/* 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 3 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, see . * */ #include "common/textconsole.h" #include "agi/agi.h" #include "agi/lzw.h" #include "agi/words.h" namespace Agi { int AgiLoader_v2::detectGame() { if (!Common::File::exists(LOGDIR) || !Common::File::exists(PICDIR) || !Common::File::exists(SNDDIR) || !Common::File::exists(VIEWDIR)) return errInvalidAGIFile; return errOK; } int AgiLoader_v2::loadDir(AgiDir *agid, const char *fname) { debug(0, "Loading directory: %s", fname); Common::File fp; if (!fp.open(fname)) { return errBadFileOpen; } fp.seek(0, SEEK_END); uint32 flen = fp.pos(); fp.seek(0, SEEK_SET); uint8 *mem = (uint8 *)malloc(flen); if (mem == nullptr) { return errNotEnoughMemory; } fp.read(mem, flen); // initialize directory entries to empty for (int i = 0; i < MAX_DIRECTORY_ENTRIES; i++) { agid[i].volume = 0xff; agid[i].offset = _EMPTY; } // read directory entries for (uint32 i = 0; i + 2 < flen; i += 3) { agid[i / 3].volume = *(mem + i) >> 4; agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY; debugC(3, kDebugLevelResources, "%d: volume %d, offset 0x%05x", i / 3, agid[i / 3].volume, agid[i / 3].offset); } free(mem); return errOK; } /** * Detects if the volume format is really V3. * * The CoCo3 version of Leisure Suit Larry uses a V3 volume, even * though it is a V2 game with V2 directory files. Sierra's other * CoCo3 release, King's Quest III, uses regular V2 volumes. * Fan ports of DOS games to CoCo3 use V3 volumes; presumably they * used the Leisure Suit Larry interpreter. * * Returns true if Logic 0's volume matches the V3 format. */ bool AgiLoader_v2::detectV3VolumeFormat() { uint8 volume = _vm->_game.dirLogic[0].volume; Common::Path path(Common::String::format("vol.%i", volume)); Common::File volumeFile; if (!volumeFile.open(path)) { return false; } // read the first few entries and see if they match the 7 byte header uint8 volumeHeader[7]; for (int i = 0; i < 10; i++) { if (volumeFile.read(&volumeHeader, 7) != 7) { return false; } // signature if (READ_BE_UINT16(volumeHeader) != 0x1234) { return false; } // volume number (high bit == pic compression) if ((volumeHeader[2] & 0x7f) != volume) { return false; } // uncompressed and compressed resource length. // we can't validate these values against each other. // uncompressed should always be greater than or equal // to compressed, but fan tools compressed small resources // even when the result was larger than uncompressed. // (Coco3 fan ports of KQ4, MH1, MH2) uint16 compressedResourceLength = READ_LE_UINT16(volumeHeader + 5); if (!volumeFile.seek(compressedResourceLength, SEEK_CUR)) { return false; } } return true; } int AgiLoader_v2::init() { int ec = errOK; // load directory files ec = loadDir(_vm->_game.dirLogic, LOGDIR); if (ec == errOK) ec = loadDir(_vm->_game.dirPic, PICDIR); if (ec == errOK) ec = loadDir(_vm->_game.dirView, VIEWDIR); if (ec == errOK) ec = loadDir(_vm->_game.dirSound, SNDDIR); if (ec == errOK) _hasV3VolumeFormat = detectV3VolumeFormat(); return ec; } void AgiLoader_v2::unloadResource(int16 resourceType, int16 resourceNr) { switch (resourceType) { case RESOURCETYPE_LOGIC: _vm->unloadLogic(resourceNr); break; case RESOURCETYPE_PICTURE: _vm->_picture->unloadPicture(resourceNr); break; case RESOURCETYPE_VIEW: _vm->unloadView(resourceNr); break; case RESOURCETYPE_SOUND: _vm->_sound->unloadSound(resourceNr); break; default: break; } } /** * This function loads a raw resource into memory, * if further decoding is required, it must be done by another * routine. NULL is returned if unsuccessful. */ uint8 *AgiLoader_v2::loadVolRes(struct AgiDir *agid) { uint8 *data = nullptr; uint8 volumeHeader[7]; Common::File fp; Common::Path path(Common::String::format("vol.%i", agid->volume)); debugC(3, kDebugLevelResources, "Vol res: path = %s", path.toString().c_str()); if (agid->offset != _EMPTY && fp.open(path)) { debugC(3, kDebugLevelResources, "loading resource at offset %d", agid->offset); fp.seek(agid->offset, SEEK_SET); fp.read(&volumeHeader, _hasV3VolumeFormat ? 7 : 5); uint16 signature = READ_BE_UINT16(volumeHeader); if (signature != 0x1234) { warning("AgiLoader_v2::loadVolRes: bad signature %04x", signature); return nullptr; } agid->len = READ_LE_UINT16(volumeHeader + 3); if (_hasV3VolumeFormat) { agid->clen = READ_LE_UINT16(volumeHeader + 5); } else { agid->clen = agid->len; } uint8 *compBuffer = (uint8 *)calloc(1, agid->clen + 32); // why the extra 32 bytes? fp.read(compBuffer, agid->clen); if ((volumeHeader[2] & 0x80) && _hasV3VolumeFormat) { // compressed pic // effectively uncompressed, but having only 4-bit parameters for F0 / F2 commands data = compBuffer; agid->flags |= RES_PICTURE_V3_NIBBLE_PARM; } else if (agid->len == agid->clen) { // do not decompress data = compBuffer; } else { // it is compressed data = (uint8 *)calloc(1, agid->len + 32); // why the extra 32 bytes? lzwExpand(compBuffer, data, agid->len); free(compBuffer); agid->flags |= RES_COMPRESSED; } } else { // we have a bad volume resource // set that resource to NA agid->offset = _EMPTY; } return data; } /** * Loads a resource into memory, a raw resource is loaded in * with above routine, then further decoded here. */ int AgiLoader_v2::loadResource(int16 resourceType, int16 resourceNr) { int ec = errOK; uint8 *data = nullptr; debugC(3, kDebugLevelResources, "(t = %d, n = %d)", resourceType, resourceNr); if (resourceNr >= MAX_DIRECTORY_ENTRIES) return errBadResource; switch (resourceType) { case RESOURCETYPE_LOGIC: if (~_vm->_game.dirLogic[resourceNr].flags & RES_LOADED) { debugC(3, kDebugLevelResources, "loading logic resource %d", resourceNr); unloadResource(RESOURCETYPE_LOGIC, resourceNr); // load raw resource into data data = loadVolRes(&_vm->_game.dirLogic[resourceNr]); _vm->_game.logics[resourceNr].data = data; ec = data ? _vm->decodeLogic(resourceNr) : errBadResource; _vm->_game.logics[resourceNr].sIP = 2; } // if logic was cached, we get here // reset code pointers incase it was cached _vm->_game.logics[resourceNr].cIP = _vm->_game.logics[resourceNr].sIP; break; case RESOURCETYPE_PICTURE: // if picture is currently NOT loaded *OR* cacheing is off, // unload the resource (caching == off) and reload it debugC(3, kDebugLevelResources, "loading picture resource %d", resourceNr); if (_vm->_game.dirPic[resourceNr].flags & RES_LOADED) break; // if loaded but not cached, unload it // if cached but not loaded, etc unloadResource(RESOURCETYPE_PICTURE, resourceNr); data = loadVolRes(&_vm->_game.dirPic[resourceNr]); if (data != nullptr) { _vm->_game.pictures[resourceNr].rdata = data; _vm->_game.dirPic[resourceNr].flags |= RES_LOADED; } else { ec = errBadResource; } break; case RESOURCETYPE_SOUND: debugC(3, kDebugLevelResources, "loading sound resource %d", resourceNr); if (_vm->_game.dirSound[resourceNr].flags & RES_LOADED) break; data = loadVolRes(&_vm->_game.dirSound[resourceNr]); // "data" is freed by objects created by createFromRawResource on success _vm->_game.sounds[resourceNr] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[resourceNr].len, resourceNr, _vm->_soundemu); if (_vm->_game.sounds[resourceNr] != nullptr) { _vm->_game.dirSound[resourceNr].flags |= RES_LOADED; } else { free(data); ec = errBadResource; } break; case RESOURCETYPE_VIEW: // Load a VIEW resource into memory... // Since VIEWS alter the view table ALL the time // can we cache the view? or must we reload it all // the time? if (_vm->_game.dirView[resourceNr].flags & RES_LOADED) break; debugC(3, kDebugLevelResources, "loading view resource %d", resourceNr); unloadResource(RESOURCETYPE_VIEW, resourceNr); data = loadVolRes(&_vm->_game.dirView[resourceNr]); if (data) { _vm->_game.dirView[resourceNr].flags |= RES_LOADED; ec = _vm->decodeView(data, _vm->_game.dirView[resourceNr].len, resourceNr); free(data); } else { ec = errBadResource; } break; default: ec = errBadResource; break; } return ec; } int AgiLoader_v2::loadObjects(const char *fname) { return _vm->loadObjects(fname); } int AgiLoader_v2::loadWords(const char *fname) { if (_vm->getFeatures() & GF_EXTCHAR) { return _vm->_words->loadExtendedDictionary(fname); } else { return _vm->_words->loadDictionary(fname); } } } // End of namespace Agi