mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
8ad5694cb1
svn-id: r46942
277 lines
6.6 KiB
C++
277 lines
6.6 KiB
C++
/* 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.
|
|
*
|
|
* $URL$
|
|
* $Id$
|
|
*
|
|
*/
|
|
|
|
#include "agi/agi.h"
|
|
|
|
namespace Agi {
|
|
|
|
int AgiLoader_v2::detectGame() {
|
|
if (!Common::File::exists(LOGDIR) ||
|
|
!Common::File::exists(PICDIR) ||
|
|
!Common::File::exists(SNDDIR) ||
|
|
!Common::File::exists(VIEWDIR))
|
|
return errInvalidAGIFile;
|
|
|
|
return _vm->setupV2Game(_vm->getVersion());
|
|
}
|
|
|
|
int AgiLoader_v2::loadDir(AgiDir *agid, const char *fname) {
|
|
Common::File fp;
|
|
uint8 *mem;
|
|
uint32 flen;
|
|
uint i;
|
|
|
|
report("Loading directory: %s\n", fname);
|
|
|
|
if (!fp.open(fname)) {
|
|
return errBadFileOpen;
|
|
}
|
|
|
|
fp.seek(0, SEEK_END);
|
|
flen = fp.pos();
|
|
fp.seek(0, SEEK_SET);
|
|
|
|
if ((mem = (uint8 *)malloc(flen + 32)) == NULL) {
|
|
fp.close();
|
|
return errNotEnoughMemory;
|
|
}
|
|
|
|
fp.read(mem, flen);
|
|
|
|
// 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 < flen; i += 3) {
|
|
agid[i / 3].volume = *(mem + i) >> 4;
|
|
agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
|
|
debugC(3, kDebugLevelResources, "%d: volume %d, offset 0x%05x", i / 3, agid[i / 3].volume, agid[i / 3].offset);
|
|
}
|
|
|
|
free(mem);
|
|
fp.close();
|
|
|
|
return errOK;
|
|
}
|
|
|
|
int AgiLoader_v2::init() {
|
|
int ec = errOK;
|
|
|
|
// load directory files
|
|
ec = loadDir(_vm->_game.dirLogic, LOGDIR);
|
|
if (ec == errOK)
|
|
ec = loadDir(_vm->_game.dirPic, PICDIR);
|
|
if (ec == errOK)
|
|
ec = loadDir(_vm->_game.dirView, VIEWDIR);
|
|
if (ec == errOK)
|
|
ec = loadDir(_vm->_game.dirSound, SNDDIR);
|
|
|
|
return ec;
|
|
}
|
|
|
|
int AgiLoader_v2::deinit() {
|
|
int ec = errOK;
|
|
|
|
#if 0
|
|
// unload words
|
|
agiV2UnloadWords();
|
|
|
|
// unload objects
|
|
agiV2UnloadObjects();
|
|
#endif
|
|
|
|
return ec;
|
|
}
|
|
|
|
int AgiLoader_v2::unloadResource(int t, int n) {
|
|
debugC(3, kDebugLevelResources, "unload resource");
|
|
|
|
switch (t) {
|
|
case rLOGIC:
|
|
_vm->unloadLogic(n);
|
|
break;
|
|
case rPICTURE:
|
|
_vm->_picture->unloadPicture(n);
|
|
break;
|
|
case rVIEW:
|
|
_vm->unloadView(n);
|
|
break;
|
|
case rSOUND:
|
|
_vm->_sound->unloadSound(n);
|
|
break;
|
|
}
|
|
|
|
return errOK;
|
|
}
|
|
|
|
/**
|
|
* 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 unsucsessfull.
|
|
*/
|
|
uint8 *AgiLoader_v2::loadVolRes(struct AgiDir *agid) {
|
|
uint8 *data = NULL;
|
|
char x[MAXPATHLEN], *path;
|
|
Common::File fp;
|
|
unsigned int sig;
|
|
|
|
sprintf(x, "vol.%i", agid->volume);
|
|
path = x;
|
|
debugC(3, kDebugLevelResources, "Vol res: path = %s", path);
|
|
|
|
if (agid->offset != _EMPTY && fp.open(path)) {
|
|
debugC(3, kDebugLevelResources, "loading resource at offset %d", agid->offset);
|
|
fp.seek(agid->offset, SEEK_SET);
|
|
fp.read(&x, 5);
|
|
if ((sig = READ_BE_UINT16((uint8 *) x)) == 0x1234) {
|
|
agid->len = READ_LE_UINT16((uint8 *) x + 3);
|
|
data = (uint8 *) calloc(1, agid->len + 32);
|
|
if (data != NULL) {
|
|
fp.read(data, agid->len);
|
|
} else {
|
|
exit(1);
|
|
}
|
|
} else {
|
|
report("Error: bad signature %04x\n", sig);
|
|
// fprintf (stderr, "ACK! BAD RESOURCE!!!\n");
|
|
return 0;
|
|
}
|
|
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_v2::loadResource(int t, int n) {
|
|
int ec = errOK;
|
|
uint8 *data = NULL;
|
|
|
|
debugC(3, kDebugLevelResources, "(t = %d, n = %d)", t, n);
|
|
if (n > MAX_DIRS)
|
|
return errBadResource;
|
|
|
|
switch (t) {
|
|
case rLOGIC:
|
|
if (~_vm->_game.dirLogic[n].flags & RES_LOADED) {
|
|
debugC(3, kDebugLevelResources, "loading logic resource %d", n);
|
|
unloadResource(rLOGIC, n);
|
|
|
|
// load raw resource into data
|
|
data = loadVolRes(&_vm->_game.dirLogic[n]);
|
|
|
|
_vm->_game.logics[n].data = data;
|
|
ec = data ? _vm->decodeLogic(n) : errBadResource;
|
|
|
|
_vm->_game.logics[n].sIP = 2;
|
|
}
|
|
|
|
// if logic was cached, we get here
|
|
// reset code pointers incase it was cached
|
|
|
|
_vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
|
|
break;
|
|
case rPICTURE:
|
|
// if picture is currently NOT loaded *OR* cacheing is off,
|
|
// unload the resource (caching == off) and reload it
|
|
|
|
debugC(3, kDebugLevelResources, "loading picture resource %d", n);
|
|
if (_vm->_game.dirPic[n].flags & RES_LOADED)
|
|
break;
|
|
|
|
// if loaded but not cached, unload it
|
|
// if cached but not loaded, etc
|
|
unloadResource(rPICTURE, n);
|
|
data = loadVolRes(&_vm->_game.dirPic[n]);
|
|
|
|
if (data != NULL) {
|
|
_vm->_game.pictures[n].rdata = data;
|
|
_vm->_game.dirPic[n].flags |= RES_LOADED;
|
|
} else {
|
|
ec = errBadResource;
|
|
}
|
|
break;
|
|
case rSOUND:
|
|
debugC(3, kDebugLevelResources, "loading sound resource %d", n);
|
|
if (_vm->_game.dirSound[n].flags & RES_LOADED)
|
|
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;
|
|
} else {
|
|
ec = errBadResource;
|
|
}
|
|
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?
|
|
if (_vm->_game.dirView[n].flags & RES_LOADED)
|
|
break;
|
|
|
|
debugC(3, kDebugLevelResources, "loading view resource %d", n);
|
|
unloadResource(rVIEW, n);
|
|
data = loadVolRes(&_vm->_game.dirView[n]);
|
|
if (data) {
|
|
_vm->_game.views[n].rdata = data;
|
|
_vm->_game.dirView[n].flags |= RES_LOADED;
|
|
ec = _vm->decodeView(n);
|
|
} else {
|
|
ec = errBadResource;
|
|
}
|
|
break;
|
|
default:
|
|
ec = errBadResource;
|
|
break;
|
|
}
|
|
|
|
return ec;
|
|
}
|
|
|
|
int AgiLoader_v2::loadObjects(const char *fname) {
|
|
return _vm->loadObjects(fname);
|
|
}
|
|
|
|
int AgiLoader_v2::loadWords(const char *fname) {
|
|
return _vm->loadWords(fname);
|
|
}
|
|
|
|
} // End of namespace Agi
|