mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-29 13:16:18 +00:00
93d62da652
svn-id: r41239
113 lines
3.3 KiB
C++
113 lines
3.3 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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* $URL$
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* $Id$
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*
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*/
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#include "agi/agi.h"
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namespace Agi {
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/**
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* Decode logic resource
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* This function decodes messages from the specified raw logic resource
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* into a message list.
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* @param n The number of the logic resource to decode.
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*/
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int AgiEngine::decodeLogic(int n) {
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int ec = errOK;
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int mstart, mend, mc;
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uint8 *m0;
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// decrypt messages at end of logic + build message list
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// report ("decoding logic #%d\n", n);
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m0 = _game.logics[n].data;
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mstart = READ_LE_UINT16(m0) + 2;
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mc = *(m0 + mstart);
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mend = READ_LE_UINT16(m0 + mstart + 1);
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m0 += mstart + 3; // cover header info
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mstart = mc << 1;
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// if the logic was not compressed, decrypt the text messages
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// only if there are more than 0 messages
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if ((~_game.dirLogic[n].flags & RES_COMPRESSED) && mc > 0)
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decrypt(m0 + mstart, mend - mstart); // decrypt messages
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// build message list
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m0 = _game.logics[n].data;
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mstart = READ_LE_UINT16(m0) + 2; // +2 covers pointer
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_game.logics[n].numTexts = *(m0 + mstart);
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// resetp logic pointers
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_game.logics[n].sIP = 2;
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_game.logics[n].cIP = 2;
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_game.logics[n].size = READ_LE_UINT16(m0) + 2; // logic end pointer
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// allocate list of pointers to point into our data
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_game.logics[n].texts = (const char **)calloc(1 + _game.logics[n].numTexts, sizeof(char *));
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// cover header info
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m0 += mstart + 3;
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if (_game.logics[n].texts != NULL) {
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// move list of strings into list to make real pointers
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for (mc = 0; mc < _game.logics[n].numTexts; mc++) {
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mend = READ_LE_UINT16(m0 + mc * 2);
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_game.logics[n].texts[mc] = mend ? (const char *)m0 + mend - 2 : (const char *)"";
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}
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// set loaded flag now its all completly loaded
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_game.dirLogic[n].flags |= RES_LOADED;
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} else {
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// unload data
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// Note that not every logic has text
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free(_game.logics[n].data);
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ec = errNotEnoughMemory;
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}
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return ec;
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}
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/**
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* Unload logic resource
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* This function unloads the specified logic resource, freeing any
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* memory chunks allocated for this resource.
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* @param n The number of the logic resource to unload
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*/
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void AgiEngine::unloadLogic(int n) {
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if (_game.dirLogic[n].flags & RES_LOADED) {
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free(_game.logics[n].data);
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if (_game.logics[n].numTexts)
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free(_game.logics[n].texts);
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_game.logics[n].numTexts = 0;
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_game.dirLogic[n].flags &= ~RES_LOADED;
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}
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// if cached, we end up here
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_game.logics[n].sIP = 2;
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_game.logics[n].cIP = 2;
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}
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} // End of namespace Agi
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