1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207
|
/* 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.
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#include "common/debug.h"
#include "common/system.h"
#include "common/textconsole.h"
#include "hugo/hugo.h"
#include "hugo/file.h"
#include "hugo/display.h"
#include "hugo/text.h"
#include "hugo/util.h"
namespace Hugo {
FileManager_v3d::FileManager_v3d(HugoEngine *vm) : FileManager_v2d(vm) {
}
FileManager_v3d::~FileManager_v3d() {
}
/**
* Read a PCX image into dib_a
*/
void FileManager_v3d::readBackground(const int screenIndex) {
debugC(1, kDebugFile, "readBackground(%d)", screenIndex);
_sceneryArchive1.seek((uint32) screenIndex * sizeof(SceneBlock), SEEK_SET);
SceneBlock sceneBlock; // Read a database header entry
sceneBlock._sceneOffset = _sceneryArchive1.readUint32LE();
sceneBlock._sceneLength = _sceneryArchive1.readUint32LE();
sceneBlock._boundaryOffset = _sceneryArchive1.readUint32LE();
sceneBlock._boundaryLength = _sceneryArchive1.readUint32LE();
sceneBlock._overlayOffset = _sceneryArchive1.readUint32LE();
sceneBlock._overlayLength = _sceneryArchive1.readUint32LE();
sceneBlock._baseOffset = _sceneryArchive1.readUint32LE();
sceneBlock._baseLength = _sceneryArchive1.readUint32LE();
Seq *dummySeq; // Image sequence structure for Read_pcx
if (screenIndex < 20) {
_sceneryArchive1.seek(sceneBlock._sceneOffset, SEEK_SET);
// Read the image into dummy seq and static dib_a
dummySeq = readPCX(_sceneryArchive1, 0, _vm->_screen->getFrontBuffer(), true, _vm->_text->getScreenNames(screenIndex));
} else {
_sceneryArchive2.seek(sceneBlock._sceneOffset, SEEK_SET);
// Read the image into dummy seq and static dib_a
dummySeq = readPCX(_sceneryArchive2, 0, _vm->_screen->getFrontBuffer(), true, _vm->_text->getScreenNames(screenIndex));
}
free(dummySeq);
}
/**
* Open "database" file (packed files)
*/
void FileManager_v3d::openDatabaseFiles() {
debugC(1, kDebugFile, "openDatabaseFiles");
if (!_stringArchive.open(getStringFilename()))
error("File not found: %s", getStringFilename());
if (!_sceneryArchive1.open("scenery1.dat"))
error("File not found: scenery1.dat");
if (!_sceneryArchive2.open("scenery2.dat"))
error("File not found: scenery2.dat");
if (!_objectsArchive.open(getObjectFilename()))
error("File not found: %s", getObjectFilename());
}
/**
* Close "Database" files
*/
void FileManager_v3d::closeDatabaseFiles() {
debugC(1, kDebugFile, "closeDatabaseFiles");
_stringArchive.close();
_sceneryArchive1.close();
_sceneryArchive2.close();
_objectsArchive.close();
}
/**
* Open and read in an overlay file, close file
*/
void FileManager_v3d::readOverlay(const int screenNum, ImagePtr image, OvlType overlayType) {
debugC(1, kDebugFile, "readOverlay(%d, ...)", screenNum);
ImagePtr tmpImage = image; // temp ptr to overlay file
_sceneryArchive1.seek((uint32)screenNum * sizeof(SceneBlock), SEEK_SET);
SceneBlock sceneBlock; // Database header entry
sceneBlock._sceneOffset = _sceneryArchive1.readUint32LE();
sceneBlock._sceneLength = _sceneryArchive1.readUint32LE();
sceneBlock._boundaryOffset = _sceneryArchive1.readUint32LE();
sceneBlock._boundaryLength = _sceneryArchive1.readUint32LE();
sceneBlock._overlayOffset = _sceneryArchive1.readUint32LE();
sceneBlock._overlayLength = _sceneryArchive1.readUint32LE();
sceneBlock._baseOffset = _sceneryArchive1.readUint32LE();
sceneBlock._baseLength = _sceneryArchive1.readUint32LE();
uint32 i = 0;
if (screenNum < 20) {
switch (overlayType) {
case kOvlBoundary:
_sceneryArchive1.seek(sceneBlock._boundaryOffset, SEEK_SET);
i = sceneBlock._boundaryLength;
break;
case kOvlOverlay:
_sceneryArchive1.seek(sceneBlock._overlayOffset, SEEK_SET);
i = sceneBlock._overlayLength;
break;
case kOvlBase:
_sceneryArchive1.seek(sceneBlock._baseOffset, SEEK_SET);
i = sceneBlock._baseLength;
break;
default:
error("Bad overlayType: %d", overlayType);
break;
}
if (i == 0) {
memset(image, 0, kOvlSize);
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 < kOvlSize);
} else {
switch (overlayType) {
case kOvlBoundary:
_sceneryArchive2.seek(sceneBlock._boundaryOffset, SEEK_SET);
i = sceneBlock._boundaryLength;
break;
case kOvlOverlay:
_sceneryArchive2.seek(sceneBlock._overlayOffset, SEEK_SET);
i = sceneBlock._overlayLength;
break;
case kOvlBase:
_sceneryArchive2.seek(sceneBlock._baseOffset, SEEK_SET);
i = sceneBlock._baseLength;
break;
default:
error("Bad overlayType: %d", overlayType);
break;
}
if (i == 0) {
memset(image, 0, kOvlSize);
return;
}
// Read in the overlay file using MAC Packbits. (We're not proud!)
int16 k = 0; // byte count
do {
int8 data = _sceneryArchive2.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++ = _sceneryArchive2.readByte();
} else { // Repeat next byte -data+1 times
int16 j = _sceneryArchive2.readByte();
for (i = 0; i < (byte)(-data + 1); i++, k++)
*tmpImage++ = j;
}
} while (k < kOvlSize);
}
}
} // End of namespace Hugo
|