Added support for sound archives.

We initialize them in the DraciEngine constructor, but don't play any sounds
yet.  Checked that it works for all existing sound files (required several
work-arounds against unspoken specification).

When copying the interface from barchive.h, I decided to remove some const's
from there, because getFile() wasn't really behaving like const.

Removed some static Common::String instances.

svn-id: r44953
This commit is contained in:
Robert Špalek 2009-10-11 22:30:40 +00:00
parent b6baadff53
commit c4563616ae
7 changed files with 274 additions and 20 deletions

View File

@ -268,10 +268,8 @@ void BArchive::closeArchive(void) {
* @return Pointer to a BAFile coresponding to the opened file or NULL (on failure)
*
* Loads individual BAR files from an archive to memory on demand.
* Should not be called directly. Instead, one should access files
* through the operator[] interface.
*/
BAFile *BArchive::loadFileBAR(uint i) const {
BAFile *BArchive::loadFileBAR(uint i) {
Common::File f;
// Else open archive and read in requested file
@ -310,7 +308,7 @@ BAFile *BArchive::loadFileBAR(uint i) const {
* Should not be called directly. Instead, one should access files
* through the operator[] interface.
*/
BAFile *BArchive::loadFileDFW(uint i) const {
BAFile *BArchive::loadFileDFW(uint i) {
Common::File f;
byte *buf;
@ -390,7 +388,7 @@ void BArchive::clearCache() {
}
}
const BAFile *BArchive::getFile(uint i) const {
const BAFile *BArchive::getFile(uint i) {
// Check whether requested file exists
if (i >= _fileCount) {
return NULL;

View File

@ -71,7 +71,7 @@ public:
void clearCache();
const BAFile *getFile(uint i) const;
const BAFile *getFile(uint i);
private:
// Archive header data
@ -89,8 +89,8 @@ private:
bool _opened; ///< True if the archive is opened, false otherwise
void openDFW(const Common::String &path);
BAFile *loadFileDFW(uint i) const;
BAFile *loadFileBAR(uint i) const;
BAFile *loadFileDFW(uint i);
BAFile *loadFileBAR(uint i);
};
} // End of namespace Draci

View File

@ -47,18 +47,20 @@ namespace Draci {
// Data file paths
const Common::String objectsPath("OBJEKTY.DFW");
const Common::String palettePath("PALETY.DFW");
const Common::String spritesPath("OBR_AN.DFW");
const Common::String overlaysPath("OBR_MAS.DFW");
const Common::String roomsPath("MIST.DFW");
const Common::String animationsPath("ANIM.DFW");
const Common::String iconsPath("HRA.DFW");
const Common::String walkingMapsPath("MAPY.DFW");
const Common::String itemsPath("IKONY.DFW");
const Common::String itemImagesPath("OBR_IK.DFW");
const Common::String initPath("INIT.DFW");
const Common::String stringsPath("RETEZCE.DFW");
const char *objectsPath = "OBJEKTY.DFW";
const char *palettePath = "PALETY.DFW";
const char *spritesPath = "OBR_AN.DFW";
const char *overlaysPath = "OBR_MAS.DFW";
const char *roomsPath = "MIST.DFW";
const char *animationsPath = "ANIM.DFW";
const char *iconsPath = "HRA.DFW";
const char *walkingMapsPath = "MAPY.DFW";
const char *itemsPath = "IKONY.DFW";
const char *itemImagesPath = "OBR_IK.DFW";
const char *initPath = "INIT.DFW";
const char *stringsPath = "RETEZCE.DFW";
const char *soundsPath = "CD2.SAM";
const char *dubbingPath = "CD.SAM";
DraciEngine::DraciEngine(OSystem *syst, const ADGameDescription *gameDesc)
: Engine(syst) {
@ -107,6 +109,9 @@ int DraciEngine::init() {
_itemImagesArchive = new BArchive(itemImagesPath);
_stringsArchive = new BArchive(stringsPath);
_soundsArchive = new SoundArchive(soundsPath);
_dubbingArchive = new SoundArchive(dubbingPath);
// Load the game's fonts
_smallFont = new Font(kFontSmall);
_bigFont = new Font(kFontBig);
@ -281,6 +286,9 @@ DraciEngine::~DraciEngine() {
delete _itemImagesArchive;
delete _stringsArchive;
delete _soundsArchive;
delete _dubbingArchive;
// Remove all of our debug levels here
Common::clearAllDebugChannels();
}

View File

@ -37,6 +37,7 @@
#include "draci/script.h"
#include "draci/barchive.h"
#include "draci/animation.h"
#include "draci/sound.h"
namespace Draci {
@ -82,6 +83,9 @@ public:
BArchive *_initArchive;
BArchive *_stringsArchive;
SoundArchive *_soundsArchive;
SoundArchive *_dubbingArchive;
bool _showWalkingMap;
Common::RandomSource _rnd;

View File

@ -7,6 +7,7 @@ MODULE_OBJS := \
script.o \
font.o \
saveload.o \
sound.o \
sprite.o \
screen.o \
surface.o \

160
engines/draci/sound.cpp Normal file
View File

@ -0,0 +1,160 @@
/* ScummVM - Graphic Adventure Engine
*
* 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.
*
* 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk/engines/draci/barchive.cpp $
* $Id: barchive.cpp 44493 2009-09-30 16:04:21Z fingolfin $
*
*/
#include "common/debug.h"
#include "common/file.h"
#include "common/str.h"
#include "common/stream.h"
#include "draci/sound.h"
#include "draci/draci.h"
namespace Draci {
void SoundArchive::openArchive(const Common::String &path) {
// Close previously opened archive (if any)
closeArchive();
debugCN(2, kDraciArchiverDebugLevel, "Loading samples %s: ", path.c_str());
_f = new Common::File();
_f->open(path);
if (_f->isOpen()) {
debugC(2, kDraciArchiverDebugLevel, "Success");
} else {
debugC(2, kDraciArchiverDebugLevel, "Error");
return;
}
// Save path for reading in files later on
_path = path;
// Read archive header
debugC(2, kDraciArchiverDebugLevel, "Loading header");
uint totalLength = _f->readUint32LE();
const uint kMaxSamples = 4095; // The no-sound file is exactly 16K bytes long, so don't fail on short reads
uint sampleStarts[kMaxSamples];
for (uint i = 0; i < kMaxSamples; ++i) {
sampleStarts[i] = _f->readUint32LE();
}
// Fill the sample table
for (_sampleCount = 0; _sampleCount < kMaxSamples - 1; ++_sampleCount) {
int length = sampleStarts[_sampleCount + 1] - sampleStarts[_sampleCount];
if (length <= 0 && sampleStarts[_sampleCount] >= totalLength) // heuristics to detect the last sample
break;
}
if (_sampleCount > 0) {
debugC(2, kDraciArchiverDebugLevel, "Archive info: %d samples, %d total length",
_sampleCount, totalLength);
_samples = new SoundSample[_sampleCount];
for (uint i = 0; i < _sampleCount; ++i) {
_samples[i]._offset = sampleStarts[i];
_samples[i]._length = sampleStarts[i+1] - sampleStarts[i];
_samples[i]._data = NULL;
}
if (_samples[_sampleCount-1]._offset + _samples[_sampleCount-1]._length != totalLength &&
_samples[_sampleCount-1]._offset + _samples[_sampleCount-1]._length - _samples[0]._offset != totalLength) {
// WORKAROUND: the stored length is stored with the header for sounds and without the hader for dubbing. Crazy.
debugC(2, kDraciArchiverDebugLevel, "Broken sound archive: %d != %d",
_samples[_sampleCount-1]._offset + _samples[_sampleCount-1]._length,
totalLength);
closeArchive();
return;
}
} else {
debugC(2, kDraciArchiverDebugLevel, "Archive info: empty");
}
// Indicate that the archive has been successfully opened
_opened = true;
}
/**
* @brief SoundArchive close method
*
* Closes the currently opened archive. It can be called explicitly to
* free up memory.
*/
void SoundArchive::closeArchive() {
clearCache();
delete _f;
_f = NULL;
delete[] _samples;
_samples = NULL;
_sampleCount = 0;
_path = "";
_opened = false;
}
/**
* Clears the cache of the open files inside the archive without closing it.
* If the files are subsequently accessed, they are read from the disk.
*/
void SoundArchive::clearCache() {
// Delete all cached data
for (uint i = 0; i < _sampleCount; ++i) {
_samples[i].close();
}
}
/**
* @brief On-demand sound sample loader
* @param i Index of file inside an archive
* @return Pointer to a SoundSample coresponding to the opened file or NULL (on failure)
*
* Loads individual samples from an archive to memory on demand.
*/
const SoundSample *SoundArchive::getSample(uint i) {
// Check whether requested file exists
if (i >= _sampleCount) {
return NULL;
}
debugCN(2, kDraciArchiverDebugLevel, "Accessing sample %d from archive %s... ",
i, _path.c_str());
// Check if file has already been opened and return that
if (_samples[i]._data) {
debugC(2, kDraciArchiverDebugLevel, "Success");
return _samples + i;
}
// Read in the file (without the file header)
_f->seek(_samples[i]._offset);
_samples[i]._data = new byte[_samples[i]._length];
_f->read(_samples[i]._data, _samples[i]._length);
debugC(3, kDraciArchiverDebugLevel, "Cached sample %d from archive %s",
i, _path.c_str());
return _samples + i;
}
} // End of namespace Draci

83
engines/draci/sound.h Normal file
View File

@ -0,0 +1,83 @@
/* ScummVM - Graphic Adventure Engine
*
* 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.
*
* 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk/engines/draci/barchive.h $
* $Id: barchive.h 44802 2009-10-08 21:28:57Z fingolfin $
*
*/
#ifndef DRACI_SOUND_H
#define DRACI_SOUND_H
#include "common/str.h"
#include "common/file.h"
namespace Draci {
/**
* Represents individual files inside the archive.
*/
struct SoundSample {
uint _offset;
uint _length;
byte* _data;
void close(void) {
delete[] _data;
_data = NULL;
}
};
class SoundArchive {
public:
SoundArchive() : _path(), _samples(NULL), _sampleCount(0), _opened(false), _f(NULL) {}
SoundArchive(const Common::String &path) :
_path(), _samples(NULL), _sampleCount(0), _opened(false), _f(NULL) {
openArchive(path);
}
~SoundArchive() { closeArchive(); }
void closeArchive();
void openArchive(const Common::String &path);
uint size() const { return _sampleCount; }
/**
* Checks whether there is an archive opened. Should be called before reading
* from the archive to check whether openArchive() succeeded.
*/
bool isOpen() const { return _opened; }
void clearCache();
const SoundSample *getSample(uint i);
private:
Common::String _path; ///< Path to file
SoundSample *_samples; ///< Internal array of files
uint _sampleCount; ///< Number of files in archive
bool _opened; ///< True if the archive is opened, false otherwise
Common::File *_f; ///< Opened file
};
} // End of namespace Draci
#endif // DRACI_SOUND_H