// "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" void cacheAllocateBlock(intptr_t *newhandle, int32_t newbytes, uint8_t *newlockptr); extern int32_t pathsearchmode; // 0 = gamefs mode (default), 1 = localfs mode (editor's mode) #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 kloadfile(const char* name, int where) { auto lump = fileSystem.FindFile(name); if (lump < 0) return TArray(); 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_