/* Copyright (C) 1994-2003 Revolution Software Ltd * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ #include "common/stdafx.h" #include "common/file.h" #include "sword2/sword2.h" #include "sword2/defs.h" 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 // --------------------------------------------------------------------------- #define NONE 0 #define FETCHING 1 #define BUFFERSIZE 4096 // --------------------------------------------------------------------------- // // // resman. // // // --------------------------------------------------------------------------- enum { BOTH = 0x0, // Cluster is on both CDs CD1 = 0x1, // Cluster is on CD1 only CD2 = 0x2, // Cluster is on CD2 only LOCAL_CACHE = 0x4, // Cluster is cached on HDD LOCAL_PERM = 0x8 // Cluster is on HDD. }; #if !defined(__GNUC__) #pragma START_PACK_STRUCTS #endif struct _cd_inf { uint8 clusterName[20]; // Null terminated cluster name. uint8 cd; // Cd cluster is on and whether it is on the local drive or not. } GCC_PACK; #if !defined(__GNUC__) #pragma END_PACK_STRUCTS #endif ResourceManager::ResourceManager(Sword2Engine *vm) { _vm = vm; // We read in the resource info which tells us the names of the // resource cluster files ultimately, although there might be groups // within the clusters at this point it makes no difference. We only // wish to know what resource files there are and what is in each File file; uint32 end; mem *temp; uint32 pos = 0; uint32 j = 0; _totalClusters = 0; if (!file.open("resource.inf")) { error("init cannot *OPEN* resource.inf"); } end = file.size(); //get some space for the incoming resource file - soon to be trashed temp = _vm->_memory->allocMemory(end, MEM_locked, UID_temp); if (file.read(temp->ad, end) != end) { file.close(); error("init cannot *READ* resource.inf"); } file.close(); // ok, we've loaded in the resource.inf file which contains a list of // all the files now extract the filenames do { // item must have an #0d0a while(temp->ad[j] != 13) { _resourceFiles[_totalClusters][pos] = temp->ad[j]; j++; pos++; } // NULL terminate our extracted string _resourceFiles[_totalClusters][pos]=0; // Reset position in current slot between entries, skip the // 0x0a in the source and increase the number of clusters. pos = 0; j += 2; _totalClusters++; // TODO: put overload check here } while (j != end); // using this method the Gode generated resource.inf must have #0d0a on the last entry // now load in the binary id to res conversion table if (!file.open("resource.tab")) { error("init cannot *OPEN* resource.tab"); } // find how many resources end = file.size(); _totalResFiles = end / 4; // table seems ok so malloc some space _resConvTable = (uint16 *) malloc(end); for (j = 0; j < end / 2; j++) _resConvTable[j] = file.readUint16LE(); if (file.ioFailed()) { file.close(); error("init cannot *READ* resource.tab"); } file.close(); if (!file.open("cd.inf")) { error("init cannot *OPEN* cd.inf"); } _cd_inf *cdInf = new _cd_inf[_totalClusters]; for (j = 0; j < _totalClusters; j++) { file.read(cdInf[j].clusterName, sizeof(cdInf[j].clusterName)); cdInf[j].cd = file.readByte(); if (file.ioFailed()) { error("init failed to read cd.inf. Insufficient entries?"); } } file.close(); for (j = 0; j < _totalClusters; j++) { uint32 i = 0; while (scumm_stricmp((char *) cdInf[i].clusterName, _resourceFiles[j]) != 0 && i < _totalClusters) i++; if (i == _totalClusters) { error("init, %s is not in cd.inf", _resourceFiles[j]); } else _cdTab[j] = cdInf[i].cd; } delete cdInf; debug(5, "%d resources in %d cluster files", _totalResFiles, _totalClusters); for (j = 0; j < _totalClusters; j++) debug(5, "filename of cluster %d: -%s", j, _resourceFiles[j]); // create space for a list of pointers to mem's _resList = (mem **) malloc(_totalResFiles * sizeof(mem *)); _age = (uint32 *) malloc(_totalResFiles * sizeof(uint32)); _count = (uint16 *) malloc(_totalResFiles * sizeof(uint16)); for (j = 0; j < _totalResFiles; j++) { // age must be 0 if the file is not in memory at all _age[j] = 0; _count[j] = 0; } _resTime = 1; //cannot start at 0 _vm->_memory->freeMemory(temp); //get that memory back } ResourceManager::~ResourceManager(void) { // free up our mallocs free(_resList); free(_age); free(_count); } // Quick macro to make swapping in-place easier to write #define SWAP16(x) x = SWAP_BYTES_16(x) #define SWAP32(x) x = SWAP_BYTES_32(x) void convertEndian(uint8 *file, uint32 len) { int i; _standardHeader *hdr = (_standardHeader *)file; file += sizeof(_standardHeader); SWAP32(hdr->compSize); SWAP32(hdr->decompSize); switch (hdr->fileType) { case ANIMATION_FILE: { _animHeader *animHead = (_animHeader *)file; SWAP16(animHead->noAnimFrames); SWAP16(animHead->feetStartX); SWAP16(animHead->feetStartY); SWAP16(animHead->feetEndX); SWAP16(animHead->feetEndY); SWAP16(animHead->blend); _cdtEntry *cdtEntry = (_cdtEntry *) (file + sizeof(_animHeader)); for (i = 0; i < animHead->noAnimFrames; i++, cdtEntry++) { SWAP16(cdtEntry->x); SWAP16(cdtEntry->y); SWAP32(cdtEntry->frameOffset); _frameHeader *frameHeader = (_frameHeader *) (file + cdtEntry->frameOffset); // Quick trick to prevent us from incorrectly applying the endian // fixes multiple times. This assumes that frames are less than 1 MB // and have height/width less than 4096. if ((frameHeader->compSize & 0xFFF00000) || (frameHeader->width & 0xF000) || (frameHeader->height & 0xF000)) { SWAP32(frameHeader->compSize); SWAP16(frameHeader->width); SWAP16(frameHeader->height); } } break; } case SCREEN_FILE: { _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) file; SWAP32(mscreenHeader->palette); SWAP32(mscreenHeader->bg_parallax[0]); SWAP32(mscreenHeader->bg_parallax[1]); SWAP32(mscreenHeader->screen); SWAP32(mscreenHeader->fg_parallax[0]); SWAP32(mscreenHeader->fg_parallax[1]); SWAP32(mscreenHeader->layers); SWAP32(mscreenHeader->paletteTable); SWAP32(mscreenHeader->maskOffset); // screenHeader _screenHeader *screenHeader = (_screenHeader*) (file + mscreenHeader->screen); SWAP16(screenHeader->width); SWAP16(screenHeader->height); SWAP16(screenHeader->noLayers); // layerHeader _layerHeader *layerHeader = (_layerHeader *) (file + mscreenHeader->layers); for (i = 0; i < screenHeader->noLayers; i++, layerHeader++) { SWAP16(layerHeader->x); SWAP16(layerHeader->y); SWAP16(layerHeader->width); SWAP16(layerHeader->height); SWAP32(layerHeader->maskSize); SWAP32(layerHeader->offset); } // backgroundParallaxLayer _parallax *parallax; int offset; offset = mscreenHeader->bg_parallax[0]; if (offset > 0) { parallax = (_parallax *) (file + offset); SWAP16(parallax->w); SWAP16(parallax->h); } offset = mscreenHeader->bg_parallax[1]; if (offset > 0) { parallax = (_parallax *) (file + offset); SWAP16(parallax->w); SWAP16(parallax->h); } // backgroundLayer offset = mscreenHeader->screen + sizeof(_screenHeader); if (offset > 0) { parallax = (_parallax *) (file + offset); SWAP16(parallax->w); SWAP16(parallax->h); } // foregroundParallaxLayer offset = mscreenHeader->fg_parallax[0]; if (offset > 0) { parallax = (_parallax *) (file + offset); SWAP16(parallax->w); SWAP16(parallax->h); } offset = mscreenHeader->fg_parallax[1]; if (offset > 0) { parallax = (_parallax *) (file + offset); SWAP16(parallax->w); SWAP16(parallax->h); } break; } case GAME_OBJECT: { _object_hub *objectHub = (_object_hub *)file; objectHub->type = (int)SWAP_BYTES_32(objectHub->type); SWAP32(objectHub->logic_level); for (i = 0; i < TREE_SIZE; i++) { SWAP32(objectHub->logic[i]); SWAP32(objectHub->script_id[i]); SWAP32(objectHub->script_pc[i]); } break; } case WALK_GRID_FILE: { _walkGridHeader *walkGridHeader = (_walkGridHeader *)file; SWAP32(walkGridHeader->numBars); SWAP32(walkGridHeader->numNodes); _barData *barData = (_barData *) (file + sizeof(_walkGridHeader)); for (i = 0; i < walkGridHeader->numBars; i++) { SWAP16(barData->x1); SWAP16(barData->y1); SWAP16(barData->x2); SWAP16(barData->y2); SWAP16(barData->xmin); SWAP16(barData->ymin); SWAP16(barData->xmax); SWAP16(barData->ymax); SWAP16(barData->dx); SWAP16(barData->dy); SWAP32(barData->co); barData++; } uint16 *node = (uint16 *) (file + sizeof(_walkGridHeader) + walkGridHeader->numBars * sizeof(_barData)); for (i = 0; i < walkGridHeader->numNodes*2; i++) { SWAP16(*node); node++; } break; } case GLOBAL_VAR_FILE: break; case PARALLAX_FILE_null: break; case RUN_LIST: { uint32 *list = (uint32 *)file; while (*list) { SWAP32(*list); list++; } break; } case TEXT_FILE: { _textHeader *textHeader = (_textHeader *)file; SWAP32(textHeader->noOfLines); break; } case SCREEN_MANAGER: break; case MOUSE_FILE: break; case ICON_FILE: break; } } uint8 *ResourceManager::openResource(uint32 res) { // returns ad of resource. Loads if not in memory // retains a count // resource can be aged out of memory if count = 0 // the resource is locked while count != 0 i.e. until a closeResource is // called File file; uint16 parent_res_file; uint16 actual_res; uint32 pos, len; uint32 table_offset; //#ifdef _SWORD2_DEBUG if (res >= _totalResFiles) error("open illegal resource %d (there are %d resources 0-%d)", res, _totalResFiles, _totalResFiles - 1); //#endif // is the resource in memory already? // if the file is not in memory then age should and MUST be 0 if (!_age[res]) { // fetch the correct file and read in the correct portion // if the file cannot fit then we must trash the oldest large // enough floating file // points to the number of the ascii filename parent_res_file = _resConvTable[res * 2]; //#ifdef _SWORD2_DEBUG if (parent_res_file == 0xffff) error("open tried to open null & void resource number %d", res); //#endif // relative resource within the file actual_res = _resConvTable[(res * 2) + 1]; // first we have to find the file via the _resConvTable debug(5, "resOpen %s res %d", _resourceFiles[parent_res_file], res); // If we're loading a cluster that's only available from one // of the CDs, remember which one so that we can play the // correct music. if (!(_cdTab[parent_res_file] & LOCAL_PERM)) { _curCd = _cdTab[parent_res_file] & 3; } // Actually, as long as the file can be found we don't really // care which CD it's on. But if we can't find it, keep asking // for the CD until we do. while (!file.open(_resourceFiles[parent_res_file])) { // If the file is supposed to be on hard disk, or we're // playing a demo, then we're in trouble if the file // can't be found! if ((_vm->_features & GF_DEMO) || (_cdTab[parent_res_file] & LOCAL_PERM)) error("Could not find '%s'", _resourceFiles[parent_res_file]); getCd(_cdTab[parent_res_file] & 3); } // 1st DWORD of a cluster is an offset to the look-up table table_offset = file.readUint32LE(); debug(5, "table offset = %d", table_offset); // 2 dwords per resource file.seek(table_offset + actual_res * 8, SEEK_SET); // get position of our resource within the cluster file pos = file.readUint32LE(); // read the length len = file.readUint32LE(); // get to position in file of our particular resource file.seek(pos, SEEK_SET); debug(5, "res len %d", len); // ok, we know the length so try and allocate the memory // if it can't then old files will be ditched until it works _resList[res] = _vm->_memory->allocMemory(len, MEM_locked, res); // now load the file // hurray, load it in. file.read(_resList[res]->ad, len); // close the cluster file.close(); #ifdef SCUMM_BIG_ENDIAN convertEndian((uint8 *) _resList[res]->ad, len); #endif } else { debug(5, "RO %d, already open count=%d", res, _count[res]); } // number of times opened - the file won't move in memory while count // is non zero _count[res]++; // update the accessed time stamp - touch the file in other words _age[res] = _resTime; // pass the address of the mem & lock the memory too // might be locked already (if count > 1) _vm->_memory->lockMemory(_resList[res]); return (uint8 *) _resList[res]->ad; } uint8 ResourceManager::checkValid(uint32 res) { // returns '1' if resource is valid, otherwise returns '0' // used in startup.cpp to ignore invalid screen-manager resources uint16 parent_res_file; // resource number out of range if (res >= _totalResFiles) return 0; // points to the number of the ascii filename parent_res_file = _resConvTable[res * 2]; // null & void resource if (parent_res_file == 0xffff) return 0; // ok return 1; } void ResourceManager::nextCycle(void) { // increment the cycle and calculate actual per-cycle memory useage #ifdef _SWORD2_DEBUG uint32 j; #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(" %s\n", file_header->name); break; case SCREEN_FILE: Debug_Printf(" %s\n", file_header->name); break; case GAME_OBJECT: Debug_Printf(" %s\n", file_header->name); break; case WALK_GRID_FILE: Debug_Printf(" %s\n", file_header->name); break; case GLOBAL_VAR_FILE: Debug_Printf(" %s\n", file_header->name); break; case PARALLAX_FILE_null: Debug_Printf(" %s\n", file_header->name); break; case RUN_LIST: Debug_Printf(" %s\n", file_header->name); break; case TEXT_FILE: Debug_Printf(" %s\n", file_header->name); break; case SCREEN_MANAGER: Debug_Printf(" %s\n", file_header->name); break; case MOUSE_FILE: Debug_Printf(" %s\n", file_header->name); break; case ICON_FILE: Debug_Printf(" %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