File: resource_v4.cpp

package info (click to toggle)
scummvm 2.9.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: trixie
  • size: 450,268 kB
  • sloc: cpp: 4,297,604; asm: 28,322; python: 12,901; sh: 11,219; java: 8,477; xml: 7,843; perl: 2,633; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (278 lines) | stat: -rw-r--r-- 8,187 bytes parent folder | download | duplicates (2)
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