scummvm/engines/agi/objects.cpp
Eugene Sandulenko 93d62da652 Whitespace fixes and C++ comments
svn-id: r41239
2009-06-06 17:39:13 +00:00

158 lines
3.8 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 "agi/agi.h"
namespace Agi {
int AgiEngine::allocObjects(int n) {
if ((_objects = (AgiObject *)calloc(n, sizeof(struct AgiObject))) == NULL)
return errNotEnoughMemory;
return errOK;
}
int AgiEngine::decodeObjects(uint8 *mem, uint32 flen) {
unsigned int i, so, padsize;
padsize = _game.gameFlags & ID_AMIGA ? 4 : 3;
_game.numObjects = 0;
_objects = NULL;
// check if first pointer exceeds file size
// if so, its encrypted, else it is not
if (READ_LE_UINT16(mem) > flen) {
report("Decrypting objects... ");
decrypt(mem, flen);
report("done.\n");
}
// alloc memory for object list
// byte 3 = number of animated objects. this is ignored.. ??
if (READ_LE_UINT16(mem) / padsize >= 256) {
// die with no error! AGDS game needs not to die to work!! :(
return errOK;
}
_game.numObjects = READ_LE_UINT16(mem) / padsize;
debugC(5, kDebugLevelResources, "num_objects = %d (padsize = %d)", _game.numObjects, padsize);
if (allocObjects(_game.numObjects) != errOK)
return errNotEnoughMemory;
// build the object list
for (i = 0, so = padsize; i < _game.numObjects; i++, so += padsize) {
int offset;
(_objects + i)->location = *(mem + so + 2);
offset = READ_LE_UINT16(mem + so) + padsize;
if ((uint) offset < flen) {
(_objects + i)->name = (char *)strdup((const char *)mem + offset);
} else {
printf("ERROR: object %i name beyond object filesize! "
"(%04x > %04x)\n", i, offset, flen);
(_objects + i)->name = strdup("");
}
}
report("Reading objects: %d objects read.\n", _game.numObjects);
return errOK;
}
int AgiEngine::loadObjects(const char *fname) {
Common::File fp;
uint32 flen;
uint8 *mem;
_objects = NULL;
_game.numObjects = 0;
debugC(5, kDebugLevelResources, "(fname = %s)", fname);
report("Loading objects: %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 *)calloc(1, flen + 32)) == NULL) {
fp.close();
return errNotEnoughMemory;
}
fp.read(mem, flen);
fp.close();
decodeObjects(mem, flen);
free(mem);
return errOK;
}
void AgiEngine::unloadObjects() {
unsigned int i;
if (_objects != NULL) {
for (i = 0; i < _game.numObjects; i++) {
free(_objects[i].name);
_objects[i].name = NULL;
}
free(_objects);
_objects = NULL;
}
}
void AgiEngine::objectSetLocation(unsigned int n, int i) {
if (n >= _game.numObjects) {
report("Error: Can't access object %d.\n", n);
return;
}
_objects[n].location = i;
}
int AgiEngine::objectGetLocation(unsigned int n) {
if (n >= _game.numObjects) {
report("Error: Can't access object %d.\n", n);
return 0;
}
return _objects[n].location;
}
const char *AgiEngine::objectName(unsigned int n) {
if (n >= _game.numObjects) {
report("Error: Can't access object %d.\n", n);
return "";
}
return _objects[n].name;
}
} // End of namespace Agi