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