#ifndef __RESFILE_H #define __RESFILE_H #include #include #include #include "fs_files.h" namespace FileSys { class StringPool; std::string ExtractBaseName(const char* path, bool include_extension = false); void strReplace(std::string& str, const char* from, const char* to); // user context in which the file system gets opened. This also contains a few callbacks to avoid direct dependencies on the engine. struct LumpFilterInfo { std::vector gameTypeFilter; // this can contain multiple entries std::string dotFilter; // The following are for checking if the root directory of a zip can be removed. std::vector reservedFolders; std::vector requiredPrefixes; std::vector embeddings; std::vector blockednames; // File names that will never be accepted (e.g. dehacked.exe for Doom) std::function filenamecheck; // for scanning directories, this allows to eliminate unwanted content. std::function postprocessFunc; }; enum class FSMessageLevel { Error = 1, Warning = 2, Attention = 3, Message = 4, DebugWarn = 5, DebugNotify = 6, }; // pass the text output function as parameter to avoid a hard dependency on higher level code. using FileSystemMessageFunc = int(*)(FSMessageLevel msglevel, const char* format, ...); class FResourceFile; // [RH] Namespaces from BOOM. // These are needed here in the low level part so that WAD files can be properly set up. typedef enum { ns_hidden = -1, ns_global = 0, ns_sprites, ns_flats, ns_colormaps, ns_acslibrary, ns_newtextures, ns_bloodraw, // no longer used - kept for ZScript. ns_bloodsfx, // no longer used - kept for ZScript. ns_bloodmisc, // no longer used - kept for ZScript. ns_strifevoices, ns_hires, ns_voxels, // These namespaces are only used to mark lumps in special subdirectories // so that their contents doesn't interfere with the global namespace. // searching for data in these namespaces works differently for lumps coming // from Zips or other files. ns_specialzipdirectory, ns_sounds, ns_patches, ns_graphics, ns_music, ns_firstskin, } namespace_t; enum ELumpFlags { LUMPF_MAYBEFLAT = 1, // might be a flat outside F_START/END LUMPF_FULLPATH = 2, // contains a full path. This will trigger extended namespace checks when looking up short names. LUMPF_EMBEDDED = 4, // marks an embedded resource file for later processing. LUMPF_SHORTNAME = 8, // the stored name is a short extension-less name LUMPF_COMPRESSED = 16, // compressed or encrypted, i.e. cannot be read with the container file's reader. }; // This holds a compresed Zip entry with all needed info to decompress it. struct FCompressedBuffer { unsigned mSize; unsigned mCompressedSize; int mMethod; int mZipFlags; unsigned mCRC32; char *mBuffer; const char* filename; bool Decompress(char *destbuffer); void Clean() { mSize = mCompressedSize = 0; if (mBuffer != nullptr) { delete[] mBuffer; mBuffer = nullptr; } } }; struct FResourceLump { friend class FResourceFile; friend class FWadFile; // this still needs direct access. int LumpSize; int RefCount; protected: const char* FullName; public: uint8_t Flags; char * Cache; FResourceFile * Owner; FResourceLump() { Cache = NULL; Owner = NULL; Flags = 0; RefCount = 0; FullName = ""; } virtual ~FResourceLump(); virtual FileReader *GetReader(); virtual FileReader NewReader(); virtual int GetFileOffset() { return -1; } virtual int GetIndexNum() const { return -1; } virtual int GetNamespace() const { return 0; } void LumpNameSetup(const char* iname, StringPool* allocator); void CheckEmbedded(LumpFilterInfo* lfi); virtual FCompressedBuffer GetRawData(); void *Lock(); // validates the cache and increases the refcount. int Unlock(); // decreases the refcount and frees the buffer unsigned Size() const{ return LumpSize; } int LockCount() const { return RefCount; } const char* getName() { return FullName; } void clearName() { FullName = ""; } protected: virtual int FillCache() { return -1; } }; class FResourceFile { public: FileReader Reader; const char* FileName; protected: uint32_t NumLumps; char Hash[48]; StringPool* stringpool; FResourceFile(const char *filename, StringPool* sp); FResourceFile(const char *filename, FileReader &r, StringPool* sp); // for archives that can contain directories void GenerateHash(); void PostProcessArchive(void *lumps, size_t lumpsize, LumpFilterInfo *filter); private: uint32_t FirstLump; int FilterLumps(const std::string& filtername, void *lumps, size_t lumpsize, uint32_t max); int FilterLumpsByGameType(LumpFilterInfo *filter, void *lumps, size_t lumpsize, uint32_t max); bool FindPrefixRange(const char* filter, void *lumps, size_t lumpsize, uint32_t max, uint32_t &start, uint32_t &end); void JunkLeftoverFilters(void *lumps, size_t lumpsize, uint32_t max); static FResourceFile *DoOpenResourceFile(const char *filename, FileReader &file, bool containeronly, LumpFilterInfo* filter, FileSystemMessageFunc Printf, StringPool* sp); public: static FResourceFile *OpenResourceFile(const char *filename, FileReader &file, bool containeronly = false, LumpFilterInfo* filter = nullptr, FileSystemMessageFunc Printf = nullptr, StringPool* sp = nullptr); static FResourceFile *OpenResourceFile(const char *filename, bool containeronly = false, LumpFilterInfo* filter = nullptr, FileSystemMessageFunc Printf = nullptr, StringPool* sp = nullptr); static FResourceFile *OpenDirectory(const char *filename, LumpFilterInfo* filter = nullptr, FileSystemMessageFunc Printf = nullptr, StringPool* sp = nullptr); virtual ~FResourceFile(); // If this FResourceFile represents a directory, the Reader object is not usable so don't return it. FileReader *GetReader() { return Reader.isOpen()? &Reader : nullptr; } uint32_t LumpCount() const { return NumLumps; } uint32_t GetFirstEntry() const { return FirstLump; } void SetFirstLump(uint32_t f) { FirstLump = f; } const char* GetHash() const { return Hash; } virtual FResourceLump *GetLump(int no) = 0; FResourceLump *FindLump(const char *name); }; } #endif