mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-24 02:36:27 +00:00
107073537e
svn-id: r22588
117 lines
3.3 KiB
C++
117 lines
3.3 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2006 The ScummVM project
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*
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* Copyright (C) 1999-2001 Sarien Team
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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 "common/stdafx.h"
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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 decode_logic(int n) {
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int ec = err_OK;
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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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*/
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if ((~game.dir_logic[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].num_texts = *(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 = (char **)calloc(1 + game.logics[n].num_texts, 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].num_texts; mc++) {
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mend = READ_LE_UINT16(m0 + mc * 2);
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game.logics[n].texts[mc] = mend ? (char *)m0 + mend - 2 : (char *)"";
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}
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/* set loaded flag now its all completly loaded */
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game.dir_logic[n].flags |= RES_LOADED;
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} else {
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/* unload data
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* blah DF YA WANKER!!@!@# frag. i'm so dumb. not every logic
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* has text
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*/
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free(game.logics[n].data);
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ec = err_NotEnoughMemory;
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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 unload_logic(int n) {
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if (game.dir_logic[n].flags & RES_LOADED) {
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free(game.logics[n].data);
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if (game.logics[n].num_texts)
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free(game.logics[n].texts);
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game.logics[n].num_texts = 0;
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game.dir_logic[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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