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engines/ags/shared/game/main_game_file.h
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engines/ags/shared/game/main_game_file.h
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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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//=============================================================================
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//
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// This unit provides functions for reading main game file into appropriate
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// data structures. Main game file contains general game data, such as global
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// options, lists of static game entities and compiled scripts modules.
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//
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//=============================================================================
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#ifndef AGS_SHARED_GAME_MAIN_GAME_FILE_H
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#define AGS_SHARED_GAME_MAIN_GAME_FILE_H
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#include "common/std/functional.h"
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#include "common/std/memory.h"
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#include "common/std/set.h"
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#include "common/std/vector.h"
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#include "ags/shared/core/platform.h"
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#include "ags/shared/ac/game_version.h"
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#include "ags/shared/ac/view.h"
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#include "ags/shared/game/plugin_info.h"
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#include "ags/shared/script/cc_script.h"
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#include "ags/shared/util/error.h"
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#include "ags/shared/util/stream.h"
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#include "ags/shared/util/string.h"
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#include "ags/shared/util/version.h"
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namespace AGS3 {
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struct GameSetupStruct;
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struct DialogTopic;
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namespace AGS {
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namespace Shared {
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// Error codes for main game file reading
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enum MainGameFileErrorType {
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kMGFErr_NoError,
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kMGFErr_FileOpenFailed,
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kMGFErr_SignatureFailed,
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// separate error given for "too old" format to provide clarifying message
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kMGFErr_FormatVersionTooOld,
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kMGFErr_FormatVersionNotSupported,
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kMGFErr_CapsNotSupported,
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kMGFErr_InvalidNativeResolution,
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kMGFErr_TooManySprites,
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kMGFErr_InvalidPropertySchema,
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kMGFErr_InvalidPropertyValues,
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kMGFErr_CreateGlobalScriptFailed,
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kMGFErr_CreateDialogScriptFailed,
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kMGFErr_CreateScriptModuleFailed,
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kMGFErr_GameEntityFailed,
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kMGFErr_PluginDataFmtNotSupported,
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kMGFErr_PluginDataSizeTooLarge,
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kMGFErr_ExtListFailed,
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kMGFErr_ExtUnknown
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};
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String GetMainGameFileErrorText(MainGameFileErrorType err);
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typedef TypedCodeError<MainGameFileErrorType, GetMainGameFileErrorText> MainGameFileError;
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typedef ErrorHandle<MainGameFileError> HGameFileError;
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typedef std::unique_ptr<Stream> UStream;
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// MainGameSource defines a successfully opened main game file
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struct MainGameSource {
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// Standart main game file names for 3.* and 2.* games respectively
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static const char *DefaultFilename_v3;
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static const char *DefaultFilename_v2;
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// Signature of the current game format
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static const char *Signature;
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// Name of the asset file
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String Filename;
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// Game file format version
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GameDataVersion DataVersion;
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// Tool identifier (like version) this game was compiled with
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String CompiledWith;
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// Extended engine capabilities required by the game; their primary use
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// currently is to let "alternate" game formats indicate themselves
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std::set<String> Caps;
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// A ponter to the opened stream
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UStream InputStream;
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MainGameSource();
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};
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// LoadedGameEntities is meant for keeping objects loaded from the game file.
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// Because copying/assignment methods are not properly implemented for some
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// of these objects yet, they have to be attached using references to be read
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// directly. This is temporary solution that has to be resolved by the future
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// code refactoring.
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struct LoadedGameEntities {
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GameSetupStruct &Game;
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std::vector<DialogTopic> Dialogs;
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std::vector<ViewStruct> Views;
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PScript GlobalScript;
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PScript DialogScript;
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std::vector<PScript> ScriptModules;
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std::vector<PluginInfo> PluginInfos;
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// Original sprite data (when it was read into const-sized arrays)
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size_t SpriteCount;
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std::vector<uint8_t> SpriteFlags; // SPF_* flags
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// Old dialog support
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// legacy compiled dialog script of its own format,
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// requires separate interpreting
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std::vector<std::vector<uint8_t>> OldDialogScripts;
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// probably, actual dialog script sources kept within some older games
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std::vector<String> OldDialogSources;
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// speech texts displayed during dialog
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std::vector<String> OldSpeechLines;
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LoadedGameEntities(GameSetupStruct &game);
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~LoadedGameEntities();
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};
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class AssetManager;
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// Tells if the given path (library filename) contains main game file
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bool IsMainGameLibrary(const String &filename);
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// Scans given directory path for a package containing main game data, returns first found or none.
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String FindGameData(const String &path);
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String FindGameData(const String &path, bool(*fn_testfile)(const String &));
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// Opens main game file for reading from an arbitrary file
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HGameFileError OpenMainGameFile(const String &filename, MainGameSource &src);
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// Opens main game file for reading using the current Asset Manager (uses default asset name)
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HGameFileError OpenMainGameFileFromDefaultAsset(MainGameSource &src, AssetManager *mgr);
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// Reads game data, applies necessary conversions to match current format version
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HGameFileError ReadGameData(LoadedGameEntities &ents, Stream *in, GameDataVersion data_ver);
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// Pre-reads the heading game data, just enough to identify the game and its special file locations
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void PreReadGameData(GameSetupStruct &game, Stream *in, GameDataVersion data_ver);
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// Applies necessary updates, conversions and fixups to the loaded data
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// making it compatible with current engine
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HGameFileError UpdateGameData(LoadedGameEntities &ents, GameDataVersion data_ver);
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// Ensures that the game saves directory path is valid
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void FixupSaveDirectory(GameSetupStruct &game);
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// Maps legacy sound numbers to real audio clips
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void RemapLegacySoundNums(GameSetupStruct &game, std::vector<ViewStruct> &views, GameDataVersion data_ver);
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} // namespace Shared
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} // namespace AGS
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} // namespace AGS3
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#endif
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