/* 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. * * $URL$ * $Id$ * */ #include "common/stdafx.h" #include "agi/agi.h" #include "agi/lzw.h" #include "agi/preagi_mickey.h" #include "common/config-manager.h" #include "common/fs.h" namespace Agi { int AgiLoader_preagi::version() { return 0; } void AgiLoader_preagi::setIntVersion(int ver) { _intVersion = ver; } int AgiLoader_preagi::getIntVersion() { return _intVersion; } int AgiLoader_preagi::detectGame() { // TODO: Only Mickey/Winnie are detected for now if (!(Common::File::exists("1.pic") || Common::File::exists("title.pic"))) return errInvalidAGIFile; _intVersion = 0x0000; return errOK; } int AgiLoader_preagi::loadDir(struct AgiDir *agid, Common::File *fp, uint32 offs, uint32 len) { int ec = errOK; /* 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 = errNotEnoughMemory; } */ return ec; } int AgiLoader_preagi::init() { int ec = errOK; //int i; //uint16 xd[4]; Common::File fp; Common::String path; // TODO : load all preagi resources here return ec; } int AgiLoader_preagi::deinit() { int ec = errOK; return ec; } int AgiLoader_preagi::unloadResource(int t, int n) { switch (t) { case rPICTURE: _vm->_picture->unloadPicture(n); break; case rVIEW: //_vm->unloadView(n); break; case rSOUND: //_vm->_sound->unloadSound(n); break; } return errOK; } /* * 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 *AgiLoader_preagi::loadVolRes(AgiDir *agid) { return NULL; } /* * Loads a resource into memory, a raw resource is loaded in * with above routine, then further decoded here. */ int AgiLoader_preagi::loadResource(int t, int n) { int ec = errOK; uint8 *data = NULL; char szFile[255] = {0}; Common::File infile; if (n > MAX_DIRS) return errBadResource; switch (t) { case rPICTURE: /* if picture is currently NOT loaded *OR* cacheing is off, * unload the resource (caching==off) and reload it */ if (~_vm->_game.dirPic[n].flags & RES_LOADED) { unloadResource(rPICTURE, n); data = new uint8[4096]; sprintf(szFile, IDS_MSA_PATH_PIC, n); if (!infile.open(szFile)) return errBadResource; infile.read(data, infile.size()); if (data != NULL) { _vm->_game.pictures[n].rdata = data; _vm->_game.dirPic[n].len = infile.size(); _vm->_game.dirPic[n].flags |= RES_LOADED; } else { ec = errBadResource; } infile.close(); } break; case rSOUND: /* 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->_game.dirSound[n].flags |= RES_LOADED; } else { ec = errBadResource; } */ break; case rVIEW: data = new uint8[4096]; sprintf(szFile, IDS_MSA_PATH_OBJ, IDS_MSA_NAME_OBJ[n]); if (!infile.open(szFile)) return errBadResource; infile.read(data, infile.size()); if (data != NULL) { _vm->_game.pictures[n].rdata = data; _vm->_game.dirPic[n].len = infile.size(); _vm->_game.dirPic[n].flags |= RES_LOADED; } else { ec = errBadResource; } infile.close(); break; default: ec = errBadResource; break; } return ec; } /* * Loads a resource into memory, a raw resource is loaded in * with above routine, then further decoded here. */ int AgiLoader_preagi::loadResource(int t, const char* n) { int ec = errOK; uint8 *data = NULL; Common::File infile; switch (t) { case rPICTURE: /* if picture is currently NOT loaded *OR* cacheing is off, * unload the resource (caching==off) and reload it */ if (~_vm->_game.dirPic[0].flags & RES_LOADED) unloadResource(rPICTURE, 0); data = new uint8[4096]; if (!infile.open(n)) return errBadResource; infile.read(data, infile.size()); if (data != NULL) { _vm->_game.pictures[0].rdata = data; _vm->_game.dirPic[0].len = infile.size(); _vm->_game.dirPic[0].flags |= RES_LOADED; } else { ec = errBadResource; } infile.close(); break; case rSOUND: break; case rVIEW: break; default: ec = errBadResource; break; } return ec; } /* * Loads a resource into memory, a raw resource is loaded in * with above routine, then further decoded here. */ int AgiLoader_preagi::loadResource(int t, byte* n) { int ec = errOK; switch (t) { case rPICTURE: /* if picture is currently NOT loaded *OR* cacheing is off, * unload the resource (caching==off) and reload it */ if (~_vm->_game.dirPic[0].flags & RES_LOADED) unloadResource(rPICTURE, 0); if (n != NULL) { _vm->_game.pictures[0].rdata = n; _vm->_game.dirPic[0].len = 4096; //FIXME: set up real resource length _vm->_game.dirPic[0].flags |= RES_LOADED; } else { ec = errBadResource; } break; case rSOUND: break; case rVIEW: break; default: ec = errBadResource; break; } return ec; } int AgiLoader_preagi::loadObjects(const char *fname) { return 0; //return _vm->loadObjects(fname); } int AgiLoader_preagi::loadWords(const char *fname) { return 0; //return _vm->loadWords(fname); } } // End of namespace Agi