scummvm/engines/agi/agi_v2.cpp

301 lines
7.0 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.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "common/file.h"
#include "agi/agi.h"
namespace Agi {
int AgiLoader_v2::version() {
return 2;
}
void AgiLoader_v2::setIntVersion(int ver) {
_intVersion = ver;
}
int AgiLoader_v2::getIntVersion() {
return _intVersion;
}
int AgiLoader_v2::detectGame() {
if (!Common::File::exists(LOGDIR) ||
!Common::File::exists(PICDIR) ||
!Common::File::exists(SNDDIR) ||
!Common::File::exists(VIEWDIR))
return errInvalidAGIFile;
_intVersion = 0x2917; /* setup for 2.917 */
return _vm->v2IdGame();
}
int AgiLoader_v2::loadDir(AgiDir *agid, const char *fname) {
Common::File fp;
uint8 *mem;
uint32 flen;
uint i;
report("Loading directory: %s\n", 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_DIRS; 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(int t, int n) {
debugC(3, kDebugLevelResources, "unload resource");
switch (t) {
case rLOGIC:
_vm->unloadLogic(n);
break;
case rPICTURE:
_vm->_picture->unloadPicture(n);
break;
case rVIEW:
_vm->unloadView(n);
break;
case rSOUND:
_vm->_sound->unloadSound(n);
break;
}
return errOK;
}
/*
* This function does noting but load 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[MAX_PATH], *path;
Common::File fp;
unsigned int sig;
sprintf(x, "vol.%i", agid->volume);
path = x;
debugC(3, kDebugLevelResources, "Vol res: path = %s", path);
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 {
abort();
}
} else {
#if 0
/* FIXME: call some panic handler instead of
* deiniting directly
*/
deinitVideoMode();
#endif
report("Error: bad signature %04x\n", sig);
// fprintf (stderr, "ACK! BAD RESOURCE!!!\n");
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(int t, int n) {
int ec = errOK;
uint8 *data = NULL;
debugC(3, kDebugLevelResources, "(t = %d, n = %d)", t, n);
if (n > MAX_DIRS)
return errBadResource;
switch (t) {
case rLOGIC:
if (~_vm->_game.dirLogic[n].flags & RES_LOADED) {
debugC(3, kDebugLevelResources, "loading logic resource %d", n);
unloadResource(rLOGIC, n);
/* load raw resource into data */
data = loadVolRes(&_vm->_game.dirLogic[n]);
_vm->_game.logics[n].data = data;
ec = data ? _vm->decodeLogic(n) : errBadResource;
_vm->_game.logics[n].sIP = 2;
}
/* if logic was cached, we get here */
/* reset code pointers incase it was cached */
_vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
break;
case rPICTURE:
/* 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", n);
if (_vm->_game.dirPic[n].flags & RES_LOADED)
break;
/* if loaded but not cached, unload it */
/* if cached but not loaded, etc */
unloadResource(rPICTURE, n);
data = loadVolRes(&_vm->_game.dirPic[n]);
if (data != NULL) {
_vm->_game.pictures[n].rdata = data;
_vm->_game.dirPic[n].flags |= RES_LOADED;
} else {
ec = errBadResource;
}
break;
case rSOUND:
debugC(3, kDebugLevelResources, "loading sound resource %d", n);
if (_vm->_game.dirSound[n].flags & RES_LOADED)
break;
data = loadVolRes(&_vm->_game.dirSound[n]);
if (data != NULL) {
// Freeing of the raw resource from memory is delegated to the createFromRawResource-function
_vm->_game.sounds[n] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[n].len, n, *_vm->_sound);
_vm->_game.dirSound[n].flags |= RES_LOADED;
} else {
ec = errBadResource;
}
break;
case rVIEW:
/* 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[n].flags & RES_LOADED)
break;
debugC(3, kDebugLevelResources, "loading view resource %d", n);
unloadResource(rVIEW, n);
data = loadVolRes(&_vm->_game.dirView[n]);
if (data) {
_vm->_game.views[n].rdata = data;
_vm->_game.dirView[n].flags |= RES_LOADED;
ec = _vm->decodeView(n);
} 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->loadWords(fname);
}
} // End of namespace Agi