/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code 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. Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __FILE_RESOURCE_H__ #define __FILE_RESOURCE_H__ /* ============================================================== Resource containers ============================================================== */ class idResourceCacheEntry { public: idResourceCacheEntry() { Clear(); } void Clear() { filename.Empty(); //filename = NULL; offset = 0; length = 0; containerIndex = 0; } size_t Read( idFile* f ) { size_t sz = f->ReadString( filename ); sz += f->ReadBig( offset ); sz += f->ReadBig( length ); return sz; } size_t Write( idFile* f ) { size_t sz = f->WriteString( filename ); sz += f->WriteBig( offset ); sz += f->WriteBig( length ); return sz; } idStrStatic< 256 > filename; int offset; // into the resource file int length; uint8 containerIndex; }; static const uint32 RESOURCE_FILE_MAGIC = 0xD000000D; class idResourceContainer { friend class idFileSystemLocal; //friend class idReadSpawnThread; public: idResourceContainer() { resourceFile = NULL; tableOffset = 0; tableLength = 0; resourceMagic = 0; numFileResources = 0; } ~idResourceContainer() { delete resourceFile; cacheTable.Clear(); } bool Init( const char* fileName, uint8 containerIndex ); static void WriteResourceFile( const char* fileName, const idStrList& manifest, const bool& _writeManifest ); static void WriteManifestFile( const char* name, const idStrList& list ); static int ReadManifestFile( const char* filename, idStrList& list ); static void ExtractResourceFile( const char* fileName, const char* outPath, bool copyWavs ); static void UpdateResourceFile( const char* filename, const idStrList& filesToAdd ); idFile* OpenFile( const char* fileName ); const char* GetFileName() const { return fileName.c_str(); } void SetContainerIndex( const int& _idx ); void ReOpen(); private: idStrStatic< 256 > fileName; idFile* resourceFile; // open file handle // offset should probably be a 64 bit value for development, but 4 gigs won't fit on // a DVD layer, so it isn't a retail limitation. int tableOffset; // table offset int tableLength; // table length int resourceMagic; // magic int numFileResources; // number of file resources in this container idList< idResourceCacheEntry, TAG_RESOURCE> cacheTable; idHashIndex cacheHash; }; #endif /* !__FILE_RESOURCE_H__ */