mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
330 lines
8.0 KiB
C++
330 lines
8.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "agi/agi.h"
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#include "common/md5.h"
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#define IMAGE_SIZE 368640 // = 40 * 2 * 9 * 512 = tracks * sides * sectors * sector size
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#define SECTOR_OFFSET(s) ((s) * 512)
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#define DDP_BASE_SECTOR 0x1C2
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#define DDP_LOGDIR_SEC SECTOR_OFFSET(171) + 5
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#define DDP_LOGDIR_MAX 43
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#define DDP_PICDIR_SEC SECTOR_OFFSET(180) + 5
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#define DDP_PICDIR_MAX 30
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#define DDP_VIEWDIR_SEC SECTOR_OFFSET(189) + 5
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#define DDP_VIEWDIR_MAX 171
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#define DDP_SNDDIR_SEC SECTOR_OFFSET(198) + 5
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#define DDP_SNDDIR_MAX 64
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#define BC_LOGDIR_SEC SECTOR_OFFSET(90) + 5
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#define BC_LOGDIR_MAX 118
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#define BC_VIEWDIR_SEC SECTOR_OFFSET(96) + 5
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#define BC_VIEWDIR_MAX 180
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#define BC_PICDIR_SEC SECTOR_OFFSET(93) + 8
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#define BC_PICDIR_MAX 117
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#define BC_SNDDIR_SEC SECTOR_OFFSET(99) + 5
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#define BC_SNDDIR_MAX 29
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#define BC_WORDS SECTOR_OFFSET(0x26D) + 5
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#define BC_OBJECTS SECTOR_OFFSET(0x1E6) + 3
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namespace Agi {
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AgiLoader_v1::AgiLoader_v1(AgiEngine *vm) {
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_vm = vm;
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}
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int AgiLoader_v1::detectGame() {
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// Find filenames for the disk images
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_filenameDisk0 = _vm->getDiskName(BooterDisk1);
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_filenameDisk1 = _vm->getDiskName(BooterDisk2);
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return _vm->setupV2Game(_vm->getVersion());
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}
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int AgiLoader_v1::loadDir_DDP(AgiDir *agid, int offset, int max) {
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Common::File fp;
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if (!fp.open(_filenameDisk0))
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return errBadFileOpen;
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// Cleanup
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for (int i = 0; i < MAX_DIRS; i++) {
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agid[i].volume = 0xFF;
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agid[i].offset = _EMPTY;
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}
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fp.seek(offset, SEEK_SET);
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for (int i = 0; i <= max; i++) {
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int b0 = fp.readByte();
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int b1 = fp.readByte();
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int b2 = fp.readByte();
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if (b0 == 0xFF && b1 == 0xFF && b2 == 0xFF) {
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agid[i].volume = 0xFF;
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agid[i].offset = _EMPTY;
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} else {
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int sec = (DDP_BASE_SECTOR + (((b0 & 0xF) << 8) | b1)) >> 1;
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int off = ((b1 & 0x1) << 8) | b2;
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agid[i].volume = 0;
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agid[i].offset = SECTOR_OFFSET(sec) + off;
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}
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}
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fp.close();
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return errOK;
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}
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int AgiLoader_v1::loadDir_BC(AgiDir *agid, int offset, int max) {
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Common::File fp;
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if (!fp.open(_filenameDisk0))
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return errBadFileOpen;
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// Cleanup
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for (int i = 0; i < MAX_DIRS; i++) {
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agid[i].volume = 0xFF;
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agid[i].offset = _EMPTY;
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}
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fp.seek(offset, SEEK_SET);
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for (int i = 0; i <= max; i++) {
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int b0 = fp.readByte();
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int b1 = fp.readByte();
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int b2 = fp.readByte();
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if (b0 == 0xFF && b1 == 0xFF && b2 == 0xFF) {
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agid[i].volume = 0xFF;
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agid[i].offset = _EMPTY;
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} else {
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int sec = (b0 & 0x3F) * 18 + ((b1 >> 1) & 0x1) * 9 + ((b1 >> 2) & 0x1F) - 1;
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int off = ((b1 & 0x1) << 8) | b2;
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int vol = (b0 & 0xC0) >> 6;
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agid[i].volume = 0;
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agid[i].offset = (vol == 2) * IMAGE_SIZE + SECTOR_OFFSET(sec) + off;
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}
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}
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fp.close();
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return errOK;
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}
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int AgiLoader_v1::init() {
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int ec = errOK;
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switch (_vm->getGameID()) {
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case GID_DDP:
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ec = loadDir_DDP(_vm->_game.dirLogic, DDP_LOGDIR_SEC, DDP_LOGDIR_MAX);
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if (ec == errOK)
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ec = loadDir_DDP(_vm->_game.dirPic, DDP_PICDIR_SEC, DDP_PICDIR_MAX);
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if (ec == errOK)
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ec = loadDir_DDP(_vm->_game.dirView, DDP_VIEWDIR_SEC, DDP_VIEWDIR_MAX);
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if (ec == errOK)
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ec = loadDir_DDP(_vm->_game.dirSound, DDP_SNDDIR_SEC, DDP_SNDDIR_MAX);
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break;
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case GID_BC:
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ec = loadDir_BC(_vm->_game.dirLogic, BC_LOGDIR_SEC, BC_LOGDIR_MAX);
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if (ec == errOK)
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ec = loadDir_BC(_vm->_game.dirPic, BC_PICDIR_SEC, BC_PICDIR_MAX);
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if (ec == errOK)
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ec = loadDir_BC(_vm->_game.dirView, BC_VIEWDIR_SEC, BC_VIEWDIR_MAX);
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if (ec == errOK)
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ec = loadDir_BC(_vm->_game.dirSound, BC_SNDDIR_SEC, BC_SNDDIR_MAX);
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break;
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}
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return ec;
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}
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int AgiLoader_v1::deinit() {
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int ec = errOK;
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return ec;
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}
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uint8 *AgiLoader_v1::loadVolRes(struct AgiDir *agid) {
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uint8 *data = NULL;
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Common::File fp;
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int offset = agid->offset;
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if (offset == _EMPTY)
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return NULL;
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if (offset > IMAGE_SIZE) {
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fp.open(_filenameDisk1);
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offset -= IMAGE_SIZE;
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} else {
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fp.open(_filenameDisk0);
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}
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fp.seek(offset, SEEK_SET);
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int signature = fp.readUint16BE();
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if (signature != 0x1234) {
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warning("AgiLoader_v1::loadVolRes: bad signature %04x", signature);
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return NULL;
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}
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fp.readByte();
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agid->len = fp.readUint16LE();
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data = (uint8 *)calloc(1, agid->len + 32);
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fp.read(data, agid->len);
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fp.close();
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return data;
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}
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int AgiLoader_v1::loadResource(int t, int n) {
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int ec = errOK;
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uint8 *data = NULL;
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debugC(3, kDebugLevelResources, "(t = %d, n = %d)", t, n);
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if (n > MAX_DIRS)
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return errBadResource;
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switch (t) {
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case rLOGIC:
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if (~_vm->_game.dirLogic[n].flags & RES_LOADED) {
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debugC(3, kDebugLevelResources, "loading logic resource %d", n);
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unloadResource(rLOGIC, n);
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// load raw resource into data
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data = loadVolRes(&_vm->_game.dirLogic[n]);
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_vm->_game.logics[n].data = data;
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ec = data ? _vm->decodeLogic(n) : errBadResource;
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_vm->_game.logics[n].sIP = 2;
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}
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// if logic was cached, we get here
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// reset code pointers incase it was cached
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_vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
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break;
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case rPICTURE:
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// if picture is currently NOT loaded *OR* cacheing is off,
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// unload the resource (caching == off) and reload it
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debugC(3, kDebugLevelResources, "loading picture resource %d", n);
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if (_vm->_game.dirPic[n].flags & RES_LOADED)
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break;
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// if loaded but not cached, unload it
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// if cached but not loaded, etc
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unloadResource(rPICTURE, n);
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data = loadVolRes(&_vm->_game.dirPic[n]);
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if (data != NULL) {
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_vm->_game.pictures[n].rdata = data;
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_vm->_game.dirPic[n].flags |= RES_LOADED;
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} else {
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ec = errBadResource;
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}
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break;
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case rSOUND:
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debugC(3, kDebugLevelResources, "loading sound resource %d", n);
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if (_vm->_game.dirSound[n].flags & RES_LOADED)
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break;
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data = loadVolRes(&_vm->_game.dirSound[n]);
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if (data != NULL) {
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// Freeing of the raw resource from memory is delegated to the createFromRawResource-function
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_vm->_game.sounds[n] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[n].len, n, _vm->_soundemu);
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_vm->_game.dirSound[n].flags |= RES_LOADED;
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} else {
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ec = errBadResource;
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}
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break;
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case rVIEW:
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// Load a VIEW resource into memory...
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// Since VIEWS alter the view table ALL the time
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// can we cache the view? or must we reload it all
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// the time?
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if (_vm->_game.dirView[n].flags & RES_LOADED)
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break;
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debugC(3, kDebugLevelResources, "loading view resource %d", n);
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unloadResource(rVIEW, n);
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data = loadVolRes(&_vm->_game.dirView[n]);
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if (data) {
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_vm->_game.views[n].rdata = data;
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_vm->_game.dirView[n].flags |= RES_LOADED;
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ec = _vm->decodeView(n);
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} else {
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ec = errBadResource;
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}
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break;
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default:
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ec = errBadResource;
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break;
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}
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return ec;
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}
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int AgiLoader_v1::unloadResource(int t, int n) {
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switch (t) {
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case rLOGIC:
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_vm->unloadLogic(n);
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break;
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case rPICTURE:
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_vm->_picture->unloadPicture(n);
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break;
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case rVIEW:
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_vm->unloadView(n);
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break;
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case rSOUND:
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_vm->_sound->unloadSound(n);
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break;
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}
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return errOK;
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}
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int AgiLoader_v1::loadObjects(const char *fname) {
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if (_vm->getGameID() == GID_BC) {
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Common::File f;
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f.open(_filenameDisk0);
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f.seek(BC_OBJECTS, SEEK_SET);
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return _vm->loadObjects(f);
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}
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return errOK;
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}
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int AgiLoader_v1::loadWords(const char *fname) {
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if (_vm->getGameID() == GID_BC) {
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Common::File f;
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f.open(_filenameDisk0);
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f.seek(BC_WORDS, SEEK_SET);
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return _vm->loadWords_v1(f);
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}
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return errOK;
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}
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}
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