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
|
/* 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 "common/md5.h"
#include "common/memstream.h"
#include "scumm/scumm_v4.h"
#include "scumm/file.h"
#include "scumm/resource.h"
#include "scumm/sound.h"
#include "scumm/util.h"
namespace Scumm {
extern const char *nameOfResType(ResType type);
int ScummEngine_v4::readResTypeList(ResType type) {
uint num;
debug(9, "readResTypeList(%s)", nameOfResType(type));
num = _fileHandle->readUint16LE();
if (num != _res->_types[type].size()) {
error("Invalid number of %ss (%d) in directory", nameOfResType(type), num);
}
for (ResId idx = 0; idx < num; idx++) {
_res->_types[type][idx]._roomno = _fileHandle->readByte();
_res->_types[type][idx]._roomoffs = _fileHandle->readUint32LE();
}
// WORKAROUND: It seems that the French floppy EGA had its own Roland MT-32 patch, with
// a DISK09.LEC file different from the one still distributed by LucasFilm Games/Disney
// today. Unfortunately, if different patches existed back then, they appear to be lost.
//
// This allows using the official English Roland MT-32 patch along with any EGA version,
// by adjusting the sound directory offsets to match the available patch.
if (type == rtSound && _game.id == GID_MONKEY_EGA && _sound->_musicType == MDT_MIDI) {
Common::File rolandPatchFile;
if (rolandPatchFile.open("DISK09.LEC")) {
Common::String md5 = Common::computeStreamMD5AsString(rolandPatchFile);
if (md5 == "64ab9552f71dd3344767718eb01e5fd5") {
uint32 patchOffsets[19] = {
28957, 23427, 35913, 49919, 51918,
53643, 55368, 57093, 58818, 62502,
73, 66844, 71991, 83107, 91566,
95614, 98650, 105020, 112519
};
for (ResId idx = 150; idx < 169; idx++) {
_res->_types[type][idx]._roomno = 94;
_res->_types[type][idx]._roomoffs = patchOffsets[idx - 150];
}
}
}
}
return num;
}
void ScummEngine_v4::readIndexFile() {
uint16 blocktype;
uint32 itemsize;
debug(9, "readIndexFile()");
closeRoom();
openRoom(0);
while (true) {
// Figure out the sizes of various resources
itemsize = _fileHandle->readUint32LE();
blocktype = _fileHandle->readUint16LE();
if (_fileHandle->eos() || _fileHandle->err())
break;
switch (blocktype) {
case 0x4E52: // 'NR'
_fileHandle->readUint16LE();
break;
case 0x5230: // 'R0'
_numRooms = _fileHandle->readUint16LE();
break;
case 0x5330: // 'S0'
_numScripts = _fileHandle->readUint16LE();
break;
case 0x4E30: // 'N0'
_numSounds = _fileHandle->readUint16LE();
break;
case 0x4330: // 'C0'
_numCostumes = _fileHandle->readUint16LE();
break;
case 0x4F30: // 'O0'
_numGlobalObjects = _fileHandle->readUint16LE();
// Indy3 FM-TOWNS has 32 extra bytes of unknown meaning
if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns)
itemsize += 32;
break;
default:
break;
}
_fileHandle->seek(itemsize - 8, SEEK_CUR);
}
_fileHandle->seek(0, SEEK_SET);
readMAXS(0);
allocateArrays();
while (true) {
/*itemsize = */_fileHandle->readUint32LE();
if (_fileHandle->eos() || _fileHandle->err())
break;
blocktype = _fileHandle->readUint16LE();
switch (blocktype) {
case 0x4E52: // 'NR'
// Names of rooms. Maybe we should put them into a table, for use by the debugger?
for (int room; (room = _fileHandle->readByte()); ) {
char buf[10];
_fileHandle->read(buf, 9);
buf[9] = 0;
for (int i = 0; i < 9; i++)
buf[i] ^= 0xFF;
debug(5, "Room %d: '%s'", room, buf);
}
break;
case 0x5230: // 'R0'
readResTypeList(rtRoom);
break;
case 0x5330: // 'S0'
readResTypeList(rtScript);
break;
case 0x4E30: // 'N0'
readResTypeList(rtSound);
break;
case 0x4330: // 'C0'
readResTypeList(rtCostume);
break;
case 0x4F30: // 'O0'
readGlobalObjects();
break;
default:
error("Bad ID %04X found in index file directory", blocktype);
}
}
closeRoom();
}
void ScummEngine_v4::loadCharset(int no) {
uint32 size;
memset(_charsetData, 0, sizeof(_charsetData));
assertRange(0, no, 4, "charset");
closeRoom();
Common::File file;
char buf[20];
byte *data;
Common::sprintf_s(buf, "%03d.LFL", 900 + no);
file.open(buf);
if (file.isOpen() == false) {
error("loadCharset(%d): Missing file charset: %s", no, buf);
}
size = file.readUint32LE() + 11;
data = _res->createResource(rtCharset, no, size);
file.read(data, size);
// WORKAROUND: The French floppy EGA and VGA versions of Monkey Island 1
// don't properly follow CP850 for the \x85 character in the 904.LFL font.
// It should be the `à` letter, but it will print the `ç` letter (which is
// already at \x87) instead, breaking at least the "Non! Ce n'est pas tout
// \x85 fait \x87a." line in the copy protection screen. The `à` character
// does exist, but at the invalid \x86 position. So we replace \x85 with
// \x86 (and then \x86 with \x87 so that the whole charset resource keeps
// the same size), but only when detecting the faulty 904.LFL file.
if ((_game.id == GID_MONKEY_EGA || _game.id == GID_MONKEY_VGA) && no == 4 && size == 4857 && _language == Common::FR_FRA && enhancementEnabled(kEnhTextLocFixes)) {
Common::MemoryReadStream stream(data, size);
Common::String md5 = Common::computeStreamMD5AsString(stream);
if (md5 == "f273c26bbcdfb9f87e42748c3e2729d8") {
warning("Fixing the invalid content of the 904.LFL a-grave character");
memmove(data + 4457, data + 4457 + 37, 40); // replace \x85 with \x86
memmove(data + 4457 + 40, data + 4457 + 37 + 40, 37); // replace \x86 with \x87
WRITE_LE_UINT32(data + 557, READ_LE_UINT32(data + 557) + (40 - 37)); // adjust \x86 start offset
}
}
}
void ScummEngine_v4::readMAXS(int blockSize) {
// FIXME - I'm not sure for those values yet, they will have to be rechecked
_numVariables = 800; // 800
_numBitVariables = 4096; // 2048
_numLocalObjects = 200; // 200
_numArray = 50;
_numVerbs = 100;
_numNewNames = 50;
_objectRoomTable = nullptr;
_numCharsets = 9; // 9
_numInventory = 80; // 80
_numGlobalScripts = 200;
_numFlObject = 50;
_shadowPaletteSize = 256;
_shadowPalette = (byte *)reallocateArray(_shadowPalette, _shadowPaletteSize, 1); // FIXME - needs to be removed later
}
void ScummEngine_v4::readGlobalObjects() {
int i;
int num = _fileHandle->readUint16LE();
assert(num == _numGlobalObjects);
uint32 bits;
byte tmp;
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) {
for (i = 0; i != num; i++) {
bits = _fileHandle->readByte();
bits |= _fileHandle->readByte() << 8;
bits |= _fileHandle->readByte() << 16;
_classData[i] = bits;
}
for (i = 0; i != num; i++) {
tmp = _fileHandle->readByte();
_objectOwnerTable[i] = tmp & OF_OWNER_MASK;
_objectStateTable[i] = tmp >> OF_STATE_SHL;
}
} else {
for (i = 0; i != num; i++) {
bits = _fileHandle->readByte();
bits |= _fileHandle->readByte() << 8;
bits |= _fileHandle->readByte() << 16;
_classData[i] = bits;
tmp = _fileHandle->readByte();
_objectOwnerTable[i] = tmp & OF_OWNER_MASK;
_objectStateTable[i] = tmp >> OF_STATE_SHL;
}
}
// FIXME: Indy3 FM-TOWNS has 32 extra bytes of unknown meaning
if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns)
_fileHandle->seek(32, SEEK_CUR);
}
} // End of namespace Scumm
|