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a30433fa9e
And delete a couple of useless files.
423 lines
14 KiB
C
423 lines
14 KiB
C
/*
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quakefs.h
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quake virtual filesystem definitions
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __QF_quakefs_h
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#define __QF_quakefs_h
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/** \defgroup quakefs Quake Filesystem
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\ingroup utils
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*/
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///@{
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#include "QF/qtypes.h"
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#include "QF/quakeio.h"
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//============================================================================
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/** Simple list for file searches.
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*/
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typedef struct filelist_s {
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char **list; ///< the actual list of files
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int count; ///< the number of files in the list
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int size; ///< the number of files that can be in the
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///< list before reallocation is required.
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} filelist_t;
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/** Cached information about the current game directory. \see \ref dirconf.
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*/
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typedef struct gamedir_s {
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const char *name; ///< the tag name built from game and gamedir
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const char *gamedir; ///< the actual game dir
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const char *path; ///< colon separated list of search paths
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const char *gamecode; ///< name of file to load for gamecode
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const char *hudtype; ///< name of the hud type
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struct {
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const char *def; ///< directory to which to write other files
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const char *skins; ///< directory to which to write skins
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const char *models; ///< directory to which to write models
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const char *sound; ///< directory to which to write sounds
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const char *maps; ///< directory to which to write maps
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const char *shots; ///< directory to which to write screenshots
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} dir;
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} gamedir_t;
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typedef struct vpath_s vpath_t;
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typedef struct findfile_s {
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const vpath_t *vpath; ///< vpath in which file was found
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qboolean in_pak; ///< if true, path refers to a pak file rather
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///< than a directory
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const char *realname; ///< the name of the file as found (may have
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///< .gz appended, or .ogg substituded for
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///< .wav) does not include the path
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} findfile_t;
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/** Cached information about the current game directory. \see \ref dirconf.
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*/
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extern gamedir_t *qfs_gamedir;
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/** Function type of callback called on gamedir change.
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\param phase 0 = before Cache_Flush(), 1 = after Cache_Flush()
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*/
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typedef void gamedir_callback_t (int phase);
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/** Base of the QFS user directory tree. The QFS functions, except for
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QFS_FOpenFile() and _QFS_FOpenFile(), will never access a file outside of
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this tree. Set via the \c fs_userpath directory.
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*/
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extern const char *qfs_userpath;
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/** Gives information about the last file opened by the FOpenFile functions.
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Set by QFS_FOpenFile() and _QFS_FOpenFile().
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*/
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extern findfile_t qfs_foundfile;
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/** The size of the file found via QFS_FOpenFile() or _QFS_FOpenFile().
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Set by QFS_FOpenFile() and _QFS_FOpenFile().
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*/
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extern int qfs_filesize;
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struct cache_user_s;
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struct dstring_s;
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/** Initialize the Quake Filesystem.
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This function initializes the \c fs_sharepath, \c fs_userpath and
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\c fs_dirconf Cvars. It then loads the \ref dirconf and parses the
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\c -game command line option.
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\param game The game type used for searching the directory
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configuration. Currently, this is \"qw\" for
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quakeworld clients and servers, and one of \"nq\",
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\"hexen\", \"rogue\" or \"abyss\" for the netquake
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clients and servers.
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*/
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void QFS_Init (const char *game);
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/** Change the current game directory.
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The configuration for the game directory is taken from \ref dirconf.
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Sets the fields in ::qfs_gamedir. Can be called at any time (and is, by
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the quakeworld clients and servers).
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\param gamedir The directory to which the game directory will be set.
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*/
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void QFS_Gamedir (const char *gamedir);
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/** Search for a file in the quake file-system.
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The search will begin in the \a start vpath and end in the \a end vpath.
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If \a start is null, the search will begin in the vpath specified by
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qfs_vpaths (ie, the first directory in the \c Path attribute
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(\ref dirconf)). If \a end is null, the search will continue to the end
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of the list of vpaths. If \a start and \a end are the same (and non-null),
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then only the one vpath will be searched.
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\note All search paths in a vpath will be searched. This keeps \QF's
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directory system transparent.
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\note It is a fatal error for \a end to be non-null but not in the list
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of vpaths.
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\warning The returned pointer is to a static instance of findfile_t and
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thus will be overwritten on the next call to any of the search
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functions (QFS_FindFile, QFS_FOpenFile, _QFS_FOpenFile)
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\param fname The name of the file to be searched for.
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\param start The first vpath (gamedir) to search.
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\param end The last vpath (gamedir) to search.
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\return Pointer to the findfile_t record indicating the location
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of the file, or null if the file was not found.
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*/
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findfile_t *QFS_FindFile (const char *fname, const vpath_t *start,
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const vpath_t *end);
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/** Open a file from within the user directory.
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If \a path attempts to leave the user directory, this function sets
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errno to EACCESS and returns NULL. If \a mode indicates a write
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operation, then this function will make sure that any directories
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leading to the file exist.
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\param path Path name of file to open, relative to ::qfs_userpath.
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\param mode Mode in which to open the file. Passed through as-is to
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Qopen ().
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\return The file handle as returned by Qopen or NULL on error.
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\note This function cannot be used to access files within a pak file.
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For pak file support, use QFS_FOpenFile().
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*/
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QFile *QFS_Open (const char *path, const char *mode);
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/** Open a file for writing.
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This is a convenience wrapper for QFS_Open(). If \a zip is true, then
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the file will be written uzing gzip compression if QuakeForge was built
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with zlib support, otherwise the file will be written uncompressed.
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\param path Path name of file to open, relative to ::qfs_userpath.
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\param zip Compression control.
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\return The file handle as returned by Qopen or NULL on error.
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*/
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QFile *QFS_WOpen (const char *path, int zip);
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/** Write a block of data to a file.
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This is a convenience wrapper for QFS_Open().
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\param filename Path name of file to open, relative to ::qfs_userpath.
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\param data Pointer to the block of data to be written.
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\param len The size of the block of data, in bytes.
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\note If an error occurs, this function will call Sys_Error(), aborting
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the program.
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*/
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void QFS_WriteFile (const char *filename, const void *data, int len);
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QFile *_QFS_VOpenFile (const char *filename, int zip,
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const vpath_t *start, const vpath_t *end);
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QFile *QFS_VOpenFile (const char *filename,
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const vpath_t *start, const vpath_t *end);
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/** Open a file for reading.
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The file will be searched for through all the subdirectories given in the
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\c Path attribute (\ref dirconf). For each directory in \c Path, this
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function will check \c \${fs_userpath}/${dir} then
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\${fs_sharepath}/${dir}. In each location, pak files are checked before
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external files. pak files will be searched in reverse order (pak10.pak,
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pak9.pak, ... pak2.pak,pak1.pak,pak0.pak). However, any file ending in
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.pak will be checked whether it is a pak file.
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Does name mangling for files with .gz extention and .wav-.ogg
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substitution.
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\param filename The name of the file to open.
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\param zip If true and the file has been compressed with gzip, the
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file will be opened such that it decompresses on the fly.
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Otherwise, the file will be read as-is.
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\return The file handle or NULL if there is an error.
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*/
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QFile *_QFS_FOpenFile (const char *filename, int zip);
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/** Open a file for reading.
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This is a convenience wrapper for _QFS_FOpenFile(). The file will
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always be opened with decompression enabled. See the documentation for
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_QFS_FOpenFile() for more details.
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\param filename The name of the file to open.
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\return The file handle pointer, or NULL if there is an error.
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*/
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QFile *QFS_FOpenFile (const char *filename);
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/** Load a file into memory.
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The file will be loaded into memory allocated from the location indicated
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by \a usehunk.
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\param file The handle of the file to load.
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\param usehunk The location from which to allocate memory for the file's
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data. Use 0.
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\return Pointer to the file's data, or NULL on error.
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\todo remove \a usehunk
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*/
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byte *QFS_LoadFile (QFile *file, int usehunk);
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/** Load a file into memeory.
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The file is loaded into memory allocated from the hunk.
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*/
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byte *QFS_LoadHunkFile (QFile *file);
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/** Load a file into memeory.
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This is a wrapper for QFS_LoadFile().
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\deprecated This should go away soon.
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*/
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void QFS_LoadCacheFile (QFile *file, struct cache_user_s *cu);
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/** Rename a file.
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\param old_path The file to rename.
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\param new_path The new name for the file.
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\return 0 for success, -1 for failure.
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\note The file and destination must both be within \c qfs_userpath.
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*/
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int QFS_Rename (const char *old_path, const char *new_path);
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/** Delete a file.
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\param path The file to delete.
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\return 0 for success, -1 for failure.
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\note The file must be within \c qfs_userpath.
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*/
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int QFS_Remove (const char *path);
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/** Find available filename.
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The filename will be of the form \c prefixXXXX.ext where \c XXXX
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is a zero padded number from 0 to 9999.
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\param filename This will be set to the available filename.
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\param prefix The part of the filename preceeding the numers.
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\param ext The extension to add to the filename.
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\return 1 for success, 0 for failure.
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\note \a prefix is relative to \c qfc_userpath.
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*/
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int QFS_NextFilename (struct dstring_s *filename, const char *prefix,
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const char *ext);
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/** Extract the non-extension part of the file name from the path.
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\param in The path from which the name will be extracted.
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\return The extracted name.
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\note It is the caller's responsibility to free the extracted name.
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*/
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char *QFS_FileBase (const char *in);
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/** Set the file extention if not already present.
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If the file already has an extension, do nothing.
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\param path The path to which the extension will be added.
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\param extension The extension to add.
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*/
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void QFS_DefaultExtension (struct dstring_s *path, const char *extension);
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/** Set the file extention.
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If the file already has an extension, it will be replaced.
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\param path The path to which the extension will be set.
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\param extension The extension to set.
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*/
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void QFS_SetExtension (struct dstring_s *path, const char *extension);
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/** Remove any extension from the path.
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\param in The path from which to strip the extension.
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\param out The destination of the stripped path. May be the same
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as \a in.
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\note No size checking is done on \a out. It use the
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caller's responsibility to ensure out is large enough
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to hold the stripped path. However, the stripped path
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will never be longer than the original path.
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*/
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void QFS_StripExtension (const char *in, char *out);
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/** Create a canonical path.
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Convert all \c \\ to \c /, remove all \c . elements from the path and
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resolve all \c foo/.. pairs.
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\param pth The path to make canonical
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\return The canonical path.
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\note It is the caller's responsibility to free the canonical
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path.
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*/
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char *QFS_CompressPath (const char *pth);
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/** Return a pointer to the start of the filename part of the path.
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\param pathname The path withing which to find the filename.
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\return Pointer to the beginning of the filename. This points
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inside \a pathname.
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*/
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const char *QFS_SkipPath (const char *pathname) __attribute__((pure));
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/** Return a pointer to the start of the extention part of the path.
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\param in The path withing which to find the extention.
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\return Pointer to the beginning of the extention. This points
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inside \a in at all times. If the path has no extension,
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the returned pointer will point to the terminating nul
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of the path.
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*/
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const char *QFS_FileExtension (const char *in) __attribute__((pure));
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/** Register a callback function for when the gamedir changes.
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The callbacks will be called in order of registration, in two passes.
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The first pass (\c phase is 0) is before the cache has been flushed.
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The second pass (\c phase is 1) is after the cache has been flushed.
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\param func The function to call every time the gamedir changes via
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QFS_Gamedir().
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*/
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void QFS_GamedirCallback (gamedir_callback_t *func);
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/** Create a new file list.
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\return Pointer to the new file list.
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*/
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filelist_t *QFS_FilelistNew (void);
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/** Add a single file to the file list.
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If the extension of the file matches \a ext, it will be trimmed off the
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file name befor the file is added to the list.
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\param filelist The list to which the file is to be added.
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\param fname The file which is to be added to the file list.
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\param ext The extention to be stripped from the file.
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\todo Should the extension stripping be done by the caller?
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*/
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void QFS_FilelistAdd (filelist_t *filelist, const char *fname,
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const char *ext);
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/** Add files from the gamedir within the specified path.
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All files from the specified path in the gamedir with the given extension
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will be added to the list after possibly stripping their extension.
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\param list The list to which the files are to be added.
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\param path The path withing the gamedir from which files are to be
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added to the list.
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\param ext The extension of the files to be added.
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\param strip If true, the extension of the files will be stripped.
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\bug can escape the quake file system
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*/
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void QFS_FilelistFill (filelist_t *list, const char *path, const char *ext,
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int strip);
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/** Free a file list.
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\param list The list to be freed.
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*/
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void QFS_FilelistFree (filelist_t *list);
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///@}
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#endif//__QF_quakefs_h
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