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engines/sword1/resman.h
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169
engines/sword1/resman.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 SWORD1_RESMAN_H
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#define SWORD1_RESMAN_H
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#include "sword1/memman.h"
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#include "sword1/swordres.h"
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#include "common/file.h"
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#include "sword1/sworddefs.h"
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#include "common/endian.h"
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#include "common/mutex.h"
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namespace Sword1 {
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#define MAX_LABEL_SIZE (31+1)
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#if defined(__PSP__)
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#define MAX_OPEN_CLUS 4 // the PSP can't have more than 8 files open simultaneously
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// since we also need filehandles for music and sometimes savegames
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// set the maximum number of open clusters to 4.
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#else
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#define MAX_OPEN_CLUS 8 // don't open more than 8 files at once
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#endif
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struct Grp {
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uint32 noRes;
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MemHandle *resHandle;
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uint32 *offset;
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uint32 *length;
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};
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struct Clu {
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uint32 refCount;
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Common::File *file;
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char label[MAX_LABEL_SIZE];
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uint32 noGrp;
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Grp *grp;
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Clu *nextOpen;
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};
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struct Prj {
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uint32 noClu;
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Clu *clu;
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};
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class ResMan {
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public:
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ResMan(const char *fileName, bool isMacFile, bool isKorean);
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~ResMan();
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void flush();
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void resClose(uint32 id);
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void resOpen(uint32 id);
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void *fetchRes(uint32 id);
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void dumpRes(uint32 id);
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void *openFetchRes(uint32 id);
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void *cptResOpen(uint32 id);
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Header *lockScript(uint32 scrID);
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void unlockScript(uint32 scrID);
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FrameHeader *fetchFrame(void *resourceData, uint32 frameNo);
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uint16 getUint16(uint16 value) {
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return (_isBigEndian) ? FROM_BE_16(value) : FROM_LE_16(value);
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}
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uint32 getUint32(uint32 value) {
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return (_isBigEndian) ? FROM_BE_32(value) : FROM_LE_32(value);
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}
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uint16 getLEUint16(uint16 value) {
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return FROM_LE_16(value);
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}
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uint32 getLEUint32(uint32 value) {
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return FROM_LE_32(value);
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}
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uint16 readUint16(const void *ptr) {
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return (_isBigEndian) ? READ_BE_UINT16(ptr) : READ_LE_UINT16(ptr);
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}
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uint32 readUint32(const void *ptr) {
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return (_isBigEndian) ? READ_BE_UINT32(ptr) : READ_LE_UINT32(ptr);
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}
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uint32 readLEUint32(const void *ptr) {
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return READ_LE_UINT32(ptr);
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}
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uint16 toUint16(uint16 value) {
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return (_isBigEndian) ? TO_BE_16(value) : TO_LE_16(value);
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}
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uint32 toUint32(uint32 value) {
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return (_isBigEndian) ? TO_BE_32(value) : TO_LE_32(value);
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}
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uint32 getDeathFontId();
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private:
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uint32 resLength(uint32 id);
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MemHandle *resHandle(uint32 id);
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uint32 resOffset(uint32 id);
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Common::File *resFile(uint32 id);
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void openCptResourceBigEndian(uint32 id);
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void openScriptResourceBigEndian(uint32 id);
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void openCptResourceLittleEndian(uint32 id);
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void openScriptResourceLittleEndian(uint32 id);
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void loadCluDescript(const char *fileName);
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void freeCluDescript();
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Prj _prj;
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MemMan *_memMan;
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static const uint32 _scriptList[TOTAL_SECTIONS]; //a table of resource tags
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Clu *_openCluStart, *_openCluEnd;
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int _openClus;
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bool _isBigEndian;
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bool _isKorTrs = false;
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Common::Mutex _resourceAccessMutex;
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uint32 _srIdList[29] = {
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// the file numbers differ for the control panel file IDs, so we need this array
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OTHER_SR_FONT, // SR_FONT
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0x04050000, // SR_BUTTON
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OTHER_SR_REDFONT, // SR_REDFONT
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0x04050001, // SR_PALETTE
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0x04050002, // SR_PANEL_ENGLISH
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0x04050003, // SR_PANEL_FRENCH
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0x04050004, // SR_PANEL_GERMAN
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0x04050005, // SR_PANEL_ITALIAN
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0x04050006, // SR_PANEL_SPANISH
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0x04050007, // SR_PANEL_AMERICAN
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0x04050008, // SR_TEXT_BUTTON
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0x04050009, // SR_SPEED
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0x0405000A, // SR_SCROLL1
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0x0405000B, // SR_SCROLL2
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0x0405000C, // SR_CONFIRM
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0x0405000D, // SR_VOLUME
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0x0405000E, // SR_VLIGHT
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0x0405000F, // SR_VKNOB
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0x04050010, // SR_WINDOW
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0x04050011, // SR_SLAB1
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0x04050012, // SR_SLAB2
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0x04050013, // SR_SLAB3
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0x04050014, // SR_SLAB4
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0x04050015, // SR_BUTUF
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0x04050016, // SR_BUTUS
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0x04050017, // SR_BUTDS
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0x04050018, // SR_BUTDF
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0x04050019, // SR_DEATHPANEL
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SR_DEATHFONT,
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};
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};
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} // End of namespace Sword1
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#endif //RESMAN_H
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