mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-29 13:16:18 +00:00
6778175f6d
This mostly enforces tabs for indentation and spaces for formatting. But also fixes spaces on empty lines, some extra/missing spaces. astyle + manual fixup
276 lines
7.3 KiB
C++
276 lines
7.3 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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*
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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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*
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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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*/
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#include "common/textconsole.h"
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#include "agi/agi.h"
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#include "agi/words.h"
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namespace Agi {
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int AgiLoader_v2::detectGame() {
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if (!Common::File::exists(LOGDIR) ||
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!Common::File::exists(PICDIR) ||
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!Common::File::exists(SNDDIR) ||
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!Common::File::exists(VIEWDIR))
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return errInvalidAGIFile;
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return _vm->setupV2Game(_vm->getVersion());
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}
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int AgiLoader_v2::loadDir(AgiDir *agid, const char *fname) {
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Common::File fp;
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uint8 *mem;
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uint32 flen;
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uint i;
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debug(0, "Loading directory: %s", fname);
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if (!fp.open(fname)) {
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return errBadFileOpen;
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}
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fp.seek(0, SEEK_END);
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flen = fp.pos();
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fp.seek(0, SEEK_SET);
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if ((mem = (uint8 *)malloc(flen + 32)) == NULL) {
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fp.close();
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return errNotEnoughMemory;
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}
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fp.read(mem, flen);
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// set all directory resources to gone
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for (i = 0; i < MAX_DIRECTORY_ENTRIES; 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 < flen; 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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debugC(3, kDebugLevelResources, "%d: volume %d, offset 0x%05x", i / 3, agid[i / 3].volume, agid[i / 3].offset);
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}
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free(mem);
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fp.close();
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return errOK;
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}
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int AgiLoader_v2::init() {
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int ec = errOK;
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// load directory files
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ec = loadDir(_vm->_game.dirLogic, LOGDIR);
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if (ec == errOK)
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ec = loadDir(_vm->_game.dirPic, PICDIR);
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if (ec == errOK)
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ec = loadDir(_vm->_game.dirView, VIEWDIR);
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if (ec == errOK)
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ec = loadDir(_vm->_game.dirSound, SNDDIR);
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return ec;
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}
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int AgiLoader_v2::deinit() {
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int ec = errOK;
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#if 0
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// unload words
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agiV2UnloadWords();
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// unload objects
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agiV2UnloadObjects();
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#endif
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return ec;
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}
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int AgiLoader_v2::unloadResource(int16 resourceType, int16 resourceNr) {
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debugC(3, kDebugLevelResources, "unload resource");
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switch (resourceType) {
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case RESOURCETYPE_LOGIC:
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_vm->unloadLogic(resourceNr);
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break;
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case RESOURCETYPE_PICTURE:
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_vm->_picture->unloadPicture(resourceNr);
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break;
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case RESOURCETYPE_VIEW:
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_vm->unloadView(resourceNr);
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break;
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case RESOURCETYPE_SOUND:
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_vm->_sound->unloadSound(resourceNr);
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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 loads 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. NULL is returned if unsucsessfull.
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*/
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uint8 *AgiLoader_v2::loadVolRes(struct AgiDir *agid) {
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uint8 *data = NULL;
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char x[6];
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Common::File fp;
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unsigned int sig;
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Common::String path;
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path = Common::String::format("vol.%i", agid->volume);
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debugC(3, kDebugLevelResources, "Vol res: path = %s", path.c_str());
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if (agid->offset != _EMPTY && fp.open(path)) {
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debugC(3, kDebugLevelResources, "loading resource at offset %d", agid->offset);
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fp.seek(agid->offset, SEEK_SET);
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fp.read(&x, 5);
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if ((sig = READ_BE_UINT16((uint8 *) x)) == 0x1234) {
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agid->len = READ_LE_UINT16((uint8 *) x + 3);
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data = (uint8 *)calloc(1, agid->len + 32);
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if (data != NULL) {
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fp.read(data, agid->len);
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} else {
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error("AgiLoader_v2::loadVolRes out of memory");
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}
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} else {
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warning("AgiLoader_v2::loadVolRes: bad signature %04x", sig);
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return 0;
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}
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fp.close();
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} else {
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// we have a bad volume resource
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// set that resource to NA
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agid->offset = _EMPTY;
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}
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return data;
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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_v2::loadResource(int16 resourceType, int16 resourceNr) {
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int ec = errOK;
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uint8 *data = NULL;
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debugC(3, kDebugLevelResources, "(t = %d, n = %d)", resourceType, resourceNr);
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if (resourceNr >= MAX_DIRECTORY_ENTRIES)
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return errBadResource;
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switch (resourceType) {
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case RESOURCETYPE_LOGIC:
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if (~_vm->_game.dirLogic[resourceNr].flags & RES_LOADED) {
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debugC(3, kDebugLevelResources, "loading logic resource %d", resourceNr);
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unloadResource(RESOURCETYPE_LOGIC, resourceNr);
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// load raw resource into data
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data = loadVolRes(&_vm->_game.dirLogic[resourceNr]);
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_vm->_game.logics[resourceNr].data = data;
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ec = data ? _vm->decodeLogic(resourceNr) : errBadResource;
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_vm->_game.logics[resourceNr].sIP = 2;
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}
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// if logic was cached, we get here
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// reset code pointers incase it was cached
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_vm->_game.logics[resourceNr].cIP = _vm->_game.logics[resourceNr].sIP;
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break;
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case RESOURCETYPE_PICTURE:
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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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debugC(3, kDebugLevelResources, "loading picture resource %d", resourceNr);
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if (_vm->_game.dirPic[resourceNr].flags & RES_LOADED)
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break;
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// if loaded but not cached, unload it
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// if cached but not loaded, etc
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unloadResource(RESOURCETYPE_PICTURE, resourceNr);
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data = loadVolRes(&_vm->_game.dirPic[resourceNr]);
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if (data != NULL) {
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_vm->_game.pictures[resourceNr].rdata = data;
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_vm->_game.dirPic[resourceNr].flags |= RES_LOADED;
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} else {
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ec = errBadResource;
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}
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break;
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case RESOURCETYPE_SOUND:
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debugC(3, kDebugLevelResources, "loading sound resource %d", resourceNr);
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if (_vm->_game.dirSound[resourceNr].flags & RES_LOADED)
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break;
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data = loadVolRes(&_vm->_game.dirSound[resourceNr]);
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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[resourceNr] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[resourceNr].len, resourceNr, _vm->_soundemu);
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_vm->_game.dirSound[resourceNr].flags |= RES_LOADED;
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} else {
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ec = errBadResource;
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}
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break;
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case RESOURCETYPE_VIEW:
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// Load a VIEW resource into memory...
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// Since VIEWS alter the view table ALL the time
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// can we cache the view? or must we reload it all
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// the time?
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if (_vm->_game.dirView[resourceNr].flags & RES_LOADED)
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break;
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debugC(3, kDebugLevelResources, "loading view resource %d", resourceNr);
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unloadResource(RESOURCETYPE_VIEW, resourceNr);
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data = loadVolRes(&_vm->_game.dirView[resourceNr]);
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if (data) {
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_vm->_game.dirView[resourceNr].flags |= RES_LOADED;
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ec = _vm->decodeView(data, _vm->_game.dirView[resourceNr].len, resourceNr);
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free(data);
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} else {
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ec = errBadResource;
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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_v2::loadObjects(const char *fname) {
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return _vm->loadObjects(fname);
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}
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int AgiLoader_v2::loadWords(const char *fname) {
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return _vm->_words->loadDictionary(fname);
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}
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} // End of namespace Agi
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