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objects.cpp

/* ScummVM - Scumm Interpreter
 * Copyright (C) 2006 The ScummVM project
 *
 * Copyright (C) 1999-2003 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/objects.cpp $
 * $Id: objects.cpp 22659 2006-05-26 14:00:52Z eriktorbjorn $
 *
 */

#include "common/stdafx.h"

#include "agi/agi.h"

namespace Agi {

extern int decode_objects(uint8 *mem, uint32 flen);

static struct agi_object *objects;  /* objects in the game */

int alloc_objects(int n) {
      if ((objects = (agi_object *) calloc(n, sizeof(struct agi_object))) == NULL)
            return err_NotEnoughMemory;

      return err_OK;
}

int decode_objects(uint8 *mem, uint32 flen) {
      unsigned int i, so, padsize;

      padsize = game.game_flags & ID_AMIGA ? 4 : 3;

      game.num_objects = 0;
      objects = NULL;

      /* check if first pointer exceeds file size
       * if so, its encrypted, else it is not
       */

      if (READ_LE_UINT16(mem) > flen) {
            report("Decrypting objects... ");
            decrypt(mem, flen);
            report("done.\n");
      }

      /* alloc memory for object list
       * byte 3 = number of animated objects. this is ignored.. ??
       */
      if (READ_LE_UINT16(mem) / padsize >= 256) {
            /* die with no error! AGDS game needs not to die to work!! :( */
            return err_OK;
      }

      game.num_objects = READ_LE_UINT16(mem) / padsize;
      debugC(5, kDebugLevelResources, "num_objects = %d (padsize = %d)", game.num_objects, padsize);

      if (alloc_objects(game.num_objects) != err_OK)
            return err_NotEnoughMemory;

      /* build the object list */
      for (i = 0, so = padsize; i < game.num_objects; i++, so += padsize) {
            int offset;

            (objects + i)->location = *(mem + so + 2);
            offset = READ_LE_UINT16(mem + so) + padsize;

            if ((uint) offset < flen) {
                  (objects + i)->name = (char *)strdup((const char *)mem + offset);
            } else {
                  printf("ERROR: object %i name beyond object filesize! "
                              "(%04x > %04x)\n", i, offset, flen);
                  (objects + i)->name = strdup("");
            }
      }
      report("Reading objects: %d objects read.\n", game.num_objects);

      return err_OK;

}

int load_objects(const char *fname) {
      Common::File fp;
      uint32 flen;
      uint8 *mem;

      objects = NULL;
      game.num_objects = 0;

      debugC(5, kDebugLevelResources, "(fname = %s)", fname);
      report("Loading objects: %s\n", fname);

      if (!fp.open(fname))
            return err_BadFileOpen;

      fp.seek(0, SEEK_END);
      flen = fp.pos();
      fp.seek(0, SEEK_SET);

      if ((mem = (uint8 *) calloc(1, flen + 32)) == NULL) {
            fp.close();
            return err_NotEnoughMemory;
      }

      fp.read(mem, flen);
      fp.close();

      decode_objects(mem, flen);
      free(mem);
      return err_OK;
}

void unload_objects() {
      unsigned int i;

      if (objects != NULL) {
            for (i = 0; i < game.num_objects; i++) {
                  free(objects[i].name);
                  objects[i].name = NULL;
            }
            free(objects);
            objects = NULL;
      }
}

void object_set_location(unsigned int n, int i) {
      if (n >= game.num_objects) {
            report("Error: Can't access object %d.\n", n);
            return;
      }
      objects[n].location = i;
}

int object_get_location(unsigned int n) {
      if (n >= game.num_objects) {
            report("Error: Can't access object %d.\n", n);
            return 0;
      }
      return objects[n].location;
}

const char *object_name(unsigned int n) {
      if (n >= game.num_objects) {
            report("Error: Can't access object %d.\n", n);
            return "";
      }
      return objects[n].name;
}

}                             // End of namespace Agi

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