/* 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 "common/textconsole.h" namespace Agi { int AgiEngine::decodeObjects(uint8 *mem, uint32 flen) { unsigned int i, so, padsize, spos; padsize = _game.gameFlags & ID_AMIGA ? 4 : 3; _game.numObjects = 0; // check if first pointer exceeds file size // if so, its encrypted, else it is not if (READ_LE_UINT16(mem) > flen) { debugN(0, "Decrypting objects... "); decrypt(mem, flen); debug(0, "done."); } // alloc memory for object list // byte 3 = number of animated objects. this is ignored.. ?? if (READ_LE_UINT16(mem) / padsize > 256) { // die with no error! AGDS game needs not to die to work!! :( return errOK; } _game.numObjects = READ_LE_UINT16(mem) / padsize; debugC(5, kDebugLevelResources, "num_objects = %d (padsize = %d)", _game.numObjects, padsize); _objects.resize(_game.numObjects); // build the object list spos = getVersion() >= 0x2000 ? padsize : 0; for (i = 0, so = spos; i < _game.numObjects; i++, so += padsize) { int offset; _objects[i].location = *(mem + so + 2); offset = READ_LE_UINT16(mem + so) + spos; if ((uint) offset < flen) { _objects[i].name = (const char *)mem + offset; } else { warning("object %i name beyond object filesize (%04x > %04x)", i, offset, flen); _objects[i].name.clear(); } // Don't show the invalid "?" object in ego's inventory in the fanmade // game Beyond the Titanic 2 (bug #3116541). if (_objects[i].name == "?" && _objects[i].location == EGO_OWNED) _objects[i].location = 0; } debug(0, "Reading objects: %d objects read.", _game.numObjects); return errOK; } int AgiEngine::loadObjects(const char *fname) { Common::File fp; debugC(5, kDebugLevelResources, "(Loading objects '%s')", fname); if (!fp.open(fname)) return errBadFileOpen; return readObjects(fp, fp.size()); } /** * Loads an object file that is in the common VOL resource format. Expects * the file pointer to point to the last field in header, ie. file length. * This is used at least by the V1 booter games. */ int AgiEngine::loadObjects(Common::File &fp) { int flen = fp.readUint16LE(); return readObjects(fp, flen); } /** * Read and decode objects, and store them in the internal structure. * * @param fp File pointer * @param flen File length */ int AgiEngine::readObjects(Common::File &fp, int flen) { uint8 *mem; if ((mem = (uint8 *)calloc(1, flen + 32)) == NULL) { fp.close(); return errNotEnoughMemory; } fp.read(mem, flen); fp.close(); decodeObjects(mem, flen); free(mem); return errOK; } void AgiEngine::objectSetLocation(uint16 objectNr, int i) { if (objectNr >= _game.numObjects) { warning("AgiEngine::objectSetLocation: Can't access object %d.\n", objectNr); return; } _objects[objectNr].location = i; } int AgiEngine::objectGetLocation(uint16 objectNr) { if (objectNr >= _game.numObjects) { warning("AgiEngine::objectGetLocation: Can't access object %d.\n", objectNr); return 0; } return _objects[objectNr].location; } const char *AgiEngine::objectName(uint16 objectNr) { if (objectNr >= _game.numObjects) { warning("AgiEngine::objectName: Can't access object %d.\n", objectNr); return ""; } return _objects[objectNr].name.c_str(); } } // End of namespace Agi