/* ScummVM - Scumm Interpreter * Copyright (C) 2002-2003 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "stdafx.h" #include "scumm.h" #include "intern.h" #include "resource.h" void Scumm_v2::readIndexFile() { int magic = 0; debug(9, "readIndexFile()"); closeRoom(); openRoom(0); magic = _fileHandle.readUint16LE(); if (magic != 0x0100) warning("The magic id doesn't match (0x%X)\n", magic); _numGlobalObjects = _fileHandle.readUint16LE(); _fileHandle.seek(_numGlobalObjects, SEEK_CUR); // Skip object flags _numRooms = _fileHandle.readByte(); _fileHandle.seek(_numRooms * 3, SEEK_CUR); _numCostumes = _fileHandle.readByte(); _fileHandle.seek(_numCostumes * 3, SEEK_CUR); _numScripts = _fileHandle.readByte(); _fileHandle.seek(_numScripts * 3, SEEK_CUR); _numSounds = _fileHandle.readByte(); _fileHandle.clearIOFailed(); _fileHandle.seek(0, SEEK_SET); readMAXS(); // Jamieson630: palManipulate variable initialization _palManipCounter = 0; _palManipPalette = 0; // Will allocate when needed _palManipIntermediatePal = 0; // Will allocate when needed _fileHandle.readUint16LE(); /* version magic number */ int num = _fileHandle.readUint16LE(); assert(num == _numGlobalObjects); for (int i = 0; i != num; i++) { byte tmp = _fileHandle.readByte(); _objectOwnerTable[i] = tmp & OF_OWNER_MASK; _objectStateTable[i] = tmp >> OF_STATE_SHL; } readResTypeList(rtRoom, MKID('ROOM'), "room"); readResTypeList(rtCostume, MKID('COST'), "costume"); readResTypeList(rtScript, MKID('SCRP'), "script"); readResTypeList(rtSound, MKID('SOUN'), "sound"); closeRoom(); } void Scumm_v2::readMAXS() { // FIXME - I'm not sure for those values yet, they will have to be rechecked _numVariables = 800; // 800 _numBitVariables = 4096; // 2048 _numLocalObjects = 200; // 200 _numArray = 50; _numVerbs = 100; _numNewNames = 0; _objectRoomTable = NULL; _numCharsets = 9; // 9 _numInventory = 80; // 80 _numGlobalScripts = 200; _numFlObject = 50; _shadowPaletteSize = 256; _shadowPalette = (byte *) calloc(_shadowPaletteSize, 1); // FIXME - needs to be removed later allocateArrays(); } void Scumm_v2::loadCharset(int num) { warning("loadCharset(%d): Charset loading not yet implemented for V1/V2", num); // TODO: For the old games, the charset is actually encoded in the engine. So we must // rip it out of one of the .exes, and create a fake resource here. }