raze-gles/source/build/include/cache1d.h
Christoph Oelckers e87642e197 - cleaned out the remains of the savegame compression hacks
This broke the savegame reader which still assumed it was working on compressed data. Everything will now take the uncompressed path.

In-stream optional compression is not a good idea anyway, this can and should be done better.

Also: Why  is the savegame format architecture dependent???
2019-11-06 01:01:16 +01:00

70 lines
2.1 KiB
C

// "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"
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)
#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_