scummvm/engines/scumm/resource.h

143 lines
3.8 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef SCUMM_RESOURCE_H
#define SCUMM_RESOURCE_H
#include "scumm/scumm.h" // for rtNumTypes
namespace Scumm {
enum {
OF_OWNER_MASK = 0x0F,
OF_STATE_MASK = 0xF0,
OF_STATE_SHL = 4
};
class ResourceIterator {
uint32 _size;
uint32 _pos;
const byte *_ptr;
bool _smallHeader;
public:
ResourceIterator(const byte *searchin, bool smallHeader);
const byte *findNext(uint32 tag);
};
enum {
RES_INVALID_OFFSET = 0xFFFFFFFF
};
class ScummEngine;
/**
* The mode of a resource type indicates whether the resource can be restored
* from the game data files or not.
* This affects for example whether the resource is stored in savestates.
*
* Note that we treat sound resources somewhat differently: On the one hand,
* these behave mostly like a kStaticResTypeMode res type. However, when we
* create a savestate, we do save *some* information about them: Namely, which
* sound resources are loaded in memory at the time the save is made. And when
* loading, we invoke ensureResourceLoaded() for each sound resource that was
* marked in this way.
*/
enum ResTypeMode {
kDynamicResTypeMode = 0, ///!< Resource is generated during runtime and may change
kStaticResTypeMode = 1, ///!< Resource comes from data files, does not change
kSoundResTypeMode = 2 ///!< Resource comes from data files, but may change
};
/**
* The 'resource manager' class. Currently doesn't really deserve to be called
* a 'class', at least until somebody gets around to OOfying this more.
*/
class ResourceManager {
//friend class ScummDebugger;
//friend class ScummEngine;
protected:
ScummEngine *_vm;
public:
/**
* This struct represents a resource type and all resource of that type.
*/
class ResTypeData {
friend class ResourceManager;
public:
ResTypeMode _mode;
uint16 num;
uint32 tag;
const char *name;
byte **address;
protected:
byte *flags;
byte *status;
public:
byte *roomno;
uint32 *roomoffs;
uint32 *globsize;
};
ResTypeData _types[rtNumTypes];
protected:
uint32 _allocatedSize;
uint32 _maxHeapThreshold, _minHeapThreshold;
byte _expireCounter;
public:
ResourceManager(ScummEngine *vm);
~ResourceManager();
void setHeapThreshold(int min, int max);
void allocResTypeData(int id, uint32 tag, int num, const char *name, ResTypeMode mode);
void freeResources();
byte *createResource(int type, int index, uint32 size);
void nukeResource(int type, int i);
bool isResourceLoaded(int type, int index) const;
void lock(int type, int i);
void unlock(int type, int i);
bool isLocked(int type, int i) const;
void setModified(int type, int i);
bool isModified(int type, int i) const;
void increaseExpireCounter();
void setResourceCounter(int type, int index, byte flag);
void increaseResourceCounter();
void resourceStats();
//protected:
bool validateResource(const char *str, int type, int index) const;
protected:
void expireResources(uint32 size);
};
} // End of namespace Scumm
#endif