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objects.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-1-1-1/engines/agi/objects.cpp $
 * $Id: objects.cpp 46942 2010-01-03 20:15:44Z sev $
 *
 */

#include "agi/agi.h"

namespace Agi {

int AgiEngine::allocObjects(int n) {
      if ((_objects = (AgiObject *)calloc(n, sizeof(struct AgiObject))) == NULL)
            return errNotEnoughMemory;

      return errOK;
}

int AgiEngine::decodeObjects(uint8 *mem, uint32 flen) {
      unsigned int i, so, padsize;

      padsize = _game.gameFlags & ID_AMIGA ? 4 : 3;

      _game.numObjects = 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 errOK;
      }

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

      if (allocObjects(_game.numObjects) != errOK)
            return errNotEnoughMemory;

      // build the object list
      for (i = 0, so = padsize; i < _game.numObjects; 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.numObjects);

      return errOK;
}

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

      _objects = NULL;
      _game.numObjects = 0;

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

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

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

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

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

      decodeObjects(mem, flen);
      free(mem);
      return errOK;
}

void AgiEngine::unloadObjects() {
      unsigned int i;

      if (_objects != NULL) {
            for (i = 0; i < _game.numObjects; i++) {
                  free(_objects[i].name);
                  _objects[i].name = NULL;
            }
            free(_objects);
            _objects = NULL;
      }
}

void AgiEngine::objectSetLocation(unsigned int n, int i) {
      if (n >= _game.numObjects) {
            report("Error: Can't access object %d.\n", n);
            return;
      }
      _objects[n].location = i;
}

int AgiEngine::objectGetLocation(unsigned int n) {
      if (n >= _game.numObjects) {
            report("Error: Can't access object %d.\n", n);
            return 0;
      }
      return _objects[n].location;
}

const char *AgiEngine::objectName(unsigned int n) {
      if (n >= _game.numObjects) {
            report("Error: Can't access object %d.\n", n);
            return "";
      }
      return _objects[n].name;
}

} // End of namespace Agi

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