scummvm/engines/scumm/resource_v4.cpp
2024-11-16 18:56:31 +02:00

278 lines
8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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