scummvm/sword2/resman.cpp
Torbjörn Andersson 4c3a68027f Use the same syntax for accessing script variables as BS1 does, i.e. now
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it
makes it much easier to tell the difference between variables and constants
when looking at the code.

Of course, this sort of sweeping changes is jolly good for introducing
truly weird regressions, which is why I waited until after 0.6.0.

svn-id: r13331
2004-03-17 09:03:15 +00:00

992 lines
26 KiB
C++

/* Copyright (C) 1994-2004 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "common/stdafx.h"
#include "common/file.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/defs.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#include "sword2/driver/d_draw.h"
#define Debug_Printf _vm->_debugger->DebugPrintf
namespace Sword2 {
// ---------------------------------------------------------------------------
// Welcome to the easy resource manager - written in simple code for easy
// maintenance
//
// The resource compiler will create two files
//
// resource.inf which is a list of ascii cluster file names
// resource.tab which is a table which tells us which cluster a resource
// is located in and the number within the cluster
// ---------------------------------------------------------------------------
enum {
BOTH = 0x0, // Cluster is on both CDs
CD1 = 0x1, // Cluster is on CD1 only
CD2 = 0x2, // Cluster is on CD2 only
LOCAL_CACHE = 0x4, // Cluster is cached on HDD
LOCAL_PERM = 0x8 // Cluster is on HDD.
};
#if !defined(__GNUC__)
#pragma START_PACK_STRUCTS
#endif
struct CdInf {
uint8 clusterName[20]; // Null terminated cluster name.
uint8 cd; // Cd cluster is on and whether it is on the local drive or not.
} GCC_PACK;
#if !defined(__GNUC__)
#pragma END_PACK_STRUCTS
#endif
ResourceManager::ResourceManager(Sword2Engine *vm) {
_vm = vm;
// Until proven differently, assume we're on CD 1. This is so the start
// dialog will be able to play any music at all.
_curCd = 1;
// We read in the resource info which tells us the names of the
// resource cluster files ultimately, although there might be groups
// within the clusters at this point it makes no difference. We only
// wish to know what resource files there are and what is in each
File file;
uint32 end;
Memory *temp;
uint32 pos = 0;
uint32 j = 0;
_totalClusters = 0;
_resConvTable = NULL;
if (!file.open("resource.inf")) {
error("init cannot *OPEN* resource.inf");
}
end = file.size();
//get some space for the incoming resource file - soon to be trashed
temp = _vm->_memory->allocMemory(end, MEM_locked, (uint32) UID_temp);
if (file.read(temp->ad, end) != end) {
file.close();
error("init cannot *READ* resource.inf");
}
file.close();
// ok, we've loaded in the resource.inf file which contains a list of
// all the files now extract the filenames
do {
// item must have an #0d0a
while (temp->ad[j] != 13) {
_resourceFiles[_totalClusters][pos] = temp->ad[j];
j++;
pos++;
}
// NULL terminate our extracted string
_resourceFiles[_totalClusters][pos]=0;
// Reset position in current slot between entries, skip the
// 0x0a in the source and increase the number of clusters.
pos = 0;
j += 2;
_totalClusters++;
// TODO: put overload check here
} while (j != end); // using this method the Gode generated resource.inf must have #0d0a on the last entry
// now load in the binary id to res conversion table
if (!file.open("resource.tab")) {
error("init cannot *OPEN* resource.tab");
}
// find how many resources
end = file.size();
_totalResFiles = end / 4;
// table seems ok so malloc some space
_resConvTable = (uint16 *) malloc(end);
for (j = 0; j < end / 2; j++)
_resConvTable[j] = file.readUint16LE();
if (file.ioFailed()) {
file.close();
error("init cannot *READ* resource.tab");
}
file.close();
if (!file.open("cd.inf")) {
error("init cannot *OPEN* cd.inf");
}
CdInf *cdInf = new CdInf[_totalClusters];
for (j = 0; j < _totalClusters; j++) {
file.read(cdInf[j].clusterName, sizeof(cdInf[j].clusterName));
cdInf[j].cd = file.readByte();
if (file.ioFailed()) {
error("init failed to read cd.inf. Insufficient entries?");
}
}
file.close();
for (j = 0; j < _totalClusters; j++) {
uint32 i = 0;
while (scumm_stricmp((char *) cdInf[i].clusterName, _resourceFiles[j]) != 0 && i < _totalClusters)
i++;
if (i == _totalClusters) {
error("init, %s is not in cd.inf", _resourceFiles[j]);
} else
_cdTab[j] = cdInf[i].cd;
}
delete [] cdInf;
debug(5, "%d resources in %d cluster files", _totalResFiles, _totalClusters);
for (j = 0; j < _totalClusters; j++)
debug(5, "filename of cluster %d: -%s", j, _resourceFiles[j]);
// create space for a list of pointers to mem's
_resList = (Memory **) malloc(_totalResFiles * sizeof(Memory *));
_age = (uint32 *) malloc(_totalResFiles * sizeof(uint32));
_count = (uint16 *) malloc(_totalResFiles * sizeof(uint16));
for (j = 0; j < _totalResFiles; j++) {
// age must be 0 if the file is not in memory at all
_age[j] = 0;
_count[j] = 0;
}
_resTime = 1; //cannot start at 0
_vm->_memory->freeMemory(temp); //get that memory back
}
ResourceManager::~ResourceManager(void) {
// free up our mallocs
free(_resList);
free(_age);
free(_count);
free(_resConvTable);
}
// Quick macro to make swapping in-place easier to write
#define SWAP16(x) x = SWAP_BYTES_16(x)
#define SWAP32(x) x = SWAP_BYTES_32(x)
void convertEndian(uint8 *file, uint32 len) {
int i;
StandardHeader *hdr = (StandardHeader *) file;
file += sizeof(StandardHeader);
SWAP32(hdr->compSize);
SWAP32(hdr->decompSize);
switch (hdr->fileType) {
case ANIMATION_FILE: {
AnimHeader *animHead = (AnimHeader *) file;
SWAP16(animHead->noAnimFrames);
SWAP16(animHead->feetStartX);
SWAP16(animHead->feetStartY);
SWAP16(animHead->feetEndX);
SWAP16(animHead->feetEndY);
SWAP16(animHead->blend);
CdtEntry *cdtEntry = (CdtEntry *) (file + sizeof(AnimHeader));
for (i = 0; i < animHead->noAnimFrames; i++, cdtEntry++) {
SWAP16(cdtEntry->x);
SWAP16(cdtEntry->y);
SWAP32(cdtEntry->frameOffset);
FrameHeader *frameHeader = (FrameHeader *) (file + cdtEntry->frameOffset);
// Quick trick to prevent us from incorrectly applying the endian
// fixes multiple times. This assumes that frames are less than 1 MB
// and have height/width less than 4096.
if ((frameHeader->compSize & 0xFFF00000) ||
(frameHeader->width & 0xF000) ||
(frameHeader->height & 0xF000)) {
SWAP32(frameHeader->compSize);
SWAP16(frameHeader->width);
SWAP16(frameHeader->height);
}
}
break;
}
case SCREEN_FILE: {
MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) file;
SWAP32(mscreenHeader->palette);
SWAP32(mscreenHeader->bg_parallax[0]);
SWAP32(mscreenHeader->bg_parallax[1]);
SWAP32(mscreenHeader->screen);
SWAP32(mscreenHeader->fg_parallax[0]);
SWAP32(mscreenHeader->fg_parallax[1]);
SWAP32(mscreenHeader->layers);
SWAP32(mscreenHeader->paletteTable);
SWAP32(mscreenHeader->maskOffset);
// screenHeader
ScreenHeader *screenHeader = (ScreenHeader *) (file + mscreenHeader->screen);
SWAP16(screenHeader->width);
SWAP16(screenHeader->height);
SWAP16(screenHeader->noLayers);
// layerHeader
LayerHeader *layerHeader = (LayerHeader *) (file + mscreenHeader->layers);
for (i = 0; i < screenHeader->noLayers; i++, layerHeader++) {
SWAP16(layerHeader->x);
SWAP16(layerHeader->y);
SWAP16(layerHeader->width);
SWAP16(layerHeader->height);
SWAP32(layerHeader->maskSize);
SWAP32(layerHeader->offset);
}
// backgroundParallaxLayer
Parallax *parallax;
int offset;
offset = mscreenHeader->bg_parallax[0];
if (offset > 0) {
parallax = (Parallax *) (file + offset);
SWAP16(parallax->w);
SWAP16(parallax->h);
}
offset = mscreenHeader->bg_parallax[1];
if (offset > 0) {
parallax = (Parallax *) (file + offset);
SWAP16(parallax->w);
SWAP16(parallax->h);
}
// backgroundLayer
offset = mscreenHeader->screen + sizeof(ScreenHeader);
if (offset > 0) {
parallax = (Parallax *) (file + offset);
SWAP16(parallax->w);
SWAP16(parallax->h);
}
// foregroundParallaxLayer
offset = mscreenHeader->fg_parallax[0];
if (offset > 0) {
parallax = (Parallax *) (file + offset);
SWAP16(parallax->w);
SWAP16(parallax->h);
}
offset = mscreenHeader->fg_parallax[1];
if (offset > 0) {
parallax = (Parallax *) (file + offset);
SWAP16(parallax->w);
SWAP16(parallax->h);
}
break;
}
case GAME_OBJECT: {
ObjectHub *objectHub = (ObjectHub *) file;
objectHub->type = (int) SWAP_BYTES_32(objectHub->type);
SWAP32(objectHub->logic_level);
for (i = 0; i < TREE_SIZE; i++) {
SWAP32(objectHub->logic[i]);
SWAP32(objectHub->script_id[i]);
SWAP32(objectHub->script_pc[i]);
}
break;
}
case WALK_GRID_FILE: {
WalkGridHeader *walkGridHeader = (WalkGridHeader *) file;
SWAP32(walkGridHeader->numBars);
SWAP32(walkGridHeader->numNodes);
BarData *barData = (BarData *) (file + sizeof(WalkGridHeader));
for (i = 0; i < walkGridHeader->numBars; i++) {
SWAP16(barData->x1);
SWAP16(barData->y1);
SWAP16(barData->x2);
SWAP16(barData->y2);
SWAP16(barData->xmin);
SWAP16(barData->ymin);
SWAP16(barData->xmax);
SWAP16(barData->ymax);
SWAP16(barData->dx);
SWAP16(barData->dy);
SWAP32(barData->co);
barData++;
}
uint16 *node = (uint16 *) (file + sizeof(WalkGridHeader) + walkGridHeader->numBars * sizeof(BarData));
for (i = 0; i < walkGridHeader->numNodes * 2; i++) {
SWAP16(*node);
node++;
}
break;
}
case GLOBAL_VAR_FILE:
break;
case PARALLAX_FILE_null:
break;
case RUN_LIST: {
uint32 *list = (uint32 *) file;
while (*list) {
SWAP32(*list);
list++;
}
break;
}
case TEXT_FILE: {
TextHeader *textHeader = (TextHeader *) file;
SWAP32(textHeader->noOfLines);
break;
}
case SCREEN_MANAGER:
break;
case MOUSE_FILE:
break;
case ICON_FILE:
break;
}
}
uint8 *ResourceManager::openResource(uint32 res, bool dump) {
// returns ad of resource. Loads if not in memory
// retains a count
// resource can be aged out of memory if count = 0
// the resource is locked while count != 0 i.e. until a closeResource
// is called
File file;
uint16 parent_res_file;
uint16 actual_res;
uint32 pos, len;
uint32 table_offset;
assert(res < _totalResFiles);
// is the resource in memory already?
// if the file is not in memory then age should and MUST be 0
if (!_age[res]) {
// fetch the correct file and read in the correct portion
// if the file cannot fit then we must trash the oldest large
// enough floating file
// points to the number of the ascii filename
parent_res_file = _resConvTable[res * 2];
assert(parent_res_file != 0xffff);
// relative resource within the file
actual_res = _resConvTable[(res * 2) + 1];
// first we have to find the file via the _resConvTable
debug(5, "resOpen %s res %d", _resourceFiles[parent_res_file], res);
// If we're loading a cluster that's only available from one
// of the CDs, remember which one so that we can play the
// correct music.
if (!(_cdTab[parent_res_file] & LOCAL_PERM))
_curCd = _cdTab[parent_res_file] & 3;
// Actually, as long as the file can be found we don't really
// care which CD it's on. But if we can't find it, keep asking
// for the CD until we do.
while (!file.open(_resourceFiles[parent_res_file])) {
// If the file is supposed to be on hard disk, or we're
// playing a demo, then we're in trouble if the file
// can't be found!
if ((_vm->_features & GF_DEMO) || (_cdTab[parent_res_file] & LOCAL_PERM))
error("Could not find '%s'", _resourceFiles[parent_res_file]);
getCd(_cdTab[parent_res_file] & 3);
}
// 1st DWORD of a cluster is an offset to the look-up table
table_offset = file.readUint32LE();
debug(5, "table offset = %d", table_offset);
// 2 dwords per resource
file.seek(table_offset + actual_res * 8, SEEK_SET);
// get position of our resource within the cluster file
pos = file.readUint32LE();
// read the length
len = file.readUint32LE();
// get to position in file of our particular resource
file.seek(pos, SEEK_SET);
debug(5, "res len %d", len);
// ok, we know the length so try and allocate the memory
// if it can't then old files will be ditched until it works
_resList[res] = _vm->_memory->allocMemory(len, MEM_locked, res);
// now load the file
// hurray, load it in.
file.read(_resList[res]->ad, len);
if (dump) {
StandardHeader *header = (StandardHeader *) _resList[res]->ad;
char buf[256];
char tag[10];
File out;
switch (header->fileType) {
case ANIMATION_FILE:
strcpy(tag, "anim");
break;
case SCREEN_FILE:
strcpy(tag, "layer");
break;
case GAME_OBJECT:
strcpy(tag, "object");
break;
case WALK_GRID_FILE:
strcpy(tag, "walkgrid");
break;
case GLOBAL_VAR_FILE:
strcpy(tag, "globals");
break;
case PARALLAX_FILE_null:
strcpy(tag, "parallax"); // Not used!
break;
case RUN_LIST:
strcpy(tag, "runlist");
break;
case TEXT_FILE:
strcpy(tag, "text");
break;
case SCREEN_MANAGER:
strcpy(tag, "screen");
break;
case MOUSE_FILE:
strcpy(tag, "mouse");
break;
case WAV_FILE:
strcpy(tag, "wav");
break;
case ICON_FILE:
strcpy(tag, "icon");
break;
case PALETTE_FILE:
strcpy(tag, "palette");
break;
default:
strcpy(tag, "unknown");
break;
}
#if defined(MACOS_CARBON)
sprintf(buf, ":dumps:%s-%d.dmp", tag, res);
#else
sprintf(buf, "dumps/%s-%d.dmp", tag, res);
#endif
if (!out.open(buf, "")) {
if (out.open(buf, "", File::kFileWriteMode))
out.write(_resList[res]->ad, len);
}
if (out.isOpen())
out.close();
}
// close the cluster
file.close();
#ifdef SCUMM_BIG_ENDIAN
convertEndian((uint8 *) _resList[res]->ad, len);
#endif
} else {
debug(9, "RO %d, already open count=%d", res, _count[res]);
}
// number of times opened - the file won't move in memory while count
// is non zero
_count[res]++;
// update the accessed time stamp - touch the file in other words
_age[res] = _resTime;
// pass the address of the mem & lock the memory too
// might be locked already (if count > 1)
_vm->_memory->lockMemory(_resList[res]);
return (uint8 *) _resList[res]->ad;
}
uint8 ResourceManager::checkValid(uint32 res) {
// returns '1' if resource is valid, otherwise returns '0'
// used in startup.cpp to ignore invalid screen-manager resources
uint16 parent_res_file;
// resource number out of range
if (res >= _totalResFiles)
return 0;
// points to the number of the ascii filename
parent_res_file = _resConvTable[res * 2];
// null & void resource
if (parent_res_file == 0xffff)
return 0;
// ok
return 1;
}
void ResourceManager::nextCycle(void) {
// increment the cycle and calculate actual per-cycle memory useage
#ifdef _SWORD2_DEBUG
_currentMemoryUsage = 0;
for (int i = 1; i < _totalResFiles; i++) {
// was accessed last cycle
if (_age[i] == _resTime)
_currentMemoryUsage += _resList[i]->size;
}
#endif
_resTime++;
// if you left the game running for a hundred years when this went to 0
// there'd be a resource left stuck in memory - after another hundred
// years there'd be another...
//
// Mind you, by then the our get_msecs() function will have wrapped
// around too, probably causing a mess of other problems.
if (!_resTime)
_resTime++;
}
uint32 ResourceManager::fetchUsage(void) {
// returns memory usage previous cycle
return _currentMemoryUsage;
}
void ResourceManager::closeResource(uint32 res) {
// decrements the count
// resource floats when count = 0
assert(res < _totalResFiles);
assert(_count[res]);
//one less has it open
_count[res]--;
//if noone has the file open then unlock and allow to float
if (!_count[res]) {
// pass the address of the mem
_vm->_memory->floatMemory(_resList[res]);
}
}
uint32 ResourceManager::fetchLen(uint32 res) {
// returns the total file length of a resource - i.e. all headers are
// included too
File fh;
uint16 parent_res_file;
uint16 actual_res;
uint32 len;
uint32 table_offset;
// points to the number of the ascii filename
parent_res_file = _resConvTable[res * 2];
// relative resource within the file
actual_res = _resConvTable[(res * 2) + 1];
// first we have to find the file via the _resConvTable
// open the cluster file
if (!fh.open(_resourceFiles[parent_res_file]))
error("fetchLen cannot *OPEN* %s", _resourceFiles[parent_res_file]);
// 1st DWORD of a cluster is an offset to the look-up table
table_offset = fh.readUint32LE();
// 2 dwords per resource + skip the position dword
fh.seek(table_offset + (actual_res * 8) + 4, SEEK_SET);
// read the length
len = fh.readUint32LE();
return len;
}
char *ResourceManager::fetchCluster(uint32 res) {
// returns a pointer to the ascii name of the cluster file which
// contains resource res
return _resourceFiles[_resConvTable[res * 2]];
}
uint32 ResourceManager::fetchAge(uint32 res) {
// return the age of res
return _age[res];
}
uint32 ResourceManager::fetchCount(uint32 res) {
// return the open count of res
return _count[res];
}
uint32 ResourceManager::helpTheAgedOut(void) {
// remove from memory the oldest closed resource
uint32 oldest_res; // holds id of oldest found so far when we have to chuck stuff out of memory
uint32 oldest_age; // age of above during search
uint32 j;
uint32 largestResource = 0;
oldest_age = _resTime;
oldest_res = 0;
for (j = 2; j < _totalResFiles; j++) {
// not held open and older than this one
if (!_count[j] && _age[j] && _age[j] <= oldest_age) {
if (_age[j] == oldest_age && _resList[j]->size > largestResource) {
// Kick old resource of oldest age and largest
// size (Helps the poor defragger).
oldest_res = j;
largestResource = _resList[j]->size;
} else if (_age[j] < oldest_age) {
oldest_res = j;
oldest_age = _age[j];
largestResource = _resList[j]->size;
}
}
}
// there was not a file we could release
// no bytes released - oh dear, lets hope this never happens
if (!oldest_res)
return 0;
debug(5, "removing %d, age %d, size %d", oldest_res, _age[oldest_res], _resList[oldest_res]->size);
// trash this old resource
_age[oldest_res] = 0; // effectively gone from _resList
_vm->_memory->freeMemory(_resList[oldest_res]); // release the memory too
return _resList[oldest_res]->size; // return bytes freed
}
void ResourceManager::printConsoleClusters(void) {
if (_totalClusters) {
for (uint i = 0; i < _totalClusters; i++) {
Debug_Printf("%-20s ", _resourceFiles[i]);
if (!(_cdTab[i] & LOCAL_PERM)) {
switch (_cdTab[i] & 3) {
case BOTH:
Debug_Printf("CD 1 & 2\n");
break;
case CD1:
Debug_Printf("CD 1\n");
break;
case CD2:
Debug_Printf("CD 2\n");
break;
default:
Debug_Printf("CD 3? Huh?!\n");
break;
}
} else
Debug_Printf("HD\n");
}
Debug_Printf("%d resources\n", _totalResFiles);
} else
Debug_Printf("Argh! No resources!\n");
}
void ResourceManager::examine(int res) {
StandardHeader *file_header;
if (res < 0 || res >= (int) _totalResFiles)
Debug_Printf("Illegal resource %d (there are %d resources 0-%d)\n", res, _totalResFiles, _totalResFiles - 1);
else if (_resConvTable[res * 2] == 0xffff)
Debug_Printf("%d is a null & void resource number\n", res);
else {
// open up the resource and take a look inside!
file_header = (StandardHeader *) openResource(res);
// Debug_Printf("%d\n", file_header->fileType);
// Debug_Printf("%s\n", file_header->name);
// Resource types. See header.h
switch (file_header->fileType) {
case ANIMATION_FILE:
Debug_Printf("<anim> %s\n", file_header->name);
break;
case SCREEN_FILE:
Debug_Printf("<layer> %s\n", file_header->name);
break;
case GAME_OBJECT:
Debug_Printf("<game object> %s\n", file_header->name);
break;
case WALK_GRID_FILE:
Debug_Printf("<walk grid> %s\n", file_header->name);
break;
case GLOBAL_VAR_FILE:
Debug_Printf("<global variables> %s\n", file_header->name);
break;
case PARALLAX_FILE_null:
Debug_Printf("<parallax file NOT USED!> %s\n", file_header->name);
break;
case RUN_LIST:
Debug_Printf("<run list> %s\n", file_header->name);
break;
case TEXT_FILE:
Debug_Printf("<text file> %s\n", file_header->name);
break;
case SCREEN_MANAGER:
Debug_Printf("<screen manager> %s\n", file_header->name);
break;
case MOUSE_FILE:
Debug_Printf("<mouse pointer> %s\n", file_header->name);
break;
case ICON_FILE:
Debug_Printf("<menu icon> %s\n", file_header->name);
break;
default:
Debug_Printf("unrecognised fileType %d\n", file_header->fileType);
break;
}
closeResource(res);
}
}
void ResourceManager::kill(int res) {
if (res < 0 || res >= (int) _totalResFiles) {
Debug_Printf("Illegal resource %d (there are %d resources 0-%d)\n", res, _totalResFiles, _totalResFiles - 1);
return;
}
// if noone has the file open then unlock and allow to float
if (!_count[res]) {
if (_age[res]) {
_age[res] = 0; // effectively gone from _resList
_vm->_memory->freeMemory(_resList[res]); // release the memory too
Debug_Printf("Trashed %d\n", res);
} else
Debug_Printf("%d not in memory\n", res);
} else
Debug_Printf("File is open - cannot remove\n");
}
void ResourceManager::remove(uint32 res) {
if (_age[res]) {
_age[res] = 0; // effectively gone from _resList
_vm->_memory->freeMemory(_resList[res]); // release the memory too
debug(5, " - Trashing %d", res);
} else
debug(5, "remove(%d) not even in memory!", res);
}
void ResourceManager::removeAll(void) {
// remove all res files from memory - ready for a total restart
// including player object & global variables resource
int j;
uint32 res;
j = _vm->_memory->_baseMemBlock;
do {
if (_vm->_memory->_memList[j].uid < 65536) { // a resource
res = _vm->_memory->_memList[j].uid;
_age[res] = 0; // effectively gone from _resList
_vm->_memory->freeMemory(_resList[res]); // release the memory too
}
j = _vm->_memory->_memList[j].child;
} while (j != -1);
}
void ResourceManager::killAll(bool wantInfo) {
// remove all res files from memory
// its quicker to search the mem blocs for res files than search
// resource lists for those in memory
int j;
uint32 res;
uint32 nuked = 0;
StandardHeader *header;
j = _vm->_memory->_baseMemBlock;
do {
if (_vm->_memory->_memList[j].uid < 65536) { // a resource
res = _vm->_memory->_memList[j].uid;
// not the global vars which are assumed to be open in
// memory & not the player object!
if (res != 1 && res != CUR_PLAYER_ID) {
header = (StandardHeader *) openResource(res);
closeResource(res);
_age[res] = 0; // effectively gone from _resList
_vm->_memory->freeMemory(_resList[res]); // release the memory too
nuked++;
// if this was called from the console,
if (wantInfo) {
Debug_Printf("Nuked %5d: %s\n", res, header->name);
debug(5, " nuked %d: %s", res, header->name);
}
}
}
j = _vm->_memory->_memList[j].child;
} while (j != -1);
// if this was called from the console
if (wantInfo) {
Debug_Printf("Expelled %d resource(s)\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) {
// remove all object res files from memory, excluding George
// its quicker to search the mem blocs for res files than search
// resource lists for those in memory
int j;
uint32 res;
uint32 nuked = 0;
StandardHeader *header;
j = _vm->_memory->_baseMemBlock;
do {
if (_vm->_memory->_memList[j].uid < 65536) { // a resource
res = _vm->_memory->_memList[j].uid;
//not the global vars which are assumed to be open in
// memory & not the player object!
if (res != 1 && res != CUR_PLAYER_ID) {
header = (StandardHeader *) openResource(res);
closeResource(res);
if (header->fileType == GAME_OBJECT) {
_age[res] = 0; // effectively gone from _resList
_vm->_memory->freeMemory(_resList[res]); // release the memory too
nuked++;
// if this was called from the console
if (wantInfo) {
Debug_Printf("Nuked %5d: %s\n", res, header->name);
debug(5, " nuked %d: %s", res, header->name);
}
}
}
}
j = _vm->_memory->_memList[j].child;
} while (j != -1);
// if this was called from the console
if (wantInfo)
Debug_Printf("Expelled %d object resource(s)\n", nuked);
}
void ResourceManager::getCd(int cd) {
uint8 *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->_logic->fnStopMusic(NULL);
textRes = openResource(2283);
_vm->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"
while (1) {
KeyboardEvent ke;
MouseEvent *me;
me = _vm->_input->mouseEvent();
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)))
break;
if (_vm->_input->readKey(&ke) == RD_OK)
break;
_vm->_graphics->updateDisplay();
_vm->_system->delay_msecs(50);
}
_vm->removeMsg();
}
} // End of namespace Sword2