aboutsummaryrefslogtreecommitdiff
path: root/sword2/resman.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'sword2/resman.cpp')
-rw-r--r--sword2/resman.cpp633
1 files changed, 0 insertions, 633 deletions
diff --git a/sword2/resman.cpp b/sword2/resman.cpp
deleted file mode 100644
index 7387dc8f50..0000000000
--- a/sword2/resman.cpp
+++ /dev/null
@@ -1,633 +0,0 @@
-/* Copyright (C) 1994-1998 Revolution Software Ltd.
- * Copyright (C) 2003-2006 The ScummVM project
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * $URL$
- * $Id$
- */
-
-#include "common/stdafx.h"
-#include "common/file.h"
-#include "common/system.h"
-#include "sword2/sword2.h"
-#include "sword2/defs.h"
-#include "sword2/console.h"
-#include "sword2/logic.h"
-#include "sword2/memory.h"
-#include "sword2/resman.h"
-#include "sword2/router.h"
-#include "sword2/sound.h"
-
-#define Debug_Printf _vm->_debugger->DebugPrintf
-
-namespace Sword2 {
-
-// Welcome to the easy resource manager - written in simple code for easy
-// maintenance
-//
-// The resource compiler will create two files
-//
-// resource.inf which is a list of ascii cluster file names
-// resource.tab which is a table which tells us which cluster a resource
-// is located in and the number within the cluster
-
-enum {
- BOTH = 0x0, // Cluster is on both CDs
- CD1 = 0x1, // Cluster is on CD1 only
- CD2 = 0x2, // Cluster is on CD2 only
- LOCAL_CACHE = 0x4, // Cluster is cached on HDD
- LOCAL_PERM = 0x8 // Cluster is on HDD.
-};
-
-struct CdInf {
- uint8 clusterName[20]; // Null terminated cluster name.
- uint8 cd; // Cd cluster is on and whether it is on the local drive or not.
-};
-
-ResourceManager::ResourceManager(Sword2Engine *vm) {
- _vm = vm;
-
- // Until proven differently, assume we're on CD 1. This is so the start
- // dialog will be able to play any music at all.
- setCD(1);
-
- // We read in the resource info which tells us the names of the
- // resource cluster files ultimately, although there might be groups
- // within the clusters at this point it makes no difference. We only
- // wish to know what resource files there are and what is in each
-
- Common::File file;
- uint32 size;
- byte *temp;
-
- _totalClusters = 0;
- _resConvTable = NULL;
-
- if (!file.open("resource.inf"))
- error("Cannot open resource.inf");
-
- size = file.size();
-
- // Get some space for the incoming resource file - soon to be trashed
- temp = (byte *)malloc(size);
-
- if (file.read(temp, size) != size) {
- file.close();
- error("init cannot *READ* resource.inf");
- }
-
- file.close();
-
- // Ok, we've loaded in the resource.inf file which contains a list of
- // all the files now extract the filenames.
-
- // Using this method the Gode generated resource.inf must have #0d0a on
- // the last entry
-
- uint32 i = 0;
- uint32 j = 0;
-
- do {
- // item must have an #0d0a
- while (temp[i] != 13) {
- _resFiles[_totalClusters].fileName[j] = temp[i];
- i++;
- j++;
- }
-
- // NULL terminate our extracted string
- _resFiles[_totalClusters].fileName[j] = '\0';
- _resFiles[_totalClusters].numEntries = -1;
- _resFiles[_totalClusters].entryTab = NULL;
-
- // Reset position in current slot between entries, skip the
- // 0x0a in the source and increase the number of clusters.
-
- j = 0;
- i += 2;
- _totalClusters++;
-
- // TODO: put overload check here
- } while (i != size);
-
- free(temp);
-
- // Now load in the binary id to res conversion table
- if (!file.open("resource.tab"))
- error("Cannot open resource.tab");
-
- // Find how many resources
- size = file.size();
-
- _totalResFiles = size / 4;
-
- // Table seems ok so malloc some space
- _resConvTable = (uint16 *)malloc(size);
-
- for (i = 0; i < size / 2; i++)
- _resConvTable[i] = file.readUint16LE();
-
- if (file.ioFailed()) {
- file.close();
- error("Cannot read resource.tab");
- }
-
- file.close();
-
- if (!file.open("cd.inf"))
- error("Cannot open cd.inf");
-
- CdInf *cdInf = new CdInf[_totalClusters];
-
- for (i = 0; i < _totalClusters; i++) {
- file.read(cdInf[i].clusterName, sizeof(cdInf[i].clusterName));
-
- cdInf[i].cd = file.readByte();
-
- if (file.ioFailed())
- error("Cannot read cd.inf");
-
- // It has been reported that there are two different versions
- // of the cd.inf file: One where all clusters on CD also have
- // the LOCAL_CACHE bit set. This bit is no longer used. To
- // avoid future problems, let's normalize the flag once and for
- // all here.
-
- if (cdInf[i].cd & LOCAL_PERM)
- cdInf[i].cd = 0;
- else if (cdInf[i].cd & CD1)
- cdInf[i].cd = 1;
- else if (cdInf[i].cd & CD2)
- cdInf[i].cd = 2;
- else
- cdInf[i].cd = 0;
- }
-
- file.close();
-
- for (i = 0; i < _totalClusters; i++) {
- for (j = 0; j < _totalClusters; j++) {
- if (scumm_stricmp((char *)cdInf[j].clusterName, _resFiles[i].fileName) == 0)
- break;
- }
-
- if (j == _totalClusters)
- error("%s is not in cd.inf", _resFiles[i].fileName);
-
- _resFiles[i].cd = cdInf[j].cd;
- }
-
- delete [] cdInf;
-
- debug(1, "%d resources in %d cluster files", _totalResFiles, _totalClusters);
- for (i = 0; i < _totalClusters; i++)
- debug(2, "filename of cluster %d: -%s (%d)", i, _resFiles[i].fileName, _resFiles[i].cd);
-
- _resList = (Resource *)malloc(_totalResFiles * sizeof(Resource));
-
- for (i = 0; i < _totalResFiles; i++) {
- _resList[i].ptr = NULL;
- _resList[i].size = 0;
- _resList[i].refCount = 0;
- _resList[i].prev = _resList[i].next = NULL;
- }
- _cacheStart = _cacheEnd = NULL;
- _usedMem = 0;
-}
-
-ResourceManager::~ResourceManager() {
- Resource *res = _cacheStart;
- while (res) {
- _vm->_memory->memFree(res->ptr);
- res = res->next;
- }
- for (uint i = 0; i < _totalClusters; i++)
- free(_resFiles[i].entryTab);
- free(_resList);
- free(_resConvTable);
-}
-
-/**
- * Returns the address of a resource. Loads if not in memory. Retains a count.
- */
-
-byte *ResourceManager::openResource(uint32 res, bool dump) {
- assert(res < _totalResFiles);
-
- // Is the resource in memory already? If not, load it.
-
- if (!_resList[res].ptr) {
- // Fetch the correct file and read in the correct portion.
- uint16 cluFileNum = _resConvTable[res * 2]; // points to the number of the ascii filename
- assert(cluFileNum != 0xffff);
-
- // Relative resource within the file
- // First we have to find the file via the _resConvTable
- uint16 actual_res = _resConvTable[(res * 2) + 1];
-
- debug(5, "openResource %s res %d", _resFiles[cluFileNum].fileName, res);
-
- // If we're loading a cluster that's only available from one
- // of the CDs, remember which one so that we can play the
- // correct speech and music.
-
- setCD(_resFiles[cluFileNum].cd);
-
- // Actually, as long as the file can be found we don't really
- // care which CD it's on. But if we can't find it, keep asking
- // for the CD until we do.
-
- Common::File *file = openCluFile(cluFileNum);
-
- if (_resFiles[cluFileNum].entryTab == NULL) {
- // we didn't read from this file before, get its index table
- readCluIndex(cluFileNum, file);
- }
-
- uint32 pos = _resFiles[cluFileNum].entryTab[actual_res * 2 + 0];
- uint32 len = _resFiles[cluFileNum].entryTab[actual_res * 2 + 1];
-
- file->seek(pos, SEEK_SET);
-
- debug(6, "res len %d", len);
-
- // Ok, we know the length so try and allocate the memory.
- _resList[res].ptr = _vm->_memory->memAlloc(len, res);
- _resList[res].size = len;
- _resList[res].refCount = 0;
-
- file->read(_resList[res].ptr, len);
-
- debug(3, "Loaded resource '%s' from '%s' on CD %d (%d)", fetchName(_resList[res].ptr), _resFiles[cluFileNum].fileName, getCD(), _resFiles[cluFileNum].cd);
-
- if (dump) {
- char buf[256];
- const char *tag;
- Common::File out;
-
- switch (fetchType(_resList[res].ptr)) {
- case ANIMATION_FILE:
- tag = "anim";
- break;
- case SCREEN_FILE:
- tag = "layer";
- break;
- case GAME_OBJECT:
- tag = "object";
- break;
- case WALK_GRID_FILE:
- tag = "walkgrid";
- break;
- case GLOBAL_VAR_FILE:
- tag = "globals";
- break;
- case PARALLAX_FILE_null:
- tag = "parallax"; // Not used!
- break;
- case RUN_LIST:
- tag = "runlist";
- break;
- case TEXT_FILE:
- tag = "text";
- break;
- case SCREEN_MANAGER:
- tag = "screen";
- break;
- case MOUSE_FILE:
- tag = "mouse";
- break;
- case WAV_FILE:
- tag = "wav";
- break;
- case ICON_FILE:
- tag = "icon";
- break;
- case PALETTE_FILE:
- tag = "palette";
- break;
- default:
- tag = "unknown";
- break;
- }
-
-#if defined(MACOS_CARBON)
- sprintf(buf, ":dumps:%s-%d.dmp", tag, res);
-#else
- sprintf(buf, "dumps/%s-%d.dmp", tag, res);
-#endif
-
- if (!out.exists(buf, "")) {
- if (out.open(buf, Common::File::kFileWriteMode, ""))
- out.write(_resList[res].ptr, len);
- }
- }
-
- // close the cluster
- file->close();
- delete file;
-
- _usedMem += len;
- checkMemUsage();
- } else if (_resList[res].refCount == 0)
- removeFromCacheList(_resList + res);
-
- _resList[res].refCount++;
-
- return _resList[res].ptr;
-}
-
-void ResourceManager::closeResource(uint32 res) {
- assert(res < _totalResFiles);
-
- // Don't try to close the resource if it has already been forcibly
- // closed, e.g. by fnResetGlobals().
-
- if (_resList[res].ptr == NULL)
- return;
-
- assert(_resList[res].refCount > 0);
-
- _resList[res].refCount--;
- if (_resList[res].refCount == 0)
- addToCacheList(_resList + res);
-
- // It's tempting to free the resource immediately when refCount
- // reaches zero, but that'd be a mistake. Closing a resource does not
- // mean "I'm not going to use this resource any more". It means that
- // "the next time I use this resource I'm going to ask for a new
- // pointer to it".
- //
- // 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;
-}
-
-Common::File *ResourceManager::openCluFile(uint16 fileNum) {
- Common::File *file = new Common::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 == 0)
- error("Could not find '%s'", _resFiles[fileNum].fileName);
-
- askForCD(_resFiles[fileNum].cd);
- }
- return file;
-}
-
-void ResourceManager::readCluIndex(uint16 fileNum, Common::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) {
- if (wantInfo)
- Debug_Printf("Nuked %5d: %s\n", i, fetchName(_resList[i].ptr));
-
- 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) {
- if (fetchType(_resList[i].ptr) == GAME_OBJECT) {
- if (wantInfo)
- Debug_Printf("Nuked %5d: %s\n", i, fetchName(_resList[i].ptr));
-
- remove(i);
- nuked++;
- }
- }
- }
-
- if (wantInfo)
- Debug_Printf("Expelled %d resources\n", nuked);
-}
-
-void ResourceManager::askForCD(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