/* ScummVM - Scumm Interpreter * Copyright (C) 2006 The ScummVM project * * Copyright (C) 1999-2001 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" 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(int n) { int ec = errOK; int mstart, mend, mc; uint8 *m0; /* decrypt messages at end of logic + build message list */ /* report ("decoding logic #%d\n", n); */ m0 = _game.logics[n].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[n].flags & RES_COMPRESSED) && mc > 0) decrypt(m0 + mstart, mend - mstart); /* decrypt messages */ /* build message list */ m0 = _game.logics[n].data; mstart = READ_LE_UINT16(m0) + 2; /* +2 covers pointer */ _game.logics[n].numTexts = *(m0 + mstart); /* resetp logic pointers */ _game.logics[n].sIP = 2; _game.logics[n].cIP = 2; _game.logics[n].size = READ_LE_UINT16(m0) + 2; /* logic end pointer */ /* allocate list of pointers to point into our data */ _game.logics[n].texts = (const char **)calloc(1 + _game.logics[n].numTexts, sizeof(char *)); /* cover header info */ m0 += mstart + 3; if (_game.logics[n].texts != NULL) { /* move list of strings into list to make real pointers */ for (mc = 0; mc < _game.logics[n].numTexts; mc++) { mend = READ_LE_UINT16(m0 + mc * 2); _game.logics[n].texts[mc] = mend ? (const char *)m0 + mend - 2 : (const char *)""; } /* set loaded flag now its all completly loaded */ _game.dirLogic[n].flags |= RES_LOADED; } else { /* unload data * Note that not every logic has text */ free(_game.logics[n].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(int n) { if (_game.dirLogic[n].flags & RES_LOADED) { free(_game.logics[n].data); if (_game.logics[n].numTexts) free(_game.logics[n].texts); _game.logics[n].numTexts = 0; _game.dirLogic[n].flags &= ~RES_LOADED; } /* if cached, we end up here */ _game.logics[n].sIP = 2; _game.logics[n].cIP = 2; } } // End of namespace Agi