/* 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. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/dcgf.h" #include "engines/wintermute/base/file/BPkgFile.h" #include "engines/wintermute/base/file/base_disk_file.h" #include "engines/wintermute/base/base_file_manager.h" #include "common/stream.h" #include "common/memstream.h" #include "common/file.h" #include "common/zlib.h" #include "common/archive.h" #include "common/tokenizer.h" #include "common/config-manager.h" namespace WinterMute { void correctSlashes(char *fileName) { for (size_t i = 0; i < strlen(fileName); i++) { if (fileName[i] == '\\') fileName[i] = '/'; } } bool diskFileExists(const Common::String& filename) { // Try directly from SearchMan first Common::ArchiveMemberList files; SearchMan.listMatchingMembers(files, filename); for (Common::ArchiveMemberList::iterator it = files.begin(); it != files.end(); it++) { if ((*it)->getName() == filename) { return true; } } // The filename can be an explicit path, thus we need to chop it up, expecting the path the game // specifies to follow the Windows-convention of folder\subfolder\file (absolute paths should not happen) if (filename.contains(':')) error("openDiskFile::Absolute path or invalid filename used in %s", filename.c_str()); if (filename.contains('\\')) { Common::StringTokenizer path(filename, "\\"); const Common::FSNode gameDataDir(ConfMan.get("path")); Common::FSNode curNode = gameDataDir; while (!path.empty()) { Common::String pathPart = path.nextToken(); Common::FSNode nextNode(curNode.getChild(pathPart)); if (nextNode.exists() && nextNode.isReadable()) { curNode = nextNode; } if (!curNode.isDirectory()) { if (curNode.exists() && curNode.isReadable()) return true; else return false; } } } return false; } Common::SeekableReadStream *openDiskFile(const Common::String &filename, BaseFileManager *fileManager) { uint32 prefixSize = 0; Common::SeekableReadStream *file = NULL; // Try directly from SearchMan first Common::ArchiveMemberList files; SearchMan.listMatchingMembers(files, filename); for (Common::ArchiveMemberList::iterator it = files.begin(); it != files.end(); it++) { if ((*it)->getName() == filename) { file = (*it)->createReadStream(); break; } } // The filename can be an explicit path, thus we need to chop it up, expecting the path the game // specifies to follow the Windows-convention of folder\subfolder\file (absolute paths should not happen) if (!file) { if (filename.contains(':')) error("openDiskFile::Absolute path or invalid filename used in %s", filename.c_str()); if (filename.contains('\\')) { Common::StringTokenizer path(filename, "\\"); const Common::FSNode gameDataDir(ConfMan.get("path")); Common::FSNode curNode = gameDataDir; while (!path.empty()) { Common::String pathPart = path.nextToken(); Common::FSNode nextNode(curNode.getChild(pathPart)); if (nextNode.exists() && nextNode.isReadable()) { curNode = nextNode; } if (!curNode.isDirectory()) { file = curNode.createReadStream(); break; } } } } if (file) { uint32 magic1, magic2; magic1 = file->readUint32LE(); magic2 = file->readUint32LE(); bool compressed = false; if (magic1 == DCGF_MAGIC && magic2 == COMPRESSED_FILE_MAGIC) compressed = true; if (compressed) { uint32 dataOffset, compSize, uncompSize; dataOffset = file->readUint32LE(); compSize = file->readUint32LE(); uncompSize = file->readUint32LE(); byte *compBuffer = new byte[compSize]; if (!compBuffer) { error("Error allocating memory for compressed file '%s'", filename.c_str()); delete file; return NULL; } byte *data = new byte[uncompSize]; if (!data) { error("Error allocating buffer for file '%s'", filename.c_str()); delete [] compBuffer; delete file; return NULL; } file->seek(dataOffset + prefixSize, SEEK_SET); file->read(compBuffer, compSize); if (Common::uncompress(data, (unsigned long *)&uncompSize, compBuffer, compSize) != true) { error("Error uncompressing file '%s'", filename.c_str()); delete [] compBuffer; delete file; return NULL; } delete [] compBuffer; return new Common::MemoryReadStream(data, uncompSize, DisposeAfterUse::YES); delete file; file = NULL; } else { file->seek(0, SEEK_SET); return file; } return file; } return NULL; } } // end of namespace WinterMute