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authorJussi Pitkanen2011-05-25 18:40:55 +0300
committerEugene Sandulenko2011-08-13 23:26:24 +0100
commit010315dc0c1862de6778130e416880388b9d0bdf (patch)
treeeda9803a29bb4f600de2532e27a77ed73a4b8f69
parent3fd26de37978a404e228f9500883936c979da032 (diff)
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AGI: Implement resource loader for the DDP booter game
-rw-r--r--engines/agi/agi.h17
-rw-r--r--engines/agi/loader_v1.cpp249
-rw-r--r--engines/agi/module.mk1
3 files changed, 260 insertions, 7 deletions
diff --git a/engines/agi/agi.h b/engines/agi/agi.h
index 2bc11449b9..bf730fcfb4 100644
--- a/engines/agi/agi.h
+++ b/engines/agi/agi.h
@@ -652,6 +652,9 @@ private:
Common::String _dsk0Name;
Common::String _dsk1Name;
+ int loadDir(AgiDir *agid, int offset, int num);
+ uint8 *loadVolRes(AgiDir *agid);
+
public:
AgiLoader_v1(AgiEngine *vm, Common::String dsk0, Common::String dsk1) {
_vm = vm;
@@ -659,13 +662,13 @@ public:
_dsk1Name = dsk1;
}
- virtual int init() { return 0; }
- virtual int deinit() { return 0; }
- virtual int detectGame() { return 0; }
- virtual int loadResource(int, int) { return 0; }
- virtual int unloadResource(int, int) { return 0; }
- virtual int loadObjects(const char *) { return 0; }
- virtual int loadWords(const char *) { return 0; }
+ virtual int init();
+ virtual int deinit();
+ virtual int detectGame();
+ virtual int loadResource(int, int);
+ virtual int unloadResource(int, int);
+ virtual int loadObjects(const char *);
+ virtual int loadWords(const char *);
};
class AgiLoader_v2 : public AgiLoader {
diff --git a/engines/agi/loader_v1.cpp b/engines/agi/loader_v1.cpp
new file mode 100644
index 0000000000..40f797286f
--- /dev/null
+++ b/engines/agi/loader_v1.cpp
@@ -0,0 +1,249 @@
+/* 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"
+
+#define offsetTHS(track,head,sector) (512 * ((((track) * 2 + (head)) * 9) + (sector)))
+#define offset(sector) offsetTHS(sector / 18, (sector % 18) / 9, (sector % 18) % 9)
+
+#define BASE_SECTOR 0x1C2
+
+#define LOGDIR_SEC offset(171) + 5
+#define LOGDIR_NUM 43
+
+#define PICDIR_SEC offset(180) + 5
+#define PICDIR_NUM 30
+
+#define VIEWDIR_SEC offset(189) + 5
+#define VIEWDIR_NUM 171
+
+#define SNDDIR_SEC offset(198) + 5
+#define SNDDIR_NUM 64
+
+namespace Agi {
+
+int AgiLoader_v1::detectGame() {
+ return _vm->setupV2Game(_vm->getVersion());
+}
+
+int AgiLoader_v1::loadDir(AgiDir *agid, int offset, int num) {
+ Common::File fp;
+
+ if (!fp.open(_dsk0Name))
+ return errBadFileOpen;
+
+ // Cleanup
+ for (int i = 0; i < MAX_DIRS; i++) {
+ agid[i].volume = 0xFF;
+ agid[i].offset = _EMPTY;
+ }
+
+ fp.seek(offset, SEEK_SET);
+ for (int i = 0; i < num; i++) {
+ int b0 = fp.readByte();
+ int b1 = fp.readByte();
+ int b2 = fp.readByte();
+
+ if (b0 == 0xFF && b1 == 0xFF && b2 == 0xFF) {
+ agid[i].volume = 0xFF;
+ agid[i].offset = _EMPTY;
+ } else {
+ int sec = (BASE_SECTOR + (((b0 & 0xF) << 8) | b1)) >> 1;
+ int off = ((b1 & 0x1) << 8) | b2;
+ agid[i].volume = 0;
+ agid[i].offset = (sec << 16) | off;
+ }
+ }
+
+ fp.close();
+
+ return errOK;
+}
+
+int AgiLoader_v1::init() {
+ int ec = errOK;
+
+ ec = loadDir(_vm->_game.dirLogic, LOGDIR_SEC, LOGDIR_NUM);
+ if (ec == errOK)
+ ec = loadDir(_vm->_game.dirPic, PICDIR_SEC, PICDIR_NUM);
+ if (ec == errOK)
+ ec = loadDir(_vm->_game.dirView, VIEWDIR_SEC, VIEWDIR_NUM);
+ if (ec == errOK)
+ ec = loadDir(_vm->_game.dirSound, SNDDIR_SEC, SNDDIR_NUM);
+
+ return ec;
+}
+
+int AgiLoader_v1::deinit() {
+ int ec = errOK;
+ return ec;
+}
+
+uint8 *AgiLoader_v1::loadVolRes(struct AgiDir *agid) {
+ uint8 *data = NULL;
+ Common::File fp;
+
+ if (agid->offset == _EMPTY)
+ return NULL;
+
+ int sec = agid->offset >> 16;
+ int off = agid->offset & 0xFFFF;
+
+ fp.open(_dsk0Name);
+ fp.seek(offset(sec) + off, SEEK_SET);
+
+ int signature = fp.readUint16BE();
+ if (signature != 0x1234) {
+ warning("AgiLoader_v1::loadVolRes: bad signature %04x", signature);
+ return NULL;
+ }
+
+ fp.readByte();
+ agid->len = fp.readUint16LE();
+ data = (uint8 *)calloc(1, agid->len + 32);
+ fp.read(data, agid->len);
+
+ fp.close();
+
+ return data;
+}
+
+int AgiLoader_v1::loadResource(int t, int n) {
+ int ec = errOK;
+ uint8 *data = NULL;
+
+ debugC(3, kDebugLevelResources, "(t = %d, n = %d)", t, n);
+ if (n > MAX_DIRS)
+ return errBadResource;
+
+ switch (t) {
+ case rLOGIC:
+ if (~_vm->_game.dirLogic[n].flags & RES_LOADED) {
+ debugC(3, kDebugLevelResources, "loading logic resource %d", n);
+ unloadResource(rLOGIC, n);
+
+ // load raw resource into data
+ data = loadVolRes(&_vm->_game.dirLogic[n]);
+
+ _vm->_game.logics[n].data = data;
+ ec = data ? _vm->decodeLogic(n) : errBadResource;
+
+ _vm->_game.logics[n].sIP = 2;
+ }
+
+ // if logic was cached, we get here
+ // reset code pointers incase it was cached
+
+ _vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
+ break;
+ case rPICTURE:
+ // if picture is currently NOT loaded *OR* cacheing is off,
+ // unload the resource (caching == off) and reload it
+
+ debugC(3, kDebugLevelResources, "loading picture resource %d", n);
+ if (_vm->_game.dirPic[n].flags & RES_LOADED)
+ break;
+
+ // if loaded but not cached, unload it
+ // if cached but not loaded, etc
+ unloadResource(rPICTURE, n);
+ data = loadVolRes(&_vm->_game.dirPic[n]);
+
+ if (data != NULL) {
+ _vm->_game.pictures[n].rdata = data;
+ _vm->_game.dirPic[n].flags |= RES_LOADED;
+ } else {
+ ec = errBadResource;
+ }
+ break;
+ case rSOUND:
+ debugC(3, kDebugLevelResources, "loading sound resource %d", n);
+ if (_vm->_game.dirSound[n].flags & RES_LOADED)
+ break;
+
+ data = loadVolRes(&_vm->_game.dirSound[n]);
+
+ if (data != NULL) {
+ // Freeing of the raw resource from memory is delegated to the createFromRawResource-function
+ _vm->_game.sounds[n] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[n].len, n, *_vm->_sound, _vm->_soundemu);
+ _vm->_game.dirSound[n].flags |= RES_LOADED;
+ } else {
+ ec = errBadResource;
+ }
+ break;
+ case rVIEW:
+ // 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?
+ if (_vm->_game.dirView[n].flags & RES_LOADED)
+ break;
+
+ debugC(3, kDebugLevelResources, "loading view resource %d", n);
+ unloadResource(rVIEW, n);
+ data = loadVolRes(&_vm->_game.dirView[n]);
+ if (data) {
+ _vm->_game.views[n].rdata = data;
+ _vm->_game.dirView[n].flags |= RES_LOADED;
+ ec = _vm->decodeView(n);
+ } else {
+ ec = errBadResource;
+ }
+ break;
+ default:
+ ec = errBadResource;
+ break;
+ }
+
+ return ec;
+}
+
+int AgiLoader_v1::unloadResource(int t, int n) {
+ switch (t) {
+ case rLOGIC:
+ _vm->unloadLogic(n);
+ break;
+ case rPICTURE:
+ _vm->_picture->unloadPicture(n);
+ break;
+ case rVIEW:
+ _vm->unloadView(n);
+ break;
+ case rSOUND:
+ _vm->_sound->unloadSound(n);
+ break;
+ }
+
+ return errOK;
+}
+
+// TODO: Find the disk image equivalent.
+int AgiLoader_v1::loadObjects(const char *fname) {
+ return _vm->loadObjects(fname);
+}
+
+// TODO: Find the disk image equivalent.
+int AgiLoader_v1::loadWords(const char *fname) {
+ return _vm->loadObjects(fname);
+}
+
+}
diff --git a/engines/agi/module.mk b/engines/agi/module.mk
index 2339d1019f..3bb4dac20c 100644
--- a/engines/agi/module.mk
+++ b/engines/agi/module.mk
@@ -11,6 +11,7 @@ MODULE_OBJS := \
id.o \
inv.o \
keyboard.o \
+ loader_v1.o \
loader_v2.o \
loader_v3.o \
logic.o \