scummvm/engines/scumm/resource.h
AndywinXp 806ff5147a SCUMM: HE (Sound): Suddenly... sound!
Moonbase Commander has finally started playing
some sounds. There are still some bugs here and there,
and the Miles mixer implementation is certainly not complete,
but hey, it works!
2023-08-18 22:20:45 +02:00

238 lines
6.4 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef SCUMM_RESOURCE_H
#define SCUMM_RESOURCE_H
#include "common/array.h"
#include "scumm/scumm.h" // for ResType
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 : uint {
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:
class Resource {
public:
/**
* Pointer to the data contained in this resource
*/
byte *_address;
/**
* Size of this resource, i.e. of the data contained in it.
*/
uint32 _size;
protected:
/**
* The uppermost bit indicates whether the resources is locked.
* The lower 7 bits contain a counter. This counter measures roughly
* how old the resource is; it starts out with a count of 1 and can go
* as high as 127. When memory falls low resp. when the engine decides
* that it should throw out some unused stuff, then it begins by
* removing the resources with the highest counter (excluding locked
* resources and resources that are known to be in use).
*/
byte _flags;
/**
* The status of the resource. Currently only one bit is used, which
* indicates whether the resource is modified.
*/
byte _status;
public:
/**
* The id of the room (resp. the disk) the resource is contained in.
*/
byte _roomno;
/**
* The offset (in bytes) where the data for this resources can be found
* in the game data file(s), relative to the start of the room the
* resource is contained in.
*
* A value of RES_INVALID_OFFSET indicates a resources that is not contained
* in the game data files.
*/
uint32 _roomoffs;
public:
Resource();
~Resource();
void nuke();
inline void setResourceCounter(byte counter);
inline byte getResourceCounter() const;
void lock();
void unlock();
bool isLocked() const;
// HE specific
void setModified();
bool isModified() const;
void setOffHeap();
void setOnHeap();
bool isOffHeap() const;
};
/**
* This struct represents a resource type and all resource of that type.
*/
class ResTypeData : public Common::Array<Resource> {
friend class ResourceManager;
public:
/**
* The mode of this res type.
*/
ResTypeMode _mode;
/**
* The 4-byte tag or chunk type associated to this resource type, if any.
* Only applies to resources that are loaded from the game data files.
* This value is only used for debugging purposes.
*/
uint32 _tag;
public:
ResTypeData();
~ResTypeData();
};
ResTypeData _types[rtLast + 1];
protected:
uint32 _allocatedSize;
uint32 _maxHeapThreshold, _minHeapThreshold;
byte _expireCounter;
public:
ResourceManager(ScummEngine *vm);
~ResourceManager();
void setHeapThreshold(int min, int max);
uint32 getHeapSize() { return _allocatedSize; }
void allocResTypeData(ResType type, uint32 tag, int num, ResTypeMode mode);
void freeResources();
byte *createResource(ResType type, ResId idx, uint32 size);
void nukeResource(ResType type, ResId idx);
// inline Resource &getRes(ResType type, ResId idx) { return _types[type][idx]; }
// inline const Resource &getRes(ResType type, ResId idx) const { return _types[type][idx]; }
bool isResourceLoaded(ResType type, ResId idx) const;
void lock(ResType type, ResId idx);
void unlock(ResType type, ResId idx);
bool isLocked(ResType type, ResId idx) const;
// HE Specific
void setModified(ResType type, ResId idx);
bool isModified(ResType type, ResId idx) const;
void setOffHeap(ResType type, ResId idx);
bool isOffHeap(ResType type, ResId idx) const;
void setOnHeap(ResType type, ResId idx);
/**
* This method increments the _expireCounter, and if it overflows (which happens
* after at most 256 calls), it calls increaseResourceCounter.
* It is invoked in the engine's main loop ScummEngine::scummLoop().
*/
void increaseExpireCounter();
/**
* Update the specified resource's counter.
*/
void setResourceCounter(ResType type, ResId idx, byte counter);
/**
* Increment the counter of all unlocked loaded resources.
* The maximal count is 255.
* This is called by increaseExpireCounter and expireResources,
* but also by ScummEngine::startScene.
*/
void increaseResourceCounters();
void resourceStats();
//protected:
bool validateResource(const char *str, ResType type, ResId idx) const;
protected:
void expireResources(uint32 size);
};
} // End of namespace Scumm
#endif