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|
/* 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.
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
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
fh = fopen(resource_files[parent_res_file],"rb"); //open the cluster file
if (fh==NULL)
Con_fatal_error("Res_fetch_len cannot *OPEN* %s", resource_files[parent_res_file]);
fread( &table_offset, sizeof(char), sizeof(uint32), fh); //1st DWORD of a cluster is an offset to the look-up table
fseek(fh, 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
fread( &len, sizeof(char), 4, fh); //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
RestoreDisplay();
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
RestoreDisplay();
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
RestoreDisplay();
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
RestoreDisplay();
CloseAppWindow();
exit(0); //quit the game
}
//--------------------------------------------------
}
while(GetFadeStatus()!=RDFADE_BLACK);
}
//get rid of top menu flash (tony 26Aug97)
EraseBackBuffer();
FlipScreens();
EraseBackBuffer();
FlipScreens();
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);
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();
FlipScreens();
FadeUp((float)0.75);
do
{
//--------------------------------------------------
// Service windows
if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
{
Close_game(); //close engine systems down
RestoreDisplay();
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();
FlipScreens();
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
RestoreDisplay();
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
RestoreDisplay();
CloseAppWindow();
exit(0); //quit the game
}
//--------------------------------------------------
}
while(GetFadeStatus()==RDFADE_DOWN);
CopyScreenBuffer();
FlipScreens();
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
RestoreDisplay();
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();
FlipScreens();
}
} while (!done);
Free_mem(text_spr);
RemoveMsg();
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
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