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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320
|
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "file.h"
#include "cif.h"
#include "tvd_data.h"
#include "nancy1_data.h"
#include "nancy2_data.h"
#include "nancy3_data.h"
#include "nancy4_data.h"
#include "nancy5_data.h"
#include "nancy6_data.h"
#include "nancy7_data.h"
#include "nancy8_data.h"
#define NANCYDAT_MAJOR_VERSION 1
#define NANCYDAT_MINOR_VERSION 1
#define NANCYDAT_NUM_GAMES 9
/**
* Format specifications for nancy.dat:
* 4 bytes Magic string 'NNCY'
* 1 byte Major version number
* 1 byte Minor version number
* 2 bytes Number of games (ignoring multiple languages)
* 4 bytes per game File offsets for every game's data
* Rest of file Game data
*
* Game data contents:
* Various data sections, depending on title;
* e.g.: only nancy1 has a hint section, since later
* titles abandoned the dedicated hint system.
* Each section has the following structure:
* 4 bytes Offset to next section
* 4 bytes Section tag (generated using MKTAG macro)
* variable Section data
*
* Arrays in the game data are variable-size.
* All arrays are preceded by a 2-byte size property.
* 2D arrays with strings (e.g conditional dialogue) are also preceded
* by a list of 4-byte offsets (one per language).
* All offsets are absolute (relative to start of file).
* All data is little endian.
*
* Game order:
* The Vampire Diaries
* Nancy Drew: Secrets Can Kill
* Nancy Drew: Stay Tuned for Danger
* Nancy Drew: Message in a Haunted Mansion
* Nancy Drew: Treasure in the Royal Tower
* Nancy Drew: The Final Scene
* Nancy Drew: Secret of the Scarlet Hand
* Nancy Drew: Ghost Dogs of Moon Lake
* Nancy Drew: The Haunted Carousel
*/
// Add the offset to the next tagged section before the section itself for easier navigation
#define WRAPWITHOFFSET(x) beginOffset = output.pos();\
output.skip(4);\
x;\
endOffset = output.pos();\
output.seek(beginOffset);\
output.writeUint32(endOffset);\
output.seek(endOffset);
void NORETURN_PRE error(const char *s, ...) {
printf("%s\n", s);
exit(1);
}
const uint32 _mapAccessTag = MKTAG('M', 'A', 'P', 'A');
void writeConstants(File &output, const GameConstants &gameConstants) {
output.writeUint32(MKTAG('C', 'O', 'N', 'S'));
output.writeUint16(gameConstants.numItems);
output.writeUint16(gameConstants.numEventFlags);
writeToFile(output, gameConstants.genericEventFlags);
output.writeUint16(gameConstants.numCursorTypes);
output.writeUint32(gameConstants.logoEndAfter);
output.writeUint16(gameConstants.wonGameFlagID);
}
void writeSoundChannels(File &output, const SoundChannelInfo &soundChannelInfo) {
output.writeUint32(MKTAG('S', 'C', 'H', 'N'));
output.writeByte(soundChannelInfo.numChannels);
output.writeByte(soundChannelInfo.numSceneSpecificChannels);
writeToFile(output, soundChannelInfo.speechChannels);
writeToFile(output, soundChannelInfo.musicChannels);
writeToFile(output, soundChannelInfo.sfxChannels);
}
void writeLanguages(File &output, const Common::Array<GameLanguage> &languages) {
output.writeUint32(MKTAG('L', 'A', 'N', '2'));
writeToFile(output, languages);
}
void writeConditionalDialogue(File &output, const Common::Array<Common::Array<ConditionalDialogue>> &conditionalDialogue, const Common::Array<Common::Array<const char *>> &dialogueTexts) {
output.writeUint32(MKTAG('C', 'D', 'L', 'G'));
writeToFile(output, conditionalDialogue);
writeMultilangArray(output, dialogueTexts);
}
// Version without text array, used in nancy6 and up
void writeConditionalDialogue(File &output, const Common::Array<Common::Array<ConditionalDialogue>> &conditionalDialogue) {
output.writeUint32(MKTAG('C', 'D', 'L', '2'));
writeToFile(output, conditionalDialogue);
}
void writeGoodbyes(File &output, const Common::Array<Goodbye> &goodbyes, const Common::Array<Common::Array<const char *>> &goodbyeTexts) {
output.writeUint32(MKTAG('G', 'D', 'B', 'Y'));
writeToFile(output, goodbyes);
writeMultilangArray(output, goodbyeTexts);
}
// Version without text array, used in nancy6 and up
void writeGoodbyes(File &output, const Common::Array<Goodbye> &goodbyes) {
output.writeUint32(MKTAG('G', 'D', 'B', '2'));
writeToFile(output, goodbyes);
}
void writeHints(File &output, const Common::Array<Common::Array<Hint>> &hints, const SceneChangeDescription &hintSceneChange, const Common::Array<Common::Array<const char *>> &hintTexts) {
output.writeUint32(MKTAG('H', 'I', 'N', 'T'));
writeToFile(output, hintSceneChange);
writeToFile(output, hints);
writeMultilangArray(output, hintTexts);
}
void writeRingingTexts(File &output, const Common::Array<const char *> &ringingTexts) {
output.writeUint32(MKTAG('R', 'I', 'N', 'G'));
writeToFile(output, ringingTexts);
}
void writeEmptySaveTexts(File &output, const Common::Array<const char *> &emptySaveTexts) {
output.writeUint32(MKTAG('E', 'S', 'A', 'V'));
writeToFile(output, emptySaveTexts);
}
void writeEventFlagNames(File &output, const Common::Array<const char *> &eventFlagNames) {
output.writeUint32(MKTAG('E', 'F', 'L', 'G'));
writeToFile(output, eventFlagNames);
}
void writePatchFile(File &output, uint gameVersion, Common::Array<const char *> filenames, const char *folderName) {
uint32 size;
byte *b = createCifTree(gameVersion, filenames, folderName, size);
if (!b) {
return;
}
output.writeUint32(MKTAG('P', 'A', 'T', 'C'));
output.write(b, size);
delete[] b;
}
void writePatchAssociations(File &output, const Common::Array<PatchAssociation> &patchAssociations) {
output.writeUint32(MKTAG('P', 'A', 'S', 'S'));
writeToFile(output, patchAssociations);
}
int main(int argc, char *argv[]) {
File output;
if (!output.open("nancy.dat", kFileWriteMode)) {
error("Unable to open nancy.dat");
}
Common::Array<uint32> gameOffsets;
uint32 beginOffset, endOffset;
// Write header
output.writeByte('N');
output.writeByte('N');
output.writeByte('C');
output.writeByte('Y');
output.writeByte(NANCYDAT_MAJOR_VERSION);
output.writeByte(NANCYDAT_MINOR_VERSION);
output.writeUint16(NANCYDAT_NUM_GAMES);
// Skip game offsets, they'll be written at the end
uint32 offsetsOffset = output.pos();
output.skip(NANCYDAT_NUM_GAMES * 4);
// The Vampire Diaries data
gameOffsets.push_back(output.pos());
WRAPWITHOFFSET(writeConstants(output, _tvdConstants))
WRAPWITHOFFSET(output.writeUint32(_mapAccessTag); writeToFile(output, _tvdMapAccessSceneIDs));
WRAPWITHOFFSET(writeSoundChannels(output, _tvdToNancy2SoundChannelInfo))
WRAPWITHOFFSET(writeLanguages(output, _tvdLanguagesOrder))
WRAPWITHOFFSET(writeConditionalDialogue(output, _tvdConditionalDialogue, _tvdConditionalDialogueTexts))
WRAPWITHOFFSET(writeGoodbyes(output, _tvdGoodbyes, _tvdGoodbyeTexts))
WRAPWITHOFFSET(writeEmptySaveTexts(output, _tvdEmptySaveStrings))
WRAPWITHOFFSET(writeEventFlagNames(output, _tvdEventFlagNames))
// Nancy Drew: Secrets Can Kill data
gameOffsets.push_back(output.pos());
WRAPWITHOFFSET(writeConstants(output, _nancy1Constants))
WRAPWITHOFFSET(output.writeUint32(_mapAccessTag); writeToFile(output, _nancy1MapAccessSceneIDs));
WRAPWITHOFFSET(writeSoundChannels(output, _tvdToNancy2SoundChannelInfo))
WRAPWITHOFFSET(writeLanguages(output, _nancy1LanguagesOrder))
WRAPWITHOFFSET(writeConditionalDialogue(output, _nancy1ConditionalDialogue, _nancy1ConditionalDialogueTexts))
WRAPWITHOFFSET(writeGoodbyes(output, _nancy1Goodbyes, _nancy1GoodbyeTexts))
WRAPWITHOFFSET(writeHints(output, _nancy1Hints, _nancy1HintSceneChange, _nancy1HintTexts))
WRAPWITHOFFSET(writeRingingTexts(output, _nancy1TelephoneRinging))
WRAPWITHOFFSET(writeEmptySaveTexts(output, _nancy1EmptySaveStrings))
WRAPWITHOFFSET(writeEventFlagNames(output, _nancy1EventFlagNames))
// Nancy Drew: Stay Tuned for Danger data
gameOffsets.push_back(output.pos());
WRAPWITHOFFSET(writeConstants(output, _nancy2Constants))
WRAPWITHOFFSET(writeSoundChannels(output, _tvdToNancy2SoundChannelInfo))
WRAPWITHOFFSET(writeLanguages(output, _nancy2LanguagesOrder))
WRAPWITHOFFSET(writeConditionalDialogue(output, _nancy2ConditionalDialogue, _nancy2ConditionalDialogueTexts))
WRAPWITHOFFSET(writeGoodbyes(output, _nancy2Goodbyes, _nancy2GoodbyeTexts))
WRAPWITHOFFSET(writeRingingTexts(output, _nancy2TelephoneRinging))
WRAPWITHOFFSET(writeEmptySaveTexts(output, _nancy2EmptySaveStrings))
WRAPWITHOFFSET(writeEventFlagNames(output, _nancy2EventFlagNames))
WRAPWITHOFFSET(writePatchFile(output, 3, nancy2PatchSrcFiles, "files/nancy2"))
WRAPWITHOFFSET(writePatchAssociations(output, nancy2PatchAssociations))
// Nancy Drew: Message in a Haunted Mansion data
gameOffsets.push_back(output.pos());
WRAPWITHOFFSET(writeConstants(output, _nancy3Constants))
WRAPWITHOFFSET(writeSoundChannels(output, _nancy3andUpSoundChannelInfo))
WRAPWITHOFFSET(writeLanguages(output, _nancy3LanguagesOrder))
WRAPWITHOFFSET(writeConditionalDialogue(output, _nancy3ConditionalDialogue, _nancy3ConditionalDialogueTexts))
WRAPWITHOFFSET(writeGoodbyes(output, _nancy3Goodbyes, _nancy3GoodbyeTexts))
WRAPWITHOFFSET(writeRingingTexts(output, _nancy3TelephoneRinging))
WRAPWITHOFFSET(writeEmptySaveTexts(output, _nancy3EmptySaveStrings))
WRAPWITHOFFSET(writeEventFlagNames(output, _nancy3EventFlagNames))
WRAPWITHOFFSET(writePatchFile(output, 4, nancy3PatchSrcFiles, "files/nancy3"))
WRAPWITHOFFSET(writePatchAssociations(output, nancy3PatchAssociations))
// Nancy Drew: Treasure in the Royal Tower data
gameOffsets.push_back(output.pos());
WRAPWITHOFFSET(writeConstants(output, _nancy4Constants))
WRAPWITHOFFSET(writeSoundChannels(output, _nancy3andUpSoundChannelInfo))
WRAPWITHOFFSET(writeLanguages(output, _nancy4LanguagesOrder))
WRAPWITHOFFSET(writeConditionalDialogue(output, _nancy4ConditionalDialogue, _nancy4ConditionalDialogueTexts))
WRAPWITHOFFSET(writeGoodbyes(output, _nancy4Goodbyes, _nancy4GoodbyeTexts))
WRAPWITHOFFSET(writeRingingTexts(output, _nancy4TelephoneRinging))
WRAPWITHOFFSET(writeEmptySaveTexts(output, _nancy4EmptySaveStrings))
WRAPWITHOFFSET(writeEventFlagNames(output, _nancy4EventFlagNames))
// Nancy Drew: The Final Scene data
gameOffsets.push_back(output.pos());
WRAPWITHOFFSET(writeConstants(output, _nancy5Constants))
WRAPWITHOFFSET(writeSoundChannels(output, _nancy3andUpSoundChannelInfo))
WRAPWITHOFFSET(writeLanguages(output, _nancy5LanguagesOrder))
WRAPWITHOFFSET(writeConditionalDialogue(output, _nancy5ConditionalDialogue, _nancy5ConditionalDialogueTexts))
WRAPWITHOFFSET(writeGoodbyes(output, _nancy5Goodbyes, _nancy5GoodbyeTexts))
WRAPWITHOFFSET(writeRingingTexts(output, _nancy5TelephoneRinging))
WRAPWITHOFFSET(writeEmptySaveTexts(output, _nancy5EmptySaveStrings))
WRAPWITHOFFSET(writeEventFlagNames(output, _nancy5EventFlagNames))
WRAPWITHOFFSET(writePatchFile(output, 6, nancy5PatchSrcFiles, "files/nancy5"))
WRAPWITHOFFSET(writePatchAssociations(output, nancy5PatchAssociations))
// Nancy Drew: Secret of the Scarlet Hand
gameOffsets.push_back(output.pos());
WRAPWITHOFFSET(writeConstants(output, _nancy6Constants))
WRAPWITHOFFSET(writeSoundChannels(output, _nancy3andUpSoundChannelInfo))
WRAPWITHOFFSET(writeLanguages(output, _nancy6LanguagesOrder))
WRAPWITHOFFSET(writeConditionalDialogue(output, _nancy6ConditionalDialogue))
WRAPWITHOFFSET(writeGoodbyes(output, _nancy6Goodbyes))
WRAPWITHOFFSET(writeRingingTexts(output, _nancy6TelephoneRinging))
WRAPWITHOFFSET(writeEmptySaveTexts(output, _nancy6EmptySaveStrings))
WRAPWITHOFFSET(writeEventFlagNames(output, _nancy6EventFlagNames))
WRAPWITHOFFSET(writePatchFile(output, 7, nancy6PatchSrcFiles, "files/nancy6"))
WRAPWITHOFFSET(writePatchAssociations(output, nancy6PatchAssociations))
// Nancy Drew: Ghost Dogs of Moon Lake
gameOffsets.push_back(output.pos());
WRAPWITHOFFSET(writeConstants(output, _nancy7Constants))
WRAPWITHOFFSET(writeSoundChannels(output, _nancy3andUpSoundChannelInfo))
WRAPWITHOFFSET(writeLanguages(output, _nancy7LanguagesOrder))
WRAPWITHOFFSET(writeConditionalDialogue(output, _nancy7ConditionalDialogue))
WRAPWITHOFFSET(writeGoodbyes(output, _nancy7Goodbyes))
WRAPWITHOFFSET(writeRingingTexts(output, _nancy7TelephoneRinging))
WRAPWITHOFFSET(writeEventFlagNames(output, _nancy7EventFlagNames))
WRAPWITHOFFSET(writePatchFile(output, 8, nancy7PatchSrcFiles, "files/nancy7"))
WRAPWITHOFFSET(writePatchAssociations(output, nancy7PatchAssociations))
// Nancy Drew: The Haunted Carousel
gameOffsets.push_back(output.pos());
WRAPWITHOFFSET(writeConstants(output, _nancy8Constants))
WRAPWITHOFFSET(writeSoundChannels(output, _nancy3andUpSoundChannelInfo))
WRAPWITHOFFSET(writeLanguages(output, _nancy8LanguagesOrder))
WRAPWITHOFFSET(writeConditionalDialogue(output, _nancy8ConditionalDialogue))
WRAPWITHOFFSET(writeGoodbyes(output, _nancy8Goodbyes))
WRAPWITHOFFSET(writeRingingTexts(output, _nancy8TelephoneRinging))
WRAPWITHOFFSET(writeEventFlagNames(output, _nancy8EventFlagNames))
// Write the offsets for each game in the header
output.seek(offsetsOffset);
for (uint i = 0; i < gameOffsets.size(); ++i) {
output.writeUint32(gameOffsets[i]);
}
output.close();
return 0;
}
|