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/* 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"
#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("vol.0")) {
memset(_vm->_game.name, 0, 8);
strncpy(_vm->_game.name, f.c_str(), MIN((uint)8, f.size() > 5 ? f.size() - 5 : 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)) != NULL) {
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 if (_vm->getFeatures() & GF_MACGOLDRUSH) {
path = "grdir";
_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;
}
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 = NULL, *compBuffer;
Common::File fp;
Common::String path;
debugC(3, kDebugLevelResources, "(%p)", (void *)agid);
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 = NULL;
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 != NULL) {
// 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 != NULL) {
_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 != NULL) {
// 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 != NULL) {
_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
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