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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.
*
* $URL$
* $Id$
*
*/
// RSC Resource file management module
#include "saga/saga.h"
#include "saga/actor.h"
#include "saga/animation.h"
#include "saga/interface.h"
#include "saga/music.h"
#include "saga/resource.h"
#include "saga/scene.h"
#include "saga/sndres.h"
#include "engines/advancedDetector.h"
namespace Saga {
bool ResourceContext::loadResV1(uint32 contextOffset, uint32 contextSize) {
size_t i;
bool result;
byte tableInfo[RSC_TABLEINFO_SIZE];
ByteArray tableBuffer;
uint32 count;
uint32 resourceTableOffset;
ResourceData *resourceData;
if (contextSize < RSC_MIN_FILESIZE) {
return false;
}
_file.seek(contextOffset + contextSize - RSC_TABLEINFO_SIZE);
if (_file.read(tableInfo, RSC_TABLEINFO_SIZE) != RSC_TABLEINFO_SIZE) {
return false;
}
MemoryReadStreamEndian readS(tableInfo, RSC_TABLEINFO_SIZE, _isBigEndian);
resourceTableOffset = readS.readUint32();
count = readS.readUint32();
// Check for sane table offset
if (resourceTableOffset != contextSize - RSC_TABLEINFO_SIZE - RSC_TABLEENTRY_SIZE * count) {
return false;
}
// Load resource table
tableBuffer.resize(RSC_TABLEENTRY_SIZE * count);
_file.seek(resourceTableOffset + contextOffset, SEEK_SET);
result = (_file.read(tableBuffer.getBuffer(), tableBuffer.size()) == tableBuffer.size());
if (result) {
_table.resize(count);
MemoryReadStreamEndian readS1(tableBuffer.getBuffer(), tableBuffer.size(), _isBigEndian);
for (i = 0; i < count; i++) {
resourceData = &_table[i];
resourceData->offset = contextOffset + readS1.readUint32();
resourceData->size = readS1.readUint32();
//sanity check
if ((resourceData->offset > (uint)_fileSize) || (resourceData->size > contextSize)) {
result = false;
break;
}
}
}
return result;
}
bool ResourceContext::load(SagaEngine *vm, Resource *resource) {
size_t i;
const GamePatchDescription *patchDescription;
ResourceData *resourceData;
uint16 subjectResourceType;
ResourceContext *subjectContext;
uint32 subjectResourceId;
uint32 patchResourceId;
ResourceData *subjectResourceData;
byte *tableBuffer;
size_t tableSize;
bool isMacBinary;
if (_fileName == NULL) { // IHNM special case
return true;
}
if (!_file.open(_fileName)) {
return false;
}
_fileSize = _file.size();
_isBigEndian = vm->isBigEndian();
if (_fileType & GAME_SWAPENDIAN)
_isBigEndian = !_isBigEndian;
isMacBinary = (_fileType & GAME_MACBINARY) > 0;
_fileType &= ~GAME_MACBINARY;
if (!isMacBinary) {
if (!loadRes(0, _fileSize)) {
return false;
}
} else {
if (!loadMac()) {
return false;
}
}
//process internal patch files
if (_fileType & GAME_PATCHFILE) {
subjectResourceType = ~GAME_PATCHFILE & _fileType;
subjectContext = resource->getContext((GameFileTypes)subjectResourceType);
if (subjectContext == NULL) {
error("ResourceContext::load() Subject context not found");
}
resource->loadResource(this, _table.size() - 1, tableBuffer, tableSize);
MemoryReadStreamEndian readS2(tableBuffer, tableSize, _isBigEndian);
for (i = 0; i < tableSize / 8; i++) {
subjectResourceId = readS2.readUint32();
patchResourceId = readS2.readUint32();
subjectResourceData = subjectContext->getResourceData(subjectResourceId);
resourceData = getResourceData(patchResourceId);
subjectResourceData->patchData = new PatchData(&_file, _fileName);
subjectResourceData->offset = resourceData->offset;
subjectResourceData->size = resourceData->size;
}
free(tableBuffer);
}
//process external patch files
for (patchDescription = vm->getPatchDescriptions(); patchDescription && patchDescription->fileName; ++patchDescription) {
if ((patchDescription->fileType & _fileType) != 0) {
if (patchDescription->resourceId < _table.size()) {
resourceData = &_table[patchDescription->resourceId];
// Check if we've already found a patch for this resource. One is enough.
if (!resourceData->patchData) {
resourceData->patchData = new PatchData(patchDescription->fileName);
if (resourceData->patchData->_patchFile->open(patchDescription->fileName)) {
resourceData->offset = 0;
resourceData->size = resourceData->patchData->_patchFile->size();
// ITE uses several patch files which are loaded and then not needed
// anymore (as they're in memory), so close them here. IHNM uses only
// 1 patch file, which is reused, so don't close it
if (vm->getGameId() == GID_ITE)
resourceData->patchData->_patchFile->close();
} else {
delete resourceData->patchData;
resourceData->patchData = NULL;
}
}
}
}
}
// Close the file if it's part of a series of files
// This prevents having all voice files open in IHNM for no reason, as each chapter uses
// a different voice file
if (_serial > 0)
_file.close();
return true;
}
Resource::Resource(SagaEngine *vm): _vm(vm) {
}
Resource::~Resource() {
clearContexts();
}
void Resource::addContext(const char *fileName, uint16 fileType, bool isCompressed, int serial) {
ResourceContext *context;
context = createContext();
context->_fileName = fileName;
context->_fileType = fileType;
context->_isCompressed = isCompressed;
context->_serial = serial;
_contexts.push_back(context);
}
bool Resource::createContexts() {
bool soundFileInArray = false;
_vm->_voiceFilesExist = true;
struct SoundFileInfo {
int gameId;
char fileName[40];
bool isCompressed;
uint16 voiceFileAddType;
};
// If the Wyrmkeep credits file is found, set the Wyrmkeep version flag to true
if (Common::File::exists("credit3n.dlt")) {
_vm->_gf_wyrmkeep = true;
}
for (const ADGameFileDescription *gameFileDescription = _vm->getFilesDescriptions();
gameFileDescription->fileName; gameFileDescription++) {
addContext(gameFileDescription->fileName, gameFileDescription->fileType);
if (gameFileDescription->fileType == GAME_SOUNDFILE) {
soundFileInArray = true;
}
}
//// Detect and add SFX files ////////////////////////////////////////////////
SoundFileInfo sfxFiles[] = {
{ GID_ITE, "sounds.rsc", false, 0 },
{ GID_ITE, "sounds.cmp", true, 0 },
{ GID_ITE, "soundsd.rsc", false, 0 },
{ GID_ITE, "soundsd.cmp", true, 0 },
#ifdef ENABLE_IHNM
{ GID_IHNM, "sfx.res", false, 0 },
{ GID_IHNM, "sfx.cmp", true, 0 },
#endif
#ifdef ENABLE_SAGA2
{ GID_FTA2, "ftasound.hrs", false, 0 },
{ GID_DINO, "dinosnd.hrs", false, 0 },
#endif
{ -1, "", false, 0 }
};
_soundFileName[0] = 0;
if (!soundFileInArray) {
for (SoundFileInfo *curSoundFile = sfxFiles; (curSoundFile->gameId != -1); curSoundFile++) {
if (curSoundFile->gameId != _vm->getGameId()) continue;
if (!Common::File::exists(curSoundFile->fileName)) continue;
strcpy(_soundFileName, curSoundFile->fileName);
addContext(_soundFileName, GAME_SOUNDFILE, curSoundFile->isCompressed);
break;
}
}
//// Detect and add voice files /////////////////////////////////////////////
SoundFileInfo voiceFiles[] = {
{ GID_ITE, "voices.rsc", false , (_soundFileName[0] == 0) ? GAME_SOUNDFILE : 0},
{ GID_ITE, "voices.cmp", true , (_soundFileName[0] == 0) ? GAME_SOUNDFILE : 0},
{ GID_ITE, "voicesd.rsc", false , (_soundFileName[0] == 0) ? GAME_SOUNDFILE : 0},
{ GID_ITE, "voicesd.cmp", true , (_soundFileName[0] == 0) ? GAME_SOUNDFILE : 0},
// The resources in the Wyrmkeep combined Windows/Mac/Linux CD version are little endian, but
// the voice file is big endian. If we got such a version with mixed files, mark this voice file
// as big endian
{ GID_ITE, "inherit the earth voices", false , _vm->isBigEndian() ? 0 : GAME_SWAPENDIAN},
{ GID_ITE, "inherit the earth voices.cmp", true , _vm->isBigEndian() ? 0 : GAME_SWAPENDIAN},
{ GID_ITE, "ite voices.bin", false , GAME_MACBINARY},
#ifdef ENABLE_IHNM
{ GID_IHNM, "voicess.res", false , 0},
{ GID_IHNM, "voicess.cmp", true , 0},
{ GID_IHNM, "voicesd.res", false , 0},
{ GID_IHNM, "voicesd.cmp", true , 0},
#endif
#ifdef ENABLE_SAGA2
{ GID_FTA2, "ftavoice.hrs", false , 0},
#endif
{ -1, "", false , 0}
};
// Detect and add voice files
_voicesFileName[0][0] = 0;
for (SoundFileInfo *curSoundFile = voiceFiles; (curSoundFile->gameId != -1); curSoundFile++) {
if (curSoundFile->gameId != _vm->getGameId()) continue;
if (!Common::File::exists(curSoundFile->fileName)) continue;
strcpy(_voicesFileName[0], curSoundFile->fileName);
addContext(_voicesFileName[0], GAME_VOICEFILE | curSoundFile->voiceFileAddType, curSoundFile->isCompressed);
// Special cases
if (!scumm_stricmp(curSoundFile->fileName, "voicess.res") ||
!scumm_stricmp(curSoundFile->fileName, "voicess.cmp")) {
// IHNM has multiple voice files
for (size_t i = 1; i <= 6; i++) { // voices1-voices6
sprintf(_voicesFileName[i], "voices%i.%s", (uint)i, curSoundFile->isCompressed ? "cmp" : "res");
if (i == 4) {
// The German and French versions of IHNM don't have Nimdok's chapter,
// therefore the voices file for that chapter is missing
if (!Common::File::exists(_voicesFileName[i])) {
continue;
}
}
addContext(_voicesFileName[i], GAME_VOICEFILE, curSoundFile->isCompressed, i);
}
}
break;
}
if (_voicesFileName[0][0] == 0) {
#ifdef ENABLE_IHNM
if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) {
// The Macintosh version of IHNM has no voices.res, and it has all
// its voice files in subdirectories, so don't do anything here
_contexts.push_back(new VoiceResourceContext_RES());
} else {
#endif
warning("No voice file found, voices will be disabled");
_vm->_voicesEnabled = false;
_vm->_subtitlesEnabled = true;
_vm->_voiceFilesExist = false;
#ifdef ENABLE_IHNM
}
#endif
}
//// Detect and add music files /////////////////////////////////////////
SoundFileInfo musicFiles[] = {
{ GID_ITE, "music.rsc", false, 0 },
{ GID_ITE, "music.cmp", true, 0 },
{ GID_ITE, "musicd.rsc", false, 0 },
{ GID_ITE, "musicd.cmp", true, 0 },
{ -1, "", false , 0}
};
// Check for digital music in ITE
for (SoundFileInfo *curSoundFile = musicFiles; (curSoundFile->gameId != -1); curSoundFile++) {
if (curSoundFile->gameId != _vm->getGameId()) continue;
if (!Common::File::exists(curSoundFile->fileName)) continue;
strcpy(_musicFileName, curSoundFile->fileName);
addContext(_musicFileName, GAME_DIGITALMUSICFILE, curSoundFile->isCompressed);
break;
}
for (ResourceContextList::iterator i = _contexts.begin(); i != _contexts.end(); ++i) {
if (!(*i)->load(_vm, this)) {
return false;
}
}
return true;
}
void Resource::clearContexts() {
ResourceContextList::iterator i = _contexts.begin();
while (i != _contexts.end()) {
ResourceContext * context = *i;
i = _contexts.erase(i);
delete context;
}
}
void Resource::loadResource(ResourceContext *context, uint32 resourceId, byte*&resourceBuffer, size_t &resourceSize) {
Common::File *file;
uint32 resourceOffset;
ResourceData *resourceData;
resourceData = context->getResourceData(resourceId);
file = context->getFile(resourceData);
resourceOffset = resourceData->offset;
resourceSize = resourceData->size;
debug(8, "loadResource %d 0x%X:0x%X", resourceId, resourceOffset, uint(resourceSize));
resourceBuffer = (byte*)malloc(resourceSize);
file->seek((long)resourceOffset, SEEK_SET);
if (file->read(resourceBuffer, resourceSize) != resourceSize) {
error("Resource::loadResource() failed to read");
}
// ITE uses several patch files which are loaded and then not needed
// anymore (as they're in memory), so close them here. IHNM uses only
// 1 patch file, which is reused, so don't close it
if (resourceData->patchData != NULL && _vm->getGameId() == GID_ITE)
file->close();
}
ResourceContext *Resource::getContext(uint16 fileType, int serial) {
for (ResourceContextList::const_iterator i = _contexts.begin(); i != _contexts.end(); ++i) {
ResourceContext * context = *i;
if ((context->fileType() & fileType) && (context->serial() == serial)) {
return context;
}
}
return NULL;
}
} // End of namespace Saga
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