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engines/scumm/resource.h
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243
engines/scumm/resource.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SCUMM_RESOURCE_H
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#define SCUMM_RESOURCE_H
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#include "common/array.h"
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#include "scumm/scumm.h" // for ResType
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namespace Scumm {
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// Extra space allocated for every resource. Originaly a safety area to make
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// "precaching" of bytes in the gdi drawer easier. Now also taken into
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// consideration when doing bounds checking in o5_stringOps().
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#define SAFETY_AREA 2
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enum {
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OF_OWNER_MASK = 0x0F,
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OF_STATE_MASK = 0xF0,
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OF_STATE_SHL = 4
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};
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class ResourceIterator {
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uint32 _size;
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uint32 _pos;
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const byte *_ptr;
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bool _smallHeader;
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public:
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ResourceIterator(const byte *searchin, bool smallHeader);
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const byte *findNext(uint32 tag);
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};
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enum : uint {
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RES_INVALID_OFFSET = 0xFFFFFFFF
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};
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class ScummEngine;
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/**
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* The mode of a resource type indicates whether the resource can be restored
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* from the game data files or not.
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* This affects for example whether the resource is stored in savestates.
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*
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* Note that we treat sound resources somewhat differently: On the one hand,
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* these behave mostly like a kStaticResTypeMode res type. However, when we
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* create a savestate, we do save *some* information about them: Namely, which
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* sound resources are loaded in memory at the time the save is made. And when
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* loading, we invoke ensureResourceLoaded() for each sound resource that was
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* marked in this way.
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*/
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enum ResTypeMode {
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kDynamicResTypeMode = 0, ///< Resource is generated during runtime and may change
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kStaticResTypeMode = 1, ///< Resource comes from data files, does not change
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kSoundResTypeMode = 2 ///< Resource comes from data files, but may change
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};
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/**
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* The 'resource manager' class. Currently doesn't really deserve to be called
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* a 'class', at least until somebody gets around to OOfying this more.
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*/
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class ResourceManager {
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//friend class ScummDebugger;
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//friend class ScummEngine;
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protected:
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ScummEngine *_vm;
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Common::Mutex *_mutex;
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public:
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class Resource {
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public:
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/**
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* Pointer to the data contained in this resource
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*/
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byte *_address;
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/**
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* Size of this resource, i.e. of the data contained in it.
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*/
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uint32 _size;
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protected:
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/**
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* The uppermost bit indicates whether the resources is locked.
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* The lower 7 bits contain a counter. This counter measures roughly
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* how old the resource is; it starts out with a count of 1 and can go
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* as high as 127. When memory falls low resp. when the engine decides
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* that it should throw out some unused stuff, then it begins by
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* removing the resources with the highest counter (excluding locked
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* resources and resources that are known to be in use).
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*/
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byte _flags;
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/**
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* The status of the resource. Currently only one bit is used, which
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* indicates whether the resource is modified.
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*/
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byte _status;
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public:
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/**
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* The id of the room (resp. the disk) the resource is contained in.
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*/
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byte _roomno;
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/**
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* The offset (in bytes) where the data for this resources can be found
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* in the game data file(s), relative to the start of the room the
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* resource is contained in.
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*
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* A value of RES_INVALID_OFFSET indicates a resources that is not contained
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* in the game data files.
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*/
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uint32 _roomoffs;
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public:
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Resource();
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~Resource();
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void nuke();
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inline void setResourceCounter(byte counter);
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inline byte getResourceCounter() const;
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void lock();
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void unlock();
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bool isLocked() const;
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// HE specific
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void setModified();
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bool isModified() const;
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void setOffHeap();
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void setOnHeap();
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bool isOffHeap() const;
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};
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/**
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* This struct represents a resource type and all resource of that type.
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*/
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class ResTypeData : public Common::Array<Resource> {
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friend class ResourceManager;
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public:
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/**
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* The mode of this res type.
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*/
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ResTypeMode _mode;
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/**
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* The 4-byte tag or chunk type associated to this resource type, if any.
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* Only applies to resources that are loaded from the game data files.
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* This value is only used for debugging purposes.
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*/
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uint32 _tag;
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public:
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ResTypeData();
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~ResTypeData();
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};
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ResTypeData _types[rtLast + 1];
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protected:
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uint32 _allocatedSize;
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uint32 _maxHeapThreshold, _minHeapThreshold;
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byte _expireCounter;
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public:
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ResourceManager(ScummEngine *vm);
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~ResourceManager();
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void setHeapThreshold(int min, int max);
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uint32 getHeapSize() { return _allocatedSize; }
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void allocResTypeData(ResType type, uint32 tag, int num, ResTypeMode mode);
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void freeResources();
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byte *createResource(ResType type, ResId idx, uint32 size);
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void nukeResource(ResType type, ResId idx);
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// inline Resource &getRes(ResType type, ResId idx) { return _types[type][idx]; }
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// inline const Resource &getRes(ResType type, ResId idx) const { return _types[type][idx]; }
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bool isResourceLoaded(ResType type, ResId idx) const;
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void lock(ResType type, ResId idx);
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void unlock(ResType type, ResId idx);
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bool isLocked(ResType type, ResId idx) const;
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// HE Specific
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void setModified(ResType type, ResId idx);
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bool isModified(ResType type, ResId idx) const;
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void setOffHeap(ResType type, ResId idx);
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bool isOffHeap(ResType type, ResId idx) const;
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void setOnHeap(ResType type, ResId idx);
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/**
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* This method increments the _expireCounter, and if it overflows (which happens
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* after at most 256 calls), it calls increaseResourceCounter.
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* It is invoked in the engine's main loop ScummEngine::scummLoop().
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*/
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void increaseExpireCounter();
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/**
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* Update the specified resource's counter.
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*/
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void setResourceCounter(ResType type, ResId idx, byte counter);
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/**
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* Increment the counter of all unlocked loaded resources.
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* The maximal count is 255.
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* This is called by increaseExpireCounter and expireResources,
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* but also by ScummEngine::startScene.
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*/
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void increaseResourceCounters();
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void resourceStats();
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//protected:
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bool validateResource(const char *str, ResType type, ResId idx) const;
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protected:
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void expireResources(uint32 size);
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};
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} // End of namespace Scumm
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#endif
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