aboutsummaryrefslogtreecommitdiff
path: root/engines/agi/agi_v3.cpp
blob: 70ca92e8688e5fcb1074f0bfcc1daef215fbe032 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
/* ScummVM - Scumm Interpreter
 * Copyright (C) 2006 The ScummVM project
 *
 * Copyright (C) 1999-2003 Sarien Team
 *
 * 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.
 *
 * $URL$
 * $Id$
 *
 */

#include "common/stdafx.h"

#include "agi/agi.h"
#include "agi/lzw.h"

#include "common/config-manager.h"
#include "common/fs.h"

namespace Agi {

static int agi_v3_init(void);
static int agi_v3_deinit(void);
static int agi_v3_detect_game();
static int agi_v3_load_resource(int, int);
static int agi_v3_unload_resource(int, int);
static int agi_v3_load_objects(const char *);
static int agi_v3_load_words(const char *);

struct agi_loader agi_v3 = {
	3,
	0,
	agi_v3_init,
	agi_v3_deinit,
	agi_v3_detect_game,
	agi_v3_load_resource,
	agi_v3_unload_resource,
	agi_v3_load_objects,
	agi_v3_load_words
};

int agi_v3_detect_game() {
	int ec = err_Unk;
	bool found = false;

	FSList fslist;
	FilesystemNode dir(ConfMan.get("path"));

	if (!dir.listDir(fslist, FilesystemNode::kListFilesOnly)) {
		warning("AgiEngine: invalid game path '%s'",
		    dir.path().c_str());
		return err_InvalidAGIFile;
	}

	for (FSList::const_iterator file = fslist.begin();
	    file != fslist.end() && !found; ++file) {
		Common::String f = file->displayName();
		f.toLowercase();

		if (f.hasSuffix("vol.0")) {
			strncpy(game.name, f.c_str(), f.size() > 5 ? f.size() - 5 : f.size());
			debugC(3, kDebugLevelMain, "game.name = %s", game.name);
			agi_v3.int_version = 0x3149;	// setup for 3.002.149
			ec = v3id_game();

			found = true;
		}
	}

	if (!found) {
		debugC(3, kDebugLevelMain, "not found");
		ec = err_InvalidAGIFile;
	}

	return ec;
}

static int agi_v3_load_dir(struct agi_dir *agid, Common::File *fp,
						   uint32 offs, uint32 len) {
	int ec = err_OK;
	uint8 *mem;
	unsigned int i;

	fp->seek(offs, SEEK_SET);
	if ((mem = (uint8 *) malloc(len + 32)) != NULL) {
		fp->read(mem, len);

		/* set all directory resources to gone */
		for (i = 0; i < MAX_DIRS; i++) {
			agid[i].volume = 0xff;
			agid[i].offset = _EMPTY;
		}

		/* build directory entries */
		for (i = 0; i < len; i += 3) {
			agid[i / 3].volume = *(mem + i) >> 4;
			agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
		}

		free(mem);
	} else {
		ec = err_NotEnoughMemory;
	}

	return ec;
}

struct agi3vol {
	uint32 sddr;
	uint32 len;
};

int agi_v3_init(void) {
	int ec = err_OK;
	struct agi3vol agi_vol3[4];
	int i;
	uint16 xd[4];
	Common::File fp;
	Common::String path;

	path = Common::String(game.name) + DIR_;

	if (!fp.open(path)) {
		printf("Failed to open \"%s\"\n", path.c_str());
		return err_BadFileOpen;
	}
	/* build offset table for v3 directory format */
	fp.read(&xd, 8);
	fp.seek(0, SEEK_END);

	for (i = 0; i < 4; i++)
		agi_vol3[i].sddr = READ_LE_UINT16((uint8 *) & xd[i]);

	agi_vol3[0].len = agi_vol3[1].sddr - agi_vol3[0].sddr;
	agi_vol3[1].len = agi_vol3[2].sddr - agi_vol3[1].sddr;
	agi_vol3[2].len = agi_vol3[3].sddr - agi_vol3[2].sddr;
	agi_vol3[3].len = fp.pos() - agi_vol3[3].sddr;

	if (agi_vol3[3].len > 256 * 3)
		agi_vol3[3].len = 256 * 3;

	fp.seek(0, SEEK_SET);

	/* read in directory files */
	ec = agi_v3_load_dir(game.dir_logic, &fp, agi_vol3[0].sddr,
	    agi_vol3[0].len);

	if (ec == err_OK) {
		ec = agi_v3_load_dir(game.dir_pic, &fp, agi_vol3[1].sddr, agi_vol3[1].len);
	}

	if (ec == err_OK) {
		ec = agi_v3_load_dir(game.dir_view, &fp, agi_vol3[2].sddr, agi_vol3[2].len);
	}

	if (ec == err_OK) {
		ec = agi_v3_load_dir(game.dir_sound, &fp, agi_vol3[3].sddr, agi_vol3[3].len);
	}

	return ec;
}

int agi_v3_deinit() {
	int ec = err_OK;

#if 0
	/* unload words */
	agi_v3_unload_words();

	/* unload objects */
	agi_v3_unload_objects();
#endif

	return ec;
}

int agi_v3_unload_resource(int t, int n) {
	switch (t) {
	case rLOGIC:
		unload_logic(n);
		break;
	case rPICTURE:
		unload_picture(n);
		break;
	case rVIEW:
		unload_view(n);
		break;
	case rSOUND:
		unload_sound(n);
		break;
	}

	return err_OK;
}

/*
 * This function does noting but load a raw resource into memory.
 * If further decoding is required, it must be done by another
 * routine.
 *
 * NULL is returned if unsucsessful.
 */
uint8 *agi_v3_load_vol_res(struct agi_dir *agid) {
	char x[MAX_PATH];
	uint8 *data = NULL, *comp_buffer;
	Common::File fp;
	Common::String path;

	debugC(3, kDebugLevelResources, "(%p)", (void *)agid);
	sprintf(x, "vol.%i", agid->volume);
	path = Common::String(game.name) + x;

	if (agid->offset != _EMPTY && fp.open(path)) {
		fp.seek(agid->offset, SEEK_SET);
		fp.read(&x, 7);

		if (READ_BE_UINT16((uint8 *) x) != 0x1234) {
#if 0
			/* FIXME */
			deinit_video_mode();
#endif
			debugC(3, kDebugLevelResources, "path = %s", path.c_str());
			debugC(3, kDebugLevelResources, "offset = %d", agid->offset);
			debugC(3, kDebugLevelResources, "x = %x %x", x[0], x[1]);
			error("ACK! BAD RESOURCE");

			g_system->quit();
		}

		agid->len = READ_LE_UINT16((uint8 *) x + 3);	/* uncompressed size */
		agid->clen = READ_LE_UINT16((uint8 *) x + 5);	/* compressed len */

		comp_buffer = (uint8 *)calloc(1, agid->clen + 32);
		fp.read(comp_buffer, agid->clen);

		if (x[2] & 0x80 || agid->len == agid->clen) {
			/* do not decompress */
			data = comp_buffer;

#if 0
			/* CM: added to avoid problems in
			 *     convert_v2_v3_pic() when clen > len
			 *     e.g. Sierra demo 4, first picture
			 *     (Tue Mar 16 13:13:43 EST 1999)
			 */
			agid->len = agid->clen;

			/* Now removed to fix Gold Rush! in demo4 */
#endif
		} else {
			/* it is compressed */
			data = (uint8 *)calloc(1, agid->len + 32);
			LZW_expand(comp_buffer, data, agid->len);
			free(comp_buffer);
			agid->flags |= RES_COMPRESSED;
		}

		fp.close();
	} else {
		/* we have a bad volume resource */
		/* set that resource to NA */
		agid->offset = _EMPTY;
	}

	return data;
}

/*
 * Loads a resource into memory, a raw resource is loaded in
 * with above routine, then further decoded here.
 */
int agi_v3_load_resource(int t, int n) {
	int ec = err_OK;
	uint8 *data = NULL;

	if (n > MAX_DIRS)
		return err_BadResource;

	switch (t) {
	case rLOGIC:
		/* load resource into memory, decrypt messages at the end
		 * and build the message list (if logic is in memory)
		 */
		if (~game.dir_logic[n].flags & RES_LOADED) {
			/* if logic is already in memory, unload it */
			agi_v3.unload_resource(rLOGIC, n);

			/* load raw resource into data */
			data = agi_v3_load_vol_res(&game.dir_logic[n]);
			game.logics[n].data = data;

			/* uncompressed logic files need to be decrypted */
			if (data != NULL) {
				/* resloaded flag gets set by decode logic */
				/* needed to build string table */
				ec = decode_logic(n);
				game.logics[n].sIP = 2;
			} else {
				ec = err_BadResource;
			}

			/*logics[n].sIP=2; *//* saved IP = 2 */
			/*logics[n].cIP=2; *//* current IP = 2 */

			game.logics[n].cIP = game.logics[n].sIP;
		}

		/* if logic was cached, we get here */
		/* reset code pointers incase it was cached */

		game.logics[n].cIP = game.logics[n].sIP;
		break;
	case rPICTURE:
		/* if picture is currently NOT loaded *OR* cacheing is off,
		 * unload the resource (caching==off) and reload it
		 */
		if (~game.dir_pic[n].flags & RES_LOADED) {
			agi_v3.unload_resource(rPICTURE, n);
			data = agi_v3_load_vol_res(&game.dir_pic[n]);
			if (data != NULL) {
				data = convert_v3_pic(data, game.dir_pic[n].len);
				game.pictures[n].rdata = data;
				game.dir_pic[n].flags |= RES_LOADED;
			} else {
				ec = err_BadResource;
			}
		}
		break;
	case rSOUND:
		if (game.dir_sound[n].flags & RES_LOADED)
			break;

		if ((data = agi_v3_load_vol_res(&game.dir_sound[n])) != NULL) {
			game.sounds[n].rdata = data;
			game.dir_sound[n].flags |= RES_LOADED;
			decode_sound(n);
		} else {
			ec = err_BadResource;
		}
		break;
	case rVIEW:
		/* Load a VIEW resource into memory...
		 * Since VIEWS alter the view table ALL the time can we
		 * cache the view? or must we reload it all the time?
		 */
		/* load a raw view from a VOL file into data */
		if (game.dir_view[n].flags & RES_LOADED)
			break;

		agi_v3.unload_resource(rVIEW, n);
		if ((data = agi_v3_load_vol_res(&game.dir_view[n])) != NULL) {
			game.views[n].rdata = data;
			game.dir_view[n].flags |= RES_LOADED;
			ec = decode_view(n);
		} else {
			ec = err_BadResource;
		}
		break;
	default:
		ec = err_BadResource;
		break;
	}

	return ec;
}

static int agi_v3_load_objects(const char *fname) {
	return load_objects(fname);
}

static int agi_v3_load_words(const char *fname) {
	return load_words(fname);
}

}                             // End of namespace Agi