mirror of
https://github.com/libretro/scummvm.git
synced 2024-11-27 19:30:41 +00:00
110 lines
3.3 KiB
C++
110 lines
3.3 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.
|
|
*
|
|
*/
|
|
|
|
#include "agi/agi.h"
|
|
|
|
namespace Agi {
|
|
|
|
/**
|
|
* Decode logic resource
|
|
* This function decodes messages from the specified raw logic resource
|
|
* into a message list.
|
|
* @param n The number of the logic resource to decode.
|
|
*/
|
|
int AgiEngine::decodeLogic(int n) {
|
|
int ec = errOK;
|
|
int mstart, mend, mc;
|
|
uint8 *m0;
|
|
|
|
// decrypt messages at end of logic + build message list
|
|
|
|
// report ("decoding logic #%d\n", n);
|
|
m0 = _game.logics[n].data;
|
|
|
|
mstart = READ_LE_UINT16(m0) + 2;
|
|
mc = *(m0 + mstart);
|
|
mend = READ_LE_UINT16(m0 + mstart + 1);
|
|
m0 += mstart + 3; // cover header info
|
|
mstart = mc << 1;
|
|
|
|
// if the logic was not compressed, decrypt the text messages
|
|
// only if there are more than 0 messages
|
|
if ((~_game.dirLogic[n].flags & RES_COMPRESSED) && mc > 0)
|
|
decrypt(m0 + mstart, mend - mstart); // decrypt messages
|
|
|
|
// build message list
|
|
m0 = _game.logics[n].data;
|
|
mstart = READ_LE_UINT16(m0) + 2; // +2 covers pointer
|
|
_game.logics[n].numTexts = *(m0 + mstart);
|
|
|
|
// resetp logic pointers
|
|
_game.logics[n].sIP = 2;
|
|
_game.logics[n].cIP = 2;
|
|
_game.logics[n].size = READ_LE_UINT16(m0) + 2; // logic end pointer
|
|
|
|
// allocate list of pointers to point into our data
|
|
|
|
_game.logics[n].texts = (const char **)calloc(1 + _game.logics[n].numTexts, sizeof(char *));
|
|
|
|
// cover header info
|
|
m0 += mstart + 3;
|
|
|
|
if (_game.logics[n].texts != NULL) {
|
|
// move list of strings into list to make real pointers
|
|
for (mc = 0; mc < _game.logics[n].numTexts; mc++) {
|
|
mend = READ_LE_UINT16(m0 + mc * 2);
|
|
_game.logics[n].texts[mc] = mend ? (const char *)m0 + mend - 2 : (const char *)"";
|
|
}
|
|
// set loaded flag now its all completly loaded
|
|
_game.dirLogic[n].flags |= RES_LOADED;
|
|
} else {
|
|
// unload data
|
|
// Note that not every logic has text
|
|
free(_game.logics[n].data);
|
|
ec = errNotEnoughMemory;
|
|
}
|
|
|
|
return ec;
|
|
}
|
|
|
|
/**
|
|
* Unload logic resource
|
|
* This function unloads the specified logic resource, freeing any
|
|
* memory chunks allocated for this resource.
|
|
* @param n The number of the logic resource to unload
|
|
*/
|
|
void AgiEngine::unloadLogic(int n) {
|
|
if (_game.dirLogic[n].flags & RES_LOADED) {
|
|
free(_game.logics[n].data);
|
|
if (_game.logics[n].numTexts)
|
|
free(_game.logics[n].texts);
|
|
_game.logics[n].numTexts = 0;
|
|
_game.dirLogic[n].flags &= ~RES_LOADED;
|
|
}
|
|
|
|
// if cached, we end up here
|
|
_game.logics[n].sIP = 2;
|
|
_game.logics[n].cIP = 2;
|
|
}
|
|
|
|
} // End of namespace Agi
|