scummvm/engines/hugo/file_v2d.cpp
Arnaud Boutonné 9ee74fee8a HUGO: Implement menu commands
Also did some cleanup, and had to comment out 
handleMouseUp() as it's currently not working really well

svn-id: r55114
2011-01-04 08:36:03 +00:00

191 lines
6.0 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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#include "common/system.h"
#include "hugo/hugo.h"
#include "hugo/file.h"
#include "hugo/global.h"
#include "hugo/schedule.h"
#include "hugo/display.h"
#include "hugo/util.h"
namespace Hugo {
FileManager_v2d::FileManager_v2d(HugoEngine *vm) : FileManager_v1d(vm) {
}
FileManager_v2d::~FileManager_v2d() {
}
/**
* Open "database" file (packed files)
*/
void FileManager_v2d::openDatabaseFiles() {
debugC(1, kDebugFile, "openDatabaseFiles");
if (!_stringArchive.open(STRING_FILE))
error("File not found: %s", STRING_FILE);
if (!_sceneryArchive1.open("scenery.dat"))
error("File not found: scenery.dat");
if (!_objectsArchive.open(OBJECTS_FILE))
error("File not found: %s", OBJECTS_FILE);
}
/**
* Close "Database" files
*/
void FileManager_v2d::closeDatabaseFiles() {
debugC(1, kDebugFile, "closeDatabaseFiles");
_stringArchive.close();
_sceneryArchive1.close();
_objectsArchive.close();
}
/**
* Read a PCX image into dib_a
*/
void FileManager_v2d::readBackground(int screenIndex) {
debugC(1, kDebugFile, "readBackground(%d)", screenIndex);
_sceneryArchive1.seek((uint32) screenIndex * sizeof(sceneBlock_t), SEEK_SET);
sceneBlock_t sceneBlock; // Read a database header entry
sceneBlock.scene_off = _sceneryArchive1.readUint32LE();
sceneBlock.scene_len = _sceneryArchive1.readUint32LE();
sceneBlock.b_off = _sceneryArchive1.readUint32LE();
sceneBlock.b_len = _sceneryArchive1.readUint32LE();
sceneBlock.o_off = _sceneryArchive1.readUint32LE();
sceneBlock.o_len = _sceneryArchive1.readUint32LE();
sceneBlock.ob_off = _sceneryArchive1.readUint32LE();
sceneBlock.ob_len = _sceneryArchive1.readUint32LE();
_sceneryArchive1.seek(sceneBlock.scene_off, SEEK_SET);
// Read the image into dummy seq and static dib_a
seq_t *dummySeq; // Image sequence structure for Read_pcx
dummySeq = readPCX(_sceneryArchive1, 0, _vm->_screen->getFrontBuffer(), true, _vm->_screenNames[screenIndex]);
free(dummySeq);
}
/**
* Open and read in an overlay file, close file
*/
void FileManager_v2d::readOverlay(int screenNum, image_pt image, ovl_t overlayType) {
debugC(1, kDebugFile, "readOverlay(%d, ...)", screenNum);
image_pt tmpImage = image; // temp ptr to overlay file
_sceneryArchive1.seek((uint32)screenNum * sizeof(sceneBlock_t), SEEK_SET);
sceneBlock_t sceneBlock; // Database header entry
sceneBlock.scene_off = _sceneryArchive1.readUint32LE();
sceneBlock.scene_len = _sceneryArchive1.readUint32LE();
sceneBlock.b_off = _sceneryArchive1.readUint32LE();
sceneBlock.b_len = _sceneryArchive1.readUint32LE();
sceneBlock.o_off = _sceneryArchive1.readUint32LE();
sceneBlock.o_len = _sceneryArchive1.readUint32LE();
sceneBlock.ob_off = _sceneryArchive1.readUint32LE();
sceneBlock.ob_len = _sceneryArchive1.readUint32LE();
uint32 i = 0;
switch (overlayType) {
case BOUNDARY:
_sceneryArchive1.seek(sceneBlock.b_off, SEEK_SET);
i = sceneBlock.b_len;
break;
case OVERLAY:
_sceneryArchive1.seek(sceneBlock.o_off, SEEK_SET);
i = sceneBlock.o_len;
break;
case OVLBASE:
_sceneryArchive1.seek(sceneBlock.ob_off, SEEK_SET);
i = sceneBlock.ob_len;
break;
default:
error("Bad overlayType: %d", overlayType);
break;
}
if (i == 0) {
for (i = 0; i < OVL_SIZE; i++)
image[i] = 0;
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 < OVL_SIZE);
}
/**
* Fetch string from file, decode and return ptr to string in memory
*/
char *FileManager_v2d::fetchString(int index) {
debugC(1, kDebugFile, "fetchString(%d)", index);
// Get offset to string[index] (and next for length calculation)
_stringArchive.seek((uint32)index * sizeof(uint32), SEEK_SET);
uint32 off1, off2;
if (_stringArchive.read((char *)&off1, sizeof(uint32)) == 0)
error("An error has occurred: bad String offset");
if (_stringArchive.read((char *)&off2, sizeof(uint32)) == 0)
error("An error has occurred: bad String offset");
// Check size of string
if ((off2 - off1) >= MAX_BOX)
error("Fetched string too long!");
// Position to string and read it into gen purpose _textBoxBuffer
_stringArchive.seek(off1, SEEK_SET);
if (_stringArchive.read(_textBoxBuffer, (uint16)(off2 - off1)) == 0)
error("An error has occurred: fetchString");
// Null terminate, decode and return it
_textBoxBuffer[off2-off1] = '\0';
_vm->_scheduler->decodeString(_textBoxBuffer);
return _textBoxBuffer;
}
} // End of namespace Hugo