/* 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. * * $URL$ * $Id$ * */ // RSC Resource file management module #include "saga/saga.h" #include "saga/actor.h" #include "saga/animation.h" #include "saga/interface.h" #include "saga/music.h" #include "saga/resource.h" #include "saga/scene.h" #include "saga/sndres.h" #include "engines/advancedDetector.h" namespace Saga { bool ResourceContext::loadResV1(uint32 contextOffset, uint32 contextSize) { size_t i; bool result; byte tableInfo[RSC_TABLEINFO_SIZE]; byte *tableBuffer; size_t tableSize; uint32 count; uint32 resourceTableOffset; ResourceData *resourceData; if (contextSize < RSC_MIN_FILESIZE) { return false; } _file.seek(contextOffset + contextSize - RSC_TABLEINFO_SIZE); if (_file.read(tableInfo, RSC_TABLEINFO_SIZE) != RSC_TABLEINFO_SIZE) { return false; } MemoryReadStreamEndian readS(tableInfo, RSC_TABLEINFO_SIZE, _isBigEndian); resourceTableOffset = readS.readUint32(); count = readS.readUint32(); // Check for sane table offset if (resourceTableOffset != contextSize - RSC_TABLEINFO_SIZE - RSC_TABLEENTRY_SIZE * count) { return false; } // Load resource table tableSize = RSC_TABLEENTRY_SIZE * count; tableBuffer = (byte *)malloc(tableSize); _file.seek(resourceTableOffset + contextOffset, SEEK_SET); result = (_file.read(tableBuffer, tableSize) == tableSize); if (result) { _table.resize(count); MemoryReadStreamEndian readS1(tableBuffer, tableSize, _isBigEndian); for (i = 0; i < count; i++) { resourceData = &_table[i]; resourceData->offset = contextOffset + readS1.readUint32(); resourceData->size = readS1.readUint32(); //sanity check if ((resourceData->offset > (uint)_fileSize) || (resourceData->size > contextSize)) { result = false; break; } } } free(tableBuffer); return result; } bool ResourceContext::load(SagaEngine *vm, Resource *resource) { size_t i; const GamePatchDescription *patchDescription; ResourceData *resourceData; uint16 subjectResourceType; ResourceContext *subjectContext; uint32 subjectResourceId; uint32 patchResourceId; ResourceData *subjectResourceData; byte *tableBuffer; size_t tableSize; bool isMacBinary; if (_fileName == NULL) { // IHNM special case return true; } if (!_file.open(_fileName)) { return false; } _fileSize = _file.size(); _isBigEndian = vm->isBigEndian(); if (_fileType & GAME_SWAPENDIAN) _isBigEndian = !_isBigEndian; isMacBinary = (_fileType & GAME_MACBINARY) > 0; _fileType &= ~GAME_MACBINARY; if (!isMacBinary) { if (!loadRes(0, _fileSize)) { return false; } } else { if (!loadMac()) { return false; } } //process internal patch files if (_fileType & GAME_PATCHFILE) { subjectResourceType = ~GAME_PATCHFILE & _fileType; subjectContext = resource->getContext((GameFileTypes)subjectResourceType); if (subjectContext == NULL) { error("ResourceContext::load() Subject context not found"); } resource->loadResource(this, _table.size() - 1, tableBuffer, tableSize); MemoryReadStreamEndian readS2(tableBuffer, tableSize, _isBigEndian); for (i = 0; i < tableSize / 8; i++) { subjectResourceId = readS2.readUint32(); patchResourceId = readS2.readUint32(); subjectResourceData = subjectContext->getResourceData(subjectResourceId); resourceData = getResourceData(patchResourceId); subjectResourceData->patchData = new PatchData(&_file, _fileName); subjectResourceData->offset = resourceData->offset; subjectResourceData->size = resourceData->size; } free(tableBuffer); } //process external patch files for (patchDescription = vm->getPatchDescriptions(); patchDescription && patchDescription->fileName; ++patchDescription) { if ((patchDescription->fileType & _fileType) != 0) { if (patchDescription->resourceId < _table.size()) { resourceData = &_table[patchDescription->resourceId]; resourceData->patchData = new PatchData(patchDescription->fileName); if (resourceData->patchData->_patchFile->open(patchDescription->fileName)) { resourceData->offset = 0; resourceData->size = resourceData->patchData->_patchFile->size(); // ITE uses several patch files which are loaded and then not needed // anymore (as they're in memory), so close them here. IHNM uses only // 1 patch file, which is reused, so don't close it if (vm->getGameId() == GID_ITE) resourceData->patchData->_patchFile->close(); } else { delete resourceData->patchData; resourceData->patchData = NULL; } } } } // Close the file if it's part of a series of files // This prevents having all voice files open in IHNM for no reason, as each chapter uses // a different voice file if (_serial > 0) _file.close(); return true; } Resource::Resource(SagaEngine *vm): _vm(vm) { } Resource::~Resource() { clearContexts(); } void Resource::addContext(const char *fileName, uint16 fileType, bool isCompressed, int serial) { ResourceContext *context; context = createContext(); context->_fileName = fileName; context->_fileType = fileType; context->_isCompressed = isCompressed; context->_serial = serial; _contexts.push_back(context); } bool Resource::createContexts() { bool soundFileInArray = false; _vm->_voiceFilesExist = true; struct SoundFileInfo { int gameId; char fileName[40]; bool isCompressed; uint16 voiceFileAddType; }; // If the Wyrmkeep credits file is found, set the Wyrmkeep version flag to true if (Common::File::exists("graphics/credit3n.dlt")) { _vm->_gf_wyrmkeep = true; } for (const ADGameFileDescription *gameFileDescription = _vm->getFilesDescriptions(); gameFileDescription->fileName; gameFileDescription++) { addContext(gameFileDescription->fileName, gameFileDescription->fileType); if (gameFileDescription->fileType == GAME_SOUNDFILE) { soundFileInArray = true; } } //// Detect and add SFX files //////////////////////////////////////////////// SoundFileInfo sfxFiles[] = { { GID_ITE, "sounds.rsc", false, 0 }, { GID_ITE, "sounds.cmp", true, 0 }, { GID_ITE, "soundsd.rsc", false, 0 }, { GID_ITE, "soundsd.cmp", true, 0 }, #ifdef ENABLE_IHNM { GID_IHNM, "sfx.res", false, 0 }, { GID_IHNM, "sfx.cmp", true, 0 }, #endif #ifdef ENABLE_SAGA2 { GID_FTA2, "ftasound.hrs", false, 0 }, { GID_DINO, "dinosnd.hrs", false, 0 }, #endif { -1, "", false, 0 } }; _soundFileName[0] = 0; if (!soundFileInArray) { for (SoundFileInfo *curSoundFile = sfxFiles; (curSoundFile->gameId != -1); curSoundFile++) { if (curSoundFile->gameId != _vm->getGameId()) continue; if (!Common::File::exists(curSoundFile->fileName)) continue; strcpy(_soundFileName, curSoundFile->fileName); addContext(_soundFileName, GAME_SOUNDFILE, curSoundFile->isCompressed); break; } } //// Detect and add voice files ///////////////////////////////////////////// SoundFileInfo voiceFiles[] = { { GID_ITE, "voices.rsc", false , (_soundFileName[0] == 0) ? GAME_SOUNDFILE : 0}, { GID_ITE, "voices.cmp", true , (_soundFileName[0] == 0) ? GAME_SOUNDFILE : 0}, { GID_ITE, "voicesd.rsc", false , (_soundFileName[0] == 0) ? GAME_SOUNDFILE : 0}, { GID_ITE, "voicesd.cmp", true , (_soundFileName[0] == 0) ? GAME_SOUNDFILE : 0}, // The resources in the Wyrmkeep combined Windows/Mac/Linux CD version are little endian, but // the voice file is big endian. If we got such a version with mixed files, mark this voice file // as big endian { GID_ITE, "inherit the earth voices", false , _vm->isBigEndian() ? 0 : GAME_SWAPENDIAN}, { GID_ITE, "inherit the earth voices.cmp", true , _vm->isBigEndian() ? 0 : GAME_SWAPENDIAN}, { GID_ITE, "ite voices.bin", false , GAME_MACBINARY}, #ifdef ENABLE_IHNM { GID_IHNM, "voicess.res", false , 0}, { GID_IHNM, "voicess.cmp", true , 0}, { GID_IHNM, "voicesd.res", false , 0}, { GID_IHNM, "voicesd.cmp", true , 0}, #endif #ifdef ENABLE_SAGA2 { GID_FTA2, "ftavoice.hrs", false , 0}, #endif { -1, "", false , 0} }; // Detect and add voice files _voicesFileName[0][0] = 0; for (SoundFileInfo *curSoundFile = voiceFiles; (curSoundFile->gameId != -1); curSoundFile++) { if (curSoundFile->gameId != _vm->getGameId()) continue; if (!Common::File::exists(curSoundFile->fileName)) continue; strcpy(_voicesFileName[0], curSoundFile->fileName); addContext(_voicesFileName[0], GAME_VOICEFILE | curSoundFile->voiceFileAddType, curSoundFile->isCompressed); // Special cases if (!scumm_stricmp(curSoundFile->fileName, "voicess.res") || !scumm_stricmp(curSoundFile->fileName, "voicess.cmp")) { // IHNM has multiple voice files for (size_t i = 1; i <= 6; i++) { // voices1-voices6 sprintf(_voicesFileName[i], "voices%i.%s", (uint)i, curSoundFile->isCompressed ? "cmp" : "res"); if (i == 4) { // The German and French versions of IHNM don't have Nimdok's chapter, // therefore the voices file for that chapter is missing if (!Common::File::exists(_voicesFileName[i])) { continue; } } addContext(_voicesFileName[i], GAME_VOICEFILE, curSoundFile->isCompressed, i); } } break; } if (_voicesFileName[0][0] == 0) { if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) { // The Macintosh version of IHNM has no voices.res, and it has all // its voice files in subdirectories, so don't do anything here _contexts.push_back(new VoiceResourceContext_RES()); } else { warning("No voice file found, voices will be disabled"); _vm->_voicesEnabled = false; _vm->_subtitlesEnabled = true; _vm->_voiceFilesExist = false; } } //// Detect and add music files ///////////////////////////////////////// SoundFileInfo musicFiles[] = { { GID_ITE, "music.rsc", false, 0 }, { GID_ITE, "music.cmp", true, 0 }, { GID_ITE, "musicd.rsc", false, 0 }, { GID_ITE, "musicd.cmp", true, 0 }, { -1, "", false , 0} }; // Check for digital music in ITE for (SoundFileInfo *curSoundFile = musicFiles; (curSoundFile->gameId != -1); curSoundFile++) { if (curSoundFile->gameId != _vm->getGameId()) continue; if (!Common::File::exists(curSoundFile->fileName)) continue; strcpy(_musicFileName, curSoundFile->fileName); addContext(_musicFileName, GAME_DIGITALMUSICFILE, curSoundFile->isCompressed); break; } for (ResourceContextList::iterator i = _contexts.begin(); i != _contexts.end(); ++i) { if (!(*i)->load(_vm, this)) { return false; } } return true; } void Resource::clearContexts() { ResourceContextList::iterator i = _contexts.begin(); while (i != _contexts.end()) { ResourceContext * context = *i; i = _contexts.erase(i); delete context; } } void Resource::loadResource(ResourceContext *context, uint32 resourceId, byte*&resourceBuffer, size_t &resourceSize) { Common::File *file; uint32 resourceOffset; ResourceData *resourceData; debug(8, "loadResource %d", resourceId); resourceData = context->getResourceData(resourceId); file = context->getFile(resourceData); resourceOffset = resourceData->offset; resourceSize = resourceData->size; resourceBuffer = (byte*)malloc(resourceSize); file->seek((long)resourceOffset, SEEK_SET); if (file->read(resourceBuffer, resourceSize) != resourceSize) { error("Resource::loadResource() failed to read"); } // ITE uses several patch files which are loaded and then not needed // anymore (as they're in memory), so close them here. IHNM uses only // 1 patch file, which is reused, so don't close it if (resourceData->patchData != NULL && _vm->getGameId() == GID_ITE) file->close(); } ResourceContext *Resource::getContext(uint16 fileType, int serial) { for (ResourceContextList::const_iterator i = _contexts.begin(); i != _contexts.end(); ++i) { ResourceContext * context = *i; if ((context->fileType() & fileType) && (context->serial() == serial)) { return context; } } return NULL; } } // End of namespace Saga