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-rw-r--r--engines/agi/loader_v1.cpp329
1 files changed, 329 insertions, 0 deletions
diff --git a/engines/agi/loader_v1.cpp b/engines/agi/loader_v1.cpp
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+++ b/engines/agi/loader_v1.cpp
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+/* 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"
+#include "common/md5.h"
+
+#define IMAGE_SIZE 368640 // = 40 * 2 * 9 * 512 = tracks * sides * sectors * sector size
+#define SECTOR_OFFSET(s) ((s) * 512)
+
+#define DDP_BASE_SECTOR 0x1C2
+#define DDP_LOGDIR_SEC SECTOR_OFFSET(171) + 5
+#define DDP_LOGDIR_MAX 43
+#define DDP_PICDIR_SEC SECTOR_OFFSET(180) + 5
+#define DDP_PICDIR_MAX 30
+#define DDP_VIEWDIR_SEC SECTOR_OFFSET(189) + 5
+#define DDP_VIEWDIR_MAX 171
+#define DDP_SNDDIR_SEC SECTOR_OFFSET(198) + 5
+#define DDP_SNDDIR_MAX 64
+
+#define BC_LOGDIR_SEC SECTOR_OFFSET(90) + 5
+#define BC_LOGDIR_MAX 118
+#define BC_VIEWDIR_SEC SECTOR_OFFSET(96) + 5
+#define BC_VIEWDIR_MAX 180
+#define BC_PICDIR_SEC SECTOR_OFFSET(93) + 8
+#define BC_PICDIR_MAX 117
+#define BC_SNDDIR_SEC SECTOR_OFFSET(99) + 5
+#define BC_SNDDIR_MAX 29
+#define BC_WORDS SECTOR_OFFSET(0x26D) + 5
+#define BC_OBJECTS SECTOR_OFFSET(0x1E6) + 3
+
+namespace Agi {
+
+
+AgiLoader_v1::AgiLoader_v1(AgiEngine *vm) {
+ _vm = vm;
+}
+
+int AgiLoader_v1::detectGame() {
+ // Find filenames for the disk images
+ _filenameDisk0 = _vm->getDiskName(BooterDisk1);
+ _filenameDisk1 = _vm->getDiskName(BooterDisk2);
+
+ return _vm->setupV2Game(_vm->getVersion());
+}
+
+int AgiLoader_v1::loadDir_DDP(AgiDir *agid, int offset, int max) {
+ Common::File fp;
+
+ if (!fp.open(_filenameDisk0))
+ 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 <= max; 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 = (DDP_BASE_SECTOR + (((b0 & 0xF) << 8) | b1)) >> 1;
+ int off = ((b1 & 0x1) << 8) | b2;
+ agid[i].volume = 0;
+ agid[i].offset = SECTOR_OFFSET(sec) + off;
+ }
+ }
+
+ fp.close();
+
+ return errOK;
+}
+
+int AgiLoader_v1::loadDir_BC(AgiDir *agid, int offset, int max) {
+ Common::File fp;
+
+ if (!fp.open(_filenameDisk0))
+ 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 <= max; 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 = (b0 & 0x3F) * 18 + ((b1 >> 1) & 0x1) * 9 + ((b1 >> 2) & 0x1F) - 1;
+ int off = ((b1 & 0x1) << 8) | b2;
+ int vol = (b0 & 0xC0) >> 6;
+ agid[i].volume = 0;
+ agid[i].offset = (vol == 2) * IMAGE_SIZE + SECTOR_OFFSET(sec) + off;
+ }
+ }
+
+ fp.close();
+
+ return errOK;
+}
+
+int AgiLoader_v1::init() {
+ int ec = errOK;
+
+ switch (_vm->getGameID()) {
+ case GID_DDP:
+ ec = loadDir_DDP(_vm->_game.dirLogic, DDP_LOGDIR_SEC, DDP_LOGDIR_MAX);
+ if (ec == errOK)
+ ec = loadDir_DDP(_vm->_game.dirPic, DDP_PICDIR_SEC, DDP_PICDIR_MAX);
+ if (ec == errOK)
+ ec = loadDir_DDP(_vm->_game.dirView, DDP_VIEWDIR_SEC, DDP_VIEWDIR_MAX);
+ if (ec == errOK)
+ ec = loadDir_DDP(_vm->_game.dirSound, DDP_SNDDIR_SEC, DDP_SNDDIR_MAX);
+ break;
+
+ case GID_BC:
+ ec = loadDir_BC(_vm->_game.dirLogic, BC_LOGDIR_SEC, BC_LOGDIR_MAX);
+ if (ec == errOK)
+ ec = loadDir_BC(_vm->_game.dirPic, BC_PICDIR_SEC, BC_PICDIR_MAX);
+ if (ec == errOK)
+ ec = loadDir_BC(_vm->_game.dirView, BC_VIEWDIR_SEC, BC_VIEWDIR_MAX);
+ if (ec == errOK)
+ ec = loadDir_BC(_vm->_game.dirSound, BC_SNDDIR_SEC, BC_SNDDIR_MAX);
+ break;
+ }
+
+ return ec;
+}
+
+int AgiLoader_v1::deinit() {
+ int ec = errOK;
+ return ec;
+}
+
+uint8 *AgiLoader_v1::loadVolRes(struct AgiDir *agid) {
+ uint8 *data = NULL;
+ Common::File fp;
+ int offset = agid->offset;
+
+ if (offset == _EMPTY)
+ return NULL;
+
+ if (offset > IMAGE_SIZE) {
+ fp.open(_filenameDisk1);
+ offset -= IMAGE_SIZE;
+ } else {
+ fp.open(_filenameDisk0);
+ }
+
+ fp.seek(offset, 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;
+}
+
+int AgiLoader_v1::loadObjects(const char *fname) {
+ if (_vm->getGameID() == GID_BC) {
+ Common::File f;
+ f.open(_filenameDisk0);
+ f.seek(BC_OBJECTS, SEEK_SET);
+ return _vm->loadObjects(f);
+ }
+ return errOK;
+}
+
+int AgiLoader_v1::loadWords(const char *fname) {
+ if (_vm->getGameID() == GID_BC) {
+ Common::File f;
+ f.open(_filenameDisk0);
+ f.seek(BC_WORDS, SEEK_SET);
+ return _vm->loadWords_v1(f);
+ }
+ return errOK;
+}
+
+}