scummvm/engines/agi/objects.cpp
Paweł Kołodziejski 1d3ca2e409 first phase of objectisation of agi engine
svn-id: r24808
2006-12-06 19:27:02 +00:00

160 lines
3.8 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* Copyright (C) 1999-2003 Sarien Team
*
* 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 "common/stdafx.h"
#include "agi/agi.h"
namespace Agi {
int AgiEngine::alloc_objects(int n) {
if ((objects = (agi_object *)calloc(n, sizeof(struct agi_object))) == NULL)
return err_NotEnoughMemory;
return err_OK;
}
int AgiEngine::decode_objects(uint8 *mem, uint32 flen) {
unsigned int i, so, padsize;
padsize = game.game_flags & ID_AMIGA ? 4 : 3;
game.num_objects = 0;
objects = NULL;
/* check if first pointer exceeds file size
* if so, its encrypted, else it is not
*/
if (READ_LE_UINT16(mem) > flen) {
report("Decrypting objects... ");
decrypt(mem, flen);
report("done.\n");
}
/* alloc memory for object list
* byte 3 = number of animated objects. this is ignored.. ??
*/
if (READ_LE_UINT16(mem) / padsize >= 256) {
/* die with no error! AGDS game needs not to die to work!! :( */
return err_OK;
}
game.num_objects = READ_LE_UINT16(mem) / padsize;
debugC(5, kDebugLevelResources, "num_objects = %d (padsize = %d)", game.num_objects, padsize);
if (alloc_objects(game.num_objects) != err_OK)
return err_NotEnoughMemory;
/* build the object list */
for (i = 0, so = padsize; i < game.num_objects; i++, so += padsize) {
int offset;
(objects + i)->location = *(mem + so + 2);
offset = READ_LE_UINT16(mem + so) + padsize;
if ((uint) offset < flen) {
(objects + i)->name = (char *)strdup((const char *)mem + offset);
} else {
printf("ERROR: object %i name beyond object filesize! "
"(%04x > %04x)\n", i, offset, flen);
(objects + i)->name = strdup("");
}
}
report("Reading objects: %d objects read.\n", game.num_objects);
return err_OK;
}
int AgiEngine::load_objects(const char *fname) {
Common::File fp;
uint32 flen;
uint8 *mem;
objects = NULL;
game.num_objects = 0;
debugC(5, kDebugLevelResources, "(fname = %s)", fname);
report("Loading objects: %s\n", fname);
if (!fp.open(fname))
return err_BadFileOpen;
fp.seek(0, SEEK_END);
flen = fp.pos();
fp.seek(0, SEEK_SET);
if ((mem = (uint8 *)calloc(1, flen + 32)) == NULL) {
fp.close();
return err_NotEnoughMemory;
}
fp.read(mem, flen);
fp.close();
decode_objects(mem, flen);
free(mem);
return err_OK;
}
void AgiEngine::unload_objects() {
unsigned int i;
if (objects != NULL) {
for (i = 0; i < game.num_objects; i++) {
free(objects[i].name);
objects[i].name = NULL;
}
free(objects);
objects = NULL;
}
}
void AgiEngine::object_set_location(unsigned int n, int i) {
if (n >= game.num_objects) {
report("Error: Can't access object %d.\n", n);
return;
}
objects[n].location = i;
}
int AgiEngine::object_get_location(unsigned int n) {
if (n >= game.num_objects) {
report("Error: Can't access object %d.\n", n);
return 0;
}
return objects[n].location;
}
const char *AgiEngine::object_name(unsigned int n) {
if (n >= game.num_objects) {
report("Error: Can't access object %d.\n", n);
return "";
}
return objects[n].name;
}
} // End of namespace Agi