mirror of
https://github.com/libretro/scummvm.git
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fa2b8ba8de
over the past few weeks, except for g_sword2. (Of course, this doesn't necessarily make the code any prettier, but we can work on that later.) svn-id: r11309
979 lines
26 KiB
C++
979 lines
26 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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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 "sword2/sword2.h"
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#include "sword2/defs.h"
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namespace Sword2 {
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// ---------------------------------------------------------------------------
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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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// ---------------------------------------------------------------------------
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#define NONE 0
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#define FETCHING 1
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#define BUFFERSIZE 4096
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// ---------------------------------------------------------------------------
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//
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//
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// resman.
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//
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//
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// ---------------------------------------------------------------------------
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enum {
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BOTH = 0x0, // Cluster is on both CDs
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CD1 = 0x1, // Cluster is on CD1 only
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CD2 = 0x2, // Cluster is on CD2 only
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LOCAL_CACHE = 0x4, // Cluster is cached on HDD
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LOCAL_PERM = 0x8 // Cluster is on HDD.
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};
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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 _cd_inf {
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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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// 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 end;
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mem *temp;
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uint32 pos = 0;
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uint32 j = 0;
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_totalClusters = 0;
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if (!file.open("resource.inf")) {
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error("init cannot *OPEN* resource.inf");
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}
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end = file.size();
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//get some space for the incoming resource file - soon to be trashed
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temp = _vm->_memory->allocMemory(end, MEM_locked, UID_temp);
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if (file.read(temp->ad, end) != end) {
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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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do {
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// item must have an #0d0a
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while(temp->ad[j] != 13) {
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_resourceFiles[_totalClusters][pos] = temp->ad[j];
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j++;
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pos++;
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}
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// NULL terminate our extracted string
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_resourceFiles[_totalClusters][pos]=0;
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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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pos = 0;
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j += 2;
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_totalClusters++;
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// TODO: put overload check here
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} while (j != end); // using this method the Gode generated resource.inf must have #0d0a on the last entry
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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("init cannot *OPEN* resource.tab");
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}
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// find how many resources
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end = file.size();
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_totalResFiles = end / 4;
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// table seems ok so malloc some space
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_resConvTable = (uint16 *) malloc(end);
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for (j = 0; j < end / 2; j++)
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_resConvTable[j] = file.readUint16LE();
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if (file.ioFailed()) {
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file.close();
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error("init 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("init cannot *OPEN* cd.inf");
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}
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_cd_inf *cdInf = new _cd_inf[_totalClusters];
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for (j = 0; j < _totalClusters; j++) {
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file.read(cdInf[j].clusterName, sizeof(cdInf[j].clusterName));
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cdInf[j].cd = file.readByte();
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if (file.ioFailed()) {
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error("init failed to read cd.inf. Insufficient entries?");
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}
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}
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file.close();
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for (j = 0; j < _totalClusters; j++) {
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uint32 i = 0;
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while (scumm_stricmp((char *) cdInf[i].clusterName, _resourceFiles[j]) != 0 && i < _totalClusters)
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i++;
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if (i == _totalClusters) {
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error("init, %s is not in cd.inf", _resourceFiles[j]);
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} else
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_cdTab[j] = cdInf[i].cd;
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}
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delete cdInf;
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debug(5, "%d resources in %d cluster files", _totalResFiles, _totalClusters);
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for (j = 0; j < _totalClusters; j++)
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debug(5, "filename of cluster %d: -%s", j, _resourceFiles[j]);
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// create space for a list of pointers to mem's
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_resList = (mem **) malloc(_totalResFiles * sizeof(mem *));
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_age = (uint32 *) malloc(_totalResFiles * sizeof(uint32));
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_count = (uint16 *) malloc(_totalResFiles * sizeof(uint16));
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for (j = 0; j < _totalResFiles; j++) {
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// age must be 0 if the file is not in memory at all
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_age[j] = 0;
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_count[j] = 0;
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}
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_resTime = 1; //cannot start at 0
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_vm->_memory->freeMemory(temp); //get that memory back
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}
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ResourceManager::~ResourceManager(void) {
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// free up our mallocs
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free(_resList);
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free(_age);
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free(_count);
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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(uint8 *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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_object_hub *objectHub = (_object_hub *)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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uint8 *ResourceManager::openResource(uint32 res) {
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// returns ad of resource. Loads if not in memory
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// retains a count
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// resource can be aged out of memory if count = 0
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// the resource is locked while count != 0 i.e. until a closeResource is
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// called
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File file;
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uint16 parent_res_file;
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uint16 actual_res;
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uint32 pos, len;
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uint32 table_offset;
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//#ifdef _SWORD2_DEBUG
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if (res >= _totalResFiles)
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error("open illegal resource %d (there are %d resources 0-%d)", res, _totalResFiles, _totalResFiles - 1);
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//#endif
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// is the resource in memory already?
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// if the file is not in memory then age should and MUST be 0
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if (!_age[res]) {
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// fetch the correct file and read in the correct portion
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// if the file cannot fit then we must trash the oldest large
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// enough floating file
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// points to the number of the ascii filename
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parent_res_file = _resConvTable[res * 2];
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//#ifdef _SWORD2_DEBUG
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if (parent_res_file == 0xffff)
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error("open tried to open null & void resource number %d", res);
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//#endif
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// relative resource within the file
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actual_res = _resConvTable[(res * 2) + 1];
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// first we have to find the file via the _resConvTable
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debug(5, "resOpen %s res %d", _resourceFiles[parent_res_file], 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 (!(_cdTab[parent_res_file] & LOCAL_PERM)) {
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_curCd = _cdTab[parent_res_file] & 3;
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}
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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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while (!file.open(_resourceFiles[parent_res_file])) {
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// If the file is supposed to be on hard disk, or we're
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// playing a demo, then we're in trouble if the file
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// can't be found!
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if ((_vm->_features & GF_DEMO) || (_cdTab[parent_res_file] & LOCAL_PERM))
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error("Could not find '%s'", _resourceFiles[parent_res_file]);
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getCd(_cdTab[parent_res_file] & 3);
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}
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// 1st DWORD of a cluster is an offset to the look-up table
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table_offset = file.readUint32LE();
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debug(5, "table offset = %d", table_offset);
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// 2 dwords per resource
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file.seek(table_offset + actual_res * 8, SEEK_SET);
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// get position of our resource within the cluster file
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pos = file.readUint32LE();
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// read the length
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len = file.readUint32LE();
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// get to position in file of our particular resource
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file.seek(pos, SEEK_SET);
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debug(5, "res len %d", len);
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// ok, we know the length so try and allocate the memory
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// if it can't then old files will be ditched until it works
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_resList[res] = _vm->_memory->allocMemory(len, MEM_locked, res);
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// now load the file
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// hurray, load it in.
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file.read(_resList[res]->ad, len);
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// close the cluster
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file.close();
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#ifdef SCUMM_BIG_ENDIAN
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convertEndian((uint8 *) _resList[res]->ad, len);
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#endif
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} else {
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debug(5, "RO %d, already open count=%d", res, _count[res]);
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}
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// number of times opened - the file won't move in memory while count
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// is non zero
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_count[res]++;
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// update the accessed time stamp - touch the file in other words
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_age[res] = _resTime;
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// pass the address of the mem & lock the memory too
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// might be locked already (if count > 1)
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_vm->_memory->lockMemory(_resList[res]);
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return (uint8 *) _resList[res]->ad;
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}
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uint8 ResourceManager::checkValid(uint32 res) {
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// returns '1' if resource is valid, otherwise returns '0'
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// used in startup.cpp to ignore invalid screen-manager resources
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uint16 parent_res_file;
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// resource number out of range
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if (res >= _totalResFiles)
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return 0;
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// points to the number of the ascii filename
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parent_res_file = _resConvTable[res * 2];
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// null & void resource
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if (parent_res_file == 0xffff)
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return 0;
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// ok
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return 1;
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}
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|
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void ResourceManager::nextCycle(void) {
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// increment the cycle and calculate actual per-cycle memory useage
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|
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#ifdef _SWORD2_DEBUG
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uint32 j;
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#endif
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
_currentMemoryUsage = 0;
|
|
|
|
for (j = 1; j < _totalResFiles; j++) {
|
|
// was accessed last cycle
|
|
if (_age[j] == _resTime)
|
|
_currentMemoryUsage += _resList[j]->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
|
|
|
|
//#ifdef _SWORD2_DEBUG
|
|
if (res >= _totalResFiles)
|
|
error("closing illegal resource %d (there are %d resources 0-%d)", res, _totalResFiles, _totalResFiles - 1);
|
|
|
|
//closing but isnt open?
|
|
if (!(_count[res]))
|
|
error("closeResource: closing %d but it isn't open", res);
|
|
//#endif
|
|
|
|
//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: (taken from header.h)
|
|
|
|
// 1: ANIMATION_FILE
|
|
// all normal animations & sprites including mega-sets &
|
|
// font files which are the same format
|
|
// 2: SCREEN_FILE
|
|
// each contains background, palette, layer sprites,
|
|
// parallax layers & shading mask
|
|
// 3: GAME_OBJECT
|
|
// each contains object hub + structures + script data
|
|
// 4: WALK_GRID_FILE
|
|
// walk-grid data
|
|
// 5: GLOBAL_VAR_FILE
|
|
// all the global script variables in one file; "there can
|
|
// be only one"
|
|
// 6: PARALLAX_FILE_null
|
|
// NOT USED
|
|
// 7: RUN_LIST
|
|
// each contains a list of object resource ids
|
|
// 8: TEXT_FILE
|
|
// each contains all the lines of text for a location or a
|
|
// character's conversation script
|
|
// 9: SCREEN_MANAGER
|
|
// one for each location; this contains special startup
|
|
// scripts
|
|
// 10: MOUSE_FILE
|
|
// mouse pointers and luggage icons (sprites in General,
|
|
// Mouse pointers & Luggage icons)
|
|
// 11: WAV_FILE
|
|
// NOT USED HERE
|
|
// 12: ICON_FILE
|
|
// menu icon (sprites in General and Menu icons)
|
|
// 13: PALETTE_FILE
|
|
// NOT USED HERE
|
|
//----------------------------------------------------
|
|
|
|
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
|