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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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#include "common/system.h"
#include "hugo/hugo.h"
#include "hugo/file.h"
#include "hugo/global.h"
#include "hugo/display.h"
#include "hugo/util.h"
namespace Hugo {
FileManager_v3d::FileManager_v3d(HugoEngine *vm) : FileManager_v2d(vm) {
}
FileManager_v3d::~FileManager_v3d() {
}
void FileManager_v3d::readBackground(int screenIndex) {
// Read a PCX image into dib_a
debugC(1, kDebugFile, "readBackground(%d)", screenIndex);
_sceneryArchive1.seek((uint32) screenIndex * sizeof(sceneBlock_t), SEEK_SET);
sceneBlock_t sceneBlock; // Read a database header entry
sceneBlock.scene_off = _sceneryArchive1.readUint32LE();
sceneBlock.scene_len = _sceneryArchive1.readUint32LE();
sceneBlock.b_off = _sceneryArchive1.readUint32LE();
sceneBlock.b_len = _sceneryArchive1.readUint32LE();
sceneBlock.o_off = _sceneryArchive1.readUint32LE();
sceneBlock.o_len = _sceneryArchive1.readUint32LE();
sceneBlock.ob_off = _sceneryArchive1.readUint32LE();
sceneBlock.ob_len = _sceneryArchive1.readUint32LE();
seq_t dummySeq; // Image sequence structure for Read_pcx
if (screenIndex < 20) {
_sceneryArchive1.seek(sceneBlock.scene_off, SEEK_SET);
// Read the image into dummy seq and static dib_a
readPCX(_sceneryArchive1, &dummySeq, _vm->_screen->getFrontBuffer(), true, _vm->_screenNames[screenIndex]);
} else {
_sceneryArchive2.seek(sceneBlock.scene_off, SEEK_SET);
// Read the image into dummy seq and static dib_a
readPCX(_sceneryArchive2, &dummySeq, _vm->_screen->getFrontBuffer(), true, _vm->_screenNames[screenIndex]);
}
}
void FileManager_v3d::openDatabaseFiles() {
debugC(1, kDebugFile, "openDatabaseFiles");
if (!_stringArchive.open(STRING_FILE))
Utils::Error(FILE_ERR, "%s", STRING_FILE);
if (!_sceneryArchive1.open("scenery1.dat"))
Utils::Error(FILE_ERR, "%s", "scenery1.dat");
if (!_sceneryArchive2.open("scenery2.dat"))
Utils::Error(FILE_ERR, "%s", "scenery2.dat");
if (!_objectsArchive.open(OBJECTS_FILE))
Utils::Error(FILE_ERR, "%s", OBJECTS_FILE);
}
void FileManager_v3d::closeDatabaseFiles() {
debugC(1, kDebugFile, "closeDatabaseFiles");
_stringArchive.close();
_sceneryArchive1.close();
_sceneryArchive2.close();
_objectsArchive.close();
}
void FileManager_v3d::readOverlay(int screenNum, image_pt image, ovl_t overlayType) {
// Open and read in an overlay file, close file
debugC(1, kDebugFile, "readOverlay(%d, ...)", screenNum);
image_pt tmpImage = image; // temp ptr to overlay file
_sceneryArchive1.seek((uint32)screenNum * sizeof(sceneBlock_t), SEEK_SET);
sceneBlock_t sceneBlock; // Database header entry
sceneBlock.scene_off = _sceneryArchive1.readUint32LE();
sceneBlock.scene_len = _sceneryArchive1.readUint32LE();
sceneBlock.b_off = _sceneryArchive1.readUint32LE();
sceneBlock.b_len = _sceneryArchive1.readUint32LE();
sceneBlock.o_off = _sceneryArchive1.readUint32LE();
sceneBlock.o_len = _sceneryArchive1.readUint32LE();
sceneBlock.ob_off = _sceneryArchive1.readUint32LE();
sceneBlock.ob_len = _sceneryArchive1.readUint32LE();
uint32 i = 0;
if (screenNum < 20) {
switch (overlayType) {
case BOUNDARY:
_sceneryArchive1.seek(sceneBlock.b_off, SEEK_SET);
i = sceneBlock.b_len;
break;
case OVERLAY:
_sceneryArchive1.seek(sceneBlock.o_off, SEEK_SET);
i = sceneBlock.o_len;
break;
case OVLBASE:
_sceneryArchive1.seek(sceneBlock.ob_off, SEEK_SET);
i = sceneBlock.ob_len;
break;
default:
Utils::Error(FILE_ERR, "%s", "Bad ovl_type");
break;
}
if (i == 0) {
for (i = 0; i < OVL_SIZE; i++)
image[i] = 0;
return;
}
// Read in the overlay file using MAC Packbits. (We're not proud!)
int16 k = 0; // byte count
do {
int8 data = _sceneryArchive1.readByte();// Read a code byte
if ((byte)data == 0x80) // Noop
k = k;
else if (data >= 0) { // Copy next data+1 literally
for (i = 0; i <= (byte)data; i++, k++)
*tmpImage++ = _sceneryArchive1.readByte();
} else { // Repeat next byte -data+1 times
int16 j = _sceneryArchive1.readByte();
for (i = 0; i < (byte)(-data + 1); i++, k++)
*tmpImage++ = j;
}
} while (k < OVL_SIZE);
} else {
switch (overlayType) {
case BOUNDARY:
_sceneryArchive2.seek(sceneBlock.b_off, SEEK_SET);
i = sceneBlock.b_len;
break;
case OVERLAY:
_sceneryArchive2.seek(sceneBlock.o_off, SEEK_SET);
i = sceneBlock.o_len;
break;
case OVLBASE:
_sceneryArchive2.seek(sceneBlock.ob_off, SEEK_SET);
i = sceneBlock.ob_len;
break;
default:
Utils::Error(FILE_ERR, "%s", "Bad ovl_type");
break;
}
if (i == 0) {
for (i = 0; i < OVL_SIZE; i++)
image[i] = 0;
return;
}
// Read in the overlay file using MAC Packbits. (We're not proud!)
int16 k = 0; // byte count
do {
int8 data = _sceneryArchive2.readByte();// Read a code byte
if ((byte)data == 0x80) // Noop
k = k;
else if (data >= 0) { // Copy next data+1 literally
for (i = 0; i <= (byte)data; i++, k++)
*tmpImage++ = _sceneryArchive2.readByte();
} else { // Repeat next byte -data+1 times
int16 j = _sceneryArchive2.readByte();
for (i = 0; i < (byte)(-data + 1); i++, k++)
*tmpImage++ = j;
}
} while (k < OVL_SIZE);
}
}
} // End of namespace Hugo
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