mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-13 21:31:53 +00:00
83d7ac7e1f
svn-id: r55679
355 lines
11 KiB
C++
355 lines
11 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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// RSC Resource file management module
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#include "saga/saga.h"
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#include "saga/actor.h"
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#include "saga/animation.h"
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#include "saga/interface.h"
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#include "saga/music.h"
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#include "saga/resource.h"
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#include "saga/scene.h"
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#include "saga/sndres.h"
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#include "engines/advancedDetector.h"
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namespace Saga {
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bool ResourceContext::loadResV1(uint32 contextOffset, uint32 contextSize) {
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size_t i;
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bool result;
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byte tableInfo[RSC_TABLEINFO_SIZE];
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ByteArray tableBuffer;
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uint32 count;
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uint32 resourceTableOffset;
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ResourceData *resourceData;
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if (contextSize < RSC_MIN_FILESIZE) {
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return false;
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}
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_file.seek(contextOffset + contextSize - RSC_TABLEINFO_SIZE);
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if (_file.read(tableInfo, RSC_TABLEINFO_SIZE) != RSC_TABLEINFO_SIZE) {
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return false;
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}
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Common::MemoryReadStreamEndian readS(tableInfo, RSC_TABLEINFO_SIZE, _isBigEndian);
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resourceTableOffset = readS.readUint32();
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count = readS.readUint32();
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// Check for sane table offset
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if (resourceTableOffset != contextSize - RSC_TABLEINFO_SIZE - RSC_TABLEENTRY_SIZE * count) {
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return false;
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}
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// Load resource table
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tableBuffer.resize(RSC_TABLEENTRY_SIZE * count);
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_file.seek(resourceTableOffset + contextOffset, SEEK_SET);
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result = (_file.read(tableBuffer.getBuffer(), tableBuffer.size()) == tableBuffer.size());
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if (result) {
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_table.resize(count);
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Common::MemoryReadStreamEndian readS1(tableBuffer.getBuffer(), tableBuffer.size(), _isBigEndian);
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for (i = 0; i < count; i++) {
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resourceData = &_table[i];
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resourceData->offset = contextOffset + readS1.readUint32();
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resourceData->size = readS1.readUint32();
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// Sanity check
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if ((resourceData->offset > (uint)_fileSize) || (resourceData->size > contextSize)) {
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result = false;
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break;
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}
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}
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}
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return result;
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}
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bool ResourceContext::load(SagaEngine *vm, Resource *resource) {
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if (_fileName == NULL) // IHNM special case
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return true;
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if (!_file.open(_fileName))
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return false;
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_fileSize = _file.size();
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_isBigEndian = vm->isBigEndian();
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if (_fileType & GAME_SWAPENDIAN)
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_isBigEndian = !_isBigEndian;
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if (_fileType & GAME_MACBINARY) {
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// Special case for the MacBinary packed files in the old Mac ITE
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// release. There are no patch files in this case.
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if (!(_fileType & GAME_MUSICFILE_GM)) {
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// Find the actual size, as there may be padded data in the end.
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_file.seek(83);
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uint32 macDataSize = _file.readSint32BE();
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// Skip the MacBinary headers, and read the resource data.
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return loadRes(MAC_BINARY_HEADER_SIZE, macDataSize);
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} else {
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// Unpack MacBinary packed MIDI files
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return loadMacMIDI();
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}
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}
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if (!loadRes(0, _fileSize))
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return false;
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processPatches(resource, vm->getPatchDescriptions());
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// Close the file if it's part of a series of files.
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// This prevents having all voice files open in IHNM for no reason, as each chapter uses
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// a different voice file.
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if (_serial > 0)
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_file.close();
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return true;
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}
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Resource::Resource(SagaEngine *vm): _vm(vm) {
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}
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Resource::~Resource() {
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clearContexts();
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}
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void Resource::addContext(const char *fileName, uint16 fileType, bool isCompressed, int serial) {
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ResourceContext *context;
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context = createContext();
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context->_fileName = fileName;
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context->_fileType = fileType;
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context->_isCompressed = isCompressed;
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context->_serial = serial;
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_contexts.push_back(context);
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}
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bool Resource::createContexts() {
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bool soundFileInArray = false;
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_vm->_voiceFilesExist = true;
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struct SoundFileInfo {
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int gameId;
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char fileName[40];
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bool isCompressed;
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uint16 voiceFileAddType;
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};
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// If the Wyrmkeep credits file is found, set the Wyrmkeep version flag to true
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if (Common::File::exists("credit3n.dlt")) {
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_vm->_gf_wyrmkeep = true;
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}
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for (const ADGameFileDescription *gameFileDescription = _vm->getFilesDescriptions();
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gameFileDescription->fileName; gameFileDescription++) {
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addContext(gameFileDescription->fileName, gameFileDescription->fileType);
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if (gameFileDescription->fileType == GAME_SOUNDFILE) {
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soundFileInArray = true;
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}
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}
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//// Detect and add SFX files ////////////////////////////////////////////////
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SoundFileInfo sfxFiles[] = {
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{ GID_ITE, "sounds.rsc", false, 0 },
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{ GID_ITE, "sounds.cmp", true, 0 },
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{ GID_ITE, "soundsd.rsc", false, 0 },
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{ GID_ITE, "soundsd.cmp", true, 0 },
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#ifdef ENABLE_IHNM
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{ GID_IHNM, "sfx.res", false, 0 },
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{ GID_IHNM, "sfx.cmp", true, 0 },
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#endif
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#ifdef ENABLE_SAGA2
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{ GID_FTA2, "ftasound.hrs", false, 0 },
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{ GID_DINO, "dinosnd.hrs", false, 0 },
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#endif
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{ -1, "", false, 0 }
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};
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_soundFileName[0] = 0;
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if (!soundFileInArray) {
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for (SoundFileInfo *curSoundFile = sfxFiles; (curSoundFile->gameId != -1); curSoundFile++) {
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if (curSoundFile->gameId != _vm->getGameId()) continue;
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if (!Common::File::exists(curSoundFile->fileName)) continue;
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strcpy(_soundFileName, curSoundFile->fileName);
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addContext(_soundFileName, GAME_SOUNDFILE, curSoundFile->isCompressed);
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break;
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}
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}
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//// Detect and add voice files /////////////////////////////////////////////
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SoundFileInfo voiceFiles[] = {
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{ GID_ITE, "voices.rsc", false , (_soundFileName[0] == 0) ? GAME_SOUNDFILE : 0},
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{ GID_ITE, "voices.cmp", true , (_soundFileName[0] == 0) ? GAME_SOUNDFILE : 0},
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{ GID_ITE, "voicesd.rsc", false , (_soundFileName[0] == 0) ? GAME_SOUNDFILE : 0},
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{ GID_ITE, "voicesd.cmp", true , (_soundFileName[0] == 0) ? GAME_SOUNDFILE : 0},
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// The resources in the Wyrmkeep combined Windows/Mac/Linux CD version are little endian, but
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// the voice file is big endian. If we got such a version with mixed files, mark this voice file
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// as big endian
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{ GID_ITE, "inherit the earth voices", false , _vm->isBigEndian() ? 0 : GAME_SWAPENDIAN},
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{ GID_ITE, "inherit the earth voices.cmp", true , _vm->isBigEndian() ? 0 : GAME_SWAPENDIAN},
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{ GID_ITE, "ite voices.bin", false , GAME_MACBINARY},
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#ifdef ENABLE_IHNM
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{ GID_IHNM, "voicess.res", false , 0},
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{ GID_IHNM, "voicess.cmp", true , 0},
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{ GID_IHNM, "voicesd.res", false , 0},
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{ GID_IHNM, "voicesd.cmp", true , 0},
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#endif
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#ifdef ENABLE_SAGA2
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{ GID_FTA2, "ftavoice.hrs", false , 0},
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#endif
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{ -1, "", false , 0}
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};
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// Detect and add voice files
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_voicesFileName[0][0] = 0;
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for (SoundFileInfo *curSoundFile = voiceFiles; (curSoundFile->gameId != -1); curSoundFile++) {
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if (curSoundFile->gameId != _vm->getGameId()) continue;
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if (!Common::File::exists(curSoundFile->fileName)) continue;
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strcpy(_voicesFileName[0], curSoundFile->fileName);
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addContext(_voicesFileName[0], GAME_VOICEFILE | curSoundFile->voiceFileAddType, curSoundFile->isCompressed);
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// Special cases
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if (!scumm_stricmp(curSoundFile->fileName, "voicess.res") ||
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!scumm_stricmp(curSoundFile->fileName, "voicess.cmp")) {
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// IHNM has multiple voice files
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for (size_t i = 1; i <= 6; i++) { // voices1-voices6
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sprintf(_voicesFileName[i], "voices%i.%s", (uint)i, curSoundFile->isCompressed ? "cmp" : "res");
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if (i == 4) {
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// The German and French versions of IHNM don't have Nimdok's chapter,
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// therefore the voices file for that chapter is missing
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if (!Common::File::exists(_voicesFileName[i])) {
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continue;
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}
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}
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addContext(_voicesFileName[i], GAME_VOICEFILE, curSoundFile->isCompressed, i);
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}
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}
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break;
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}
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if (_voicesFileName[0][0] == 0) {
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#ifdef ENABLE_IHNM
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if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) {
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// The Macintosh version of IHNM has no voices.res, and it has all
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// its voice files in subdirectories, so don't do anything here
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_contexts.push_back(new VoiceResourceContext_RES());
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} else {
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#endif
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warning("No voice file found, voices will be disabled");
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_vm->_voicesEnabled = false;
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_vm->_subtitlesEnabled = true;
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_vm->_voiceFilesExist = false;
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#ifdef ENABLE_IHNM
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}
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#endif
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}
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//// Detect and add music files /////////////////////////////////////////
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SoundFileInfo musicFiles[] = {
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{ GID_ITE, "music.rsc", false, 0 },
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{ GID_ITE, "music.cmp", true, 0 },
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{ GID_ITE, "musicd.rsc", false, 0 },
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{ GID_ITE, "musicd.cmp", true, 0 },
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{ -1, "", false , 0}
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};
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// Check for digital music in ITE
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for (SoundFileInfo *curSoundFile = musicFiles; (curSoundFile->gameId != -1); curSoundFile++) {
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if (curSoundFile->gameId != _vm->getGameId()) continue;
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if (!Common::File::exists(curSoundFile->fileName)) continue;
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strcpy(_musicFileName, curSoundFile->fileName);
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addContext(_musicFileName, GAME_DIGITALMUSICFILE, curSoundFile->isCompressed);
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break;
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}
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for (ResourceContextList::iterator i = _contexts.begin(); i != _contexts.end(); ++i) {
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if (!(*i)->load(_vm, this)) {
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return false;
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}
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}
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return true;
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}
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void Resource::clearContexts() {
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ResourceContextList::iterator i = _contexts.begin();
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while (i != _contexts.end()) {
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ResourceContext * context = *i;
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i = _contexts.erase(i);
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delete context;
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}
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}
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void Resource::loadResource(ResourceContext *context, uint32 resourceId, ByteArray &resourceBuffer) {
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Common::File *file;
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uint32 resourceOffset;
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ResourceData *resourceData;
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resourceData = context->getResourceData(resourceId);
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file = context->getFile(resourceData);
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resourceOffset = resourceData->offset;
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debug(8, "loadResource %d 0x%X:0x%X", resourceId, resourceOffset, uint(resourceData->size));
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resourceBuffer.resize(resourceData->size);
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file->seek((long)resourceOffset, SEEK_SET);
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if (file->read(resourceBuffer.getBuffer(), resourceBuffer.size()) != resourceBuffer.size()) {
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error("Resource::loadResource() failed to read");
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}
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// ITE uses several patch files which are loaded and then not needed
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// anymore (as they're in memory), so close them here. IHNM uses only
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// 1 patch file, which is reused, so don't close it
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if (resourceData->patchData != NULL && _vm->getGameId() == GID_ITE)
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file->close();
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}
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ResourceContext *Resource::getContext(uint16 fileType, int serial) {
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for (ResourceContextList::const_iterator i = _contexts.begin(); i != _contexts.end(); ++i) {
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ResourceContext * context = *i;
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if ((context->fileType() & fileType) && (context->serial() == serial)) {
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return context;
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}
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}
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return NULL;
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}
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} // End of namespace Saga
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