scummvm/engines/saga/resource.cpp
Torbjörn Andersson 1a0dea396d Made the music and sound file names part of the class, instead of local
variables. This fixes another Valgrind warning when SndRes::load() tries to
access the file names. (I could also have made the variables static, but I've
never been very fond of static variables.)

svn-id: r39641
2009-03-23 20:25:25 +00:00

551 lines
16 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.
*
* $URL$
* $Id$
*
*/
// RSC Resource file management module
#include "saga/saga.h"
#include "saga/actor.h"
#include "saga/animation.h"
#include "saga/interface.h"
#include "saga/music.h"
#include "saga/resource.h"
#include "saga/scene.h"
#include "saga/sndres.h"
#include "engines/advancedDetector.h"
namespace Saga {
Resource::Resource(SagaEngine *vm): _vm(vm) {
_contexts = NULL;
_contextsCount = 0;
}
Resource::~Resource() {
clearContexts();
}
bool Resource::loadResContext_v1(ResourceContext *context, uint32 contextOffset, uint32 contextSize) {
size_t i;
bool result;
byte tableInfo[RSC_TABLEINFO_SIZE];
byte *tableBuffer;
size_t tableSize;
uint32 resourceTableOffset;
ResourceData *resourceData;
if (contextSize < RSC_MIN_FILESIZE) {
return false;
}
context->file->seek(contextOffset + contextSize - RSC_TABLEINFO_SIZE);
if (context->file->read(tableInfo, RSC_TABLEINFO_SIZE) != RSC_TABLEINFO_SIZE) {
return false;
}
MemoryReadStreamEndian readS(tableInfo, RSC_TABLEINFO_SIZE, context->isBigEndian);
resourceTableOffset = readS.readUint32();
context->count = readS.readUint32();
// Check for sane table offset
if (resourceTableOffset != contextSize - RSC_TABLEINFO_SIZE - RSC_TABLEENTRY_SIZE * context->count) {
return false;
}
// Load resource table
tableSize = RSC_TABLEENTRY_SIZE * context->count;
tableBuffer = (byte *)malloc(tableSize);
context->file->seek(resourceTableOffset + contextOffset, SEEK_SET);
result = (context->file->read(tableBuffer, tableSize) == tableSize);
if (result) {
context->table = (ResourceData *)calloc(context->count, sizeof(*context->table));
MemoryReadStreamEndian readS1(tableBuffer, tableSize, context->isBigEndian);
for (i = 0; i < context->count; i++) {
resourceData = &context->table[i];
resourceData->offset = contextOffset + readS1.readUint32();
resourceData->size = readS1.readUint32();
//sanity check
if ((resourceData->offset > (uint)context->file->size()) || (resourceData->size > contextSize)) {
result = false;
break;
}
}
}
free(tableBuffer);
return result;
}
bool Resource::loadContext(ResourceContext *context) {
size_t i;
const GamePatchDescription *patchDescription;
ResourceData *resourceData;
uint16 subjectResourceType;
ResourceContext *subjectContext;
uint32 subjectResourceId;
uint32 patchResourceId;
ResourceData *subjectResourceData;
byte *tableBuffer;
size_t tableSize;
bool isMacBinary;
if (!context->file->open(context->fileName)) {
return false;
}
context->isBigEndian = _vm->isBigEndian();
if (context->fileType & GAME_SWAPENDIAN)
context->isBigEndian = !context->isBigEndian;
isMacBinary = (context->fileType & GAME_MACBINARY) > 0;
context->fileType &= ~GAME_MACBINARY;
if (!isMacBinary) {
if (!loadResContext(context, 0, context->file->size())) {
return false;
}
} else {
if (!loadMacContext(context)) {
return false;
}
}
//process internal patch files
if (context->fileType & GAME_PATCHFILE) {
subjectResourceType = ~GAME_PATCHFILE & context->fileType;
subjectContext = getContext((GameFileTypes)subjectResourceType);
if (subjectContext == NULL) {
error("Resource::loadContext() Subject context not found");
}
loadResource(context, context->count - 1, tableBuffer, tableSize);
MemoryReadStreamEndian readS2(tableBuffer, tableSize, context->isBigEndian);
for (i = 0; i < tableSize / 8; i++) {
subjectResourceId = readS2.readUint32();
patchResourceId = readS2.readUint32();
subjectResourceData = subjectContext->getResourceData(subjectResourceId);
resourceData = context->getResourceData(patchResourceId);
subjectResourceData->patchData = new PatchData(context->file);
subjectResourceData->offset = resourceData->offset;
subjectResourceData->size = resourceData->size;
}
free(tableBuffer);
}
//process external patch files
for (patchDescription = _vm->getPatchDescriptions(); patchDescription && patchDescription->fileName; ++patchDescription) {
if ((patchDescription->fileType & context->fileType) != 0) {
if (patchDescription->resourceId < context->count) {
resourceData = &context->table[patchDescription->resourceId];
resourceData->patchData = new PatchData(patchDescription);
if (resourceData->patchData->_patchFile->open(patchDescription->fileName)) {
resourceData->offset = 0;
resourceData->size = resourceData->patchData->_patchFile->size();
// ITE uses several patch files which are loaded and then not needed
// anymore (as they're in memory), so close them here. IHNM uses only
// 1 patch file, which is reused, so don't close it
if (_vm->getGameId() == GID_ITE)
resourceData->patchData->_patchFile->close();
} else {
delete resourceData->patchData;
resourceData->patchData = NULL;
}
}
}
}
// Close the file if it's part of a series of files
// This prevents having all voice files open in IHNM for no reason, as each chapter uses
// a different voice file
if (context->serial > 0)
context->file->close();
return true;
}
bool Resource::createContexts() {
int i;
ResourceContext *context;
int soundFileIndex = 0;
int voicesFileIndex = 0;
bool digitalMusic = false;
bool soundFileInArray = false;
bool multipleVoices = false;
bool censoredVersion = false;
bool compressedSounds = false;
bool compressedMusic = false;
uint16 voiceFileType = GAME_VOICEFILE;
bool fileFound = false;
int maxFile = 0;
_vm->_voiceFilesExist = true;
struct SoundFileInfo {
char fileName[40];
bool isCompressed;
};
SoundFileInfo *curSoundfiles = 0;
// If the Wyrmkeep credits file is found, set the Wyrmkeep version flag to true
if (Common::File::exists("graphics/credit3n.dlt")) {
_vm->_gf_wyrmkeep = true;
}
_contextsCount = 0;
for (i = 0; _vm->getFilesDescriptions()[i].fileName; i++) {
_contextsCount++;
if (_vm->getFilesDescriptions()[i].fileType == GAME_SOUNDFILE)
soundFileInArray = true;
}
//// Detect and add SFX files ////////////////////////////////////////////////
SoundFileInfo sfxFilesITE[] = {
{ "sounds.rsc", false },
{ "sounds.cmp", true },
{ "soundsd.rsc", false },
{ "soundsd.cmp", true }
};
#ifdef ENABLE_IHNM
SoundFileInfo sfxFilesIHNM[] = {
{ "sfx.res", false },
{ "sfx.cmp", true }
};
#endif
#ifdef ENABLE_SAGA2
SoundFileInfo sfxFilesFTA2[] = {
{ "ftasound.hrs", false }
};
SoundFileInfo sfxFilesDino[] = {
{ "dinosnd.hrs", false },
};
#endif
if (!soundFileInArray) {
// If the sound file is not specified in the detector table, add it here
fileFound = false;
switch (_vm->getGameId()) {
case GID_ITE:
curSoundfiles = sfxFilesITE;
maxFile = 4;
break;
#ifdef ENABLE_IHNM
case GID_IHNM:
curSoundfiles = sfxFilesIHNM;
maxFile = 2;
break;
#endif
#ifdef ENABLE_SAGA2
case GID_DINO:
curSoundfiles = sfxFilesDino;
maxFile = 1;
break;
case GID_FTA2:
curSoundfiles = sfxFilesFTA2;
maxFile = 1;
break;
#endif
}
for (i = 0; i < maxFile; i++) {
if (Common::File::exists(curSoundfiles[i].fileName)) {
_contextsCount++;
soundFileIndex = _contextsCount - 1;
strcpy(_soundFileName, curSoundfiles[i].fileName);
compressedSounds = curSoundfiles[i].isCompressed;
fileFound = true;
break;
}
}
if (!fileFound) {
// No sound file found, don't add any file to the array
soundFileInArray = true;
if (_vm->getGameId() == GID_ITE) {
// ITE floppy versions have both voices and sounds in voices.rsc
voiceFileType = GAME_SOUNDFILE | GAME_VOICEFILE;
}
}
}
//// Detect and add voice files /////////////////////////////////////////////
SoundFileInfo voiceFilesITE[] = {
{ "voices.rsc", false },
{ "voices.cmp", true },
{ "voicesd.rsc", false },
{ "voicesd.cmp", true },
{ "inherit the earth voices", false },
{ "inherit the earth voices.cmp", true },
{ "ite voices.bin", false }
};
#ifdef ENABLE_IHNM
SoundFileInfo voiceFilesIHNM[] = {
{ "voicess.res", false },
{ "voicess.cmp", true },
{ "voicesd.res", false },
{ "voicesd.cmp", true },
};
#endif
#ifdef ENABLE_SAGA2
SoundFileInfo voiceFilesFTA2[] = {
{ "ftavoice.hrs", false },
};
#endif
// Detect and add voice files
fileFound = false;
switch (_vm->getGameId()) {
case GID_ITE:
curSoundfiles = voiceFilesITE;
maxFile = 7;
break;
#ifdef ENABLE_IHNM
case GID_IHNM:
curSoundfiles = voiceFilesIHNM;
maxFile = 4;
break;
#endif
#ifdef ENABLE_SAGA2
/*
case GID_DINO:
// TODO
curSoundfiles = NULL;
maxFile = 0;
break;
*/
case GID_FTA2:
curSoundfiles = voiceFilesFTA2;
maxFile = 1;
break;
#endif
}
for (i = 0; i < maxFile; i++) {
if (Common::File::exists(curSoundfiles[i].fileName)) {
_contextsCount++;
voicesFileIndex = _contextsCount - 1;
strcpy(_voicesFileName[0], curSoundfiles[i].fileName);
compressedSounds = curSoundfiles[i].isCompressed;
fileFound = true;
// Special cases
if (!scumm_stricmp(curSoundfiles[i].fileName, "inherit the earth voices") ||
!scumm_stricmp(curSoundfiles[i].fileName, "inherit the earth voices.cmp")) {
// The resources in the Wyrmkeep combined Windows/Mac/Linux CD version are little endian, but
// the voice file is big endian. If we got such a version with mixed files, mark this voice file
// as big endian
if (!_vm->isBigEndian())
voiceFileType = GAME_VOICEFILE | GAME_SWAPENDIAN; // This file is big endian
}
if (!scumm_stricmp(curSoundfiles[i].fileName, "ite voices.bin")) {
voiceFileType = GAME_VOICEFILE | GAME_MACBINARY;
}
if (!scumm_stricmp(curSoundfiles[i].fileName, "voicess.res") ||
!scumm_stricmp(curSoundfiles[i].fileName, "voicess.cmp")) {
// IHNM has multiple voice files
multipleVoices = true;
// Note: it is assumed that the voice files are always last in the list
if (Common::File::exists("voices4.res") || Common::File::exists("voices4.cmp")) {
_contextsCount += 6; // voices1-voices6
} else {
// The German and French versions of IHNM don't have Nimdok's chapter,
// therefore the voices file for that chapter is missing
_contextsCount += 5; // voices1-voices3, voices4-voices5
censoredVersion = true;
}
}
break;
}
}
if (!fileFound) {
if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) {
// The Macintosh version of IHNM has no voices.res, and it has all
// its voice files in subdirectories, so don't do anything here
} else {
warning("No voice file found, voices will be disabled");
_vm->_voicesEnabled = false;
_vm->_subtitlesEnabled = true;
_vm->_voiceFilesExist = false;
}
}
//// Detect and add ITE music files /////////////////////////////////////////
SoundFileInfo musicFilesITE[] = {
{ "music.rsc", false },
{ "music.cmp", true },
{ "musicd.rsc", false },
{ "musicd.cmp", true },
};
// Check for digital music in ITE
if (_vm->getGameId() == GID_ITE) {
fileFound = false;
for (i = 0; i < 4; i++) {
if (Common::File::exists(musicFilesITE[i].fileName)) {
_contextsCount++;
digitalMusic = true;
compressedMusic = musicFilesITE[i].isCompressed;
fileFound = true;
strcpy(_musicFileName, musicFilesITE[i].fileName);
break;
}
}
if (!fileFound) {
// No sound file found, don't add any file to the array
digitalMusic = false;
}
}
_contexts = (ResourceContext*)calloc(_contextsCount, sizeof(*_contexts));
for (i = 0; i < _contextsCount; i++) {
context = &_contexts[i];
context->file = new Common::File();
context->serial = 0;
// For ITE, add the digital music file and sfx file information here
if (_vm->getGameId() == GID_ITE && digitalMusic && i == _contextsCount - 1) {
context->fileName = _musicFileName;
context->fileType = GAME_DIGITALMUSICFILE;
context->isCompressed = compressedMusic;
} else if (!soundFileInArray && i == soundFileIndex) {
context->fileName = _soundFileName;
context->fileType = GAME_SOUNDFILE;
context->isCompressed = compressedSounds;
} else if (_vm->_voiceFilesExist && i == voicesFileIndex && !(_vm->getGameId() == GID_IHNM && _vm->isMacResources())) {
context->fileName = _voicesFileName[0];
// can be GAME_VOICEFILE or GAME_SOUNDFILE | GAME_VOICEFILE or GAME_VOICEFILE | GAME_SWAPENDIAN
context->fileType = voiceFileType;
context->isCompressed = compressedSounds;
} else {
if (!(_vm->_voiceFilesExist && multipleVoices && (i > voicesFileIndex))) {
context->fileName = _vm->getFilesDescriptions()[i].fileName;
context->fileType = _vm->getFilesDescriptions()[i].fileType;
context->isCompressed = compressedSounds;
} else {
int token = (censoredVersion && (i - voicesFileIndex >= 4)) ? 1 : 0; // censored versions don't have voice4
if (compressedSounds)
sprintf(_voicesFileName[i - voicesFileIndex + token], "voices%i.cmp", i - voicesFileIndex + token);
else
sprintf(_voicesFileName[i - voicesFileIndex + token], "voices%i.res", i - voicesFileIndex + token);
context->fileName = _voicesFileName[i - voicesFileIndex + token];
context->fileType = GAME_VOICEFILE;
context->isCompressed = compressedSounds;
// IHNM has several different voice files, so we need to allow
// multiple resource contexts of the same type. We tell them
// apart by assigning each of the duplicates a unique serial
// number. The default behaviour when requesting a context will
// be to look for serial number 0.
context->serial = i - voicesFileIndex + token;
}
}
if (!loadContext(context)) {
return false;
}
}
return true;
}
void Resource::clearContexts() {
int i;
size_t j;
ResourceContext *context;
if (_contexts == NULL) {
return;
}
for (i = 0; i < _contextsCount; i++) {
context = &_contexts[i];
delete context->file;
if (context->table != NULL) {
for (j = 0; j < context->count; j++) {
delete context->table[j].patchData;
}
}
if (_vm->isSaga2()) {
free(context->categories);
}
free(context->table);
}
free(_contexts);
_contexts = NULL;
}
void Resource::loadResource(ResourceContext *context, uint32 resourceId, byte*&resourceBuffer, size_t &resourceSize) {
Common::File *file;
uint32 resourceOffset;
ResourceData *resourceData;
debug(8, "loadResource %d", resourceId);
resourceData = context->getResourceData(resourceId);
file = context->getFile(resourceData);
resourceOffset = resourceData->offset;
resourceSize = resourceData->size;
resourceBuffer = (byte*)malloc(resourceSize);
file->seek((long)resourceOffset, SEEK_SET);
if (file->read(resourceBuffer, resourceSize) != resourceSize) {
error("Resource::loadResource() failed to read");
}
// ITE uses several patch files which are loaded and then not needed
// anymore (as they're in memory), so close them here. IHNM uses only
// 1 patch file, which is reused, so don't close it
if (resourceData->patchData != NULL && _vm->getGameId() == GID_ITE)
file->close();
}
} // End of namespace Saga