scummvm/engines/agi/loader_preagi.cpp
Eugene Sandulenko 554cff0384 GIve some files more logical names
svn-id: r28791
2007-09-01 17:28:15 +00:00

216 lines
4.7 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.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "agi/agi.h"
#include "agi/lzw.h"
#include "agi/preagi_mickey.h"
#include "common/config-manager.h"
#include "common/fs.h"
namespace Agi {
int AgiLoader_preagi::version() {
return 0;
}
void AgiLoader_preagi::setIntVersion(int ver) {
_intVersion = ver;
}
int AgiLoader_preagi::getIntVersion() {
return _intVersion;
}
int AgiLoader_preagi::detectGame() {
// TODO: Only Mickey is detected for now
if (!Common::File::exists("1.pic"))
return errInvalidAGIFile;
_intVersion = 0x0000;
return errOK;
}
int AgiLoader_preagi::loadDir(struct AgiDir *agid, Common::File *fp,
uint32 offs, uint32 len) {
int ec = errOK;
/* uint8 *mem;
unsigned int i;
fp->seek(offs, SEEK_SET);
if ((mem = (uint8 *)malloc(len + 32)) != NULL) {
fp->read(mem, len);
// set all directory resources to gone
for (i = 0; i < MAX_DIRS; i++) {
agid[i].volume = 0xff;
agid[i].offset = _EMPTY;
}
// build directory entries
for (i = 0; i < len; i += 3) {
agid[i / 3].volume = *(mem + i) >> 4;
agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
}
free(mem);
} else {
ec = errNotEnoughMemory;
}
*/
return ec;
}
int AgiLoader_preagi::init() {
int ec = errOK;
//int i;
//uint16 xd[4];
Common::File fp;
Common::String path;
// TODO : load all preagi resources here
return ec;
}
int AgiLoader_preagi::deinit() {
int ec = errOK;
return ec;
}
int AgiLoader_preagi::unloadResource(int t, int n) {
switch (t) {
case rLOGIC:
//_vm->unloadLogic(n);
break;
case rPICTURE:
_vm->_picture->unloadPicture(n);
break;
case rVIEW:
//_vm->unloadView(n);
break;
case rSOUND:
//_vm->_sound->unloadSound(n);
break;
}
return errOK;
}
/*
* This function does noting but load a raw resource into memory.
* If further decoding is required, it must be done by another
* routine.
*
* NULL is returned if unsucsessful.
*/
uint8 *AgiLoader_preagi::loadVolRes(AgiDir *agid) {
return NULL;
}
/*
* Loads a resource into memory, a raw resource is loaded in
* with above routine, then further decoded here.
*/
int AgiLoader_preagi::loadResource(int t, int n) {
int ec = errOK;
uint8 *data = NULL;
if (n > MAX_DIRS)
return errBadResource;
switch (t) {
case rLOGIC:
// The logic in preagi games is hardcoded
break;
case rPICTURE:
/* if picture is currently NOT loaded *OR* cacheing is off,
* unload the resource (caching==off) and reload it
*/
if (true) { //(~_vm->_game.dirPic[n].flags & RES_LOADED) {
unloadResource(rPICTURE, n);
//data = loadVolRes(&_vm->_game.dirPic[n]);
data = new uint8[4096];
char szFile[255] = {0};
sprintf(szFile, IDS_MSA_PATH_PIC, n);
Common::File infile;
if (!infile.open(szFile))
return errBadResource;
infile.read(data, infile.size());
if (data != NULL) {
_vm->_game.pictures[n].rdata = data;
_vm->_game.dirPic[n].len = infile.size();
_vm->_game.dirPic[n].flags |= RES_LOADED;
} else {
ec = errBadResource;
}
infile.close();
}
break;
case rSOUND:
/*
if (_vm->_game.dirSound[n].flags & RES_LOADED)
break;
data = loadVolRes(&_vm->_game.dirSound[n]);
if (data != NULL) {
// Freeing of the raw resource from memory is delegated to the createFromRawResource-function
_vm->_game.sounds[n] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[n].len, n, *_vm->_sound);
_vm->_game.dirSound[n].flags |= RES_LOADED;
} else {
ec = errBadResource;
}
*/
break;
case rVIEW:
//
break;
default:
ec = errBadResource;
break;
}
return ec;
}
int AgiLoader_preagi::loadObjects(const char *fname) {
return 0;
//return _vm->loadObjects(fname);
}
int AgiLoader_preagi::loadWords(const char *fname) {
return 0;
//return _vm->loadWords(fname);
}
} // End of namespace Agi