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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 "common/file.h"
#include "titanic/support/files_manager.h"
#include "titanic/game_manager.h"
namespace Titanic {
CFilesManager::CFilesManager() : _gameManager(nullptr), _assetsPath("Assets"),
_field0(0), _drive(-1), _field18(0), _field1C(0), _field3C(0) {
loadResourceIndex();
}
CFilesManager::~CFilesManager() {
_datFile.close();
}
void CFilesManager::loadResourceIndex() {
if (!_datFile.open("titanic.dat"))
error("Could not find titanic.dat data file");
uint headerId = _datFile.readUint32BE();
uint version = _datFile.readUint16LE();
if (headerId != MKTAG('S', 'V', 'T', 'N') || version < 1)
error("Invalid data file");
// Read in entries
uint offset, size;
char c;
Common::String resourceName;
for (;;) {
offset = _datFile.readUint32LE();
size = _datFile.readUint32LE();
if (size == 0)
break;
Common::String resName;
while ((c = _datFile.readByte()) != '\0')
resName += c;
_resources[resName] = ResourceEntry(offset, size);
}
}
bool CFilesManager::fileExists(const CString &name) {
Common::File f;
return f.exists(name);
}
bool CFilesManager::scanForFile(const CString &name) {
if (name.empty())
return false;
CString filename = name;
filename.toLowercase();
if (filename[0] == 'y' || filename[0] == 'z')
return true;
else if (filename[0] < 'a' || filename[0] > 'c')
return false;
CString fname = filename;
int idx = fname.indexOf('#');
if (idx >= 0) {
fname = fname.left(idx);
fname += ".st";
}
if (_gameManager)
_gameManager->viewChange();
// The original had a bunch of code here handling determining
// which asset path, if any, the filename was present for,
// and storing the "active asset path" it was found on.
// This is redundant for ScummVM, which takes care of the paths
return fileExists(fname);
}
void CFilesManager::loadDrive() {
assert(_drive == -1);
resetView();
}
void CFilesManager::debug(CScreenManager *screenManager) {
warning("TODO: CFilesManager::debug");
}
void CFilesManager::resetView() {
if (_gameManager) {
_gameManager->_gameState.setMode(GSMODE_SELECTED);
_gameManager->initBounds();
}
}
void CFilesManager::fn4(const CString &name) {
warning("TODO: CFilesManager::fn4");
}
void CFilesManager::preload(const CString &name) {
// We don't currently do any preloading of resources
}
Common::SeekableReadStream *CFilesManager::getResource(const CString &str) {
ResourceEntry resEntry = _resources[str];
_datFile.seek(resEntry._offset);
return _datFile.readStream(resEntry._size);
}
} // End of namespace Titanic
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