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https://github.com/ioquake/jedi-academy.git
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811 lines
No EOL
17 KiB
C++
811 lines
No EOL
17 KiB
C++
// IcarusImplementation.cpp
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#include "StdAfx.h"
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#include "IcarusImplementation.h"
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#include "BlockStream.h"
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#include "Sequence.h"
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#include "TaskManager.h"
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#include "Sequencer.h"
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#include "../game/q_shared.h"
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#define STL_ITERATE( a, b ) for ( a = b.begin(); a != b.end(); a++ )
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#define STL_INSERT( a, b ) a.insert( a.end(), b );
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//////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// required implementation of CIcarusInterface
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IIcarusInterface* IIcarusInterface::GetIcarus(int flavor,bool constructIfNecessary)
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{
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if(!CIcarus::s_instances && constructIfNecessary)
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{
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CIcarus::s_flavorsAvailable = IGameInterface::s_IcarusFlavorsNeeded;
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if (!CIcarus::s_flavorsAvailable)
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{
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return NULL;
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}
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CIcarus::s_instances = new CIcarus*[CIcarus::s_flavorsAvailable];
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for (int index = 0; index < CIcarus::s_flavorsAvailable; index++)
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{
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CIcarus::s_instances[index] = new CIcarus(index);
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//OutputDebugString( "ICARUS flavor successfully created\n" );
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}
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}
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if(flavor >= CIcarus::s_flavorsAvailable || !CIcarus::s_instances )
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{
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return NULL;
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}
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return CIcarus::s_instances[flavor];
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}
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void IIcarusInterface::DestroyIcarus()
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{
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for(int index = 0; index < CIcarus::s_flavorsAvailable; index++)
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{
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delete CIcarus::s_instances[index];
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}
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delete[] CIcarus::s_instances;
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CIcarus::s_instances = NULL;
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CIcarus::s_flavorsAvailable = 0;
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}
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IIcarusInterface::~IIcarusInterface()
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{
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// CIcarus
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double CIcarus::ICARUS_VERSION = 1.40;
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int CIcarus::s_flavorsAvailable = 0;
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CIcarus** CIcarus::s_instances = NULL;
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CIcarus::CIcarus(int flavor) :
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m_flavor(flavor), m_nextSequencerID(0)
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{
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m_GUID = 0;
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#ifdef _DEBUG
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m_DEBUG_NumSequencerAlloc = 0;
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m_DEBUG_NumSequencerFreed = 0;
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m_DEBUG_NumSequencerResidual = 0;
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m_DEBUG_NumSequenceAlloc = 0;
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m_DEBUG_NumSequenceFreed = 0;
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m_DEBUG_NumSequenceResidual = 0;
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#endif
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m_ulBufferCurPos = 0;
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m_ulBytesRead = 0;
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m_byBuffer = NULL;
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}
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CIcarus::~CIcarus()
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{
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Delete();
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}
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#if defined (_DEBUG) && defined (_WIN32)
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#include "../qcommon/platform.h" // for OutputDebugString
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#endif
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void CIcarus::Delete( void )
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{
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Free();
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#ifdef _DEBUG
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char buffer[1024];
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OutputDebugString( "\nICARUS Instance Debug Info:\n---------------------------\n" );
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sprintf( (char *) buffer, "Sequencers Allocated:\t%d\n", m_DEBUG_NumSequencerAlloc );
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OutputDebugString( (const char *) &buffer );
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sprintf( (char *) buffer, "Sequencers Freed:\t\t%d\n", m_DEBUG_NumSequencerFreed );
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OutputDebugString( (const char *) &buffer );
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sprintf( (char *) buffer, "Sequencers Residual:\t%d\n\n", m_DEBUG_NumSequencerResidual );
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OutputDebugString( (const char *) &buffer );
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sprintf( (char *) buffer, "Sequences Allocated:\t%d\n", m_DEBUG_NumSequenceAlloc );
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OutputDebugString( (const char *) &buffer );
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sprintf( (char *) buffer, "Sequences Freed:\t\t%d\n", m_DEBUG_NumSequenceFreed );
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OutputDebugString( (const char *) &buffer );
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sprintf( (char *) buffer, "Sequences Residual:\t\t%d\n\n", m_DEBUG_NumSequenceResidual );
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OutputDebugString( (const char *) &buffer );
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OutputDebugString( "\n" );
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#endif
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}
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void CIcarus::Signal( const char *identifier )
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{
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m_signals[ identifier ] = 1;
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}
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bool CIcarus::CheckSignal( const char *identifier )
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{
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signal_m::iterator smi;
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smi = m_signals.find( identifier );
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if ( smi == m_signals.end() )
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return false;
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return true;
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}
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void CIcarus::ClearSignal( const char *identifier )
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{
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m_signals.erase( identifier );
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}
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void CIcarus::Free( void )
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{
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sequencer_l::iterator sri;
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//Delete any residual sequencers
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STL_ITERATE( sri, m_sequencers )
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{
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(*sri)->Free(this);
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#ifdef _DEBUG
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m_DEBUG_NumSequencerResidual++;
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#endif
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}
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m_sequencers.clear();
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m_signals.clear();
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sequence_l::iterator si;
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//Delete any residual sequences
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STL_ITERATE( si, m_sequences )
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{
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(*si)->Delete(this);
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delete (*si);
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#ifdef _DEBUG
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m_DEBUG_NumSequenceResidual++;
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#endif
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}
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m_sequences.clear();
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m_sequencerMap.clear();
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}
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int CIcarus::GetIcarusID( int gameID )
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{
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CSequencer *sequencer = CSequencer::Create();
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CTaskManager *taskManager = CTaskManager::Create();
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sequencer->Init( gameID, taskManager );
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taskManager->Init( sequencer );
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STL_INSERT( m_sequencers, sequencer );
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m_sequencerMap[sequencer->GetID()] = sequencer;
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#ifdef _DEBUG
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m_DEBUG_NumSequencerAlloc++;
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#endif
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return sequencer->GetID();
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}
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void CIcarus::DeleteIcarusID( int& icarusID )
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{
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CSequencer* sequencer = FindSequencer(icarusID);
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if(!sequencer)
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{
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icarusID = -1;
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return;
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}
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CTaskManager *taskManager = sequencer->GetTaskManager();
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if (taskManager->IsResident())
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{
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IGameInterface::GetGame()->DebugPrint( IGameInterface::WL_ERROR, "Refusing DeleteIcarusID(%d) because it is running!\n", icarusID);
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assert(0);
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return;
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}
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m_sequencerMap.erase(icarusID);
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// added 2/12/2 to properly delete blocks that were passed to the task manager
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sequencer->Recall(this);
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if ( taskManager )
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{
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taskManager->Free();
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delete taskManager;
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}
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m_sequencers.remove( sequencer );
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sequencer->Free(this);
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#ifdef _DEBUG
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m_DEBUG_NumSequencerFreed++;
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#endif
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icarusID = -1;
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}
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CSequence *CIcarus::GetSequence( void )
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{
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CSequence *sequence = CSequence::Create();
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//Assign the GUID
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sequence->SetID( m_GUID++ );
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STL_INSERT( m_sequences, sequence );
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#ifdef _DEBUG
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m_DEBUG_NumSequenceAlloc++;
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#endif
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return sequence;
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}
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CSequence *CIcarus::GetSequence( int id )
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{
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sequence_l::iterator si;
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STL_ITERATE( si, m_sequences )
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{
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if ( (*si)->GetID() == id )
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return (*si);
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}
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return NULL;
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}
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void CIcarus::DeleteSequence( CSequence *sequence )
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{
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m_sequences.remove( sequence );
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sequence->Delete(this);
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delete sequence;
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#ifdef _DEBUG
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m_DEBUG_NumSequenceFreed++;
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#endif
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}
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int CIcarus::AllocateSequences( int numSequences, int *idTable )
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{
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CSequence *sequence;
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for ( int i = 0; i < numSequences; i++ )
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{
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//If the GUID of this sequence is higher than the current, take this a the "current" GUID
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if ( idTable[i] > m_GUID )
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m_GUID = idTable[i];
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//Allocate the container sequence
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if ( ( sequence = GetSequence() ) == NULL )
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return false;
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//Override the given GUID with the real one
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sequence->SetID( idTable[i] );
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}
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return true;
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}
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void CIcarus::Precache(char* buffer, long length)
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{
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IGameInterface* game = IGameInterface::GetGame(m_flavor);
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CBlockStream stream;
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CBlockMember *blockMember;
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CBlock block;
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if ( stream.Open( buffer, length ) == 0 )
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return;
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const char *sVal1, *sVal2;
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//Now iterate through all blocks of the script, searching for keywords
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while ( stream.BlockAvailable() )
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{
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//Get a block
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if ( stream.ReadBlock( &block, this ) == 0 )
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return;
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//Determine what type of block this is
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switch( block.GetBlockID() )
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{
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case ID_CAMERA: // to cache ROFF files
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{
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float f = *(float *) block.GetMemberData( 0 );
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if (f == TYPE_PATH)
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{
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sVal1 = (const char *) block.GetMemberData( 1 );
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game->PrecacheRoff(sVal1);
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}
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}
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break;
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case ID_PLAY: // to cache ROFF files
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sVal1 = (const char *) block.GetMemberData( 0 );
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if (!Q_stricmp(sVal1,"PLAY_ROFF"))
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{
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sVal1 = (const char *) block.GetMemberData( 1 );
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game->PrecacheRoff(sVal1);
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}
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break;
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//Run commands
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case ID_RUN:
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sVal1 = (const char *) block.GetMemberData( 0 );
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game->PrecacheScript( sVal1 );
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break;
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case ID_SOUND:
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sVal1 = (const char *) block.GetMemberData( 1 ); //0 is channel, 1 is filename
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game->PrecacheSound(sVal1);
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break;
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case ID_SET:
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blockMember = block.GetMember( 0 );
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//NOTENOTE: This will not catch special case get() inlines! (There's not really a good way to do that)
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//Make sure we're testing against strings
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if ( blockMember->GetID() == TK_STRING )
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{
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sVal1 = (const char *) block.GetMemberData( 0 );
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sVal2 = (const char *) block.GetMemberData( 1 );
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game->PrecacheFromSet( sVal1 , sVal2);
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}
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break;
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default:
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break;
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}
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//Clean out the block for the next pass
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block.Free(this);
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}
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//All done
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stream.Free();
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}
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CSequencer* CIcarus::FindSequencer(int sequencerID)
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{
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sequencer_m::iterator mi = m_sequencerMap.find( sequencerID );
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if ( mi == m_sequencerMap.end() )
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return NULL;
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return (*mi).second;
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}
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int CIcarus::Run(int icarusID, char* buffer, long length)
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{
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CSequencer* sequencer = FindSequencer(icarusID);
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if(sequencer)
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{
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return sequencer->Run(buffer, length, this);
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}
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return ICARUS_INVALID;
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}
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int CIcarus::SaveSequenceIDTable()
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{
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//Save out the number of sequences to follow
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int numSequences = m_sequences.size();
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BufferWrite( &numSequences, sizeof( numSequences ) );
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//Sequences are saved first, by ID and information
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sequence_l::iterator sqi;
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//First pass, save all sequences ID for reconstruction
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int *idTable = new int[ numSequences ];
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int itr = 0;
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if ( idTable == NULL )
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return false;
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STL_ITERATE( sqi, m_sequences )
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{
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idTable[itr++] = (*sqi)->GetID();
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}
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//game->WriteSaveData( 'SQTB', idTable, sizeof( int ) * numSequences );
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BufferWrite( idTable, sizeof( int ) * numSequences );
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delete[] idTable;
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return true;
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}
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int CIcarus::SaveSequences()
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{
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//Save out a listing of all the used sequences by ID
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SaveSequenceIDTable();
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//Save all the information in order
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sequence_l::iterator sqi;
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STL_ITERATE( sqi, m_sequences )
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{
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(*sqi)->Save();
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}
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return true;
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}
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int CIcarus::SaveSequencers()
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{
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//Save out the number of sequences to follow
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int numSequencers = m_sequencers.size();
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BufferWrite( &numSequencers, sizeof( numSequencers ) );
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//The sequencers are then saved
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int sequencessaved = 0;
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sequencer_l::iterator si;
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STL_ITERATE( si, m_sequencers )
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{
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(*si)->Save();
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sequencessaved++;
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}
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assert( sequencessaved == numSequencers );
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return true;
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}
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int CIcarus::SaveSignals()
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{
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int numSignals = m_signals.size();
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//game->WriteSaveData( 'ISIG', &numSignals, sizeof( numSignals ) );
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BufferWrite( &numSignals, sizeof( numSignals ) );
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signal_m::iterator si;
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STL_ITERATE( si, m_signals )
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{
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//game->WriteSaveData( 'ISIG', &numSignals, sizeof( numSignals ) );
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const char *name = ((*si).first).c_str();
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int length = strlen( name ) + 1;
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//Save out the string size
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BufferWrite( &length, sizeof( length ) );
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//Write out the string
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BufferWrite( (void *) name, length );
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}
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return true;
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}
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// Get the current Game flavor.
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int CIcarus::GetFlavor()
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{
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return m_flavor;
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}
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int CIcarus::Save()
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{
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// Allocate the temporary buffer.
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CreateBuffer();
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IGameInterface* game = IGameInterface::GetGame(m_flavor);
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//Save out a ICARUS save block header with the ICARUS version
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double version = ICARUS_VERSION;
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game->WriteSaveData( 'ICAR', &version, sizeof( version ) );
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//Save out the signals
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if ( SaveSignals() == false )
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{
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DestroyBuffer();
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return false;
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}
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//Save out the sequences
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if ( SaveSequences() == false )
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{
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DestroyBuffer();
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return false;
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}
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//Save out the sequencers
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if ( SaveSequencers() == false )
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{
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DestroyBuffer();
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return false;
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}
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// Write out the buffer with all our collected data.
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game->WriteSaveData( 'ISEQ', m_byBuffer, m_ulBufferCurPos );
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// De-allocate the temporary buffer.
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DestroyBuffer();
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return true;
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}
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int CIcarus::LoadSignals()
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{
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int numSignals;
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BufferRead( &numSignals, sizeof( numSignals ) );
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for ( int i = 0; i < numSignals; i++ )
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{
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char buffer[1024];
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int length;
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//Get the size of the string
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BufferRead( &length, sizeof( length ) );
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//Get the string
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BufferRead( &buffer, length );
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//Turn it on and add it to the system
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Signal( (const char *) &buffer );
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}
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return true;
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}
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int CIcarus::LoadSequence()
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{
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CSequence *sequence = GetSequence();
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//Load the sequence back in
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sequence->Load(this);
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//If this sequence had a higher GUID than the current, save it
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if ( sequence->GetID() > m_GUID )
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m_GUID = sequence->GetID();
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return true;
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}
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int CIcarus::LoadSequences()
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{
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CSequence *sequence;
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int numSequences;
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//Get the number of sequences to read in
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BufferRead( &numSequences, sizeof( numSequences ) );
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int *idTable = new int[ numSequences ];
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|
if ( idTable == NULL )
|
|
return false;
|
|
|
|
//Load the sequencer ID table
|
|
BufferRead( idTable, sizeof( int ) * numSequences );
|
|
|
|
//First pass, allocate all container sequences and give them their proper IDs
|
|
if ( AllocateSequences( numSequences, idTable ) == false )
|
|
return false;
|
|
|
|
//Second pass, load all sequences
|
|
for ( int i = 0; i < numSequences; i++ )
|
|
{
|
|
//Get the proper sequence for this load
|
|
if ( ( sequence = GetSequence( idTable[i] ) ) == NULL )
|
|
return false;
|
|
|
|
//Load the sequence
|
|
if ( ( sequence->Load(this) ) == false )
|
|
return false;
|
|
}
|
|
|
|
//Free the idTable
|
|
delete[] idTable;
|
|
|
|
return true;
|
|
}
|
|
|
|
int CIcarus::LoadSequencers()
|
|
{
|
|
CSequencer *sequencer;
|
|
int numSequencers;
|
|
IGameInterface* game = IGameInterface::GetGame(m_flavor);
|
|
|
|
//Get the number of sequencers to load
|
|
BufferRead( &numSequencers, sizeof( numSequencers ) );
|
|
|
|
//Load all sequencers
|
|
for ( int i = 0; i < numSequencers; i++ )
|
|
{
|
|
//NOTENOTE: The ownerID will be replaced in the loading process
|
|
int sequencerID = GetIcarusID(-1);
|
|
if ( ( sequencer = FindSequencer(sequencerID) ) == NULL )
|
|
return false;
|
|
|
|
if ( sequencer->Load(this, game) == false )
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
int CIcarus::Load()
|
|
{
|
|
CreateBuffer();
|
|
|
|
IGameInterface* game = IGameInterface::GetGame(m_flavor);
|
|
|
|
//Clear out any old information
|
|
Free();
|
|
|
|
//Check to make sure we're at the ICARUS save block
|
|
double version;
|
|
game->ReadSaveData( 'ICAR', &version, sizeof( version ) );
|
|
|
|
//Versions must match!
|
|
if ( version != ICARUS_VERSION )
|
|
{
|
|
DestroyBuffer();
|
|
game->DebugPrint( IGameInterface::WL_ERROR, "save game data contains outdated ICARUS version information!\n");
|
|
return false;
|
|
}
|
|
|
|
// Read into the buffer all our data.
|
|
/*m_ulBytesAvailable = */game->ReadSaveData( 'ISEQ', m_byBuffer, 0 ); //fixme, use real buff size
|
|
|
|
//Load all signals
|
|
if ( LoadSignals() == false )
|
|
{
|
|
DestroyBuffer();
|
|
game->DebugPrint( IGameInterface::WL_ERROR, "failed to load signals from save game!\n");
|
|
return false;
|
|
}
|
|
|
|
//Load in all sequences
|
|
if ( LoadSequences() == false )
|
|
{
|
|
DestroyBuffer();
|
|
game->DebugPrint( IGameInterface::WL_ERROR, "failed to load sequences from save game!\n");
|
|
return false;
|
|
}
|
|
|
|
//Load in all sequencers
|
|
if ( LoadSequencers() == false )
|
|
{
|
|
DestroyBuffer();
|
|
game->DebugPrint( IGameInterface::WL_ERROR, "failed to load sequencers from save game!\n");
|
|
return false;
|
|
}
|
|
|
|
DestroyBuffer();
|
|
|
|
return true;
|
|
}
|
|
|
|
int CIcarus::Update(int icarusID)
|
|
{
|
|
CSequencer* sequencer = FindSequencer(icarusID);
|
|
if(sequencer)
|
|
{
|
|
return sequencer->GetTaskManager()->Update(this);
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int CIcarus::IsRunning(int icarusID)
|
|
{
|
|
CSequencer* sequencer = FindSequencer(icarusID);
|
|
if(sequencer)
|
|
{
|
|
return sequencer->GetTaskManager()->IsRunning();
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CIcarus::Completed( int icarusID, int taskID )
|
|
{
|
|
CSequencer* sequencer = FindSequencer(icarusID);
|
|
if(sequencer)
|
|
{
|
|
sequencer->GetTaskManager()->Completed(taskID);
|
|
}
|
|
}
|
|
|
|
// Destroy the File Buffer.
|
|
void CIcarus::DestroyBuffer()
|
|
{
|
|
if ( m_byBuffer )
|
|
{
|
|
IGameInterface::GetGame()->Free( m_byBuffer );
|
|
m_byBuffer = NULL;
|
|
}
|
|
}
|
|
|
|
// Create the File Buffer.
|
|
void CIcarus::CreateBuffer()
|
|
{
|
|
DestroyBuffer();
|
|
m_byBuffer = (unsigned char *)IGameInterface::GetGame()->Malloc( MAX_BUFFER_SIZE );
|
|
m_ulBufferCurPos = 0;
|
|
}
|
|
|
|
// Write to a buffer.
|
|
void CIcarus::BufferWrite( void *pSrcData, unsigned long ulNumBytesToWrite )
|
|
{
|
|
if ( !pSrcData )
|
|
return;
|
|
|
|
// Make sure we have enough space in the buffer to write to.
|
|
if ( MAX_BUFFER_SIZE - m_ulBufferCurPos < ulNumBytesToWrite )
|
|
{ // Write out the buffer with all our collected data so far...
|
|
IGameInterface::GetGame()->DebugPrint( IGameInterface::WL_ERROR, "BufferWrite: Out of buffer space, Flushing." );
|
|
IGameInterface::GetGame()->WriteSaveData( 'ISEQ', m_byBuffer, m_ulBufferCurPos );
|
|
m_ulBufferCurPos = 0; //reset buffer
|
|
}
|
|
|
|
assert( MAX_BUFFER_SIZE - m_ulBufferCurPos >= ulNumBytesToWrite );
|
|
{
|
|
memcpy( m_byBuffer + m_ulBufferCurPos, pSrcData, ulNumBytesToWrite );
|
|
m_ulBufferCurPos += ulNumBytesToWrite;
|
|
}
|
|
}
|
|
|
|
// Read from a buffer.
|
|
void CIcarus::BufferRead( void *pDstBuff, unsigned long ulNumBytesToRead )
|
|
{
|
|
if ( !pDstBuff )
|
|
return;
|
|
|
|
// If we can read this data...
|
|
if ( m_ulBytesRead + ulNumBytesToRead > MAX_BUFFER_SIZE )
|
|
{// We've tried to read past the buffer...
|
|
IGameInterface::GetGame()->DebugPrint( IGameInterface::WL_ERROR, "BufferRead: Buffer underflow, Looking for new block." );
|
|
// Read in the next block.
|
|
/*m_ulBytesAvailable = */IGameInterface::GetGame()->ReadSaveData( 'ISEQ', m_byBuffer, 0 ); //FIXME, to actually check underflows, use real buff size
|
|
m_ulBytesRead = 0; //reset buffer
|
|
}
|
|
|
|
assert(m_ulBytesRead + ulNumBytesToRead <= MAX_BUFFER_SIZE);
|
|
{
|
|
memcpy( pDstBuff, m_byBuffer + m_ulBytesRead, ulNumBytesToRead );
|
|
m_ulBytesRead += ulNumBytesToRead;
|
|
}
|
|
} |