/* 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. * * $URL$ * $Id$ * */ /* * This code is based on original Hugo Trilogy source code * * Copyright (c) 1989-1995 David P. Gray * */ #include "common/system.h" #include "hugo/hugo.h" #include "hugo/file.h" #include "hugo/global.h" #include "hugo/display.h" #include "hugo/util.h" namespace Hugo { FileManager_v3d::FileManager_v3d(HugoEngine &vm) : FileManager_v2d(vm) { } FileManager_v3d::~FileManager_v3d() { } void FileManager_v3d::readBackground(int screenIndex) { // Read a PCX image into dib_a debugC(1, kDebugFile, "readBackground(%d)", screenIndex); _sceneryArchive1.seek((uint32) screenIndex * sizeof(sceneBlock_t), SEEK_SET); sceneBlock_t sceneBlock; // Read a database header entry sceneBlock.scene_off = _sceneryArchive1.readUint32LE(); sceneBlock.scene_len = _sceneryArchive1.readUint32LE(); sceneBlock.b_off = _sceneryArchive1.readUint32LE(); sceneBlock.b_len = _sceneryArchive1.readUint32LE(); sceneBlock.o_off = _sceneryArchive1.readUint32LE(); sceneBlock.o_len = _sceneryArchive1.readUint32LE(); sceneBlock.ob_off = _sceneryArchive1.readUint32LE(); sceneBlock.ob_len = _sceneryArchive1.readUint32LE(); seq_t dummySeq; // Image sequence structure for Read_pcx if (screenIndex < 20) { _sceneryArchive1.seek(sceneBlock.scene_off, SEEK_SET); // Read the image into dummy seq and static dib_a readPCX(_sceneryArchive1, &dummySeq, _vm.screen().getFrontBuffer(), true, _vm._screenNames[screenIndex]); } else { _sceneryArchive2.seek(sceneBlock.scene_off, SEEK_SET); // Read the image into dummy seq and static dib_a readPCX(_sceneryArchive2, &dummySeq, _vm.screen().getFrontBuffer(), true, _vm._screenNames[screenIndex]); } } void FileManager_v3d::openDatabaseFiles() { debugC(1, kDebugFile, "openDatabaseFiles"); if (!_stringArchive.open(STRING_FILE)) Utils::Error(FILE_ERR, "%s", STRING_FILE); if (!_sceneryArchive1.open("scenery1.dat")) Utils::Error(FILE_ERR, "%s", "scenery1.dat"); if (!_sceneryArchive2.open("scenery2.dat")) Utils::Error(FILE_ERR, "%s", "scenery2.dat"); if (!_objectsArchive.open(OBJECTS_FILE)) Utils::Error(FILE_ERR, "%s", OBJECTS_FILE); } void FileManager_v3d::closeDatabaseFiles() { debugC(1, kDebugFile, "closeDatabaseFiles"); _stringArchive.close(); _sceneryArchive1.close(); _sceneryArchive2.close(); _objectsArchive.close(); } void FileManager_v3d::readOverlay(int screenNum, image_pt image, ovl_t overlayType) { // Open and read in an overlay file, close file debugC(1, kDebugFile, "readOverlay(%d, ...)", screenNum); image_pt tmpImage = image; // temp ptr to overlay file _sceneryArchive1.seek((uint32)screenNum * sizeof(sceneBlock_t), SEEK_SET); sceneBlock_t sceneBlock; // Database header entry sceneBlock.scene_off = _sceneryArchive1.readUint32LE(); sceneBlock.scene_len = _sceneryArchive1.readUint32LE(); sceneBlock.b_off = _sceneryArchive1.readUint32LE(); sceneBlock.b_len = _sceneryArchive1.readUint32LE(); sceneBlock.o_off = _sceneryArchive1.readUint32LE(); sceneBlock.o_len = _sceneryArchive1.readUint32LE(); sceneBlock.ob_off = _sceneryArchive1.readUint32LE(); sceneBlock.ob_len = _sceneryArchive1.readUint32LE(); uint32 i = 0; if (screenNum < 20) { switch (overlayType) { case BOUNDARY: _sceneryArchive1.seek(sceneBlock.b_off, SEEK_SET); i = sceneBlock.b_len; break; case OVERLAY: _sceneryArchive1.seek(sceneBlock.o_off, SEEK_SET); i = sceneBlock.o_len; break; case OVLBASE: _sceneryArchive1.seek(sceneBlock.ob_off, SEEK_SET); i = sceneBlock.ob_len; break; default: Utils::Error(FILE_ERR, "%s", "Bad ovl_type"); break; } if (i == 0) { for (i = 0; i < OVL_SIZE; i++) image[i] = 0; return; } // Read in the overlay file using MAC Packbits. (We're not proud!) int16 k = 0; // byte count do { int8 data = _sceneryArchive1.readByte();// Read a code byte if ((byte)data == 0x80) // Noop k = k; else if (data >= 0) { // Copy next data+1 literally for (i = 0; i <= (byte)data; i++, k++) *tmpImage++ = _sceneryArchive1.readByte(); } else { // Repeat next byte -data+1 times int16 j = _sceneryArchive1.readByte(); for (i = 0; i < (byte)(-data + 1); i++, k++) *tmpImage++ = j; } } while (k < OVL_SIZE); } else { switch (overlayType) { case BOUNDARY: _sceneryArchive2.seek(sceneBlock.b_off, SEEK_SET); i = sceneBlock.b_len; break; case OVERLAY: _sceneryArchive2.seek(sceneBlock.o_off, SEEK_SET); i = sceneBlock.o_len; break; case OVLBASE: _sceneryArchive2.seek(sceneBlock.ob_off, SEEK_SET); i = sceneBlock.ob_len; break; default: Utils::Error(FILE_ERR, "%s", "Bad ovl_type"); break; } if (i == 0) { for (i = 0; i < OVL_SIZE; i++) image[i] = 0; return; } // Read in the overlay file using MAC Packbits. (We're not proud!) int16 k = 0; // byte count do { int8 data = _sceneryArchive2.readByte();// Read a code byte if ((byte)data == 0x80) // Noop k = k; else if (data >= 0) { // Copy next data+1 literally for (i = 0; i <= (byte)data; i++, k++) *tmpImage++ = _sceneryArchive2.readByte(); } else { // Repeat next byte -data+1 times int16 j = _sceneryArchive2.readByte(); for (i = 0; i < (byte)(-data + 1); i++, k++) *tmpImage++ = j; } } while (k < OVL_SIZE); } } } // End of namespace Hugo