileOpen;
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}
/* build offset table for v3 directory format */
fp.read(&xd, 8);
fp.seek(0, SEEK_END);
for (i = 0; i < 4; i++)
agiVol3[i].sddr = READ_LE_UINT16((uint8 *) & xd[i]);
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agiVol3[0].len = agiVol3[1].sddr - agiVol3[0].sddr;
agiVol3[1].len = agiVol3[2].sddr - agiVol3[1].sddr;
agiVol3[2].len = agiVol3[3].sddr - agiVol3[2].sddr;
agiVol3[3].len = fp.pos() - agiVol3[3].sddr;
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if (agiVol3[3].len > 256 * 3)
agiVol3[3].len = 256 * 3;
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fp.seek(0, SEEK_SET);
/* read in directory files */
ec = loadDir(_vm->_game.dirLogic, &fp, agiVol3[0].sddr, agiVol3[0].len);
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if (ec == errOK) {
ec = loadDir(_vm->_game.dirPic, &fp, agiVol3[1].sddr, agiVol3[1].len);
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}
if (ec == errOK) {
ec = loadDir(_vm->_game.dirView, &fp, agiVol3[2].sddr, agiVol3[2].len);
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}
if (ec == errOK) {
ec = loadDir(_vm->_game.dirSound, &fp, agiVol3[3].sddr, agiVol3[3].len);
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}
return ec;
}
int AgiLoader_v3::deinit() {
int ec = errOK;
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#if 0
/* unload words */
agiV3UnloadWords();
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/* unload objects */
agiV3UnloadObjects();
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#endif
return ec;
}
int AgiLoader_v3::unloadResource(int t, int n) {
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switch (t) {
case rLOGIC:
_vm->unloadLogic(n);
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break;
case rPICTURE:
_vm->_picture->unloadPicture(n);
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break;
case rVIEW:
_vm->unloadView(n);
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break;
case rSOUND:
_vm->_sound->unloadSound(n);
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break;
}
return errOK;
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}
/*
* This function does noting but load a raw resource into memory.
* If further decoding is required, it must be done by another
* routine.
*
* NULL is returned if unsucsessful.
*/
uint8 *AgiLoader_v3::loadVolRes(AgiDir *agid) {
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char x[MAX_PATH];
uint8 *data = NULL, *compBuffer;
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Common::File fp;
Common::String path;
debugC(3, kDebugLevelResources, "(%p)", (void *)agid);
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sprintf(x, "vol.%i", agid->volume);
path = Common::String(_vm->_game.name) + x;
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if (agid->offset != _EMPTY && fp.open(path)) {
fp.seek(agid->offset, SEEK_SET);
fp.read(&x, 7);
if (READ_BE_UINT16((uint8 *) x) != 0x1234) {
debugC(3, kDebugLevelResources, "path = %s", path.c_str());
debugC(3, kDebugLevelResources, "offset = %d", agid->offset);
debugC(3, kDebugLevelResources, "x = %x %x", x[0], x[1]);
error("ACK! BAD RESOURCE");
_vm->quitGame();
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}
agid->len = READ_LE_UINT16((uint8 *) x + 3); /* uncompressed size */
agid->clen = READ_LE_UINT16((uint8 *) x + 5); /* compressed len */
compBuffer = (uint8 *)calloc(1, agid->clen + 32);
fp.read(compBuffer, agid->clen);
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if (x[2] & 0x80 || agid->len == agid->clen) {
/* do not decompress */
data = compBuffer;
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#if 0
/* CM: added to avoid problems in
* convert_v2_v3_pic() when clen > len
* e.g. Sierra demo 4, first picture
* (Tue Mar 16 13:13:43 EST 1999)
*/
agid->len = agid->clen;
/* Now removed to fix Gold Rush! in demo4 */
#endif
} else {
/* it is compressed */
data = (uint8 *)calloc(1, agid->len + 32);
lzwExpand(compBuffer, data, agid->len);
free(compBuffer);
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agid->flags |= RES_COMPRESSED;
}
fp.close();
} else {
/* we have a bad volume resource */
/* set that resource to NA */
agid->offset = _EMPTY;
}
return data;
}
/*
* Loads a resource into memory, a raw resource is loaded in
* with above routine, then further decoded here.
*/
int AgiLoader_v3::loadResource(int t, int n) {
int ec = errOK;
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uint8 *data = NULL;
if (n > MAX_DIRS)
return errBadResource;
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switch (t) {
case rLOGIC:
/* load resource into memory, decrypt messages at the end
* and build the message list (if logic is in memory)
*/
if (~_vm->_game.dirLogic[n].flags & RES_LOADED) {
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/* if logic is already in memory, unload it */
unloadResource(rLOGIC, n);
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/* load raw resource into data */
data = loadVolRes(&_vm->_game.dirLogic[n]);
_vm->_game.logics[n].data = data;
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/* uncompressed logic files need to be decrypted */
if (data != NULL) {
/* resloaded flag gets set by decode logic */
/* needed to build string table */
ec = _vm->decodeLogic(n);
_vm->_game.logics[n].sIP = 2;
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} else {
ec = errBadResource;
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}
/*logics[n].sIP=2; *//* saved IP = 2 */
/*logics[n].cIP=2; *//* current IP = 2 */
_vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
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}
/* if logic was cached, we get here */
/* reset code pointers incase it was cached */
_vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
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break;
case rPICTURE:
/* if picture is currently NOT loaded *OR* cacheing is off,
* unload the resource (caching==off) and reload it
*/
if (~_vm->_game.dirPic[n].flags & RES_LOADED) {
unloadResource(rPICTURE, n);
data = loadVolRes(&_vm->_game.dirPic[n]);
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if (data != NULL) {
data = _vm->_picture->convertV3Pic(data, _vm->_game.dirPic[n].len);
_vm->_game.pictures[n].rdata = data;
_vm->_game.dirPic[n].flags |= RES_LOADED;
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} else {
ec = errBadResource;
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}
}
break;
case rSOUND:
if (_vm->_game.dirSound[n].flags & RES_LOADED)
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break;
data = loadVolRes(&_vm->_game.dirSound[n]);
if (data != NULL) {
// Freeing of the raw resource from memory is delegated to the createFromRawResource-function
_vm->_game.sounds[n] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[n].len, n, *_vm->_sound);
_vm->_game.dirSound[n].flags |= RES_LOADED;
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} else {
ec = errBadResource;
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}
break;
case rVIEW:
/* Load a VIEW resource into memory...
* Since VIEWS alter the view table ALL the time can we
* cache the view? or must we reload it all the time?
*/
/* load a raw view from a VOL file into data */
if (_vm->_game.dirView[n].flags & RES_LOADED)
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break;
unloadResource(rVIEW, n);
data = loadVolRes(&_vm->_game.dirView[n]);
if (data != NULL) {
_vm->_game.views[n].rdata = data;
_vm->_game.dirView[n].flags |= RES_LOADED;
ec = _vm->decodeView(n);
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} else {
ec = errBadResource;
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}
break;
default:
ec = errBadResource;
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break;
}
return ec;
}
int AgiLoader_v3::loadObjects(const char *fname) {
return _vm->loadObjects(fname);
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}
int AgiLoader_v3::loadWords(const char *fname) {
return _vm->loadWords(fname);
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}
} // End of namespace Agi