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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "ultima/ultima4/filesys/rle.h"
namespace Ultima {
namespace Ultima4 {
/**
* Decompress an RLE encoded file.
*/
long rleDecompressFile(Common::ReadStream *in, long inlen, void **out) {
void *indata;
long outlen;
/* input file should be longer than 0 bytes */
if (inlen <= 0)
return -1;
/* load compressed file into memory */
indata = malloc(inlen);
in->read(indata, inlen);
outlen = rleDecompressMemory(indata, inlen, out);
free(indata);
return outlen;
}
long rleDecompressMemory(void *in, long inlen, void **out) {
byte *indata, *outdata;
long outlen;
/* input should be longer than 0 bytes */
if (inlen <= 0)
return -1;
indata = (byte *)in;
/* determine decompressed file size */
outlen = rleGetDecompressedSize(indata, inlen);
if (outlen <= 0)
return -1;
/* decompress file from inlen to outlen */
outdata = (byte *) malloc(outlen);
rleDecompress(indata, inlen, outdata, outlen);
*out = outdata;
return outlen;
}
/**
* Determine the uncompressed size of RLE compressed data.
*/
long rleGetDecompressedSize(byte *indata, long inlen) {
byte *p;
byte ch, count;
long len = 0;
p = indata;
while ((p - indata) < inlen) {
ch = *p++;
if (ch == RLE_RUNSTART) {
count = *p++;
p++;
len += count;
} else
len++;
}
return len;
}
/**
* Decompress a block of RLE encoded memory.
*/
long rleDecompress(byte *indata, long inlen, byte *outdata, long outlen) {
int i;
byte *p, *q;
byte ch, count, val;
p = indata;
q = outdata;
while ((p - indata) < inlen) {
ch = *p++;
if (ch == RLE_RUNSTART) {
count = *p++;
val = *p++;
for (i = 0; i < count; i++) {
*q++ = val;
if ((q - outdata) >= outlen)
break;
}
} else {
*q++ = ch;
if ((q - outdata) >= outlen)
break;
}
}
return q - outdata;
}
} // End of namespace Ultima4
} // End of namespace Ultima

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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA4_FILESYS_RLE_H
#define ULTIMA4_FILESYS_RLE_H
#include "common/stream.h"
namespace Ultima {
namespace Ultima4 {
#define RLE_RUNSTART 02
long rleDecompressFile(Common::ReadStream *in, long inlen, void **out);
long rleDecompressMemory(void *in, long inlen, void **out);
long rleGetDecompressedSize(byte *indata, long inlen);
long rleDecompress(byte *indata, long inlen, byte *outdata, long outlen);
} // End of namespace Ultima4
} // End of namespace Ultima
#endif

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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "ultima/ultima4/filesys/savegame.h"
#include "ultima/ultima4/core/types.h"
#include "ultima/ultima4/game/context.h"
#include "ultima/ultima4/game/game.h"
#include "ultima/ultima4/game/item.h"
#include "ultima/ultima4/game/object.h"
#include "ultima/ultima4/game/player.h"
#include "ultima/ultima4/game/spell.h"
#include "ultima/ultima4/views/stats.h"
#include "ultima/ultima4/map/location.h"
#include "ultima/ultima4/map/mapmgr.h"
namespace Ultima {
namespace Ultima4 {
void SaveGame::save(Common::WriteStream *stream) {
Common::Serializer ser(nullptr, stream);
assert(g_context && g_context->_location);
_positions.load();
synchronize(ser);
/*
* Save monsters
*/
// fix creature animations. This was done for compatibility with u4dos,
// so may be redundant now
g_context->_location->_map->resetObjectAnimations();
g_context->_location->_map->fillMonsterTable();
SaveGameMonsterRecord::synchronize(g_context->_location->_map->_monsterTable, ser);
/**
* Write dungeon info
*/
if (g_context->_location && g_context->_location->_prev) {
/**
* Write out monsters
*/
// fix creature animations so they are compatible with u4dos.
// This may be redundant now for ScummVM
g_context->_location->_prev->_map->resetObjectAnimations();
g_context->_location->_prev->_map->fillMonsterTable(); /* fill the monster table so we can save it */
SaveGameMonsterRecord::synchronize(g_context->_location->_prev->_map->_monsterTable, ser);
}
}
void SaveGame::load(Common::SeekableReadStream *stream) {
Common::Serializer *ser = nullptr;
assert(g_context);
if (stream) {
ser = new Common::Serializer(stream, nullptr);
synchronize(*ser);
}
// initialize our party
if (g_context->_party) {
g_context->_party->deleteObserver(g_game);
delete g_context->_party;
}
g_context->_party = new Party(this);
g_context->_party->addObserver(g_game);
// Delete any prior map
while (g_context->_location)
locationFree(&g_context->_location);
// set the map to the world map
Map *map = mapMgr->get(MAP_WORLD);
g_game->setMap(map, 0, nullptr);
assert(g_context->_location && g_context->_location->_map);
g_context->_location->_map->clearObjects();
// initialize the moons (must be done from the world map)
g_game->initMoons();
// initialize overworld position and any secondary map we're in
g_context->_location->_coords = _positions[0];
for (uint idx = 1; idx < _positions.size(); ++idx) {
map = mapMgr->get(_positions[idx]._map);
g_game->setMap(map, 1, nullptr);
g_context->_location->_coords = _positions[idx];
}
/**
* Fix the coordinates if they're out of bounds. This happens every
* time on the world map because (z == -1) is no longer valid.
* To maintain compatibility with u4dos, this value gets translated
* when the game is saved and loaded
*/
if (MAP_IS_OOB(g_context->_location->_map, g_context->_location->_coords))
g_context->_location->_coords.putInBounds(g_context->_location->_map);
// load in creatures
if (ser)
SaveGameMonsterRecord::synchronize(g_context->_location->_map->_monsterTable, *ser);
gameFixupObjects(g_context->_location->_map);
/* we have previous creature information as well, load it! */
if (g_context->_location->_prev) {
if (ser)
SaveGameMonsterRecord::synchronize(g_context->_location->_prev->_map->_monsterTable, *ser);
gameFixupObjects(g_context->_location->_prev->_map);
}
g_spells->spellSetEffectCallback(&gameSpellEffect);
g_items->setDestroyAllCreaturesCallback(&gameDestroyAllCreatures);
g_context->_stats->resetReagentsMenu();
/* add some observers */
g_context->_aura->addObserver(g_context->_stats);
g_context->_party->addObserver(g_context->_stats);
g_game->initScreenWithoutReloadingState();
delete ser;
}
void SaveGame::newGame() {
// Most default state has already been set up by the IntroController.
// Call the load method with no stream to handle pre-game setup
load(nullptr);
}
void SaveGame::synchronize(Common::Serializer &s) {
int i;
s.syncAsUint32LE(_unknown1);
s.syncAsUint32LE(_moves);
for (i = 0; i < 8; ++i)
_players[i].synchronize(s);
s.syncAsUint32LE(_food);
s.syncAsUint16LE(_gold);
for (i = 0; i < 8; ++i)
s.syncAsUint16LE(_karma[i]);
s.syncAsUint16LE(_torches);
s.syncAsUint16LE(_gems);
s.syncAsUint16LE(_keys);
s.syncAsUint16LE(_sextants);
for (i = 0; i < ARMR_MAX; ++i)
s.syncAsUint16LE(_armor[i]);
for (i = 0; i < WEAP_MAX; ++i)
s.syncAsUint16LE(_weapons[i]);
for (i = 0; i < REAG_MAX; ++i)
s.syncAsUint16LE(_reagents[i]);
for (i = 0; i < SPELL_MAX; ++i)
s.syncAsUint16LE(_mixtures[i]);
_positions.synchronize(s);
s.syncAsUint16LE(_orientation);
s.syncAsUint16LE(_items);
s.syncAsByte(_stones);
s.syncAsByte(_runes);
s.syncAsUint16LE(_members);
s.syncAsUint16LE(_transport);
s.syncAsUint16LE(_balloonState);
s.syncAsUint16LE(_trammelPhase);
s.syncAsUint16LE(_feluccaPhase);
s.syncAsUint16LE(_shipHull);
s.syncAsUint16LE(_lbIntro);
s.syncAsUint16LE(_lastCamp);
s.syncAsUint16LE(_lastReagent);
s.syncAsUint16LE(_lastMeditation);
s.syncAsUint16LE(_lastVirtue);
}
void SaveGame::init(const SaveGamePlayerRecord *avatarInfo) {
int i;
_unknown1 = 0;
_moves = 0;
_players[0] = *avatarInfo;
for (i = 1; i < 8; ++i)
_players[i].init();
_food = 0;
_gold = 0;
for (i = 0; i < 8; ++i)
_karma[i] = 20;
_torches = 0;
_gems = 0;
_keys = 0;
_sextants = 0;
for (i = 0; i < ARMR_MAX; ++i)
_armor[i] = 0;
for (i = 0; i < WEAP_MAX; ++i)
_weapons[i] = 0;
for (i = 0; i < REAG_MAX; ++i)
_reagents[i] = 0;
for (i = 0; i < SPELL_MAX; ++i)
_mixtures[i] = 0;
_items = 0;
_stones = 0;
_runes = 0;
_members = 1;
_transport = 0x1f;
_balloonState = 0;
_trammelPhase = 0;
_feluccaPhase = 0;
_shipHull = 50;
_lbIntro = 0;
_lastCamp = 0;
_lastReagent = 0;
_lastMeditation = 0;
_lastVirtue = 0;
_orientation = 0;
}
/*-------------------------------------------------------------------*/
void SaveGamePlayerRecord::synchronize(Common::Serializer &s) {
s.syncAsUint16LE(_hp);
s.syncAsUint16LE(_hpMax);
s.syncAsUint16LE(_xp);
s.syncAsUint16LE(_str);
s.syncAsUint16LE(_dex);
s.syncAsUint16LE(_intel);
s.syncAsUint16LE(_mp);
s.syncAsUint16LE(_unknown);
s.syncAsUint16LE(_weapon);
s.syncAsUint16LE(_armor);
s.syncBytes((byte *)_name, 16);
s.syncAsByte(_sex);
s.syncAsByte(_class);
s.syncAsByte(_status);
}
void SaveGamePlayerRecord::init() {
int i;
_hp = 0;
_hpMax = 0;
_xp = 0;
_str = 0;
_dex = 0;
_intel = 0;
_mp = 0;
_unknown = 0;
_weapon = WEAP_HANDS;
_armor = ARMR_NONE;
for (i = 0; i < 16; ++i)
_name[i] = '\0';
_sex = SEX_MALE;
_class = CLASS_MAGE;
_status = STAT_GOOD;
}
void SaveGameMonsterRecord::synchronize(SaveGameMonsterRecord *monsterTable, Common::Serializer &s) {
int i;
const uint32 IDENT = MKTAG('M', 'O', 'N', 'S');
uint32 val = IDENT;
s.syncAsUint32BE(val);
if (s.isLoading() && val != IDENT)
error("Invalid savegame");
if (s.isSaving() && !monsterTable) {
int dataSize = MONSTERTABLE_SIZE * 8;
byte b = 0;
while (dataSize-- > 0)
s.syncAsByte(b);
return;
}
for (i = 0; i < MONSTERTABLE_SIZE; ++i)
s.syncAsByte(monsterTable[i]._tile);
for (i = 0; i < MONSTERTABLE_SIZE; ++i)
s.syncAsByte(monsterTable[i]._x);
for (i = 0; i < MONSTERTABLE_SIZE; ++i)
s.syncAsByte(monsterTable[i]._y);
for (i = 0; i < MONSTERTABLE_SIZE; ++i)
s.syncAsByte(monsterTable[i]._prevTile);
for (i = 0; i < MONSTERTABLE_SIZE; ++i)
s.syncAsByte(monsterTable[i]._prevX);
for (i = 0; i < MONSTERTABLE_SIZE; ++i)
s.syncAsByte(monsterTable[i]._prevY);
for (i = 0; i < MONSTERTABLE_SIZE; ++i)
s.syncAsByte(monsterTable[i]._unused1);
for (i = 0; i < MONSTERTABLE_SIZE; ++i)
s.syncAsByte(monsterTable[i]._unused2);
}
/*-------------------------------------------------------------------*/
void LocationCoordsArray::load() {
clear();
for (Location *l = g_context->_location; l; l = l->_prev)
insert_at(0, LocationCoords(l->_map->_id, l->_coords));
}
void LocationCoords::synchronize(Common::Serializer &s) {
s.syncAsByte(x);
s.syncAsByte(y);
s.syncAsByte(z);
s.syncAsByte(_map);
}
/*-------------------------------------------------------------------*/
void LocationCoordsArray::synchronize(Common::Serializer &s) {
byte count = size();
s.syncAsByte(count);
if (s.isLoading())
resize(count);
for (uint idx = 0; idx < count; ++idx)
(*this)[idx].synchronize(s);
assert(!empty() && (*this)[0]._map == MAP_WORLD);
}
} // End of namespace Ultima4
} // End of namespace Ultima

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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA4_FILESYS_SAVEGAME_H
#define ULTIMA4_FILESYS_SAVEGAME_H
#include "common/array.h"
#include "common/rect.h"
#include "common/stream.h"
#include "common/serializer.h"
#include "ultima/ultima4/core/coords.h"
#include "ultima/ultima4/core/types.h"
namespace Ultima {
namespace Ultima4 {
#define PARTY_SAV_BASE_FILENAME "party.sav"
#define MONSTERS_SAV_BASE_FILENAME "monsters.sav"
#define OUTMONST_SAV_BASE_FILENAME "outmonst.sav"
#define MONSTERTABLE_SIZE 32
#define MONSTERTABLE_CREATURES_SIZE 8
#define MONSTERTABLE_OBJECTS_SIZE (MONSTERTABLE_SIZE - MONSTERTABLE_CREATURES_SIZE)
class Object;
/**
* The list of all weapons. These values are used in both the
* inventory fields and character records of the savegame.
*/
enum WeaponType {
WEAP_HANDS,
WEAP_STAFF,
WEAP_DAGGER,
WEAP_SLING,
WEAP_MACE,
WEAP_AXE,
WEAP_SWORD,
WEAP_BOW,
WEAP_CROSSBOW,
WEAP_OIL,
WEAP_HALBERD,
WEAP_MAGICAXE,
WEAP_MAGICSWORD,
WEAP_MAGICBOW,
WEAP_MAGICWAND,
WEAP_MYSTICSWORD,
WEAP_MAX
};
/**
* The list of all armor types. These values are used in both the
* inventory fields and character records of the savegame.
*/
enum ArmorType {
ARMR_NONE,
ARMR_CLOTH,
ARMR_LEATHER,
ARMR_CHAIN,
ARMR_PLATE,
ARMR_MAGICCHAIN,
ARMR_MAGICPLATE,
ARMR_MYSTICROBES,
ARMR_MAX
};
/**
* The list of sex values for the savegame character records. The
* values match the male and female symbols in the character set.
*/
enum SexType {
SEX_MALE = 0xb,
SEX_FEMALE = 0xc
};
/**
* The list of class types for the savegame character records.
*/
enum ClassType {
CLASS_MAGE,
CLASS_BARD,
CLASS_FIGHTER,
CLASS_DRUID,
CLASS_TINKER,
CLASS_PALADIN,
CLASS_RANGER,
CLASS_SHEPHERD
};
/**
* The list of status values for the savegame character records. The
* values match the letter that's appear in the ztats area.
*/
enum StatusType {
STAT_GOOD = 'G',
STAT_POISONED = 'P',
STAT_SLEEPING = 'S',
STAT_DEAD = 'D'
};
enum Virtue {
VIRT_HONESTY,
VIRT_COMPASSION,
VIRT_VALOR,
VIRT_JUSTICE,
VIRT_SACRIFICE,
VIRT_HONOR,
VIRT_SPIRITUALITY,
VIRT_HUMILITY,
VIRT_MAX
};
enum BaseVirtue {
VIRT_NONE = 0x00,
VIRT_TRUTH = 0x01,
VIRT_LOVE = 0x02,
VIRT_COURAGE = 0x04
};
enum Reagent {
REAG_ASH,
REAG_GINSENG,
REAG_GARLIC,
REAG_SILK,
REAG_MOSS,
REAG_PEARL,
REAG_NIGHTSHADE,
REAG_MANDRAKE,
REAG_MAX
};
#define SPELL_MAX 26
enum Item {
ITEM_SKULL = 0x01,
ITEM_SKULL_DESTROYED = 0x02,
ITEM_CANDLE = 0x04,
ITEM_BOOK = 0x08,
ITEM_BELL = 0x10,
ITEM_KEY_C = 0x20,
ITEM_KEY_L = 0x40,
ITEM_KEY_T = 0x80,
ITEM_HORN = 0x100,
ITEM_WHEEL = 0x200,
ITEM_CANDLE_USED = 0x400,
ITEM_BOOK_USED = 0x800,
ITEM_BELL_USED = 0x1000
};
enum Stone {
STONE_BLUE = 0x01,
STONE_YELLOW = 0x02,
STONE_RED = 0x04,
STONE_GREEN = 0x08,
STONE_ORANGE = 0x10,
STONE_PURPLE = 0x20,
STONE_WHITE = 0x40,
STONE_BLACK = 0x80
};
enum Rune {
RUNE_HONESTY = 0x01,
RUNE_COMPASSION = 0x02,
RUNE_VALOR = 0x04,
RUNE_JUSTICE = 0x08,
RUNE_SACRIFICE = 0x10,
RUNE_HONOR = 0x20,
RUNE_SPIRITUALITY = 0x40,
RUNE_HUMILITY = 0x80
};
/**
* The Ultima IV savegame player record data.
*/
struct SaveGamePlayerRecord {
void synchronize(Common::Serializer &s);
void init();
unsigned short _hp;
unsigned short _hpMax;
unsigned short _xp;
unsigned short _str, _dex, _intel;
unsigned short _mp;
unsigned short _unknown;
WeaponType _weapon;
ArmorType _armor;
char _name[16];
SexType _sex;
ClassType _class;
StatusType _status;
};
/**
* How Ultima IV stores monster information
*/
struct SaveGameMonsterRecord {
byte _tile;
byte _x;
byte _y;
byte _prevTile;
byte _prevX;
byte _prevY;
byte _unused1;
byte _unused2;
SaveGameMonsterRecord() {
clear();
}
void clear() {
_tile = _x = _y = 0;
_prevTile = _prevX = _prevY = 0;
_unused1 = _unused2 = 0;
}
static void synchronize(SaveGameMonsterRecord *monsterTable, Common::Serializer &s);
};
class LocationCoords : public Coords {
public:
MapId _map;
LocationCoords() : Coords(), _map(0xff) {}
LocationCoords(MapId map, int x_, int y_, int z_) :
Coords(x_, y_, z_), _map(map) {}
LocationCoords(MapId map, const Coords &pos) :
Coords(pos), _map(map) {}
/**
* Synchronize to/from a savegame
*/
void synchronize(Common::Serializer &s);
};
class LocationCoordsArray : public Common::Array<LocationCoords> {
public:
/**
* Loads the list of map & coordinates from the game context
*/
void load();
/**
* Synchronize to/from a savegame
*/
void synchronize(Common::Serializer &s);
};
/**
* Represents the on-disk contents of PARTY.SAV.
*/
struct SaveGame {
/**
* Initialize a new savegame structure
*/
void init(const SaveGamePlayerRecord *avatarInfo);
/**
* Load an entire savegame, including monsters
*/
void save(Common::WriteStream *stream);
/**
* Save an entire savegame, including monsters
*/
void load(Common::SeekableReadStream *stream);
/**
* Called when a new game is started without loading an existing
* savegame from launcher.
*/
void newGame();
/**
* Synchronizes data for the savegame structure
*/
void synchronize(Common::Serializer &s);
uint _unknown1;
uint _moves;
SaveGamePlayerRecord _players[8];
int _food;
short _gold;
short _karma[VIRT_MAX];
short _torches;
short _gems;
short _keys;
short _sextants;
short _armor[ARMR_MAX];
short _weapons[WEAP_MAX];
short _reagents[REAG_MAX];
short _mixtures[SPELL_MAX];
unsigned short _items;
LocationCoordsArray _positions;
unsigned short _orientation;
byte _stones;
byte _runes;
unsigned short _members;
unsigned short _transport;
union {
unsigned short _balloonState;
unsigned short _torchDuration;
};
unsigned short _trammelPhase;
unsigned short _feluccaPhase;
unsigned short _shipHull;
unsigned short _lbIntro;
unsigned short _lastCamp;
unsigned short _lastReagent;
unsigned short _lastMeditation;
unsigned short _lastVirtue;
};
} // End of namespace Ultima4
} // End of namespace Ultima
#endif

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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "ultima/ultima4/filesys/u4file.h"
#include "common/file.h"
namespace Ultima {
namespace Ultima4 {
Std::vector<Common::String> u4read_stringtable(const Common::String &filename) {
Common::File f;
if (!f.open(Common::Path(Common::String::format("data/text/%s.dat", filename.c_str()))))
error("Could not open string table '%s'", filename.c_str());
Std::vector<Common::String> strs;
Common::String line;
int64 filesize = f.size();
while (f.pos() < filesize)
strs.push_back(f.readString());
return strs;
}
} // End of namespace Ultima4
} // End of namespace Ultima

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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA4_FILE_H
#define ULTIMA4_FILE_H
#include "common/str.h"
#include "ultima/shared/std/containers.h"
namespace Ultima {
namespace Ultima4 {
/**
* Read a series of zero terminated strings from a file. The strings
* are read from the given offset, or the current file position if
* offset is -1.
*/
extern Std::vector<Common::String> u4read_stringtable(const Common::String &filename);
} // End of namespace Ultima4
} // End of namespace Ultima
#endif