/* 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. * * MIT License: * * Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. * * $URL$ * $Id$ * */ #include "wage/wage.h" #include "wage/entities.h" #include "wage/script.h" #include "wage/world.h" #include "common/file.h" #include "common/macresman.h" #include "common/memstream.h" namespace Wage { World::World() { _storageScene._name = STORAGESCENE; _orderedScenes.push_back(&_storageScene); _scenes[STORAGESCENE] = &_storageScene; } bool World::loadWorld(Common::MacResManager *resMan) { Common::MacResIDArray resArray; Common::SeekableReadStream *res; Common::MacResIDArray::const_iterator iter; if ((resArray = resMan->getResIDArray(MKTAG('G','C','O','D'))).size() == 0) return false; // Load global script res = resMan->getResource(MKTAG('G','C','O','D'), resArray[0]); _globalScript = new Script(res); // Load main configuration if ((resArray = resMan->getResIDArray(MKTAG('V','E','R','S'))).size() == 0) return false; if (resArray.size() > 1) warning("Too many VERS resources"); res = resMan->getResource(MKTAG('V','E','R','S'), resArray[0]); res->skip(10); byte b = res->readByte(); _weaponMenuDisabled = (b != 0); if (b != 0 && b != 1) error("Unexpected value for weapons menu"); res->skip(3); _aboutMessage = readPascalString(*res); if (!scumm_stricmp(resMan->getBaseFileName().c_str(), "Scepters")) res->skip(1); // ???? _soundLibrary1 = readPascalString(*res); _soundLibrary2 = readPascalString(*res); delete res; // Load scenes resArray = resMan->getResIDArray(MKTAG('A','S','C','N')); for (iter = resArray.begin(); iter != resArray.end(); ++iter) { res = resMan->getResource(MKTAG('A','S','C','N'), *iter); Scene *scene = new Scene(resMan->getResName(MKTAG('A','S','C','N'), *iter), res); res = resMan->getResource(MKTAG('A','C','O','D'), *iter); if (res != NULL) scene->_script = new Script(res); res = resMan->getResource(MKTAG('A','T','X','T'), *iter); if (res != NULL) { scene->_textBounds = readRect(*res); scene->_fontType = res->readUint16BE(); scene->_fontSize = res->readUint16BE(); String text; while (res->pos() < res->size()) { char c = res->readByte(); if (c == 0x0d) c = '\n'; text += c; } scene->_text = text; delete res; } addScene(scene); } // Load Objects resArray = resMan->getResIDArray(MKTAG('A','O','B','J')); for (iter = resArray.begin(); iter != resArray.end(); ++iter) { res = resMan->getResource(MKTAG('A','O','B','J'), *iter); addObj(new Obj(resMan->getResName(MKTAG('A','O','B','J'), *iter), res)); } // Load Characters resArray = resMan->getResIDArray(MKTAG('A','C','H','R')); for (iter = resArray.begin(); iter != resArray.end(); ++iter) { res = resMan->getResource(MKTAG('A','C','H','R'), *iter); Chr *chr = new Chr(resMan->getResName(MKTAG('A','C','H','R'), *iter), res); addChr(chr); // TODO: What if there's more than one player character? if (chr->_playerCharacter) _player = chr; } // Load Sounds resArray = resMan->getResIDArray(MKTAG('A','S','N','D')); for (iter = resArray.begin(); iter != resArray.end(); ++iter) { res = resMan->getResource(MKTAG('A','S','N','D'), *iter); addSound(new Sound(resMan->getResName(MKTAG('A','S','N','D'), *iter), res)); } if (_soundLibrary1.size() > 0) { loadExternalSounds(_soundLibrary1); } if (_soundLibrary2.size() > 0) { loadExternalSounds(_soundLibrary2); } // Load Patterns res = resMan->getResource(MKTAG('P','A','T','#'), 900); if (res != NULL) { int count = res->readUint16BE(); for (int i = 0; i < count; i++) { byte *pattern = (byte *)malloc(8); for (int j = 0; j < 8; j++) { pattern[j] = res->readByte(); _patterns.push_back(pattern); } } delete res; } return true; } void World::loadExternalSounds(String fname) { Common::File in; in.open(fname); if (!in.isOpen()) { warning("Cannot load sound file <%s>", fname.c_str()); return; } in.close(); Common::MacResManager *resMan; resMan = new Common::MacResManager(); resMan->open(fname); Common::MacResIDArray resArray; Common::SeekableReadStream *res; Common::MacResIDArray::const_iterator iter; resArray = resMan->getResIDArray(MKTAG('A','S','N','D')); for (iter = resArray.begin(); iter != resArray.end(); ++iter) { res = resMan->getResource(MKTAG('A','S','N','D'), *iter); addSound(new Sound(resMan->getResName(MKTAG('A','S','N','D'), *iter), res)); } } } // End of namespace Wage