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resource_v2.cpp

/* 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/scumm/resource_v2.cpp $
 * $Id: resource_v2.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */



#include "scumm/file.h"
#include "scumm/scumm.h"
#include "scumm/intern.h"
#include "scumm/resource.h"

namespace Scumm {

void ScummEngine_v2::readClassicIndexFile() {
      int i;

      if (_game.id == GID_MANIAC) {
            if (_game.version == 0) {
                  _numGlobalObjects = 256;
                  _numRooms = 55;
                  _numCostumes = 25;
                  _numScripts = 160;
                  _numSounds = 70;
            } else if (_game.platform == Common::kPlatformNES) {
                  _numGlobalObjects = 775;
                  _numRooms = 55;

                  // costumes 25-36 are special. see v1MMNEScostTables[] in costume.cpp
                  // costumes 37-76 are room graphics resources
                  // costume 77 is a character set translation table
                  // costume 78 is a preposition list
                  // costume 79 is unused but allocated, so the total is a nice even number :)
                  _numCostumes = 80;
                  _numScripts = 200;
                  _numSounds = 100;
            } else {
                  _numGlobalObjects = 800;
                  _numRooms = 55;
                  _numCostumes = 35;
                  _numScripts = 200;
                  _numSounds = 100;
            }
      } else if (_game.id == GID_ZAK) {
            if (_game.platform == Common::kPlatformC64) {
                  _numGlobalObjects = 775;
                  _numRooms = 59;
                  _numCostumes = 38;
                  _numScripts = 155;
                  _numSounds = 127;
            } else {
                  _numGlobalObjects = 775;
                  _numRooms = 61;
                  _numCostumes = 37;
                  _numScripts = 155;
                  _numSounds = 120;
            }
      }

      _fileHandle->seek(0, SEEK_SET);

      readMAXS(0);
      allocateArrays();

      _fileHandle->readUint16LE(); /* version magic number */
      for (i = 0; i != _numGlobalObjects; i++) {
            byte tmp = _fileHandle->readByte();
            _objectOwnerTable[i] = tmp & OF_OWNER_MASK;
            _objectStateTable[i] = tmp >> OF_STATE_SHL;
      }

      for (i = 0; i < _numRooms; i++) {
            _res->roomno[rtRoom][i] = i;
      }
      _fileHandle->seek(_numRooms, SEEK_CUR);
      for (i = 0; i < _numRooms; i++) {
            _res->roomoffs[rtRoom][i] = _fileHandle->readUint16LE();
            if (_res->roomoffs[rtRoom][i] == 0xFFFF)
                  _res->roomoffs[rtRoom][i] = (uint32)RES_INVALID_OFFSET;
      }

      for (i = 0; i < _numCostumes; i++) {
            _res->roomno[rtCostume][i] = _fileHandle->readByte();
      }
      for (i = 0; i < _numCostumes; i++) {
            _res->roomoffs[rtCostume][i] = _fileHandle->readUint16LE();
            if (_res->roomoffs[rtCostume][i] == 0xFFFF)
                  _res->roomoffs[rtCostume][i] = (uint32)RES_INVALID_OFFSET;
      }

      for (i = 0; i < _numScripts; i++) {
            _res->roomno[rtScript][i] = _fileHandle->readByte();
      }
      for (i = 0; i < _numScripts; i++) {
            _res->roomoffs[rtScript][i] = _fileHandle->readUint16LE();
            if (_res->roomoffs[rtScript][i] == 0xFFFF)
                  _res->roomoffs[rtScript][i] = (uint32)RES_INVALID_OFFSET;
      }

      for (i = 0; i < _numSounds; i++) {
            _res->roomno[rtSound][i] = _fileHandle->readByte();
      }
      for (i = 0; i < _numSounds; i++) {
            _res->roomoffs[rtSound][i] = _fileHandle->readUint16LE();
            if (_res->roomoffs[rtSound][i] == 0xFFFF)
                  _res->roomoffs[rtSound][i] = (uint32)RES_INVALID_OFFSET;
      }
}

void ScummEngine_v2::readEnhancedIndexFile() {

      _numGlobalObjects = _fileHandle->readUint16LE();
      _fileHandle->seek(_numGlobalObjects, SEEK_CUR);
      _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(0);
      allocateArrays();

      _fileHandle->readUint16LE(); /* version magic number */
      readGlobalObjects();
      readResTypeList(rtRoom);
      readResTypeList(rtCostume);
      readResTypeList(rtScript);
      readResTypeList(rtSound);
}

void ScummEngine_v2::readGlobalObjects() {
      int i;
      int num = _fileHandle->readUint16LE();
      assert(num == _numGlobalObjects);

      for (i = 0; i != num; i++) {
            byte tmp = _fileHandle->readByte();
            _objectOwnerTable[i] = tmp & OF_OWNER_MASK;
            _objectStateTable[i] = tmp >> OF_STATE_SHL;
      }
}

void ScummEngine_v2::readIndexFile() {
      int magic = 0;
      debug(9, "readIndexFile()");

      closeRoom();
      openRoom(0);

      magic = _fileHandle->readUint16LE();

      switch (magic) {
            case 0x0100:
                  printf("Enhanced V2 game detected\n");
                  assert(_game.version == 2);
                  readEnhancedIndexFile();
                  break;
            case 0x0A31:
                  printf("Classic V1 game detected\n");
                  assert(_game.version == 1);
                  readClassicIndexFile();
                  break;
            case 0x4643:
                  if (!(_game.platform == Common::kPlatformNES))
                        error("Use maniac target");
                  printf("NES V1 game detected\n");
                  assert(_game.version == 1);
                  readClassicIndexFile();
                  break;
            case 0x132:
                  printf("C64 V1 game detected\n");
                  if (_game.id == GID_MANIAC)
                        assert(_game.version == 0);
                  else
                        assert(_game.version == 1);
                  readClassicIndexFile();
                  break;
            case 0x032:
                  printf("Apple II V1 game detected\n");
                  assert(_game.version == 0);
                  readClassicIndexFile();
                  break;
            default:
                  error("Unknown magic id (0x%X) - this version is unsupported", magic);
                  break;
      }

      closeRoom();
}

void ScummEngine_v2::loadCharset(int num) {
      // Stub, V2 font resources are hardcoded into the engine.
}

} // End of namespace Scumm

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