/* 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 3 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, see . * */ #include "common/md5.h" #include "common/memstream.h" #include "scumm/scumm_v4.h" #include "scumm/file.h" #include "scumm/resource.h" #include "scumm/sound.h" #include "scumm/util.h" namespace Scumm { extern const char *nameOfResType(ResType type); int ScummEngine_v4::readResTypeList(ResType type) { uint num; debug(9, "readResTypeList(%s)", nameOfResType(type)); num = _fileHandle->readUint16LE(); if (num != _res->_types[type].size()) { error("Invalid number of %ss (%d) in directory", nameOfResType(type), num); } for (ResId idx = 0; idx < num; idx++) { _res->_types[type][idx]._roomno = _fileHandle->readByte(); _res->_types[type][idx]._roomoffs = _fileHandle->readUint32LE(); } // WORKAROUND: It seems that the French floppy EGA had its own Roland MT-32 patch, with // a DISK09.LEC file different from the one still distributed by LucasFilm Games/Disney // today. Unfortunately, if different patches existed back then, they appear to be lost. // // This allows using the official English Roland MT-32 patch along with any EGA version, // by adjusting the sound directory offsets to match the available patch. if (type == rtSound && _game.id == GID_MONKEY_EGA && _sound->_musicType == MDT_MIDI) { Common::File rolandPatchFile; if (rolandPatchFile.open("DISK09.LEC")) { Common::String md5 = Common::computeStreamMD5AsString(rolandPatchFile); if (md5 == "64ab9552f71dd3344767718eb01e5fd5") { uint32 patchOffsets[19] = { 28957, 23427, 35913, 49919, 51918, 53643, 55368, 57093, 58818, 62502, 73, 66844, 71991, 83107, 91566, 95614, 98650, 105020, 112519 }; for (ResId idx = 150; idx < 169; idx++) { _res->_types[type][idx]._roomno = 94; _res->_types[type][idx]._roomoffs = patchOffsets[idx - 150]; } } } } return num; } void ScummEngine_v4::readIndexFile() { uint16 blocktype; uint32 itemsize; debug(9, "readIndexFile()"); closeRoom(); openRoom(0); while (true) { // Figure out the sizes of various resources itemsize = _fileHandle->readUint32LE(); blocktype = _fileHandle->readUint16LE(); if (_fileHandle->eos() || _fileHandle->err()) break; switch (blocktype) { case 0x4E52: // 'NR' _fileHandle->readUint16LE(); break; case 0x5230: // 'R0' _numRooms = _fileHandle->readUint16LE(); break; case 0x5330: // 'S0' _numScripts = _fileHandle->readUint16LE(); break; case 0x4E30: // 'N0' _numSounds = _fileHandle->readUint16LE(); break; case 0x4330: // 'C0' _numCostumes = _fileHandle->readUint16LE(); break; case 0x4F30: // 'O0' _numGlobalObjects = _fileHandle->readUint16LE(); // Indy3 FM-TOWNS has 32 extra bytes of unknown meaning if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns) itemsize += 32; break; default: break; } _fileHandle->seek(itemsize - 8, SEEK_CUR); } _fileHandle->seek(0, SEEK_SET); readMAXS(0); allocateArrays(); while (true) { /*itemsize = */_fileHandle->readUint32LE(); if (_fileHandle->eos() || _fileHandle->err()) break; blocktype = _fileHandle->readUint16LE(); switch (blocktype) { case 0x4E52: // 'NR' // Names of rooms. Maybe we should put them into a table, for use by the debugger? for (int room; (room = _fileHandle->readByte()); ) { char buf[10]; _fileHandle->read(buf, 9); buf[9] = 0; for (int i = 0; i < 9; i++) buf[i] ^= 0xFF; debug(5, "Room %d: '%s'", room, buf); } break; case 0x5230: // 'R0' readResTypeList(rtRoom); break; case 0x5330: // 'S0' readResTypeList(rtScript); break; case 0x4E30: // 'N0' readResTypeList(rtSound); break; case 0x4330: // 'C0' readResTypeList(rtCostume); break; case 0x4F30: // 'O0' readGlobalObjects(); break; default: error("Bad ID %04X found in index file directory", blocktype); } } closeRoom(); } void ScummEngine_v4::loadCharset(int no) { uint32 size; memset(_charsetData, 0, sizeof(_charsetData)); assertRange(0, no, 4, "charset"); closeRoom(); Common::File file; char buf[20]; byte *data; Common::sprintf_s(buf, "%03d.LFL", 900 + no); file.open(buf); if (file.isOpen() == false) { error("loadCharset(%d): Missing file charset: %s", no, buf); } size = file.readUint32LE() + 11; data = _res->createResource(rtCharset, no, size); file.read(data, size); // WORKAROUND: The French floppy EGA and VGA versions of Monkey Island 1 // don't properly follow CP850 for the \x85 character in the 904.LFL font. // It should be the `à` letter, but it will print the `ç` letter (which is // already at \x87) instead, breaking at least the "Non! Ce n'est pas tout // \x85 fait \x87a." line in the copy protection screen. The `à` character // does exist, but at the invalid \x86 position. So we replace \x85 with // \x86 (and then \x86 with \x87 so that the whole charset resource keeps // the same size), but only when detecting the faulty 904.LFL file. if ((_game.id == GID_MONKEY_EGA || _game.id == GID_MONKEY_VGA) && no == 4 && size == 4857 && _language == Common::FR_FRA && enhancementEnabled(kEnhTextLocFixes)) { Common::MemoryReadStream stream(data, size); Common::String md5 = Common::computeStreamMD5AsString(stream); if (md5 == "f273c26bbcdfb9f87e42748c3e2729d8") { warning("Fixing the invalid content of the 904.LFL a-grave character"); memmove(data + 4457, data + 4457 + 37, 40); // replace \x85 with \x86 memmove(data + 4457 + 40, data + 4457 + 37 + 40, 37); // replace \x86 with \x87 WRITE_LE_UINT32(data + 557, READ_LE_UINT32(data + 557) + (40 - 37)); // adjust \x86 start offset } } } void ScummEngine_v4::readMAXS(int blockSize) { // 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 = 50; _objectRoomTable = nullptr; _numCharsets = 9; // 9 _numInventory = 80; // 80 _numGlobalScripts = 200; _numFlObject = 50; _shadowPaletteSize = 256; _shadowPalette = (byte *)reallocateArray(_shadowPalette, _shadowPaletteSize, 1); // FIXME - needs to be removed later } void ScummEngine_v4::readGlobalObjects() { int i; int num = _fileHandle->readUint16LE(); assert(num == _numGlobalObjects); uint32 bits; byte tmp; if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) { for (i = 0; i != num; i++) { bits = _fileHandle->readByte(); bits |= _fileHandle->readByte() << 8; bits |= _fileHandle->readByte() << 16; _classData[i] = bits; } for (i = 0; i != num; i++) { tmp = _fileHandle->readByte(); _objectOwnerTable[i] = tmp & OF_OWNER_MASK; _objectStateTable[i] = tmp >> OF_STATE_SHL; } } else { for (i = 0; i != num; i++) { bits = _fileHandle->readByte(); bits |= _fileHandle->readByte() << 8; bits |= _fileHandle->readByte() << 16; _classData[i] = bits; tmp = _fileHandle->readByte(); _objectOwnerTable[i] = tmp & OF_OWNER_MASK; _objectStateTable[i] = tmp >> OF_STATE_SHL; } } // FIXME: Indy3 FM-TOWNS has 32 extra bytes of unknown meaning if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns) _fileHandle->seek(32, SEEK_CUR); } } // End of namespace Scumm