/* ScummVM - Scumm Interpreter * Copyright (C) 2006 The ScummVM project * * Copyright (C) 1999-2003 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 "agi/agi.h" #include "agi/lzw.h" #include "common/config-manager.h" #include "common/fs.h" namespace Agi { static int agi_v3_init(void); static int agi_v3_deinit(void); static int agi_v3_detect_game(); static int agi_v3_load_resource(int, int); static int agi_v3_unload_resource(int, int); static int agi_v3_load_objects(const char *); static int agi_v3_load_words(const char *); struct agi_loader agi_v3 = { 3, 0, agi_v3_init, agi_v3_deinit, agi_v3_detect_game, agi_v3_load_resource, agi_v3_unload_resource, agi_v3_load_objects, agi_v3_load_words }; int agi_v3_detect_game() { int ec = err_Unk; bool found = false; FSList fslist; FilesystemNode dir(ConfMan.get("path")); if (!dir.listDir(fslist, FilesystemNode::kListFilesOnly)) { warning("AgiEngine: invalid game path '%s'", dir.path().c_str()); return err_InvalidAGIFile; } for (FSList::const_iterator file = fslist.begin(); file != fslist.end() && !found; ++file) { Common::String f = file->displayName(); f.toLowercase(); if (f.hasSuffix("vol.0")) { strncpy(game.name, f.c_str(), f.size() > 5 ? f.size() - 5 : f.size()); debugC(3, kDebugLevelMain, "game.name = %s", game.name); agi_v3.int_version = 0x3149; // setup for 3.002.149 ec = v3id_game(); found = true; } } if (!found) { debugC(3, kDebugLevelMain, "not found"); ec = err_InvalidAGIFile; } return ec; } static int agi_v3_load_dir(struct agi_dir *agid, Common::File *fp, uint32 offs, uint32 len) { int ec = err_OK; uint8 *mem; unsigned int i; fp->seek(offs, SEEK_SET); if ((mem = (uint8 *) malloc(len + 32)) != NULL) { fp->read(mem, len); /* 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 < len; i += 3) { agid[i / 3].volume = *(mem + i) >> 4; agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY; } free(mem); } else { ec = err_NotEnoughMemory; } return ec; } struct agi3vol { uint32 sddr; uint32 len; }; int agi_v3_init(void) { int ec = err_OK; struct agi3vol agi_vol3[4]; int i; uint16 xd[4]; Common::File fp; Common::String path; path = Common::String(game.name) + DIR_; if (!fp.open(path)) { printf("Failed to open \"%s\"\n", path.c_str()); return err_BadFileOpen; } /* build offset table for v3 directory format */ fp.read(&xd, 8); fp.seek(0, SEEK_END); for (i = 0; i < 4; i++) agi_vol3[i].sddr = READ_LE_UINT16((uint8 *) & xd[i]); agi_vol3[0].len = agi_vol3[1].sddr - agi_vol3[0].sddr; agi_vol3[1].len = agi_vol3[2].sddr - agi_vol3[1].sddr; agi_vol3[2].len = agi_vol3[3].sddr - agi_vol3[2].sddr; agi_vol3[3].len = fp.pos() - agi_vol3[3].sddr; if (agi_vol3[3].len > 256 * 3) agi_vol3[3].len = 256 * 3; fp.seek(0, SEEK_SET); /* read in directory files */ ec = agi_v3_load_dir(game.dir_logic, &fp, agi_vol3[0].sddr, agi_vol3[0].len); if (ec == err_OK) { ec = agi_v3_load_dir(game.dir_pic, &fp, agi_vol3[1].sddr, agi_vol3[1].len); } if (ec == err_OK) { ec = agi_v3_load_dir(game.dir_view, &fp, agi_vol3[2].sddr, agi_vol3[2].len); } if (ec == err_OK) { ec = agi_v3_load_dir(game.dir_sound, &fp, agi_vol3[3].sddr, agi_vol3[3].len); } return ec; } int agi_v3_deinit() { int ec = err_OK; #if 0 /* unload words */ agi_v3_unload_words(); /* unload objects */ agi_v3_unload_objects(); #endif return ec; } int agi_v3_unload_resource(int t, int n) { 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 unsucsessful. */ uint8 *agi_v3_load_vol_res(struct agi_dir *agid) { char x[MAX_PATH]; uint8 *data = NULL, *comp_buffer; Common::File fp; Common::String path; debugC(3, kDebugLevelResources, "(%p)", (void *)agid); sprintf(x, "vol.%i", agid->volume); path = Common::String(game.name) + x; if (agid->offset != _EMPTY && fp.open(path)) { fp.seek(agid->offset, SEEK_SET); fp.read(&x, 7); if (READ_BE_UINT16((uint8 *) x) != 0x1234) { #if 0 /* FIXME */ deinit_video_mode(); #endif debugC(3, kDebugLevelResources, "path = %s", path.c_str()); debugC(3, kDebugLevelResources, "offset = %d", agid->offset); debugC(3, kDebugLevelResources, "x = %x %x", x[0], x[1]); error("ACK! BAD RESOURCE"); g_system->quit(); } agid->len = READ_LE_UINT16((uint8 *) x + 3); /* uncompressed size */ agid->clen = READ_LE_UINT16((uint8 *) x + 5); /* compressed len */ comp_buffer = (uint8 *)calloc(1, agid->clen + 32); fp.read(comp_buffer, agid->clen); if (x[2] & 0x80 || agid->len == agid->clen) { /* do not decompress */ data = comp_buffer; #if 0 /* CM: added to avoid problems in * convert_v2_v3_pic() when clen > len * e.g. Sierra demo 4, first picture * (Tue Mar 16 13:13:43 EST 1999) */ agid->len = agid->clen; /* Now removed to fix Gold Rush! in demo4 */ #endif } else { /* it is compressed */ data = (uint8 *)calloc(1, agid->len + 32); LZW_expand(comp_buffer, data, agid->len); free(comp_buffer); agid->flags |= RES_COMPRESSED; } 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_v3_load_resource(int t, int n) { int ec = err_OK; uint8 *data = NULL; if (n > MAX_DIRS) return err_BadResource; switch (t) { case rLOGIC: /* load resource into memory, decrypt messages at the end * and build the message list (if logic is in memory) */ if (~game.dir_logic[n].flags & RES_LOADED) { /* if logic is already in memory, unload it */ agi_v3.unload_resource(rLOGIC, n); /* load raw resource into data */ data = agi_v3_load_vol_res(&game.dir_logic[n]); game.logics[n].data = data; /* uncompressed logic files need to be decrypted */ if (data != NULL) { /* resloaded flag gets set by decode logic */ /* needed to build string table */ ec = decode_logic(n); game.logics[n].sIP = 2; } else { ec = err_BadResource; } /*logics[n].sIP=2; *//* saved IP = 2 */ /*logics[n].cIP=2; *//* current IP = 2 */ game.logics[n].cIP = game.logics[n].sIP; } /* 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 */ if (~game.dir_pic[n].flags & RES_LOADED) { agi_v3.unload_resource(rPICTURE, n); data = agi_v3_load_vol_res(&game.dir_pic[n]); if (data != NULL) { data = convert_v3_pic(data, game.dir_pic[n].len); game.pictures[n].rdata = data; game.dir_pic[n].flags |= RES_LOADED; } else { ec = err_BadResource; } } break; case rSOUND: if (game.dir_sound[n].flags & RES_LOADED) break; if ((data = agi_v3_load_vol_res(&game.dir_sound[n])) != 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? */ /* load a raw view from a VOL file into data */ if (game.dir_view[n].flags & RES_LOADED) break; agi_v3.unload_resource(rVIEW, n); if ((data = agi_v3_load_vol_res(&game.dir_view[n])) != NULL) { 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_v3_load_objects(const char *fname) { return load_objects(fname); } static int agi_v3_load_words(const char *fname) { return load_words(fname); } } // End of namespace Agi