mirror of
https://github.com/libretro/scummvm.git
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0999534749
look at debug() and debugC(), since I'm really bored with this now. :-) svn-id: r41061
693 lines
19 KiB
C++
693 lines
19 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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* Additional copyright for this file:
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* Copyright (C) 1994-1998 Revolution Software Ltd.
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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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* $URL$
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* $Id$
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*/
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#include "common/file.h"
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#include "common/system.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/header.h"
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#include "sword2/console.h"
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#include "sword2/logic.h"
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#include "sword2/memory.h"
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#include "sword2/resman.h"
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#include "sword2/router.h"
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#include "sword2/screen.h"
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#include "sword2/sound.h"
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#define Debug_Printf _vm->_debugger->DebugPrintf
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namespace Sword2 {
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// Welcome to the easy resource manager - written in simple code for easy
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// maintenance
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//
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// The resource compiler will create two files
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//
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// resource.inf which is a list of ascii cluster file names
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// resource.tab which is a table which tells us which cluster a resource
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// is located in and the number within the cluster
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enum {
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BOTH = 0x0, // Cluster is on both CDs
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CD1 = 0x1, // Cluster is on CD1 only
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CD2 = 0x2, // Cluster is on CD2 only
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LOCAL_CACHE = 0x4, // Cluster is cached on HDD
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LOCAL_PERM = 0x8 // Cluster is on HDD.
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};
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struct CdInf {
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uint8 clusterName[20]; // Null terminated cluster name.
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uint8 cd; // Cd cluster is on and whether it is on the local drive or not.
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};
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ResourceManager::ResourceManager(Sword2Engine *vm) {
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_vm = vm;
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_totalClusters = 0;
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_resList = NULL;
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_resConvTable = NULL;
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_cacheStart = NULL;
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_cacheEnd = NULL;
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_usedMem = 0;
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}
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ResourceManager::~ResourceManager() {
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Resource *res = _cacheStart;
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while (res) {
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_vm->_memory->memFree(res->ptr);
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res = res->next;
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}
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for (uint i = 0; i < _totalClusters; i++)
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free(_resFiles[i].entryTab);
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free(_resList);
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free(_resConvTable);
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}
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bool ResourceManager::init() {
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uint32 i, j;
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// Until proven differently, assume we're on CD 1. This is so the start
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// dialog will be able to play any music at all.
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setCD(1);
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// We read in the resource info which tells us the names of the
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// resource cluster files ultimately, although there might be groups
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// within the clusters at this point it makes no difference. We only
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// wish to know what resource files there are and what is in each
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Common::File file;
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if (!file.open("resource.inf")) {
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GUIErrorMessage("Broken Sword 2: Cannot open resource.inf");
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return false;
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}
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// The resource.inf file is a simple text file containing the names of
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// all the resource files.
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while (1) {
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char *buf = _resFiles[_totalClusters].fileName;
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uint len = sizeof(_resFiles[_totalClusters].fileName);
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if (!file.readLine_NEW(buf, len))
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break;
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int pos = strlen(buf);
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if (buf[pos - 1] == 0x0A)
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buf[pos - 1] = 0;
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_resFiles[_totalClusters].numEntries = -1;
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_resFiles[_totalClusters].entryTab = NULL;
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if (++_totalClusters >= MAX_res_files) {
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GUIErrorMessage("Broken Sword 2: Too many entries in resource.inf");
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return false;
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}
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}
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file.close();
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// Now load in the binary id to res conversion table
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if (!file.open("resource.tab")) {
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GUIErrorMessage("Broken Sword 2: Cannot open resource.tab");
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return false;
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}
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// Find how many resources
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uint32 size = file.size();
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_totalResFiles = size / 4;
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// Table seems ok so malloc some space
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_resConvTable = (uint16 *)malloc(size);
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for (i = 0; i < size / 2; i++)
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_resConvTable[i] = file.readUint16LE();
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if (file.ioFailed()) {
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file.close();
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GUIErrorMessage("Broken Sword 2: Cannot read resource.tab");
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return false;
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}
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file.close();
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// Check that we have cd.inf file, unless we are running PSX
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// version, which has all files on one disc.
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if (!file.open("cd.inf") && !Sword2Engine::isPsx()) {
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GUIErrorMessage("Broken Sword 2: Cannot open cd.inf");
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return false;
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}
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CdInf *cdInf = new CdInf[_totalClusters];
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for (i = 0; i < _totalClusters; i++) {
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if (Sword2Engine::isPsx()) { // We are running PSX version, artificially fill CdInf structure
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cdInf[i].cd = CD1;
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} else { // We are running PC version, read cd.inf file
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file.read(cdInf[i].clusterName, sizeof(cdInf[i].clusterName));
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cdInf[i].cd = file.readByte();
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if (file.ioFailed()) {
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delete cdInf;
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file.close();
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GUIErrorMessage("Broken Sword 2: Cannot read cd.inf");
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return false;
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}
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}
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// It has been reported that there are two different versions
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// of the cd.inf file: One where all clusters on CD also have
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// the LOCAL_CACHE bit set. This bit is no longer used. To
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// avoid future problems, let's normalize the flag once and for
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// all here.
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if (cdInf[i].cd & LOCAL_PERM)
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cdInf[i].cd = 0;
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else if (cdInf[i].cd & CD1)
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cdInf[i].cd = 1;
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else if (cdInf[i].cd & CD2)
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cdInf[i].cd = 2;
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else
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cdInf[i].cd = 0;
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// Any file on "CD 0" may be needed at all times. Verify that
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// it exists. Any other missing cluster will be requested with
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// an "insert CD" message. Of course, the file may still vanish
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// during game-play (oh, that wascally wabbit!) in which case
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// the resource manager will print a fatal error.
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if (cdInf[i].cd == 0 && !Common::File::exists((char *)cdInf[i].clusterName)) {
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GUIErrorMessage("Broken Sword 2: Cannot find " + Common::String((char *)cdInf[i].clusterName));
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delete[] cdInf;
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return false;
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}
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}
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file.close();
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// We check the presence of resource files in cd.inf
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// This is ok in PC version, but in PSX version we don't
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// have cd.inf so we'll have to skip this.
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if (!Sword2Engine::isPsx()) {
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for (i = 0; i < _totalClusters; i++) {
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for (j = 0; j < _totalClusters; j++) {
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if (scumm_stricmp((char *)cdInf[j].clusterName, _resFiles[i].fileName) == 0)
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break;
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}
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if (j == _totalClusters) {
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delete[] cdInf;
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GUIErrorMessage(Common::String(_resFiles[i].fileName) + " is not in cd.inf");
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return false;
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}
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_resFiles[i].cd = cdInf[j].cd;
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}
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}
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delete[] cdInf;
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debug(1, "%d resources in %d cluster files", _totalResFiles, _totalClusters);
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for (i = 0; i < _totalClusters; i++)
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debug(2, "filename of cluster %d: -%s (%d)", i, _resFiles[i].fileName, _resFiles[i].cd);
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_resList = (Resource *)malloc(_totalResFiles * sizeof(Resource));
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for (i = 0; i < _totalResFiles; i++) {
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_resList[i].ptr = NULL;
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_resList[i].size = 0;
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_resList[i].refCount = 0;
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_resList[i].prev = _resList[i].next = NULL;
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}
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return true;
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}
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/**
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* Returns the address of a resource. Loads if not in memory. Retains a count.
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*/
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byte *ResourceManager::openResource(uint32 res, bool dump) {
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assert(res < _totalResFiles);
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// FIXME: In PSX edition, not all top menu icons are present (TOP menu is not used).
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// Though, at present state, the engine still ask for the resources.
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if (Sword2Engine::isPsx()) { // We need to "rewire" missing icons
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if (res == 342) res = 364; // Rewire RESTORE ICON to SAVE ICON
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}
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// Is the resource in memory already? If not, load it.
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if (!_resList[res].ptr) {
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// Fetch the correct file and read in the correct portion.
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uint16 cluFileNum = _resConvTable[res * 2]; // points to the number of the ascii filename
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assert(cluFileNum != 0xffff);
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// Relative resource within the file
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// First we have to find the file via the _resConvTable
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uint16 actual_res = _resConvTable[(res * 2) + 1];
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debug(5, "openResource %s res %d", _resFiles[cluFileNum].fileName, res);
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// If we're loading a cluster that's only available from one
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// of the CDs, remember which one so that we can play the
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// correct speech and music.
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if (Sword2Engine::isPsx()) // We have only one disk in PSX version
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setCD(CD1);
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else
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setCD(_resFiles[cluFileNum].cd);
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// Actually, as long as the file can be found we don't really
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// care which CD it's on. But if we can't find it, keep asking
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// for the CD until we do.
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Common::File *file = openCluFile(cluFileNum);
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if (_resFiles[cluFileNum].entryTab == NULL) {
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// we didn't read from this file before, get its index table
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readCluIndex(cluFileNum, file);
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}
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uint32 pos = _resFiles[cluFileNum].entryTab[actual_res * 2 + 0];
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uint32 len = _resFiles[cluFileNum].entryTab[actual_res * 2 + 1];
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file->seek(pos, SEEK_SET);
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debug(6, "res len %d", len);
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// Ok, we know the length so try and allocate the memory.
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_resList[res].ptr = _vm->_memory->memAlloc(len, res);
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_resList[res].size = len;
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_resList[res].refCount = 0;
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file->read(_resList[res].ptr, len);
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debug(3, "Loaded resource '%s' (%d) from '%s' on CD %d (%d)", fetchName(_resList[res].ptr), res, _resFiles[cluFileNum].fileName, getCD(), _resFiles[cluFileNum].cd);
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if (dump) {
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char buf[256];
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const char *tag;
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switch (fetchType(_resList[res].ptr)) {
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case ANIMATION_FILE:
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tag = "anim";
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break;
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case SCREEN_FILE:
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tag = "layer";
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break;
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case GAME_OBJECT:
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tag = "object";
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break;
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case WALK_GRID_FILE:
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tag = "walkgrid";
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break;
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case GLOBAL_VAR_FILE:
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tag = "globals";
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break;
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case PARALLAX_FILE_null:
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tag = "parallax"; // Not used!
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break;
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case RUN_LIST:
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tag = "runlist";
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break;
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case TEXT_FILE:
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tag = "text";
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break;
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case SCREEN_MANAGER:
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tag = "screen";
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break;
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case MOUSE_FILE:
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tag = "mouse";
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break;
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case WAV_FILE:
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tag = "wav";
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break;
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case ICON_FILE:
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tag = "icon";
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break;
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case PALETTE_FILE:
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tag = "palette";
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break;
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default:
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tag = "unknown";
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break;
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}
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sprintf(buf, "dumps/%s-%d.dmp", tag, res);
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if (!Common::File::exists(buf)) {
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Common::DumpFile out;
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if (out.open(buf))
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out.write(_resList[res].ptr, len);
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}
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}
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// close the cluster
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file->close();
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delete file;
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_usedMem += len;
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checkMemUsage();
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} else if (_resList[res].refCount == 0)
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removeFromCacheList(_resList + res);
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_resList[res].refCount++;
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return _resList[res].ptr;
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}
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void ResourceManager::closeResource(uint32 res) {
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assert(res < _totalResFiles);
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// Don't try to close the resource if it has already been forcibly
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// closed, e.g. by fnResetGlobals().
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if (_resList[res].ptr == NULL)
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return;
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assert(_resList[res].refCount > 0);
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_resList[res].refCount--;
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if (_resList[res].refCount == 0)
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addToCacheList(_resList + res);
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// It's tempting to free the resource immediately when refCount
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// reaches zero, but that'd be a mistake. Closing a resource does not
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// mean "I'm not going to use this resource any more". It means that
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// "the next time I use this resource I'm going to ask for a new
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// pointer to it".
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//
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// Since the original memory manager had to deal with memory
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// fragmentation, keeping a resource open - and thus locked down to a
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// specific memory address - was considered a bad thing.
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}
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void ResourceManager::removeFromCacheList(Resource *res) {
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if (_cacheStart == res)
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_cacheStart = res->next;
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if (_cacheEnd == res)
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_cacheEnd = res->prev;
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if (res->prev)
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res->prev->next = res->next;
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if (res->next)
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res->next->prev = res->prev;
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res->prev = res->next = NULL;
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}
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void ResourceManager::addToCacheList(Resource *res) {
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res->prev = NULL;
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res->next = _cacheStart;
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if (_cacheStart)
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_cacheStart->prev = res;
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_cacheStart = res;
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if (!_cacheEnd)
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_cacheEnd = res;
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}
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Common::File *ResourceManager::openCluFile(uint16 fileNum) {
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Common::File *file = new Common::File;
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while (!file->open(_resFiles[fileNum].fileName)) {
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// HACK: We have to check for this, or it'll be impossible to
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// quit while the game is asking for the user to insert a CD.
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// But recovering from this situation gracefully is just too
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// much trouble, so quit now.
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if (_vm->shouldQuit())
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g_system->quit();
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// If the file is supposed to be on hard disk, or we're
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// playing a demo, then we're in trouble if the file
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// can't be found!
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if ((_vm->_features & GF_DEMO) || _resFiles[fileNum].cd == 0)
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error("Could not find '%s'", _resFiles[fileNum].fileName);
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askForCD(_resFiles[fileNum].cd);
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}
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return file;
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}
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void ResourceManager::readCluIndex(uint16 fileNum, Common::File *file) {
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// we didn't read from this file before, get its index table
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assert(_resFiles[fileNum].entryTab == NULL);
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assert(file);
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// 1st DWORD of a cluster is an offset to the look-up table
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uint32 table_offset = file->readUint32LE();
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debug(6, "table offset = %d", table_offset);
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uint32 tableSize = file->size() - table_offset; // the table is stored at the end of the file
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file->seek(table_offset);
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assert((tableSize % 8) == 0);
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_resFiles[fileNum].entryTab = (uint32*)malloc(tableSize);
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_resFiles[fileNum].numEntries = tableSize / 8;
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file->read(_resFiles[fileNum].entryTab, tableSize);
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if (file->ioFailed())
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error("unable to read index table from file %s", _resFiles[fileNum].fileName);
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#ifdef SCUMM_BIG_ENDIAN
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for (int tabCnt = 0; tabCnt < _resFiles[fileNum].numEntries * 2; tabCnt++)
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_resFiles[fileNum].entryTab[tabCnt] = FROM_LE_32(_resFiles[fileNum].entryTab[tabCnt]);
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#endif
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}
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/**
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* Returns true if resource is valid, otherwise false.
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*/
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bool ResourceManager::checkValid(uint32 res) {
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// Resource number out of range
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if (res >= _totalResFiles)
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return false;
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// Points to the number of the ascii filename
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uint16 parent_res_file = _resConvTable[res * 2];
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// Null & void resource
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if (parent_res_file == 0xffff)
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return false;
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return true;
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}
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/**
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* Fetch resource type
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*/
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uint8 ResourceManager::fetchType(byte *ptr) {
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if (!Sword2Engine::isPsx()) {
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return ptr[0];
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} else { // in PSX version, some files got a "garbled" resource header, with type stored in ninth byte
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if (ptr[0]) {
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return ptr[0];
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} else if (ptr[8]) {
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return ptr[8];
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} else { // In PSX version there is no resource header for audio files,
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return WAV_FILE; // but hopefully all audio files got first 16 bytes zeroed,
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} // Allowing us to check for this condition.
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// Alas, this doesn't work with PSX DEMO audio files.
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}
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}
|
|
|
|
/**
|
|
* Returns the total file length of a resource - i.e. all headers are included
|
|
* too.
|
|
*/
|
|
|
|
uint32 ResourceManager::fetchLen(uint32 res) {
|
|
if (_resList[res].ptr)
|
|
return _resList[res].size;
|
|
|
|
// Does this ever happen?
|
|
warning("fetchLen: Resource %u is not loaded; reading length from file", res);
|
|
|
|
// Points to the number of the ascii filename
|
|
uint16 parent_res_file = _resConvTable[res * 2];
|
|
|
|
// relative resource within the file
|
|
uint16 actual_res = _resConvTable[(res * 2) + 1];
|
|
|
|
// first we have to find the file via the _resConvTable
|
|
// open the cluster file
|
|
|
|
if (_resFiles[parent_res_file].entryTab == NULL) {
|
|
Common::File *file = openCluFile(parent_res_file);
|
|
readCluIndex(parent_res_file, file);
|
|
delete file;
|
|
}
|
|
return _resFiles[parent_res_file].entryTab[actual_res * 2 + 1];
|
|
}
|
|
|
|
void ResourceManager::checkMemUsage() {
|
|
while (_usedMem > MAX_MEM_CACHE) {
|
|
// we're using up more memory than we wanted to. free some old stuff.
|
|
// Newly loaded objects are added to the start of the list,
|
|
// we start freeing from the end, to free the oldest items first
|
|
if (_cacheEnd) {
|
|
Resource *tmp = _cacheEnd;
|
|
assert((tmp->refCount == 0) && (tmp->ptr) && (tmp->next == NULL));
|
|
removeFromCacheList(tmp);
|
|
|
|
_vm->_memory->memFree(tmp->ptr);
|
|
tmp->ptr = NULL;
|
|
_usedMem -= tmp->size;
|
|
} else {
|
|
warning("%d bytes of memory used, but cache list is empty", _usedMem);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ResourceManager::remove(int res) {
|
|
if (_resList[res].ptr) {
|
|
removeFromCacheList(_resList + res);
|
|
|
|
_vm->_memory->memFree(_resList[res].ptr);
|
|
_resList[res].ptr = NULL;
|
|
_resList[res].refCount = 0;
|
|
_usedMem -= _resList[res].size;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Remove all res files from memory - ready for a total restart. This includes
|
|
* the player object and global variables resource.
|
|
*/
|
|
|
|
void ResourceManager::removeAll() {
|
|
// We need to clear the FX queue, because otherwise the sound system
|
|
// will still believe that the sound resources are in memory. We also
|
|
// need to kill the movie lead-in/out.
|
|
|
|
_vm->_sound->clearFxQueue(true);
|
|
|
|
for (uint i = 0; i < _totalResFiles; i++)
|
|
remove(i);
|
|
}
|
|
|
|
/**
|
|
* Remove all resources from memory.
|
|
*/
|
|
|
|
void ResourceManager::killAll(bool wantInfo) {
|
|
int nuked = 0;
|
|
|
|
// We need to clear the FX queue, because otherwise the sound system
|
|
// will still believe that the sound resources are in memory. We also
|
|
// need to kill the movie lead-in/out.
|
|
|
|
_vm->_sound->clearFxQueue(true);
|
|
|
|
for (uint i = 0; i < _totalResFiles; i++) {
|
|
// Don't nuke the global variables or the player object!
|
|
if (i == 1 || i == CUR_PLAYER_ID)
|
|
continue;
|
|
|
|
if (_resList[i].ptr) {
|
|
if (wantInfo)
|
|
Debug_Printf("Nuked %5d: %s\n", i, fetchName(_resList[i].ptr));
|
|
|
|
remove(i);
|
|
nuked++;
|
|
}
|
|
}
|
|
|
|
if (wantInfo)
|
|
Debug_Printf("Expelled %d resources\n", nuked);
|
|
}
|
|
|
|
/**
|
|
* Like killAll but only kills objects (except George & the variable table of
|
|
* course) - ie. forcing them to reload & restart their scripts, which
|
|
* simulates the effect of a save & restore, thus checking that each object's
|
|
* re-entrant logic works correctly, and doesn't cause a statuette to
|
|
* disappear forever, or some plaster-filled holes in sand to crash the game &
|
|
* get James in trouble again.
|
|
*/
|
|
|
|
void ResourceManager::killAllObjects(bool wantInfo) {
|
|
int nuked = 0;
|
|
|
|
for (uint i = 0; i < _totalResFiles; i++) {
|
|
// Don't nuke the global variables or the player object!
|
|
if (i == 1 || i == CUR_PLAYER_ID)
|
|
continue;
|
|
|
|
if (_resList[i].ptr) {
|
|
if (fetchType(_resList[i].ptr) == GAME_OBJECT) {
|
|
if (wantInfo)
|
|
Debug_Printf("Nuked %5d: %s\n", i, fetchName(_resList[i].ptr));
|
|
|
|
remove(i);
|
|
nuked++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (wantInfo)
|
|
Debug_Printf("Expelled %d resources\n", nuked);
|
|
}
|
|
|
|
void ResourceManager::askForCD(int cd) {
|
|
byte *textRes;
|
|
|
|
// Stop any music from playing - so the system no longer needs the
|
|
// current CD - otherwise when we take out the CD, Windows will
|
|
// complain!
|
|
|
|
_vm->_sound->stopMusic(true);
|
|
|
|
textRes = openResource(2283);
|
|
_vm->_screen->displayMsg(_vm->fetchTextLine(textRes, 5 + cd) + 2, 0);
|
|
closeResource(2283);
|
|
|
|
// The original code probably determined automagically when the correct
|
|
// CD had been inserted, but our backend doesn't support that, and
|
|
// anyway I don't know if all systems allow that sort of thing. So we
|
|
// wait for the user to press any key instead, or click the mouse.
|
|
//
|
|
// But just in case we ever try to identify the CDs by their labels,
|
|
// they should be:
|
|
//
|
|
// CD1: "RBSII1" (or "PCF76" for the PCF76 version, whatever that is)
|
|
// CD2: "RBSII2"
|
|
}
|
|
|
|
} // End of namespace Sword2
|