/* 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. * * $URL$ * $Id$ * */ #include "agi/agi.h" namespace Agi { int AgiEngine::allocObjects(int n) { if ((_objects = (AgiObject *)calloc(n, sizeof(struct AgiObject))) == NULL) return errNotEnoughMemory; return errOK; } int AgiEngine::decodeObjects(uint8 *mem, uint32 flen) { unsigned int i, so, padsize; padsize = _game.gameFlags & ID_AMIGA ? 4 : 3; _game.numObjects = 0; _objects = NULL; // 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); if (allocObjects(_game.numObjects) != errOK) return errNotEnoughMemory; // build the object list for (i = 0, so = padsize; i < _game.numObjects; i++, so += padsize) { int offset; (_objects + i)->location = *(mem + so + 2); offset = READ_LE_UINT16(mem + so) + padsize; if ((uint) offset < flen) { (_objects + i)->name = (char *)strdup((const char *)mem + offset); } else { printf("ERROR: object %i name beyond object filesize! " "(%04x > %04x)\n", i, offset, flen); (_objects + i)->name = strdup(""); } } debug(0, "Reading objects: %d objects read.", _game.numObjects); return errOK; } int AgiEngine::loadObjects(const char *fname) { Common::File fp; uint32 flen; uint8 *mem; _objects = NULL; _game.numObjects = 0; debugC(5, kDebugLevelResources, "(Loading objects '%s')", fname); if (!fp.open(fname)) return errBadFileOpen; fp.seek(0, SEEK_END); flen = fp.pos(); fp.seek(0, SEEK_SET); 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::unloadObjects() { unsigned int i; if (_objects != NULL) { for (i = 0; i < _game.numObjects; i++) { free(_objects[i].name); _objects[i].name = NULL; } free(_objects); _objects = NULL; } } void AgiEngine::objectSetLocation(unsigned int n, int i) { if (n >= _game.numObjects) { warning("AgiEngine::objectSetLocation: Can't access object %d.\n", n); return; } _objects[n].location = i; } int AgiEngine::objectGetLocation(unsigned int n) { if (n >= _game.numObjects) { warning("AgiEngine::objectGetLocation: Can't access object %d.\n", n); return 0; } return _objects[n].location; } const char *AgiEngine::objectName(unsigned int n) { if (n >= _game.numObjects) { warning("AgiEngine::objectName: Can't access object %d.\n", n); return ""; } return _objects[n].name; } } // End of namespace Agi