scummvm/engines/hugo/file_v3d.cpp
2021-12-26 18:48:43 +01:00

207 lines
6.7 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#include "common/debug.h"
#include "common/system.h"
#include "common/textconsole.h"
#include "hugo/hugo.h"
#include "hugo/file.h"
#include "hugo/display.h"
#include "hugo/text.h"
#include "hugo/util.h"
namespace Hugo {
FileManager_v3d::FileManager_v3d(HugoEngine *vm) : FileManager_v2d(vm) {
}
FileManager_v3d::~FileManager_v3d() {
}
/**
* Read a PCX image into dib_a
*/
void FileManager_v3d::readBackground(const int screenIndex) {
debugC(1, kDebugFile, "readBackground(%d)", screenIndex);
_sceneryArchive1.seek((uint32) screenIndex * sizeof(SceneBlock), SEEK_SET);
SceneBlock sceneBlock; // Read a database header entry
sceneBlock._sceneOffset = _sceneryArchive1.readUint32LE();
sceneBlock._sceneLength = _sceneryArchive1.readUint32LE();
sceneBlock._boundaryOffset = _sceneryArchive1.readUint32LE();
sceneBlock._boundaryLength = _sceneryArchive1.readUint32LE();
sceneBlock._overlayOffset = _sceneryArchive1.readUint32LE();
sceneBlock._overlayLength = _sceneryArchive1.readUint32LE();
sceneBlock._baseOffset = _sceneryArchive1.readUint32LE();
sceneBlock._baseLength = _sceneryArchive1.readUint32LE();
Seq *dummySeq; // Image sequence structure for Read_pcx
if (screenIndex < 20) {
_sceneryArchive1.seek(sceneBlock._sceneOffset, SEEK_SET);
// Read the image into dummy seq and static dib_a
dummySeq = readPCX(_sceneryArchive1, nullptr, _vm->_screen->getFrontBuffer(), true, _vm->_text->getScreenNames(screenIndex));
} else {
_sceneryArchive2.seek(sceneBlock._sceneOffset, SEEK_SET);
// Read the image into dummy seq and static dib_a
dummySeq = readPCX(_sceneryArchive2, nullptr, _vm->_screen->getFrontBuffer(), true, _vm->_text->getScreenNames(screenIndex));
}
free(dummySeq);
}
/**
* Open "database" file (packed files)
*/
void FileManager_v3d::openDatabaseFiles() {
debugC(1, kDebugFile, "openDatabaseFiles");
if (!_stringArchive.open(getStringFilename()))
error("File not found: %s", getStringFilename());
if (!_sceneryArchive1.open("scenery1.dat"))
error("File not found: scenery1.dat");
if (!_sceneryArchive2.open("scenery2.dat"))
error("File not found: scenery2.dat");
if (!_objectsArchive.open(getObjectFilename()))
error("File not found: %s", getObjectFilename());
}
/**
* Close "Database" files
*/
void FileManager_v3d::closeDatabaseFiles() {
debugC(1, kDebugFile, "closeDatabaseFiles");
_stringArchive.close();
_sceneryArchive1.close();
_sceneryArchive2.close();
_objectsArchive.close();
}
/**
* Open and read in an overlay file, close file
*/
void FileManager_v3d::readOverlay(const int screenNum, ImagePtr image, OvlType overlayType) {
debugC(1, kDebugFile, "readOverlay(%d, ...)", screenNum);
ImagePtr tmpImage = image; // temp ptr to overlay file
_sceneryArchive1.seek((uint32)screenNum * sizeof(SceneBlock), SEEK_SET);
SceneBlock sceneBlock; // Database header entry
sceneBlock._sceneOffset = _sceneryArchive1.readUint32LE();
sceneBlock._sceneLength = _sceneryArchive1.readUint32LE();
sceneBlock._boundaryOffset = _sceneryArchive1.readUint32LE();
sceneBlock._boundaryLength = _sceneryArchive1.readUint32LE();
sceneBlock._overlayOffset = _sceneryArchive1.readUint32LE();
sceneBlock._overlayLength = _sceneryArchive1.readUint32LE();
sceneBlock._baseOffset = _sceneryArchive1.readUint32LE();
sceneBlock._baseLength = _sceneryArchive1.readUint32LE();
uint32 i = 0;
if (screenNum < 20) {
switch (overlayType) {
case kOvlBoundary:
_sceneryArchive1.seek(sceneBlock._boundaryOffset, SEEK_SET);
i = sceneBlock._boundaryLength;
break;
case kOvlOverlay:
_sceneryArchive1.seek(sceneBlock._overlayOffset, SEEK_SET);
i = sceneBlock._overlayLength;
break;
case kOvlBase:
_sceneryArchive1.seek(sceneBlock._baseOffset, SEEK_SET);
i = sceneBlock._baseLength;
break;
default:
error("Bad overlayType: %d", overlayType);
break;
}
if (i == 0) {
memset(image, 0, kOvlSize);
return;
}
// Read in the overlay file using MAC Packbits. (We're not proud!)
int16 k = 0; // byte count
do {
int8 data = _sceneryArchive1.readByte();// Read a code byte
if ((byte)data == 0x80) // Noop
;
else if (data >= 0) { // Copy next data+1 literally
for (i = 0; i <= (byte)data; i++, k++)
*tmpImage++ = _sceneryArchive1.readByte();
} else { // Repeat next byte -data+1 times
int16 j = _sceneryArchive1.readByte();
for (i = 0; i < (byte)(-data + 1); i++, k++)
*tmpImage++ = j;
}
} while (k < kOvlSize);
} else {
switch (overlayType) {
case kOvlBoundary:
_sceneryArchive2.seek(sceneBlock._boundaryOffset, SEEK_SET);
i = sceneBlock._boundaryLength;
break;
case kOvlOverlay:
_sceneryArchive2.seek(sceneBlock._overlayOffset, SEEK_SET);
i = sceneBlock._overlayLength;
break;
case kOvlBase:
_sceneryArchive2.seek(sceneBlock._baseOffset, SEEK_SET);
i = sceneBlock._baseLength;
break;
default:
error("Bad overlayType: %d", overlayType);
break;
}
if (i == 0) {
memset(image, 0, kOvlSize);
return;
}
// Read in the overlay file using MAC Packbits. (We're not proud!)
int16 k = 0; // byte count
do {
int8 data = _sceneryArchive2.readByte();// Read a code byte
if ((byte)data == 0x80) // Noop
;
else if (data >= 0) { // Copy next data+1 literally
for (i = 0; i <= (byte)data; i++, k++)
*tmpImage++ = _sceneryArchive2.readByte();
} else { // Repeat next byte -data+1 times
int16 j = _sceneryArchive2.readByte();
for (i = 0; i < (byte)(-data + 1); i++, k++)
*tmpImage++ = j;
}
} while (k < kOvlSize);
}
}
} // End of namespace Hugo