scummvm/engines/agi/loader_v2.cpp
2025-01-23 03:18:14 -08:00

197 lines
5.6 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/textconsole.h"
#include "agi/agi.h"
#include "agi/loader.h"
#include "agi/lzw.h"
#include "agi/words.h"
namespace Agi {
int AgiLoader_v2::loadDir(AgiDir *agid, const char *fname) {
debug(0, "Loading directory: %s", fname);
Common::File fp;
if (!fp.open(fname)) {
return errBadFileOpen;
}
fp.seek(0, SEEK_END);
uint32 flen = fp.pos();
fp.seek(0, SEEK_SET);
uint8 *mem = (uint8 *)malloc(flen);
if (mem == nullptr) {
return errNotEnoughMemory;
}
fp.read(mem, flen);
// read directory entries
for (uint32 i = 0; i + 2 < flen; i += 3) {
agid[i / 3].volume = *(mem + i) >> 4;
agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
debugC(3, kDebugLevelResources, "%d: volume %d, offset 0x%05x", i / 3, agid[i / 3].volume, agid[i / 3].offset);
}
free(mem);
return errOK;
}
/**
* Detects if the volume format is really V3.
*
* The CoCo3 version of Leisure Suit Larry uses a V3 volume, even
* though it is a V2 game with V2 directory files. Sierra's other
* CoCo3 release, King's Quest III, uses regular V2 volumes.
* Fan ports of DOS games to CoCo3 use V3 volumes; presumably they
* used the Leisure Suit Larry interpreter.
*
* Returns true if Logic 0's volume matches the V3 format.
*/
bool AgiLoader_v2::detectV3VolumeFormat() {
uint8 volume = _vm->_game.dirLogic[0].volume;
Common::Path path(Common::String::format("vol.%i", volume));
Common::File volumeFile;
if (!volumeFile.open(path)) {
return false;
}
// read the first few entries and see if they match the 7 byte header
uint8 volumeHeader[7];
for (int i = 0; i < 10; i++) {
if (volumeFile.read(&volumeHeader, 7) != 7) {
return false;
}
// signature
if (READ_BE_UINT16(volumeHeader) != 0x1234) {
return false;
}
// volume number (high bit == pic compression)
if ((volumeHeader[2] & 0x7f) != volume) {
return false;
}
// uncompressed and compressed resource length.
// we can't validate these values against each other.
// uncompressed should always be greater than or equal
// to compressed, but fan tools compressed small resources
// even when the result was larger than uncompressed.
// (Coco3 fan ports of KQ4, MH1, MH2)
uint16 compressedResourceLength = READ_LE_UINT16(volumeHeader + 5);
if (!volumeFile.seek(compressedResourceLength, SEEK_CUR)) {
return false;
}
}
return true;
}
int AgiLoader_v2::loadDirs() {
int ec = errOK;
// load directory files
ec = loadDir(_vm->_game.dirLogic, LOGDIR);
if (ec == errOK)
ec = loadDir(_vm->_game.dirPic, PICDIR);
if (ec == errOK)
ec = loadDir(_vm->_game.dirView, VIEWDIR);
if (ec == errOK)
ec = loadDir(_vm->_game.dirSound, SNDDIR);
if (ec == errOK)
_hasV3VolumeFormat = detectV3VolumeFormat();
return ec;
}
/**
* This function loads a raw resource into memory,
* if further decoding is required, it must be done by another
* routine. NULL is returned if unsuccessful.
*/
uint8 *AgiLoader_v2::loadVolumeResource(AgiDir *agid) {
uint8 *data = nullptr;
uint8 volumeHeader[7];
Common::File fp;
Common::Path path(Common::String::format("vol.%i", agid->volume));
debugC(3, kDebugLevelResources, "Vol res: path = %s", path.toString().c_str());
if (agid->offset != _EMPTY && fp.open(path)) {
debugC(3, kDebugLevelResources, "loading resource at offset %d", agid->offset);
fp.seek(agid->offset, SEEK_SET);
fp.read(&volumeHeader, _hasV3VolumeFormat ? 7 : 5);
uint16 signature = READ_BE_UINT16(volumeHeader);
if (signature != 0x1234) {
warning("AgiLoader_v2::loadVolRes: bad signature %04x", signature);
return nullptr;
}
agid->len = READ_LE_UINT16(volumeHeader + 3);
if (_hasV3VolumeFormat) {
agid->clen = READ_LE_UINT16(volumeHeader + 5);
} else {
agid->clen = agid->len;
}
uint8 *compBuffer = (uint8 *)calloc(1, agid->clen + 32); // why the extra 32 bytes?
fp.read(compBuffer, agid->clen);
if ((volumeHeader[2] & 0x80) && _hasV3VolumeFormat) { // compressed pic
// effectively uncompressed, but having only 4-bit parameters for F0 / F2 commands
data = compBuffer;
agid->flags |= RES_PICTURE_V3_NIBBLE_PARM;
} else if (agid->len == agid->clen) {
// do not decompress
data = compBuffer;
} else {
// it is compressed
data = (uint8 *)calloc(1, agid->len + 32); // why the extra 32 bytes?
lzwExpand(compBuffer, data, agid->len);
free(compBuffer);
agid->flags |= RES_COMPRESSED;
}
} else {
// we have a bad volume resource
// set that resource to NA
agid->offset = _EMPTY;
}
return data;
}
int AgiLoader_v2::loadObjects() {
return _vm->loadObjects(OBJECTS);
}
int AgiLoader_v2::loadWords() {
if (_vm->getFeatures() & GF_EXTCHAR) {
return _vm->_words->loadExtendedDictionary(WORDS);
} else {
return _vm->_words->loadDictionary(WORDS);
}
}
} // End of namespace Agi