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logic.cpp

/* ScummVM - Scumm Interpreter
 * Copyright (C) 2006 The ScummVM project
 *
 * Copyright (C) 1999-2001 Sarien Team
 *
 * 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://svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-9-1/engines/agi/logic.cpp $
 * $Id: logic.cpp 22794 2006-05-31 10:53:04Z fingolfin $
 *
 */

#include "common/stdafx.h"

#include "agi/agi.h"

namespace Agi {

/**
 * Decode logic resource
 * This function decodes messages from the specified raw logic resource
 * into a message list.
 * @param n  The number of the logic resource to decode.
 */
int decode_logic(int n) {
      int ec = err_OK;
      int mstart, mend, mc;
      uint8 *m0;

      /* decrypt messages at end of logic + build message list */

      /* report ("decoding logic #%d\n", n); */
      m0 = game.logics[n].data;

      mstart = READ_LE_UINT16(m0) + 2;
      mc = *(m0 + mstart);
      mend = READ_LE_UINT16(m0 + mstart + 1);
      m0 += mstart + 3; /* cover header info */
      mstart = mc << 1;

      /* if the logic was not compressed, decrypt the text messages
       * only if there are more than 0 messages
       */
      if ((~game.dir_logic[n].flags & RES_COMPRESSED) && mc > 0)
            decrypt(m0 + mstart, mend - mstart);      /* decrypt messages */

      /* build message list */
      m0 = game.logics[n].data;
      mstart = READ_LE_UINT16(m0) + 2;    /* +2 covers pointer */
      game.logics[n].num_texts = *(m0 + mstart);

      /* resetp logic pointers */
      game.logics[n].sIP = 2;
      game.logics[n].cIP = 2;
      game.logics[n].size = READ_LE_UINT16(m0) + 2;   /* logic end pointer */

      /* allocate list of pointers to point into our data */

      game.logics[n].texts = (const char **)calloc(1 + game.logics[n].num_texts, sizeof(char *));

      /* cover header info */
      m0 += mstart + 3;

      if (game.logics[n].texts != NULL) {
            /* move list of strings into list to make real pointers */
            for (mc = 0; mc < game.logics[n].num_texts; mc++) {
                  mend = READ_LE_UINT16(m0 + mc * 2);
                  game.logics[n].texts[mc] = mend ? (const char *)m0 + mend - 2 : (const char *)"";
            }
            /* set loaded flag now its all completly loaded */
            game.dir_logic[n].flags |= RES_LOADED;
      } else {
            /* unload data
             * blah DF YA WANKER!!@!@# frag. i'm so dumb. not every logic
             * has text
             */
            free(game.logics[n].data);
            ec = err_NotEnoughMemory;
      }

      return ec;
}

/**
 * Unload logic resource
 * This function unloads the specified logic resource, freeing any
 * memory chunks allocated for this resource.
 * @param n  The number of the logic resource to unload
 */
void unload_logic(int n) {
      if (game.dir_logic[n].flags & RES_LOADED) {
            free(game.logics[n].data);
            if (game.logics[n].num_texts)
                  free(game.logics[n].texts);
            game.logics[n].num_texts = 0;
            game.dir_logic[n].flags &= ~RES_LOADED;
      }

      /* if cached, we end up here */
      game.logics[n].sIP = 2;
      game.logics[n].cIP = 2;
}

}                             // End of namespace Agi

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