mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 14:18:37 +00:00
172 lines
4.5 KiB
C++
172 lines
4.5 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.
|
|
*
|
|
*/
|
|
|
|
#include "agi/agi.h"
|
|
|
|
#include "common/textconsole.h"
|
|
|
|
namespace Agi {
|
|
|
|
int AgiEngine::allocObjects(int n) {
|
|
if ((_objects = (AgiObject *)calloc(n, sizeof(struct AgiObject))) == NULL)
|
|
return errNotEnoughMemory;
|
|
|
|
return errOK;
|
|
}
|
|
|
|
int AgiEngine::decodeObjects(uint8 *mem, uint32 flen) {
|
|
unsigned int i, so, padsize, spos;
|
|
|
|
padsize = _game.gameFlags & ID_AMIGA ? 4 : 3;
|
|
|
|
_game.numObjects = 0;
|
|
_objects = NULL;
|
|
|
|
// check if first pointer exceeds file size
|
|
// if so, its encrypted, else it is not
|
|
|
|
if (READ_LE_UINT16(mem) > flen) {
|
|
debugN(0, "Decrypting objects... ");
|
|
decrypt(mem, flen);
|
|
debug(0, "done.");
|
|
}
|
|
|
|
// alloc memory for object list
|
|
// byte 3 = number of animated objects. this is ignored.. ??
|
|
if (READ_LE_UINT16(mem) / padsize > 256) {
|
|
// die with no error! AGDS game needs not to die to work!! :(
|
|
return errOK;
|
|
}
|
|
|
|
_game.numObjects = READ_LE_UINT16(mem) / padsize;
|
|
debugC(5, kDebugLevelResources, "num_objects = %d (padsize = %d)", _game.numObjects, padsize);
|
|
|
|
if (allocObjects(_game.numObjects) != errOK)
|
|
return errNotEnoughMemory;
|
|
|
|
// build the object list
|
|
spos = getVersion() >= 0x2000 ? padsize : 0;
|
|
for (i = 0, so = spos; i < _game.numObjects; i++, so += padsize) {
|
|
int offset;
|
|
|
|
_objects[i].location = *(mem + so + 2);
|
|
offset = READ_LE_UINT16(mem + so) + spos;
|
|
|
|
if ((uint) offset < flen) {
|
|
_objects[i].name = (char *)strdup((const char *)mem + offset);
|
|
} else {
|
|
warning("object %i name beyond object filesize (%04x > %04x)", i, offset, flen);
|
|
_objects[i].name = strdup("");
|
|
}
|
|
|
|
// Don't show the invalid "?" object in ego's inventory in the fanmade
|
|
// game Beyond the Titanic 2 (bug #3116541).
|
|
if (!strcmp(_objects[i].name, "?") && _objects[i].location == EGO_OWNED)
|
|
_objects[i].location = 0;
|
|
}
|
|
debug(0, "Reading objects: %d objects read.", _game.numObjects);
|
|
|
|
return errOK;
|
|
}
|
|
|
|
int AgiEngine::loadObjects(const char *fname) {
|
|
Common::File fp;
|
|
|
|
debugC(5, kDebugLevelResources, "(Loading objects '%s')", fname);
|
|
|
|
if (!fp.open(fname))
|
|
return errBadFileOpen;
|
|
|
|
return readObjects(fp, fp.size());
|
|
}
|
|
|
|
/**
|
|
* Loads an object file that is in the common VOL resource format. Expects
|
|
* the file pointer to point to the last field in header, ie. file length.
|
|
* This is used at least by the V1 booter games.
|
|
*/
|
|
int AgiEngine::loadObjects(Common::File &fp) {
|
|
int flen = fp.readUint16LE();
|
|
return readObjects(fp, flen);
|
|
}
|
|
|
|
/**
|
|
* Read and decode objects, and store them in the internal structure.
|
|
*
|
|
* @param fp File pointer
|
|
* @param flen File length
|
|
*/
|
|
int AgiEngine::readObjects(Common::File &fp, int flen) {
|
|
uint8 *mem;
|
|
|
|
if ((mem = (uint8 *)calloc(1, flen + 32)) == NULL) {
|
|
fp.close();
|
|
return errNotEnoughMemory;
|
|
}
|
|
|
|
fp.read(mem, flen);
|
|
fp.close();
|
|
|
|
decodeObjects(mem, flen);
|
|
free(mem);
|
|
return errOK;
|
|
}
|
|
|
|
void AgiEngine::unloadObjects() {
|
|
unsigned int i;
|
|
|
|
if (_objects != NULL) {
|
|
for (i = 0; i < _game.numObjects; i++) {
|
|
free(_objects[i].name);
|
|
_objects[i].name = NULL;
|
|
}
|
|
free(_objects);
|
|
_objects = NULL;
|
|
}
|
|
}
|
|
|
|
void AgiEngine::objectSetLocation(unsigned int n, int i) {
|
|
if (n >= _game.numObjects) {
|
|
warning("AgiEngine::objectSetLocation: Can't access object %d.\n", n);
|
|
return;
|
|
}
|
|
_objects[n].location = i;
|
|
}
|
|
|
|
int AgiEngine::objectGetLocation(unsigned int n) {
|
|
if (n >= _game.numObjects) {
|
|
warning("AgiEngine::objectGetLocation: Can't access object %d.\n", n);
|
|
return 0;
|
|
}
|
|
return _objects[n].location;
|
|
}
|
|
|
|
const char *AgiEngine::objectName(unsigned int n) {
|
|
if (n >= _game.numObjects) {
|
|
warning("AgiEngine::objectName: Can't access object %d.\n", n);
|
|
return "";
|
|
}
|
|
return _objects[n].name;
|
|
}
|
|
|
|
} // End of namespace Agi
|