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
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
|
/* 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 <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#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()) == false) {
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);
temp = Twalloc(end, MEM_locked, UID_temp); //get some space for the incoming resource file - soon to be trashed
file.seek(0, SEEK_SET );
file.read( temp->ad, end );
if (file.ioFailed())
{
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
{
while(*(temp->ad+j)!=13) //item must have an #0d0a
{ resource_files[total_clusters][pos]=*(temp->ad+j);
j++;
pos++;
};
resource_files[total_clusters][pos]=0; //NULL terminate our extracted string
pos=0; //reset position in current slot between entries
j+=2; //past the 0a
total_clusters++; //done another
// 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()) == false) {
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();
file.seek( 0, SEEK_SET); // Back to the beginning of the file
total_res_files=end/4;
//table seems ok so malloc some space
res_conv_table = (uint16 *) malloc( end );
file.read( res_conv_table, end );
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()) == false) {
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++)
{
if (file.read(&cdInf[j], sizeof(_cd_inf)) != sizeof(_cd_inf))
{
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("");
resList = (mem **) malloc( total_res_files * sizeof(mem *)); //create space for a list of pointers to mem's
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[j]=0; //age must be 0 if the file is not in memory at all
count[j]=0;
}
resTime=1; //cannot start at 0
Free_mem(temp); //get that memory back
/* we don't have to worry about BSODs here - khalek :)
// Stop that nasty blue screen??
SetErrorMode(SEM_FAILCRITICALERRORS);
*/
if (file.open("revcd1.id", g_sword2->getGameDataPath()) == false) {
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);
// status = (uint16 *) malloc( total_res_files * sizeof(uint16) );
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 (!age[res]) //if the file is not in memory then age should and MUST be 0
{
// 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
parent_res_file = res_conv_table[res*2]; //points to the number of the ascii filename
#ifdef _SWORD2_DEBUG
if (parent_res_file==0xffff)
Con_fatal_error("Res_open tried to open null & void resource number %d", res);
#endif
actual_res= res_conv_table[(res*2)+1]; //relative resource within the file
// 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))
{
GetCd(cdTab[parent_res_file] & 3); // Makes sure that the correct CD is in the drive.
}
*/
//open the cluster file
if (file.open(resource_files[parent_res_file], g_sword2->getGameDataPath()) == false)
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);
file.seek( (table_offset+(actual_res*8)), SEEK_SET); //2 dwords per resource
file.read( &pos, 4); //get position of our resource within the cluster file
file.read( &len, 4); //read the length
file.seek(pos, SEEK_SET); // ** get to position in file of our particular resource
// 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);
// Do a quick ServiceWindows to stop the music screwing up.
ServiceWindows();
// now load the file
file.read( resList[res]->ad, len); //hurray, load it in.
file.close(); //close the cluster
}
else
{
// Zdebug("RO %d, already open count=%d", res, count[res]);
}
count[res]++; //number of times opened - the file won't move in memory while count is non zero
age[res]=resTime; //update the accessed time stamp - touch the file in other words
Lock_mem( resList[res] ); //pass the address of the mem & lock the memory too
//might be locked already (if count>1)
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;
if (res>=total_res_files)
return(0); // resource number out of range
parent_res_file = res_conv_table[res*2]; // points to the number of the ascii filename
if (parent_res_file==0xffff)
return(0); // null & void resource
return(1); // ok
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
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++)
if ( age[j]==resTime ) //was accessed last cycle
current_memory_useage += resList[j]->size;
#endif
resTime++;
if (!resTime)
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...
}
//------------------------------------------------------------------------------------
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);
if (!(count[res])) //closing but isnt open?
Con_fatal_error("Res_close closing %d but it isn't open", res);
#endif
count[res]--; //one less has it open
if (!count[res]) //if noone has the file open then unlock and allow to float
{
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=0; //file pointer
File fh;
uint16 parent_res_file;
uint16 actual_res;
uint32 len;
uint32 table_offset;
parent_res_file = res_conv_table[res*2]; //points to the number of the ascii filename
actual_res= res_conv_table[(res*2)+1]; //relative resource within the file
// 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()) == false)
Con_fatal_error("Res_fetch_len cannot *OPEN* %s", resource_files[parent_res_file]);
fh.read( &table_offset, sizeof(uint32)); //1st DWORD of a cluster is an offset to the look-up table
fh.seek(table_offset+(actual_res*8)+4, SEEK_SET); //2 dwords per resource + skip the position dword
//fread( &pos, sizeof(char), 4, fh); //get position of our resource within the cluster file
fh.read( &len, 4); //read the length
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++)
if ( (!count[j]) && (age[j]) && (age[j]<=oldest_age)) //not held open and older than this one
{
if ((age[j] == oldest_age) && (resList[j]->size > largestResource))
{
oldest_res = j;
largestResource = resList[j]->size; // Kick old resource of oldest age and largest size (Helps the poor defragger).
}
else if (age[j] < oldest_age)
{
oldest_res = j;
oldest_age = age[j];
largestResource = resList[j]->size;
}
}
if (!oldest_res) //there was not a file we could release
return(0); //no bytes released - oh dear, lets hope this never happens
// 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));
if (!*(input+j)) //didn't quit out of loop on a non numeric chr$
{ 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)
// 0 something's wrong!
// #define ANIMATION_FILE 1 // all normal animations & sprites including mega-sets & font files which are the same format
// #define SCREEN_FILE 2 // each contains background, palette, layer sprites, parallax layers & shading mask
// #define GAME_OBJECT 3 // each contains object hub + structures + script data
// #define WALK_GRID_FILE 4 // walk-grid data
// #define GLOBAL_VAR_FILE 5 // all the global script variables in one file; "there can be only one"
// #define PARALLAX_FILE_null 6 // NOT USED
// #define RUN_LIST 7 // each contains a list of object resource id's
// #define TEXT_FILE 8 // each contains all the lines of text for a location or a character's conversation script
// #define SCREEN_MANAGER 9 // one for each location; this contains special startup scripts
// #define MOUSE_FILE 10 // mouse pointers and luggage icons (sprites in General \ Mouse pointers & Luggage icons)
// #define ICON_FILE 12 // menu icon (sprites in General \ Menu icons
//----------------------------------------------------------
switch(file_header->fileType)
{
//-----------------------
case ANIMATION_FILE: // 1
Print_to_console(" <anim> %s", file_header->name);
break;
//-----------------------
case SCREEN_FILE: // 2
Print_to_console(" <layer> %s", file_header->name);
break;
//-----------------------
case GAME_OBJECT: // 3
Print_to_console(" <game object> %s", file_header->name);
break;
//-----------------------
case WALK_GRID_FILE: // 4
Print_to_console(" <walk grid> %s", file_header->name);
break;
//-----------------------
case GLOBAL_VAR_FILE: // 5
Print_to_console(" <global variables> %s", file_header->name);
break;
//-----------------------
case PARALLAX_FILE_null: // 6
Print_to_console(" <parallax file NOT USED!> %s", file_header->name);
break;
//-----------------------
case RUN_LIST: // 6
Print_to_console(" <run list> %s", file_header->name);
break;
//-----------------------
case TEXT_FILE: // 8
Print_to_console(" <text file> %s", file_header->name);
break;
//-----------------------
case SCREEN_MANAGER: // 9
Print_to_console(" <screen manager> %s", file_header->name);
break;
//-----------------------
case MOUSE_FILE: // 10
Print_to_console(" <mouse pointer> %s", file_header->name);
break;
//-----------------------
case ICON_FILE: // 12
Print_to_console(" <menu icon> %s", file_header->name);
break;
//-----------------------
default: // 0 or >13
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));
if (!*(input+j)) //didn't quit out of loop on a non numeric chr$
{
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 (!count[res]) //if noone has the file open then unlock and allow to float
{
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=0;
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=0;
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;
if ((res!=1)&&(res!=CUR_PLAYER_ID)) //not the global vars which are assumed to be open in memory & not the player object! (James17jan97)
{
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 ((wantInfo)&&(console_status)) // if this was called from the console + we want info
{
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
{
//--------------------------------------------------
// Service windows
if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
{
Close_game(); //close engine systems down
CloseAppWindow();
exit(0); //quit the game
}
while (!gotTheFocus)
if (ServiceWindows() == RDERR_APPCLOSED)
break;
//--------------------------------------------------
}
while(!KeyWaiting());
ReadKey(&c); //kill the key we just pressed
if (c==27) //ESC
break;
Clear_console_line(); //clear the Press Esc message ready for the new line
scrolls=0;
}
}
}
}
j=mem_list[j].child;
}
while (j!=-1);
if ((wantInfo)&&(console_status)) // if this was called from the console + we want info!
{ 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=0;
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;
if ((res!=1)&&(res!=CUR_PLAYER_ID)) //not the global vars which are assumed to be open in memory & not the player object! (James17jan97)
{
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 ((wantInfo)&&(console_status)) // if this was called from the console + we want info
{
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
{
//--------------------------------------------------
// Service windows
if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
{
Close_game(); //close engine systems down
CloseAppWindow();
exit(0); //quit the game
}
while (!gotTheFocus)
if (ServiceWindows() == RDERR_APPCLOSED)
break;
//--------------------------------------------------
}
while(!KeyWaiting());
ReadKey(&c); //kill the key we just pressed
scrolls=0;
}
}
}
}
}
j=mem_list[j].child;
}
while (j!=-1);
if ((wantInfo)&&(console_status)) // if this was called from the console + we want info
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]);
uint8 fadeStat;
do
{
fadeStat = GetFadeStatus();
//--------------------------------------------------
// Service windows
if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
{
Close_game(); //close engine systems down
CloseAppWindow();
exit(0); //quit the game
}
//--------------------------------------------------
} while ((fadeStat == RDFADE_UP) || (fadeStat == RDFADE_DOWN));
if (GetFadeStatus() != RDFADE_BLACK)
{
FadeDown((float) 0.75);
do
{
//--------------------------------------------------
// Service windows
if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
{
Close_game(); //close engine systems down
CloseAppWindow();
exit(0); //quit the game
}
//--------------------------------------------------
}
while(GetFadeStatus()!=RDFADE_BLACK);
}
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
SVM_SetFileAttributes(resource_files[newCluster], FILE_ATTRIBUTE_NORMAL); // Git rid of read-only status, if it is set.
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);
do
{
//--------------------------------------------------
// Service windows
if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
{
Close_game(); //close engine systems down
CloseAppWindow();
exit(0); //quit the game
}
//--------------------------------------------------
}
while(GetFadeStatus()==RDFADE_UP);
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;
bgfile = res_man.Res_open(2950); // open the screen resource
RenderParallax(FetchBackgroundLayer(bgfile), 2);
res_man.Res_close(2950); // release the screen resource
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 += 1;
}
else
step += 1;
//--------------------------------------------------
// Service windows
// NOTE: Carry on even when not got the focus!!!
if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
{
Close_game(); //close engine systems down
CloseAppWindow();
exit(0); //quit the game
}
//--------------------------------------------------
} 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);
do
{
//--------------------------------------------------
// Service windows
if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
{
Close_game(); //close engine systems down
CloseAppWindow();
exit(0); //quit the game
}
//--------------------------------------------------
}
while(GetFadeStatus()==RDFADE_DOWN);
CopyScreenBuffer();
FadeUp((float)0.75);
SVM_SetFileAttributes(resource_files[newCluster], FILE_ATTRIBUTE_NORMAL); // Git rid of read-only status.
// 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;
//----------------------------------------------------------------------------------------
if (g_sword2->_gameId == GID_SWORD2_DEMO)
return; // don't ask for CD's in the playable demo downloaded from our web-site!
#ifdef _PCGUIDE
return; // don't ask for CD in the patch for the demo on "PC Guide" magazine
#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))
{
sCDName[0] = 0; // Force the following code to ask for the correct CD.
}
curCd = cd;
if (!scumm_stricmp(sCDName,CD1_LABEL))
{
if (cd == CD1)
return;
}
else if (!scumm_stricmp(sCDName,CD2_LABEL))
{
if (cd == CD2)
return;
}
index += 1;
}
}
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;
if (SYSTEM_TESTING_ANIMS || SYSTEM_TESTING_TEXT) // don't show CD-requests if testing anims or text/speech
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 += 1;
}
}
//--------------------------------------------------
// Service windows
if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
{
Close_game(); //close engine systems down
CloseAppWindow();
exit(0); //quit the game
}
while (!gotTheFocus)
if (ServiceWindows() == RDERR_APPCLOSED)
break;
//--------------------------------------------------
if (gotTheFocus)
{
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();
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
|