130 lines
3.4 KiB
C++
130 lines
3.4 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/file.h"
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#include "titanic/support/files_manager.h"
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#include "titanic/game_manager.h"
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namespace Titanic {
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CFilesManager::CFilesManager() : _gameManager(nullptr), _assetsPath("Assets"),
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_field0(0), _drive(-1), _field18(0), _field1C(0), _field3C(0) {
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loadResourceIndex();
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}
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CFilesManager::~CFilesManager() {
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_datFile.close();
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}
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void CFilesManager::loadResourceIndex() {
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if (!_datFile.open("titanic.dat"))
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error("Could not find titanic.dat data file");
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uint headerId = _datFile.readUint32BE();
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uint version = _datFile.readUint16LE();
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if (headerId != MKTAG('S', 'V', 'T', 'N') || version < 1)
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error("Invalid data file");
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// Read in entries
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uint offset, size;
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char c;
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Common::String resourceName;
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for (;;) {
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offset = _datFile.readUint32LE();
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size = _datFile.readUint32LE();
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if (size == 0)
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break;
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Common::String resName;
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while ((c = _datFile.readByte()) != '\0')
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resName += c;
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_resources[resName] = ResourceEntry(offset, size);
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}
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}
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bool CFilesManager::fileExists(const CString &name) {
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Common::File f;
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return f.exists(name);
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}
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bool CFilesManager::scanForFile(const CString &name) {
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if (name.empty())
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return false;
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CString filename = name;
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filename.toLowercase();
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if (filename[0] == 'y' || filename[0] == 'z')
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return true;
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else if (filename[0] < 'a' || filename[0] > 'c')
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return false;
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CString fname = filename;
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int idx = fname.indexOf('#');
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if (idx >= 0) {
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fname = fname.left(idx);
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fname += ".st";
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}
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if (_gameManager)
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_gameManager->viewChange();
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// The original had a bunch of code here handling determining
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// which asset path, if any, the filename was present for,
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// and storing the "active asset path" it was found on.
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// This is redundant for ScummVM, which takes care of the paths
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return fileExists(fname);
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}
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void CFilesManager::loadDrive() {
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assert(_drive == -1);
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resetView();
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}
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void CFilesManager::debug(CScreenManager *screenManager) {
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warning("TODO: CFilesManager::debug");
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}
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void CFilesManager::resetView() {
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if (_gameManager) {
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_gameManager->_gameState.setMode(GSMODE_SELECTED);
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_gameManager->initBounds();
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}
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}
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void CFilesManager::fn4(const CString &name) {
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warning("TODO: CFilesManager::fn4");
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}
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void CFilesManager::preload(const CString &name) {
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// We don't currently do any preloading of resources
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}
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Common::SeekableReadStream *CFilesManager::getResource(const CString &str) {
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ResourceEntry resEntry = _resources[str];
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_datFile.seek(resEntry._offset);
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return _datFile.readStream(resEntry._size);
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}
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} // End of namespace Titanic
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