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Diffstat (limited to 'engines/hugo/file_v3d.cpp')
-rw-r--r-- | engines/hugo/file_v3d.cpp | 200 |
1 files changed, 200 insertions, 0 deletions
diff --git a/engines/hugo/file_v3d.cpp b/engines/hugo/file_v3d.cpp new file mode 100644 index 0000000000..e4809a7208 --- /dev/null +++ b/engines/hugo/file_v3d.cpp @@ -0,0 +1,200 @@ +/* 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. + * + * $URL$ + * $Id$ + * + */ + +/* + * This code is based on original Hugo Trilogy source code + * + * Copyright (c) 1989-1995 David P. Gray + * + */ + +#include "common/system.h" + +#include "hugo/hugo.h" +#include "hugo/file.h" +#include "hugo/global.h" +#include "hugo/display.h" +#include "hugo/util.h" + +namespace Hugo { +FileManager_v3d::FileManager_v3d(HugoEngine &vm) : FileManager_v2d(vm) { +} + +FileManager_v3d::~FileManager_v3d() { +} + +void FileManager_v3d::readBackground(int screenIndex) { +// Read a PCX image into dib_a + debugC(1, kDebugFile, "readBackground(%d)", screenIndex); + + _sceneryArchive1.seek((uint32) screenIndex * sizeof(sceneBlock_t), SEEK_SET); + + sceneBlock_t sceneBlock; // Read a database header entry + sceneBlock.scene_off = _sceneryArchive1.readUint32LE(); + sceneBlock.scene_len = _sceneryArchive1.readUint32LE(); + sceneBlock.b_off = _sceneryArchive1.readUint32LE(); + sceneBlock.b_len = _sceneryArchive1.readUint32LE(); + sceneBlock.o_off = _sceneryArchive1.readUint32LE(); + sceneBlock.o_len = _sceneryArchive1.readUint32LE(); + sceneBlock.ob_off = _sceneryArchive1.readUint32LE(); + sceneBlock.ob_len = _sceneryArchive1.readUint32LE(); + + seq_t dummySeq; // Image sequence structure for Read_pcx + if (screenIndex < 20) { + _sceneryArchive1.seek(sceneBlock.scene_off, SEEK_SET); + // Read the image into dummy seq and static dib_a + readPCX(_sceneryArchive1, &dummySeq, _vm.screen().getFrontBuffer(), true, _vm._screenNames[screenIndex]); + } else { + _sceneryArchive2.seek(sceneBlock.scene_off, SEEK_SET); + // Read the image into dummy seq and static dib_a + readPCX(_sceneryArchive2, &dummySeq, _vm.screen().getFrontBuffer(), true, _vm._screenNames[screenIndex]); + } +} + +void FileManager_v3d::openDatabaseFiles() { + debugC(1, kDebugFile, "openDatabaseFiles"); + + if (!_stringArchive.open(STRING_FILE)) + Utils::Error(FILE_ERR, "%s", STRING_FILE); + if (!_sceneryArchive1.open("scenery1.dat")) + Utils::Error(FILE_ERR, "%s", "scenery1.dat"); + if (!_sceneryArchive2.open("scenery2.dat")) + Utils::Error(FILE_ERR, "%s", "scenery2.dat"); + if (!_objectsArchive.open(OBJECTS_FILE)) + Utils::Error(FILE_ERR, "%s", OBJECTS_FILE); +} + +void FileManager_v3d::closeDatabaseFiles() { + debugC(1, kDebugFile, "closeDatabaseFiles"); + + _stringArchive.close(); + _sceneryArchive1.close(); + _sceneryArchive2.close(); + _objectsArchive.close(); +} + +void FileManager_v3d::readOverlay(int screenNum, image_pt image, ovl_t overlayType) { +// Open and read in an overlay file, close file + debugC(1, kDebugFile, "readOverlay(%d, ...)", screenNum); + + image_pt tmpImage = image; // temp ptr to overlay file + _sceneryArchive1.seek((uint32)screenNum * sizeof(sceneBlock_t), SEEK_SET); + + sceneBlock_t sceneBlock; // Database header entry + sceneBlock.scene_off = _sceneryArchive1.readUint32LE(); + sceneBlock.scene_len = _sceneryArchive1.readUint32LE(); + sceneBlock.b_off = _sceneryArchive1.readUint32LE(); + sceneBlock.b_len = _sceneryArchive1.readUint32LE(); + sceneBlock.o_off = _sceneryArchive1.readUint32LE(); + sceneBlock.o_len = _sceneryArchive1.readUint32LE(); + sceneBlock.ob_off = _sceneryArchive1.readUint32LE(); + sceneBlock.ob_len = _sceneryArchive1.readUint32LE(); + + uint32 i = 0; + + if (screenNum < 20) { + switch (overlayType) { + case BOUNDARY: + _sceneryArchive1.seek(sceneBlock.b_off, SEEK_SET); + i = sceneBlock.b_len; + break; + case OVERLAY: + _sceneryArchive1.seek(sceneBlock.o_off, SEEK_SET); + i = sceneBlock.o_len; + break; + case OVLBASE: + _sceneryArchive1.seek(sceneBlock.ob_off, SEEK_SET); + i = sceneBlock.ob_len; + break; + default: + Utils::Error(FILE_ERR, "%s", "Bad ovl_type"); + break; + } + if (i == 0) { + for (i = 0; i < OVL_SIZE; i++) + image[i] = 0; + return; + } + + // Read in the overlay file using MAC Packbits. (We're not proud!) + int16 k = 0; // byte count + do { + int8 data = _sceneryArchive1.readByte();// Read a code byte + if ((byte)data == 0x80) // Noop + k = k; + else if (data >= 0) { // Copy next data+1 literally + for (i = 0; i <= (byte)data; i++, k++) + *tmpImage++ = _sceneryArchive1.readByte(); + } else { // Repeat next byte -data+1 times + int16 j = _sceneryArchive1.readByte(); + + for (i = 0; i < (byte)(-data + 1); i++, k++) + *tmpImage++ = j; + } + } while (k < OVL_SIZE); + } else { + switch (overlayType) { + case BOUNDARY: + _sceneryArchive2.seek(sceneBlock.b_off, SEEK_SET); + i = sceneBlock.b_len; + break; + case OVERLAY: + _sceneryArchive2.seek(sceneBlock.o_off, SEEK_SET); + i = sceneBlock.o_len; + break; + case OVLBASE: + _sceneryArchive2.seek(sceneBlock.ob_off, SEEK_SET); + i = sceneBlock.ob_len; + break; + default: + Utils::Error(FILE_ERR, "%s", "Bad ovl_type"); + break; + } + if (i == 0) { + for (i = 0; i < OVL_SIZE; i++) + image[i] = 0; + return; + } + + // Read in the overlay file using MAC Packbits. (We're not proud!) + int16 k = 0; // byte count + do { + int8 data = _sceneryArchive2.readByte();// Read a code byte + if ((byte)data == 0x80) // Noop + k = k; + else if (data >= 0) { // Copy next data+1 literally + for (i = 0; i <= (byte)data; i++, k++) + *tmpImage++ = _sceneryArchive2.readByte(); + } else { // Repeat next byte -data+1 times + int16 j = _sceneryArchive2.readByte(); + + for (i = 0; i < (byte)(-data + 1); i++, k++) + *tmpImage++ = j; + } + } while (k < OVL_SIZE); + } +} +} // End of namespace Hugo + |