scummvm/engines/agi/objects.cpp
Colin Snover 0851a30769 AGI: Replace use of strdup with Common::String
It was also necessary to make sure that the Common::String objects
were initialised correctly by switching to use a C++ container
for engine objects instead of calloc, since they were no longer
C-compatible PODs.
2018-08-18 16:30:05 +02:00

150 lines
4.1 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.
*
*/
#include "agi/agi.h"
#include "common/textconsole.h"
namespace Agi {
int AgiEngine::decodeObjects(uint8 *mem, uint32 flen) {
unsigned int i, so, padsize, spos;
padsize = _game.gameFlags & ID_AMIGA ? 4 : 3;
_game.numObjects = 0;
// check if first pointer exceeds file size
// if so, its encrypted, else it is not
if (READ_LE_UINT16(mem) > flen) {
debugN(0, "Decrypting objects... ");
decrypt(mem, flen);
debug(0, "done.");
}
// 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 errOK;
}
_game.numObjects = READ_LE_UINT16(mem) / padsize;
debugC(5, kDebugLevelResources, "num_objects = %d (padsize = %d)", _game.numObjects, padsize);
_objects.resize(_game.numObjects);
// build the object list
spos = getVersion() >= 0x2000 ? padsize : 0;
for (i = 0, so = spos; i < _game.numObjects; i++, so += padsize) {
int offset;
_objects[i].location = *(mem + so + 2);
offset = READ_LE_UINT16(mem + so) + spos;
if ((uint) offset < flen) {
_objects[i].name = (const char *)mem + offset;
} else {
warning("object %i name beyond object filesize (%04x > %04x)", i, offset, flen);
_objects[i].name.clear();
}
// Don't show the invalid "?" object in ego's inventory in the fanmade
// game Beyond the Titanic 2 (bug #3116541).
if (_objects[i].name == "?" && _objects[i].location == EGO_OWNED)
_objects[i].location = 0;
}
debug(0, "Reading objects: %d objects read.", _game.numObjects);
return errOK;
}
int AgiEngine::loadObjects(const char *fname) {
Common::File fp;
debugC(5, kDebugLevelResources, "(Loading objects '%s')", fname);
if (!fp.open(fname))
return errBadFileOpen;
return readObjects(fp, fp.size());
}
/**
* Loads an object file that is in the common VOL resource format. Expects
* the file pointer to point to the last field in header, ie. file length.
* This is used at least by the V1 booter games.
*/
int AgiEngine::loadObjects(Common::File &fp) {
int flen = fp.readUint16LE();
return readObjects(fp, flen);
}
/**
* Read and decode objects, and store them in the internal structure.
*
* @param fp File pointer
* @param flen File length
*/
int AgiEngine::readObjects(Common::File &fp, int flen) {
uint8 *mem;
if ((mem = (uint8 *)calloc(1, flen + 32)) == NULL) {
fp.close();
return errNotEnoughMemory;
}
fp.read(mem, flen);
fp.close();
decodeObjects(mem, flen);
free(mem);
return errOK;
}
void AgiEngine::objectSetLocation(uint16 objectNr, int i) {
if (objectNr >= _game.numObjects) {
warning("AgiEngine::objectSetLocation: Can't access object %d.\n", objectNr);
return;
}
_objects[objectNr].location = i;
}
int AgiEngine::objectGetLocation(uint16 objectNr) {
if (objectNr >= _game.numObjects) {
warning("AgiEngine::objectGetLocation: Can't access object %d.\n", objectNr);
return 0;
}
return _objects[objectNr].location;
}
const char *AgiEngine::objectName(uint16 objectNr) {
if (objectNr >= _game.numObjects) {
warning("AgiEngine::objectName: Can't access object %d.\n", objectNr);
return "";
}
return _objects[objectNr].name.c_str();
}
} // End of namespace Agi