/* 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 #include #include #include "stdafx.h" #include "common/engine.h" #include "common/file.h" #include "driver/driver96.h" #include "build_display.h" #include "console.h" #include "debug.h" #include "defs.h" #include "function.h" #include "header.h" #include "interpreter.h" #include "maketext.h" #include "memory.h" #include "mouse.h" // for system Set_mouse & Set_luggage routines #include "protocol.h" #include "resman.h" #include "sound.h" // (James22july97) for Clear_fx_queue() called from CacheNewCluster() #include "sword2.h" // (James11aug97) for CloseGame() // --------------------------------------------------------------------------- // 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 res_man; //declare the object global // --------------------------------------------------------------------------- // // // resman. // // // --------------------------------------------------------------------------- #define BOTH 0x0 // Cluster is on both CDs #define CD1 0x1 // Cluster is on CD1 only #define CD2 0x2 // Cluster is on CD2 only #define LOCAL_CACHE 0x4 // Cluster is cached on HDD #define LOCAL_PERM 0x8 // Cluster is on HDD. typedef struct { uint8 clusterName[20]; // Null terminated cluster name. uint8 cd; // Cd cluster is on and whether it is on the local drive or not. } _cd_inf; // --------------------------------------------------------------------------- void resMan::InitResMan(void) { //Tony29May96 // 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; total_clusters = 0; if (!file.open("resource.inf", g_sword2->getGameDataPath())) { Zdebug("InitResMan cannot *OPEN* resource.inf"); ExitWithReport("InitResMan cannot *OPEN* resource.inf [file=%s line=%u]", __FILE__, __LINE__); } end = file.size(); // Zdebug("seek end %d %d", fh, end); //get some space for the incoming resource file - soon to be trashed temp = Twalloc(end, MEM_locked, UID_temp); if (file.read(temp->ad, end) != end) { file.close(); Zdebug("InitResMan cannot *READ* resource.inf"); ExitWithReport("InitResMan cannot *READ* resource.inf [file=%s line=%u]", __FILE__, __LINE__); } 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) { resource_files[total_clusters][pos] = temp->ad[j]; j++; pos++; } // NULL terminate our extracted string resource_files[total_clusters][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; total_clusters++; // 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", g_sword2->getGameDataPath())) { Zdebug("InitResMan cannot *OPEN* resource.tab"); ExitWithReport("InitResMan cannot *OPEN* resource.tab [file=%s line=%u]", __FILE__, __LINE__); } // find how many resources end = file.size(); total_res_files = end / 4; // table seems ok so malloc some space res_conv_table = (uint16 *) malloc(end); for (j = 0; j < end / 2; j++) res_conv_table[j] = file.readUint16LE(); if (file.ioFailed()) { file.close(); Zdebug("InitResMan cannot *READ* resource.tab"); ExitWithReport("InitResMan cannot *READ* resource.tab [file=%s line=%u]", __FILE__, __LINE__); } file.close(); if (!file.open("cd.inf", g_sword2->getGameDataPath())) { Zdebug("InitResMan cannot *OPEN* cd.inf"); ExitWithReport("InitResMan cannot *OPEN* cd.inf [file=%s line=%u]", __FILE__, __LINE__); } _cd_inf *cdInf = new _cd_inf[total_clusters]; for (j = 0; j < total_clusters; j++) { file.read(cdInf[j].clusterName, sizeof(cdInf[j].clusterName)); cdInf[j].cd = file.readByte(); if (file.ioFailed()) { Zdebug("InitResMan failed to read cd.inf. Insufficient entries?"); ExitWithReport("InitResMan failed to read cd.inf. Insufficient entries? [file=%s line=%u]", __FILE__, __LINE__); } } file.close(); for (j = 0; j < total_clusters; j++) { uint32 i = 0; while (scumm_stricmp((char *) cdInf[i].clusterName, resource_files[j]) != 0 && i < total_clusters) i++; if (i == total_clusters) { Zdebug("InitResMan, %s is not in cd.inf", resource_files[j]); ExitWithReport("InitResMan, %s is not in cd.inf [file=%s line=%u]",resource_files[j], __FILE__, __LINE__); } else cdTab[j] = cdInf[i].cd; } Zdebug("\n%d resources in %d cluster files", total_res_files, total_clusters); for (j = 0; j < total_clusters; j++) Zdebug("filename of cluster %d: -%s", j, resource_files[j]); Zdebug(""); // create space for a list of pointers to mem's resList = (mem **) malloc(total_res_files * sizeof(mem *)); age = (uint32 *) malloc(total_res_files * sizeof(uint32)); // status = (uint16 *) malloc(total_res_files * sizeof(uint16)); count = (uint16 *) malloc(total_res_files * sizeof(uint16)); for (j = 0; j < total_res_files; 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 Free_mem(temp); //get that memory back // FIXME: Is this really needed? if (!file.open("revcd1.id", g_sword2->getGameDataPath())) { int index = 0; /* // Scan for CD drives. for (char c = 'C'; c <= 'Z'; c++) { sprintf(cdPath, "%c:\\", c); if (GetDriveType(cdPath) == DRIVE_CDROM) cdDrives[index++] = c; } */ cdDrives[index++] = 'C'; if (index == 0) { Zdebug("InitResMan, cannot find CD drive."); ExitWithReport("InitResMan, cannot find CD drive. [file=%s line=%u]", __FILE__, __LINE__); } while (index < 24) cdDrives[index++] = 0; } else file.close(); } char *resMan::GetCdPath(void) { return cdPath; } void resMan::Close_ResMan(void) { //Tony29May96 // free up our mallocs free(resList); free(age); // free(status); free(count); } uint8 *resMan::Res_open(uint32 res) { //BHTony30May96 // 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 res_close is // called File file; uint16 parent_res_file; uint16 actual_res; uint32 pos, len; uint32 table_offset; #ifdef _SWORD2_DEBUG if (res >= total_res_files) Con_fatal_error("Res_open illegal resource %d (there are %d resources 0-%d)", res, total_res_files, total_res_files - 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 = res_conv_table[res * 2]; #ifdef _SWORD2_DEBUG if (parent_res_file == 0xffff) Con_fatal_error("Res_open tried to open null & void resource number %d", res); #endif // relative resource within the file actual_res = res_conv_table[(res * 2) + 1]; // first we have to find the file via the res_conv_table // Zdebug("resOpen %s res %d", resource_files[parent_res_file], res); // ** at this point here we start to think about where the // ** file is and prompt the user for the right CD to be // ** inserted // ** // ** we need to know the position that we're at within the // ** game - LINC should write this someplace. /* these probably aren't necessary - khalek if (!(cdTab[parent_res_file] & LOCAL_CACHE) && !(cdTab[parent_res_file] & LOCAL_PERM)) { // This cluster is on a CD, we need to cache a new one. CacheNewCluster(parent_res_file); } else if (!(cdTab[parent_res_file] & LOCAL_PERM)) { // Makes sure that the correct CD is in the drive. GetCd(cdTab[parent_res_file] & 3); } */ // This part of the cluster caching is pretty useful though: // // 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. // // The code to ask for the correct CD will probably be needed // later, too. // // And there's some music / FX stuff in CacheNewCluster() that // might be needed as well. // // But this will do for now. if (!(cdTab[parent_res_file] & LOCAL_PERM)) { curCd = cdTab[parent_res_file] & 3; } // open the cluster file if (!file.open(resource_files[parent_res_file], g_sword2->getGameDataPath())) Con_fatal_error("Res_open cannot *OPEN* %s", resource_files[parent_res_file]); // 1st DWORD of a cluster is an offset to the look-up table table_offset = file.readUint32LE(); // Zdebug("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); // Zdebug("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] = Twalloc(len, MEM_locked, res); /* This probably isn't needed // Do a quick ServiceWindows to stop the music screwing up. ServiceWindows(); */ // now load the file // hurray, load it in. file.read(resList[res]->ad, len); //close the cluster file.close(); } else { // Zdebug("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) Lock_mem(resList[res]); return (uint8 *) resList[res]->ad; } uint8 resMan::Res_check_valid(uint32 res) { // James 12mar97 // 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 >= total_res_files) return 0; // points to the number of the ascii filename parent_res_file = res_conv_table[res * 2]; // null & void resource if (parent_res_file == 0xffff) return 0; // ok return 1; } void resMan::Res_next_cycle(void) { //Tony8Feb97 // increment the cycle and calculate actual per-cycle memory useage #ifdef _SWORD2_DEBUG uint32 j; #endif #ifdef _SWORD2_DEBUG current_memory_useage = 0; for (j = 1; j < total_res_files; j++) { // was accessed last cycle if (age[j] == resTime) current_memory_useage += 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 resMan::Res_fetch_useage(void) { //Tony8Feb97 // returns memory usage previous cycle return current_memory_useage; } void resMan::Res_close(uint32 res) { //Tony30May96 // decrements the count // resource floats when count = 0 #ifdef _SWORD2_DEBUG if (res >= total_res_files) Con_fatal_error("Res_closeing illegal resource %d (there are %d resources 0-%d)", res, total_res_files, total_res_files - 1); //closing but isnt open? if (!(count[res])) Con_fatal_error("Res_close 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]) { Float_mem(resList[res]); // pass the address of the mem // *(status+res) -= RES_locked; // unlock the resource } } uint32 resMan::Res_fetch_len( uint32 res ) { //Tony27Jan96 // 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 = res_conv_table[res * 2]; // relative resource within the file actual_res = res_conv_table[(res * 2) + 1]; // first we have to find the file via the res_conv_table // open the cluster file if (!fh.open(resource_files[parent_res_file], g_sword2->getGameDataPath())) Con_fatal_error("Res_fetch_len cannot *OPEN* %s", resource_files[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 *resMan::Fetch_cluster(uint32 res) { //Tony3June96 // returns a pointer to the ascii name of the cluster file which // contains resource res return resource_files[res_conv_table[res * 2]]; } uint32 resMan::Fetch_age(uint32 res) { //Tony3June96 // return the age of res return age[res]; } uint32 resMan::Fetch_count(uint32 res) { //Tony3June96 // return the open count of res return count[res]; } uint32 resMan::Help_the_aged_out(void) { //Tony10Oct96 // 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 < total_res_files; 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; // Zdebug(42,"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 Free_mem(resList[oldest_res]); // release the memory too return resList[oldest_res]->size; //return bytes freed } void resMan::Print_console_clusters(void) { //Tony10Oct96 uint32 j; if (total_clusters) { for (j = 0; j < total_clusters; j++) Print_to_console(" %s", resource_files[j]); Print_to_console(" %d resources", total_res_files); } else Print_to_console(" argh! No resources"); Scroll_console(); } void resMan::Examine_res(uint8 *input) { //Tony23Oct96 uint32 j = 0; uint32 res; _standardHeader *file_header; do { if (input[j] >= '0' && input[j] <= '9') j++; else break; } while(input[j]); // didn't quit out of loop on a non numeric chr$ if (!input[j]) { res = atoi((char*) input); if (!res) Print_to_console("illegal resource"); else if (res >= total_res_files) Print_to_console("illegal resource %d (there are %d resources 0-%d)", res, total_res_files, total_res_files - 1); else if (res_conv_table[res * 2] == 0xffff) Print_to_console("%d is a null & void resource number", res); else { //open up the resource and take a look inside! file_header = (_standardHeader*) res_man.Res_open(res); // Print_to_console("%d", file_header->fileType); // Print_to_console("%s", 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 id's // 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 \ Menu icons) // 13: PALETTE_FILE // NOT USED HERE //---------------------------------------------------- switch(file_header->fileType) { case ANIMATION_FILE: Print_to_console(" %s", file_header->name); break; case SCREEN_FILE: Print_to_console(" %s", file_header->name); break; case GAME_OBJECT: Print_to_console(" %s", file_header->name); break; case WALK_GRID_FILE: Print_to_console(" %s", file_header->name); break; case GLOBAL_VAR_FILE: Print_to_console(" %s", file_header->name); break; case PARALLAX_FILE_null: Print_to_console(" %s", file_header->name); break; case RUN_LIST: Print_to_console(" %s", file_header->name); break; case TEXT_FILE: Print_to_console(" %s", file_header->name); break; case SCREEN_MANAGER: Print_to_console(" %s", file_header->name); break; case MOUSE_FILE: Print_to_console(" %s", file_header->name); break; case ICON_FILE: Print_to_console(" %s", file_header->name); break; default: Print_to_console(" unrecognised fileType %d", file_header->fileType); break; } res_man.Res_close(res); } } else { Print_to_console("try typing a number"); } } void resMan::Kill_res(uint8 *input) { //Tony23Oct96 int j = 0; uint32 res; do { if (input[j] >= '0' && input[j] <= '9') j++; else break; } while (input[j]); // didn't quit out of loop on a non numeric chr$ if (!input[j]) { res = atoi((char*) input); #ifdef _SWORD2_DEBUG if (!res) Print_to_console("illegal resource"); if (res >= total_res_files) Con_fatal_error(" llegal resource %d (there are %d resources 0-%d)", res, total_res_files, total_res_files - 1); #endif // 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 Free_mem(resList[res]); //release the memory too Print_to_console(" trashed %d", res); } else Print_to_console("%d not in memory", res); } else Print_to_console(" file is open - cannot remove"); } else { Print_to_console("try typing a number"); } } void resMan::Remove_res(uint32 res) { //Tony10Jan97 if (age[res]) { age[res] = 0; //effectively gone from resList Free_mem(resList[res]); //release the memory too // Zdebug(" - Trashing %d", res); } else Zdebug("Remove_res(%d) not even in memory!",res); } void resMan::Remove_all_res(void) { // James24mar97 // remove all res files from memory - ready for a total restart // including player object & global variables resource int j; uint32 res; j = base_mem_block; do { if (mem_list[j].uid < 65536) { // a resource res = mem_list[j].uid; age[res] = 0; // effectively gone from resList Free_mem(resList[res]); // release the memory too } j = mem_list[j].child; } while (j != -1); } void resMan::Kill_all_res(uint8 wantInfo) { //Tony29Nov96 // 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; int scrolls = 0; char c; j = base_mem_block; do { if (mem_list[j].uid < 65536) { // a resource res = mem_list[j].uid; // not the global vars which are assumed to be open in // memory & not the player object! (James17jan97) if (res != 1 && res != CUR_PLAYER_ID) { header = (_standardHeader*) res_man.Res_open(res); res_man.Res_close(res); age[res] = 0; // effectively gone from resList Free_mem(resList[res]); // release the memory too nuked++; // if this was called from the console + we // want info if (wantInfo && console_status) { Print_to_console(" nuked %5d: %s", res, header->name); Zdebug(" nuked %d: %s", res, header->name); Build_display(); scrolls++; if (scrolls == 18) { Temp_print_to_console("- Press ESC to stop or any other key to continue"); Build_display(); do { ServiceWindows(); } while(!KeyWaiting()); ReadKey(&c); //kill the key we just pressed if (c == 27) //ESC break; // clear the Press Esc message ready for the new line Clear_console_line(); scrolls = 0; } } } } j = mem_list[j].child; } while (j != -1); // if this was called from the console + we want info! if (wantInfo && console_status) { Scroll_console(); Print_to_console(" expelled %d resource(s)", nuked); } } //---------------------------------------------------------------------------- // Like Kill_all_res 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 resMan::Kill_all_objects(uint8 wantInfo) { // James17jan97 // 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; int scrolls = 0; char c; j = base_mem_block; do { if (mem_list[j].uid < 65536) { //a resource res=mem_list[j].uid; //not the global vars which are assumed to be open in // memory & not the player object! (James17jan97) if (res != 1 && res != CUR_PLAYER_ID) { header = (_standardHeader*) res_man.Res_open(res); res_man.Res_close(res); if (header->fileType == GAME_OBJECT) { age[res] = 0; // effectively gone from resList Free_mem(resList[res]); // release the memory too nuked++; // if this was called from the console + we want info if (wantInfo && console_status) { Print_to_console(" nuked %5d: %s", res, header->name); Zdebug(" nuked %d: %s", res, header->name); Build_display(); scrolls++; if (scrolls==18) { Print_to_console("- Press ESC to stop or any other key to continue"); Build_display(); do { ServiceWindows(); } while(!KeyWaiting()); ReadKey(&c); //kill the key we just pressed if (c == 27) // ESC break; // clear the Press Esc message ready for the new line Clear_console_line(); scrolls = 0; } } } } } j = mem_list[j].child; } while (j != -1); // if this was called from the console + we want info if (wantInfo && console_status) Print_to_console(" expelled %d object resource(s)", nuked); } void resMan::CacheNewCluster(uint32 newCluster) { // Stop any music from streaming off the CD before we start the // cluster-copy! // // eg. the looping restore-panel music will still be playing if we // restored a game to a different cluster on the same CD - and music // streaming would interfere with cluster copying, slowing it right // down - but if we restored to a different CD the music is stopped // in GetCd() when it asks for the CD FN_stop_music(NULL); // (James16sep97) Clear_fx_queue(); // stops all fx & clears the queue (James22july97) GetCd(cdTab[newCluster] & 3); // Kick out old cached cluster and load the new one. uint32 i = 0; while (!(cdTab[i] & LOCAL_CACHE) && i < total_clusters) i++; if (i < total_clusters) { SVM_SetFileAttributes(resource_files[i], FILE_ATTRIBUTE_NORMAL); SVM_DeleteFile(resource_files[i]); cdTab[i] &= (0xff - LOCAL_CACHE); FILE *file; file = fopen("cd.inf", "r+b"); if (file == NULL) { Zdebug("CacheNewCluster cannot *OPEN* cd.inf"); Con_fatal_error("InitResMan cannot *OPEN* cd.inf [file=%s line=%u]", __FILE__, __LINE__); } _cd_inf cdInf; do { fread(&cdInf, 1, sizeof(_cd_inf), file); } while ((scumm_stricmp((char *) cdInf.clusterName, resource_files[i]) != 0) && !feof(file)); if (feof(file)) { Zdebug("CacheNewCluster cannot find %s in cd.inf", resource_files[i]); Con_fatal_error("CacheNewCluster cannot find %s in cd.inf", resource_files[i]); } fseek(file, -1, SEEK_CUR); fwrite(&cdTab[i], 1, 1, file); fclose(file); } char buf[1024]; sprintf(buf, "%sClusters\\%s", cdPath, resource_files[newCluster]); WaitForFade(); if (GetFadeStatus() != RDFADE_BLACK) { FadeDown((float) 0.75); WaitForFade(); } EraseBackBuffer(); Set_mouse(0); Set_luggage(0); //tw28Aug uint8 *bgfile; bgfile = res_man.Res_open(2950); // open the screen resource InitialiseBackgroundLayer(NULL); InitialiseBackgroundLayer(NULL); InitialiseBackgroundLayer(FetchBackgroundLayer(bgfile)); InitialiseBackgroundLayer(NULL); InitialiseBackgroundLayer(NULL); BS2_SetPalette(0, 256, FetchPalette(bgfile), RDPAL_FADE); RenderParallax(FetchBackgroundLayer(bgfile), 2); res_man.Res_close(2950); // release the screen resource // Git rid of read-only status, if it is set. SVM_SetFileAttributes(resource_files[newCluster], FILE_ATTRIBUTE_NORMAL); FILE *inFile, *outFile; inFile = fopen(buf, "rb"); outFile = fopen(resource_files[newCluster], "wb"); if (inFile == NULL || outFile == NULL) { Zdebug("Cache new cluster could not copy %s to %s", buf, resource_files[newCluster]); Con_fatal_error("Cache new cluster could not copy %s to %s [file=%s line=%u]", buf, resource_files[newCluster], __FILE__, __LINE__); } _spriteInfo textSprite; _spriteInfo barSprite; mem *text_spr; _frameHeader *frame; uint8 *loadingBar; _cdtEntry *cdt; text_spr = MakeTextSprite( FetchTextLine(res_man.Res_open(2283), 8) + 2, 640, 187, speech_font_id); frame = (_frameHeader*) text_spr->ad; textSprite.x = screenWide /2 - frame->width / 2; textSprite.y = screenDeep /2 - frame->height / 2 - RDMENU_MENUDEEP; textSprite.w = frame->width; textSprite.h = frame->height; textSprite.scale = 0; textSprite.scaledWidth = 0; textSprite.scaledHeight = 0; textSprite.type = RDSPR_DISPLAYALIGN + RDSPR_NOCOMPRESSION + RDSPR_TRANS; textSprite.blend = 0; textSprite.colourTable = 0; res_man.Res_close(2283); loadingBar = res_man.Res_open(2951); frame = FetchFrameHeader(loadingBar, 0); cdt = FetchCdtEntry(loadingBar, 0); barSprite.x = cdt->x; barSprite.y = cdt->y; barSprite.w = frame->width; barSprite.h = frame->height; barSprite.scale = 0; barSprite.scaledWidth = 0; barSprite.scaledHeight = 0; barSprite.type = RDSPR_RLE256FAST + RDSPR_TRANS; barSprite.blend = 0; barSprite.colourTable = 0; res_man.Res_close(2951); loadingBar = res_man.Res_open(2951); frame = FetchFrameHeader(loadingBar, 0); barSprite.data = (uint8 *) (frame + 1); res_man.Res_close(2951); int16 barX = barSprite.x; int16 barY = barSprite.y; int16 textX = textSprite.x; int16 textY = textSprite.y; DrawSprite(&barSprite); barSprite.x = barX; barSprite.y = barY; textSprite.data = text_spr->ad + sizeof(_frameHeader); DrawSprite(&textSprite); textSprite.x = textX; textSprite.y = textY; CopyScreenBuffer(); FadeUp((float) 0.75); WaitForFade(); fseek(inFile, 0, SEEK_END); uint32 size = ftell(inFile); fseek(inFile, 0, SEEK_SET); char buffer[BUFFERSIZE]; int stepSize = (size / BUFFERSIZE) / 100; uint32 read = 0; int step = stepSize; int fr = 0; uint32 realRead = 0; do { realRead = fread(buffer, 1, BUFFERSIZE, inFile); read += realRead; if (fwrite(buffer, 1, realRead, outFile) != realRead) { Zdebug("Cache new cluster could not copy %s to %s", buf, resource_files[newCluster]); Con_fatal_error("Cache new cluster could not copy %s to %s [file=%s line=%u]", buf, resource_files[newCluster], __FILE__, __LINE__); } if (step == stepSize) { step = 0; // open the screen resource bgfile = res_man.Res_open(2950); RenderParallax(FetchBackgroundLayer(bgfile), 2); // release the screen resource res_man.Res_close(2950); loadingBar = res_man.Res_open(2951); frame = FetchFrameHeader(loadingBar, fr); barSprite.data = (uint8 *) (frame + 1); res_man.Res_close(2951); DrawSprite(&barSprite); barSprite.x = barX; barSprite.y = barY; textSprite.data = text_spr->ad + sizeof(_frameHeader); DrawSprite(&textSprite); textSprite.x = textX; textSprite.y = textY; CopyScreenBuffer(); fr++; } else step++; //-------------------------------------------------- // Service windows ServiceWindows(); //-------------------------------------------------- } while ((read % BUFFERSIZE) == 0); if (read != size) { Zdebug("Cache new cluster could not copy %s to %s", buf, resource_files[newCluster]); Con_fatal_error("Cache new cluster could not copy %s to %s [file=%s line=%u]", buf, resource_files[newCluster], __FILE__, __LINE__); } fclose(inFile); fclose(outFile); Free_mem(text_spr); EraseBackBuffer(); // for hardware rendering EraseSoftwareScreenBuffer(); // for software rendering FadeDown((float) 0.75); WaitForFade(); CopyScreenBuffer(); FadeUp((float) 0.75); // Git rid of read-only status. SVM_SetFileAttributes(resource_files[newCluster], FILE_ATTRIBUTE_NORMAL); // Update cd.inf and cdTab cdTab[newCluster] |= LOCAL_CACHE; FILE *file; file = fopen("cd.inf", "r+b"); if (file == NULL) { Zdebug("CacheNewCluster cannot *OPEN* cd.inf"); Con_fatal_error("InitResMan cannot *OPEN* cd.inf [file=%s line=%u]", __FILE__, __LINE__); } _cd_inf cdInf; do { fread(&cdInf, 1, sizeof(_cd_inf), file); } while (scumm_stricmp((char *) cdInf.clusterName, resource_files[newCluster]) != 0 && !feof(file)); if (feof(file)) { Zdebug("CacheNewCluster cannot find %s in cd.inf", resource_files[newCluster]); Con_fatal_error("CacheNewCluster cannot find %s in cd.inf", resource_files[newCluster]); } fseek(file, -1, SEEK_CUR); fwrite(&cdTab[newCluster], 1, 1, file); fclose(file); // Now update DelList.log to indicate that this cluster should be // removed at uninstall. file = fopen("DelList.log", "r+"); if (file != NULL) { fseek(file, -3, SEEK_END); char path[_MAX_PATH]; SVM_GetCurrentDirectory(_MAX_PATH, path); strcat(path, "\\"); strcat(path, resource_files[newCluster]); fwrite(path, 1, strlen(path), file); sprintf(path, "\nend"); fwrite(path, 1, 4, file); fclose(file); } } void resMan::GetCd(int cd) { // TODO support a seperate path for cd data? bool done = false; char sCDName[_MAX_PATH]; uint32 dwMaxCompLength, dwFSFlags; mem *text_spr; _frameHeader *frame; _spriteInfo spriteInfo; int16 oldY; int16 oldX; FILE *file; char name[16]; int offNetwork = 0; int index = 0; uint8 *textRes; // don't ask for CD's in the playable demo downloaded from our // web-site! if (g_sword2->_gameId == GID_SWORD2_DEMO) return; #ifdef _PCGUIDE // don't ask for CD in the patch for the demo on "PC Guide" magazine return; #endif sprintf(name, "revcd%d.id", cd); file = fopen(name, "r"); if (file == NULL) { // Determine what CD is in the drive, and either use it or ask // the user to insert the correct CD. // Scan all CD drives for our CD as well. while(cdDrives[index] != 0 && index < 24) { sprintf(cdPath, "%c:\\", cdDrives[index]); if (!SVM_GetVolumeInformation(cdPath, sCDName, _MAX_PATH, NULL, &dwMaxCompLength, &dwFSFlags, NULL, 0)) { // Force the following code to ask for the correct CD. sCDName[0] = 0; } curCd = cd; if (!scumm_stricmp(sCDName,CD1_LABEL)) { if (cd == CD1) return; } else if (!scumm_stricmp(sCDName,CD2_LABEL)) { if (cd == CD2) return; } index++; } } else { // must be running off the network, but still want to see // CD-requests to show where they would occur when playing // from CD Zdebug("RUNNING OFF NETWORK"); fscanf(file, "%s", cdPath); fclose(file); if (curCd == cd) return; else curCd = cd; // don't show CD-requests if testing anims or text/speech if (SYSTEM_TESTING_ANIMS || SYSTEM_TESTING_TEXT) return; offNetwork = 1; } // stop any music from playing - so the system no longer needs the // current CD - otherwise when we take out the CD, Windows will // complain! FN_stop_music(NULL); // (James29aug97) textRes = res_man.Res_open(2283); DisplayMsg(FetchTextLine(textRes, 5 + cd) + 2, 0); text_spr = MakeTextSprite(FetchTextLine(textRes, 5 + cd) + 2, 640, 187, speech_font_id); frame = (_frameHeader*) text_spr->ad; spriteInfo.x = screenWide / 2 - frame->width / 2; spriteInfo.y = screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP; spriteInfo.w = frame->width; spriteInfo.h = frame->height; spriteInfo.scale = 0; spriteInfo.scaledWidth = 0; spriteInfo.scaledHeight = 0; spriteInfo.type = RDSPR_DISPLAYALIGN + RDSPR_NOCOMPRESSION + RDSPR_TRANS; spriteInfo.blend = 0; spriteInfo.data = text_spr->ad + sizeof(_frameHeader); spriteInfo.colourTable = 0; oldY = spriteInfo.y; oldX = spriteInfo.x; res_man.Res_close(2283); do { if (offNetwork == 1) done = TRUE; else { index = 0; while (cdDrives[index] != 0 && !done && index < 24) { sprintf(cdPath, "%c:\\", cdDrives[index]); if (!SVM_GetVolumeInformation(cdPath, sCDName, _MAX_PATH, NULL, &dwMaxCompLength, &dwFSFlags, NULL, 0)) { sCDName[0] = 0; } if (!scumm_stricmp(sCDName,CD1_LABEL)) { if (cd == CD1) done = TRUE; } else if (!scumm_stricmp(sCDName,CD2_LABEL)) { if (cd == CD2) done = TRUE; } index++; } } //-------------------------------------------------- // Service windows ServiceWindows(); //-------------------------------------------------- EraseBackBuffer(); // for hardware rendering EraseSoftwareScreenBuffer(); // for software rendering DrawSprite(&spriteInfo); // Keep the message there even when the user task swaps. spriteInfo.y = oldY; // Drivers change the y co-ordinate, don't know why... spriteInfo.x = oldX; CopyScreenBuffer(); } while (!done); Free_mem(text_spr); RemoveMsg(); }