mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-27 20:28:27 +00:00
781472641e
svn-id: r17963
806 lines
21 KiB
C++
806 lines
21 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2005 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "common/stdafx.h"
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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/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/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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#if !defined(__GNUC__)
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#pragma START_PACK_STRUCTS
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#endif
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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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} GCC_PACK;
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#if !defined(__GNUC__)
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#pragma END_PACK_STRUCTS
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#endif
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ResourceManager::ResourceManager(Sword2Engine *vm) {
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_vm = vm;
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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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_curCd = 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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File file;
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uint32 size;
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byte *temp;
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_totalClusters = 0;
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_resConvTable = NULL;
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if (!file.open("resource.inf"))
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error("Cannot open resource.inf");
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size = file.size();
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// Get some space for the incoming resource file - soon to be trashed
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temp = (byte *) malloc(size);
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if (file.read(temp, size) != size) {
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file.close();
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error("init cannot *READ* resource.inf");
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}
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file.close();
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// Ok, we've loaded in the resource.inf file which contains a list of
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// all the files now extract the filenames.
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// Using this method the Gode generated resource.inf must have #0d0a on
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// the last entry
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uint32 i = 0;
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uint32 j = 0;
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do {
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// item must have an #0d0a
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while (temp[i] != 13) {
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_resFiles[_totalClusters].fileName[j] = temp[i];
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i++;
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j++;
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}
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// NULL terminate our extracted string
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_resFiles[_totalClusters].fileName[j] = '\0';
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_resFiles[_totalClusters].numEntries = -1;
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_resFiles[_totalClusters].entryTab = NULL;
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// Reset position in current slot between entries, skip the
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// 0x0a in the source and increase the number of clusters.
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j = 0;
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i += 2;
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_totalClusters++;
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// TODO: put overload check here
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} while (i != size);
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free(temp);
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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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error("Cannot open resource.tab");
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// Find how many resources
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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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error("Cannot read resource.tab");
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}
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file.close();
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if (!file.open("cd.inf"))
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error("Cannot open cd.inf");
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CdInf *cdInf = new CdInf[_totalClusters];
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for (i = 0; i < _totalClusters; i++) {
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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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error("Cannot read cd.inf");
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}
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file.close();
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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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error("%s is not in cd.inf", _resFiles[i].fileName);
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_resFiles[i].cd = cdInf[j].cd;
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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", i, _resFiles[i].fileName);
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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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_cacheStart = _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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free(_resList);
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free(_resConvTable);
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}
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// Quick macro to make swapping in-place easier to write
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#define SWAP16(x) x = SWAP_BYTES_16(x)
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#define SWAP32(x) x = SWAP_BYTES_32(x)
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void convertEndian(byte *file, uint32 len) {
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int i;
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StandardHeader *hdr = (StandardHeader *) file;
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file += sizeof(StandardHeader);
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SWAP32(hdr->compSize);
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SWAP32(hdr->decompSize);
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switch (hdr->fileType) {
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case ANIMATION_FILE: {
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AnimHeader *animHead = (AnimHeader *) file;
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SWAP16(animHead->noAnimFrames);
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SWAP16(animHead->feetStartX);
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SWAP16(animHead->feetStartY);
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SWAP16(animHead->feetEndX);
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SWAP16(animHead->feetEndY);
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SWAP16(animHead->blend);
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CdtEntry *cdtEntry = (CdtEntry *) (file + sizeof(AnimHeader));
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for (i = 0; i < animHead->noAnimFrames; i++, cdtEntry++) {
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SWAP16(cdtEntry->x);
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SWAP16(cdtEntry->y);
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SWAP32(cdtEntry->frameOffset);
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FrameHeader *frameHeader = (FrameHeader *) (file + cdtEntry->frameOffset);
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// Quick trick to prevent us from incorrectly applying the endian
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// fixes multiple times. This assumes that frames are less than 1 MB
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// and have height/width less than 4096.
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if ((frameHeader->compSize & 0xFFF00000) ||
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(frameHeader->width & 0xF000) ||
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(frameHeader->height & 0xF000)) {
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SWAP32(frameHeader->compSize);
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SWAP16(frameHeader->width);
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SWAP16(frameHeader->height);
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}
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}
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break;
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}
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case SCREEN_FILE: {
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MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) file;
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SWAP32(mscreenHeader->palette);
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SWAP32(mscreenHeader->bg_parallax[0]);
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SWAP32(mscreenHeader->bg_parallax[1]);
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SWAP32(mscreenHeader->screen);
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SWAP32(mscreenHeader->fg_parallax[0]);
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SWAP32(mscreenHeader->fg_parallax[1]);
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SWAP32(mscreenHeader->layers);
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SWAP32(mscreenHeader->paletteTable);
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SWAP32(mscreenHeader->maskOffset);
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// screenHeader
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ScreenHeader *screenHeader = (ScreenHeader *) (file + mscreenHeader->screen);
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SWAP16(screenHeader->width);
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SWAP16(screenHeader->height);
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SWAP16(screenHeader->noLayers);
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// layerHeader
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LayerHeader *layerHeader = (LayerHeader *) (file + mscreenHeader->layers);
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for (i = 0; i < screenHeader->noLayers; i++, layerHeader++) {
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SWAP16(layerHeader->x);
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SWAP16(layerHeader->y);
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SWAP16(layerHeader->width);
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SWAP16(layerHeader->height);
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SWAP32(layerHeader->maskSize);
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SWAP32(layerHeader->offset);
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}
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// backgroundParallaxLayer
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Parallax *parallax;
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int offset;
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offset = mscreenHeader->bg_parallax[0];
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if (offset > 0) {
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parallax = (Parallax *) (file + offset);
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SWAP16(parallax->w);
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SWAP16(parallax->h);
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}
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offset = mscreenHeader->bg_parallax[1];
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if (offset > 0) {
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parallax = (Parallax *) (file + offset);
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SWAP16(parallax->w);
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SWAP16(parallax->h);
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}
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// backgroundLayer
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offset = mscreenHeader->screen + sizeof(ScreenHeader);
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if (offset > 0) {
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parallax = (Parallax *) (file + offset);
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SWAP16(parallax->w);
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SWAP16(parallax->h);
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}
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// foregroundParallaxLayer
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offset = mscreenHeader->fg_parallax[0];
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if (offset > 0) {
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parallax = (Parallax *) (file + offset);
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SWAP16(parallax->w);
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SWAP16(parallax->h);
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}
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offset = mscreenHeader->fg_parallax[1];
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if (offset > 0) {
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parallax = (Parallax *) (file + offset);
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SWAP16(parallax->w);
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SWAP16(parallax->h);
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}
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break;
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}
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case GAME_OBJECT: {
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ObjectHub *objectHub = (ObjectHub *) file;
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objectHub->type = (int) SWAP_BYTES_32(objectHub->type);
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SWAP32(objectHub->logic_level);
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for (i = 0; i < TREE_SIZE; i++) {
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SWAP32(objectHub->logic[i]);
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SWAP32(objectHub->script_id[i]);
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SWAP32(objectHub->script_pc[i]);
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}
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break;
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}
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case WALK_GRID_FILE: {
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WalkGridHeader *walkGridHeader = (WalkGridHeader *) file;
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SWAP32(walkGridHeader->numBars);
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SWAP32(walkGridHeader->numNodes);
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BarData *barData = (BarData *) (file + sizeof(WalkGridHeader));
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for (i = 0; i < walkGridHeader->numBars; i++) {
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SWAP16(barData->x1);
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SWAP16(barData->y1);
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SWAP16(barData->x2);
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SWAP16(barData->y2);
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SWAP16(barData->xmin);
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SWAP16(barData->ymin);
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SWAP16(barData->xmax);
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SWAP16(barData->ymax);
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SWAP16(barData->dx);
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SWAP16(barData->dy);
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SWAP32(barData->co);
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barData++;
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}
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uint16 *node = (uint16 *) (file + sizeof(WalkGridHeader) + walkGridHeader->numBars * sizeof(BarData));
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for (i = 0; i < walkGridHeader->numNodes * 2; i++) {
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SWAP16(*node);
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node++;
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}
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break;
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}
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case GLOBAL_VAR_FILE:
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break;
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case PARALLAX_FILE_null:
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break;
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case RUN_LIST: {
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uint32 *list = (uint32 *) file;
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while (*list) {
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SWAP32(*list);
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list++;
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}
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break;
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}
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case TEXT_FILE: {
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TextHeader *textHeader = (TextHeader *) file;
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SWAP32(textHeader->noOfLines);
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break;
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}
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case SCREEN_MANAGER:
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break;
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case MOUSE_FILE:
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break;
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case ICON_FILE:
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break;
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}
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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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// 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 music.
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if ((_resFiles[cluFileNum].cd == CD1) || (_resFiles[cluFileNum].cd == CD2))
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_curCd = _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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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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if (dump) {
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StandardHeader *header = (StandardHeader *) _resList[res].ptr;
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char buf[256];
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const char *tag;
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File out;
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switch (header->fileType) {
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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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#if defined(MACOS_CARBON)
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sprintf(buf, ":dumps:%s-%d.dmp", tag, res);
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#else
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sprintf(buf, "dumps/%s-%d.dmp", tag, res);
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#endif
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if (!out.exists(buf, "")) {
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if (out.open(buf, File::kFileWriteMode, ""))
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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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#ifdef SCUMM_BIG_ENDIAN
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convertEndian(_resList[res].ptr, len);
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#endif
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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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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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//
|
|
// Since the original memory manager had to deal with memory
|
|
// fragmentation, keeping a resource open - and thus locked down to a
|
|
// specific memory address - was considered a bad thing.
|
|
}
|
|
|
|
void ResourceManager::removeFromCacheList(Resource *res) {
|
|
if (_cacheStart == res)
|
|
_cacheStart = res->next;
|
|
|
|
if (_cacheEnd == res)
|
|
_cacheEnd = res->prev;
|
|
|
|
if (res->prev)
|
|
res->prev->next = res->next;
|
|
if (res->next)
|
|
res->next->prev = res->prev;
|
|
res->prev = res->next = NULL;
|
|
}
|
|
|
|
void ResourceManager::addToCacheList(Resource *res) {
|
|
res->prev = NULL;
|
|
res->next = _cacheStart;
|
|
if (_cacheStart)
|
|
_cacheStart->prev = res;
|
|
_cacheStart = res;
|
|
if (!_cacheEnd)
|
|
_cacheEnd = res;
|
|
}
|
|
|
|
File *ResourceManager::openCluFile(uint16 fileNum) {
|
|
File *file = new File;
|
|
while (!file->open(_resFiles[fileNum].fileName)) {
|
|
// HACK: We have to check for this, or it'll be impossible to
|
|
// quit while the game is asking for the user to insert a CD.
|
|
// But recovering from this situation gracefully is just too
|
|
// much trouble, so quit now.
|
|
if (_vm->_quit)
|
|
g_system->quit();
|
|
|
|
// 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) || (_resFiles[fileNum].cd & LOCAL_PERM))
|
|
error("Could not find '%s'", _resFiles[fileNum].fileName);
|
|
|
|
getCd(_resFiles[fileNum].cd & 3);
|
|
}
|
|
return file;
|
|
}
|
|
|
|
void ResourceManager::readCluIndex(uint16 fileNum, File *file) {
|
|
if (_resFiles[fileNum].entryTab == NULL) {
|
|
// we didn't read from this file before, get its index table
|
|
if (file == NULL)
|
|
file = openCluFile(fileNum);
|
|
else
|
|
file->incRef();
|
|
|
|
// 1st DWORD of a cluster is an offset to the look-up table
|
|
uint32 table_offset = file->readUint32LE();
|
|
debug(6, "table offset = %d", table_offset);
|
|
uint32 tableSize = file->size() - table_offset; // the table is stored at the end of the file
|
|
file->seek(table_offset);
|
|
|
|
assert((tableSize % 8) == 0);
|
|
_resFiles[fileNum].entryTab = (uint32*)malloc(tableSize);
|
|
_resFiles[fileNum].numEntries = tableSize / 8;
|
|
file->read(_resFiles[fileNum].entryTab, tableSize);
|
|
if (file->ioFailed())
|
|
error("unable to read index table from file %s\n", _resFiles[fileNum].fileName);
|
|
#ifdef SCUMM_BIG_ENDIAN
|
|
for (int tabCnt = 0; tabCnt < _resFiles[fileNum].numEntries * 2; tabCnt++)
|
|
_resFiles[fileNum].entryTab[tabCnt] = FROM_LE_32(_resFiles[fileNum].entryTab[tabCnt]);
|
|
#endif
|
|
file->decRef();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns true if resource is valid, otherwise false.
|
|
*/
|
|
|
|
bool ResourceManager::checkValid(uint32 res) {
|
|
// Resource number out of range
|
|
if (res >= _totalResFiles)
|
|
return false;
|
|
|
|
// Points to the number of the ascii filename
|
|
uint16 parent_res_file = _resConvTable[res * 2];
|
|
|
|
// Null & void resource
|
|
if (parent_res_file == 0xffff)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* 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) {
|
|
readCluIndex(parent_res_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!\n");
|
|
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, and that
|
|
// it's ok to close them.
|
|
|
|
_vm->_sound->clearFxQueue();
|
|
|
|
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, and that
|
|
// it's ok to close them.
|
|
|
|
_vm->_sound->clearFxQueue();
|
|
|
|
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) {
|
|
StandardHeader *header = (StandardHeader *) _resList[i].ptr;
|
|
|
|
if (wantInfo)
|
|
Debug_Printf("Nuked %5d: %s\n", i, header->name);
|
|
|
|
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) {
|
|
StandardHeader *header = (StandardHeader *) _resList[i].ptr;
|
|
|
|
if (header->fileType == GAME_OBJECT) {
|
|
if (wantInfo)
|
|
Debug_Printf("Nuked %5d: %s\n", i, header->name);
|
|
|
|
remove(i);
|
|
nuked++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (wantInfo)
|
|
Debug_Printf("Expelled %d resources\n", nuked);
|
|
}
|
|
|
|
int ResourceManager::whichCd() {
|
|
return _curCd;
|
|
}
|
|
|
|
void ResourceManager::getCd(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
|