/* 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 "agi/agi.h" #include "agi/lzw.h" #include "agi/words.h" #include "common/config-manager.h" #include "common/fs.h" #include "common/textconsole.h" namespace Agi { int AgiLoader_v3::detectGame() { int ec = errUnk; bool found = false; Common::FSList fslist; Common::FSNode dir(ConfMan.get("path")); if (!dir.getChildren(fslist, Common::FSNode::kListFilesOnly)) { warning("AgiEngine: invalid game path '%s'", dir.getPath().c_str()); return errInvalidAGIFile; } for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end() && !found; ++file) { Common::String f = file->getName(); f.toLowercase(); if (f.hasSuffix("vol.0")) { memset(_vm->_game.name, 0, 8); strncpy(_vm->_game.name, f.c_str(), MIN((uint)8, f.size() > 5 ? f.size() - 5 : f.size())); debugC(3, kDebugLevelMain, "game.name = %s", _vm->_game.name); ec = errOK; found = true; } } if (!found) { debugC(3, kDebugLevelMain, "not found"); ec = errInvalidAGIFile; } return ec; } int AgiLoader_v3::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_DIRECTORY_ENTRIES; 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; } struct agi3vol { uint32 sddr; uint32 len; }; int AgiLoader_v3::init() { int ec = errOK; struct agi3vol agiVol3[4]; int i; uint16 xd[4]; Common::File fp; Common::String path; if (_vm->getPlatform() == Common::kPlatformAmiga) { path = Common::String("dirs"); _vm->_game.name[0] = 0; // Empty prefix } else if (_vm->getFeatures() & GF_MACGOLDRUSH) { path = "grdir"; _vm->_game.name[0] = 0; // Empty prefix } else { path = Common::String(_vm->_game.name) + DIR_; } if (!fp.open(path)) { warning("Failed to open '%s'", path.c_str()); return errBadFileOpen; } // build offset table for v3 directory format fp.read(&xd, 8); fp.seek(0, SEEK_END); for (i = 0; i < 4; i++) agiVol3[i].sddr = READ_LE_UINT16((uint8 *) & xd[i]); agiVol3[0].len = agiVol3[1].sddr - agiVol3[0].sddr; agiVol3[1].len = agiVol3[2].sddr - agiVol3[1].sddr; agiVol3[2].len = agiVol3[3].sddr - agiVol3[2].sddr; agiVol3[3].len = fp.pos() - agiVol3[3].sddr; if (agiVol3[3].len > 256 * 3) agiVol3[3].len = 256 * 3; fp.seek(0, SEEK_SET); // read in directory files ec = loadDir(_vm->_game.dirLogic, &fp, agiVol3[0].sddr, agiVol3[0].len); if (ec == errOK) { ec = loadDir(_vm->_game.dirPic, &fp, agiVol3[1].sddr, agiVol3[1].len); } if (ec == errOK) { ec = loadDir(_vm->_game.dirView, &fp, agiVol3[2].sddr, agiVol3[2].len); } if (ec == errOK) { ec = loadDir(_vm->_game.dirSound, &fp, agiVol3[3].sddr, agiVol3[3].len); } return ec; } int AgiLoader_v3::deinit() { int ec = errOK; #if 0 // unload words agiV3UnloadWords(); // unload objects agiV3UnloadObjects(); #endif return ec; } int AgiLoader_v3::unloadResource(int16 resourceType, int16 resourceNr) { 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; default: 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 unsucsessful. */ uint8 *AgiLoader_v3::loadVolRes(AgiDir *agid) { char x[8]; uint8 *data = NULL, *compBuffer; Common::File fp; Common::String path; debugC(3, kDebugLevelResources, "(%p)", (void *)agid); path = Common::String::format("%svol.%i", _vm->_game.name, agid->volume); if (agid->offset != _EMPTY && fp.open(path)) { fp.seek(agid->offset, SEEK_SET); fp.read(&x, 7); if (READ_BE_UINT16((uint8 *) x) != 0x1234) { 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"); _vm->quitGame(); // for compilers that don't support NORETURN } agid->len = READ_LE_UINT16((uint8 *) x + 3); // uncompressed size agid->clen = READ_LE_UINT16((uint8 *) x + 5); // compressed len compBuffer = (uint8 *)calloc(1, agid->clen + 32); fp.read(compBuffer, agid->clen); if (x[2] & 0x80) { // compressed pic // effectively uncompressed, but having only 4-bit parameters for F0 / F2 commands // Manhunter 2 uses such pictures data = compBuffer; agid->flags |= RES_PICTURE_V3_NIBBLE_PARM; //data = _vm->_picture->convertV3Pic(compBuffer, agid->clen); // compBuffer has been freed inside convertV3Pic() } else if (agid->len == agid->clen) { // do not decompress data = compBuffer; } else { // it is compressed data = (uint8 *)calloc(1, agid->len + 32); lzwExpand(compBuffer, data, agid->len); free(compBuffer); 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 AgiLoader_v3::loadResource(int16 resourceType, int16 resourceNr) { int ec = errOK; uint8 *data = NULL; if (resourceNr >= MAX_DIRECTORY_ENTRIES) return errBadResource; switch (resourceType) { case RESOURCETYPE_LOGIC: // load resource into memory, decrypt messages at the end // and build the message list (if logic is in memory) if (~_vm->_game.dirLogic[resourceNr].flags & RES_LOADED) { // if logic is already in memory, unload it unloadResource(RESOURCETYPE_LOGIC, resourceNr); // load raw resource into data data = loadVolRes(&_vm->_game.dirLogic[resourceNr]); _vm->_game.logics[resourceNr].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 = _vm->decodeLogic(resourceNr); _vm->_game.logics[resourceNr].sIP = 2; } else { ec = errBadResource; } // logics[n].sIP=2; // saved IP = 2 // logics[n].cIP=2; // current IP = 2 _vm->_game.logics[resourceNr].cIP = _vm->_game.logics[resourceNr].sIP; } // 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 if (~_vm->_game.dirPic[resourceNr].flags & RES_LOADED) { 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: 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? // // load a raw view from a VOL file into data if (_vm->_game.dirView[resourceNr].flags & RES_LOADED) break; unloadResource(RESOURCETYPE_VIEW, resourceNr); data = loadVolRes(&_vm->_game.dirView[resourceNr]); if (data != NULL) { _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_v3::loadObjects(const char *fname) { return _vm->loadObjects(fname); } int AgiLoader_v3::loadWords(const char *fname) { return _vm->_words->loadDictionary(fname); } } // End of namespace Agi