mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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110 lines
3.9 KiB
C++
110 lines
3.9 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_RESOURCE_H__
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#define __FILE_RESOURCE_H__
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/*
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==============================================================
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Resource containers
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==============================================================
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*/
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class idResourceCacheEntry {
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public:
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idResourceCacheEntry() {
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Clear();
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}
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void Clear() {
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filename.Empty();
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//filename = NULL;
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offset = 0;
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length = 0;
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containerIndex = 0;
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}
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size_t Read( idFile *f ) {
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size_t sz = f->ReadString( filename );
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sz += f->ReadBig( offset );
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sz += f->ReadBig( length );
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return sz;
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}
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size_t Write( idFile *f ) {
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size_t sz = f->WriteString( filename );
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sz += f->WriteBig( offset );
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sz += f->WriteBig( length );
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return sz;
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}
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idStrStatic< 256 > filename;
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int offset; // into the resource file
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int length;
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uint8 containerIndex;
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};
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static const uint32 RESOURCE_FILE_MAGIC = 0xD000000D;
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class idResourceContainer {
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friend class idFileSystemLocal;
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//friend class idReadSpawnThread;
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public:
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idResourceContainer() {
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resourceFile = NULL;
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tableOffset = 0;
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tableLength = 0;
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resourceMagic = 0;
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numFileResources = 0;
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}
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~idResourceContainer() {
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delete resourceFile;
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cacheTable.Clear();
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}
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bool Init( const char * fileName, uint8 containerIndex );
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static void WriteResourceFile( const char *fileName, const idStrList &manifest, const bool &_writeManifest );
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static void WriteManifestFile( const char *name, const idStrList &list );
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static int ReadManifestFile( const char *filename, idStrList &list );
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static void ExtractResourceFile ( const char * fileName, const char * outPath, bool copyWavs );
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static void UpdateResourceFile( const char *filename, const idStrList &filesToAdd );
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idFile *OpenFile( const char *fileName );
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const char * GetFileName() const { return fileName.c_str(); }
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void SetContainerIndex( const int & _idx );
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void ReOpen();
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private:
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idStrStatic< 256 > fileName;
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idFile * resourceFile; // open file handle
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// offset should probably be a 64 bit value for development, but 4 gigs won't fit on
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// a DVD layer, so it isn't a retail limitation.
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int tableOffset; // table offset
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int tableLength; // table length
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int resourceMagic; // magic
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int numFileResources; // number of file resources in this container
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idList< idResourceCacheEntry, TAG_RESOURCE> cacheTable;
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idHashIndex cacheHash;
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};
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#endif /* !__FILE_RESOURCE_H__ */
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