scummvm/engines/agi/loader_v3.cpp
trembyle 23348808e0 AGI: Add support for Mac Manhunter games
Macintosh versions of GR and MH1-2 use the same combined directory
filename convention as DOS, Atari ST and Apple IIgs (but not Amiga or
CoCo3). However, the filename convention for volumes uses the common
AGI v2 format, without a game id prefix.

Example:
DOS: GRDIR, GRVOL.x
Mac: GRDIR, VOL.x

To account for this, we'll use the following:
1. Rather than take the directory filename prefix from volume files,
   we now get this from the directory files themselves (which makes
   more sense anyway).
2. Later, when loading individual volumes, check for Mac platform and
   exclude the prefix from the path.

This improves the previous single game check for Mac Gold Rush, which
formed directory and volume paths for that game only. This check is
now obsolete and has been removed. The detection flag that was used to
invoke the workaround has also been removed.
2022-01-16 23:48:13 +02:00

365 lines
9.5 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 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/>.
*
*/
#include "agi/agi.h"
#include "agi/lzw.h"
#include "agi/words.h"
#include "common/config-manager.h"
#include "common/fs.h"
#include "common/textconsole.h"
namespace Agi {
int AgiLoader_v3::detectGame() {
int ec = errUnk;
bool found = false;
Common::FSList fslist;
Common::FSNode dir(ConfMan.get("path"));
if (!dir.getChildren(fslist, Common::FSNode::kListFilesOnly)) {
warning("AgiEngine: invalid game path '%s'", dir.getPath().c_str());
return errInvalidAGIFile;
}
for (Common::FSList::const_iterator file = fslist.begin();
file != fslist.end() && !found; ++file) {
Common::String f = file->getName();
f.toLowercase();
if (f.hasSuffix("dir")) {
memset(_vm->_game.name, 0, 8);
strncpy(_vm->_game.name, f.c_str(), MIN((uint)6, f.size() > 3 ? f.size() - 3 : f.size()));
debugC(3, kDebugLevelMain, "game.name = %s", _vm->_game.name);
ec = errOK;
found = true;
}
}
if (!found) {
debugC(3, kDebugLevelMain, "not found");
ec = errInvalidAGIFile;
}
return ec;
}
int AgiLoader_v3::loadDir(struct AgiDir *agid, Common::File *fp,
uint32 offs, uint32 len) {
int ec = errOK;
uint8 *mem;
unsigned int i;
fp->seek(offs, SEEK_SET);
if ((mem = (uint8 *)malloc(len + 32)) != nullptr) {
fp->read(mem, len);
// 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 < len; i += 3) {
agid[i / 3].volume = *(mem + i) >> 4;
agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
}
free(mem);
} else {
ec = errNotEnoughMemory;
}
return ec;
}
struct agi3vol {
uint32 sddr;
uint32 len;
};
int AgiLoader_v3::init() {
int ec = errOK;
struct agi3vol agiVol3[4];
int i;
uint16 xd[4];
Common::File fp;
Common::String path;
if (_vm->getPlatform() == Common::kPlatformAmiga) {
path = Common::String("dirs");
_vm->_game.name[0] = 0; // Empty prefix
} else {
path = Common::String(_vm->_game.name) + DIR_;
}
if (!fp.open(path)) {
warning("Failed to open '%s'", path.c_str());
return errBadFileOpen;
}
// build offset table for v3 directory format
fp.read(&xd, 8);
fp.seek(0, SEEK_END);
for (i = 0; i < 4; i++)
agiVol3[i].sddr = READ_LE_UINT16((uint8 *) & xd[i]);
agiVol3[0].len = agiVol3[1].sddr - agiVol3[0].sddr;
agiVol3[1].len = agiVol3[2].sddr - agiVol3[1].sddr;
agiVol3[2].len = agiVol3[3].sddr - agiVol3[2].sddr;
agiVol3[3].len = fp.pos() - agiVol3[3].sddr;
if (agiVol3[3].len > 256 * 3)
agiVol3[3].len = 256 * 3;
fp.seek(0, SEEK_SET);
// read in directory files
ec = loadDir(_vm->_game.dirLogic, &fp, agiVol3[0].sddr, agiVol3[0].len);
if (ec == errOK) {
ec = loadDir(_vm->_game.dirPic, &fp, agiVol3[1].sddr, agiVol3[1].len);
}
if (ec == errOK) {
ec = loadDir(_vm->_game.dirView, &fp, agiVol3[2].sddr, agiVol3[2].len);
}
if (ec == errOK) {
ec = loadDir(_vm->_game.dirSound, &fp, agiVol3[3].sddr, agiVol3[3].len);
}
return ec;
}
int AgiLoader_v3::deinit() {
int ec = errOK;
#if 0
// unload words
agiV3UnloadWords();
// unload objects
agiV3UnloadObjects();
#endif
return ec;
}
int AgiLoader_v3::unloadResource(int16 resourceType, int16 resourceNr) {
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 unsucsessful.
*/
uint8 *AgiLoader_v3::loadVolRes(AgiDir *agid) {
char x[8];
uint8 *data = nullptr, *compBuffer;
Common::File fp;
Common::String path;
debugC(3, kDebugLevelResources, "(%p)", (void *)agid);
if (_vm->getPlatform() == Common::kPlatformMacintosh) {
path = Common::String::format("vol.%i", agid->volume);
} else {
path = Common::String::format("%svol.%i", _vm->_game.name, agid->volume);
}
if (agid->offset != _EMPTY && fp.open(path)) {
fp.seek(agid->offset, SEEK_SET);
fp.read(&x, 7);
if (READ_BE_UINT16((uint8 *) x) != 0x1234) {
debugC(3, kDebugLevelResources, "path = %s", path.c_str());
debugC(3, kDebugLevelResources, "offset = %d", agid->offset);
debugC(3, kDebugLevelResources, "x = %x %x", x[0], x[1]);
error("ACK! BAD RESOURCE");
_vm->quitGame(); // for compilers that don't support NORETURN
}
agid->len = READ_LE_UINT16((uint8 *) x + 3); // uncompressed size
agid->clen = READ_LE_UINT16((uint8 *) x + 5); // compressed len
compBuffer = (uint8 *)calloc(1, agid->clen + 32);
fp.read(compBuffer, agid->clen);
if (x[2] & 0x80) { // compressed pic
// effectively uncompressed, but having only 4-bit parameters for F0 / F2 commands
// Manhunter 2 uses such pictures
data = compBuffer;
agid->flags |= RES_PICTURE_V3_NIBBLE_PARM;
//data = _vm->_picture->convertV3Pic(compBuffer, agid->clen);
// compBuffer has been freed inside convertV3Pic()
} else if (agid->len == agid->clen) {
// do not decompress
data = compBuffer;
} else {
// it is compressed
data = (uint8 *)calloc(1, agid->len + 32);
lzwExpand(compBuffer, data, agid->len);
free(compBuffer);
agid->flags |= RES_COMPRESSED;
}
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_v3::loadResource(int16 resourceType, int16 resourceNr) {
int ec = errOK;
uint8 *data = nullptr;
if (resourceNr >= MAX_DIRECTORY_ENTRIES)
return errBadResource;
switch (resourceType) {
case RESOURCETYPE_LOGIC:
// load resource into memory, decrypt messages at the end
// and build the message list (if logic is in memory)
if (~_vm->_game.dirLogic[resourceNr].flags & RES_LOADED) {
// if logic is already in memory, unload it
unloadResource(RESOURCETYPE_LOGIC, resourceNr);
// load raw resource into data
data = loadVolRes(&_vm->_game.dirLogic[resourceNr]);
_vm->_game.logics[resourceNr].data = data;
// uncompressed logic files need to be decrypted
if (data != nullptr) {
// resloaded flag gets set by decode logic
// needed to build string table
ec = _vm->decodeLogic(resourceNr);
_vm->_game.logics[resourceNr].sIP = 2;
} else {
ec = errBadResource;
}
// logics[n].sIP=2; // saved IP = 2
// logics[n].cIP=2; // current IP = 2
_vm->_game.logics[resourceNr].cIP = _vm->_game.logics[resourceNr].sIP;
}
// 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
if (~_vm->_game.dirPic[resourceNr].flags & RES_LOADED) {
unloadResource(RESOURCETYPE_PICTURE, resourceNr);
data = loadVolRes(&_vm->_game.dirPic[resourceNr]);
if (data != nullptr) {
_vm->_game.pictures[resourceNr].rdata = data;
_vm->_game.dirPic[resourceNr].flags |= RES_LOADED;
} else {
ec = errBadResource;
}
}
break;
case RESOURCETYPE_SOUND:
if (_vm->_game.dirSound[resourceNr].flags & RES_LOADED)
break;
data = loadVolRes(&_vm->_game.dirSound[resourceNr]);
if (data != nullptr) {
// 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?
//
// load a raw view from a VOL file into data
if (_vm->_game.dirView[resourceNr].flags & RES_LOADED)
break;
unloadResource(RESOURCETYPE_VIEW, resourceNr);
data = loadVolRes(&_vm->_game.dirView[resourceNr]);
if (data != nullptr) {
_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_v3::loadObjects(const char *fname) {
return _vm->loadObjects(fname);
}
int AgiLoader_v3::loadWords(const char *fname) {
return _vm->_words->loadDictionary(fname);
}
} // End of namespace Agi