mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-18 15:48:48 +00:00
554cff0384
svn-id: r28791
216 lines
4.7 KiB
C++
216 lines
4.7 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 "agi/agi.h"
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#include "agi/lzw.h"
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#include "agi/preagi_mickey.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_preagi::version() {
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return 0;
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}
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void AgiLoader_preagi::setIntVersion(int ver) {
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_intVersion = ver;
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}
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int AgiLoader_preagi::getIntVersion() {
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return _intVersion;
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}
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int AgiLoader_preagi::detectGame() {
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// TODO: Only Mickey is detected for now
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if (!Common::File::exists("1.pic"))
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return errInvalidAGIFile;
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_intVersion = 0x0000;
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return errOK;
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}
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int AgiLoader_preagi::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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*/
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return ec;
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}
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int AgiLoader_preagi::init() {
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int ec = errOK;
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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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// TODO : load all preagi resources here
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return ec;
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}
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int AgiLoader_preagi::deinit() {
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int ec = errOK;
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return ec;
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}
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int AgiLoader_preagi::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_preagi::loadVolRes(AgiDir *agid) {
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return NULL;
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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_preagi::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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// The logic in preagi games is hardcoded
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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 (true) { //(~_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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data = new uint8[4096];
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char szFile[255] = {0};
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sprintf(szFile, IDS_MSA_PATH_PIC, n);
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Common::File infile;
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if (!infile.open(szFile))
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return errBadResource;
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infile.read(data, infile.size());
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if (data != NULL) {
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_vm->_game.pictures[n].rdata = data;
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_vm->_game.dirPic[n].len = infile.size();
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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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infile.close();
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}
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break;
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case rSOUND:
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/*
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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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*/
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break;
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case rVIEW:
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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_preagi::loadObjects(const char *fname) {
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return 0;
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//return _vm->loadObjects(fname);
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}
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int AgiLoader_preagi::loadWords(const char *fname) {
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return 0;
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//return _vm->loadWords(fname);
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}
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} // End of namespace Agi
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