scummvm/engines/agi/loader_v2.cpp
D G Turner 95c0afa2c3 AGI: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-10-14 03:54:10 +01:00

283 lines
7.5 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.
*
*/
#include "common/textconsole.h"
#include "agi/agi.h"
#include "agi/words.h"
namespace Agi {
int AgiLoader_v2::detectGame() {
if (!Common::File::exists(LOGDIR) ||
!Common::File::exists(PICDIR) ||
!Common::File::exists(SNDDIR) ||
!Common::File::exists(VIEWDIR))
return errInvalidAGIFile;
// Should this go above the previous lines, so we can force emulation versions
// even for AGDS games? -- dsymonds
if (_vm->getFeatures() & GF_AGDS)
_vm->setVersion(0x2440); // ALL AGDS games built for 2.440
return errOK;
}
int AgiLoader_v2::loadDir(AgiDir *agid, const char *fname) {
Common::File fp;
uint8 *mem;
uint32 flen;
uint i;
debug(0, "Loading directory: %s", fname);
if (!fp.open(fname)) {
return errBadFileOpen;
}
fp.seek(0, SEEK_END);
flen = fp.pos();
fp.seek(0, SEEK_SET);
if ((mem = (uint8 *)malloc(flen + 32)) == NULL) {
fp.close();
return errNotEnoughMemory;
}
fp.read(mem, flen);
// set all directory resources to gone
for (i = 0; i < MAX_DIRECTORY_ENTRIES; i++) {
agid[i].volume = 0xff;
agid[i].offset = _EMPTY;
}
// build directory entries
for (i = 0; i < flen; i += 3) {
agid[i / 3].volume = *(mem + i) >> 4;
agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
debugC(3, kDebugLevelResources, "%d: volume %d, offset 0x%05x", i / 3, agid[i / 3].volume, agid[i / 3].offset);
}
free(mem);
fp.close();
return errOK;
}
int AgiLoader_v2::init() {
int ec = errOK;
// load directory files
ec = loadDir(_vm->_game.dirLogic, LOGDIR);
if (ec == errOK)
ec = loadDir(_vm->_game.dirPic, PICDIR);
if (ec == errOK)
ec = loadDir(_vm->_game.dirView, VIEWDIR);
if (ec == errOK)
ec = loadDir(_vm->_game.dirSound, SNDDIR);
return ec;
}
int AgiLoader_v2::deinit() {
int ec = errOK;
#if 0
// unload words
agiV2UnloadWords();
// unload objects
agiV2UnloadObjects();
#endif
return ec;
}
int AgiLoader_v2::unloadResource(int16 resourceType, int16 resourceNr) {
debugC(3, kDebugLevelResources, "unload resource");
switch (resourceType) {
case RESOURCETYPE_LOGIC:
_vm->unloadLogic(resourceNr);
break;
case RESOURCETYPE_PICTURE:
_vm->_picture->unloadPicture(resourceNr);
break;
case RESOURCETYPE_VIEW:
_vm->unloadView(resourceNr);
break;
case RESOURCETYPE_SOUND:
_vm->_sound->unloadSound(resourceNr);
break;
default:
break;
}
return errOK;
}
/**
* This function loads a raw resource into memory,
* if further decoding is required, it must be done by another
* routine. NULL is returned if unsucsessfull.
*/
uint8 *AgiLoader_v2::loadVolRes(struct AgiDir *agid) {
uint8 *data = NULL;
char x[6];
Common::File fp;
unsigned int sig;
Common::String path;
path = Common::String::format("vol.%i", agid->volume);
debugC(3, kDebugLevelResources, "Vol res: path = %s", path.c_str());
if (agid->offset != _EMPTY && fp.open(path)) {
debugC(3, kDebugLevelResources, "loading resource at offset %d", agid->offset);
fp.seek(agid->offset, SEEK_SET);
fp.read(&x, 5);
if ((sig = READ_BE_UINT16((uint8 *) x)) == 0x1234) {
agid->len = READ_LE_UINT16((uint8 *) x + 3);
data = (uint8 *)calloc(1, agid->len + 32);
if (data != NULL) {
fp.read(data, agid->len);
} else {
error("AgiLoader_v2::loadVolRes out of memory");
}
} else {
warning("AgiLoader_v2::loadVolRes: bad signature %04x", sig);
return 0;
}
fp.close();
} else {
// we have a bad volume resource
// set that resource to NA
agid->offset = _EMPTY;
}
return data;
}
/**
* Loads a resource into memory, a raw resource is loaded in
* with above routine, then further decoded here.
*/
int AgiLoader_v2::loadResource(int16 resourceType, int16 resourceNr) {
int ec = errOK;
uint8 *data = NULL;
debugC(3, kDebugLevelResources, "(t = %d, n = %d)", resourceType, resourceNr);
if (resourceNr >= MAX_DIRECTORY_ENTRIES)
return errBadResource;
switch (resourceType) {
case RESOURCETYPE_LOGIC:
if (~_vm->_game.dirLogic[resourceNr].flags & RES_LOADED) {
debugC(3, kDebugLevelResources, "loading logic resource %d", resourceNr);
unloadResource(RESOURCETYPE_LOGIC, resourceNr);
// load raw resource into data
data = loadVolRes(&_vm->_game.dirLogic[resourceNr]);
_vm->_game.logics[resourceNr].data = data;
ec = data ? _vm->decodeLogic(resourceNr) : errBadResource;
_vm->_game.logics[resourceNr].sIP = 2;
}
// if logic was cached, we get here
// reset code pointers incase it was cached
_vm->_game.logics[resourceNr].cIP = _vm->_game.logics[resourceNr].sIP;
break;
case RESOURCETYPE_PICTURE:
// if picture is currently NOT loaded *OR* cacheing is off,
// unload the resource (caching == off) and reload it
debugC(3, kDebugLevelResources, "loading picture resource %d", resourceNr);
if (_vm->_game.dirPic[resourceNr].flags & RES_LOADED)
break;
// if loaded but not cached, unload it
// if cached but not loaded, etc
unloadResource(RESOURCETYPE_PICTURE, resourceNr);
data = loadVolRes(&_vm->_game.dirPic[resourceNr]);
if (data != NULL) {
_vm->_game.pictures[resourceNr].rdata = data;
_vm->_game.dirPic[resourceNr].flags |= RES_LOADED;
} else {
ec = errBadResource;
}
break;
case RESOURCETYPE_SOUND:
debugC(3, kDebugLevelResources, "loading sound resource %d", resourceNr);
if (_vm->_game.dirSound[resourceNr].flags & RES_LOADED)
break;
data = loadVolRes(&_vm->_game.dirSound[resourceNr]);
if (data != NULL) {
// Freeing of the raw resource from memory is delegated to the createFromRawResource-function
_vm->_game.sounds[resourceNr] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[resourceNr].len, resourceNr, _vm->_soundemu);
_vm->_game.dirSound[resourceNr].flags |= RES_LOADED;
} else {
ec = errBadResource;
}
break;
case RESOURCETYPE_VIEW:
// Load a VIEW resource into memory...
// Since VIEWS alter the view table ALL the time
// can we cache the view? or must we reload it all
// the time?
if (_vm->_game.dirView[resourceNr].flags & RES_LOADED)
break;
debugC(3, kDebugLevelResources, "loading view resource %d", resourceNr);
unloadResource(RESOURCETYPE_VIEW, resourceNr);
data = loadVolRes(&_vm->_game.dirView[resourceNr]);
if (data) {
_vm->_game.dirView[resourceNr].flags |= RES_LOADED;
ec = _vm->decodeView(data, _vm->_game.dirView[resourceNr].len, resourceNr);
free(data);
} else {
ec = errBadResource;
}
break;
default:
ec = errBadResource;
break;
}
return ec;
}
int AgiLoader_v2::loadObjects(const char *fname) {
return _vm->loadObjects(fname);
}
int AgiLoader_v2::loadWords(const char *fname) {
return _vm->_words->loadDictionary(fname);
}
} // End of namespace Agi