mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-18 15:48:48 +00:00
258901bab9
svn-id: r28966
385 lines
9.2 KiB
C++
385 lines
9.2 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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#include "agi/lzw.h"
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#include "common/config-manager.h"
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#include "common/fs.h"
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namespace Agi {
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int AgiLoader_v3::version() {
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return 3;
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}
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void AgiLoader_v3::setIntVersion(int ver) {
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_intVersion = ver;
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}
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int AgiLoader_v3::getIntVersion() {
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return _intVersion;
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}
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int AgiLoader_v3::detectGame() {
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int ec = errUnk;
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bool found = false;
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FSList fslist;
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FilesystemNode dir(ConfMan.get("path"));
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if (!dir.getChildren(fslist, FilesystemNode::kListFilesOnly)) {
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warning("AgiEngine: invalid game path '%s'", dir.getPath().c_str());
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return errInvalidAGIFile;
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}
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for (FSList::const_iterator file = fslist.begin();
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file != fslist.end() && !found; ++file) {
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Common::String f = file->getName();
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f.toLowercase();
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if (f.hasSuffix("vol.0")) {
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memset(_vm->_game.name, 0, 8);
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strncpy(_vm->_game.name, f.c_str(), MIN((uint)8, f.size() > 5 ? f.size() - 5 : f.size()));
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debugC(3, kDebugLevelMain, "game.name = %s", _vm->_game.name);
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_intVersion = 0x3149; // setup for 3.002.149
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ec = _vm->v3IdGame();
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found = true;
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}
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}
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if (!found) {
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debugC(3, kDebugLevelMain, "not found");
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ec = errInvalidAGIFile;
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}
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return ec;
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}
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int AgiLoader_v3::loadDir(struct AgiDir *agid, Common::File *fp,
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uint32 offs, uint32 len) {
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int ec = errOK;
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uint8 *mem;
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unsigned int i;
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fp->seek(offs, SEEK_SET);
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if ((mem = (uint8 *)malloc(len + 32)) != NULL) {
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fp->read(mem, len);
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/* set all directory resources to gone */
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for (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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/* build directory entries */
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for (i = 0; i < len; i += 3) {
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agid[i / 3].volume = *(mem + i) >> 4;
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agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
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}
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free(mem);
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} else {
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ec = errNotEnoughMemory;
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}
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return ec;
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}
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struct agi3vol {
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uint32 sddr;
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uint32 len;
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};
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int AgiLoader_v3::init() {
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int ec = errOK;
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struct agi3vol agiVol3[4];
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int i;
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uint16 xd[4];
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Common::File fp;
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Common::String path;
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if (_vm->getPlatform() == Common::kPlatformAmiga) {
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path = Common::String("dirs");
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_vm->_game.name[0] = 0; // Empty prefix
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} else if (_vm->getFeatures() & GF_MACGOLDRUSH) {
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path = "grdir";
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_vm->_game.name[0] = 0; // Empty prefix
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} else {
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path = Common::String(_vm->_game.name) + DIR_;
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}
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if (!fp.open(path)) {
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printf("Failed to open \"%s\"\n", path.c_str());
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return errBadFileOpen;
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}
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/* build offset table for v3 directory format */
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fp.read(&xd, 8);
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fp.seek(0, SEEK_END);
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for (i = 0; i < 4; i++)
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agiVol3[i].sddr = READ_LE_UINT16((uint8 *) & xd[i]);
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agiVol3[0].len = agiVol3[1].sddr - agiVol3[0].sddr;
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agiVol3[1].len = agiVol3[2].sddr - agiVol3[1].sddr;
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agiVol3[2].len = agiVol3[3].sddr - agiVol3[2].sddr;
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agiVol3[3].len = fp.pos() - agiVol3[3].sddr;
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if (agiVol3[3].len > 256 * 3)
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agiVol3[3].len = 256 * 3;
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fp.seek(0, SEEK_SET);
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/* read in directory files */
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ec = loadDir(_vm->_game.dirLogic, &fp, agiVol3[0].sddr, agiVol3[0].len);
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if (ec == errOK) {
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ec = loadDir(_vm->_game.dirPic, &fp, agiVol3[1].sddr, agiVol3[1].len);
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}
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if (ec == errOK) {
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ec = loadDir(_vm->_game.dirView, &fp, agiVol3[2].sddr, agiVol3[2].len);
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}
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if (ec == errOK) {
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ec = loadDir(_vm->_game.dirSound, &fp, agiVol3[3].sddr, agiVol3[3].len);
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}
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return ec;
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}
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int AgiLoader_v3::deinit() {
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int ec = errOK;
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#if 0
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/* unload words */
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agiV3UnloadWords();
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/* unload objects */
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agiV3UnloadObjects();
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#endif
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return ec;
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}
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int AgiLoader_v3::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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/*
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* This function does noting but load a raw resource into memory.
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* If further decoding is required, it must be done by another
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* routine.
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*
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* NULL is returned if unsucsessful.
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*/
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uint8 *AgiLoader_v3::loadVolRes(AgiDir *agid) {
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char x[MAX_PATH];
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uint8 *data = NULL, *compBuffer;
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Common::File fp;
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Common::String path;
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debugC(3, kDebugLevelResources, "(%p)", (void *)agid);
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sprintf(x, "vol.%i", agid->volume);
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path = Common::String(_vm->_game.name) + x;
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if (agid->offset != _EMPTY && fp.open(path)) {
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fp.seek(agid->offset, SEEK_SET);
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fp.read(&x, 7);
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if (READ_BE_UINT16((uint8 *) x) != 0x1234) {
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debugC(3, kDebugLevelResources, "path = %s", path.c_str());
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debugC(3, kDebugLevelResources, "offset = %d", agid->offset);
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debugC(3, kDebugLevelResources, "x = %x %x", x[0], x[1]);
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error("ACK! BAD RESOURCE");
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g_system->quit();
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}
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agid->len = READ_LE_UINT16((uint8 *) x + 3); /* uncompressed size */
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agid->clen = READ_LE_UINT16((uint8 *) x + 5); /* compressed len */
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compBuffer = (uint8 *)calloc(1, agid->clen + 32);
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fp.read(compBuffer, agid->clen);
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if (x[2] & 0x80 || agid->len == agid->clen) {
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/* do not decompress */
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data = compBuffer;
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#if 0
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/* CM: added to avoid problems in
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* convert_v2_v3_pic() when clen > len
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* e.g. Sierra demo 4, first picture
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* (Tue Mar 16 13:13:43 EST 1999)
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*/
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agid->len = agid->clen;
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/* Now removed to fix Gold Rush! in demo4 */
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#endif
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} else {
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/* it is compressed */
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data = (uint8 *)calloc(1, agid->len + 32);
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lzwExpand(compBuffer, data, agid->len);
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free(compBuffer);
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agid->flags |= RES_COMPRESSED;
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}
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fp.close();
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} else {
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/* we have a bad volume resource */
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/* set that resource to NA */
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agid->offset = _EMPTY;
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}
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return data;
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}
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/*
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* Loads a resource into memory, a raw resource is loaded in
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* with above routine, then further decoded here.
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*/
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int AgiLoader_v3::loadResource(int t, int n) {
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int ec = errOK;
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uint8 *data = NULL;
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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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/* load resource into memory, decrypt messages at the end
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* and build the message list (if logic is in memory)
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*/
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if (~_vm->_game.dirLogic[n].flags & RES_LOADED) {
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/* if logic is already in memory, unload it */
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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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/* uncompressed logic files need to be decrypted */
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if (data != NULL) {
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/* resloaded flag gets set by decode logic */
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/* needed to build string table */
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ec = _vm->decodeLogic(n);
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_vm->_game.logics[n].sIP = 2;
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} else {
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ec = errBadResource;
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}
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/*logics[n].sIP=2; *//* saved IP = 2 */
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/*logics[n].cIP=2; *//* current IP = 2 */
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_vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
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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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*/
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if (~_vm->_game.dirPic[n].flags & RES_LOADED) {
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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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data = _vm->_picture->convertV3Pic(data, _vm->_game.dirPic[n].len);
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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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}
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break;
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case rSOUND:
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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->_sound);
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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 can we
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* cache the view? or must we reload it all the time?
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*/
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/* load a raw view from a VOL file into data */
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if (_vm->_game.dirView[n].flags & RES_LOADED)
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break;
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unloadResource(rVIEW, n);
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data = loadVolRes(&_vm->_game.dirView[n]);
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if (data != NULL) {
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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_v3::loadObjects(const char *fname) {
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return _vm->loadObjects(fname);
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}
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int AgiLoader_v3::loadWords(const char *fname) {
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return _vm->loadWords(fname);
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}
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} // End of namespace Agi
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