mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
84e4c1742a
svn-id: r54198
212 lines
6.5 KiB
C++
212 lines
6.5 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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/*
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* This code is based on original Hugo Trilogy source code
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*
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* Copyright (c) 1989-1995 David P. Gray
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*
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*/
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#include "common/system.h"
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#include "hugo/hugo.h"
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#include "hugo/file.h"
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#include "hugo/global.h"
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#include "hugo/display.h"
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#include "hugo/util.h"
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namespace Hugo {
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FileManager_v3d::FileManager_v3d(HugoEngine *vm) : FileManager_v2d(vm) {
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}
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FileManager_v3d::~FileManager_v3d() {
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}
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/**
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* Read a PCX image into dib_a
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*/
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void FileManager_v3d::readBackground(int screenIndex) {
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debugC(1, kDebugFile, "readBackground(%d)", screenIndex);
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_sceneryArchive1.seek((uint32) screenIndex * sizeof(sceneBlock_t), SEEK_SET);
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sceneBlock_t sceneBlock; // Read a database header entry
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sceneBlock.scene_off = _sceneryArchive1.readUint32LE();
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sceneBlock.scene_len = _sceneryArchive1.readUint32LE();
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sceneBlock.b_off = _sceneryArchive1.readUint32LE();
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sceneBlock.b_len = _sceneryArchive1.readUint32LE();
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sceneBlock.o_off = _sceneryArchive1.readUint32LE();
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sceneBlock.o_len = _sceneryArchive1.readUint32LE();
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sceneBlock.ob_off = _sceneryArchive1.readUint32LE();
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sceneBlock.ob_len = _sceneryArchive1.readUint32LE();
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seq_t *dummySeq; // Image sequence structure for Read_pcx
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if (screenIndex < 20) {
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_sceneryArchive1.seek(sceneBlock.scene_off, SEEK_SET);
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// Read the image into dummy seq and static dib_a
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dummySeq = readPCX(_sceneryArchive1, 0, _vm->_screen->getFrontBuffer(), true, _vm->_screenNames[screenIndex]);
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} else {
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_sceneryArchive2.seek(sceneBlock.scene_off, SEEK_SET);
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// Read the image into dummy seq and static dib_a
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dummySeq = readPCX(_sceneryArchive2, 0, _vm->_screen->getFrontBuffer(), true, _vm->_screenNames[screenIndex]);
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}
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free(dummySeq);
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}
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/**
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* Open "database" file (packed files)
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*/
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void FileManager_v3d::openDatabaseFiles() {
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debugC(1, kDebugFile, "openDatabaseFiles");
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if (!_stringArchive.open(STRING_FILE))
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error("File not found: %s", STRING_FILE);
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if (!_sceneryArchive1.open("scenery1.dat"))
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error("File not found: scenery1.dat");
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if (!_sceneryArchive2.open("scenery2.dat"))
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error("File not found: scenery2.dat");
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if (!_objectsArchive.open(OBJECTS_FILE))
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error("File not found: %s", OBJECTS_FILE);
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}
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/**
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* Close "Database" files
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*/
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void FileManager_v3d::closeDatabaseFiles() {
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debugC(1, kDebugFile, "closeDatabaseFiles");
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_stringArchive.close();
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_sceneryArchive1.close();
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_sceneryArchive2.close();
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_objectsArchive.close();
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}
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/**
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* Open and read in an overlay file, close file
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*/
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void FileManager_v3d::readOverlay(int screenNum, image_pt image, ovl_t overlayType) {
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debugC(1, kDebugFile, "readOverlay(%d, ...)", screenNum);
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image_pt tmpImage = image; // temp ptr to overlay file
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_sceneryArchive1.seek((uint32)screenNum * sizeof(sceneBlock_t), SEEK_SET);
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sceneBlock_t sceneBlock; // Database header entry
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sceneBlock.scene_off = _sceneryArchive1.readUint32LE();
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sceneBlock.scene_len = _sceneryArchive1.readUint32LE();
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sceneBlock.b_off = _sceneryArchive1.readUint32LE();
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sceneBlock.b_len = _sceneryArchive1.readUint32LE();
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sceneBlock.o_off = _sceneryArchive1.readUint32LE();
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sceneBlock.o_len = _sceneryArchive1.readUint32LE();
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sceneBlock.ob_off = _sceneryArchive1.readUint32LE();
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sceneBlock.ob_len = _sceneryArchive1.readUint32LE();
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uint32 i = 0;
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if (screenNum < 20) {
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switch (overlayType) {
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case BOUNDARY:
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_sceneryArchive1.seek(sceneBlock.b_off, SEEK_SET);
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i = sceneBlock.b_len;
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break;
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case OVERLAY:
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_sceneryArchive1.seek(sceneBlock.o_off, SEEK_SET);
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i = sceneBlock.o_len;
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break;
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case OVLBASE:
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_sceneryArchive1.seek(sceneBlock.ob_off, SEEK_SET);
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i = sceneBlock.ob_len;
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break;
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default:
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error("Bad overlayType: %d", overlayType);
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break;
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}
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if (i == 0) {
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for (i = 0; i < OVL_SIZE; i++)
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image[i] = 0;
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return;
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}
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// Read in the overlay file using MAC Packbits. (We're not proud!)
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int16 k = 0; // byte count
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do {
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int8 data = _sceneryArchive1.readByte();// Read a code byte
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if ((byte)data == 0x80) // Noop
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k = k;
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else if (data >= 0) { // Copy next data+1 literally
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for (i = 0; i <= (byte)data; i++, k++)
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*tmpImage++ = _sceneryArchive1.readByte();
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} else { // Repeat next byte -data+1 times
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int16 j = _sceneryArchive1.readByte();
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for (i = 0; i < (byte)(-data + 1); i++, k++)
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*tmpImage++ = j;
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}
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} while (k < OVL_SIZE);
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} else {
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switch (overlayType) {
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case BOUNDARY:
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_sceneryArchive2.seek(sceneBlock.b_off, SEEK_SET);
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i = sceneBlock.b_len;
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break;
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case OVERLAY:
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_sceneryArchive2.seek(sceneBlock.o_off, SEEK_SET);
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i = sceneBlock.o_len;
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break;
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case OVLBASE:
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_sceneryArchive2.seek(sceneBlock.ob_off, SEEK_SET);
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i = sceneBlock.ob_len;
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break;
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default:
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error("Bad overlayType: %d", overlayType);
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break;
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}
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if (i == 0) {
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for (i = 0; i < OVL_SIZE; i++)
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image[i] = 0;
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return;
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}
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// Read in the overlay file using MAC Packbits. (We're not proud!)
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int16 k = 0; // byte count
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do {
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int8 data = _sceneryArchive2.readByte();// Read a code byte
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if ((byte)data == 0x80) // Noop
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k = k;
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else if (data >= 0) { // Copy next data+1 literally
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for (i = 0; i <= (byte)data; i++, k++)
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*tmpImage++ = _sceneryArchive2.readByte();
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} else { // Repeat next byte -data+1 times
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int16 j = _sceneryArchive2.readByte();
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for (i = 0; i < (byte)(-data + 1); i++, k++)
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*tmpImage++ = j;
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}
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} while (k < OVL_SIZE);
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}
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}
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} // End of namespace Hugo
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