[Scummvm-cvs-logs] SF.net SVN: scummvm: [28791] scummvm/trunk/engines/agi

sev at users.sourceforge.net sev at users.sourceforge.net
Sat Sep 1 19:28:15 CEST 2007


Revision: 28791
          http://scummvm.svn.sourceforge.net/scummvm/?rev=28791&view=rev
Author:   sev
Date:     2007-09-01 10:28:15 -0700 (Sat, 01 Sep 2007)

Log Message:
-----------
GIve some files more logical names

Modified Paths:
--------------
    scummvm/trunk/engines/agi/agi.h
    scummvm/trunk/engines/agi/module.mk

Added Paths:
-----------
    scummvm/trunk/engines/agi/loader_preagi.cpp
    scummvm/trunk/engines/agi/loader_v2.cpp
    scummvm/trunk/engines/agi/loader_v3.cpp
    scummvm/trunk/engines/agi/preagi_input.cpp

Removed Paths:
-------------
    scummvm/trunk/engines/agi/agi_preagi.cpp
    scummvm/trunk/engines/agi/agi_v2.cpp
    scummvm/trunk/engines/agi/agi_v3.cpp
    scummvm/trunk/engines/agi/preagi_keyboard.cpp

Modified: scummvm/trunk/engines/agi/agi.h
===================================================================
--- scummvm/trunk/engines/agi/agi.h	2007-09-01 17:18:17 UTC (rev 28790)
+++ scummvm/trunk/engines/agi/agi.h	2007-09-01 17:28:15 UTC (rev 28791)
@@ -849,7 +849,6 @@
 	int decodeLogic(int);
 	void unloadLogic(int);
 	int runLogic(int);
-	void patchLogic(int n);	// DELETE THIS
 	void debugConsole(int, int, const char *);
 	int testIfCode(int);
 	void executeAgiCommand(uint8, uint8 *);

Deleted: scummvm/trunk/engines/agi/agi_preagi.cpp
===================================================================
--- scummvm/trunk/engines/agi/agi_preagi.cpp	2007-09-01 17:18:17 UTC (rev 28790)
+++ scummvm/trunk/engines/agi/agi_preagi.cpp	2007-09-01 17:28:15 UTC (rev 28791)
@@ -1,215 +0,0 @@
-/* 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.
- *
- * $URL$
- * $Id$
- *
- */
-
-#include "common/stdafx.h"
-
-#include "agi/agi.h"
-#include "agi/lzw.h"
-#include "agi/preagi_mickey.h"
-
-#include "common/config-manager.h"
-#include "common/fs.h"
-
-namespace Agi {
-
-int AgiLoader_preagi::version() {
-	return 0;
-}
-
-void AgiLoader_preagi::setIntVersion(int ver) {
-	_intVersion = ver;
-}
-
-int AgiLoader_preagi::getIntVersion() {
-	return _intVersion;
-}
-
-int AgiLoader_preagi::detectGame() {
-	// TODO: Only Mickey is detected for now
-	if (!Common::File::exists("1.pic"))
-		return errInvalidAGIFile;
-
-	_intVersion = 0x0000;
-	return errOK;
-}
-
-int AgiLoader_preagi::loadDir(struct AgiDir *agid, Common::File *fp,
-						   uint32 offs, uint32 len) {
-	int ec = errOK;
-/*	uint8 *mem;
-	unsigned int i;
-
-	fp->seek(offs, SEEK_SET);
-	if ((mem = (uint8 *)malloc(len + 32)) != NULL) {
-		fp->read(mem, len);
-
-		// set all directory resources to gone
-		for (i = 0; i < MAX_DIRS; i++) {
-			agid[i].volume = 0xff;
-			agid[i].offset = _EMPTY;
-		}
-
-		// build directory entries
-		for (i = 0; i < len; i += 3) {
-			agid[i / 3].volume = *(mem + i) >> 4;
-			agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
-		}
-
-		free(mem);
-	} else {
-		ec = errNotEnoughMemory;
-	}
-*/
-	return ec;
-}
-
-int AgiLoader_preagi::init() {
-	int ec = errOK;
-	//int i;
-	//uint16 xd[4];
-	Common::File fp;
-	Common::String path;
-
-	// TODO : load all preagi resources here
-
-	return ec;
-}
-
-int AgiLoader_preagi::deinit() {
-	int ec = errOK;
-	return ec;
-}
-
-int AgiLoader_preagi::unloadResource(int t, int n) {
-	switch (t) {
-	case rLOGIC:
-		//_vm->unloadLogic(n);
-		break;
-	case rPICTURE:
-		_vm->_picture->unloadPicture(n);
-		break;
-	case rVIEW:
-		//_vm->unloadView(n);
-		break;
-	case rSOUND:
-		//_vm->_sound->unloadSound(n);
-		break;
-	}
-
-	return errOK;
-}
-
-/*
- * This function does noting but load a raw resource into memory.
- * If further decoding is required, it must be done by another
- * routine.
- *
- * NULL is returned if unsucsessful.
- */
-uint8 *AgiLoader_preagi::loadVolRes(AgiDir *agid) {
-
-	return NULL;
-}
-
-/*
- * Loads a resource into memory, a raw resource is loaded in
- * with above routine, then further decoded here.
- */
-int AgiLoader_preagi::loadResource(int t, int n) {
-	int ec = errOK;
-	uint8 *data = NULL;
-
-	if (n > MAX_DIRS)
-		return errBadResource;
-
-	switch (t) {
-	case rLOGIC:
-		// The logic in preagi games is hardcoded
-		break;
-	case rPICTURE:
-		/* if picture is currently NOT loaded *OR* cacheing is off,
-		 * unload the resource (caching==off) and reload it
-		 */
-		if (true) { //(~_vm->_game.dirPic[n].flags & RES_LOADED) {
-			unloadResource(rPICTURE, n);
-			//data = loadVolRes(&_vm->_game.dirPic[n]);
-
-			data = new uint8[4096];
-			char szFile[255] = {0};
-
-			sprintf(szFile, IDS_MSA_PATH_PIC, n);
-			Common::File infile;
-			if (!infile.open(szFile))
-				return errBadResource;
-			infile.read(data, infile.size());
-
-			if (data != NULL) {
-				_vm->_game.pictures[n].rdata = data;
-				_vm->_game.dirPic[n].len = infile.size();
-				_vm->_game.dirPic[n].flags |= RES_LOADED;
-			} else {
-				ec = errBadResource;
-			}
-
-			infile.close();
-		}
-		break;
-	case rSOUND:
-		/*
-		if (_vm->_game.dirSound[n].flags & RES_LOADED)
-			break;
-
-		data = loadVolRes(&_vm->_game.dirSound[n]);
-		if (data != NULL) {
-			// Freeing of the raw resource from memory is delegated to the createFromRawResource-function
-			_vm->_game.sounds[n] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[n].len, n, *_vm->_sound);
-			_vm->_game.dirSound[n].flags |= RES_LOADED;
-		} else {
-			ec = errBadResource;
-		}
-		*/
-		break;
-	case rVIEW:
-		//
-		break;
-	default:
-		ec = errBadResource;
-		break;
-	}
-
-	return ec;
-}
-
-int AgiLoader_preagi::loadObjects(const char *fname) {
-	return 0;
-	//return _vm->loadObjects(fname);
-}
-
-int AgiLoader_preagi::loadWords(const char *fname) {
-	return 0;
-	//return _vm->loadWords(fname);
-}
-
-} // End of namespace Agi

Deleted: scummvm/trunk/engines/agi/agi_v2.cpp
===================================================================
--- scummvm/trunk/engines/agi/agi_v2.cpp	2007-09-01 17:18:17 UTC (rev 28790)
+++ scummvm/trunk/engines/agi/agi_v2.cpp	2007-09-01 17:28:15 UTC (rev 28791)
@@ -1,300 +0,0 @@
-/* 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.
- *
- * $URL$
- * $Id$
- *
- */
-
-#include "common/stdafx.h"
-#include "common/file.h"
-
-#include "agi/agi.h"
-
-namespace Agi {
-
-int AgiLoader_v2::version() {
-	return 2;
-}
-
-void AgiLoader_v2::setIntVersion(int ver) {
-	_intVersion = ver;
-}
-
-int AgiLoader_v2::getIntVersion() {
-	return _intVersion;
-}
-
-int AgiLoader_v2::detectGame() {
-	if (!Common::File::exists(LOGDIR) ||
-			!Common::File::exists(PICDIR) ||
-			!Common::File::exists(SNDDIR) ||
-			!Common::File::exists(VIEWDIR))
-		return errInvalidAGIFile;
-
-	_intVersion = 0x2917;	/* setup for 2.917 */
-	return _vm->v2IdGame();
-}
-
-int AgiLoader_v2::loadDir(AgiDir *agid, const char *fname) {
-	Common::File fp;
-	uint8 *mem;
-	uint32 flen;
-	uint i;
-
-	report("Loading directory: %s\n", fname);
-
-	if (!fp.open(fname)) {
-		return errBadFileOpen;
-	}
-
-	fp.seek(0, SEEK_END);
-	flen = fp.pos();
-	fp.seek(0, SEEK_SET);
-
-	if ((mem = (uint8 *)malloc(flen + 32)) == NULL) {
-		fp.close();
-		return errNotEnoughMemory;
-	}
-
-	fp.read(mem, flen);
-
-	/* set all directory resources to gone */
-	for (i = 0; i < MAX_DIRS; i++) {
-		agid[i].volume = 0xff;
-		agid[i].offset = _EMPTY;
-	}
-
-	/* build directory entries */
-	for (i = 0; i < flen; i += 3) {
-		agid[i / 3].volume = *(mem + i) >> 4;
-		agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
-		debugC(3, kDebugLevelResources, "%d: volume %d, offset 0x%05x", i / 3, agid[i / 3].volume, agid[i / 3].offset);
-	}
-
-	free(mem);
-	fp.close();
-
-	return errOK;
-}
-
-int AgiLoader_v2::init() {
-	int ec = errOK;
-
-	/* load directory files */
-	ec = loadDir(_vm->_game.dirLogic, LOGDIR);
-	if (ec == errOK)
-		ec = loadDir(_vm->_game.dirPic, PICDIR);
-	if (ec == errOK)
-		ec = loadDir(_vm->_game.dirView, VIEWDIR);
-	if (ec == errOK)
-		ec = loadDir(_vm->_game.dirSound, SNDDIR);
-
-	return ec;
-}
-
-int AgiLoader_v2::deinit() {
-	int ec = errOK;
-
-#if 0
-	/* unload words */
-	agiV2UnloadWords();
-
-	/* unload objects */
-	agiV2UnloadObjects();
-#endif
-
-	return ec;
-}
-
-int AgiLoader_v2::unloadResource(int t, int n) {
-	debugC(3, kDebugLevelResources, "unload resource");
-
-	switch (t) {
-	case rLOGIC:
-		_vm->unloadLogic(n);
-		break;
-	case rPICTURE:
-		_vm->_picture->unloadPicture(n);
-		break;
-	case rVIEW:
-		_vm->unloadView(n);
-		break;
-	case rSOUND:
-		_vm->_sound->unloadSound(n);
-		break;
-	}
-
-	return errOK;
-}
-
-/*
- * This function does noting but load a raw resource into memory,
- * if further decoding is required, it must be done by another
- * routine. NULL is returned if unsucsessfull.
- */
-uint8 *AgiLoader_v2::loadVolRes(struct AgiDir *agid) {
-	uint8 *data = NULL;
-	char x[MAX_PATH], *path;
-	Common::File fp;
-	unsigned int sig;
-
-	sprintf(x, "vol.%i", agid->volume);
-	path = x;
-	debugC(3, kDebugLevelResources, "Vol res: path = %s", path);
-
-	if (agid->offset != _EMPTY && fp.open(path)) {
-		debugC(3, kDebugLevelResources, "loading resource at offset %d", agid->offset);
-		fp.seek(agid->offset, SEEK_SET);
-		fp.read(&x, 5);
-		if ((sig = READ_BE_UINT16((uint8 *) x)) == 0x1234) {
-			agid->len = READ_LE_UINT16((uint8 *) x + 3);
-			data = (uint8 *) calloc(1, agid->len + 32);
-			if (data != NULL) {
-				fp.read(data, agid->len);
-			} else {
-				abort();
-			}
-		} else {
-#if 0
-			/* FIXME: call some panic handler instead of
-			 *        deiniting directly
-			 */
-			deinitVideoMode();
-#endif
-			report("Error: bad signature %04x\n", sig);
-			// fprintf (stderr, "ACK! BAD RESOURCE!!!\n");
-			return 0;
-		}
-		fp.close();
-	} else {
-		/* we have a bad volume resource */
-		/* set that resource to NA */
-		agid->offset = _EMPTY;
-	}
-
-	return data;
-}
-
-/*
- * Loads a resource into memory, a raw resource is loaded in
- * with above routine, then further decoded here.
- */
-int AgiLoader_v2::loadResource(int t, int n) {
-	int ec = errOK;
-	uint8 *data = NULL;
-
-	debugC(3, kDebugLevelResources, "(t = %d, n = %d)", t, n);
-	if (n > MAX_DIRS)
-		return errBadResource;
-
-	switch (t) {
-	case rLOGIC:
-		if (~_vm->_game.dirLogic[n].flags & RES_LOADED) {
-			debugC(3, kDebugLevelResources, "loading logic resource %d", n);
-			unloadResource(rLOGIC, n);
-
-			/* load raw resource into data */
-			data = loadVolRes(&_vm->_game.dirLogic[n]);
-
-			_vm->_game.logics[n].data = data;
-			ec = data ? _vm->decodeLogic(n) : errBadResource;
-
-			_vm->_game.logics[n].sIP = 2;
-		}
-
-		/* if logic was cached, we get here */
-		/* reset code pointers incase it was cached */
-
-		_vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
-		break;
-	case rPICTURE:
-		/* if picture is currently NOT loaded *OR* cacheing is off,
-		 * unload the resource (caching == off) and reload it
-		 */
-
-		debugC(3, kDebugLevelResources, "loading picture resource %d", n);
-		if (_vm->_game.dirPic[n].flags & RES_LOADED)
-			break;
-
-		/* if loaded but not cached, unload it */
-		/* if cached but not loaded, etc */
-		unloadResource(rPICTURE, n);
-		data = loadVolRes(&_vm->_game.dirPic[n]);
-
-		if (data != NULL) {
-			_vm->_game.pictures[n].rdata = data;
-			_vm->_game.dirPic[n].flags |= RES_LOADED;
-		} else {
-			ec = errBadResource;
-		}
-		break;
-	case rSOUND:
-		debugC(3, kDebugLevelResources, "loading sound resource %d", n);
-		if (_vm->_game.dirSound[n].flags & RES_LOADED)
-			break;
-
-		data = loadVolRes(&_vm->_game.dirSound[n]);
-
-		if (data != NULL) {
-			// Freeing of the raw resource from memory is delegated to the createFromRawResource-function
-			_vm->_game.sounds[n] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[n].len, n, *_vm->_sound);
-			_vm->_game.dirSound[n].flags |= RES_LOADED;
-		} else {
-			ec = errBadResource;
-		}
-		break;
-	case rVIEW:
-		/* Load a VIEW resource into memory...
-		 * Since VIEWS alter the view table ALL the time
-		 * can we cache the view? or must we reload it all
-		 * the time?
-		 */
-		if (_vm->_game.dirView[n].flags & RES_LOADED)
-			break;
-
-		debugC(3, kDebugLevelResources, "loading view resource %d", n);
-		unloadResource(rVIEW, n);
-		data = loadVolRes(&_vm->_game.dirView[n]);
-		if (data) {
-			_vm->_game.views[n].rdata = data;
-			_vm->_game.dirView[n].flags |= RES_LOADED;
-			ec = _vm->decodeView(n);
-		} else {
-			ec = errBadResource;
-		}
-		break;
-	default:
-		ec = errBadResource;
-		break;
-	}
-
-	return ec;
-}
-
-int AgiLoader_v2::loadObjects(const char *fname) {
-	return _vm->loadObjects(fname);
-}
-
-int AgiLoader_v2::loadWords(const char *fname) {
-	return _vm->loadWords(fname);
-}
-
-} // End of namespace Agi

Deleted: scummvm/trunk/engines/agi/agi_v3.cpp
===================================================================
--- scummvm/trunk/engines/agi/agi_v3.cpp	2007-09-01 17:18:17 UTC (rev 28790)
+++ scummvm/trunk/engines/agi/agi_v3.cpp	2007-09-01 17:28:15 UTC (rev 28791)
@@ -1,390 +0,0 @@
-/* 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.
- *
- * $URL$
- * $Id$
- *
- */
-
-#include "common/stdafx.h"
-
-#include "agi/agi.h"
-#include "agi/lzw.h"
-
-#include "common/config-manager.h"
-#include "common/fs.h"
-
-namespace Agi {
-
-int AgiLoader_v3::version() {
-	return 3;
-}
-
-void AgiLoader_v3::setIntVersion(int ver) {
-	_intVersion = ver;
-}
-
-int AgiLoader_v3::getIntVersion() {
-	return _intVersion;
-}
-
-int AgiLoader_v3::detectGame() {
-	int ec = errUnk;
-	bool found = false;
-
-	FSList fslist;
-	FilesystemNode dir(ConfMan.get("path"));
-
-	if (!dir.listDir(fslist, FilesystemNode::kListFilesOnly)) {
-		warning("AgiEngine: invalid game path '%s'", dir.path().c_str());
-		return errInvalidAGIFile;
-	}
-
-	for (FSList::const_iterator file = fslist.begin();
-	    file != fslist.end() && !found; ++file) {
-		Common::String f = file->name();
-		f.toLowercase();
-
-		if (f.hasSuffix("vol.0")) {
-			memset(_vm->_game.name, 0, 8);
-			strncpy(_vm->_game.name, f.c_str(), MIN((uint)8, f.size() > 5 ? f.size() - 5 : f.size()));
-			debugC(3, kDebugLevelMain, "game.name = %s", _vm->_game.name);
-			_intVersion = 0x3149;	// setup for 3.002.149
-			ec = _vm->v3IdGame();
-
-			found = true;
-		}
-	}
-
-	if (!found) {
-		debugC(3, kDebugLevelMain, "not found");
-		ec = errInvalidAGIFile;
-	}
-
-	return ec;
-}
-
-int AgiLoader_v3::loadDir(struct AgiDir *agid, Common::File *fp,
-						   uint32 offs, uint32 len) {
-	int ec = errOK;
-	uint8 *mem;
-	unsigned int i;
-
-	fp->seek(offs, SEEK_SET);
-	if ((mem = (uint8 *)malloc(len + 32)) != NULL) {
-		fp->read(mem, len);
-
-		/* set all directory resources to gone */
-		for (i = 0; i < MAX_DIRS; i++) {
-			agid[i].volume = 0xff;
-			agid[i].offset = _EMPTY;
-		}
-
-		/* build directory entries */
-		for (i = 0; i < len; i += 3) {
-			agid[i / 3].volume = *(mem + i) >> 4;
-			agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
-		}
-
-		free(mem);
-	} else {
-		ec = errNotEnoughMemory;
-	}
-
-	return ec;
-}
-
-struct agi3vol {
-	uint32 sddr;
-	uint32 len;
-};
-
-int AgiLoader_v3::init() {
-	int ec = errOK;
-	struct agi3vol agiVol3[4];
-	int i;
-	uint16 xd[4];
-	Common::File fp;
-	Common::String path;
-
-	if (_vm->getPlatform() == Common::kPlatformAmiga) {
-		path = Common::String("dirs");
-		_vm->_game.name[0] = 0; // Empty prefix
-	} else if (_vm->getFeatures() & GF_MACGOLDRUSH) {
-		path = "grdir";
-		_vm->_game.name[0] = 0; // Empty prefix
-	} else {
-		path = Common::String(_vm->_game.name) + DIR_;
-	}
-
-	if (!fp.open(path)) {
-		printf("Failed to open \"%s\"\n", path.c_str());
-		return errBadFileOpen;
-	}
-	/* build offset table for v3 directory format */
-	fp.read(&xd, 8);
-	fp.seek(0, SEEK_END);
-
-	for (i = 0; i < 4; i++)
-		agiVol3[i].sddr = READ_LE_UINT16((uint8 *) & xd[i]);
-
-	agiVol3[0].len = agiVol3[1].sddr - agiVol3[0].sddr;
-	agiVol3[1].len = agiVol3[2].sddr - agiVol3[1].sddr;
-	agiVol3[2].len = agiVol3[3].sddr - agiVol3[2].sddr;
-	agiVol3[3].len = fp.pos() - agiVol3[3].sddr;
-
-	if (agiVol3[3].len > 256 * 3)
-		agiVol3[3].len = 256 * 3;
-
-	fp.seek(0, SEEK_SET);
-
-	/* read in directory files */
-	ec = loadDir(_vm->_game.dirLogic, &fp, agiVol3[0].sddr, agiVol3[0].len);
-
-	if (ec == errOK) {
-		ec = loadDir(_vm->_game.dirPic, &fp, agiVol3[1].sddr, agiVol3[1].len);
-	}
-
-	if (ec == errOK) {
-		ec = loadDir(_vm->_game.dirView, &fp, agiVol3[2].sddr, agiVol3[2].len);
-	}
-
-	if (ec == errOK) {
-		ec = loadDir(_vm->_game.dirSound, &fp, agiVol3[3].sddr, agiVol3[3].len);
-	}
-
-	return ec;
-}
-
-int AgiLoader_v3::deinit() {
-	int ec = errOK;
-
-#if 0
-	/* unload words */
-	agiV3UnloadWords();
-
-	/* unload objects */
-	agiV3UnloadObjects();
-#endif
-
-	return ec;
-}
-
-int AgiLoader_v3::unloadResource(int t, int n) {
-	switch (t) {
-	case rLOGIC:
-		_vm->unloadLogic(n);
-		break;
-	case rPICTURE:
-		_vm->_picture->unloadPicture(n);
-		break;
-	case rVIEW:
-		_vm->unloadView(n);
-		break;
-	case rSOUND:
-		_vm->_sound->unloadSound(n);
-		break;
-	}
-
-	return errOK;
-}
-
-/*
- * This function does noting but load a raw resource into memory.
- * If further decoding is required, it must be done by another
- * routine.
- *
- * NULL is returned if unsucsessful.
- */
-uint8 *AgiLoader_v3::loadVolRes(AgiDir *agid) {
-	char x[MAX_PATH];
-	uint8 *data = NULL, *compBuffer;
-	Common::File fp;
-	Common::String path;
-
-	debugC(3, kDebugLevelResources, "(%p)", (void *)agid);
-	sprintf(x, "vol.%i", agid->volume);
-	path = Common::String(_vm->_game.name) + x;
-
-	if (agid->offset != _EMPTY && fp.open(path)) {
-		fp.seek(agid->offset, SEEK_SET);
-		fp.read(&x, 7);
-
-		if (READ_BE_UINT16((uint8 *) x) != 0x1234) {
-#if 0
-			/* FIXME */
-			deinitVideoMode();
-#endif
-			debugC(3, kDebugLevelResources, "path = %s", path.c_str());
-			debugC(3, kDebugLevelResources, "offset = %d", agid->offset);
-			debugC(3, kDebugLevelResources, "x = %x %x", x[0], x[1]);
-			error("ACK! BAD RESOURCE");
-
-			g_system->quit();
-		}
-
-		agid->len = READ_LE_UINT16((uint8 *) x + 3);	/* uncompressed size */
-		agid->clen = READ_LE_UINT16((uint8 *) x + 5);	/* compressed len */
-
-		compBuffer = (uint8 *)calloc(1, agid->clen + 32);
-		fp.read(compBuffer, agid->clen);
-
-		if (x[2] & 0x80 || agid->len == agid->clen) {
-			/* do not decompress */
-			data = compBuffer;
-
-#if 0
-			/* CM: added to avoid problems in
-			 *     convert_v2_v3_pic() when clen > len
-			 *     e.g. Sierra demo 4, first picture
-			 *     (Tue Mar 16 13:13:43 EST 1999)
-			 */
-			agid->len = agid->clen;
-
-			/* Now removed to fix Gold Rush! in demo4 */
-#endif
-		} else {
-			/* it is compressed */
-			data = (uint8 *)calloc(1, agid->len + 32);
-			lzwExpand(compBuffer, data, agid->len);
-			free(compBuffer);
-			agid->flags |= RES_COMPRESSED;
-		}
-
-		fp.close();
-	} else {
-		/* we have a bad volume resource */
-		/* set that resource to NA */
-		agid->offset = _EMPTY;
-	}
-
-	return data;
-}
-
-/*
- * Loads a resource into memory, a raw resource is loaded in
- * with above routine, then further decoded here.
- */
-int AgiLoader_v3::loadResource(int t, int n) {
-	int ec = errOK;
-	uint8 *data = NULL;
-
-	if (n > MAX_DIRS)
-		return errBadResource;
-
-	switch (t) {
-	case rLOGIC:
-		/* load resource into memory, decrypt messages at the end
-		 * and build the message list (if logic is in memory)
-		 */
-		if (~_vm->_game.dirLogic[n].flags & RES_LOADED) {
-			/* if logic is already in memory, unload it */
-			unloadResource(rLOGIC, n);
-
-			/* load raw resource into data */
-			data = loadVolRes(&_vm->_game.dirLogic[n]);
-			_vm->_game.logics[n].data = data;
-
-			/* uncompressed logic files need to be decrypted */
-			if (data != NULL) {
-				/* resloaded flag gets set by decode logic */
-				/* needed to build string table */
-				ec = _vm->decodeLogic(n);
-				_vm->_game.logics[n].sIP = 2;
-			} else {
-				ec = errBadResource;
-			}
-
-			/*logics[n].sIP=2; *//* saved IP = 2 */
-			/*logics[n].cIP=2; *//* current IP = 2 */
-
-			_vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
-		}
-
-		/* if logic was cached, we get here */
-		/* reset code pointers incase it was cached */
-
-		_vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
-		break;
-	case rPICTURE:
-		/* if picture is currently NOT loaded *OR* cacheing is off,
-		 * unload the resource (caching==off) and reload it
-		 */
-		if (~_vm->_game.dirPic[n].flags & RES_LOADED) {
-			unloadResource(rPICTURE, n);
-			data = loadVolRes(&_vm->_game.dirPic[n]);
-			if (data != NULL) {
-				data = _vm->_picture->convertV3Pic(data, _vm->_game.dirPic[n].len);
-				_vm->_game.pictures[n].rdata = data;
-				_vm->_game.dirPic[n].flags |= RES_LOADED;
-			} else {
-				ec = errBadResource;
-			}
-		}
-		break;
-	case rSOUND:
-		if (_vm->_game.dirSound[n].flags & RES_LOADED)
-			break;
-
-		data = loadVolRes(&_vm->_game.dirSound[n]);
-		if (data != NULL) {
-			// Freeing of the raw resource from memory is delegated to the createFromRawResource-function
-			_vm->_game.sounds[n] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[n].len, n, *_vm->_sound);
-			_vm->_game.dirSound[n].flags |= RES_LOADED;
-		} else {
-			ec = errBadResource;
-		}
-		break;
-	case rVIEW:
-		/* Load a VIEW resource into memory...
-		 * Since VIEWS alter the view table ALL the time can we
-		 * cache the view? or must we reload it all the time?
-		 */
-		/* load a raw view from a VOL file into data */
-		if (_vm->_game.dirView[n].flags & RES_LOADED)
-			break;
-
-		unloadResource(rVIEW, n);
-		data = loadVolRes(&_vm->_game.dirView[n]);
-		if (data != NULL) {
-			_vm->_game.views[n].rdata = data;
-			_vm->_game.dirView[n].flags |= RES_LOADED;
-			ec = _vm->decodeView(n);
-		} else {
-			ec = errBadResource;
-		}
-		break;
-	default:
-		ec = errBadResource;
-		break;
-	}
-
-	return ec;
-}
-
-int AgiLoader_v3::loadObjects(const char *fname) {
-	return _vm->loadObjects(fname);
-}
-
-int AgiLoader_v3::loadWords(const char *fname) {
-	return _vm->loadWords(fname);
-}
-
-} // End of namespace Agi

Copied: scummvm/trunk/engines/agi/loader_preagi.cpp (from rev 28787, scummvm/trunk/engines/agi/agi_preagi.cpp)
===================================================================
--- scummvm/trunk/engines/agi/loader_preagi.cpp	                        (rev 0)
+++ scummvm/trunk/engines/agi/loader_preagi.cpp	2007-09-01 17:28:15 UTC (rev 28791)
@@ -0,0 +1,215 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "common/stdafx.h"
+
+#include "agi/agi.h"
+#include "agi/lzw.h"
+#include "agi/preagi_mickey.h"
+
+#include "common/config-manager.h"
+#include "common/fs.h"
+
+namespace Agi {
+
+int AgiLoader_preagi::version() {
+	return 0;
+}
+
+void AgiLoader_preagi::setIntVersion(int ver) {
+	_intVersion = ver;
+}
+
+int AgiLoader_preagi::getIntVersion() {
+	return _intVersion;
+}
+
+int AgiLoader_preagi::detectGame() {
+	// TODO: Only Mickey is detected for now
+	if (!Common::File::exists("1.pic"))
+		return errInvalidAGIFile;
+
+	_intVersion = 0x0000;
+	return errOK;
+}
+
+int AgiLoader_preagi::loadDir(struct AgiDir *agid, Common::File *fp,
+						   uint32 offs, uint32 len) {
+	int ec = errOK;
+/*	uint8 *mem;
+	unsigned int i;
+
+	fp->seek(offs, SEEK_SET);
+	if ((mem = (uint8 *)malloc(len + 32)) != NULL) {
+		fp->read(mem, len);
+
+		// set all directory resources to gone
+		for (i = 0; i < MAX_DIRS; i++) {
+			agid[i].volume = 0xff;
+			agid[i].offset = _EMPTY;
+		}
+
+		// build directory entries
+		for (i = 0; i < len; i += 3) {
+			agid[i / 3].volume = *(mem + i) >> 4;
+			agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
+		}
+
+		free(mem);
+	} else {
+		ec = errNotEnoughMemory;
+	}
+*/
+	return ec;
+}
+
+int AgiLoader_preagi::init() {
+	int ec = errOK;
+	//int i;
+	//uint16 xd[4];
+	Common::File fp;
+	Common::String path;
+
+	// TODO : load all preagi resources here
+
+	return ec;
+}
+
+int AgiLoader_preagi::deinit() {
+	int ec = errOK;
+	return ec;
+}
+
+int AgiLoader_preagi::unloadResource(int t, int n) {
+	switch (t) {
+	case rLOGIC:
+		//_vm->unloadLogic(n);
+		break;
+	case rPICTURE:
+		_vm->_picture->unloadPicture(n);
+		break;
+	case rVIEW:
+		//_vm->unloadView(n);
+		break;
+	case rSOUND:
+		//_vm->_sound->unloadSound(n);
+		break;
+	}
+
+	return errOK;
+}
+
+/*
+ * This function does noting but load a raw resource into memory.
+ * If further decoding is required, it must be done by another
+ * routine.
+ *
+ * NULL is returned if unsucsessful.
+ */
+uint8 *AgiLoader_preagi::loadVolRes(AgiDir *agid) {
+
+	return NULL;
+}
+
+/*
+ * Loads a resource into memory, a raw resource is loaded in
+ * with above routine, then further decoded here.
+ */
+int AgiLoader_preagi::loadResource(int t, int n) {
+	int ec = errOK;
+	uint8 *data = NULL;
+
+	if (n > MAX_DIRS)
+		return errBadResource;
+
+	switch (t) {
+	case rLOGIC:
+		// The logic in preagi games is hardcoded
+		break;
+	case rPICTURE:
+		/* if picture is currently NOT loaded *OR* cacheing is off,
+		 * unload the resource (caching==off) and reload it
+		 */
+		if (true) { //(~_vm->_game.dirPic[n].flags & RES_LOADED) {
+			unloadResource(rPICTURE, n);
+			//data = loadVolRes(&_vm->_game.dirPic[n]);
+
+			data = new uint8[4096];
+			char szFile[255] = {0};
+
+			sprintf(szFile, IDS_MSA_PATH_PIC, n);
+			Common::File infile;
+			if (!infile.open(szFile))
+				return errBadResource;
+			infile.read(data, infile.size());
+
+			if (data != NULL) {
+				_vm->_game.pictures[n].rdata = data;
+				_vm->_game.dirPic[n].len = infile.size();
+				_vm->_game.dirPic[n].flags |= RES_LOADED;
+			} else {
+				ec = errBadResource;
+			}
+
+			infile.close();
+		}
+		break;
+	case rSOUND:
+		/*
+		if (_vm->_game.dirSound[n].flags & RES_LOADED)
+			break;
+
+		data = loadVolRes(&_vm->_game.dirSound[n]);
+		if (data != NULL) {
+			// Freeing of the raw resource from memory is delegated to the createFromRawResource-function
+			_vm->_game.sounds[n] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[n].len, n, *_vm->_sound);
+			_vm->_game.dirSound[n].flags |= RES_LOADED;
+		} else {
+			ec = errBadResource;
+		}
+		*/
+		break;
+	case rVIEW:
+		//
+		break;
+	default:
+		ec = errBadResource;
+		break;
+	}
+
+	return ec;
+}
+
+int AgiLoader_preagi::loadObjects(const char *fname) {
+	return 0;
+	//return _vm->loadObjects(fname);
+}
+
+int AgiLoader_preagi::loadWords(const char *fname) {
+	return 0;
+	//return _vm->loadWords(fname);
+}
+
+} // End of namespace Agi

Copied: scummvm/trunk/engines/agi/loader_v2.cpp (from rev 28773, scummvm/trunk/engines/agi/agi_v2.cpp)
===================================================================
--- scummvm/trunk/engines/agi/loader_v2.cpp	                        (rev 0)
+++ scummvm/trunk/engines/agi/loader_v2.cpp	2007-09-01 17:28:15 UTC (rev 28791)
@@ -0,0 +1,300 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "common/stdafx.h"
+#include "common/file.h"
+
+#include "agi/agi.h"
+
+namespace Agi {
+
+int AgiLoader_v2::version() {
+	return 2;
+}
+
+void AgiLoader_v2::setIntVersion(int ver) {
+	_intVersion = ver;
+}
+
+int AgiLoader_v2::getIntVersion() {
+	return _intVersion;
+}
+
+int AgiLoader_v2::detectGame() {
+	if (!Common::File::exists(LOGDIR) ||
+			!Common::File::exists(PICDIR) ||
+			!Common::File::exists(SNDDIR) ||
+			!Common::File::exists(VIEWDIR))
+		return errInvalidAGIFile;
+
+	_intVersion = 0x2917;	/* setup for 2.917 */
+	return _vm->v2IdGame();
+}
+
+int AgiLoader_v2::loadDir(AgiDir *agid, const char *fname) {
+	Common::File fp;
+	uint8 *mem;
+	uint32 flen;
+	uint i;
+
+	report("Loading directory: %s\n", fname);
+
+	if (!fp.open(fname)) {
+		return errBadFileOpen;
+	}
+
+	fp.seek(0, SEEK_END);
+	flen = fp.pos();
+	fp.seek(0, SEEK_SET);
+
+	if ((mem = (uint8 *)malloc(flen + 32)) == NULL) {
+		fp.close();
+		return errNotEnoughMemory;
+	}
+
+	fp.read(mem, flen);
+
+	/* set all directory resources to gone */
+	for (i = 0; i < MAX_DIRS; i++) {
+		agid[i].volume = 0xff;
+		agid[i].offset = _EMPTY;
+	}
+
+	/* build directory entries */
+	for (i = 0; i < flen; i += 3) {
+		agid[i / 3].volume = *(mem + i) >> 4;
+		agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
+		debugC(3, kDebugLevelResources, "%d: volume %d, offset 0x%05x", i / 3, agid[i / 3].volume, agid[i / 3].offset);
+	}
+
+	free(mem);
+	fp.close();
+
+	return errOK;
+}
+
+int AgiLoader_v2::init() {
+	int ec = errOK;
+
+	/* load directory files */
+	ec = loadDir(_vm->_game.dirLogic, LOGDIR);
+	if (ec == errOK)
+		ec = loadDir(_vm->_game.dirPic, PICDIR);
+	if (ec == errOK)
+		ec = loadDir(_vm->_game.dirView, VIEWDIR);
+	if (ec == errOK)
+		ec = loadDir(_vm->_game.dirSound, SNDDIR);
+
+	return ec;
+}
+
+int AgiLoader_v2::deinit() {
+	int ec = errOK;
+
+#if 0
+	/* unload words */
+	agiV2UnloadWords();
+
+	/* unload objects */
+	agiV2UnloadObjects();
+#endif
+
+	return ec;
+}
+
+int AgiLoader_v2::unloadResource(int t, int n) {
+	debugC(3, kDebugLevelResources, "unload resource");
+
+	switch (t) {
+	case rLOGIC:
+		_vm->unloadLogic(n);
+		break;
+	case rPICTURE:
+		_vm->_picture->unloadPicture(n);
+		break;
+	case rVIEW:
+		_vm->unloadView(n);
+		break;
+	case rSOUND:
+		_vm->_sound->unloadSound(n);
+		break;
+	}
+
+	return errOK;
+}
+
+/*
+ * This function does noting but load a raw resource into memory,
+ * if further decoding is required, it must be done by another
+ * routine. NULL is returned if unsucsessfull.
+ */
+uint8 *AgiLoader_v2::loadVolRes(struct AgiDir *agid) {
+	uint8 *data = NULL;
+	char x[MAX_PATH], *path;
+	Common::File fp;
+	unsigned int sig;
+
+	sprintf(x, "vol.%i", agid->volume);
+	path = x;
+	debugC(3, kDebugLevelResources, "Vol res: path = %s", path);
+
+	if (agid->offset != _EMPTY && fp.open(path)) {
+		debugC(3, kDebugLevelResources, "loading resource at offset %d", agid->offset);
+		fp.seek(agid->offset, SEEK_SET);
+		fp.read(&x, 5);
+		if ((sig = READ_BE_UINT16((uint8 *) x)) == 0x1234) {
+			agid->len = READ_LE_UINT16((uint8 *) x + 3);
+			data = (uint8 *) calloc(1, agid->len + 32);
+			if (data != NULL) {
+				fp.read(data, agid->len);
+			} else {
+				abort();
+			}
+		} else {
+#if 0
+			/* FIXME: call some panic handler instead of
+			 *        deiniting directly
+			 */
+			deinitVideoMode();
+#endif
+			report("Error: bad signature %04x\n", sig);
+			// fprintf (stderr, "ACK! BAD RESOURCE!!!\n");
+			return 0;
+		}
+		fp.close();
+	} else {
+		/* we have a bad volume resource */
+		/* set that resource to NA */
+		agid->offset = _EMPTY;
+	}
+
+	return data;
+}
+
+/*
+ * Loads a resource into memory, a raw resource is loaded in
+ * with above routine, then further decoded here.
+ */
+int AgiLoader_v2::loadResource(int t, int n) {
+	int ec = errOK;
+	uint8 *data = NULL;
+
+	debugC(3, kDebugLevelResources, "(t = %d, n = %d)", t, n);
+	if (n > MAX_DIRS)
+		return errBadResource;
+
+	switch (t) {
+	case rLOGIC:
+		if (~_vm->_game.dirLogic[n].flags & RES_LOADED) {
+			debugC(3, kDebugLevelResources, "loading logic resource %d", n);
+			unloadResource(rLOGIC, n);
+
+			/* load raw resource into data */
+			data = loadVolRes(&_vm->_game.dirLogic[n]);
+
+			_vm->_game.logics[n].data = data;
+			ec = data ? _vm->decodeLogic(n) : errBadResource;
+
+			_vm->_game.logics[n].sIP = 2;
+		}
+
+		/* if logic was cached, we get here */
+		/* reset code pointers incase it was cached */
+
+		_vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
+		break;
+	case rPICTURE:
+		/* if picture is currently NOT loaded *OR* cacheing is off,
+		 * unload the resource (caching == off) and reload it
+		 */
+
+		debugC(3, kDebugLevelResources, "loading picture resource %d", n);
+		if (_vm->_game.dirPic[n].flags & RES_LOADED)
+			break;
+
+		/* if loaded but not cached, unload it */
+		/* if cached but not loaded, etc */
+		unloadResource(rPICTURE, n);
+		data = loadVolRes(&_vm->_game.dirPic[n]);
+
+		if (data != NULL) {
+			_vm->_game.pictures[n].rdata = data;
+			_vm->_game.dirPic[n].flags |= RES_LOADED;
+		} else {
+			ec = errBadResource;
+		}
+		break;
+	case rSOUND:
+		debugC(3, kDebugLevelResources, "loading sound resource %d", n);
+		if (_vm->_game.dirSound[n].flags & RES_LOADED)
+			break;
+
+		data = loadVolRes(&_vm->_game.dirSound[n]);
+
+		if (data != NULL) {
+			// Freeing of the raw resource from memory is delegated to the createFromRawResource-function
+			_vm->_game.sounds[n] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[n].len, n, *_vm->_sound);
+			_vm->_game.dirSound[n].flags |= RES_LOADED;
+		} else {
+			ec = errBadResource;
+		}
+		break;
+	case rVIEW:
+		/* Load a VIEW resource into memory...
+		 * Since VIEWS alter the view table ALL the time
+		 * can we cache the view? or must we reload it all
+		 * the time?
+		 */
+		if (_vm->_game.dirView[n].flags & RES_LOADED)
+			break;
+
+		debugC(3, kDebugLevelResources, "loading view resource %d", n);
+		unloadResource(rVIEW, n);
+		data = loadVolRes(&_vm->_game.dirView[n]);
+		if (data) {
+			_vm->_game.views[n].rdata = data;
+			_vm->_game.dirView[n].flags |= RES_LOADED;
+			ec = _vm->decodeView(n);
+		} else {
+			ec = errBadResource;
+		}
+		break;
+	default:
+		ec = errBadResource;
+		break;
+	}
+
+	return ec;
+}
+
+int AgiLoader_v2::loadObjects(const char *fname) {
+	return _vm->loadObjects(fname);
+}
+
+int AgiLoader_v2::loadWords(const char *fname) {
+	return _vm->loadWords(fname);
+}
+
+} // End of namespace Agi

Copied: scummvm/trunk/engines/agi/loader_v3.cpp (from rev 28773, scummvm/trunk/engines/agi/agi_v3.cpp)
===================================================================
--- scummvm/trunk/engines/agi/loader_v3.cpp	                        (rev 0)
+++ scummvm/trunk/engines/agi/loader_v3.cpp	2007-09-01 17:28:15 UTC (rev 28791)
@@ -0,0 +1,390 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "common/stdafx.h"
+
+#include "agi/agi.h"
+#include "agi/lzw.h"
+
+#include "common/config-manager.h"
+#include "common/fs.h"
+
+namespace Agi {
+
+int AgiLoader_v3::version() {
+	return 3;
+}
+
+void AgiLoader_v3::setIntVersion(int ver) {
+	_intVersion = ver;
+}
+
+int AgiLoader_v3::getIntVersion() {
+	return _intVersion;
+}
+
+int AgiLoader_v3::detectGame() {
+	int ec = errUnk;
+	bool found = false;
+
+	FSList fslist;
+	FilesystemNode dir(ConfMan.get("path"));
+
+	if (!dir.listDir(fslist, FilesystemNode::kListFilesOnly)) {
+		warning("AgiEngine: invalid game path '%s'", dir.path().c_str());
+		return errInvalidAGIFile;
+	}
+
+	for (FSList::const_iterator file = fslist.begin();
+	    file != fslist.end() && !found; ++file) {
+		Common::String f = file->name();
+		f.toLowercase();
+
+		if (f.hasSuffix("vol.0")) {
+			memset(_vm->_game.name, 0, 8);
+			strncpy(_vm->_game.name, f.c_str(), MIN((uint)8, f.size() > 5 ? f.size() - 5 : f.size()));
+			debugC(3, kDebugLevelMain, "game.name = %s", _vm->_game.name);
+			_intVersion = 0x3149;	// setup for 3.002.149
+			ec = _vm->v3IdGame();
+
+			found = true;
+		}
+	}
+
+	if (!found) {
+		debugC(3, kDebugLevelMain, "not found");
+		ec = errInvalidAGIFile;
+	}
+
+	return ec;
+}
+
+int AgiLoader_v3::loadDir(struct AgiDir *agid, Common::File *fp,
+						   uint32 offs, uint32 len) {
+	int ec = errOK;
+	uint8 *mem;
+	unsigned int i;
+
+	fp->seek(offs, SEEK_SET);
+	if ((mem = (uint8 *)malloc(len + 32)) != NULL) {
+		fp->read(mem, len);
+
+		/* set all directory resources to gone */
+		for (i = 0; i < MAX_DIRS; i++) {
+			agid[i].volume = 0xff;
+			agid[i].offset = _EMPTY;
+		}
+
+		/* build directory entries */
+		for (i = 0; i < len; i += 3) {
+			agid[i / 3].volume = *(mem + i) >> 4;
+			agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY;
+		}
+
+		free(mem);
+	} else {
+		ec = errNotEnoughMemory;
+	}
+
+	return ec;
+}
+
+struct agi3vol {
+	uint32 sddr;
+	uint32 len;
+};
+
+int AgiLoader_v3::init() {
+	int ec = errOK;
+	struct agi3vol agiVol3[4];
+	int i;
+	uint16 xd[4];
+	Common::File fp;
+	Common::String path;
+
+	if (_vm->getPlatform() == Common::kPlatformAmiga) {
+		path = Common::String("dirs");
+		_vm->_game.name[0] = 0; // Empty prefix
+	} else if (_vm->getFeatures() & GF_MACGOLDRUSH) {
+		path = "grdir";
+		_vm->_game.name[0] = 0; // Empty prefix
+	} else {
+		path = Common::String(_vm->_game.name) + DIR_;
+	}
+
+	if (!fp.open(path)) {
+		printf("Failed to open \"%s\"\n", path.c_str());
+		return errBadFileOpen;
+	}
+	/* build offset table for v3 directory format */
+	fp.read(&xd, 8);
+	fp.seek(0, SEEK_END);
+
+	for (i = 0; i < 4; i++)
+		agiVol3[i].sddr = READ_LE_UINT16((uint8 *) & xd[i]);
+
+	agiVol3[0].len = agiVol3[1].sddr - agiVol3[0].sddr;
+	agiVol3[1].len = agiVol3[2].sddr - agiVol3[1].sddr;
+	agiVol3[2].len = agiVol3[3].sddr - agiVol3[2].sddr;
+	agiVol3[3].len = fp.pos() - agiVol3[3].sddr;
+
+	if (agiVol3[3].len > 256 * 3)
+		agiVol3[3].len = 256 * 3;
+
+	fp.seek(0, SEEK_SET);
+
+	/* read in directory files */
+	ec = loadDir(_vm->_game.dirLogic, &fp, agiVol3[0].sddr, agiVol3[0].len);
+
+	if (ec == errOK) {
+		ec = loadDir(_vm->_game.dirPic, &fp, agiVol3[1].sddr, agiVol3[1].len);
+	}
+
+	if (ec == errOK) {
+		ec = loadDir(_vm->_game.dirView, &fp, agiVol3[2].sddr, agiVol3[2].len);
+	}
+
+	if (ec == errOK) {
+		ec = loadDir(_vm->_game.dirSound, &fp, agiVol3[3].sddr, agiVol3[3].len);
+	}
+
+	return ec;
+}
+
+int AgiLoader_v3::deinit() {
+	int ec = errOK;
+
+#if 0
+	/* unload words */
+	agiV3UnloadWords();
+
+	/* unload objects */
+	agiV3UnloadObjects();
+#endif
+
+	return ec;
+}
+
+int AgiLoader_v3::unloadResource(int t, int n) {
+	switch (t) {
+	case rLOGIC:
+		_vm->unloadLogic(n);
+		break;
+	case rPICTURE:
+		_vm->_picture->unloadPicture(n);
+		break;
+	case rVIEW:
+		_vm->unloadView(n);
+		break;
+	case rSOUND:
+		_vm->_sound->unloadSound(n);
+		break;
+	}
+
+	return errOK;
+}
+
+/*
+ * This function does noting but load a raw resource into memory.
+ * If further decoding is required, it must be done by another
+ * routine.
+ *
+ * NULL is returned if unsucsessful.
+ */
+uint8 *AgiLoader_v3::loadVolRes(AgiDir *agid) {
+	char x[MAX_PATH];
+	uint8 *data = NULL, *compBuffer;
+	Common::File fp;
+	Common::String path;
+
+	debugC(3, kDebugLevelResources, "(%p)", (void *)agid);
+	sprintf(x, "vol.%i", agid->volume);
+	path = Common::String(_vm->_game.name) + x;
+
+	if (agid->offset != _EMPTY && fp.open(path)) {
+		fp.seek(agid->offset, SEEK_SET);
+		fp.read(&x, 7);
+
+		if (READ_BE_UINT16((uint8 *) x) != 0x1234) {
+#if 0
+			/* FIXME */
+			deinitVideoMode();
+#endif
+			debugC(3, kDebugLevelResources, "path = %s", path.c_str());
+			debugC(3, kDebugLevelResources, "offset = %d", agid->offset);
+			debugC(3, kDebugLevelResources, "x = %x %x", x[0], x[1]);
+			error("ACK! BAD RESOURCE");
+
+			g_system->quit();
+		}
+
+		agid->len = READ_LE_UINT16((uint8 *) x + 3);	/* uncompressed size */
+		agid->clen = READ_LE_UINT16((uint8 *) x + 5);	/* compressed len */
+
+		compBuffer = (uint8 *)calloc(1, agid->clen + 32);
+		fp.read(compBuffer, agid->clen);
+
+		if (x[2] & 0x80 || agid->len == agid->clen) {
+			/* do not decompress */
+			data = compBuffer;
+
+#if 0
+			/* CM: added to avoid problems in
+			 *     convert_v2_v3_pic() when clen > len
+			 *     e.g. Sierra demo 4, first picture
+			 *     (Tue Mar 16 13:13:43 EST 1999)
+			 */
+			agid->len = agid->clen;
+
+			/* Now removed to fix Gold Rush! in demo4 */
+#endif
+		} else {
+			/* it is compressed */
+			data = (uint8 *)calloc(1, agid->len + 32);
+			lzwExpand(compBuffer, data, agid->len);
+			free(compBuffer);
+			agid->flags |= RES_COMPRESSED;
+		}
+
+		fp.close();
+	} else {
+		/* we have a bad volume resource */
+		/* set that resource to NA */
+		agid->offset = _EMPTY;
+	}
+
+	return data;
+}
+
+/*
+ * Loads a resource into memory, a raw resource is loaded in
+ * with above routine, then further decoded here.
+ */
+int AgiLoader_v3::loadResource(int t, int n) {
+	int ec = errOK;
+	uint8 *data = NULL;
+
+	if (n > MAX_DIRS)
+		return errBadResource;
+
+	switch (t) {
+	case rLOGIC:
+		/* load resource into memory, decrypt messages at the end
+		 * and build the message list (if logic is in memory)
+		 */
+		if (~_vm->_game.dirLogic[n].flags & RES_LOADED) {
+			/* if logic is already in memory, unload it */
+			unloadResource(rLOGIC, n);
+
+			/* load raw resource into data */
+			data = loadVolRes(&_vm->_game.dirLogic[n]);
+			_vm->_game.logics[n].data = data;
+
+			/* uncompressed logic files need to be decrypted */
+			if (data != NULL) {
+				/* resloaded flag gets set by decode logic */
+				/* needed to build string table */
+				ec = _vm->decodeLogic(n);
+				_vm->_game.logics[n].sIP = 2;
+			} else {
+				ec = errBadResource;
+			}
+
+			/*logics[n].sIP=2; *//* saved IP = 2 */
+			/*logics[n].cIP=2; *//* current IP = 2 */
+
+			_vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
+		}
+
+		/* if logic was cached, we get here */
+		/* reset code pointers incase it was cached */
+
+		_vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP;
+		break;
+	case rPICTURE:
+		/* if picture is currently NOT loaded *OR* cacheing is off,
+		 * unload the resource (caching==off) and reload it
+		 */
+		if (~_vm->_game.dirPic[n].flags & RES_LOADED) {
+			unloadResource(rPICTURE, n);
+			data = loadVolRes(&_vm->_game.dirPic[n]);
+			if (data != NULL) {
+				data = _vm->_picture->convertV3Pic(data, _vm->_game.dirPic[n].len);
+				_vm->_game.pictures[n].rdata = data;
+				_vm->_game.dirPic[n].flags |= RES_LOADED;
+			} else {
+				ec = errBadResource;
+			}
+		}
+		break;
+	case rSOUND:
+		if (_vm->_game.dirSound[n].flags & RES_LOADED)
+			break;
+
+		data = loadVolRes(&_vm->_game.dirSound[n]);
+		if (data != NULL) {
+			// Freeing of the raw resource from memory is delegated to the createFromRawResource-function
+			_vm->_game.sounds[n] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[n].len, n, *_vm->_sound);
+			_vm->_game.dirSound[n].flags |= RES_LOADED;
+		} else {
+			ec = errBadResource;
+		}
+		break;
+	case rVIEW:
+		/* Load a VIEW resource into memory...
+		 * Since VIEWS alter the view table ALL the time can we
+		 * cache the view? or must we reload it all the time?
+		 */
+		/* load a raw view from a VOL file into data */
+		if (_vm->_game.dirView[n].flags & RES_LOADED)
+			break;
+
+		unloadResource(rVIEW, n);
+		data = loadVolRes(&_vm->_game.dirView[n]);
+		if (data != NULL) {
+			_vm->_game.views[n].rdata = data;
+			_vm->_game.dirView[n].flags |= RES_LOADED;
+			ec = _vm->decodeView(n);
+		} else {
+			ec = errBadResource;
+		}
+		break;
+	default:
+		ec = errBadResource;
+		break;
+	}
+
+	return ec;
+}
+
+int AgiLoader_v3::loadObjects(const char *fname) {
+	return _vm->loadObjects(fname);
+}
+
+int AgiLoader_v3::loadWords(const char *fname) {
+	return _vm->loadWords(fname);
+}
+
+} // End of namespace Agi

Modified: scummvm/trunk/engines/agi/module.mk
===================================================================
--- scummvm/trunk/engines/agi/module.mk	2007-09-01 17:18:17 UTC (rev 28790)
+++ scummvm/trunk/engines/agi/module.mk	2007-09-01 17:28:15 UTC (rev 28791)
@@ -2,9 +2,6 @@
 
 MODULE_OBJS = \
 	agi.o \
-	agi_v2.o \
-	agi_v3.o \
-	agi_preagi.o \
 	checks.o \
 	console.o \
 	cycle.o \
@@ -14,6 +11,9 @@
 	id.o \
 	inv.o \
 	keyboard.o \
+	loader_preagi.o \
+	loader_v2.o \
+	loader_v3.o \
 	logic.o \
 	lzw.o \
 	menu.o \
@@ -24,7 +24,7 @@
 	op_test.o \
 	picture.o \
 	preagi.o \
-	preagi_keyboard.o \
+	preagi_input.o \
 	preagi_mickey.o \
 	predictive.o \
 	saveload.o \

Copied: scummvm/trunk/engines/agi/preagi_input.cpp (from rev 28787, scummvm/trunk/engines/agi/preagi_keyboard.cpp)
===================================================================
--- scummvm/trunk/engines/agi/preagi_input.cpp	                        (rev 0)
+++ scummvm/trunk/engines/agi/preagi_input.cpp	2007-09-01 17:28:15 UTC (rev 28791)
@@ -0,0 +1,146 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "common/stdafx.h"
+#include "common/events.h"
+
+#include "agi/agi.h"
+#include "agi/graphics.h"
+#include "agi/keyboard.h"
+
+namespace Agi {
+
+// Input
+
+void PreAgiEngine::waitAnyKeyAnim() {
+	waitAnyKey(true);
+}
+
+int PreAgiEngine::getSelection(int type) {
+	Common::Event event;
+
+	// Selection types:
+	// 0: Y/N
+	// 1: 1-9
+	for (;;) {
+		while (_eventMan->pollEvent(event)) {
+			switch(event.type) {
+			case Common::EVENT_QUIT:
+				_system->quit();
+			case Common::EVENT_LBUTTONUP:
+				if (type == 0)
+					return 1;
+			case Common::EVENT_RBUTTONUP:
+				return 0;
+			case Common::EVENT_KEYDOWN:
+				switch (event.kbd.keycode) {
+				case Common::KEYCODE_y:
+					if (type == 0)
+						return 1;
+				case Common::KEYCODE_n:
+					if (type == 0)
+						return 0;
+				case Common::KEYCODE_ESCAPE:
+					if (type == 1)
+						return 0;
+				case Common::KEYCODE_1:
+				case Common::KEYCODE_2:
+				case Common::KEYCODE_3:
+				case Common::KEYCODE_4:
+				case Common::KEYCODE_5:
+				case Common::KEYCODE_6:
+				case Common::KEYCODE_7:
+				case Common::KEYCODE_8:
+				case Common::KEYCODE_9:
+					if (type == 1)
+						return event.kbd.keycode - Common::KEYCODE_1 + 1;
+				default:
+					if (type == 0) {
+						return 2;
+					} else {
+						return 10;
+					}
+				}
+				break;
+			default:
+				break;
+			}
+		}
+	}
+	return 0;
+}
+
+bool PreAgiEngine::waitAnyKeyChoice() {
+	Common::Event event;
+
+	for (;;) {
+		while (_eventMan->pollEvent(event)) {
+			switch(event.type) {
+			case Common::EVENT_QUIT:
+				_system->quit();
+			case Common::EVENT_LBUTTONUP:
+				return true;
+			case Common::EVENT_RBUTTONUP:
+				return false;
+			case Common::EVENT_KEYDOWN:
+				switch (event.kbd.keycode) {
+				case Common::KEYCODE_ESCAPE: //Escape
+					return false;
+				default:
+					return true;
+				}
+				break;
+			default:
+				break;
+			}
+		}
+	}
+}
+
+void PreAgiEngine::waitAnyKey(bool anim) {
+	Common::Event event;
+	
+	for (;;) {
+		while (_eventMan->pollEvent(event)) {
+			switch(event.type) {
+			case Common::EVENT_QUIT:
+				_system->quit();
+			case Common::EVENT_KEYDOWN:
+			case Common::EVENT_LBUTTONUP:
+			case Common::EVENT_RBUTTONUP:
+				return;
+			default:
+				break;
+			}
+		}
+		// TODO
+		/*if (anim) {
+			_game->Animate();
+			UpdateScreen();
+		}*/
+	}
+}
+
+}

Deleted: scummvm/trunk/engines/agi/preagi_keyboard.cpp
===================================================================
--- scummvm/trunk/engines/agi/preagi_keyboard.cpp	2007-09-01 17:18:17 UTC (rev 28790)
+++ scummvm/trunk/engines/agi/preagi_keyboard.cpp	2007-09-01 17:28:15 UTC (rev 28791)
@@ -1,146 +0,0 @@
-/* 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.
- *
- * $URL$
- * $Id$
- *
- */
-
-#include "common/stdafx.h"
-#include "common/events.h"
-
-#include "agi/agi.h"
-#include "agi/graphics.h"
-#include "agi/keyboard.h"
-
-namespace Agi {
-
-// Input
-
-void PreAgiEngine::waitAnyKeyAnim() {
-	waitAnyKey(true);
-}
-
-int PreAgiEngine::getSelection(int type) {
-	Common::Event event;
-
-	// Selection types:
-	// 0: Y/N
-	// 1: 1-9
-	for (;;) {
-		while (_eventMan->pollEvent(event)) {
-			switch(event.type) {
-			case Common::EVENT_QUIT:
-				_system->quit();
-			case Common::EVENT_LBUTTONUP:
-				if (type == 0)
-					return 1;
-			case Common::EVENT_RBUTTONUP:
-				return 0;
-			case Common::EVENT_KEYDOWN:
-				switch (event.kbd.keycode) {
-				case Common::KEYCODE_y:
-					if (type == 0)
-						return 1;
-				case Common::KEYCODE_n:
-					if (type == 0)
-						return 0;
-				case Common::KEYCODE_ESCAPE:
-					if (type == 1)
-						return 0;
-				case Common::KEYCODE_1:
-				case Common::KEYCODE_2:
-				case Common::KEYCODE_3:
-				case Common::KEYCODE_4:
-				case Common::KEYCODE_5:
-				case Common::KEYCODE_6:
-				case Common::KEYCODE_7:
-				case Common::KEYCODE_8:
-				case Common::KEYCODE_9:
-					if (type == 1)
-						return event.kbd.keycode - Common::KEYCODE_1 + 1;
-				default:
-					if (type == 0) {
-						return 2;
-					} else {
-						return 10;
-					}
-				}
-				break;
-			default:
-				break;
-			}
-		}
-	}
-	return 0;
-}
-
-bool PreAgiEngine::waitAnyKeyChoice() {
-	Common::Event event;
-
-	for (;;) {
-		while (_eventMan->pollEvent(event)) {
-			switch(event.type) {
-			case Common::EVENT_QUIT:
-				_system->quit();
-			case Common::EVENT_LBUTTONUP:
-				return true;
-			case Common::EVENT_RBUTTONUP:
-				return false;
-			case Common::EVENT_KEYDOWN:
-				switch (event.kbd.keycode) {
-				case Common::KEYCODE_ESCAPE: //Escape
-					return false;
-				default:
-					return true;
-				}
-				break;
-			default:
-				break;
-			}
-		}
-	}
-}
-
-void PreAgiEngine::waitAnyKey(bool anim) {
-	Common::Event event;
-	
-	for (;;) {
-		while (_eventMan->pollEvent(event)) {
-			switch(event.type) {
-			case Common::EVENT_QUIT:
-				_system->quit();
-			case Common::EVENT_KEYDOWN:
-			case Common::EVENT_LBUTTONUP:
-			case Common::EVENT_RBUTTONUP:
-				return;
-			default:
-				break;
-			}
-		}
-		// TODO
-		/*if (anim) {
-			_game->Animate();
-			UpdateScreen();
-		}*/
-	}
-}
-
-}


This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.




More information about the Scummvm-git-logs mailing list