mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 02:11:38 +00:00
218e132e37
svn-id: r27024
221 lines
5.2 KiB
C++
221 lines
5.2 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 "common/stdafx.h"
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#include "scumm/scumm.h"
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#include "scumm/intern.h"
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#include "scumm/file.h"
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#include "scumm/resource.h"
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#include "scumm/util.h"
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namespace Scumm {
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extern const char *resTypeFromId(int id);
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void ScummEngine_v4::readResTypeList(int id) {
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int num;
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int i;
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debug(9, "readResTypeList(%s)", resTypeFromId(id));
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num = _fileHandle->readUint16LE();
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if (num != _res->num[id]) {
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error("Invalid number of %ss (%d) in directory", resTypeFromId(id), num);
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}
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for (i = 0; i < num; i++) {
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_res->roomno[id][i] = _fileHandle->readByte();
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_res->roomoffs[id][i] = _fileHandle->readUint32LE();
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}
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}
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void ScummEngine_v4::readIndexFile() {
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uint16 blocktype;
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uint32 itemsize;
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int numblock = 0;
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debug(9, "readIndexFile()");
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closeRoom();
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openRoom(0);
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while (!_fileHandle->eof()) {
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// Figure out the sizes of various resources
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itemsize = _fileHandle->readUint32LE();
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blocktype = _fileHandle->readUint16LE();
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if (_fileHandle->ioFailed())
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break;
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switch (blocktype) {
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case 0x4E52: // 'NR'
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_fileHandle->readUint16LE();
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break;
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case 0x5230: // 'R0'
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_numRooms = _fileHandle->readUint16LE();
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break;
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case 0x5330: // 'S0'
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_numScripts = _fileHandle->readUint16LE();
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break;
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case 0x4E30: // 'N0'
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_numSounds = _fileHandle->readUint16LE();
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break;
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case 0x4330: // 'C0'
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_numCostumes = _fileHandle->readUint16LE();
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break;
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case 0x4F30: // 'O0'
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_numGlobalObjects = _fileHandle->readUint16LE();
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// Indy3 FM-TOWNS has 32 extra bytes of unknown meaning
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if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns)
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itemsize += 32;
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break;
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}
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_fileHandle->seek(itemsize - 8, SEEK_CUR);
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}
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_fileHandle->clearIOFailed();
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_fileHandle->seek(0, SEEK_SET);
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readMAXS(0);
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allocateArrays();
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while (1) {
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itemsize = _fileHandle->readUint32LE();
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if (_fileHandle->ioFailed())
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break;
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blocktype = _fileHandle->readUint16LE();
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numblock++;
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switch (blocktype) {
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case 0x4E52: // 'NR'
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// Names of rooms. Maybe we should put them into a table, for use by the debugger?
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for (int room; (room = _fileHandle->readByte()); ) {
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char buf[10];
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_fileHandle->read(buf, 9);
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buf[9] = 0;
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for (int i = 0; i < 9; i++)
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buf[i] ^= 0xFF;
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debug(5, "Room %d: '%s'", room, buf);
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}
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break;
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case 0x5230: // 'R0'
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readResTypeList(rtRoom);
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break;
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case 0x5330: // 'S0'
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readResTypeList(rtScript);
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break;
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case 0x4E30: // 'N0'
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readResTypeList(rtSound);
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break;
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case 0x4330: // 'C0'
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readResTypeList(rtCostume);
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break;
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case 0x4F30: // 'O0'
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readGlobalObjects();
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break;
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default:
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error("Bad ID %c%c found in directory!", blocktype & 0xFF, blocktype >> 8);
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}
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}
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closeRoom();
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}
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void ScummEngine_v4::loadCharset(int no) {
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uint32 size;
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memset(_charsetData, 0, sizeof(_charsetData));
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assertRange(0, no, 4, "charset");
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closeRoom();
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Common::File file;
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char buf[20];
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sprintf(buf, "%03d.LFL", 900 + no);
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file.open(buf);
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if (file.isOpen() == false) {
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error("loadCharset(%d): Missing file charset: %s", no, buf);
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}
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size = file.readUint32LE() + 11;
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file.read(_res->createResource(rtCharset, no, size), size);
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}
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void ScummEngine_v4::readMAXS(int blockSize) {
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// FIXME - I'm not sure for those values yet, they will have to be rechecked
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_numVariables = 800; // 800
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_numBitVariables = 4096; // 2048
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_numLocalObjects = 200; // 200
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_numArray = 50;
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_numVerbs = 100;
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_numNewNames = 50;
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_objectRoomTable = NULL;
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_numCharsets = 9; // 9
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_numInventory = 80; // 80
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_numGlobalScripts = 200;
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_numFlObject = 50;
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_shadowPaletteSize = 256;
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_shadowPalette = (byte *) calloc(_shadowPaletteSize, 1); // FIXME - needs to be removed later
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}
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void ScummEngine_v4::readGlobalObjects() {
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int i;
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int num = _fileHandle->readUint16LE();
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assert(num == _numGlobalObjects);
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uint32 bits;
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byte tmp;
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for (i = 0; i != num; i++) {
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bits = _fileHandle->readByte();
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bits |= _fileHandle->readByte() << 8;
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bits |= _fileHandle->readByte() << 16;
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_classData[i] = bits;
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tmp = _fileHandle->readByte();
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_objectOwnerTable[i] = tmp & OF_OWNER_MASK;
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_objectStateTable[i] = tmp >> OF_STATE_SHL;
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}
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// FIXME: Indy3 FM-TOWNS has 32 extra bytes of unknown meaning
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if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns)
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_fileHandle->seek(32, SEEK_CUR);
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}
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} // End of namespace Scumm
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