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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef SWORD1_RESMAN_H
#define SWORD1_RESMAN_H
#include "sword1/memman.h"
#include "sword1/swordres.h"
#include "common/file.h"
#include "sword1/sworddefs.h"
#include "common/endian.h"
#include "common/mutex.h"
namespace Sword1 {
#define MAX_LABEL_SIZE (31+1)
#if defined(__PSP__)
#define MAX_OPEN_CLUS 4 // the PSP can't have more than 8 files open simultaneously
// since we also need filehandles for music and sometimes savegames
// set the maximum number of open clusters to 4.
#else
#define MAX_OPEN_CLUS 8 // don't open more than 8 files at once
#endif
struct Grp {
uint32 noRes;
MemHandle *resHandle;
uint32 *offset;
uint32 *length;
};
struct Clu {
uint32 refCount;
Common::File *file;
char label[MAX_LABEL_SIZE];
uint32 noGrp;
Grp *grp;
Clu *nextOpen;
};
struct Prj {
uint32 noClu;
Clu *clu;
};
class ResMan {
public:
ResMan(const char *fileName, bool isMacFile, bool isKorean);
~ResMan();
void flush();
void resClose(uint32 id);
void resOpen(uint32 id);
void *fetchRes(uint32 id);
void dumpRes(uint32 id);
void *openFetchRes(uint32 id);
void *cptResOpen(uint32 id);
Header *lockScript(uint32 scrID);
void unlockScript(uint32 scrID);
FrameHeader *fetchFrame(void *resourceData, uint32 frameNo);
uint16 getUint16(uint16 value) {
return (_isBigEndian) ? FROM_BE_16(value) : FROM_LE_16(value);
}
uint32 getUint32(uint32 value) {
return (_isBigEndian) ? FROM_BE_32(value) : FROM_LE_32(value);
}
uint16 getLEUint16(uint16 value) {
return FROM_LE_16(value);
}
uint32 getLEUint32(uint32 value) {
return FROM_LE_32(value);
}
uint16 readUint16(const void *ptr) {
return (_isBigEndian) ? READ_BE_UINT16(ptr) : READ_LE_UINT16(ptr);
}
uint32 readUint32(const void *ptr) {
return (_isBigEndian) ? READ_BE_UINT32(ptr) : READ_LE_UINT32(ptr);
}
uint32 readLEUint32(const void *ptr) {
return READ_LE_UINT32(ptr);
}
uint16 toUint16(uint16 value) {
return (_isBigEndian) ? TO_BE_16(value) : TO_LE_16(value);
}
uint32 toUint32(uint32 value) {
return (_isBigEndian) ? TO_BE_32(value) : TO_LE_32(value);
}
uint32 getDeathFontId();
private:
uint32 resLength(uint32 id);
MemHandle *resHandle(uint32 id);
uint32 resOffset(uint32 id);
Common::File *resFile(uint32 id);
void openCptResourceBigEndian(uint32 id);
void openScriptResourceBigEndian(uint32 id);
void openCptResourceLittleEndian(uint32 id);
void openScriptResourceLittleEndian(uint32 id);
void loadCluDescript(const char *fileName);
void freeCluDescript();
Prj _prj;
MemMan *_memMan;
static const uint32 _scriptList[TOTAL_SECTIONS]; //a table of resource tags
Clu *_openCluStart, *_openCluEnd;
int _openClus;
bool _isBigEndian;
bool _isKorTrs = false;
Common::Mutex _resourceAccessMutex;
uint32 _srIdList[29] = {
// the file numbers differ for the control panel file IDs, so we need this array
OTHER_SR_FONT, // SR_FONT
0x04050000, // SR_BUTTON
OTHER_SR_REDFONT, // SR_REDFONT
0x04050001, // SR_PALETTE
0x04050002, // SR_PANEL_ENGLISH
0x04050003, // SR_PANEL_FRENCH
0x04050004, // SR_PANEL_GERMAN
0x04050005, // SR_PANEL_ITALIAN
0x04050006, // SR_PANEL_SPANISH
0x04050007, // SR_PANEL_AMERICAN
0x04050008, // SR_TEXT_BUTTON
0x04050009, // SR_SPEED
0x0405000A, // SR_SCROLL1
0x0405000B, // SR_SCROLL2
0x0405000C, // SR_CONFIRM
0x0405000D, // SR_VOLUME
0x0405000E, // SR_VLIGHT
0x0405000F, // SR_VKNOB
0x04050010, // SR_WINDOW
0x04050011, // SR_SLAB1
0x04050012, // SR_SLAB2
0x04050013, // SR_SLAB3
0x04050014, // SR_SLAB4
0x04050015, // SR_BUTUF
0x04050016, // SR_BUTUS
0x04050017, // SR_BUTDS
0x04050018, // SR_BUTDF
0x04050019, // SR_DEATHPANEL
SR_DEATHFONT,
};
};
} // End of namespace Sword1
#endif //RESMAN_H
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