mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-27 04:07:05 +00:00
696897b058
svn-id: r35648
385 lines
9.2 KiB
C++
385 lines
9.2 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"
|
|
#include "agi/lzw.h"
|
|
|
|
#include "common/config-manager.h"
|
|
#include "common/fs.h"
|
|
|
|
namespace Agi {
|
|
|
|
int AgiLoader_v3::version() {
|
|
return 3;
|
|
}
|
|
|
|
void AgiLoader_v3::setIntVersion(int ver) {
|
|
_intVersion = ver;
|
|
}
|
|
|
|
int AgiLoader_v3::getIntVersion() {
|
|
return _intVersion;
|
|
}
|
|
|
|
int AgiLoader_v3::detectGame() {
|
|
int ec = errUnk;
|
|
bool found = false;
|
|
|
|
Common::FSList fslist;
|
|
Common::FSNode dir(ConfMan.get("path"));
|
|
|
|
if (!dir.getChildren(fslist, Common::FSNode::kListFilesOnly)) {
|
|
warning("AgiEngine: invalid game path '%s'", dir.getPath().c_str());
|
|
return errInvalidAGIFile;
|
|
}
|
|
|
|
for (Common::FSList::const_iterator file = fslist.begin();
|
|
file != fslist.end() && !found; ++file) {
|
|
Common::String f = file->getName();
|
|
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();
|
|
|
|
found = true;
|
|
}
|
|
}
|
|
|
|
if (!found) {
|
|
debugC(3, kDebugLevelMain, "not found");
|
|
ec = errInvalidAGIFile;
|
|
}
|
|
|
|
return ec;
|
|
}
|
|
|
|
int AgiLoader_v3::loadDir(struct AgiDir *agid, Common::File *fp,
|
|
uint32 offs, uint32 len) {
|
|
int ec = errOK;
|
|
uint8 *mem;
|
|
unsigned int i;
|
|
|
|
fp->seek(offs, SEEK_SET);
|
|
if ((mem = (uint8 *)malloc(len + 32)) != NULL) {
|
|
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;
|
|
}
|
|
|
|
return ec;
|
|
}
|
|
|
|
struct agi3vol {
|
|
uint32 sddr;
|
|
uint32 len;
|
|
};
|
|
|
|
int AgiLoader_v3::init() {
|
|
int ec = errOK;
|
|
struct agi3vol agiVol3[4];
|
|
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_;
|
|
}
|
|
|
|
if (!fp.open(path)) {
|
|
printf("Failed to open \"%s\"\n", path.c_str());
|
|
return errBadFileOpen;
|
|
}
|
|
/* 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]);
|
|
|
|
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;
|
|
|
|
if (agiVol3[3].len > 256 * 3)
|
|
agiVol3[3].len = 256 * 3;
|
|
|
|
fp.seek(0, SEEK_SET);
|
|
|
|
/* read in directory files */
|
|
ec = loadDir(_vm->_game.dirLogic, &fp, agiVol3[0].sddr, agiVol3[0].len);
|
|
|
|
if (ec == errOK) {
|
|
ec = loadDir(_vm->_game.dirPic, &fp, agiVol3[1].sddr, agiVol3[1].len);
|
|
}
|
|
|
|
if (ec == errOK) {
|
|
ec = loadDir(_vm->_game.dirView, &fp, agiVol3[2].sddr, agiVol3[2].len);
|
|
}
|
|
|
|
if (ec == errOK) {
|
|
ec = loadDir(_vm->_game.dirSound, &fp, agiVol3[3].sddr, agiVol3[3].len);
|
|
}
|
|
|
|
return ec;
|
|
}
|
|
|
|
int AgiLoader_v3::deinit() {
|
|
int ec = errOK;
|
|
|
|
#if 0
|
|
/* unload words */
|
|
agiV3UnloadWords();
|
|
|
|
/* unload objects */
|
|
agiV3UnloadObjects();
|
|
#endif
|
|
|
|
return ec;
|
|
}
|
|
|
|
int AgiLoader_v3::unloadResource(int t, int n) {
|
|
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 unsucsessful.
|
|
*/
|
|
uint8 *AgiLoader_v3::loadVolRes(AgiDir *agid) {
|
|
char x[MAX_PATH];
|
|
uint8 *data = NULL, *compBuffer;
|
|
Common::File fp;
|
|
Common::String path;
|
|
|
|
debugC(3, kDebugLevelResources, "(%p)", (void *)agid);
|
|
sprintf(x, "vol.%i", agid->volume);
|
|
path = Common::String(_vm->_game.name) + x;
|
|
|
|
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();
|
|
}
|
|
|
|
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);
|
|
|
|
if (x[2] & 0x80 || agid->len == agid->clen) {
|
|
/* do not decompress */
|
|
data = compBuffer;
|
|
|
|
#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);
|
|
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;
|
|
uint8 *data = NULL;
|
|
|
|
if (n > MAX_DIRS)
|
|
return errBadResource;
|
|
|
|
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) {
|
|
/* if logic is already in memory, unload it */
|
|
unloadResource(rLOGIC, n);
|
|
|
|
/* load raw resource into data */
|
|
data = loadVolRes(&_vm->_game.dirLogic[n]);
|
|
_vm->_game.logics[n].data = data;
|
|
|
|
/* 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;
|
|
} else {
|
|
ec = errBadResource;
|
|
}
|
|
|
|
/*logics[n].sIP=2; *//* saved IP = 2 */
|
|
/*logics[n].cIP=2; *//* current IP = 2 */
|
|
|
|
_vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
|
|
}
|
|
|
|
/* 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
|
|
*/
|
|
if (~_vm->_game.dirPic[n].flags & RES_LOADED) {
|
|
unloadResource(rPICTURE, n);
|
|
data = loadVolRes(&_vm->_game.dirPic[n]);
|
|
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;
|
|
} else {
|
|
ec = errBadResource;
|
|
}
|
|
}
|
|
break;
|
|
case rSOUND:
|
|
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?
|
|
*/
|
|
/* load a raw view from a VOL file into data */
|
|
if (_vm->_game.dirView[n].flags & RES_LOADED)
|
|
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);
|
|
} else {
|
|
ec = errBadResource;
|
|
}
|
|
break;
|
|
default:
|
|
ec = errBadResource;
|
|
break;
|
|
}
|
|
|
|
return ec;
|
|
}
|
|
|
|
int AgiLoader_v3::loadObjects(const char *fname) {
|
|
return _vm->loadObjects(fname);
|
|
}
|
|
|
|
int AgiLoader_v3::loadWords(const char *fname) {
|
|
return _vm->loadWords(fname);
|
|
}
|
|
|
|
} // End of namespace Agi
|