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authorJames Brown2003-05-29 08:05:20 +0000
committerJames Brown2003-05-29 08:05:20 +0000
commitaa919f35089dc5d6b20283da0e05bc1e6277ce6e (patch)
treec6092a51cfe2f84afeeefaad222c1da3f9447903 /scumm/resource_v2.cpp
parent19684947dfd372a17a046ac6d94f7fef27f6b133 (diff)
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A few small V2 detection/init changes
svn-id: r8085
Diffstat (limited to 'scumm/resource_v2.cpp')
-rw-r--r--scumm/resource_v2.cpp44
1 files changed, 30 insertions, 14 deletions
diff --git a/scumm/resource_v2.cpp b/scumm/resource_v2.cpp
index 76d997ad87..1e0fc3c073 100644
--- a/scumm/resource_v2.cpp
+++ b/scumm/resource_v2.cpp
@@ -24,18 +24,11 @@
#include "intern.h"
#include "resource.h"
+void Scumm_v2::readClassicIndexFile() {
+ error("Classic non-blocked format not yet implemented");
+}
-void Scumm_v2::readIndexFile() {
- int magic = 0;
- debug(9, "readIndexFile()");
-
- closeRoom();
- openRoom(0);
-
- magic = _fileHandle.readUint16LE();
- if (magic != 0x0100)
- warning("The magic id doesn't match (0x%X)", magic);
-
+void Scumm_v2::readEnhancedIndexFile() {
_numGlobalObjects = _fileHandle.readUint16LE();
_fileHandle.seek(_numGlobalObjects, SEEK_CUR); // Skip object flags
_numRooms = _fileHandle.readByte();
@@ -68,6 +61,30 @@ void Scumm_v2::readIndexFile() {
readResTypeList(rtCostume, MKID('COST'), "costume");
readResTypeList(rtScript, MKID('SCRP'), "script");
readResTypeList(rtSound, MKID('SOUN'), "sound");
+}
+
+void Scumm_v2::readIndexFile() {
+ int magic = 0;
+ debug(9, "readIndexFile()");
+
+ closeRoom();
+ openRoom(0);
+
+ magic = _fileHandle.readUint16LE();
+
+ switch(magic) {
+ case 0x0100:
+ warning("Enhanced V2 game detected");
+ readEnhancedIndexFile();
+ break;
+ case 0x0A31:
+ warning("Classic V1 game detected");
+ readClassicIndexFile();
+ break;
+ default:
+ error("Unknown magic id (0x%X) - this version is unsupported", magic);
+ break;
+ }
closeRoom();
}
@@ -94,7 +111,6 @@ void Scumm_v2::readMAXS() {
}
void Scumm_v2::loadCharset(int num) {
- warning("loadCharset(%d): Charset loading not yet implemented for V1/V2", num);
- // TODO: For the old games, the charset is actually encoded in the engine. So we must
- // rip it out of one of the .exes, and create a fake resource here.
+ // Stub, V2 font resources are hardcoded into the engine. Possibly do some
+ // kind of language detection here in the future for multiple fonts...
}