mirror of
https://github.com/libretro/scummvm.git
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172 lines
4.5 KiB
C++
172 lines
4.5 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/textconsole.h"
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namespace Agi {
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int AgiEngine::allocObjects(int n) {
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if ((_objects = (AgiObject *)calloc(n, sizeof(struct AgiObject))) == NULL)
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return errNotEnoughMemory;
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return errOK;
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}
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int AgiEngine::decodeObjects(uint8 *mem, uint32 flen) {
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unsigned int i, so, padsize, spos;
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padsize = _game.gameFlags & ID_AMIGA ? 4 : 3;
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_game.numObjects = 0;
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_objects = NULL;
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// check if first pointer exceeds file size
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// if so, its encrypted, else it is not
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if (READ_LE_UINT16(mem) > flen) {
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debugN(0, "Decrypting objects... ");
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decrypt(mem, flen);
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debug(0, "done.");
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}
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// alloc memory for object list
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// byte 3 = number of animated objects. this is ignored.. ??
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if (READ_LE_UINT16(mem) / padsize > 256) {
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// die with no error! AGDS game needs not to die to work!! :(
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return errOK;
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}
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_game.numObjects = READ_LE_UINT16(mem) / padsize;
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debugC(5, kDebugLevelResources, "num_objects = %d (padsize = %d)", _game.numObjects, padsize);
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if (allocObjects(_game.numObjects) != errOK)
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return errNotEnoughMemory;
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// build the object list
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spos = getVersion() >= 0x2000 ? padsize : 0;
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for (i = 0, so = spos; i < _game.numObjects; i++, so += padsize) {
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int offset;
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_objects[i].location = *(mem + so + 2);
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offset = READ_LE_UINT16(mem + so) + spos;
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if ((uint) offset < flen) {
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_objects[i].name = (char *)strdup((const char *)mem + offset);
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} else {
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warning("object %i name beyond object filesize (%04x > %04x)", i, offset, flen);
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_objects[i].name = strdup("");
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}
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// Don't show the invalid "?" object in ego's inventory in the fanmade
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// game Beyond the Titanic 2 (bug #3116541).
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if (!strcmp(_objects[i].name, "?") && _objects[i].location == EGO_OWNED)
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_objects[i].location = 0;
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}
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debug(0, "Reading objects: %d objects read.", _game.numObjects);
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return errOK;
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}
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int AgiEngine::loadObjects(const char *fname) {
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Common::File fp;
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debugC(5, kDebugLevelResources, "(Loading objects '%s')", fname);
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if (!fp.open(fname))
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return errBadFileOpen;
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return readObjects(fp, fp.size());
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}
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/**
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* Loads an object file that is in the common VOL resource format. Expects
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* the file pointer to point to the last field in header, ie. file length.
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* This is used at least by the V1 booter games.
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*/
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int AgiEngine::loadObjects(Common::File &fp) {
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int flen = fp.readUint16LE();
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return readObjects(fp, flen);
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}
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/**
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* Read and decode objects, and store them in the internal structure.
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*
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* @param fp File pointer
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* @param flen File length
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*/
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int AgiEngine::readObjects(Common::File &fp, int flen) {
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uint8 *mem;
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if ((mem = (uint8 *)calloc(1, flen + 32)) == NULL) {
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fp.close();
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return errNotEnoughMemory;
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}
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fp.read(mem, flen);
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fp.close();
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decodeObjects(mem, flen);
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free(mem);
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return errOK;
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}
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void AgiEngine::unloadObjects() {
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unsigned int i;
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if (_objects != NULL) {
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for (i = 0; i < _game.numObjects; i++) {
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free(_objects[i].name);
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_objects[i].name = NULL;
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}
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free(_objects);
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_objects = NULL;
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}
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}
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void AgiEngine::objectSetLocation(unsigned int n, int i) {
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if (n >= _game.numObjects) {
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warning("AgiEngine::objectSetLocation: Can't access object %d.\n", n);
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return;
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}
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_objects[n].location = i;
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}
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int AgiEngine::objectGetLocation(unsigned int n) {
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if (n >= _game.numObjects) {
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warning("AgiEngine::objectGetLocation: Can't access object %d.\n", n);
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return 0;
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}
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return _objects[n].location;
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}
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const char *AgiEngine::objectName(unsigned int n) {
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if (n >= _game.numObjects) {
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warning("AgiEngine::objectName: Can't access object %d.\n", n);
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return "";
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}
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return _objects[n].name;
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}
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} // End of namespace Agi
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