reported by Crilith. To elaborate a bit, the engine no longer accesses resource data through packed structs. Instead it uses memory streams and the READ/WRITE functions. If data is mainly read, not written, I have replaced the old struct with a new one with a read() function to read the whole thing from memory into the struct's variables, and a write() function to dump the struct's variables to memory. In fact, most of these write() functions remain unused. If data is both read and written, I have replaced the struct with a class with individual get/set functions to replace the old variables. This manipulates memory directly. Since I'm fairly sure that these structs are frequently stored as local variables for a script, all script variables (both local and global) are stored as little-endian and accessed through the READ/WRITE functions, rather than being treated as arrays of 32-bit integers. On a positive note, the functions for doing endian conversion of resources and save games have been removed, and some general cleanups have been made to assist in the rewrite. Initial reports indicate that this patch indeed fixes alignment issues, and that I have not - surprisingly - broken the game on big-endian platforms. At least not in any immediately obvious way. And there's still plenty of time to fix regressions before 0.9.0, too. svn-id: r19366
609 lines
16 KiB
C++
609 lines
16 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2005 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $Header$
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*/
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#include "common/stdafx.h"
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#include "common/file.h"
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#include "common/system.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/console.h"
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#include "sword2/logic.h"
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#include "sword2/memory.h"
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#include "sword2/resman.h"
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#include "sword2/router.h"
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#include "sword2/sound.h"
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#define Debug_Printf _vm->_debugger->DebugPrintf
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namespace Sword2 {
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// Welcome to the easy resource manager - written in simple code for easy
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// maintenance
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//
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// The resource compiler will create two files
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//
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// resource.inf which is a list of ascii cluster file names
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// resource.tab which is a table which tells us which cluster a resource
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// is located in and the number within the cluster
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struct CdInf {
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uint8 clusterName[20]; // Null terminated cluster name.
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uint8 cd; // Cd cluster is on and whether it is on the local drive or not.
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};
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ResourceManager::ResourceManager(Sword2Engine *vm) {
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_vm = vm;
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// Until proven differently, assume we're on CD 1. This is so the start
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// dialog will be able to play any music at all.
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_curCd = 1;
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// We read in the resource info which tells us the names of the
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// resource cluster files ultimately, although there might be groups
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// within the clusters at this point it makes no difference. We only
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// wish to know what resource files there are and what is in each
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Common::File file;
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uint32 size;
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byte *temp;
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_totalClusters = 0;
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_resConvTable = NULL;
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if (!file.open("resource.inf"))
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error("Cannot open resource.inf");
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size = file.size();
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// Get some space for the incoming resource file - soon to be trashed
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temp = (byte *)malloc(size);
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if (file.read(temp, size) != size) {
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file.close();
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error("init cannot *READ* resource.inf");
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}
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file.close();
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// Ok, we've loaded in the resource.inf file which contains a list of
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// all the files now extract the filenames.
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// Using this method the Gode generated resource.inf must have #0d0a on
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// the last entry
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uint32 i = 0;
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uint32 j = 0;
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do {
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// item must have an #0d0a
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while (temp[i] != 13) {
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_resFiles[_totalClusters].fileName[j] = temp[i];
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i++;
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j++;
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}
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// NULL terminate our extracted string
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_resFiles[_totalClusters].fileName[j] = '\0';
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_resFiles[_totalClusters].numEntries = -1;
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_resFiles[_totalClusters].entryTab = NULL;
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// Reset position in current slot between entries, skip the
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// 0x0a in the source and increase the number of clusters.
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j = 0;
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i += 2;
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_totalClusters++;
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// TODO: put overload check here
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} while (i != size);
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free(temp);
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// Now load in the binary id to res conversion table
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if (!file.open("resource.tab"))
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error("Cannot open resource.tab");
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// Find how many resources
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size = file.size();
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_totalResFiles = size / 4;
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// Table seems ok so malloc some space
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_resConvTable = (uint16 *)malloc(size);
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for (i = 0; i < size / 2; i++)
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_resConvTable[i] = file.readUint16LE();
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if (file.ioFailed()) {
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file.close();
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error("Cannot read resource.tab");
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}
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file.close();
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if (!file.open("cd.inf"))
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error("Cannot open cd.inf");
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CdInf *cdInf = new CdInf[_totalClusters];
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for (i = 0; i < _totalClusters; i++) {
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file.read(cdInf[i].clusterName, sizeof(cdInf[i].clusterName));
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cdInf[i].cd = file.readByte();
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if (file.ioFailed())
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error("Cannot read cd.inf");
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}
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file.close();
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for (i = 0; i < _totalClusters; i++) {
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for (j = 0; j < _totalClusters; j++) {
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if (scumm_stricmp((char *)cdInf[j].clusterName, _resFiles[i].fileName) == 0)
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break;
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}
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if (j == _totalClusters)
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error("%s is not in cd.inf", _resFiles[i].fileName);
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_resFiles[i].cd = cdInf[j].cd;
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}
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delete [] cdInf;
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debug(1, "%d resources in %d cluster files", _totalResFiles, _totalClusters);
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for (i = 0; i < _totalClusters; i++)
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debug(2, "filename of cluster %d: -%s", i, _resFiles[i].fileName);
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_resList = (Resource *)malloc(_totalResFiles * sizeof(Resource));
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for (i = 0; i < _totalResFiles; i++) {
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_resList[i].ptr = NULL;
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_resList[i].size = 0;
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_resList[i].refCount = 0;
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_resList[i].prev = _resList[i].next = NULL;
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}
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_cacheStart = _cacheEnd = NULL;
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_usedMem = 0;
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}
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ResourceManager::~ResourceManager() {
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Resource *res = _cacheStart;
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while (res) {
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_vm->_memory->memFree(res->ptr);
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res = res->next;
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}
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free(_resList);
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free(_resConvTable);
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}
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/**
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* Returns the address of a resource. Loads if not in memory. Retains a count.
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*/
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byte *ResourceManager::openResource(uint32 res, bool dump) {
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assert(res < _totalResFiles);
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// Is the resource in memory already? If not, load it.
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if (!_resList[res].ptr) {
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// Fetch the correct file and read in the correct portion.
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uint16 cluFileNum = _resConvTable[res * 2]; // points to the number of the ascii filename
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assert(cluFileNum != 0xffff);
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// Relative resource within the file
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// First we have to find the file via the _resConvTable
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uint16 actual_res = _resConvTable[(res * 2) + 1];
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debug(5, "openResource %s res %d", _resFiles[cluFileNum].fileName, res);
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// If we're loading a cluster that's only available from one
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// of the CDs, remember which one so that we can play the
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// correct music.
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if ((_resFiles[cluFileNum].cd == CD1) || (_resFiles[cluFileNum].cd == CD2))
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_curCd = _resFiles[cluFileNum].cd;
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// Actually, as long as the file can be found we don't really
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// care which CD it's on. But if we can't find it, keep asking
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// for the CD until we do.
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Common::File *file = openCluFile(cluFileNum);
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if (_resFiles[cluFileNum].entryTab == NULL) {
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// we didn't read from this file before, get its index table
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readCluIndex(cluFileNum, file);
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}
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uint32 pos = _resFiles[cluFileNum].entryTab[actual_res * 2 + 0];
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uint32 len = _resFiles[cluFileNum].entryTab[actual_res * 2 + 1];
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file->seek(pos, SEEK_SET);
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debug(6, "res len %d", len);
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// Ok, we know the length so try and allocate the memory.
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_resList[res].ptr = _vm->_memory->memAlloc(len, res);
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_resList[res].size = len;
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_resList[res].refCount = 0;
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file->read(_resList[res].ptr, len);
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if (dump) {
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char buf[256];
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const char *tag;
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Common::File out;
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switch (fetchType(_resList[res].ptr)) {
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case ANIMATION_FILE:
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tag = "anim";
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break;
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case SCREEN_FILE:
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tag = "layer";
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break;
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case GAME_OBJECT:
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tag = "object";
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break;
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case WALK_GRID_FILE:
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tag = "walkgrid";
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break;
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case GLOBAL_VAR_FILE:
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tag = "globals";
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break;
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case PARALLAX_FILE_null:
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tag = "parallax"; // Not used!
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break;
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case RUN_LIST:
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tag = "runlist";
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break;
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case TEXT_FILE:
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tag = "text";
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break;
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case SCREEN_MANAGER:
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tag = "screen";
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break;
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case MOUSE_FILE:
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tag = "mouse";
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break;
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case WAV_FILE:
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tag = "wav";
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break;
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case ICON_FILE:
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tag = "icon";
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break;
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case PALETTE_FILE:
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tag = "palette";
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break;
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default:
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tag = "unknown";
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break;
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}
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#if defined(MACOS_CARBON)
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sprintf(buf, ":dumps:%s-%d.dmp", tag, res);
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#else
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sprintf(buf, "dumps/%s-%d.dmp", tag, res);
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#endif
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if (!out.exists(buf, "")) {
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if (out.open(buf, Common::File::kFileWriteMode, ""))
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out.write(_resList[res].ptr, len);
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}
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}
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// close the cluster
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file->close();
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delete file;
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_usedMem += len;
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checkMemUsage();
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} else if (_resList[res].refCount == 0)
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removeFromCacheList(_resList + res);
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_resList[res].refCount++;
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return _resList[res].ptr;
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}
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void ResourceManager::closeResource(uint32 res) {
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assert(res < _totalResFiles);
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// Don't try to close the resource if it has already been forcibly
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// closed, e.g. by fnResetGlobals().
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if (_resList[res].ptr == NULL)
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return;
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assert(_resList[res].refCount > 0);
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_resList[res].refCount--;
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if (_resList[res].refCount == 0)
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addToCacheList(_resList + res);
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// It's tempting to free the resource immediately when refCount
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// reaches zero, but that'd be a mistake. Closing a resource does not
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// mean "I'm not going to use this resource any more". It means that
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// "the next time I use this resource I'm going to ask for a new
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// pointer to it".
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//
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// Since the original memory manager had to deal with memory
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// fragmentation, keeping a resource open - and thus locked down to a
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// specific memory address - was considered a bad thing.
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}
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void ResourceManager::removeFromCacheList(Resource *res) {
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if (_cacheStart == res)
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_cacheStart = res->next;
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if (_cacheEnd == res)
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_cacheEnd = res->prev;
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if (res->prev)
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res->prev->next = res->next;
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if (res->next)
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res->next->prev = res->prev;
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res->prev = res->next = NULL;
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}
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void ResourceManager::addToCacheList(Resource *res) {
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res->prev = NULL;
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res->next = _cacheStart;
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if (_cacheStart)
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_cacheStart->prev = res;
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_cacheStart = res;
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if (!_cacheEnd)
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_cacheEnd = res;
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}
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Common::File *ResourceManager::openCluFile(uint16 fileNum) {
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Common::File *file = new Common::File;
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while (!file->open(_resFiles[fileNum].fileName)) {
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// HACK: We have to check for this, or it'll be impossible to
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// quit while the game is asking for the user to insert a CD.
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// But recovering from this situation gracefully is just too
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// much trouble, so quit now.
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if (_vm->_quit)
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g_system->quit();
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// If the file is supposed to be on hard disk, or we're
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// playing a demo, then we're in trouble if the file
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// can't be found!
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if ((_vm->_features & GF_DEMO) || (_resFiles[fileNum].cd & LOCAL_PERM))
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error("Could not find '%s'", _resFiles[fileNum].fileName);
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getCd(_resFiles[fileNum].cd & 3);
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}
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return file;
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}
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void ResourceManager::readCluIndex(uint16 fileNum, Common::File *file) {
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if (_resFiles[fileNum].entryTab == NULL) {
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// we didn't read from this file before, get its index table
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if (file == NULL)
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file = openCluFile(fileNum);
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else
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file->incRef();
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// 1st DWORD of a cluster is an offset to the look-up table
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uint32 table_offset = file->readUint32LE();
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debug(6, "table offset = %d", table_offset);
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uint32 tableSize = file->size() - table_offset; // the table is stored at the end of the file
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file->seek(table_offset);
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assert((tableSize % 8) == 0);
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_resFiles[fileNum].entryTab = (uint32*)malloc(tableSize);
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_resFiles[fileNum].numEntries = tableSize / 8;
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file->read(_resFiles[fileNum].entryTab, tableSize);
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if (file->ioFailed())
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error("unable to read index table from file %s\n", _resFiles[fileNum].fileName);
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#ifdef SCUMM_BIG_ENDIAN
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for (int tabCnt = 0; tabCnt < _resFiles[fileNum].numEntries * 2; tabCnt++)
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_resFiles[fileNum].entryTab[tabCnt] = FROM_LE_32(_resFiles[fileNum].entryTab[tabCnt]);
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#endif
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file->decRef();
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}
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}
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/**
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* Returns true if resource is valid, otherwise false.
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*/
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bool ResourceManager::checkValid(uint32 res) {
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// Resource number out of range
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if (res >= _totalResFiles)
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return false;
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// Points to the number of the ascii filename
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uint16 parent_res_file = _resConvTable[res * 2];
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// Null & void resource
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if (parent_res_file == 0xffff)
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return false;
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return true;
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}
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/**
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* Returns the total file length of a resource - i.e. all headers are included
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* too.
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*/
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uint32 ResourceManager::fetchLen(uint32 res) {
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if (_resList[res].ptr)
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return _resList[res].size;
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// Does this ever happen?
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warning("fetchLen: Resource %u is not loaded; reading length from file", res);
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// Points to the number of the ascii filename
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uint16 parent_res_file = _resConvTable[res * 2];
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// relative resource within the file
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uint16 actual_res = _resConvTable[(res * 2) + 1];
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// first we have to find the file via the _resConvTable
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// open the cluster file
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if (_resFiles[parent_res_file].entryTab == NULL) {
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readCluIndex(parent_res_file);
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}
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return _resFiles[parent_res_file].entryTab[actual_res * 2 + 1];
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}
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void ResourceManager::checkMemUsage() {
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while (_usedMem > MAX_MEM_CACHE) {
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// we're using up more memory than we wanted to. free some old stuff.
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// Newly loaded objects are added to the start of the list,
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// we start freeing from the end, to free the oldest items first
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if (_cacheEnd) {
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Resource *tmp = _cacheEnd;
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assert((tmp->refCount == 0) && (tmp->ptr) && (tmp->next == NULL));
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removeFromCacheList(tmp);
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_vm->_memory->memFree(tmp->ptr);
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tmp->ptr = NULL;
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_usedMem -= tmp->size;
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} else {
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warning("%d bytes of memory used, but cache list is empty!\n");
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return;
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}
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}
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}
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void ResourceManager::remove(int res) {
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if (_resList[res].ptr) {
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removeFromCacheList(_resList + res);
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_vm->_memory->memFree(_resList[res].ptr);
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_resList[res].ptr = NULL;
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_resList[res].refCount = 0;
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_usedMem -= _resList[res].size;
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}
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}
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/**
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* Remove all res files from memory - ready for a total restart. This includes
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* the player object and global variables resource.
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*/
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void ResourceManager::removeAll() {
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// We need to clear the FX queue, because otherwise the sound system
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// will still believe that the sound resources are in memory, and that
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// it's ok to close them.
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_vm->_sound->clearFxQueue();
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for (uint i = 0; i < _totalResFiles; i++)
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remove(i);
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}
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/**
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* Remove all resources from memory.
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*/
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void ResourceManager::killAll(bool wantInfo) {
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int nuked = 0;
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// 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->_sound->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) {
|
|
if (wantInfo)
|
|
Debug_Printf("Nuked %5d: %s\n", i, fetchName(_resList[i].ptr));
|
|
|
|
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) {
|
|
if (fetchType(_resList[i].ptr) == GAME_OBJECT) {
|
|
if (wantInfo)
|
|
Debug_Printf("Nuked %5d: %s\n", i, fetchName(_resList[i].ptr));
|
|
|
|
remove(i);
|
|
nuked++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (wantInfo)
|
|
Debug_Printf("Expelled %d resources\n", nuked);
|
|
}
|
|
|
|
int ResourceManager::whichCd() {
|
|
return _curCd;
|
|
}
|
|
|
|
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->_sound->stopMusic(true);
|
|
|
|
textRes = openResource(2283);
|
|
_vm->_screen->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
|