scummvm/engines/scumm/resource.cpp
aryanrawlani28 4b6976c558 GUI: U32: Reduce number of files changed and fixes
Up until last commit, everything was working fine but the amount of files changed was too large. This commit tries to reduce the changes.

- Add a fake constructor to Keymap, text-to-speech, setDescription (save-state)
- Redirecting functions for PopUpWidget::appendEntry, ButtonWidget::setLabel, GUIErrorMessage
- Use the above functions and constructors to reduce changes in Engines
- Fix warnings being in unicode. Only output english text in - Warnings, Errors, etc.
- Mark some strings as "translation" strings. (Not yet added to POTFILES)
- Remove some CP related things from po/modules.mk
- Previously used some Common::convertToU32 where it was not necessary, replace this with u32constructor
2020-08-30 14:43:41 +02:00

1623 lines
43 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/str.h"
#ifndef MACOSX
#include "common/config-manager.h"
#endif
#include "scumm/charset.h"
#include "scumm/dialogs.h"
#include "scumm/file.h"
#include "scumm/imuse/imuse.h"
#include "scumm/imuse_digi/dimuse.h"
#include "scumm/he/intern_he.h"
#include "scumm/object.h"
#include "scumm/resource.h"
#include "scumm/scumm.h"
#include "scumm/scumm_v5.h"
#include "scumm/scumm_v8.h"
#include "scumm/sound.h"
#include "scumm/util.h"
#include "scumm/verbs.h"
namespace Scumm {
enum {
RF_LOCK = 0x80,
RF_USAGE = 0x7F,
RF_USAGE_MAX = RF_USAGE,
RS_MODIFIED = 0x10,
RF_OFFHEAP = 0x40
};
extern const char *nameOfResType(ResType type);
static uint16 newTag2Old(uint32 newTag);
static const byte *findResourceSmall(uint32 tag, const byte *searchin);
static bool checkTryMedia(BaseScummFile *handle);
/* Open a room */
void ScummEngine::openRoom(const int room) {
bool result;
byte encByte = 0;
debugC(DEBUG_GENERAL, "openRoom(%d)", room);
assert(room >= 0);
/* Don't load the same room again */
if (_lastLoadedRoom == room)
return;
_lastLoadedRoom = room;
/* Room -1 means close file */
if (room == -1) {
deleteRoomOffsets();
_fileHandle->close();
return;
}
// Load the disk numer / room offs (special case for room 0 exists because
// room 0 contains the data which is used to create the roomno / roomoffs
// tables -- hence obviously we mustn't use those when loading room 0.
const uint32 diskNumber = room ? _res->_types[rtRoom][room]._roomno : 0;
const uint32 room_offs = room ? _res->_types[rtRoom][room]._roomoffs : 0;
// FIXME: Since room_offs is const, clearly the following loop either
// is never entered, or loops forever (if it wasn't for the return/error
// statements in it, that is). -> This should be cleaned up!
// Maybe we should re-enabled the looping properly, to deal with disc
// changes in COMI ?
while (room_offs != RES_INVALID_OFFSET) {
if (room_offs != 0 && room != 0 && _game.heversion < 98) {
_fileOffset = _res->_types[rtRoom][room]._roomoffs;
return;
}
Common::String filename(generateFilename(room));
// Determine the encryption, if any.
if (_game.features & GF_USE_KEY) {
if (_game.version <= 3)
encByte = 0xFF;
else if ((_game.version == 4) && (room == 0 || room >= 900))
encByte = 0;
else
encByte = 0x69;
} else
encByte = 0;
if (room > 0 && (_game.version == 8))
VAR(VAR_CURRENTDISK) = diskNumber;
// Try to open the file
result = openResourceFile(filename, encByte);
if (result) {
if (room == 0)
return;
deleteRoomOffsets();
readRoomsOffsets();
_fileOffset = _res->_types[rtRoom][room]._roomoffs;
if (_fileOffset != 8)
return;
error("Room %d not in %s", room, filename.c_str());
return;
}
askForDisk(filename.c_str(), diskNumber);
}
do {
char buf[16];
snprintf(buf, sizeof(buf), "%.3d.lfl", room);
encByte = 0;
if (openResourceFile(buf, encByte))
break;
askForDisk(buf, diskNumber);
} while (1);
deleteRoomOffsets();
_fileOffset = 0; // start of file
}
void ScummEngine::closeRoom() {
if (_lastLoadedRoom != -1) {
_lastLoadedRoom = -1;
deleteRoomOffsets();
_fileHandle->close();
}
}
/** Delete the currently loaded room offsets. */
void ScummEngine::deleteRoomOffsets() {
for (int i = 0; i < _numRooms; i++) {
if (_res->_types[rtRoom][i]._roomoffs != RES_INVALID_OFFSET)
_res->_types[rtRoom][i]._roomoffs = 0;
}
}
/** Read room offsets */
void ScummEngine::readRoomsOffsets() {
if (_game.features & GF_SMALL_HEADER) {
_fileHandle->seek(12, SEEK_SET); // Directly searching for the room offset block would be more generic...
} else {
_fileHandle->seek(16, SEEK_SET);
}
int num = _fileHandle->readByte();
while (num--) {
int room = _fileHandle->readByte();
int offset = _fileHandle->readUint32LE();
if (_res->_types[rtRoom][room]._roomoffs != RES_INVALID_OFFSET) {
_res->_types[rtRoom][room]._roomoffs = offset;
}
}
}
bool ScummEngine::openFile(BaseScummFile &file, const Common::String &filename, bool resourceFile) {
bool result = false;
if (!_containerFile.empty()) {
file.close();
file.open(_containerFile);
assert(file.isOpen());
result = file.openSubFile(filename);
}
if (!result) {
file.close();
result = file.open(filename);
}
return result;
}
bool ScummEngine::openResourceFile(const Common::String &filename, byte encByte) {
debugC(DEBUG_GENERAL, "openResourceFile(%s)", filename.c_str());
if (openFile(*_fileHandle, filename, true)) {
_fileHandle->setEnc(encByte);
return true;
}
return false;
}
void ScummEngine::askForDisk(const char *filename, int disknum) {
char buf[128];
if (_game.version == 8) {
#ifdef ENABLE_SCUMM_7_8
char result;
_imuseDigital->stopAllSounds();
#ifdef MACOSX
sprintf(buf, "Cannot find file: '%s'\nPlease insert disc %d.\nPress OK to retry, Quit to exit", filename, disknum);
#else
sprintf(buf, "Cannot find file: '%s'\nInsert disc %d into drive %s\nPress OK to retry, Quit to exit", filename, disknum, ConfMan.get("path").c_str());
#endif
result = displayMessage("Quit", "%s", buf);
if (!result) {
error("Cannot find file: '%s'", filename);
}
#endif
} else {
sprintf(buf, "Cannot find file: '%s'", filename);
InfoDialog dialog(this, Common::U32String(buf));
runDialog(dialog);
error("Cannot find file: '%s'", filename);
}
}
void ScummEngine::readIndexFile() {
uint32 blocktype, itemsize;
int numblock = 0;
debugC(DEBUG_GENERAL, "readIndexFile()");
closeRoom();
openRoom(0);
if (_game.version <= 5) {
// Figure out the sizes of various resources
while (true) {
blocktype = _fileHandle->readUint32BE();
itemsize = _fileHandle->readUint32BE();
if (_fileHandle->eos() || _fileHandle->err())
break;
switch (blocktype) {
case MKTAG('D','O','B','J'):
_numGlobalObjects = _fileHandle->readUint16LE();
itemsize -= 2;
break;
case MKTAG('D','R','O','O'):
_numRooms = _fileHandle->readUint16LE();
itemsize -= 2;
break;
case MKTAG('D','S','C','R'):
_numScripts = _fileHandle->readUint16LE();
itemsize -= 2;
break;
case MKTAG('D','C','O','S'):
_numCostumes = _fileHandle->readUint16LE();
itemsize -= 2;
break;
case MKTAG('D','S','O','U'):
_numSounds = _fileHandle->readUint16LE();
itemsize -= 2;
break;
default:
break;
}
_fileHandle->seek(itemsize - 8, SEEK_CUR);
}
_fileHandle->seek(0, SEEK_SET);
}
if (checkTryMedia(_fileHandle)) {
displayMessage(NULL, "You're trying to run game encrypted by ActiveMark. This is not supported.");
quitGame();
return;
}
while (true) {
blocktype = _fileHandle->readUint32BE();
itemsize = _fileHandle->readUint32BE();
if (_fileHandle->eos() || _fileHandle->err())
break;
numblock++;
debug(2, "Reading index block of type '%s', size %d", tag2str(blocktype), itemsize);
readIndexBlock(blocktype, itemsize);
}
// if (numblock!=9)
// error("Not enough blocks read from directory");
closeRoom();
}
#define TRYMEDIA_MARK_LEN 6
bool checkTryMedia(BaseScummFile *handle) {
byte buf[TRYMEDIA_MARK_LEN];
bool matched = true;
const byte magic[2][TRYMEDIA_MARK_LEN] =
{{ 0x00, 'T', 'M', 'S', 'A', 'M' },
{ 'i', '=', '$', ':', '(', '$' }}; // Same but 0x69 xored
handle->read(buf, TRYMEDIA_MARK_LEN);
for (int i = 0; i < 2; i++) {
matched = true;
for (int j = 0; j < TRYMEDIA_MARK_LEN; j++)
if (buf[j] != magic[i][j]) {
matched = false;
break;
}
if (matched)
break;
}
if (matched)
return true;
handle->seek(0, SEEK_SET);
return false;
}
#ifdef ENABLE_SCUMM_7_8
void ScummEngine_v7::readIndexBlock(uint32 blocktype, uint32 itemsize) {
int num;
char *ptr;
switch (blocktype) {
case MKTAG('A','N','A','M'): // Used by: The Dig, FT
num = _fileHandle->readUint16LE();
ptr = (char *)malloc(num * 9);
_fileHandle->read(ptr, num * 9);
_imuseDigital->setAudioNames(num, ptr);
break;
case MKTAG('D','R','S','C'): // Used by: COMI
readResTypeList(rtRoomScripts);
break;
default:
ScummEngine::readIndexBlock(blocktype, itemsize);
}
}
#endif
void ScummEngine_v70he::readIndexBlock(uint32 blocktype, uint32 itemsize) {
int i;
switch (blocktype) {
case MKTAG('D','I','R','I'):
readResTypeList(rtRoomImage);
break;
case MKTAG('D','I','R','M'):
readResTypeList(rtImage);
break;
case MKTAG('D','I','R','T'):
readResTypeList(rtTalkie);
break;
case MKTAG('D','L','F','L'):
i = _fileHandle->readUint16LE();
_fileHandle->seek(-2, SEEK_CUR);
_heV7RoomOffsets = (byte *)calloc(2 + (i * 4), 1);
_fileHandle->read(_heV7RoomOffsets, (2 + (i * 4)) );
break;
case MKTAG('D','I','S','K'):
i = _fileHandle->readUint16LE();
_heV7DiskOffsets = (byte *)calloc(i, 1);
_fileHandle->read(_heV7DiskOffsets, i);
break;
case MKTAG('S','V','E','R'):
// Index version number
_fileHandle->seek(itemsize - 8, SEEK_CUR);
break;
case MKTAG('I','N','I','B'):
_fileHandle->seek(itemsize - 8, SEEK_CUR);
debug(2, "INIB index block not yet handled, skipping");
break;
default:
ScummEngine::readIndexBlock(blocktype, itemsize);
}
}
void ScummEngine::readIndexBlock(uint32 blocktype, uint32 itemsize) {
int i;
switch (blocktype) {
case MKTAG('D','C','H','R'):
case MKTAG('D','I','R','F'):
readResTypeList(rtCharset);
break;
case MKTAG('D','O','B','J'):
readGlobalObjects();
break;
case MKTAG('R','N','A','M'):
// Names of rooms. Maybe we should put them into a table, for use by the debugger?
if (_game.heversion >= 80) {
for (int room; (room = _fileHandle->readUint16LE()); ) {
char buf[100];
i = 0;
for (byte s; (s = _fileHandle->readByte()) && i < ARRAYSIZE(buf) - 1; ) {
buf[i++] = s;
}
buf[i] = 0;
debug(5, "Room %d: '%s'", room, buf);
}
} else {
for (int room; (room = _fileHandle->readByte()); ) {
char buf[10];
_fileHandle->read(buf, 9);
buf[9] = 0;
for (i = 0; i < 9; i++)
buf[i] ^= 0xFF;
debug(5, "Room %d: '%s'", room, buf);
}
}
break;
case MKTAG('D','R','O','O'):
case MKTAG('D','I','R','R'):
readResTypeList(rtRoom);
break;
case MKTAG('D','S','C','R'):
case MKTAG('D','I','R','S'):
readResTypeList(rtScript);
break;
case MKTAG('D','C','O','S'):
case MKTAG('D','I','R','C'):
readResTypeList(rtCostume);
break;
case MKTAG('M','A','X','S'):
readMAXS(itemsize);
allocateArrays();
break;
case MKTAG('D','I','R','N'):
case MKTAG('D','S','O','U'):
readResTypeList(rtSound);
break;
case MKTAG('A','A','R','Y'):
readArrayFromIndexFile();
break;
default:
error("Bad ID %04X('%s') found in index file directory", blocktype,
tag2str(blocktype));
}
}
void ScummEngine::readArrayFromIndexFile() {
error("readArrayFromIndexFile() not supported in pre-V6 games");
}
int ScummEngine::readResTypeList(ResType type) {
uint num;
ResId idx;
if (_game.version == 8)
num = _fileHandle->readUint32LE();
else
num = _fileHandle->readUint16LE();
if (num != _res->_types[type].size()) {
error("Invalid number of %ss (%d) in directory", nameOfResType(type), num);
}
debug(2, " readResTypeList(%s): %d entries", nameOfResType(type), num);
for (idx = 0; idx < num; idx++) {
_res->_types[type][idx]._roomno = _fileHandle->readByte();
}
for (idx = 0; idx < num; idx++) {
_res->_types[type][idx]._roomoffs = _fileHandle->readUint32LE();
}
return num;
}
int ScummEngine_v70he::readResTypeList(ResType type) {
uint num;
ResId idx;
num = ScummEngine::readResTypeList(type);
if (type == rtRoom)
for (idx = 0; idx < num; idx++) {
_heV7RoomIntOffsets[idx] = _res->_types[rtRoom][idx]._roomoffs;
}
for (idx = 0; idx < num; idx++) {
// The globsize is currently not being used
/*_res->_types[type][idx]._globsize =*/ _fileHandle->readUint32LE();
}
return num;
}
void ResourceManager::allocResTypeData(ResType type, uint32 tag, int num, ResTypeMode mode) {
debug(2, "allocResTypeData(%s,%s,%d,%d)", nameOfResType(type), tag2str(TO_BE_32(tag)), num, mode);
assert(type >= 0 && type < (int)(ARRAYSIZE(_types)));
if (num >= 8000)
error("Too many %s resources (%d) in directory", nameOfResType(type), num);
_types[type]._mode = mode;
_types[type]._tag = tag;
// If there was data in there, let's clear it out completely. This is important
// in case we are restarting the game.
_types[type].clear();
_types[type].resize(num);
/*
TODO: Use multiple Resource subclasses, one for each res mode; then,
given them serializability.
if (mode) {
_types[type].roomno = (byte *)calloc(num, sizeof(byte));
_types[type].roomoffs = (uint32 *)calloc(num, sizeof(uint32));
}
if (_vm->_game.heversion >= 70) {
_types[type].globsize = (uint32 *)calloc(num, sizeof(uint32));
}
*/
}
void ScummEngine::loadCharset(int no) {
int i;
byte *ptr;
debugC(DEBUG_GENERAL, "loadCharset(%d)", no);
/* FIXME - hack around crash in Indy4 (occurs if you try to load after dieing) */
if (_game.id == GID_INDY4 && no == 0)
no = 1;
/* for Humongous catalogs */
if (_game.heversion >= 70 && _numCharsets == 1) {
debug(0, "Not loading charset as it doesn't seem to exist?");
return;
}
assert(no < (int)sizeof(_charsetData) / 16);
assertRange(1, no, _numCharsets - 1, "charset");
ptr = getResourceAddress(rtCharset, no);
for (i = 0; i < 15; i++) {
_charsetData[no][i + 1] = ptr[i + 14];
}
}
void ScummEngine::nukeCharset(int i) {
assertRange(1, i, _numCharsets - 1, "charset");
_res->nukeResource(rtCharset, i);
}
void ScummEngine::ensureResourceLoaded(ResType type, ResId idx) {
debugC(DEBUG_RESOURCE, "ensureResourceLoaded(%s,%d)", nameOfResType(type), idx);
if ((type == rtRoom) && idx > 0x7F && _game.version < 7 && _game.heversion <= 71) {
idx = _resourceMapper[idx & 0x7F];
}
// FIXME: This check used to be "idx==0". However, that causes
// problems when using this function to ensure charset 0 is loaded.
// This is done for many games, e.g. Zak256 or Indy3 (EGA and VGA).
// For now we restrict the check to anything which is not a charset.
// Question: Why was this check like that in the first place?
// Answer: costumes with an index of zero in the newer games at least.
// TODO: determine why the heck anything would try to load a costume
// with id 0. Is that "normal", or is it caused by yet another bug in
// our code base? After all we also have to add special cases for many
// of our script opcodes that check for the (invalid) actor 0... so
// maybe both issues are related...
if (type != rtCharset && idx == 0)
return;
if (idx <= _res->_types[type].size() && _res->_types[type][idx]._address)
return;
loadResource(type, idx);
if (_game.version == 5 && type == rtRoom && (int)idx == _roomResource)
VAR(VAR_ROOM_FLAG) = 1;
}
int ScummEngine::loadResource(ResType type, ResId idx) {
int roomNr;
uint32 fileOffs;
uint32 size, tag;
debugC(DEBUG_RESOURCE, "loadResource(%s,%d)", nameOfResType(type), idx);
if (type == rtCharset && (_game.features & GF_SMALL_HEADER)) {
loadCharset(idx);
return 1;
}
roomNr = getResourceRoomNr(type, idx);
if (idx >= _res->_types[type].size())
error("%s %d undefined %d %d", nameOfResType(type), idx, _res->_types[type].size(), roomNr);
if (roomNr == 0)
roomNr = _roomResource;
fileOffs = getResourceRoomOffset(type, idx);
if (fileOffs == RES_INVALID_OFFSET)
return 0;
openRoom(roomNr);
_fileHandle->seek(fileOffs + _fileOffset, SEEK_SET);
if (_game.features & GF_OLD_BUNDLE) {
if ((_game.version == 3) && !(_game.platform == Common::kPlatformAmiga) && (type == rtSound)) {
return readSoundResourceSmallHeader(idx);
} else {
// WORKAROUND: Apple //gs MM has malformed sound resource #68
if (_fileHandle->pos() + 2 > _fileHandle->size()) {
warning("loadResource(%s,%d): resource is too short", nameOfResType(type), idx);
size = 0;
} else {
size = _fileHandle->readUint16LE();
_fileHandle->seek(-2, SEEK_CUR);
}
}
} else if (_game.features & GF_SMALL_HEADER) {
if (_game.version == 4)
_fileHandle->seek(8, SEEK_CUR);
size = _fileHandle->readUint32LE();
tag = _fileHandle->readUint16LE();
_fileHandle->seek(-6, SEEK_CUR);
if ((type == rtSound) && !(_game.platform == Common::kPlatformAmiga) && !(_game.platform == Common::kPlatformFMTowns)) {
return readSoundResourceSmallHeader(idx);
}
} else {
if (type == rtSound) {
return readSoundResource(idx);
}
// Sanity check: Is this the right tag for this resource type?
//
// Currently disabled for newer HE games because they use different
// tags. For example, for rtRoom, 'ROOM' changed to 'RMDA'; and for
// rtImage, 'AWIZ' and 'MULT' can both occur simultaneously.
// On the long run, it would be preferable to not turn this check off,
// but instead to explicitly support the variations in the HE games.
tag = _fileHandle->readUint32BE();
if (tag != _res->_types[type]._tag && _game.heversion < 70) {
error("Unknown res tag '%s' encountered (expected '%s') "
"while trying to load res (%s,%d) in room %d at %d+%d in file %s",
tag2str(tag), tag2str(_res->_types[type]._tag),
nameOfResType(type), idx, roomNr,
_fileOffset, fileOffs, _fileHandle->getName());
}
size = _fileHandle->readUint32BE();
_fileHandle->seek(-8, SEEK_CUR);
}
_fileHandle->read(_res->createResource(type, idx, size), size);
// dump the resource if requested
if (_dumpScripts && type == rtScript) {
dumpResource("script-", idx, getResourceAddress(rtScript, idx));
}
if (_fileHandle->err() || _fileHandle->eos()) {
error("Cannot read resource");
}
return 1;
}
int ScummEngine::getResourceRoomNr(ResType type, ResId idx) {
if (type == rtRoom && _game.heversion < 70)
return idx;
return _res->_types[type][idx]._roomno;
}
uint32 ScummEngine::getResourceRoomOffset(ResType type, ResId idx) {
if (type == rtRoom) {
return (_game.version == 8) ? 8 : 0;
}
return _res->_types[type][idx]._roomoffs;
}
uint32 ScummEngine_v70he::getResourceRoomOffset(ResType type, ResId idx) {
if (type == rtRoom) {
return _heV7RoomIntOffsets[idx];
}
return _res->_types[type][idx]._roomoffs;
}
int ScummEngine::getResourceSize(ResType type, ResId idx) {
byte *ptr = getResourceAddress(type, idx);
assert(ptr);
return _res->_types[type][idx]._size;
}
byte *ScummEngine::getResourceAddress(ResType type, ResId idx) {
byte *ptr;
if (_game.heversion >= 80 && type == rtString)
idx &= ~0x33539000;
if (!_res->validateResource("getResourceAddress", type, idx))
return NULL;
// If the resource is missing, but loadable from the game data files, try to do so.
if (!_res->_types[type][idx]._address && _res->_types[type]._mode != kDynamicResTypeMode) {
ensureResourceLoaded(type, idx);
}
ptr = (byte *)_res->_types[type][idx]._address;
if (!ptr) {
debugC(DEBUG_RESOURCE, "getResourceAddress(%s,%d) == NULL", nameOfResType(type), idx);
return NULL;
}
_res->setResourceCounter(type, idx, 1);
debugC(DEBUG_RESOURCE, "getResourceAddress(%s,%d) == %p", nameOfResType(type), idx, (void *)ptr);
return ptr;
}
byte *ScummEngine::getStringAddress(ResId idx) {
byte *addr = getResourceAddress(rtString, idx);
return addr;
}
byte *ScummEngine_v6::getStringAddress(ResId idx) {
byte *addr = getResourceAddress(rtString, idx);
if (addr == NULL)
return NULL;
// Skip over the ArrayHeader
return addr + 6;
}
byte *ScummEngine::getStringAddressVar(int i) {
return getStringAddress(_scummVars[i]);
}
void ResourceManager::increaseExpireCounter() {
++_expireCounter;
if (_expireCounter == 0) { // overflow?
increaseResourceCounters();
}
}
void ResourceManager::increaseResourceCounters() {
for (ResType type = rtFirst; type <= rtLast; type = ResType(type + 1)) {
ResId idx = _types[type].size();
while (idx-- > 0) {
byte counter = _types[type][idx].getResourceCounter();
if (counter && counter < RF_USAGE_MAX) {
setResourceCounter(type, idx, counter + 1);
}
}
}
}
void ResourceManager::setResourceCounter(ResType type, ResId idx, byte counter) {
_types[type][idx].setResourceCounter(counter);
}
void ResourceManager::Resource::setResourceCounter(byte counter) {
_flags &= RF_LOCK; // Clear lower 7 bits, preserve the lock bit.
_flags |= counter; // Update the usage counter
}
byte ResourceManager::Resource::getResourceCounter() const {
return _flags & RF_USAGE;
}
/* 2 bytes safety area to make "precaching" of bytes in the gdi drawer easier */
#define SAFETY_AREA 2
byte *ResourceManager::createResource(ResType type, ResId idx, uint32 size) {
debugC(DEBUG_RESOURCE, "_res->createResource(%s,%d,%d)", nameOfResType(type), idx, size);
if (!validateResource("allocating", type, idx))
return NULL;
if (_vm->_game.version <= 2) {
// Nuking and reloading a resource can be harmful in some
// cases. For instance, Zak tries to reload the intro music
// while it's playing. See bug #1253171.
if (_types[type][idx]._address && (type == rtSound || type == rtScript || type == rtCostume))
return _types[type][idx]._address;
}
nukeResource(type, idx);
expireResources(size);
byte *ptr = new byte[size + SAFETY_AREA];
if (ptr == NULL) {
error("createResource(%s,%d): Out of memory while allocating %d", nameOfResType(type), idx, size);
}
memset(ptr, 0, size + SAFETY_AREA);
_allocatedSize += size;
_types[type][idx]._address = ptr;
_types[type][idx]._size = size;
setResourceCounter(type, idx, 1);
return ptr;
}
ResourceManager::Resource::Resource() {
_address = 0;
_size = 0;
_flags = 0;
_status = 0;
_roomno = 0;
_roomoffs = 0;
}
ResourceManager::Resource::~Resource() {
delete[] _address;
_address = 0;
}
void ResourceManager::Resource::nuke() {
delete[] _address;
_address = 0;
_size = 0;
_flags = 0;
_status &= ~RS_MODIFIED;
}
ResourceManager::ResTypeData::ResTypeData() {
_mode = kDynamicResTypeMode;
_tag = 0;
}
ResourceManager::ResTypeData::~ResTypeData() {
}
ResourceManager::ResourceManager(ScummEngine *vm) : _vm(vm) {
_allocatedSize = 0;
_maxHeapThreshold = 0;
_minHeapThreshold = 0;
_expireCounter = 0;
}
ResourceManager::~ResourceManager() {
freeResources();
}
void ResourceManager::setHeapThreshold(int min, int max) {
assert(0 < max);
assert(min <= max);
_maxHeapThreshold = max;
_minHeapThreshold = min;
}
bool ResourceManager::validateResource(const char *str, ResType type, ResId idx) const {
if (type < rtFirst || type > rtLast || (uint)idx >= (uint)_types[type].size()) {
warning("%s Illegal Glob type %s (%d) num %d", str, nameOfResType(type), type, idx);
return false;
}
return true;
}
void ResourceManager::nukeResource(ResType type, ResId idx) {
byte *ptr = _types[type][idx]._address;
if (ptr != NULL) {
debugC(DEBUG_RESOURCE, "nukeResource(%s,%d)", nameOfResType(type), idx);
_allocatedSize -= _types[type][idx]._size;
_types[type][idx].nuke();
}
}
const byte *ScummEngine::findResourceData(uint32 tag, const byte *ptr) {
if (_game.features & GF_OLD_BUNDLE)
error("findResourceData must not be used in GF_OLD_BUNDLE games");
else if (_game.features & GF_SMALL_HEADER)
ptr = findResourceSmall(tag, ptr);
else
ptr = findResource(tag, ptr);
if (ptr == NULL)
return NULL;
return ptr + _resourceHeaderSize;
}
int ScummEngine::getResourceDataSize(const byte *ptr) const {
if (ptr == NULL)
return 0;
if (_game.features & GF_OLD_BUNDLE)
return READ_LE_UINT16(ptr) - _resourceHeaderSize;
else if (_game.features & GF_SMALL_HEADER)
return READ_LE_UINT32(ptr) - _resourceHeaderSize;
else
return READ_BE_UINT32(ptr - 4) - _resourceHeaderSize;
}
void ResourceManager::lock(ResType type, ResId idx) {
if (!validateResource("Locking", type, idx))
return;
_types[type][idx].lock();
}
void ResourceManager::unlock(ResType type, ResId idx) {
if (!validateResource("Unlocking", type, idx))
return;
_types[type][idx].unlock();
}
bool ResourceManager::isLocked(ResType type, ResId idx) const {
if (!validateResource("isLocked", type, idx))
return false;
return _types[type][idx].isLocked();
}
void ResourceManager::Resource::lock() {
_flags |= RF_LOCK;
}
void ResourceManager::Resource::unlock() {
_flags &= ~RF_LOCK;
}
bool ResourceManager::Resource::isLocked() const {
return (_flags & RF_LOCK) != 0;
}
bool ScummEngine::isResourceInUse(ResType type, ResId idx) const {
if (!_res->validateResource("isResourceInUse", type, idx))
return false;
switch (type) {
case rtRoom:
return _roomResource == (byte)idx;
case rtRoomImage:
return _roomResource == (byte)idx;
case rtRoomScripts:
return _roomResource == (byte)idx;
case rtScript:
return isScriptInUse(idx);
case rtCostume:
return isCostumeInUse(idx);
case rtSound:
// Sound resource 1 is used for queued speech
if (_game.heversion >= 60 && idx == 1)
return true;
else
return _sound->isSoundInUse(idx);
case rtCharset:
return _charset->getCurID() == (int)idx;
case rtImage:
return _res->isModified(type, idx) != 0;
case rtSpoolBuffer:
return _sound->isSoundRunning(10000 + idx) != 0;
default:
return false;
}
}
void ResourceManager::setModified(ResType type, ResId idx) {
if (!validateResource("Modified", type, idx))
return;
_types[type][idx].setModified();
}
void ResourceManager::setOffHeap(ResType type, ResId idx) {
if (!validateResource("setOffHeap", type, idx))
return;
_types[type][idx].setOffHeap();
}
void ResourceManager::setOnHeap(ResType type, ResId idx) {
if (!validateResource("setOnHeap", type, idx))
return;
_types[type][idx].setOnHeap();
}
bool ResourceManager::isModified(ResType type, ResId idx) const {
if (!validateResource("isModified", type, idx))
return false;
return _types[type][idx].isModified();
}
bool ResourceManager::Resource::isModified() const {
return (_status & RS_MODIFIED) != 0;
}
bool ResourceManager::Resource::isOffHeap() const {
return (_status & RF_OFFHEAP) != 0;
}
void ResourceManager::Resource::setModified() {
_status |= RS_MODIFIED;
}
void ResourceManager::Resource::setOffHeap() {
_status |= RF_OFFHEAP;
}
void ResourceManager::Resource::setOnHeap() {
_status &= ~RF_OFFHEAP;
}
void ResourceManager::expireResources(uint32 size) {
byte best_counter;
ResType best_type;
int best_res = 0;
uint32 oldAllocatedSize;
if (_expireCounter != 0xFF) {
_expireCounter = 0xFF;
increaseResourceCounters();
}
if (size + _allocatedSize < _maxHeapThreshold)
return;
oldAllocatedSize = _allocatedSize;
do {
best_type = rtInvalid;
best_counter = 2;
for (ResType type = rtFirst; type <= rtLast; type = ResType(type + 1)) {
if (_types[type]._mode != kDynamicResTypeMode) {
// Resources of this type can be reloaded from the data files,
// so we can potentially unload them to free memory.
ResId idx = _types[type].size();
while (idx-- > 0) {
Resource &tmp = _types[type][idx];
byte counter = tmp.getResourceCounter();
if (!tmp.isLocked() && counter >= best_counter && tmp._address && !_vm->isResourceInUse(type, idx) && !tmp.isOffHeap()) {
best_counter = counter;
best_type = type;
best_res = idx;
}
}
}
}
if (!best_type)
break;
nukeResource(best_type, best_res);
} while (size + _allocatedSize > _minHeapThreshold);
increaseResourceCounters();
debugC(DEBUG_RESOURCE, "Expired resources, mem %d -> %d", oldAllocatedSize, _allocatedSize);
}
void ResourceManager::freeResources() {
for (ResType type = rtFirst; type <= rtLast; type = ResType(type + 1)) {
ResId idx = _types[type].size();
while (idx-- > 0) {
if (isResourceLoaded(type, idx))
nukeResource(type, idx);
}
_types[type].clear();
}
}
void ScummEngine::loadPtrToResource(ResType type, ResId idx, const byte *source) {
byte *alloced;
int len;
_res->nukeResource(type, idx);
len = resStrLen(source) + 1;
if (len <= 0)
return;
alloced = _res->createResource(type, idx, len);
if (!source) {
// Need to refresh the script pointer, since createResource may
// have caused the script resource to expire.
refreshScriptPointer();
memcpy(alloced, _scriptPointer, len);
_scriptPointer += len;
} else {
memcpy(alloced, source, len);
}
}
bool ResourceManager::isResourceLoaded(ResType type, ResId idx) const {
if (!validateResource("isResourceLoaded", type, idx))
return false;
return _types[type][idx]._address != NULL;
}
void ResourceManager::resourceStats() {
uint32 lockedSize = 0, lockedNum = 0;
for (ResType type = rtFirst; type <= rtLast; type = ResType(type + 1)) {
ResId idx = _types[type].size();
while (idx-- > 0) {
Resource &tmp = _types[type][idx];
if (tmp.isLocked() && tmp._address) {
lockedSize += tmp._size;
lockedNum++;
}
}
}
debug(1, "Total allocated size=%d, locked=%d(%d)", _allocatedSize, lockedSize, lockedNum);
}
void ScummEngine_v5::readMAXS(int blockSize) {
_numVariables = _fileHandle->readUint16LE(); // 800
_fileHandle->readUint16LE(); // 16
_numBitVariables = _fileHandle->readUint16LE(); // 2048
_numLocalObjects = _fileHandle->readUint16LE(); // 200
_numArray = 50;
_numVerbs = 100;
// Used to be 50, which wasn't enough for MI2 and FOA. See bugs
// #933610, #936323 and #941275.
_numNewNames = 150;
_objectRoomTable = NULL;
_fileHandle->readUint16LE(); // 50
_numCharsets = _fileHandle->readUint16LE(); // 9
_fileHandle->readUint16LE(); // 100
_fileHandle->readUint16LE(); // 50
_numInventory = _fileHandle->readUint16LE(); // 80
_numGlobalScripts = 200;
_shadowPaletteSize = 256;
_numFlObject = 50;
if (_shadowPaletteSize)
_shadowPalette = (byte *)calloc(_shadowPaletteSize, 1);
}
#ifdef ENABLE_SCUMM_7_8
void ScummEngine_v8::readMAXS(int blockSize) {
_fileHandle->seek(50, SEEK_CUR); // Skip over SCUMM engine version
_fileHandle->seek(50, SEEK_CUR); // Skip over data file version
_numVariables = _fileHandle->readUint32LE(); // 1500
_numBitVariables = _fileHandle->readUint32LE(); // 2048
_fileHandle->readUint32LE(); // 40
_numScripts = _fileHandle->readUint32LE(); // 458
_numSounds = _fileHandle->readUint32LE(); // 789
_numCharsets = _fileHandle->readUint32LE(); // 1
_numCostumes = _fileHandle->readUint32LE(); // 446
_numRooms = _fileHandle->readUint32LE(); // 95
_fileHandle->readUint32LE(); // 80
_numGlobalObjects = _fileHandle->readUint32LE(); // 1401
_fileHandle->readUint32LE(); // 60
_numLocalObjects = _fileHandle->readUint32LE(); // 200
_numNewNames = _fileHandle->readUint32LE(); // 100
_numFlObject = _fileHandle->readUint32LE(); // 128
_numInventory = _fileHandle->readUint32LE(); // 80
_numArray = _fileHandle->readUint32LE(); // 200
_numVerbs = _fileHandle->readUint32LE(); // 50
_objectRoomTable = (byte *)calloc(_numGlobalObjects, 1);
_numGlobalScripts = 2000;
_shadowPaletteSize = NUM_SHADOW_PALETTE * 256;
_shadowPalette = (byte *)calloc(_shadowPaletteSize, 1);
}
void ScummEngine_v7::readMAXS(int blockSize) {
_fileHandle->seek(50, SEEK_CUR); // Skip over SCUMM engine version
_fileHandle->seek(50, SEEK_CUR); // Skip over data file version
_numVariables = _fileHandle->readUint16LE();
_numBitVariables = _fileHandle->readUint16LE();
_fileHandle->readUint16LE();
_numGlobalObjects = _fileHandle->readUint16LE();
_numLocalObjects = _fileHandle->readUint16LE();
_numNewNames = _fileHandle->readUint16LE();
_numVerbs = _fileHandle->readUint16LE();
_numFlObject = _fileHandle->readUint16LE();
_numInventory = _fileHandle->readUint16LE();
_numArray = _fileHandle->readUint16LE();
_numRooms = _fileHandle->readUint16LE();
_numScripts = _fileHandle->readUint16LE();
_numSounds = _fileHandle->readUint16LE();
_numCharsets = _fileHandle->readUint16LE();
_numCostumes = _fileHandle->readUint16LE();
_objectRoomTable = (byte *)calloc(_numGlobalObjects, 1);
if ((_game.id == GID_FT) && (_game.features & GF_DEMO) &&
(_game.platform == Common::kPlatformDOS))
_numGlobalScripts = 300;
else
_numGlobalScripts = 2000;
_shadowPaletteSize = NUM_SHADOW_PALETTE * 256;
_shadowPalette = (byte *)calloc(_shadowPaletteSize, 1);
}
#endif
void ScummEngine_v6::readMAXS(int blockSize) {
if (blockSize == 38) {
_numVariables = _fileHandle->readUint16LE();
_fileHandle->readUint16LE();
_numBitVariables = _fileHandle->readUint16LE();
_numLocalObjects = _fileHandle->readUint16LE();
_numArray = _fileHandle->readUint16LE();
_fileHandle->readUint16LE();
_numVerbs = _fileHandle->readUint16LE();
_numFlObject = _fileHandle->readUint16LE();
_numInventory = _fileHandle->readUint16LE();
_numRooms = _fileHandle->readUint16LE();
_numScripts = _fileHandle->readUint16LE();
_numSounds = _fileHandle->readUint16LE();
_numCharsets = _fileHandle->readUint16LE();
_numCostumes = _fileHandle->readUint16LE();
_numGlobalObjects = _fileHandle->readUint16LE();
_numNewNames = 50;
_objectRoomTable = NULL;
_numGlobalScripts = 200;
if (_game.heversion >= 70) {
_objectRoomTable = (byte *)calloc(_numGlobalObjects, 1);
}
if (_game.heversion <= 70) {
_shadowPaletteSize = 256;
_shadowPalette = (byte *)calloc(_shadowPaletteSize, 1);
}
} else
error("readMAXS(%d) failed to read MAXS data", blockSize);
}
void ScummEngine::readGlobalObjects() {
int i;
int num = _fileHandle->readUint16LE();
assert(num == _numGlobalObjects);
assert(_objectStateTable);
assert(_objectOwnerTable);
_fileHandle->read(_objectOwnerTable, num);
for (i = 0; i < num; i++) {
_objectStateTable[i] = _objectOwnerTable[i] >> OF_STATE_SHL;
_objectOwnerTable[i] &= OF_OWNER_MASK;
}
_fileHandle->read(_classData, num * sizeof(uint32));
#if defined(SCUMM_BIG_ENDIAN)
// Correct the endianess if necessary
for (i = 0; i != num; i++)
_classData[i] = FROM_LE_32(_classData[i]);
#endif
}
#ifdef ENABLE_SCUMM_7_8
void ScummEngine_v8::readGlobalObjects() {
int i;
int num = _fileHandle->readUint32LE();
assert(num == _numGlobalObjects);
assert(_objectStateTable);
assert(_objectOwnerTable);
_objectIDMap = new ObjectNameId[num];
_objectIDMapSize = num;
for (i = 0; i < num; i++) {
// Add to object name-to-id map
_fileHandle->read(_objectIDMap[i].name, 40);
_objectIDMap[i].id = i;
_objectStateTable[i] = _fileHandle->readByte();
_objectRoomTable[i] = _fileHandle->readByte();
_classData[i] = _fileHandle->readUint32LE();
}
memset(_objectOwnerTable, 0xFF, num);
// Finally, sort the object name->ID map, so we can later use
// bsearch on it. For this we (ab)use strcmp, which works fine
// since the table entries start with a string.
qsort(_objectIDMap, _objectIDMapSize, sizeof(ObjectNameId),
(int (*)(const void*, const void*))strcmp);
}
void ScummEngine_v7::readGlobalObjects() {
int num = _fileHandle->readUint16LE();
assert(num == _numGlobalObjects);
assert(_objectStateTable);
assert(_objectOwnerTable);
_fileHandle->read(_objectStateTable, num);
_fileHandle->read(_objectRoomTable, num);
memset(_objectOwnerTable, 0xFF, num);
_fileHandle->read(_classData, num * sizeof(uint32));
#if defined(SCUMM_BIG_ENDIAN)
// Correct the endianess if necessary
for (int i = 0; i != num; i++)
_classData[i] = FROM_LE_32(_classData[i]);
#endif
}
#endif
void ScummEngine::allocateArrays() {
// Note: Buffers are now allocated in scummMain to allow for
// early GUI init.
_objectOwnerTable = (byte *)calloc(_numGlobalObjects, 1);
_objectStateTable = (byte *)calloc(_numGlobalObjects, 1);
_classData = (uint32 *)calloc(_numGlobalObjects, sizeof(uint32));
_newNames = (uint16 *)calloc(_numNewNames, sizeof(uint16));
_inventory = (uint16 *)calloc(_numInventory, sizeof(uint16));
_verbs = (VerbSlot *)calloc(_numVerbs, sizeof(VerbSlot));
_objs = (ObjectData *)calloc(_numLocalObjects, sizeof(ObjectData));
_roomVars = (int32 *)calloc(_numRoomVariables, sizeof(int32));
_scummVars = (int32 *)calloc(_numVariables, sizeof(int32));
_bitVars = (byte *)calloc(_numBitVariables >> 3, 1);
if (_game.heversion >= 60) {
_arraySlot = (byte *)calloc(_numArray, 1);
}
_res->allocResTypeData(rtCostume, (_game.features & GF_NEW_COSTUMES) ? MKTAG('A','K','O','S') : MKTAG('C','O','S','T'),
_numCostumes, kStaticResTypeMode);
_res->allocResTypeData(rtRoom, MKTAG('R','O','O','M'), _numRooms, kStaticResTypeMode);
_res->allocResTypeData(rtRoomImage, MKTAG('R','M','I','M'), _numRooms, kStaticResTypeMode);
_res->allocResTypeData(rtRoomScripts, MKTAG('R','M','S','C'), _numRooms, kStaticResTypeMode);
_res->allocResTypeData(rtSound, MKTAG('S','O','U','N'), _numSounds, kSoundResTypeMode);
_res->allocResTypeData(rtScript, MKTAG('S','C','R','P'), _numScripts, kStaticResTypeMode);
_res->allocResTypeData(rtCharset, MKTAG('C','H','A','R'), _numCharsets, kStaticResTypeMode);
_res->allocResTypeData(rtObjectName, 0, _numNewNames, kDynamicResTypeMode);
_res->allocResTypeData(rtInventory, 0, _numInventory, kDynamicResTypeMode);
_res->allocResTypeData(rtTemp, 0, 10, kDynamicResTypeMode);
_res->allocResTypeData(rtScaleTable, 0, 5, kDynamicResTypeMode);
_res->allocResTypeData(rtActorName, 0, _numActors, kDynamicResTypeMode);
_res->allocResTypeData(rtVerb, 0, _numVerbs, kDynamicResTypeMode);
_res->allocResTypeData(rtString, 0, _numArray, kDynamicResTypeMode);
_res->allocResTypeData(rtFlObject, 0, _numFlObject, kDynamicResTypeMode);
_res->allocResTypeData(rtMatrix, 0, 10, kDynamicResTypeMode);
_res->allocResTypeData(rtImage, MKTAG('A','W','I','Z'), _numImages, kStaticResTypeMode);
_res->allocResTypeData(rtTalkie, MKTAG('T','L','K','E'), _numTalkies, kStaticResTypeMode);
}
void ScummEngine_v70he::allocateArrays() {
ScummEngine::allocateArrays();
_res->allocResTypeData(rtSpoolBuffer, 0, 9, kStaticResTypeMode);
_heV7RoomIntOffsets = (uint32 *)calloc(_numRooms, sizeof(uint32));
}
void ScummEngine::dumpResource(const char *tag, int id, const byte *ptr, int length) {
char buf[256];
Common::DumpFile out;
uint32 size;
if (length >= 0)
size = length;
else if (_game.features & GF_OLD_BUNDLE)
size = READ_LE_UINT16(ptr);
else if (_game.features & GF_SMALL_HEADER)
size = READ_LE_UINT32(ptr);
else
size = READ_BE_UINT32(ptr + 4);
sprintf(buf, "dumps/%s%d.dmp", tag, id);
out.open(buf);
if (out.isOpen() == false)
return;
out.write(ptr, size);
out.close();
}
ResourceIterator::ResourceIterator(const byte *searchin, bool smallHeader)
: _ptr(searchin), _smallHeader(smallHeader) {
assert(searchin);
if (_smallHeader) {
_size = READ_LE_UINT32(searchin);
_pos = 6;
_ptr = searchin + 6;
} else {
_size = READ_BE_UINT32(searchin + 4);
_pos = 8;
_ptr = searchin + 8;
}
}
const byte *ResourceIterator::findNext(uint32 tag) {
uint32 size = 0;
const byte *result = 0;
if (_smallHeader) {
uint16 smallTag = newTag2Old(tag);
do {
if (_pos >= _size)
return 0;
result = _ptr;
size = READ_LE_UINT32(result);
if ((int32)size <= 0)
return 0; // Avoid endless loop
_pos += size;
_ptr += size;
} while (READ_LE_UINT16(result + 4) != smallTag);
} else {
do {
if (_pos >= _size)
return 0;
result = _ptr;
size = READ_BE_UINT32(result + 4);
if ((int32)size <= 0)
return 0; // Avoid endless loop
_pos += size;
_ptr += size;
} while (READ_BE_UINT32(result) != tag);
}
return result;
}
const byte *ScummEngine::findResource(uint32 tag, const byte *searchin) {
uint32 curpos, totalsize, size;
debugC(DEBUG_RESOURCE, "findResource(%s, %p)", tag2str(tag), (const void *)searchin);
if (!searchin) {
if (_game.heversion >= 70) {
searchin = _resourceLastSearchBuf;
totalsize = _resourceLastSearchSize;
curpos = 0;
} else {
assert(searchin);
return NULL;
}
} else {
searchin += 4;
_resourceLastSearchSize = totalsize = READ_BE_UINT32(searchin);
curpos = 8;
searchin += 4;
}
while (curpos < totalsize) {
if (READ_BE_UINT32(searchin) == tag) {
_resourceLastSearchBuf = searchin;
return searchin;
}
size = READ_BE_UINT32(searchin + 4);
if ((int32)size <= 0) {
error("(%s) Not found in %d... illegal block len %d", tag2str(tag), 0, size);
return NULL;
}
curpos += size;
searchin += size;
}
return NULL;
}
const byte *findResourceSmall(uint32 tag, const byte *searchin) {
uint32 curpos, totalsize, size;
uint16 smallTag;
smallTag = newTag2Old(tag);
if (smallTag == 0)
return NULL;
assert(searchin);
totalsize = READ_LE_UINT32(searchin);
searchin += 6;
curpos = 6;
while (curpos < totalsize) {
size = READ_LE_UINT32(searchin);
if (READ_LE_UINT16(searchin + 4) == smallTag)
return searchin;
if ((int32)size <= 0) {
error("(%s) Not found in %d... illegal block len %d", tag2str(tag), 0, size);
return NULL;
}
curpos += size;
searchin += size;
}
return NULL;
}
uint16 newTag2Old(uint32 newTag) {
switch (newTag) {
case (MKTAG('R','M','H','D')):
return (0x4448); // HD
case (MKTAG('I','M','0','0')):
return (0x4D42); // BM
case (MKTAG('E','X','C','D')):
return (0x5845); // EX
case (MKTAG('E','N','C','D')):
return (0x4E45); // EN
case (MKTAG('S','C','A','L')):
return (0x4153); // SA
case (MKTAG('L','S','C','R')):
return (0x534C); // LS
case (MKTAG('O','B','C','D')):
return (0x434F); // OC
case (MKTAG('O','B','I','M')):
return (0x494F); // OI
case (MKTAG('S','M','A','P')):
return (0x4D42); // BM
case (MKTAG('C','L','U','T')):
return (0x4150); // PA
case (MKTAG('B','O','X','D')):
return (0x5842); // BX
case (MKTAG('C','Y','C','L')):
return (0x4343); // CC
case (MKTAG('E','P','A','L')):
return (0x5053); // SP
case (MKTAG('T','I','L','E')):
return (0x4C54); // TL
case (MKTAG('Z','P','0','0')):
return (0x505A); // ZP
default:
return (0);
}
}
const char *nameOfResType(ResType type) {
static char buf[100];
switch (type) {
case rtRoom:
return "Room";
case rtScript:
return "Script";
case rtCostume:
return "Costume";
case rtSound:
return "Sound";
case rtInventory:
return "Inventory";
case rtCharset:
return "Charset";
case rtString:
return "String";
case rtVerb:
return "Verb";
case rtActorName:
return "ActorName";
case rtBuffer:
return "Buffer";
case rtScaleTable:
return "ScaleTable";
case rtTemp:
return "Temp";
case rtFlObject:
return "FlObject";
case rtMatrix:
return "Matrix";
case rtBox:
return "Box";
case rtObjectName:
return "ObjectName";
case rtRoomScripts:
return "RoomScripts";
case rtRoomImage:
return "RoomImage";
case rtImage:
return "Image";
case rtTalkie:
return "Talkie";
case rtSpoolBuffer:
return "SpoolBuffer";
default:
sprintf(buf, "rt%d", type);
return buf;
}
}
} // End of namespace Scumm