scummvm/engines/agi/agi_v2.cpp
Torbjörn Andersson 4a583216fb Fixed most - not all - GCC warnings.
svn-id: r22614
2006-05-24 19:51:37 +00:00

308 lines
7.0 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* Copyright (C) 1999-2001 Sarien Team
*
* 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 {
static int agi_v2_init(void);
static int agi_v2_deinit(void);
static int agi_v2_detect_game();
static int agi_v2_load_resource(int, int);
static int agi_v2_unload_resource(int, int);
static int agi_v2_load_objects(const char *);
static int agi_v2_load_words(const char *);
struct agi_loader agi_v2 = {
2,
0,
agi_v2_init,
agi_v2_deinit,
agi_v2_detect_game,
agi_v2_load_resource,
agi_v2_unload_resource,
agi_v2_load_objects,
agi_v2_load_words
};
static int agi_v2_detect_game() {
if (!Common::File::exists(LOGDIR) ||
!Common::File::exists(PICDIR) ||
!Common::File::exists(SNDDIR) ||
!Common::File::exists(VIEWDIR))
return err_InvalidAGIFile;
agi_v2.int_version = 0x2917; /* setup for 2.917 */
return v2id_game();
}
static int agi_v2_load_dir(struct agi_dir *agid, const char *fname) {
Common::File fp;
uint8 *mem;
uint32 flen;
uint i;
report("Loading directory: %s\n", fname);
if (!fp.open(fname)) {
return err_BadFileOpen;
}
fp.seek(0, SEEK_END);
flen = fp.pos();
fp.seek(0, SEEK_SET);
if ((mem = (uint8 *) malloc(flen + 32)) == NULL) {
fp.close();
return err_NotEnoughMemory;
}
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 err_OK;
}
static int agi_v2_init() {
int ec = err_OK;
/* load directory files */
ec = agi_v2_load_dir(game.dir_logic, LOGDIR);
if (ec == err_OK)
ec = agi_v2_load_dir(game.dir_pic, PICDIR);
if (ec == err_OK)
ec = agi_v2_load_dir(game.dir_view, VIEWDIR);
if (ec == err_OK)
ec = agi_v2_load_dir(game.dir_sound, SNDDIR);
return ec;
}
static int agi_v2_deinit() {
int ec = err_OK;
#if 0
/* unload words */
agi_v2_unload_words();
/* unload objects */
agi_v2_unload_objects();
#endif
return ec;
}
static int agi_v2_unload_resource(int t, int n) {
debugC(3, kDebugLevelResources, "unload resource");
switch (t) {
case rLOGIC:
unload_logic(n);
break;
case rPICTURE:
unload_picture(n);
break;
case rVIEW:
unload_view(n);
break;
case rSOUND:
unload_sound(n);
break;
}
return err_OK;
}
/*
* 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.
*/
static uint8 *agi_v2_load_vol_res(struct agi_dir *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
*/
deinit_video_mode();
#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 agi_v2_load_resource(int t, int n) {
int ec = err_OK;
uint8 *data = NULL;
debugC(3, kDebugLevelResources, "(t = %d, n = %d)", t, n);
if (n > MAX_DIRS)
return err_BadResource;
switch (t) {
case rLOGIC:
if (~game.dir_logic[n].flags & RES_LOADED) {
debugC(3, kDebugLevelResources, "loading logic resource %d", n);
agi_v2.unload_resource(rLOGIC, n);
/* load raw resource into data */
data = agi_v2_load_vol_res(&game.dir_logic[n]);
game.logics[n].data = data;
ec = data ? decode_logic(n) : err_BadResource;
game.logics[n].sIP = 2;
}
/* if logic was cached, we get here */
/* reset code pointers incase it was cached */
game.logics[n].cIP = 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 (game.dir_pic[n].flags & RES_LOADED)
break;
/* if loaded but not cached, unload it */
/* if cached but not loaded, etc */
agi_v2.unload_resource(rPICTURE, n);
data = agi_v2_load_vol_res(&game.dir_pic[n]);
if (data != NULL) {
game.pictures[n].rdata = data;
game.dir_pic[n].flags |= RES_LOADED;
} else {
ec = err_BadResource;
}
break;
case rSOUND:
debugC(3, kDebugLevelResources, "loading sound resource %d", n);
if (game.dir_sound[n].flags & RES_LOADED)
break;
data = agi_v2_load_vol_res(&game.dir_sound[n]);
if (data != NULL) {
game.sounds[n].rdata = data;
game.dir_sound[n].flags |= RES_LOADED;
decode_sound(n);
} else {
ec = err_BadResource;
}
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 (game.dir_view[n].flags & RES_LOADED)
break;
debugC(3, kDebugLevelResources, "loading view resource %d", n);
agi_v2.unload_resource(rVIEW, n);
data = agi_v2_load_vol_res(&game.dir_view[n]);
if (data) {
game.views[n].rdata = data;
game.dir_view[n].flags |= RES_LOADED;
ec = decode_view(n);
} else {
ec = err_BadResource;
}
break;
default:
ec = err_BadResource;
break;
}
return ec;
}
static int agi_v2_load_objects(const char *fname) {
return load_objects(fname);
}
static int agi_v2_load_words(const char *fname) {
return load_words(fname);
}
} // End of namespace Agi