mirror of
https://github.com/libretro/scummvm.git
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191 lines
5.2 KiB
C++
191 lines
5.2 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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* 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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#ifndef SCUMM_RESOURCE_H
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#define SCUMM_RESOURCE_H
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#include "scumm/scumm.h" // for rtNumTypes
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namespace Scumm {
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enum {
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OF_OWNER_MASK = 0x0F,
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OF_STATE_MASK = 0xF0,
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OF_STATE_SHL = 4
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};
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class ResourceIterator {
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uint32 _size;
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uint32 _pos;
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const byte *_ptr;
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bool _smallHeader;
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public:
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ResourceIterator(const byte *searchin, bool smallHeader);
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const byte *findNext(uint32 tag);
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};
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enum {
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RES_INVALID_OFFSET = 0xFFFFFFFF
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};
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class ScummEngine;
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/**
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* The mode of a resource type indicates whether the resource can be restored
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* from the game data files or not.
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* This affects for example whether the resource is stored in savestates.
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*
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* Note that we treat sound resources somewhat differently: On the one hand,
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* these behave mostly like a kStaticResTypeMode res type. However, when we
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* create a savestate, we do save *some* information about them: Namely, which
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* sound resources are loaded in memory at the time the save is made. And when
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* loading, we invoke ensureResourceLoaded() for each sound resource that was
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* marked in this way.
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*/
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enum ResTypeMode {
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kDynamicResTypeMode = 0, ///!< Resource is generated during runtime and may change
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kStaticResTypeMode = 1, ///!< Resource comes from data files, does not change
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kSoundResTypeMode = 2 ///!< Resource comes from data files, but may change
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};
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/**
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* The 'resource manager' class. Currently doesn't really deserve to be called
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* a 'class', at least until somebody gets around to OOfying this more.
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*/
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class ResourceManager {
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//friend class ScummDebugger;
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//friend class ScummEngine;
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protected:
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ScummEngine *_vm;
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public:
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/**
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* This struct represents a resource type and all resource of that type.
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*/
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class ResTypeData {
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friend class ResourceManager;
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public:
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ResTypeMode _mode;
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/**
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* The maximal number of resource of this type. Determines the size
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* of various arrays.
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*/
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uint16 _num;
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/**
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* The 4-byte tag or chunk type associated to this resource type, if any.
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* Only applies to resources that are loaded from the game data files.
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*/
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uint32 _tag;
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/**
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* Array of size _num containing pointers to each resource of this type.
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*/
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byte **_address;
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/**
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* Array of size _num containing the sizes of each resource of this type.
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*/
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uint32 *_size;
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protected:
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/**
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* Array of size _num containing TODO of each resource of this type.
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*/
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byte *flags;
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/**
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* Array of size _num containing the status of each resource of this type.
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* This is a bitfield of which currently only one bit is used, which indicates
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* whether the resource is modified.
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*/
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byte *_status;
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public:
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/**
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* Array of size _num containing for each resource of this type the
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* id of the room (resp. the disk) the resource is contained in.
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*/
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byte *roomno;
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/**
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* Array of size _num containing room offsets of each resource of this type.
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* That is the offset (in bytes) where the data for this resources
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* can be found in the game data file(s), relative to the start
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* of the room the resource is contained in.
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*
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* A value of RES_INVALID_OFFSET indicates a resources that is not contained
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* in the game data files.
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*/
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uint32 *roomoffs;
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/**
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* Array of size _num. Occurs in HE 70+, but we don't use it for anything.
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*/
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uint32 *globsize;
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public:
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ResTypeData();
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~ResTypeData();
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};
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ResTypeData _types[rtNumTypes];
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protected:
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uint32 _allocatedSize;
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uint32 _maxHeapThreshold, _minHeapThreshold;
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byte _expireCounter;
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public:
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ResourceManager(ScummEngine *vm);
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~ResourceManager();
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void setHeapThreshold(int min, int max);
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void allocResTypeData(int id, uint32 tag, int num, ResTypeMode mode);
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void freeResources();
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byte *createResource(int type, int index, uint32 size);
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void nukeResource(int type, int i);
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bool isResourceLoaded(int type, int index) const;
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void lock(int type, int i);
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void unlock(int type, int i);
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bool isLocked(int type, int i) const;
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void setModified(int type, int i);
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bool isModified(int type, int i) const;
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void increaseExpireCounter();
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void setResourceCounter(int type, int index, byte flag);
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void increaseResourceCounter();
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void resourceStats();
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//protected:
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bool validateResource(const char *str, int type, int index) const;
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protected:
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void expireResources(uint32 size);
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};
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} // End of namespace Scumm
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#endif
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