/* 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 "common/textconsole.h" #include "agi/agi.h" #include "agi/words.h" namespace Agi { int AgiLoader_v2::detectGame() { if (!Common::File::exists(LOGDIR) || !Common::File::exists(PICDIR) || !Common::File::exists(SNDDIR) || !Common::File::exists(VIEWDIR)) return errInvalidAGIFile; return _vm->setupV2Game(_vm->getVersion()); } int AgiLoader_v2::loadDir(AgiDir *agid, const char *fname) { Common::File fp; uint8 *mem; uint32 flen; uint i; debug(0, "Loading directory: %s", fname); if (!fp.open(fname)) { return errBadFileOpen; } fp.seek(0, SEEK_END); flen = fp.pos(); fp.seek(0, SEEK_SET); if ((mem = (uint8 *)malloc(flen + 32)) == NULL) { fp.close(); return errNotEnoughMemory; } fp.read(mem, flen); // set all directory resources to gone for (i = 0; i < MAX_DIRECTORY_ENTRIES; 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 errOK; } int AgiLoader_v2::init() { int ec = errOK; // load directory files ec = loadDir(_vm->_game.dirLogic, LOGDIR); if (ec == errOK) ec = loadDir(_vm->_game.dirPic, PICDIR); if (ec == errOK) ec = loadDir(_vm->_game.dirView, VIEWDIR); if (ec == errOK) ec = loadDir(_vm->_game.dirSound, SNDDIR); return ec; } int AgiLoader_v2::deinit() { int ec = errOK; #if 0 // unload words agiV2UnloadWords(); // unload objects agiV2UnloadObjects(); #endif return ec; } int AgiLoader_v2::unloadResource(int16 resourceType, int16 resourceNr) { debugC(3, kDebugLevelResources, "unload resource"); switch (resourceType) { case RESOURCETYPE_LOGIC: _vm->unloadLogic(resourceNr); break; case RESOURCETYPE_PICTURE: _vm->_picture->unloadPicture(resourceNr); break; case RESOURCETYPE_VIEW: _vm->unloadView(resourceNr); break; case RESOURCETYPE_SOUND: _vm->_sound->unloadSound(resourceNr); break; } return errOK; } /** * This function loads a raw resource into memory, * if further decoding is required, it must be done by another * routine. NULL is returned if unsucsessfull. */ uint8 *AgiLoader_v2::loadVolRes(struct AgiDir *agid) { uint8 *data = NULL; char x[6]; Common::File fp; unsigned int sig; Common::String path; path = Common::String::format("vol.%i", agid->volume); debugC(3, kDebugLevelResources, "Vol res: path = %s", path.c_str()); 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 { error("AgiLoader_v2::loadVolRes out of memory"); } } else { warning("AgiLoader_v2::loadVolRes: bad signature %04x", sig); 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 AgiLoader_v2::loadResource(int16 resourceType, int16 resourceNr) { int ec = errOK; uint8 *data = NULL; debugC(3, kDebugLevelResources, "(t = %d, n = %d)", resourceType, resourceNr); if (resourceNr >= MAX_DIRECTORY_ENTRIES) return errBadResource; switch (resourceType) { case RESOURCETYPE_LOGIC: if (~_vm->_game.dirLogic[resourceNr].flags & RES_LOADED) { debugC(3, kDebugLevelResources, "loading logic resource %d", resourceNr); unloadResource(RESOURCETYPE_LOGIC, resourceNr); // load raw resource into data data = loadVolRes(&_vm->_game.dirLogic[resourceNr]); _vm->_game.logics[resourceNr].data = data; ec = data ? _vm->decodeLogic(resourceNr) : errBadResource; _vm->_game.logics[resourceNr].sIP = 2; } // if logic was cached, we get here // reset code pointers incase it was cached _vm->_game.logics[resourceNr].cIP = _vm->_game.logics[resourceNr].sIP; break; case RESOURCETYPE_PICTURE: // 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", resourceNr); if (_vm->_game.dirPic[resourceNr].flags & RES_LOADED) break; // if loaded but not cached, unload it // if cached but not loaded, etc unloadResource(RESOURCETYPE_PICTURE, resourceNr); data = loadVolRes(&_vm->_game.dirPic[resourceNr]); if (data != NULL) { _vm->_game.pictures[resourceNr].rdata = data; _vm->_game.dirPic[resourceNr].flags |= RES_LOADED; } else { ec = errBadResource; } break; case RESOURCETYPE_SOUND: debugC(3, kDebugLevelResources, "loading sound resource %d", resourceNr); if (_vm->_game.dirSound[resourceNr].flags & RES_LOADED) break; data = loadVolRes(&_vm->_game.dirSound[resourceNr]); if (data != NULL) { // Freeing of the raw resource from memory is delegated to the createFromRawResource-function _vm->_game.sounds[resourceNr] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[resourceNr].len, resourceNr, _vm->_soundemu); _vm->_game.dirSound[resourceNr].flags |= RES_LOADED; } else { ec = errBadResource; } break; case RESOURCETYPE_VIEW: // 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[resourceNr].flags & RES_LOADED) break; debugC(3, kDebugLevelResources, "loading view resource %d", resourceNr); unloadResource(RESOURCETYPE_VIEW, resourceNr); data = loadVolRes(&_vm->_game.dirView[resourceNr]); if (data) { _vm->_game.dirView[resourceNr].flags |= RES_LOADED; ec = _vm->decodeView(data, _vm->_game.dirView[resourceNr].len, resourceNr); free(data); } else { ec = errBadResource; } break; default: ec = errBadResource; break; } return ec; } int AgiLoader_v2::loadObjects(const char *fname) { return _vm->loadObjects(fname); } int AgiLoader_v2::loadWords(const char *fname) { return _vm->_words->loadDictionary(fname); } } // End of namespace Agi