mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 02:11:38 +00:00
d1b570d9e5
svn-id: r24812
383 lines
8.9 KiB
C++
383 lines
8.9 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2006 The ScummVM project
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*
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* Copyright (C) 1999-2003 Sarien Team
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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 "common/config-manager.h"
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#include "common/fs.h"
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namespace Agi {
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int AgiLoader_v3::version() {
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return 3;
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}
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void AgiLoader_v3::setIntVersion(int ver) {
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int_version = ver;
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}
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int AgiLoader_v3::getIntVersion() {
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return int_version;
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}
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int AgiLoader_v3::detect_game() {
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int ec = err_Unk;
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bool found = false;
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FSList fslist;
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FilesystemNode dir(ConfMan.get("path"));
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if (!dir.listDir(fslist, FilesystemNode::kListFilesOnly)) {
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warning("AgiEngine: invalid game path '%s'",
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dir.path().c_str());
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return err_InvalidAGIFile;
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}
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for (FSList::const_iterator file = fslist.begin();
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file != fslist.end() && !found; ++file) {
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Common::String f = file->name();
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f.toLowercase();
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if (f.hasSuffix("vol.0")) {
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strncpy(_vm->game.name, f.c_str(), f.size() > 5 ? f.size() - 5 : f.size());
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debugC(3, kDebugLevelMain, "game.name = %s", _vm->game.name);
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int_version = 0x3149; // setup for 3.002.149
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ec = _vm->v3id_game();
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found = true;
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}
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}
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if (!found) {
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debugC(3, kDebugLevelMain, "not found");
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ec = err_InvalidAGIFile;
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}
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return ec;
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}
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int AgiLoader_v3::load_dir(struct agi_dir *agid, Common::File *fp,
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uint32 offs, uint32 len) {
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int ec = err_OK;
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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 = err_NotEnoughMemory;
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}
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return ec;
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}
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struct agi3vol {
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uint32 sddr;
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uint32 len;
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};
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int AgiLoader_v3::init() {
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int ec = err_OK;
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struct agi3vol agi_vol3[4];
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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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path = Common::String(_vm->game.name) + DIR_;
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if (!fp.open(path)) {
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printf("Failed to open \"%s\"\n", path.c_str());
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return err_BadFileOpen;
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}
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/* build offset table for v3 directory format */
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fp.read(&xd, 8);
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fp.seek(0, SEEK_END);
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for (i = 0; i < 4; i++)
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agi_vol3[i].sddr = READ_LE_UINT16((uint8 *) & xd[i]);
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agi_vol3[0].len = agi_vol3[1].sddr - agi_vol3[0].sddr;
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agi_vol3[1].len = agi_vol3[2].sddr - agi_vol3[1].sddr;
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agi_vol3[2].len = agi_vol3[3].sddr - agi_vol3[2].sddr;
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agi_vol3[3].len = fp.pos() - agi_vol3[3].sddr;
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if (agi_vol3[3].len > 256 * 3)
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agi_vol3[3].len = 256 * 3;
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fp.seek(0, SEEK_SET);
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/* read in directory files */
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ec = load_dir(_vm->game.dir_logic, &fp, agi_vol3[0].sddr,
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agi_vol3[0].len);
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if (ec == err_OK) {
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ec = load_dir(_vm->game.dir_pic, &fp, agi_vol3[1].sddr, agi_vol3[1].len);
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}
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if (ec == err_OK) {
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ec = load_dir(_vm->game.dir_view, &fp, agi_vol3[2].sddr, agi_vol3[2].len);
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}
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if (ec == err_OK) {
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ec = load_dir(_vm->game.dir_sound, &fp, agi_vol3[3].sddr, agi_vol3[3].len);
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}
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return ec;
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}
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int AgiLoader_v3::deinit() {
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int ec = err_OK;
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#if 0
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/* unload words */
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agi_v3_unload_words();
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/* unload objects */
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agi_v3_unload_objects();
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#endif
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return ec;
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}
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int AgiLoader_v3::unload_resource(int t, int n) {
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switch (t) {
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case rLOGIC:
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_vm->unload_logic(n);
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break;
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case rPICTURE:
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_vm->_picture->unload_picture(n);
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break;
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case rVIEW:
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_vm->unload_view(n);
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break;
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case rSOUND:
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_vm->_sound->unload_sound(n);
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break;
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}
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return err_OK;
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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_v3::load_vol_res(struct agi_dir *agid) {
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char x[MAX_PATH];
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uint8 *data = NULL, *comp_buffer;
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Common::File fp;
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Common::String path;
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debugC(3, kDebugLevelResources, "(%p)", (void *)agid);
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sprintf(x, "vol.%i", agid->volume);
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path = Common::String(_vm->game.name) + x;
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if (agid->offset != _EMPTY && fp.open(path)) {
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fp.seek(agid->offset, SEEK_SET);
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fp.read(&x, 7);
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if (READ_BE_UINT16((uint8 *) x) != 0x1234) {
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#if 0
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/* FIXME */
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deinit_video_mode();
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#endif
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debugC(3, kDebugLevelResources, "path = %s", path.c_str());
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debugC(3, kDebugLevelResources, "offset = %d", agid->offset);
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debugC(3, kDebugLevelResources, "x = %x %x", x[0], x[1]);
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error("ACK! BAD RESOURCE");
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g_system->quit();
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}
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agid->len = READ_LE_UINT16((uint8 *) x + 3); /* uncompressed size */
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agid->clen = READ_LE_UINT16((uint8 *) x + 5); /* compressed len */
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comp_buffer = (uint8 *)calloc(1, agid->clen + 32);
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fp.read(comp_buffer, agid->clen);
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if (x[2] & 0x80 || agid->len == agid->clen) {
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/* do not decompress */
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data = comp_buffer;
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#if 0
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/* CM: added to avoid problems in
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* convert_v2_v3_pic() when clen > len
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* e.g. Sierra demo 4, first picture
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* (Tue Mar 16 13:13:43 EST 1999)
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*/
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agid->len = agid->clen;
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/* Now removed to fix Gold Rush! in demo4 */
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#endif
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} else {
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/* it is compressed */
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data = (uint8 *)calloc(1, agid->len + 32);
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LZW_expand(comp_buffer, data, agid->len);
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free(comp_buffer);
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agid->flags |= RES_COMPRESSED;
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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_v3::load_resource(int t, int n) {
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int ec = err_OK;
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uint8 *data = NULL;
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if (n > MAX_DIRS)
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return err_BadResource;
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switch (t) {
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case rLOGIC:
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/* load resource into memory, decrypt messages at the end
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* and build the message list (if logic is in memory)
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*/
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if (~_vm->game.dir_logic[n].flags & RES_LOADED) {
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/* if logic is already in memory, unload it */
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unload_resource(rLOGIC, n);
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/* load raw resource into data */
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data = load_vol_res(&_vm->game.dir_logic[n]);
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_vm->game.logics[n].data = data;
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/* uncompressed logic files need to be decrypted */
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if (data != NULL) {
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/* resloaded flag gets set by decode logic */
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/* needed to build string table */
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ec = _vm->decode_logic(n);
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_vm->game.logics[n].sIP = 2;
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} else {
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ec = err_BadResource;
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}
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/*logics[n].sIP=2; *//* saved IP = 2 */
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/*logics[n].cIP=2; *//* current IP = 2 */
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_vm->game.logics[n].cIP = _vm->game.logics[n].sIP;
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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[n].cIP = _vm->game.logics[n].sIP;
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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 (~_vm->game.dir_pic[n].flags & RES_LOADED) {
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unload_resource(rPICTURE, n);
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data = load_vol_res(&_vm->game.dir_pic[n]);
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if (data != NULL) {
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data = _vm->_picture->convert_v3_pic(data, _vm->game.dir_pic[n].len);
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_vm->game.pictures[n].rdata = data;
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_vm->game.dir_pic[n].flags |= RES_LOADED;
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} else {
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ec = err_BadResource;
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}
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}
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break;
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case rSOUND:
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if (_vm->game.dir_sound[n].flags & RES_LOADED)
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break;
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data = load_vol_res(&_vm->game.dir_sound[n]);
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if (data != NULL) {
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_vm->game.sounds[n].rdata = data;
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_vm->game.dir_sound[n].flags |= RES_LOADED;
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_vm->_sound->decode_sound(n);
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} else {
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ec = err_BadResource;
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}
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break;
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case rVIEW:
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/* Load a VIEW resource into memory...
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* Since VIEWS alter the view table ALL the time can we
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* cache the view? or must we reload it all the time?
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*/
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/* load a raw view from a VOL file into data */
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if (_vm->game.dir_view[n].flags & RES_LOADED)
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break;
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unload_resource(rVIEW, n);
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data = load_vol_res(&_vm->game.dir_view[n]);
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if (data != NULL) {
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_vm->game.views[n].rdata = data;
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_vm->game.dir_view[n].flags |= RES_LOADED;
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ec = _vm->decode_view(n);
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} else {
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ec = err_BadResource;
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}
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break;
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default:
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ec = err_BadResource;
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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_v3::load_objects(const char *fname) {
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return _vm->load_objects(fname);
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}
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int AgiLoader_v3::load_words(const char *fname) {
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return _vm->load_words(fname);
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}
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} // End of namespace Agi
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