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AGI: Implement resource loader for the DDP booter game
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3fd26de379
commit
010315dc0c
@ -652,6 +652,9 @@ private:
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Common::String _dsk0Name;
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Common::String _dsk1Name;
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int loadDir(AgiDir *agid, int offset, int num);
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uint8 *loadVolRes(AgiDir *agid);
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public:
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AgiLoader_v1(AgiEngine *vm, Common::String dsk0, Common::String dsk1) {
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_vm = vm;
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@ -659,13 +662,13 @@ public:
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_dsk1Name = dsk1;
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}
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virtual int init() { return 0; }
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virtual int deinit() { return 0; }
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virtual int detectGame() { return 0; }
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virtual int loadResource(int, int) { return 0; }
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virtual int unloadResource(int, int) { return 0; }
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virtual int loadObjects(const char *) { return 0; }
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virtual int loadWords(const char *) { return 0; }
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virtual int init();
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virtual int deinit();
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virtual int detectGame();
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virtual int loadResource(int, int);
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virtual int unloadResource(int, int);
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virtual int loadObjects(const char *);
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virtual int loadWords(const char *);
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};
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class AgiLoader_v2 : public AgiLoader {
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249
engines/agi/loader_v1.cpp
Normal file
249
engines/agi/loader_v1.cpp
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@ -0,0 +1,249 @@
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/* 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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*/
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#include "agi/agi.h"
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#define offsetTHS(track,head,sector) (512 * ((((track) * 2 + (head)) * 9) + (sector)))
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#define offset(sector) offsetTHS(sector / 18, (sector % 18) / 9, (sector % 18) % 9)
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#define BASE_SECTOR 0x1C2
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#define LOGDIR_SEC offset(171) + 5
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#define LOGDIR_NUM 43
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#define PICDIR_SEC offset(180) + 5
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#define PICDIR_NUM 30
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#define VIEWDIR_SEC offset(189) + 5
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#define VIEWDIR_NUM 171
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#define SNDDIR_SEC offset(198) + 5
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#define SNDDIR_NUM 64
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namespace Agi {
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int AgiLoader_v1::detectGame() {
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return _vm->setupV2Game(_vm->getVersion());
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}
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int AgiLoader_v1::loadDir(AgiDir *agid, int offset, int num) {
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Common::File fp;
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if (!fp.open(_dsk0Name))
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return errBadFileOpen;
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// Cleanup
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for (int i = 0; i < MAX_DIRS; i++) {
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agid[i].volume = 0xFF;
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agid[i].offset = _EMPTY;
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}
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fp.seek(offset, SEEK_SET);
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for (int i = 0; i < num; i++) {
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int b0 = fp.readByte();
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int b1 = fp.readByte();
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int b2 = fp.readByte();
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if (b0 == 0xFF && b1 == 0xFF && b2 == 0xFF) {
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agid[i].volume = 0xFF;
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agid[i].offset = _EMPTY;
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} else {
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int sec = (BASE_SECTOR + (((b0 & 0xF) << 8) | b1)) >> 1;
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int off = ((b1 & 0x1) << 8) | b2;
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agid[i].volume = 0;
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agid[i].offset = (sec << 16) | off;
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}
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}
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fp.close();
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return errOK;
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}
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int AgiLoader_v1::init() {
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int ec = errOK;
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ec = loadDir(_vm->_game.dirLogic, LOGDIR_SEC, LOGDIR_NUM);
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if (ec == errOK)
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ec = loadDir(_vm->_game.dirPic, PICDIR_SEC, PICDIR_NUM);
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if (ec == errOK)
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ec = loadDir(_vm->_game.dirView, VIEWDIR_SEC, VIEWDIR_NUM);
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if (ec == errOK)
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ec = loadDir(_vm->_game.dirSound, SNDDIR_SEC, SNDDIR_NUM);
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return ec;
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}
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int AgiLoader_v1::deinit() {
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int ec = errOK;
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return ec;
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}
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uint8 *AgiLoader_v1::loadVolRes(struct AgiDir *agid) {
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uint8 *data = NULL;
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Common::File fp;
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if (agid->offset == _EMPTY)
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return NULL;
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int sec = agid->offset >> 16;
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int off = agid->offset & 0xFFFF;
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fp.open(_dsk0Name);
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fp.seek(offset(sec) + off, SEEK_SET);
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int signature = fp.readUint16BE();
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if (signature != 0x1234) {
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warning("AgiLoader_v1::loadVolRes: bad signature %04x", signature);
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return NULL;
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}
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fp.readByte();
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agid->len = fp.readUint16LE();
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data = (uint8 *)calloc(1, agid->len + 32);
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fp.read(data, agid->len);
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fp.close();
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return data;
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}
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int AgiLoader_v1::loadResource(int t, int n) {
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int ec = errOK;
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uint8 *data = NULL;
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debugC(3, kDebugLevelResources, "(t = %d, n = %d)", t, n);
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if (n > MAX_DIRS)
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return errBadResource;
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switch (t) {
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case rLOGIC:
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if (~_vm->_game.dirLogic[n].flags & RES_LOADED) {
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debugC(3, kDebugLevelResources, "loading logic resource %d", n);
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unloadResource(rLOGIC, n);
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// load raw resource into data
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data = loadVolRes(&_vm->_game.dirLogic[n]);
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_vm->_game.logics[n].data = data;
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ec = data ? _vm->decodeLogic(n) : errBadResource;
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_vm->_game.logics[n].sIP = 2;
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}
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// if logic was cached, we get here
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// reset code pointers incase it was cached
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_vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
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break;
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case rPICTURE:
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// if picture is currently NOT loaded *OR* cacheing is off,
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// unload the resource (caching == off) and reload it
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debugC(3, kDebugLevelResources, "loading picture resource %d", n);
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if (_vm->_game.dirPic[n].flags & RES_LOADED)
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break;
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// if loaded but not cached, unload it
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// if cached but not loaded, etc
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unloadResource(rPICTURE, n);
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data = loadVolRes(&_vm->_game.dirPic[n]);
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if (data != NULL) {
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_vm->_game.pictures[n].rdata = data;
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_vm->_game.dirPic[n].flags |= RES_LOADED;
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} else {
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ec = errBadResource;
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}
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break;
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case rSOUND:
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debugC(3, kDebugLevelResources, "loading sound resource %d", n);
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if (_vm->_game.dirSound[n].flags & RES_LOADED)
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break;
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data = loadVolRes(&_vm->_game.dirSound[n]);
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if (data != NULL) {
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// Freeing of the raw resource from memory is delegated to the createFromRawResource-function
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_vm->_game.sounds[n] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[n].len, n, *_vm->_sound, _vm->_soundemu);
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_vm->_game.dirSound[n].flags |= RES_LOADED;
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} else {
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ec = errBadResource;
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}
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break;
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case rVIEW:
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// Load a VIEW resource into memory...
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// Since VIEWS alter the view table ALL the time
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// can we cache the view? or must we reload it all
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// the time?
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if (_vm->_game.dirView[n].flags & RES_LOADED)
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break;
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debugC(3, kDebugLevelResources, "loading view resource %d", n);
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unloadResource(rVIEW, n);
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data = loadVolRes(&_vm->_game.dirView[n]);
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if (data) {
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_vm->_game.views[n].rdata = data;
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_vm->_game.dirView[n].flags |= RES_LOADED;
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ec = _vm->decodeView(n);
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} else {
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ec = errBadResource;
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}
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break;
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default:
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ec = errBadResource;
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break;
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}
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return ec;
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}
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int AgiLoader_v1::unloadResource(int t, int n) {
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switch (t) {
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case rLOGIC:
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_vm->unloadLogic(n);
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break;
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case rPICTURE:
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_vm->_picture->unloadPicture(n);
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break;
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case rVIEW:
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_vm->unloadView(n);
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break;
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case rSOUND:
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_vm->_sound->unloadSound(n);
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break;
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}
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return errOK;
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}
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// TODO: Find the disk image equivalent.
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int AgiLoader_v1::loadObjects(const char *fname) {
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return _vm->loadObjects(fname);
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}
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// TODO: Find the disk image equivalent.
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int AgiLoader_v1::loadWords(const char *fname) {
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return _vm->loadObjects(fname);
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}
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}
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@ -11,6 +11,7 @@ MODULE_OBJS := \
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id.o \
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inv.o \
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keyboard.o \
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loader_v1.o \
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loader_v2.o \
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loader_v3.o \
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logic.o \
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