scummvm/engines/sci/resource_patcher.h
2020-02-09 12:43:16 +01:00

152 lines
3.8 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef SCI_RESOURCE_PATCHER_H
#define SCI_RESOURCE_PATCHER_H
#include "common/language.h"
#include "sci/sci.h"
#include "sci/resource.h"
#include "sci/resource_intern.h"
namespace Sci {
enum ResourcePatchOp {
// Using high bytes to make it less likely that accidental raw data will be
// treated like an operator instead of an error
kSkipBytes = 0xF0,
kReplaceBytes,
kInsertBytes,
kReplaceNumber,
kAdjustNumber,
kInsertNumber,
kReplaceFill,
kInsertFill,
kEndOfPatch
};
struct GameResourcePatch {
/**
* The game to patch.
*/
SciGameId gameId;
/**
* The language to patch. Use `Common::UNK_LANG` to apply the patch to all
* languages.
*/
Common::Language gameLanguage;
/**
* The resource ID to patch.
*/
ResourceId resourceId;
/**
* Patch instructions to apply to the resource.
*/
const byte *patchData;
/**
* Set to true if the patch resource is actually a new resource, rather than
* a patch for an existing resource.
*/
bool isNewResource;
};
/**
* A basic class for generating patched resource data at runtime.
*/
class ResourcePatcher : public ResourceSource {
public:
ResourcePatcher(const SciGameId gameId, const Common::Language gameLanguage);
~ResourcePatcher() override {}
/**
* Finds and applies a patch to the given resource.
*
* @returns true if a patch was applied.
*/
bool applyPatch(Resource &resource) const;
/**
* Adds new resources from the patch table to the resource manager. This
* is needed since otherwise tests for these resources via `kResCheck`
* would fail, and so they would never actually be loaded.
*/
void scanSource(ResourceManager *resMan) override;
/**
* Load a resource. Since resources using this source are patched explicitly
* after they get loaded by any other resource source, this method does
* nothing.
*/
void loadResource(ResourceManager *resMan, Resource *res) override {}
private:
struct PatchSizes {
/**
* The minimum number of bytes required in the source data.
*/
uint32 expected;
/**
* The difference in size between the original data and the patched
* data.
*/
int32 delta;
PatchSizes(uint32 exp, int32 d) {
expected = exp;
delta = d;
}
};
typedef Common::Array<GameResourcePatch> PatchList;
/**
* The list of patches that should apply to the currently loaded game.
*/
PatchList _patches;
/**
* Patches the given Resource using patch data from the given
* GameResourcePatch.
*/
void patchResource(Resource &resource, const GameResourcePatch &patch) const;
/**
* Calculates expected and extra data sizes from the patch data.
*/
PatchSizes calculatePatchSizes(const byte *patchData) const;
/**
* Reads an block size from the patch data, validates it, and advances the
* patch data pointer.
*/
int32 readBlockSize(const byte * &patchData) const;
};
} // End of namespace Sci
#endif