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rscfile.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/saga/rscfile.cpp $
 * $Id: rscfile.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */

// RSC Resource file management module

#include "saga/saga.h"

#include "saga/actor.h"
#include "saga/animation.h"
#include "saga/interface.h"
#include "saga/music.h"
#include "saga/rscfile.h"
#include "saga/scene.h"
#include "saga/sndres.h"

#include "common/advancedDetector.h"

namespace Saga {

struct MacResMap {
      int16 resAttr;
      int16 typeOffset;
      int16 nameOffset;
      int16 numTypes;
};

struct MacResource {
      int16 id;
      int16 nameOffset;
      byte attr;
      int32 dataOffset;
      byte name[255];
};

struct MacResType {
      uint32 id;
      int16 items;
      int16 maxItemId;
      int16 offset;
      MacResource *resources;
};


#define ID_MIDI     MKID_BE('Midi')

Resource::Resource(SagaEngine *vm): _vm(vm) {
      _contexts = NULL;
      _contextsCount = 0;
}

Resource::~Resource() {
      clearContexts();
}

bool Resource::loadSagaContext(ResourceContext *context, uint32 contextOffset, uint32 contextSize) {
      size_t i;
      bool result;
      byte tableInfo[RSC_TABLEINFO_SIZE];
      byte *tableBuffer;
      size_t tableSize;
      uint32 resourceTableOffset;
      ResourceData *resourceData;

      if (contextSize < RSC_MIN_FILESIZE) {
            return false;
      }

      context->file->seek(contextOffset + contextSize - RSC_TABLEINFO_SIZE);

      if (context->file->read(tableInfo, RSC_TABLEINFO_SIZE) != RSC_TABLEINFO_SIZE) {
            return false;
      }

      MemoryReadStreamEndian readS(tableInfo, RSC_TABLEINFO_SIZE, context->isBigEndian);

      resourceTableOffset = readS.readUint32();
      context->count = readS.readUint32();

      // Check for sane table offset
      if (resourceTableOffset != contextSize - RSC_TABLEINFO_SIZE - RSC_TABLEENTRY_SIZE * context->count) {
            return false;
      }

      // Load resource table
      tableSize = RSC_TABLEENTRY_SIZE * context->count;

      tableBuffer = (byte *)malloc(tableSize);

      context->file->seek(resourceTableOffset + contextOffset, SEEK_SET);

      result = (context->file->read(tableBuffer, tableSize) == tableSize);
      if (result) {
            context->table = (ResourceData *)calloc(context->count, sizeof(*context->table));

            MemoryReadStreamEndian readS1(tableBuffer, tableSize, context->isBigEndian);

            for (i = 0; i < context->count; i++) {
                  resourceData = &context->table[i];
                  resourceData->offset = contextOffset + readS1.readUint32();
                  resourceData->size = readS1.readUint32();
                  //sanity check
                  if ((resourceData->offset > context->file->size()) || (resourceData->size > contextSize)) {
                        result = false;
                        break;
                  }
            }
      }

      free(tableBuffer);
      return result;
}

bool Resource::loadMacContext(ResourceContext *context) {
      int32 macDataSize, macDataSizePad;
      int32 macResSize, macResSizePad;
      int32 macResOffset;

      uint32 macMapLength;
      uint32 macDataLength;
      uint32 macMapOffset;
      uint32 macDataOffset;

      MacResMap macResMap;
      MacResType *macResTypes;      

      MacResType *macResType;
      MacResource *macResource;
      int i, j;
      byte macNameLen;
      bool notSagaContext = false;

      if (context->file->size() < RSC_MIN_FILESIZE + MAC_BINARY_HEADER_SIZE) {
            return false;
      }

      if (context->file->readByte() != 0) {
            return false;
      }
      context->file->readByte(); //MAX Name Len
      context->file->seek(74);
      if (context->file->readByte() != 0) {
            return false;
      }
      context->file->seek(82);
      if (context->file->readByte() != 0) {
            return false;
      }

      macDataSize = context->file->readSint32BE();
      macResSize = context->file->readSint32BE();
      macDataSizePad = (((macDataSize + 127) >> 7) << 7);
      macResSizePad = (((macResSize + 127) >> 7) << 7);

      macResOffset = MAC_BINARY_HEADER_SIZE + macDataSizePad;
      context->file->seek(macResOffset);

      macDataOffset = context->file->readUint32BE() + macResOffset;
      macMapOffset = context->file->readUint32BE() + macResOffset;
      macDataLength = context->file->readUint32BE();
      macMapLength = context->file->readUint32BE();

      if (macDataOffset >= context->file->size() || macMapOffset >= context->file->size() ||
            macDataLength + macMapLength > context->file->size()) {
                  return false;
      }

      context->file->seek(macMapOffset + 22);

      macResMap.resAttr = context->file->readUint16BE();
      macResMap.typeOffset = context->file->readUint16BE();
      macResMap.nameOffset = context->file->readUint16BE();
      macResMap.numTypes = context->file->readUint16BE();
      macResMap.numTypes++;

      context->file->seek(macMapOffset + macResMap.typeOffset + 2);

      macResTypes = (MacResType *)calloc(macResMap.numTypes, sizeof(*macResTypes));

      for (i = macResMap.numTypes, macResType = macResTypes; i > 0; i--, macResType++) {
            macResType->id = context->file->readUint32BE();
            macResType->items = context->file->readUint16BE();
            macResType->offset = context->file->readUint16BE();
            macResType->items++;
            macResType->resources = (MacResource*)calloc(macResType->items, sizeof(*macResType->resources));
      }

      for (i = macResMap.numTypes, macResType = macResTypes; i > 0; i--, macResType++) {
            context->file->seek(macResType->offset + macMapOffset + macResMap.typeOffset);

            for (j = macResType->items, macResource = macResType->resources; j > 0; j--, macResource++) {               
                  macResource->id = context->file->readUint16BE();
                  macResource->nameOffset = context->file->readUint16BE();
                  macResource->dataOffset = context->file->readUint32BE();
                  macResSize = context->file->readUint32BE();

                  macResource->attr = macResource->dataOffset >> 24;
                  macResource->dataOffset &= 0xFFFFFF;
                  if (macResource->id > macResType->maxItemId) {
                        macResType->maxItemId = macResource->id;
                  }
            }

            for (j = macResType->items, macResource = macResType->resources; j > 0; j--, macResource++) {               
                  if (macResource->nameOffset != -1) {
                        context->file->seek(macResource->nameOffset + macMapOffset + macResMap.nameOffset);
                        macNameLen = context->file->readByte();
                        context->file->read(macResource->name, macNameLen);
                  }
            }
      }

//
      for (i = macResMap.numTypes, macResType = macResTypes; i > 0; i--, macResType++) {
            //getting offsets & sizes of midi
            if (((context->fileType & GAME_MUSICFILE_GM) > 0) && (macResType->id == ID_MIDI)) {
                  
                  context->count = macResType->maxItemId + 1;
                  context->table = (ResourceData *)calloc(context->count, sizeof(*context->table));
                  for (j = macResType->items, macResource = macResType->resources; j > 0; j--, macResource++) {
                        context->file->seek(macDataOffset + macResource->dataOffset);
                        context->table[macResource->id].size = context->file->readUint32BE();
                        context->table[macResource->id].offset = context->file->pos();
                  }
                  notSagaContext = true;
                  break;
            }
      }

//free
      for (i = 0; i < macResMap.numTypes; i++) {
            free(macResTypes[i].resources);
      }
      free(macResTypes);

      if ((!notSagaContext) && (!loadSagaContext(context, MAC_BINARY_HEADER_SIZE, macDataSize))) {
            return false;
      }

      return true;
}

bool Resource::loadContext(ResourceContext *context) {
      size_t i;
      int j;
      const GamePatchDescription *patchDescription;
      ResourceData *resourceData;
      uint16 subjectResourceType;
      ResourceContext *subjectContext;
      uint32 subjectResourceId;
      uint32 patchResourceId;
      ResourceData *subjectResourceData;
      byte *tableBuffer;
      size_t tableSize;
      bool isMacBinary;

      if (!context->file->open(context->fileName)) {
            return false;
      }

      context->isBigEndian = _vm->isBigEndian();

      if (context->fileType & GAME_SWAPENDIAN)
            context->isBigEndian = !context->isBigEndian;
      
      isMacBinary = (context->fileType & GAME_MACBINARY) > 0;
      context->fileType &= ~GAME_MACBINARY;
      
      if (isMacBinary) {
            if (!loadMacContext(context)) {
                  return false;
            }
      } else {
            if (!loadSagaContext(context, 0, context->file->size())) {
                  return false;
            }
      }

      //process internal patch files
      if (GAME_PATCHFILE & context->fileType) {
            subjectResourceType = ~GAME_PATCHFILE & context->fileType;
            subjectContext = getContext((GameFileTypes)subjectResourceType);
            if (subjectContext == NULL) {
                  error("Resource::loadContext() Subject context not found");
            }
            loadResource(context, context->count - 1, tableBuffer, tableSize);

            MemoryReadStreamEndian readS2(tableBuffer, tableSize, context->isBigEndian);
            for (i = 0; i < tableSize / 8; i++) {
                  subjectResourceId = readS2.readUint32();
                  patchResourceId = readS2.readUint32();
                  subjectResourceData = getResourceData(subjectContext, subjectResourceId);
                  resourceData = getResourceData(context, patchResourceId);
                  subjectResourceData->patchData = new PatchData(context->file);
                  subjectResourceData->offset = resourceData->offset;
                  subjectResourceData->size = resourceData->size;
            }
            free(tableBuffer);
      }

      //process external patch files
      for (j = 0; j < _vm->getPatchesCount(); j++) {
            patchDescription = &_vm->getPatchDescriptions()[j];
            if ((patchDescription->fileType & context->fileType) != 0) {
                  if (patchDescription->resourceId < context->count) {
                        resourceData = &context->table[patchDescription->resourceId];
                        resourceData->patchData = new PatchData(patchDescription);
                        if (resourceData->patchData->_patchFile->open(patchDescription->fileName)) {
                              resourceData->offset = 0;
                              resourceData->size = resourceData->patchData->_patchFile->size();
                              // ITE uses several patch files which are loaded and then not needed
                              // anymore (as they're in memory), so close them here. IHNM uses only
                              // 1 patch file, which is reused, so don't close it
                              if (_vm->getGameType() == GType_ITE)
                                    resourceData->patchData->_patchFile->close();
                        } else {
                              delete resourceData->patchData;
                              resourceData->patchData = NULL;
                        }
                  }
            }
      }

      // Close the file if it's part of a series of files
      // This prevents having all voice files open in IHNM for no reason, as each chapter uses
      // a different voice file
      if (context->serial > 0)
            context->file->close();

      return true;
}

bool Resource::createContexts() {
      int i;
      ResourceContext *context;
      char musicFileName[256];
      char soundFileName[256];
      int soundFileIndex = 0;
      int voicesFileIndex = 0;
      bool digitalMusic = false;
      bool soundFileInArray = false;
      bool voicesFileInArray = false;
      bool multipleVoices = false;
      bool censoredVersion = false;
      uint16 voiceFileType = GAME_VOICEFILE;

      _vm->_voiceFilesExist = true;

      // If the Wyrmkeep credits file is found, set the Wyrmkeep version flag to true
      if (Common::File::exists("graphics/credit3n.dlt")) {
            _vm->_gf_wyrmkeep = true;
      }

      _contextsCount = 0;
      for (i = 0; _vm->getFilesDescriptions()[i].fileName; i++) {
            _contextsCount++;
            if (_vm->getFilesDescriptions()[i].fileType == GAME_SOUNDFILE)
                  soundFileInArray = true;
            if (_vm->getFilesDescriptions()[i].fileType == GAME_VOICEFILE)
                  voicesFileInArray = true;
      }

      if (!soundFileInArray) {
            if (_vm->getGameType() == GType_ITE) {
                  // If the sound file is not specified in the detector table, add it here
                  if (Common::File::exists("sounds.rsc") || Common::File::exists("sounds.cmp")) {
                        _contextsCount++;
                        soundFileIndex = _contextsCount - 1;
                        if (Common::File::exists("sounds.rsc")) {
                              sprintf(soundFileName, "sounds.rsc");
                        } else {
                              sprintf(soundFileName, "sounds.cmp");
                              _vm->_gf_compressed_sounds = true;
                        }
                  } else if (Common::File::exists("soundsd.rsc") || Common::File::exists("soundsd.cmp")) {
                        _contextsCount++;
                        soundFileIndex = _contextsCount - 1;
                        if (Common::File::exists("soundsd.rsc")) {
                              sprintf(soundFileName, "soundsd.rsc");
                        } else {
                              sprintf(soundFileName, "soundsd.cmp");
                              _vm->_gf_compressed_sounds = true;
                        }
                  } else {
                        // No sound file found, don't add any file to the array
                        soundFileInArray = true;
                        // ITE floppy versions have both voices and sounds in voices.rsc
                        voiceFileType = GAME_SOUNDFILE | GAME_VOICEFILE;
                  }
            } else {
                  // If the sound file is not specified in the detector table, add it here
                  if (Common::File::exists("sfx.res") || Common::File::exists("sfx.cmp")) {
                        _contextsCount++;
                        soundFileIndex = _contextsCount - 1;
                        if (Common::File::exists("sfx.res")) {
                              sprintf(soundFileName, "sfx.res");
                        } else {
                              sprintf(soundFileName, "sfx.cmp");
                              _vm->_gf_compressed_sounds = true;
                        }
                  } else {
                        // No sound file found, don't add any file to the array
                        soundFileInArray = true;
                  }
            }
      }

      if (!voicesFileInArray) {
            if (_vm->getGameType() == GType_ITE) {
                  // If the voices file is not specified in the detector table, add it here
                  if (Common::File::exists("voices.rsc") || Common::File::exists("voices.cmp")) {
                        _contextsCount++;
                        voicesFileIndex = _contextsCount - 1;
                        if (Common::File::exists("voices.rsc")) {
                              sprintf(_voicesFileName[0], "voices.rsc");
                        } else {
                              sprintf(_voicesFileName[0], "voices.cmp");
                              _vm->_gf_compressed_sounds = true;
                        }
                  } else if (Common::File::exists("voicesd.rsc") || Common::File::exists("voicesd.cmp")) {
                        _contextsCount++;
                        voicesFileIndex = _contextsCount - 1;
                        if (Common::File::exists("voicesd.rsc")) {
                              sprintf(_voicesFileName[0], "voicesd.rsc");
                        } else {
                              sprintf(_voicesFileName[0], "voicesd.cmp");
                              _vm->_gf_compressed_sounds = true;
                        }
                  } else if (Common::File::exists("inherit the earth voices") || 
                                 Common::File::exists("inherit the earth voices.cmp")) {
                        _contextsCount++;
                        voicesFileIndex = _contextsCount - 1;
                        if (Common::File::exists("inherit the earth voices")) {
                              sprintf(_voicesFileName[0], "inherit the earth voices");
                        } else {
                              sprintf(_voicesFileName[0], "inherit the earth voices.cmp");
                              _vm->_gf_compressed_sounds = true;
                        }

                        // The resources in the Wyrmkeep combined Windows/Mac/Linux CD version are little endian, but
                        // the voice file is big endian. If we got such a version with mixed files, mark this voice file
                        // as big endian
                        if (!_vm->isBigEndian())
                              voiceFileType = GAME_VOICEFILE | GAME_SWAPENDIAN;     // This file is big endian
                  } else {
                        // No voice file found, don't add any file to the array
                        voicesFileInArray = true;
                        warning("No voice file found, voices will be disabled");
                        _vm->_voicesEnabled = false;
                        _vm->_subtitlesEnabled = true;
                        _vm->_voiceFilesExist = false;
                  }
            } else {
                  // If the voices file is not specified in the detector table, add it here
                  if (Common::File::exists("voicess.res") || Common::File::exists("voicess.cmp")) {
                        _contextsCount++;
                        voicesFileIndex = _contextsCount - 1;
                        // IHNM has multiple voice files
                        multipleVoices = true;
                        // Note: it is assumed that the voices are always last in the list
                        if (Common::File::exists("voices4.res") || Common::File::exists("voices4.cmp")) {
                              _contextsCount += 6;    // voices1-voices6
                        } else {
                              // The German and French versions of IHNM don't have Nimdok's chapter, therefore the voices file
                              // for that chapter is missing
                              _contextsCount += 5;    // voices1-voices3, voices4-voices5
                              censoredVersion = true;
                        }
                        if (Common::File::exists("voicess.res")) {
                              sprintf(_voicesFileName[0], "voicess.res");
                        } else {
                              sprintf(_voicesFileName[0], "voicess.cmp");
                              _vm->_gf_compressed_sounds = true;
                        }
                  } else if (Common::File::exists("voicesd.res") || Common::File::exists("voicesd.cmp")) {
                        _contextsCount++;
                        voicesFileIndex = _contextsCount - 1;
                        if (Common::File::exists("voicesd.res")) {
                              sprintf(_voicesFileName[0], "voicesd.res");
                        } else {
                              sprintf(_voicesFileName[0], "voicesd.cmp");
                              _vm->_gf_compressed_sounds = true;
                        }
                  } else {
                        // No voice file found, don't add any file to the array
                        voicesFileInArray = true;
                        warning("No voice file found, voices will be disabled");
                        _vm->_voicesEnabled = false;
                        _vm->_subtitlesEnabled = true;
                        _vm->_voiceFilesExist = false;
                  }
            }
      }

      if (_vm->getGameType() == GType_ITE) {
            // Check for digital music in ITE
            if (Common::File::exists("music.rsc") || Common::File::exists("music.cmp")) {
                  _contextsCount++;
                  digitalMusic = true;
                  if (Common::File::exists("music.cmp"))
                        sprintf(musicFileName, "music.cmp");
                  else
                        sprintf(musicFileName, "music.rsc");
            } else if (Common::File::exists("musicd.rsc") || Common::File::exists("musicd.cmp")) {
                  _contextsCount++;
                  digitalMusic = true;
                  if (Common::File::exists("musicd.cmp"))
                        sprintf(musicFileName, "musicd.cmp");
                  else
                        sprintf(musicFileName, "musicd.rsc");
            } else {
                  digitalMusic = false;
            }
      }

      _contexts = (ResourceContext*)calloc(_contextsCount, sizeof(*_contexts));

      for (i = 0; i < _contextsCount; i++) {
            context = &_contexts[i];
            context->file = new Common::File();
            context->serial = 0;

            // For ITE, add the digital music file and sfx file information here
            if (_vm->getGameType() == GType_ITE && digitalMusic && i == _contextsCount - 1) {
                  context->fileName = musicFileName;
                  context->fileType = GAME_MUSICFILE;
            } else if (!soundFileInArray && i == soundFileIndex) {
                  context->fileName = soundFileName;
                  context->fileType = GAME_SOUNDFILE; 
            } else if (!voicesFileInArray && i == voicesFileIndex) {
                  context->fileName = _voicesFileName[0];
                  // can be GAME_VOICEFILE or GAME_SOUNDFILE | GAME_VOICEFILE or GAME_VOICEFILE | GAME_SWAPENDIAN
                  context->fileType = voiceFileType;
            } else {
                  if (!(!voicesFileInArray && multipleVoices && (i > voicesFileIndex))) {
                        context->fileName = _vm->getFilesDescriptions()[i].fileName;
                        context->fileType = _vm->getFilesDescriptions()[i].fileType;
                  } else {
                        int token = (censoredVersion && (i - voicesFileIndex >= 4)) ? 1 : 0;    // censored versions don't have voice4

                        if (_vm->getFeatures() & GF_COMPRESSED_SOUNDS)
                              sprintf(_voicesFileName[i - voicesFileIndex + token], "voices%i.cmp", i - voicesFileIndex + token);
                        else
                              sprintf(_voicesFileName[i - voicesFileIndex + token], "voices%i.res", i - voicesFileIndex + token);

                        context->fileName = _voicesFileName[i - voicesFileIndex + token];
                        context->fileType = GAME_VOICEFILE;

                        // IHNM has several different voice files, so we need to allow
                        // multiple resource contexts of the same type. We tell them
                        // apart by assigning each of the duplicates a unique serial
                        // number. The default behaviour when requesting a context will
                        // be to look for serial number 0.
                        context->serial = i - voicesFileIndex + token;                    
                  }
            }

            if (!loadContext(context)) {
                  return false;
            }
      }
      return true;
}

void Resource::clearContexts() {
      int i;
      size_t j;
      ResourceContext *context;
      if (_contexts == NULL) {
            return;
      }
      for (i = 0; i < _contextsCount; i++) {
            context = &_contexts[i];
            delete context->file;
            if (context->table != NULL) {
                  for (j = 0; j < context->count; j++) {
                        delete context->table[j].patchData;
                  }
            }
            free(context->table);
      }
      free(_contexts);
      _contexts = NULL;
}

uint32 Resource::convertResourceId(uint32 resourceId) {

      if (_vm->getGameType() == GType_ITE && _vm->isMacResources()) {
            if (resourceId > 1537) {
                  return resourceId - 2;
            } else {
                  if (resourceId == 1535 || resourceId == 1536) {
                        error("Wrong resource number %d for Mac ITE", resourceId);
                  }
            }
      }

      return resourceId;
}

void Resource::loadResource(ResourceContext *context, uint32 resourceId, byte*&resourceBuffer, size_t &resourceSize) {
      Common::File *file;
      uint32 resourceOffset;
      ResourceData *resourceData;

      debug(8, "loadResource %d", resourceId);

      resourceData = getResourceData(context, resourceId);

      file = context->getFile(resourceData);

      resourceOffset = resourceData->offset;
      resourceSize = resourceData->size;

      resourceBuffer = (byte*)malloc(resourceSize);

      file->seek((long)resourceOffset, SEEK_SET);

      if (file->read(resourceBuffer, resourceSize) != resourceSize) {
            error("Resource::loadResource() failed to read");
      }

      // ITE uses several patch files which are loaded and then not needed
      // anymore (as they're in memory), so close them here. IHNM uses only
      // 1 patch file, which is reused, so don't close it
      if (resourceData->patchData != NULL && _vm->getGameType() == GType_ITE)
            file->close();
}

static int metaResourceTable[] = { 0, 326, 517, 677, 805, 968, 1165, 0, 1271 };
static int metaResourceTableDemo[] = { 0, 0, 0, 0, 0, 0, 0, 285, 0 };

void Resource::loadGlobalResources(int chapter, int actorsEntrance) {
      if (chapter < 0) {
            if (_vm->getGameId() != GID_IHNM_DEMO)
                  chapter = 8;
            else
                  chapter = 7;
      }

      // TODO
      //if (module.voiceLUT)
      //    free module.voiceLUT;

      // TODO: close chapter context, or rather reassign it in our case

      ResourceContext *resourceContext;
      ResourceContext *soundContext;
      int i;

      resourceContext = _vm->_resource->getContext(GAME_RESOURCEFILE);
      if (resourceContext == NULL) {
            error("Resource::loadGlobalResources() resource context not found");
      }

      soundContext = _vm->_resource->getContext(GAME_SOUNDFILE);
      if (soundContext == NULL) {
            error("Resource::loadGlobalResources() sound context not found");
      }

      byte *resourcePointer;
      size_t resourceLength;

      if (_vm->getGameId() != GID_IHNM_DEMO) {
            _vm->_resource->loadResource(resourceContext, metaResourceTable[chapter],
                                                       resourcePointer, resourceLength);
      } else {
            _vm->_resource->loadResource(resourceContext, metaResourceTableDemo[chapter],
                                                       resourcePointer, resourceLength);
      }

      if (resourceLength == 0) {
            error("Resource::loadGlobalResources wrong metaResource");
      }

      MemoryReadStream metaS(resourcePointer, resourceLength);

      _metaResource.sceneIndex = metaS.readSint16LE();
      _metaResource.objectCount = metaS.readSint16LE();
      _metaResource.objectsStringsResourceID = metaS.readSint32LE();
      _metaResource.inventorySpritesID = metaS.readSint32LE();
      _metaResource.mainSpritesID = metaS.readSint32LE();
      _metaResource.objectsResourceID = metaS.readSint32LE();
      _metaResource.actorCount = metaS.readSint16LE();
      _metaResource.actorsStringsResourceID = metaS.readSint32LE();
      _metaResource.actorsResourceID = metaS.readSint32LE();
      _metaResource.protagFaceSpritesID = metaS.readSint32LE();
      _metaResource.field_22 = metaS.readSint32LE();
      _metaResource.field_26 = metaS.readSint16LE();
      _metaResource.protagStatesCount = metaS.readSint16LE();
      _metaResource.protagStatesResourceID = metaS.readSint32LE();
      _metaResource.cutawayListResourceID = metaS.readSint32LE();
      _metaResource.songTableID = metaS.readSint32LE();

      free(resourcePointer);

      _vm->_actor->loadActorList(actorsEntrance, _metaResource.actorCount,
                                      _metaResource.actorsResourceID, _metaResource.protagStatesCount,
                                      _metaResource.protagStatesResourceID);

      _vm->_actor->_protagonist->_sceneNumber = _metaResource.sceneIndex;

      _vm->_actor->_objectsStrings.freeMem();

      _vm->_resource->loadResource(resourceContext, _metaResource.objectsStringsResourceID, resourcePointer, resourceLength);
      _vm->loadStrings(_vm->_actor->_objectsStrings, resourcePointer, resourceLength);
      free(resourcePointer);

      if (chapter >= _vm->_sndRes->_fxTableIDsLen) {
            error("Chapter ID exceeds fxTableIDs length");
      }

      debug(0, "Going to read %d of %d", chapter, _vm->_sndRes->_fxTableIDs[chapter]);
      _vm->_resource->loadResource(soundContext, _vm->_sndRes->_fxTableIDs[chapter],
                                                 resourcePointer, resourceLength);

      if (resourceLength == 0) {
            error("Resource::loadGlobalResources Can't load sound effects for current track");
      }

      free(_vm->_sndRes->_fxTable);
      
      _vm->_sndRes->_fxTableLen = resourceLength / 4;
      _vm->_sndRes->_fxTable = (FxTable *)malloc(sizeof(FxTable) * _vm->_sndRes->_fxTableLen);

      MemoryReadStream fxS(resourcePointer, resourceLength);

      for (i = 0; i < _vm->_sndRes->_fxTableLen; i++) {
            _vm->_sndRes->_fxTable[i].res = fxS.readSint16LE();
            _vm->_sndRes->_fxTable[i].vol = fxS.readSint16LE();
      }
      free(resourcePointer);

      _vm->_interface->_defPortraits.freeMem();
      _vm->_sprite->loadList(_metaResource.protagFaceSpritesID, _vm->_interface->_defPortraits);

      _vm->_actor->_actorsStrings.freeMem();

      _vm->_resource->loadResource(resourceContext, _metaResource.actorsStringsResourceID, resourcePointer, resourceLength);
      _vm->loadStrings(_vm->_actor->_actorsStrings, resourcePointer, resourceLength);
      free(resourcePointer);

      _vm->_sprite->_inventorySprites.freeMem();
      _vm->_sprite->loadList(_metaResource.inventorySpritesID, _vm->_sprite->_inventorySprites);

      _vm->_sprite->_mainSprites.freeMem();
      _vm->_sprite->loadList(_metaResource.mainSpritesID, _vm->_sprite->_mainSprites);

      _vm->_actor->loadObjList(_metaResource.objectCount, _metaResource.objectsResourceID);

      _vm->_resource->loadResource(resourceContext, _metaResource.cutawayListResourceID, resourcePointer, resourceLength);

      if (resourceLength == 0) {
            error("Resource::loadGlobalResources Can't load cutaway list");
      }

      _vm->_anim->loadCutawayList(resourcePointer, resourceLength);

      if (_metaResource.songTableID > 0) {
            _vm->_resource->loadResource(resourceContext, _metaResource.songTableID, resourcePointer, resourceLength);

            if (chapter == 6) {
                  int32 id = READ_LE_UINT32(&resourcePointer[actorsEntrance * 4]);
                  free(resourcePointer);
                  _vm->_resource->loadResource(resourceContext, id, resourcePointer, resourceLength);
            }

            if (resourceLength == 0) {
                  error("Resource::loadGlobalResources Can't load songs list for current track");
            }

            free(_vm->_music->_songTable);
            
            _vm->_music->_songTableLen = resourceLength / 4;
            _vm->_music->_songTable = (int32 *)malloc(sizeof(int32) * _vm->_music->_songTableLen);

            MemoryReadStream songS(resourcePointer, resourceLength);

            for (i = 0; i < _vm->_music->_songTableLen; i++)
                  _vm->_music->_songTable[i] = songS.readSint32LE();
            free(resourcePointer);
      } else {
            // The IHNM demo has a fixed music track and doesn't load a song table
            _vm->_music->setVolume(_vm->_musicVolume == 10 ? -1 : _vm->_musicVolume * 25, 1);
            _vm->_music->play(3, MUSIC_LOOP);
      }

      int voiceLUTResourceID = 0;

      _vm->_script->_globalVoiceLUT.freeMem();

      switch (chapter) {
      case 1:
            _vm->_sndRes->setVoiceBank(1);
            voiceLUTResourceID = 23;
            break;
      case 2:
            _vm->_sndRes->setVoiceBank(2);
            voiceLUTResourceID = 24;
            break;
      case 3:
            _vm->_sndRes->setVoiceBank(3);
            voiceLUTResourceID = 25;
            break;
      case 4:
            _vm->_sndRes->setVoiceBank(4);
            voiceLUTResourceID = 26;
            break;
      case 5:
            _vm->_sndRes->setVoiceBank(5);
            voiceLUTResourceID = 27;
            break;
      case 6:
            _vm->_sndRes->setVoiceBank(6);
            voiceLUTResourceID = 28;
            break;
      case 7:
            // IHNM demo
            _vm->_sndRes->setVoiceBank(0);
            voiceLUTResourceID = 17;
            break;
      case 8:
            _vm->_sndRes->setVoiceBank(0);
            voiceLUTResourceID = 22;
            break;
      }

      if (voiceLUTResourceID) {
            _vm->_resource->loadResource(resourceContext, voiceLUTResourceID, resourcePointer, resourceLength);
            _vm->_script->loadVoiceLUT(_vm->_script->_globalVoiceLUT, resourcePointer, resourceLength);
            free(resourcePointer);
      }

      _vm->_spiritualBarometer = 0;
      _vm->_scene->setChapterNumber(chapter);
}

} // End of namespace Saga

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