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/* 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.
*
*/
#include "agi/agi.h"
#include "common/md5.h"
#define SECTOR_OFFSET(s) ((s) * 512)
#define BASE_SECTOR 0x1C2
#define LOGDIR_SEC SECTOR_OFFSET(171) + 5
#define LOGDIR_NUM 43
#define PICDIR_SEC SECTOR_OFFSET(180) + 5
#define PICDIR_NUM 30
#define VIEWDIR_SEC SECTOR_OFFSET(189) + 5
#define VIEWDIR_NUM 171
#define SNDDIR_SEC SECTOR_OFFSET(198) + 5
#define SNDDIR_NUM 64
namespace Agi {
AgiLoader_v1::AgiLoader_v1(AgiEngine *vm) {
_vm = vm;
// Find filenames for the disk images
Common::String md5Disk0, md5Disk1;
getBooterMD5Sums((AgiGameID)_vm->getGameID(), md5Disk0, md5Disk1);
diskImageExists(md5Disk0, _filenameDisk0);
if (!md5Disk1.empty())
diskImageExists(md5Disk1, _filenameDisk1);
}
int AgiLoader_v1::detectGame() {
return _vm->setupV2Game(_vm->getVersion());
}
int AgiLoader_v1::loadDir(AgiDir *agid, int offset, int num) {
Common::File fp;
if (!fp.open(_filenameDisk0))
return errBadFileOpen;
// Cleanup
for (int i = 0; i < MAX_DIRS; i++) {
agid[i].volume = 0xFF;
agid[i].offset = _EMPTY;
}
fp.seek(offset, SEEK_SET);
for (int i = 0; i < num; i++) {
int b0 = fp.readByte();
int b1 = fp.readByte();
int b2 = fp.readByte();
if (b0 == 0xFF && b1 == 0xFF && b2 == 0xFF) {
agid[i].volume = 0xFF;
agid[i].offset = _EMPTY;
} else {
int sec = (BASE_SECTOR + (((b0 & 0xF) << 8) | b1)) >> 1;
int off = ((b1 & 0x1) << 8) | b2;
agid[i].volume = 0;
agid[i].offset = SECTOR_OFFSET(sec) + off;
}
}
fp.close();
return errOK;
}
int AgiLoader_v1::init() {
int ec = errOK;
ec = loadDir(_vm->_game.dirLogic, LOGDIR_SEC, LOGDIR_NUM);
if (ec == errOK)
ec = loadDir(_vm->_game.dirPic, PICDIR_SEC, PICDIR_NUM);
if (ec == errOK)
ec = loadDir(_vm->_game.dirView, VIEWDIR_SEC, VIEWDIR_NUM);
if (ec == errOK)
ec = loadDir(_vm->_game.dirSound, SNDDIR_SEC, SNDDIR_NUM);
return ec;
}
int AgiLoader_v1::deinit() {
int ec = errOK;
return ec;
}
uint8 *AgiLoader_v1::loadVolRes(struct AgiDir *agid) {
uint8 *data = NULL;
Common::File fp;
if (agid->offset == _EMPTY)
return NULL;
fp.open(_filenameDisk0);
fp.seek(agid->offset, SEEK_SET);
int signature = fp.readUint16BE();
if (signature != 0x1234) {
warning("AgiLoader_v1::loadVolRes: bad signature %04x", signature);
return NULL;
}
fp.readByte();
agid->len = fp.readUint16LE();
data = (uint8 *)calloc(1, agid->len + 32);
fp.read(data, agid->len);
fp.close();
return data;
}
int AgiLoader_v1::loadResource(int t, int n) {
int ec = errOK;
uint8 *data = NULL;
debugC(3, kDebugLevelResources, "(t = %d, n = %d)", t, n);
if (n > MAX_DIRS)
return errBadResource;
switch (t) {
case rLOGIC:
if (~_vm->_game.dirLogic[n].flags & RES_LOADED) {
debugC(3, kDebugLevelResources, "loading logic resource %d", n);
unloadResource(rLOGIC, n);
// load raw resource into data
data = loadVolRes(&_vm->_game.dirLogic[n]);
_vm->_game.logics[n].data = data;
ec = data ? _vm->decodeLogic(n) : errBadResource;
_vm->_game.logics[n].sIP = 2;
}
// if logic was cached, we get here
// reset code pointers incase it was cached
_vm->_game.logics[n].cIP = _vm->_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
debugC(3, kDebugLevelResources, "loading picture resource %d", n);
if (_vm->_game.dirPic[n].flags & RES_LOADED)
break;
// if loaded but not cached, unload it
// if cached but not loaded, etc
unloadResource(rPICTURE, n);
data = loadVolRes(&_vm->_game.dirPic[n]);
if (data != NULL) {
_vm->_game.pictures[n].rdata = data;
_vm->_game.dirPic[n].flags |= RES_LOADED;
} else {
ec = errBadResource;
}
break;
case rSOUND:
debugC(3, kDebugLevelResources, "loading sound resource %d", n);
if (_vm->_game.dirSound[n].flags & RES_LOADED)
break;
data = loadVolRes(&_vm->_game.dirSound[n]);
if (data != NULL) {
// Freeing of the raw resource from memory is delegated to the createFromRawResource-function
_vm->_game.sounds[n] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[n].len, n, *_vm->_sound, _vm->_soundemu);
_vm->_game.dirSound[n].flags |= RES_LOADED;
} else {
ec = errBadResource;
}
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?
if (_vm->_game.dirView[n].flags & RES_LOADED)
break;
debugC(3, kDebugLevelResources, "loading view resource %d", n);
unloadResource(rVIEW, n);
data = loadVolRes(&_vm->_game.dirView[n]);
if (data) {
_vm->_game.views[n].rdata = data;
_vm->_game.dirView[n].flags |= RES_LOADED;
ec = _vm->decodeView(n);
} else {
ec = errBadResource;
}
break;
default:
ec = errBadResource;
break;
}
return ec;
}
int AgiLoader_v1::unloadResource(int t, int n) {
switch (t) {
case rLOGIC:
_vm->unloadLogic(n);
break;
case rPICTURE:
_vm->_picture->unloadPicture(n);
break;
case rVIEW:
_vm->unloadView(n);
break;
case rSOUND:
_vm->_sound->unloadSound(n);
break;
}
return errOK;
}
// TODO: Find the disk image equivalent.
int AgiLoader_v1::loadObjects(const char *fname) {
return _vm->loadObjects(fname);
}
// TODO: Find the disk image equivalent.
int AgiLoader_v1::loadWords(const char *fname) {
return _vm->loadWords(fname);
}
}
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