aboutsummaryrefslogtreecommitdiff
path: root/sword2/resman.cpp
blob: 16ea8c0d3e5c72a1fa75046d3ee85cbb99333da3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
/* Copyright (C) 1994-2004 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/console.h"
#include "sword2/defs.h"
#include "sword2/logic.h"
#include "sword2/memory.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#include "sword2/driver/d_draw.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.
};

#if !defined(__GNUC__)
	#pragma START_PACK_STRUCTS
#endif

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.
} GCC_PACK;

#if !defined(__GNUC__)
	#pragma END_PACK_STRUCTS
#endif

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.
	_curCd = 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

	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) {
			_resourceFiles[_totalClusters][j] = temp[i];
			i++;
			j++;
		}

		// NULL terminate our extracted string
		_resourceFiles[_totalClusters][j] = 0;

		// 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");
	}

	file.close();

	for (i = 0; i < _totalClusters; i++) {
		for (j = 0; j < _totalClusters; j++) {
			if (scumm_stricmp((char *) cdInf[j].clusterName, _resourceFiles[i]) == 0)
				break;
		}

		if (j == _totalClusters)
			error("%s is not in cd.inf", _resourceFiles[i]);

		_cdTab[i] = 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", i, _resourceFiles[i]);

	_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].refTime = 0;
	}

	_resTime = 0;
}

ResourceManager::~ResourceManager(void) {
	free(_resList);
	free(_resConvTable);
}

// 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(byte *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: {
		ObjectHub *objectHub = (ObjectHub *) 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;
	}
}

/**
 * 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.

		// points to the number of the ascii filename
		uint16 parent_res_file = _resConvTable[res * 2];

		assert(parent_res_file != 0xffff);

		// Relative resource within the file
		uint16 actual_res = _resConvTable[(res * 2) + 1];

		// First we have to find the file via the _resConvTable

		debug(5, "openResource %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.

		File file;

		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
		uint32 table_offset = file.readUint32LE();

		debug(6, "table offset = %d", table_offset);

		file.seek(table_offset + actual_res * 8, SEEK_SET);

		uint32 pos = file.readUint32LE();
		uint32 len = file.readUint32LE();

		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);

		if (dump) {
			StandardHeader *header = (StandardHeader *) _resList[res].ptr;
			char buf[256];
			const char *tag;
			File out;

			switch (header->fileType) {
			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, File::kFileWriteMode, ""))
					out.write(_resList[res].ptr, len);
			}
		}

		// close the cluster
		file.close();

#ifdef SCUMM_BIG_ENDIAN
		convertEndian(_resList[res].ptr, len);
#endif
	}

	_resList[res].refCount++;
	_resList[res].refTime = _resTime;

	return _resList[res].ptr;
}

void ResourceManager::closeResource(uint32 res) {
	assert(res < _totalResFiles);
	assert(_resList[res].refCount > 0);

	_resList[res].refCount--;
	_resList[res].refTime = _resTime;

	// 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.
}

/**
 * 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;
}

void ResourceManager::passTime() {
	// In the original game this was called every game cycle. This allowed
	// for a more exact measure of when a loaded resouce was most recently
	// used. When the memory pool got too fragmented, the oldest and
	// largest of the closed resources would be expelled from the cache.

	// With the new memory manager, there is no single memory block that
	// can become fragmented. Therefore, it makes more sense to me to
	// measure an object's age in how many rooms ago it was last used.

	// Therefore, this function is now called when a new room is loaded.

	_resTime++;
}

/**
 * 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

	File file;

	if (!file.open(_resourceFiles[parent_res_file]))
		error("Cannot open %s", _resourceFiles[parent_res_file]);

	// 1st DWORD of a cluster is an offset to the look-up table
	uint32 table_offset = file.readUint32LE();

	// 2 dwords per resource + skip the position dword
	file.seek(table_offset + (actual_res * 8) + 4, SEEK_SET);

	return file.readUint32LE();
}

// When a resource is opened, regardless of whether it was read from disk or
// from the cache, its age is zeroed. They then age every time a new room is
// entered. This function is responsible for cleaning out the resources that
// have grown too old to live.
//
// It could use a bit more tuning, I guess. I picked a max age of three for
// most resources, because so much of the game seems to consist of areas of
// about three rooms. I made an exception for SCREEN_FILE resources because
// they are so large, but maybe the exception ought to be the rule...?

void ResourceManager::expireOldResources() {
	int nuked = 0;

	for (uint i = 0; i < _totalResFiles; i++) {
		if (!_resList[i].ptr || _resList[i].refCount > 0)
			continue;

		StandardHeader *head = (StandardHeader *) _resList[i].ptr;
		uint maxCacheAge;

		switch (head->fileType) {
		case SCREEN_FILE:
			// The resource will be read from disk once as soon as
			// the player enters the room, and thrown away when
			// the player enters a new room.
			maxCacheAge = 0;
			break;
		default:
			maxCacheAge = 3;
			break;
		}

		if (_resTime - _resList[i].refTime >= maxCacheAge) {
			remove(i);
			nuked++;
		}
	}

	debug(1, "%d resources died of old age", nuked);
}

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::listResources(uint minCount) {
	for (uint i = 0; i < _totalResFiles; i++) {
		if (_resList[i].ptr && _resList[i].refCount >= minCount) {
			StandardHeader *head = (StandardHeader *) _resList[i].ptr;
			Debug_Printf("%-4d: %-35s refCount: %-3d age: %-2d\n", i, head->name, _resList[i].refCount, _resTime - _resList[i].refTime);
		}
	}
}

void ResourceManager::examine(int res) {
	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!
		StandardHeader *file_header = (StandardHeader *) openResource(res);

		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 (!_resList[res].ptr) {
		Debug_Printf("Resource %d is not in memory\n", res);
		return;
	}

	if (_resList[res].refCount) {
		Debug_Printf("Resource %d is open - cannot remove\n", res);
		return;
	}

	remove(res);
	Debug_Printf("Trashed %d\n", res);
}

void ResourceManager::remove(int res) {
	if (_resList[res].ptr) {
		_vm->_memory->memFree(_resList[res].ptr);
		_resList[res].ptr = NULL;
		_resList[res].refCount = 0;
	}
}

/**
 * Remove all res files from memory - ready for a total restart. This includes
 * the player object and global variables resource.
 */

void ResourceManager::removeAll(void) {
	// 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->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->clearFxQueue();

	for (uint i = 0; i < _totalResFiles; i++) {
		// Don't nuke the global variables or the player object!
		if (i == 1 || i == CUR_PLAYER_ID)
			continue;

		if (_resList[i].ptr) {
			StandardHeader *header = (StandardHeader *) _resList[i].ptr;

			if (wantInfo)
				Debug_Printf("Nuked %5d: %s\n", i, header->name);

			remove(i);
			nuked++;
		}
	}

	if (wantInfo)
		Debug_Printf("Expelled %d resources\n", nuked);
}

/**
 * Like killAll but only kills objects (except George & the variable table of
 * course) - ie. forcing them to reload & restart their scripts, which
 * simulates the effect of a save & restore, thus checking that each object's
 * re-entrant logic works correctly, and doesn't cause a statuette to
 * disappear forever, or some plaster-filled holes in sand to crash the game &
 * get James in trouble again.
 */

void ResourceManager::killAllObjects(bool wantInfo) {
	int nuked = 0;

	for (uint i = 0; i < _totalResFiles; i++) {
		// Don't nuke the global variables or the player object!
		if (i == 1 || i == CUR_PLAYER_ID)
			continue;

		if (_resList[i].ptr) {
			StandardHeader *header = (StandardHeader *) _resList[i].ptr;

			if (header->fileType == GAME_OBJECT) {
				if (wantInfo)
					Debug_Printf("Nuked %5d: %s\n", i, header->name);

				remove(i);
				nuked++;
			}
		}
	}

	if (wantInfo)
		Debug_Printf("Expelled %d resources\n", nuked);
}

void ResourceManager::getCd(int cd) {
	byte *textRes;

	// stop any music from playing - so the system no longer needs the
	// current CD - otherwise when we take out the CD, Windows will
	// complain!

	_vm->_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"
}

} // End of namespace Sword2