jedi-academy/codemp/qcommon/files.h

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2013-04-19 02:52:48 +00:00
#ifndef __FILES_H
#define __FILES_H
/*
Structures local to the files_* modules.
*/
#ifdef _XBOX
#include "../goblib/goblib.h"
typedef int wfhandle_t;
#else
#include "../zlib32/zip.h"
#include "unzip.h"
#endif
#define BASEGAME "base"
#define DEMOGAME "demo"
// every time a new demo pk3 file is built, this checksum must be updated.
// the easiest way to get it is to just run the game and see what it spits out
#define DEMO_PAK_CHECKSUM 437558517u
// if this is defined, the executable positively won't work with any paks other
// than the demo pak, even if productid is present. This is only used for our
// last demo release to prevent the mac and linux users from using the demo
// executable with the production windows pak before the mac/linux products
// hit the shelves a little later
// NOW defined in build files
//#define PRE_RELEASE_TADEMO
#define MAX_ZPATH 256
#define MAX_SEARCH_PATHS 4096
#define MAX_FILEHASH_SIZE 1024
typedef struct fileInPack_s {
char *name; // name of the file
unsigned long pos; // file info position in zip
struct fileInPack_s* next; // next file in the hash
} fileInPack_t;
typedef struct {
char pakFilename[MAX_OSPATH]; // c:\quake3\base\pak0.pk3
char pakBasename[MAX_OSPATH]; // pak0
char pakGamename[MAX_OSPATH]; // base
#ifndef _XBOX
unzFile handle; // handle to zip file
#endif
int checksum; // regular checksum
int pure_checksum; // checksum for pure
int numfiles; // number of files in pk3
int referenced; // referenced file flags
int hashSize; // hash table size (power of 2)
fileInPack_t* *hashTable; // hash table
fileInPack_t* buildBuffer; // buffer with the filenames etc.
} pack_t;
typedef struct {
char path[MAX_OSPATH]; // c:\jk2
char gamedir[MAX_OSPATH]; // base
} directory_t;
typedef struct searchpath_s {
struct searchpath_s *next;
pack_t *pack; // only one of pack / dir will be non NULL
directory_t *dir;
} searchpath_t;
typedef union qfile_gus {
FILE* o;
#ifndef _XBOX
unzFile z;
#endif
} qfile_gut;
typedef struct qfile_us {
qfile_gut file;
qboolean unique;
} qfile_ut;
typedef struct {
qfile_ut handleFiles;
qboolean handleSync;
int baseOffset;
int fileSize;
int zipFilePos;
qboolean zipFile;
qboolean streamed;
char name[MAX_ZPATH];
#ifdef _XBOX
GOBHandle ghandle;
qboolean gob;
qboolean used;
wfhandle_t whandle;
#endif
} fileHandleData_t;
extern char fs_gamedir[MAX_OSPATH]; // this will be a single file name with no separators
extern cvar_t *fs_debug;
extern cvar_t *fs_homepath;
extern cvar_t *fs_basepath;
extern cvar_t *fs_basegame;
extern cvar_t *fs_cdpath;
extern cvar_t *fs_copyfiles;
extern cvar_t *fs_gamedirvar;
extern cvar_t *fs_restrict;
extern cvar_t *fs_dirbeforepak; //rww - when building search path, keep directories at top and insert pk3's under them
extern searchpath_t *fs_searchpaths;
extern int fs_readCount; // total bytes read
extern int fs_loadCount; // total files read
extern int fs_loadStack; // total files in memory
extern int fs_packFiles; // total number of files in packs
extern int fs_fakeChkSum;
extern int fs_checksumFeed;
extern fileHandleData_t fsh[MAX_FILE_HANDLES];
extern qboolean initialized;
// never load anything from pk3 files that are not present at the server when pure
extern int fs_numServerPaks;
extern int fs_serverPaks[MAX_SEARCH_PATHS]; // checksums
extern char *fs_serverPakNames[MAX_SEARCH_PATHS]; // pk3 names
// only used for autodownload, to make sure the client has at least
// all the pk3 files that are referenced at the server side
extern int fs_numServerReferencedPaks;
extern int fs_serverReferencedPaks[MAX_SEARCH_PATHS]; // checksums
extern char *fs_serverReferencedPakNames[MAX_SEARCH_PATHS]; // pk3 names
// last valid game folder used
extern char lastValidBase[MAX_OSPATH];
extern char lastValidGame[MAX_OSPATH];
#ifdef FS_MISSING
extern FILE* missingFiles;
#endif
void FS_Startup( const char *gameName );
qboolean FS_CreatePath(char *OSPath);
char *FS_BuildOSPath( const char *base, const char *game, const char *qpath );
char *FS_BuildOSPath( const char *qpath );
fileHandle_t FS_HandleForFile(void);
qboolean FS_FilenameCompare( const char *s1, const char *s2 );
int FS_SV_FOpenFileRead( const char *filename, fileHandle_t *fp );
void FS_Shutdown( void );
void FS_SetRestrictions(void);
void FS_CheckInit(void);
void FS_ReplaceSeparators( char *path );
#endif