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https://github.com/libretro/scummvm.git
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b05fa7f204
This is the second attempt. All the BE resources of DW1 Mac are handled correctly now. Added READ_16, READ_32, FROM_16, FROM_32 and TO_32 to handle all of the different cases where endianess is already handled. Note that the game scripts are LE, so these haven't been changed
73 lines
2.1 KiB
C++
73 lines
2.1 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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* A (some would say very) small collection of utility functions.
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*/
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#include "tinsel/dw.h"
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#include "tinsel/film.h"
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#include "tinsel/handle.h"
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#include "tinsel/multiobj.h"
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#include "tinsel/scn.h"
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#include "tinsel/tinsel.h" // for _vm
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namespace Tinsel {
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/**
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* Given a scene handle and a chunk id, gets the scene in RAM and
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* locates the requested chunk.
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* @param handle Scene handle
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* @param chunk Chunk Id
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*/
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byte *FindChunk(SCNHANDLE handle, uint32 chunk) {
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byte *bptr = LockMem(handle);
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uint32 *lptr = (uint32 *)bptr;
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uint32 add;
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// Initial adjustmnet for Tinsel 1 chunk types
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if ((TinselVersion != TINSEL_V2) && (chunk >= CHUNK_SCENE) &&
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(chunk != CHUNK_MBSTRING))
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--chunk;
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// V0 chunk types can be found by substracting 2 from the
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// chunk type. Note that CHUNK_STRING and CHUNK_BITMAP are
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// the same in V0 and V1
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if (TinselVersion == TINSEL_V0 &&
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chunk != CHUNK_STRING && chunk != CHUNK_BITMAP)
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chunk -= 0x2L;
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while (1) {
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if (READ_32(lptr) == chunk)
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return (byte *)(lptr + 2);
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++lptr;
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add = READ_32(lptr);
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if (!add)
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// End of file reached
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return NULL;
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// Move to next chunk
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lptr = (uint32 *)(bptr + add);
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}
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}
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} // End of namespace Tinsel
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