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objects.c
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objects.c
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/* Sarien - A Sierra AGI resource interpreter engine
* Copyright (C) 1999-2003 Stuart George and Claudio Matsuoka
*
* $Id: objects.c,v 1.24 2003/08/31 16:05:05 cmatsuoka Exp $
*
* 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; see docs/COPYING for further details.
*/
#include <stdio.h>
#include <string.h>
#include "sarien.h"
#include "agi.h"
extern int decode_objects(UINT8* mem, UINT32 flen);
static struct agi_object *objects; /* objects in the game */
int alloc_objects (int n)
{
if ((objects = calloc (n, sizeof(struct agi_object))) == NULL)
return err_NotEnoughMemory;
return err_OK;
}
int decode_objects (UINT8* mem, UINT32 flen)
{
#ifndef PALMOS
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 (lohi_getword (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 (lohi_getword(mem) / padsize >= 256) {
#ifdef AGDS_SUPPORT
/* die with no error! AGDS game needs not to die to work!! :( */
return err_OK;
#else
/* no AGDS support, die with error */
return err_BadResource;
#endif
}
game.num_objects = lohi_getword(mem) / padsize;
_D ("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 = lohi_getbyte (mem + so + 2);
offset = lohi_getword (mem + so) + padsize;
if (offset < flen) {
(objects + i)->name = strdup (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);
#endif
return err_OK;
}
int load_objects (char *fname)
{
#ifndef PALMOS
FILE *fp;
UINT32 flen;
UINT8 *mem;
char *path;
objects=NULL;
game.num_objects = 0;
_D ("(fname = %s)", fname);
path = fixpath (NO_GAMEDIR, fname);
report ("Loading objects: %s\n", path);
if ((fp = fopen(path, "rb")) == NULL)
return err_BadFileOpen;
fseek (fp, 0, SEEK_END);
flen = ftell (fp);
fseek (fp, 0, SEEK_SET);
if ((mem = calloc (1, flen + 32)) == NULL) {
fclose (fp);
return err_NotEnoughMemory;
}
fread (mem, 1, flen, fp);
fclose(fp);
decode_objects(mem, flen);
free(mem);
#endif
return err_OK;
}
void unload_objects ()
{
unsigned int i;
if (objects != NULL) {
for (i = 0; i < game.num_objects; i++)
free (objects[i].name);
free (objects);
}
}
#ifdef OPT_LIST_OBJECTS
int show_objects ()
{
unsigned int i;
printf(" ID Objects\n");
for (i = 0; i < game.num_objects; i++)
printf ("%3i) %3i - %s\n", 1+i, (objects+i)->location, (objects+i)->name);
printf ("\n%i objects\n", game.num_objects);
return err_OK;
}
#endif
void object_set_location (unsigned int n, int i)
{
if (n >= game.num_objects) {
report ("Error: Can't access object %d.", 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);
return 0;
}
return objects[n].location;
}
char *object_name (unsigned int n)
{
if (n >= game.num_objects) {
report ("Error: Can't access object %d.", n);
return "";
}
return objects[n].name;
}