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
|
/* 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 "scumm/file.h"
#include "scumm/scumm_v2.h"
#include "scumm/resource.h"
namespace Scumm {
void ScummEngine_v2::readClassicIndexFile() {
int i;
if (_game.id == GID_MANIAC) {
if (_game.version == 0) {
_numGlobalObjects = 256;
_numRooms = 55;
_numCostumes = 25;
_numScripts = 160;
_numSounds = 70;
} else if (_game.platform == Common::kPlatformNES) {
_numGlobalObjects = 775;
_numRooms = 55;
// costumes 25-36 are special. see v1MMNEScostTables[] in costume.cpp
// costumes 37-76 are room graphics resources
// costume 77 is a character set translation table
// costume 78 is a preposition list
// costume 79 is unused but allocated, so the total is a nice even number :)
_numCostumes = 80;
_numScripts = 200;
_numSounds = 100;
} else {
_numGlobalObjects = 800;
_numRooms = 55;
_numCostumes = 35;
_numScripts = 200;
_numSounds = 100;
}
} else if (_game.id == GID_ZAK) {
if (_game.platform == Common::kPlatformC64) {
_numGlobalObjects = 775;
_numRooms = 59;
_numCostumes = 38;
_numScripts = 155;
_numSounds = 127;
} else {
_numGlobalObjects = 775;
_numRooms = 61;
_numCostumes = 37;
_numScripts = 155;
_numSounds = 120;
}
}
_fileHandle->seek(0, SEEK_SET);
readMAXS(0);
allocateArrays();
_fileHandle->readUint16LE(); /* version magic number */
for (i = 0; i != _numGlobalObjects; i++) {
byte tmp = _fileHandle->readByte();
_objectOwnerTable[i] = tmp & OF_OWNER_MASK;
_objectStateTable[i] = tmp >> OF_STATE_SHL;
}
for (i = 0; i < _numRooms; i++) {
_res->roomno[rtRoom][i] = i;
}
_fileHandle->seek(_numRooms, SEEK_CUR);
for (i = 0; i < _numRooms; i++) {
_res->roomoffs[rtRoom][i] = _fileHandle->readUint16LE();
if (_res->roomoffs[rtRoom][i] == 0xFFFF)
_res->roomoffs[rtRoom][i] = (uint32)RES_INVALID_OFFSET;
}
for (i = 0; i < _numCostumes; i++) {
_res->roomno[rtCostume][i] = _fileHandle->readByte();
}
for (i = 0; i < _numCostumes; i++) {
_res->roomoffs[rtCostume][i] = _fileHandle->readUint16LE();
if (_res->roomoffs[rtCostume][i] == 0xFFFF)
_res->roomoffs[rtCostume][i] = (uint32)RES_INVALID_OFFSET;
}
for (i = 0; i < _numScripts; i++) {
_res->roomno[rtScript][i] = _fileHandle->readByte();
}
for (i = 0; i < _numScripts; i++) {
_res->roomoffs[rtScript][i] = _fileHandle->readUint16LE();
if (_res->roomoffs[rtScript][i] == 0xFFFF)
_res->roomoffs[rtScript][i] = (uint32)RES_INVALID_OFFSET;
}
for (i = 0; i < _numSounds; i++) {
_res->roomno[rtSound][i] = _fileHandle->readByte();
}
for (i = 0; i < _numSounds; i++) {
_res->roomoffs[rtSound][i] = _fileHandle->readUint16LE();
if (_res->roomoffs[rtSound][i] == 0xFFFF)
_res->roomoffs[rtSound][i] = (uint32)RES_INVALID_OFFSET;
}
}
void ScummEngine_v2::readEnhancedIndexFile() {
_numGlobalObjects = _fileHandle->readUint16LE();
_fileHandle->seek(_numGlobalObjects, SEEK_CUR);
_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->clearErr();
_fileHandle->seek(0, SEEK_SET);
readMAXS(0);
allocateArrays();
_fileHandle->readUint16LE(); /* version magic number */
readGlobalObjects();
readResTypeList(rtRoom);
readResTypeList(rtCostume);
readResTypeList(rtScript);
readResTypeList(rtSound);
}
void ScummEngine_v2::readGlobalObjects() {
int i;
int num = _fileHandle->readUint16LE();
assert(num == _numGlobalObjects);
for (i = 0; i != num; i++) {
byte tmp = _fileHandle->readByte();
_objectOwnerTable[i] = tmp & OF_OWNER_MASK;
_objectStateTable[i] = tmp >> OF_STATE_SHL;
}
}
void ScummEngine_v2::readIndexFile() {
int magic = 0;
debug(9, "readIndexFile()");
closeRoom();
openRoom(0);
magic = _fileHandle->readUint16LE();
switch (magic) {
case 0x0100:
debug("Enhanced V2 game detected");
assert(_game.version == 2);
readEnhancedIndexFile();
break;
case 0x0A31:
debug("Classic V1 game detected");
assert(_game.version == 1);
readClassicIndexFile();
break;
case 0x4643:
if (!(_game.platform == Common::kPlatformNES))
error("Use maniac target");
debug("NES V1 game detected");
assert(_game.version == 1);
readClassicIndexFile();
break;
case 0x132:
debug("C64 V1 game detected");
if (_game.id == GID_MANIAC) {
assert(_game.version == 0);
} else {
assert(_game.version == 1);
}
readClassicIndexFile();
break;
case 0x032:
debug("Apple II V1 game detected");
assert(_game.version == 0);
readClassicIndexFile();
break;
default:
error("Unknown magic id (0x%X) - this version is unsupported", magic);
break;
}
closeRoom();
}
void ScummEngine_v2::loadCharset(int num) {
// Stub, V2 font resources are hardcoded into the engine.
}
} // End of namespace Scumm
|