/* 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" namespace Agi { /** * Decode logic resource * This function decodes messages from the specified raw logic resource * into a message list. * @param n The number of the logic resource to decode. */ int AgiEngine::decodeLogic(int16 logicNr) { int ec = errOK; int mstart, mend, mc; uint8 *m0; AgiLogic *curLogic = &_game.logics[logicNr]; // decrypt messages at end of logic + build message list // report ("decoding logic #%d\n", n); m0 = curLogic->data; mstart = READ_LE_UINT16(m0) + 2; mc = *(m0 + mstart); mend = READ_LE_UINT16(m0 + mstart + 1); m0 += mstart + 3; // cover header info mstart = mc << 1; // if the logic was not compressed, decrypt the text messages // only if there are more than 0 messages if ((~_game.dirLogic[logicNr].flags & RES_COMPRESSED) && mc > 0) decrypt(m0 + mstart, mend - mstart); // decrypt messages // build message list m0 = curLogic->data; mstart = READ_LE_UINT16(m0) + 2; // +2 covers pointer _game.logics[logicNr].numTexts = *(m0 + mstart); // resetp logic pointers curLogic->sIP = 2; curLogic->cIP = 2; curLogic->size = READ_LE_UINT16(m0) + 2; // logic end pointer // allocate list of pointers to point into our data curLogic->texts = (const char **)calloc(1 + curLogic->numTexts, sizeof(char *)); // cover header info m0 += mstart + 3; if (curLogic->texts != NULL) { // move list of strings into list to make real pointers for (mc = 0; mc < curLogic->numTexts; mc++) { mend = READ_LE_UINT16(m0 + mc * 2); _game.logics[logicNr].texts[mc] = mend ? (const char *)m0 + mend - 2 : (const char *)""; } // set loaded flag now its all completly loaded _game.dirLogic[logicNr].flags |= RES_LOADED; } else { // unload data // Note that not every logic has text free(curLogic->data); ec = errNotEnoughMemory; } return ec; } /** * Unload logic resource * This function unloads the specified logic resource, freeing any * memory chunks allocated for this resource. * @param n The number of the logic resource to unload */ void AgiEngine::unloadLogic(int16 logicNr) { if (_game.dirLogic[logicNr].flags & RES_LOADED) { free(_game.logics[logicNr].data); free(_game.logics[logicNr].texts); _game.logics[logicNr].numTexts = 0; _game.dirLogic[logicNr].flags &= ~RES_LOADED; } // if cached, we end up here _game.logics[logicNr].sIP = 2; _game.logics[logicNr].cIP = 2; } } // End of namespace Agi