scummvm/engines/wintermute/base/file/base_disk_file.cpp

216 lines
7.2 KiB
C++

/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/dcgf.h"
#include "engines/wintermute/base/file/base_disk_file.h"
#include "engines/wintermute/base/base_file_manager.h"
#include "engines/wintermute/utils/path_util.h"
#include "common/stream.h"
#include "common/memstream.h"
#include "common/file.h"
#include "common/zlib.h"
#include "common/archive.h"
#include "common/tokenizer.h"
#include "common/config-manager.h"
namespace Wintermute {
void correctSlashes(Common::String &fileName) {
for (size_t i = 0; i < fileName.size(); i++) {
if (fileName[i] == '\\') {
fileName.setChar('/', i);
}
}
}
// Parse a relative path in the game-folder, and if it exists, return a FSNode to it.
static Common::FSNode getNodeForRelativePath(const Common::String &filename) {
// The filename can be an explicit path, thus we need to chop it up, expecting the path the game
// specifies to follow the Windows-convention of folder\subfolder\file (absolute paths should not happen)
// Absolute path: These should have been handled in openDiskFile.
if (filename.contains(':')) {
// So just return an invalid node.
return Common::FSNode();
}
// Relative path:
if (filename.contains('\\')) {
Common::StringTokenizer path(filename, "\\");
// Start traversing relative to the game-data-dir
const Common::FSNode gameDataDir(ConfMan.get("path"));
Common::FSNode curNode = gameDataDir;
// Parse all path-elements
while (!path.empty()) {
// Get the next path-component by slicing on '\\'
Common::String pathPart = path.nextToken();
// Get the next FSNode in the chain, if it exists as a child from the previous.
curNode = curNode.getChild(pathPart);
if (!curNode.isReadable()) {
// Return an invalid FSNode.
return Common::FSNode();
}
// Following the comments in common/fs.h, anything not a directory is a file.
if (!curNode.isDirectory()) {
if (!path.empty()) {
error("Relative path %s reached a file before the end of the path", filename.c_str());
}
return curNode;
}
}
}
// Return an invalid FSNode to mark that we didn't find the requested file.
return Common::FSNode();
}
bool diskFileExists(const Common::String &filename) {
// Try directly from SearchMan first
Common::ArchiveMemberList files;
SearchMan.listMatchingMembers(files, filename);
for (Common::ArchiveMemberList::iterator it = files.begin(); it != files.end(); ++it) {
if ((*it)->getName() == filename) {
return true;
}
}
// File wasn't found in SearchMan, try to parse the path as a relative path.
Common::FSNode searchNode = getNodeForRelativePath(filename);
if (searchNode.exists() && !searchNode.isDirectory() && searchNode.isReadable()) {
return true;
}
return false;
}
Common::SeekableReadStream *openDiskFile(const Common::String &filename) {
uint32 prefixSize = 0;
Common::SeekableReadStream *file = nullptr;
Common::String fixedFilename = filename;
correctSlashes(fixedFilename);
// HACK: There are a few games around which mistakenly refer to absolute paths in the scripts.
// The original interpreter on Windows usually simply ignores them when it can't find them.
// We try to turn the known ones into relative paths.
if (fixedFilename.contains(':')) {
const char* const knownPrefixes[] = { // Known absolute paths
"c:/windows/fonts/", // East Side Story refers to "c:\windows\fonts\framd.ttf"
"c:/carol6/svn/data/", // Carol Reed 6: Black Circle refers to "c:\carol6\svn\data\sprites\system\help.png"
"d:/engine/\0xD2\0xC32/tg_ie_080128_1005/data/", // Tanya Grotter and the Disappearing Floor refers to "d:\engine\<\0xD2><\0xC3>2\tg_ie_080128_1005\data\interface\pixel\pixel.png"
"f:/dokument/spel 5/demo/data/" // Carol Reed 5 (non-demo) refers to "f:\dokument\spel 5\demo\data\scenes\credits\op_cred_00\op_cred_00.jpg"
};
bool matched = false;
for (uint i = 0; i < ARRAYSIZE(knownPrefixes); i++) {
if (fixedFilename.hasPrefix(knownPrefixes[i])) {
fixedFilename = fixedFilename.c_str() + strlen(knownPrefixes[i]);
matched = true;
}
}
if (!matched) {
// fixedFilename is unchanged and thus still broken, none of the above workarounds worked.
// We can only bail out
error("openDiskFile::Absolute path or invalid filename used in %s", filename.c_str());
}
}
// Try directly from SearchMan first
Common::ArchiveMemberList files;
SearchMan.listMatchingMembers(files, fixedFilename);
for (Common::ArchiveMemberList::iterator it = files.begin(); it != files.end(); ++it) {
if ((*it)->getName().equalsIgnoreCase(lastPathComponent(fixedFilename,'/'))) {
file = (*it)->createReadStream();
break;
}
}
// File wasn't found in SearchMan, try to parse the path as a relative path.
if (!file) {
Common::FSNode searchNode = getNodeForRelativePath(PathUtil::normalizeFileName(filename));
if (searchNode.exists() && !searchNode.isDirectory() && searchNode.isReadable()) {
file = searchNode.createReadStream();
}
}
if (file) {
uint32 magic1, magic2;
magic1 = file->readUint32LE();
magic2 = file->readUint32LE();
bool compressed = false;
if (magic1 == DCGF_MAGIC && magic2 == COMPRESSED_FILE_MAGIC) {
compressed = true;
}
if (compressed) {
uint32 dataOffset, compSize;
unsigned long uncompSize;
dataOffset = file->readUint32LE();
compSize = file->readUint32LE();
uncompSize = file->readUint32LE();
byte *compBuffer = new byte[compSize];
if (!compBuffer) {
error("Error allocating memory for compressed file '%s'", filename.c_str());
delete file;
return nullptr;
}
byte *data = new byte[uncompSize];
if (!data) {
error("Error allocating buffer for file '%s'", filename.c_str());
delete[] compBuffer;
delete file;
return nullptr;
}
file->seek(dataOffset + prefixSize, SEEK_SET);
file->read(compBuffer, compSize);
if (Common::uncompress(data, &uncompSize, compBuffer, compSize) != true) {
error("Error uncompressing file '%s'", filename.c_str());
delete[] compBuffer;
delete file;
return nullptr;
}
delete[] compBuffer;
delete file;
return new Common::MemoryReadStream(data, uncompSize, DisposeAfterUse::YES);
} else {
file->seek(0, SEEK_SET);
return file;
}
return file;
}
return nullptr;
}
} // End of namespace Wintermute