mirror of
https://github.com/scummvm/scummvm.git
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197 lines
5.6 KiB
C++
197 lines
5.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/textconsole.h"
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#include "agi/agi.h"
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#include "agi/loader.h"
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#include "agi/lzw.h"
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#include "agi/words.h"
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namespace Agi {
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int AgiLoader_v2::loadDir(AgiDir *agid, const char *fname) {
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debug(0, "Loading directory: %s", fname);
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Common::File fp;
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if (!fp.open(fname)) {
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return errBadFileOpen;
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}
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fp.seek(0, SEEK_END);
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uint32 flen = fp.pos();
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fp.seek(0, SEEK_SET);
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uint8 *mem = (uint8 *)malloc(flen);
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if (mem == nullptr) {
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return errNotEnoughMemory;
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}
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fp.read(mem, flen);
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// read directory entries
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for (uint32 i = 0; i + 2 < flen; i += 3) {
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agid[i / 3].volume = *(mem + i) >> 4;
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agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
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debugC(3, kDebugLevelResources, "%d: volume %d, offset 0x%05x", i / 3, agid[i / 3].volume, agid[i / 3].offset);
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}
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free(mem);
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return errOK;
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}
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/**
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* Detects if the volume format is really V3.
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*
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* The CoCo3 version of Leisure Suit Larry uses a V3 volume, even
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* though it is a V2 game with V2 directory files. Sierra's other
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* CoCo3 release, King's Quest III, uses regular V2 volumes.
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* Fan ports of DOS games to CoCo3 use V3 volumes; presumably they
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* used the Leisure Suit Larry interpreter.
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*
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* Returns true if Logic 0's volume matches the V3 format.
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*/
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bool AgiLoader_v2::detectV3VolumeFormat() {
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uint8 volume = _vm->_game.dirLogic[0].volume;
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Common::Path path(Common::String::format("vol.%i", volume));
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Common::File volumeFile;
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if (!volumeFile.open(path)) {
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return false;
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}
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// read the first few entries and see if they match the 7 byte header
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uint8 volumeHeader[7];
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for (int i = 0; i < 10; i++) {
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if (volumeFile.read(&volumeHeader, 7) != 7) {
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return false;
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}
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// signature
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if (READ_BE_UINT16(volumeHeader) != 0x1234) {
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return false;
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}
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// volume number (high bit == pic compression)
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if ((volumeHeader[2] & 0x7f) != volume) {
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return false;
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}
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// uncompressed and compressed resource length.
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// we can't validate these values against each other.
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// uncompressed should always be greater than or equal
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// to compressed, but fan tools compressed small resources
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// even when the result was larger than uncompressed.
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// (Coco3 fan ports of KQ4, MH1, MH2)
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uint16 compressedResourceLength = READ_LE_UINT16(volumeHeader + 5);
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if (!volumeFile.seek(compressedResourceLength, SEEK_CUR)) {
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return false;
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}
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}
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return true;
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}
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int AgiLoader_v2::loadDirs() {
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int ec = errOK;
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// load directory files
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ec = loadDir(_vm->_game.dirLogic, LOGDIR);
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if (ec == errOK)
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ec = loadDir(_vm->_game.dirPic, PICDIR);
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if (ec == errOK)
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ec = loadDir(_vm->_game.dirView, VIEWDIR);
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if (ec == errOK)
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ec = loadDir(_vm->_game.dirSound, SNDDIR);
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if (ec == errOK)
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_hasV3VolumeFormat = detectV3VolumeFormat();
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return ec;
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}
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/**
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* This function loads a raw resource into memory,
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* if further decoding is required, it must be done by another
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* routine. NULL is returned if unsuccessful.
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*/
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uint8 *AgiLoader_v2::loadVolumeResource(AgiDir *agid) {
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uint8 *data = nullptr;
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uint8 volumeHeader[7];
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Common::File fp;
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Common::Path path(Common::String::format("vol.%i", agid->volume));
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debugC(3, kDebugLevelResources, "Vol res: path = %s", path.toString().c_str());
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if (agid->offset != _EMPTY && fp.open(path)) {
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debugC(3, kDebugLevelResources, "loading resource at offset %d", agid->offset);
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fp.seek(agid->offset, SEEK_SET);
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fp.read(&volumeHeader, _hasV3VolumeFormat ? 7 : 5);
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uint16 signature = READ_BE_UINT16(volumeHeader);
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if (signature != 0x1234) {
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warning("AgiLoader_v2::loadVolRes: bad signature %04x", signature);
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return nullptr;
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}
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agid->len = READ_LE_UINT16(volumeHeader + 3);
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if (_hasV3VolumeFormat) {
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agid->clen = READ_LE_UINT16(volumeHeader + 5);
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} else {
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agid->clen = agid->len;
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}
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uint8 *compBuffer = (uint8 *)calloc(1, agid->clen + 32); // why the extra 32 bytes?
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fp.read(compBuffer, agid->clen);
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if ((volumeHeader[2] & 0x80) && _hasV3VolumeFormat) { // compressed pic
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// effectively uncompressed, but having only 4-bit parameters for F0 / F2 commands
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data = compBuffer;
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agid->flags |= RES_PICTURE_V3_NIBBLE_PARM;
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} else if (agid->len == agid->clen) {
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// do not decompress
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data = compBuffer;
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} else {
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// it is compressed
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data = (uint8 *)calloc(1, agid->len + 32); // why the extra 32 bytes?
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lzwExpand(compBuffer, data, agid->len);
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free(compBuffer);
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agid->flags |= RES_COMPRESSED;
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}
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} else {
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// we have a bad volume resource
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// set that resource to NA
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agid->offset = _EMPTY;
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}
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return data;
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}
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int AgiLoader_v2::loadObjects() {
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return _vm->loadObjects(OBJECTS);
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}
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int AgiLoader_v2::loadWords() {
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if (_vm->getFeatures() & GF_EXTCHAR) {
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return _vm->_words->loadExtendedDictionary(WORDS);
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} else {
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return _vm->_words->loadDictionary(WORDS);
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}
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}
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} // End of namespace Agi
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