mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 05:01:25 +00:00
327 lines
7.2 KiB
C++
327 lines
7.2 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code 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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Doom 3 BFG Edition Source Code 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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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __FILE_MANIFEST_H__
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#define __FILE_MANIFEST_H__
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/*
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==============================================================
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File and preload manifests.
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==============================================================
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*/
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class idFileManifest
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{
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public:
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idFileManifest()
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{
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cacheTable.SetGranularity( 4096 );
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cacheHash.SetGranularity( 4096 );
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}
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~idFileManifest() {}
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bool LoadManifest( const char* fileName );
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bool LoadManifestFromFile( idFile* file );
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void WriteManifestFile( const char* fileName );
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int NumFiles()
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{
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return cacheTable.Num();
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}
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int FindFile( const char* fileName );
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const idStr& GetFileNameByIndex( int idx ) const;
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const char* GetManifestName()
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{
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return filename;
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}
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void RemoveAll( const char* filename );
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void AddFile( const char* filename );
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void PopulateList( idStaticList< idStr, 16384 >& dest )
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{
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dest.Clear();
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for( int i = 0; i < cacheTable.Num(); i++ )
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{
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dest.Append( cacheTable[ i ] );
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}
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}
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void Print()
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{
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idLib::Printf( "dump for manifest %s\n", GetManifestName() );
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idLib::Printf( "---------------------------------------\n" );
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for( int i = 0; i < NumFiles(); i++ )
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{
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const idStr& name = GetFileNameByIndex( i );
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if( name.Find( ".idwav", false ) >= 0 )
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{
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idLib::Printf( "%s\n", GetFileNameByIndex( i ).c_str() );
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}
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}
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}
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private:
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idStrList cacheTable;
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idHashIndex cacheHash;
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idStr filename;
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};
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// image preload
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struct imagePreload_s
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{
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imagePreload_s()
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{
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filter = 0;
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repeat = 0;
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usage = 0;
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cubeMap = 0;
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}
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void Write( idFile* f )
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{
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f->WriteBig( filter );
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f->WriteBig( repeat );
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f->WriteBig( usage );
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f->WriteBig( cubeMap );
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}
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void Read( idFile* f )
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{
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f->ReadBig( filter );
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f->ReadBig( repeat );
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f->ReadBig( usage );
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f->ReadBig( cubeMap );
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}
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bool operator==( const imagePreload_s& b ) const
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{
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return ( filter == b.filter && repeat == b.repeat && usage == b.usage && cubeMap == b.cubeMap );
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}
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int filter;
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int repeat;
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int usage;
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int cubeMap;
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};
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enum preloadType_t
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{
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PRELOAD_IMAGE,
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PRELOAD_MODEL,
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PRELOAD_SAMPLE,
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PRELOAD_ANIM,
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PRELOAD_COLLISION,
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PRELOAD_PARTICLE
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};
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// preload
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struct preloadEntry_s
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{
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preloadEntry_s()
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{
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resType = 0;
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}
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bool operator==( const preloadEntry_s& b ) const
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{
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bool ret = ( resourceName.Icmp( b.resourceName ) == 0 );
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if( ret && resType == PRELOAD_IMAGE )
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{
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// this should never matter but...
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ret &= ( imgData == b.imgData );
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}
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return ret;
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}
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void Write( idFile* outFile )
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{
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outFile->WriteBig( resType );
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outFile->WriteString( resourceName );
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imgData.Write( outFile );
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}
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void Read( idFile* inFile )
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{
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inFile->ReadBig( resType );
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inFile->ReadString( resourceName );
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imgData.Read( inFile );
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}
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int resType; // type
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idStr resourceName; // resource name
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imagePreload_s imgData; // image specific data
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};
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struct preloadSort_t
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{
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int idx;
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int ofs;
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};
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class idSort_Preload : public idSort_Quick< preloadSort_t, idSort_Preload >
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{
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public:
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int Compare( const preloadSort_t& a, const preloadSort_t& b ) const
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{
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return a.ofs - b.ofs;
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}
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};
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class idPreloadManifest
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{
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public:
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idPreloadManifest()
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{
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entries.SetGranularity( 2048 );
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}
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~idPreloadManifest() {}
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bool LoadManifest( const char* fileName );
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bool LoadManifestFromFile( idFile* file );
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void WriteManifest( const char* fileName );
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void WriteManifestToFile( idFile* outFile )
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{
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if( outFile == NULL )
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{
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return;
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}
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filename = outFile->GetName();
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outFile->WriteBig( ( int )entries.Num() );
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outFile->WriteString( filename );
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for( int i = 0; i < entries.Num(); i++ )
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{
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entries[ i ].Write( outFile );
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}
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}
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int NumResources() const
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{
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return entries.Num();
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}
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const preloadEntry_s& GetPreloadByIndex( int idx ) const
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{
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return entries[ idx ];
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}
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const idStr& GetResourceNameByIndex( int idx ) const
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{
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return entries[ idx ].resourceName;
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}
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const char* GetManifestName() const
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{
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return filename;
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}
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void Add( const preloadEntry_s& p )
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{
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entries.AddUnique( p );
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}
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void AddSample( const char* _resourceName )
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{
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static preloadEntry_s pe;
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pe.resType = PRELOAD_SAMPLE;
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pe.resourceName = _resourceName;
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entries.Append( pe );
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}
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void AddModel( const char* _resourceName )
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{
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static preloadEntry_s pe;
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pe.resType = PRELOAD_MODEL;
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pe.resourceName = _resourceName;
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entries.Append( pe );
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}
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void AddParticle( const char* _resourceName )
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{
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static preloadEntry_s pe;
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pe.resType = PRELOAD_PARTICLE;
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pe.resourceName = _resourceName;
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entries.Append( pe );
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}
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void AddAnim( const char* _resourceName )
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{
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static preloadEntry_s pe;
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pe.resType = PRELOAD_ANIM;
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pe.resourceName = _resourceName;
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entries.Append( pe );
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}
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void AddCollisionModel( const char* _resourceName )
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{
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static preloadEntry_s pe;
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pe.resType = PRELOAD_COLLISION;
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pe.resourceName = _resourceName;
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entries.Append( pe );
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}
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void AddImage( const char* _resourceName, int _filter, int _repeat, int _usage, int _cube )
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{
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static preloadEntry_s pe;
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pe.resType = PRELOAD_IMAGE;
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pe.resourceName = _resourceName;
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pe.imgData.filter = _filter;
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pe.imgData.repeat = _repeat;
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pe.imgData.usage = _usage;
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pe.imgData.cubeMap = _cube;
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entries.Append( pe );
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}
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void Clear()
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{
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entries.Clear();
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}
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int FindResource( const char* name )
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{
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for( int i = 0; i < entries.Num(); i++ )
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{
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if( idStr::Icmp( name, entries[ i ].resourceName ) == 0 )
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{
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return i;
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}
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}
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return -1;
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}
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void Print()
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{
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idLib::Printf( "dump for preload manifest %s\n", GetManifestName() );
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idLib::Printf( "---------------------------------------\n" );
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for( int i = 0; i < NumResources(); i++ )
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{
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idLib::Printf( "%s\n", GetResourceNameByIndex( i ).c_str() );
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}
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}
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private:
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idList< preloadEntry_s > entries;
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idStr filename;
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};
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#endif /* !__FILE_MANIFEST_H__ */
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