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
|
/* 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)\n", 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.
}
|