/* ScummVM - Scumm Interpreter * Copyright (C) 2006 The ScummVM project * * Copyright (C) 1999-2001 Sarien Team * * 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. * * $URL$ * $Id$ * */ #include "common/stdafx.h" #include "common/file.h" #include "agi/agi.h" namespace Agi { static int agi_v2_init(void); static int agi_v2_deinit(void); static int agi_v2_detect_game(); static int agi_v2_load_resource(int, int); static int agi_v2_unload_resource(int, int); static int agi_v2_load_objects(const char *); static int agi_v2_load_words(const char *); struct agi_loader agi_v2 = { 2, 0, agi_v2_init, agi_v2_deinit, agi_v2_detect_game, agi_v2_load_resource, agi_v2_unload_resource, agi_v2_load_objects, agi_v2_load_words }; static int agi_v2_detect_game() { if (!Common::File::exists(LOGDIR) || !Common::File::exists(PICDIR) || !Common::File::exists(SNDDIR) || !Common::File::exists(VIEWDIR)) return err_InvalidAGIFile; agi_v2.int_version = 0x2917; /* setup for 2.917 */ return v2id_game(); } static int agi_v2_load_dir(struct agi_dir *agid, const char *fname) { Common::File fp; uint8 *mem; uint32 flen; uint i; report("Loading directory: %s\n", fname); if (!fp.open(fname)) { return err_BadFileOpen; } fp.seek(0, SEEK_END); flen = fp.pos(); fp.seek(0, SEEK_SET); if ((mem = (uint8 *) malloc(flen + 32)) == NULL) { fp.close(); return err_NotEnoughMemory; } fp.read(mem, flen); /* set all directory resources to gone */ for (i = 0; i < MAX_DIRS; i++) { agid[i].volume = 0xff; agid[i].offset = _EMPTY; } /* build directory entries */ for (i = 0; i < flen; i += 3) { agid[i / 3].volume = *(mem + i) >> 4; agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY; debugC(3, kDebugLevelResources, "%d: volume %d, offset 0x%05x", i / 3, agid[i / 3].volume, agid[i / 3].offset); } free(mem); fp.close(); return err_OK; } static int agi_v2_init() { int ec = err_OK; /* load directory files */ ec = agi_v2_load_dir(game.dir_logic, LOGDIR); if (ec == err_OK) ec = agi_v2_load_dir(game.dir_pic, PICDIR); if (ec == err_OK) ec = agi_v2_load_dir(game.dir_view, VIEWDIR); if (ec == err_OK) ec = agi_v2_load_dir(game.dir_sound, SNDDIR); return ec; } static int agi_v2_deinit() { int ec = err_OK; #if 0 /* unload words */ agi_v2_unload_words(); /* unload objects */ agi_v2_unload_objects(); #endif return ec; } static int agi_v2_unload_resource(int t, int n) { debugC(3, kDebugLevelResources, "unload resource"); switch (t) { case rLOGIC: unload_logic(n); break; case rPICTURE: unload_picture(n); break; case rVIEW: unload_view(n); break; case rSOUND: unload_sound(n); break; } return err_OK; } /* * This function does noting but load a raw resource into memory, * if further decoding is required, it must be done by another * routine. NULL is returned if unsucsessfull. */ static uint8 *agi_v2_load_vol_res(struct agi_dir *agid) { uint8 *data = NULL; char x[MAX_PATH], *path; Common::File fp; unsigned int sig; sprintf(x, "vol.%i", agid->volume); path = x; debugC(3, kDebugLevelResources, "Vol res: path = %s", path); if (agid->offset != _EMPTY && fp.open(path)) { debugC(3, kDebugLevelResources, "loading resource at offset %d", agid->offset); fp.seek(agid->offset, SEEK_SET); fp.read(&x, 5); if ((sig = READ_BE_UINT16((uint8 *) x)) == 0x1234) { agid->len = READ_LE_UINT16((uint8 *) x + 3); data = (uint8 *) calloc(1, agid->len + 32); if (data != NULL) { fp.read(data, agid->len); } else { abort(); } } else { #if 0 /* FIXME: call some panic handler instead of * deiniting directly */ deinit_video_mode(); #endif report("Error: bad signature %04x\n", sig); // fprintf (stderr, "ACK! BAD RESOURCE!!!\n"); return 0; } fp.close(); } else { /* we have a bad volume resource */ /* set that resource to NA */ agid->offset = _EMPTY; } return data; } /* * Loads a resource into memory, a raw resource is loaded in * with above routine, then further decoded here. */ int agi_v2_load_resource(int t, int n) { int ec = err_OK; uint8 *data = NULL; debugC(3, kDebugLevelResources, "(t = %d, n = %d)", t, n); if (n > MAX_DIRS) return err_BadResource; switch (t) { case rLOGIC: if (~game.dir_logic[n].flags & RES_LOADED) { debugC(3, kDebugLevelResources, "loading logic resource %d", n); agi_v2.unload_resource(rLOGIC, n); /* load raw resource into data */ data = agi_v2_load_vol_res(&game.dir_logic[n]); game.logics[n].data = data; ec = data ? decode_logic(n) : err_BadResource; game.logics[n].sIP = 2; } /* if logic was cached, we get here */ /* reset code pointers incase it was cached */ game.logics[n].cIP = 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 (game.dir_pic[n].flags & RES_LOADED) break; /* if loaded but not cached, unload it */ /* if cached but not loaded, etc */ agi_v2.unload_resource(rPICTURE, n); data = agi_v2_load_vol_res(&game.dir_pic[n]); if (data != NULL) { game.pictures[n].rdata = data; game.dir_pic[n].flags |= RES_LOADED; } else { ec = err_BadResource; } break; case rSOUND: debugC(3, kDebugLevelResources, "loading sound resource %d", n); if (game.dir_sound[n].flags & RES_LOADED) break; data = agi_v2_load_vol_res(&game.dir_sound[n]); if (data != NULL) { game.sounds[n].rdata = data; game.dir_sound[n].flags |= RES_LOADED; decode_sound(n); } else { ec = err_BadResource; } 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 (game.dir_view[n].flags & RES_LOADED) break; debugC(3, kDebugLevelResources, "loading view resource %d", n); agi_v2.unload_resource(rVIEW, n); data = agi_v2_load_vol_res(&game.dir_view[n]); if (data) { game.views[n].rdata = data; game.dir_view[n].flags |= RES_LOADED; ec = decode_view(n); } else { ec = err_BadResource; } break; default: ec = err_BadResource; break; } return ec; } static int agi_v2_load_objects(const char *fname) { return load_objects(fname); } static int agi_v2_load_words(const char *fname) { return load_words(fname); } } // End of namespace Agi