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logic.c
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logic.c
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/* Sarien - A Sierra AGI resource interpreter engine
* Copyright (C) 1999,2001 Stuart George and Claudio Matsuoka
*
* $Id: logic.c,v 1.14 2002/01/01 12:23:32 cmatsuoka Exp $
*
* 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; see docs/COPYING for further details.
*/
#include <stdio.h>
#include <string.h>
#include "sarien.h"
#include "agi.h"
/**
* Decode logic resource
* This function decodes messages from the specified raw logic resource
* into a message list.
* @param n The number of the logic resource to decode.
*/
int decode_logic (int n)
{
int ec = err_OK;
int mstart, mend, mc;
UINT8 *m0;
/* decrypt messages at end of logic + build message list */
/* report ("decoding logic #%d\n", n); */
m0 = game.logics[n].data;
mstart = lohi_getword (m0) + 2;
mc = lohi_getbyte (m0 + mstart);
mend = lohi_getword (m0 + mstart + 1);
m0 += mstart + 3; /* cover header info */
mstart = mc << 1;
/* if the logic was not compressed, decrypt the text messages
* only if there are more than 0 messages
*/
if ((~game.dir_logic[n].flags & RES_COMPRESSED) && mc > 0)
decrypt (m0 + mstart, mend - mstart); /* decrypt messages */
/* build message list */
m0 = game.logics[n].data;
mstart = lohi_getword (m0) + 2; /* +2 covers pointer */
game.logics[n].num_texts = lohi_getbyte (m0 + mstart);
/* resetp logic pointers */
game.logics[n].sIP = 2;
game.logics[n].cIP = 2;
game.logics[n].size = lohi_getword (m0) + 2; /* logic end pointer */
/* allocate list of pointers to point into our data */
game.logics[n].texts = calloc (1 + game.logics[n].num_texts,
sizeof (char*));
/* cover header info */
m0 += mstart+3;
if (game.logics[n].texts != NULL) {
/* move list of strings into list to make real pointers */
for(mc = 0; mc < game.logics[n].num_texts; mc++) {
mend = lohi_getword(m0+mc*2);
game.logics[n].texts[mc] = mend ?
(char *)m0 + mend - 2 : "";
}
/* set loaded flag now its all completly loaded */
game.dir_logic[n].flags |= RES_LOADED;
} else {
/* unload data
* blah DF YA WANKER!!@!@# frag. i'm so dumb. not every logic
* has text
*/
free (game.logics[n].data);
ec = err_NotEnoughMemory;
}
return ec;
}
/**
* Unload logic resource
* This function unloads the specified logic resource, freeing any
* memory chunks allocated for this resource.
* @param n The number of the logic resource to unload
*/
void unload_logic (int n)
{
if (game.dir_logic[n].flags & RES_LOADED) {
free (game.logics[n].data);
if (game.logics[n].num_texts)
free (game.logics[n].texts);
game.logics[n].num_texts = 0;
game.dir_logic[n].flags &= ~RES_LOADED;
}
/* if cached, we end up here */
game.logics[n].sIP = 2;
game.logics[n].cIP = 2;
}
/* end: logic.c */