raze-gles/source/build/include/cache1d.h

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// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
// Ken Silverman's official web site: "http://www.advsys.net/ken"
// See the included license file "BUILDLIC.TXT" for license info.
//
// This file has been modified from Ken Silverman's original release
// by Jonathon Fowler (jf@jonof.id.au)
// by the EDuke32 team (development@voidpoint.com)
#ifndef cache1d_h_
#define cache1d_h_
#include "compat.h"
#include "files.h"
#include "vfs.h"
extern char *kpzbuf;
void cacheAllocateBlock(intptr_t *newhandle, int32_t newbytes, uint8_t *newlockptr);
using buildvfs_kfd = int32_t;
extern int32_t pathsearchmode; // 0 = gamefs mode (default), 1 = localfs mode (editor's mode)
extern char g_modDir[BMAX_PATH];
enum {
CACHE1D_FIND_FILE = 1,
CACHE1D_FIND_DIR = 2,
CACHE1D_FIND_DRIVE = 4,
CACHE1D_FIND_NOCURDIR = 8,
BUILDVFS_FIND_FILE = 1,
BUILDVFS_FIND_DIR = 2,
BUILDVFS_FIND_DRIVE = 4,
BUILDVFS_FIND_NOCURDIR = 8,
CACHE1D_OPT_NOSTACK = 0x100,
// the lower the number, the higher the priority
CACHE1D_SOURCE_DRIVE = 0,
CACHE1D_SOURCE_CURDIR = 1,
CACHE1D_SOURCE_PATH = 2, // + path stack depth
CACHE1D_SOURCE_ZIP = 0x7ffffffe,
CACHE1D_SOURCE_GRP = 0x7fffffff,
BUILDVFS_SOURCE_GRP = 0x7fffffff,
};
typedef struct _CACHE1D_FIND_REC {
char *name;
int32_t type, source;
struct _CACHE1D_FIND_REC *next, *prev, *usera, *userb;
} CACHE1D_FIND_REC, BUILDVFS_FIND_REC;
int32_t klistaddentry(CACHE1D_FIND_REC **rec, const char *name, int32_t type, int32_t source);
void klistfree(CACHE1D_FIND_REC *rec);
CACHE1D_FIND_REC *klistpath(const char *path, const char *mask, int type);
// compression disabled pending a better process for saving. Per-block compression as done here was not that great.
int32_t kdfread_LZ4(void* buffer, int dasizeof, int count, buildvfs_kfd fil) = delete;
inline int32_t kdfread_LZ4(void* buffer, int dasizeof, int count, FileReader& fil)
{
return fil.Read(buffer, dasizeof * count);
}
inline void dfwrite_LZ4(const void* buffer, int dasizeof, int count, buildvfs_FILE fil)
{
fwrite(buffer, dasizeof, count, fil);
}
#include "filesystem/filesystem.h"
// Wrappers for the handle based API to get rid of the direct calls without any actual changes to the implementation.
// These are now getting redirected to the file system so that the implementation here can be gutted without making changes to the calling code.
inline FileReader kopenFileReader(const char* name, int where)
{
auto lump = fileSystem.FindFile(name);
if (lump < 0) return FileReader();
else return fileSystem.OpenFileReader(lump);
}
// This is only here to mark a file as not being part of the game assets (e.g. savegames)
// These should be handled differently (e.g read from a userdata directory or similar things.)
inline FileReader fopenFileReader(const char* name, int where)
{
FileReader fr;
fr.OpenFile(name);
return fr;
}
inline bool testkopen(const char* name, int where)
{
// todo: if backed by a single file, we must actually open it to make sure.
return fileSystem.FindFile(name) >= 0;
}
inline TArray<uint8_t> kloadfile(const char* name, int where)
{
auto lump = fileSystem.FindFile(name);
if (lump < 0) return TArray<uint8_t>();
return fileSystem.GetFileData(lump);
}
inline int32_t kfilesize(const char* name, int where)
{
auto lump = fileSystem.FindFile(name);
if (lump < 0) return -1;
return fileSystem.FileLength(lump);
}
// checks from path and in ZIPs, returns 1 if NOT found
inline int32_t check_file_exist(const char* fn)
{
return fileSystem.FindFile(fn) >= 0;
}
#endif // cache1d_h_