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/* ScummVM - Scumm Interpreter
 * Copyright (C) 2002-2003 The ScummVM project
 *
 * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * $Header$
 *
 */

#include "stdafx.h"
#include "scumm.h"
#include "intern.h"
#include "resource.h"


void Scumm_v2::readIndexFile() {
	int magic = 0;
	debug(9, "readIndexFile()");

	closeRoom();
	openRoom(0);

	magic = _fileHandle.readUint16LE();
	if (magic != 0x0100)
		warning("The magic id doesn't match (0x%X)", magic);

	_numGlobalObjects = _fileHandle.readUint16LE();
	_fileHandle.seek(_numGlobalObjects, SEEK_CUR); // Skip object flags
	_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.clearIOFailed();
	_fileHandle.seek(0, SEEK_SET);

	readMAXS();

	// Jamieson630: palManipulate variable initialization
	_palManipCounter = 0;
	_palManipPalette = 0; // Will allocate when needed
	_palManipIntermediatePal = 0; // Will allocate when needed

	_fileHandle.readUint16LE(); /* version magic number */
	int num = _fileHandle.readUint16LE();
	assert(num == _numGlobalObjects);
	for (int i = 0; i != num; i++) {
		byte tmp = _fileHandle.readByte();
		_objectOwnerTable[i] = tmp & OF_OWNER_MASK;
		_objectStateTable[i] = tmp >> OF_STATE_SHL;
	}
	readResTypeList(rtRoom, MKID('ROOM'), "room");
	readResTypeList(rtCostume, MKID('COST'), "costume");
	readResTypeList(rtScript, MKID('SCRP'), "script");
	readResTypeList(rtSound, MKID('SOUN'), "sound");

	closeRoom();
}

void Scumm_v2::readMAXS() {
	// FIXME - I'm not sure for those values yet, they will have to be rechecked

	_numVariables = 800;				// 800
	_numBitVariables = 4096;			// 2048
	_numLocalObjects = 200;				// 200
	_numArray = 50;
	_numVerbs = 100;
	_numNewNames = 0;
	_objectRoomTable = NULL;
	_numCharsets = 9;					// 9
	_numInventory = 80;					// 80
	_numGlobalScripts = 200;
	_numFlObject = 50;

	_shadowPaletteSize = 256;

	_shadowPalette = (byte *) calloc(_shadowPaletteSize, 1);	// FIXME - needs to be removed later
	allocateArrays();
}

void Scumm_v2::loadCharset(int num) {
	warning("loadCharset(%d): Charset loading not yet implemented for V1/V2", num);
	// TODO: For the old games, the charset is actually encoded in the engine. So we must
	// rip it out of one of the .exes, and create a fake resource here.
}