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engines/agi/logic.cpp
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115
engines/agi/logic.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "agi/agi.h"
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namespace Agi {
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/**
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* Decode logic resource
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* This function decodes messages from the specified raw logic resource
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* into a message list.
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* @param logicNr The number of the logic resource to decode.
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*/
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int AgiEngine::decodeLogic(int16 logicNr) {
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AgiLogic &logic = _game.logics[logicNr];
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AgiDir &dirLogic = _game.dirLogic[logicNr];
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// bytecode section:
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// u16 bytecode size
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// u8[] bytecode
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uint16 bytecodeSize = READ_LE_UINT16(logic.data);
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// message section:
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// u8 message count
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// u16 messages size (2 + offsets + strings)
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// u16[] string offsets (relative to message section + 1)
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// string[] strings (null terminated, possibly encrypted)
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int messageSectionPos = 2 + bytecodeSize;
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uint8 messageCount = logic.data[messageSectionPos];
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uint16 messagesSize = READ_LE_UINT16(logic.data + messageSectionPos + 1);
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int stringOffsetsPos = messageSectionPos + 3;
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int stringsPos = stringOffsetsPos + (2 * messageCount);
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int stringsSize = messagesSize - 2 - (2 * messageCount);
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// decrypt the message strings if the logic was not compressed
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// and the logic has messages.
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if ((~dirLogic.flags & RES_COMPRESSED) && messageCount > 0) {
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decrypt(logic.data + stringsPos, stringsSize);
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}
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// reset logic pointers
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logic.sIP = 2;
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logic.cIP = 2;
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logic.size = messageSectionPos; // exclude messages from logic size
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// allocate list of pointers to message texts. last entry is null.
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logic.numTexts = messageCount;
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logic.texts = (const char **)calloc(1 + logic.numTexts, sizeof(char *));
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if (logic.texts == nullptr) {
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free(logic.data);
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logic.data = nullptr;
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logic.numTexts = 0;
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return errNotEnoughMemory;
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}
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// populate list of pointers to message texts
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for (int i = 0; i < messageCount; i++) {
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int stringOffset = READ_LE_UINT16(logic.data + stringOffsetsPos + (i * 2));
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if (stringOffset != 0) {
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// offset is relative to the message section + 1
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stringOffset += messageSectionPos + 1;
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logic.texts[i] = (const char *)(logic.data + stringOffset);
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} else {
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// TODO: does this happen? when is a string offset zero?
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logic.texts[i] = "";
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}
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}
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// set loaded flag
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dirLogic.flags |= RES_LOADED;
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return errOK;
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}
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/**
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* Unload logic resource
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* This function unloads the specified logic resource, freeing any
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* memory chunks allocated for this resource.
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* @param logicNr The number of the logic resource to unload
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*/
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void AgiEngine::unloadLogic(int16 logicNr) {
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AgiLogic &logic = _game.logics[logicNr];
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AgiDir &dirLogic = _game.dirLogic[logicNr];
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if (dirLogic.flags & RES_LOADED) {
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free(logic.data);
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logic.data = nullptr;
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free(logic.texts);
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logic.texts = nullptr;
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logic.numTexts = 0;
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dirLogic.flags &= ~RES_LOADED;
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}
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logic.sIP = 2;
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logic.cIP = 2;
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}
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} // End of namespace Agi
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