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/*
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filesystem.h - engine FS
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Copyright (C) 2007 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(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. See the
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GNU General Public License for more details.
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*/
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#ifndef FILESYSTEM_INTERNAL_H
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#define FILESYSTEM_INTERNAL_H
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#include "xash3d_types.h"
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#include "filesystem.h"
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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typedef struct zip_s zip_t;
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typedef struct pack_s pack_t;
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typedef struct wfile_s wfile_t;
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#define FILE_BUFF_SIZE (2048)
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struct file_s
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{
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int handle; // file descriptor
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int ungetc; // single stored character from ungetc, cleared to EOF when read
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fs_offset_t real_length; // uncompressed file size (for files opened in "read" mode)
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fs_offset_t position; // current position in the file
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fs_offset_t offset; // offset into the package (0 if external file)
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time_t filetime; // pak, wad or real filetime
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// contents buffer
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fs_offset_t buff_ind, buff_len; // buffer current index and length
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byte buff[FILE_BUFF_SIZE]; // intermediate buffer
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#ifdef XASH_REDUCE_FD
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const char *backup_path;
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fs_offset_t backup_position;
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uint backup_options;
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#endif
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};
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enum
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{
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SEARCHPATH_PLAIN = 0,
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SEARCHPATH_PAK,
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SEARCHPATH_WAD,
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SEARCHPATH_ZIP
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};
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typedef struct stringlist_s
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{
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// maxstrings changes as needed, causing reallocation of strings[] array
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int maxstrings;
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int numstrings;
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char **strings;
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} stringlist_t;
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typedef struct searchpath_s
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{
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string filename;
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int type;
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int flags;
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union
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{
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pack_t *pack;
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wfile_t *wad;
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zip_t *zip;
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};
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struct searchpath_s *next;
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} searchpath_t;
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extern fs_globals_t FI;
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extern searchpath_t *fs_searchpaths;
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extern poolhandle_t fs_mempool;
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extern fs_interface_t g_engfuncs;
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extern qboolean fs_ext_path;
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extern char fs_rodir[MAX_SYSPATH];
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extern char fs_rootdir[MAX_SYSPATH];
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extern char fs_writedir[MAX_SYSPATH];
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extern fs_api_t g_api;
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#define GI FI.GameInfo
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#define Mem_Malloc( pool, size ) g_engfuncs._Mem_Alloc( pool, size, false, __FILE__, __LINE__ )
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#define Mem_Calloc( pool, size ) g_engfuncs._Mem_Alloc( pool, size, true, __FILE__, __LINE__ )
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#define Mem_Realloc( pool, ptr, size ) g_engfuncs._Mem_Realloc( pool, ptr, size, true, __FILE__, __LINE__ )
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#define Mem_Free( mem ) g_engfuncs._Mem_Free( mem, __FILE__, __LINE__ )
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#define Mem_AllocPool( name ) g_engfuncs._Mem_AllocPool( name, __FILE__, __LINE__ )
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#define Mem_FreePool( pool ) g_engfuncs._Mem_FreePool( pool, __FILE__, __LINE__ )
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#define Con_Printf (*g_engfuncs._Con_Printf)
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#define Con_DPrintf (*g_engfuncs._Con_DPrintf)
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#define Con_Reportf (*g_engfuncs._Con_Reportf)
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#define Sys_Error (*g_engfuncs._Sys_Error)
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//
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// filesystem.c
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//
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qboolean FS_InitStdio( qboolean caseinsensitive, const char *rootdir, const char *basedir, const char *gamedir, const char *rodir );
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void FS_ShutdownStdio( void );
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// search path utils
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void FS_Rescan( void );
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void FS_ClearSearchPath( void );
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void FS_AllowDirectPaths( qboolean enable );
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void FS_AddGameDirectory( const char *dir, uint flags );
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void FS_AddGameHierarchy( const char *dir, uint flags );
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search_t *FS_Search( const char *pattern, int caseinsensitive, int gamedironly );
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int FS_SetCurrentDirectory( const char *path );
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void FS_Path_f( void );
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// gameinfo utils
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void FS_LoadGameInfo( const char *rootfolder );
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// file ops
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file_t *FS_Open( const char *filepath, const char *mode, qboolean gamedironly );
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fs_offset_t FS_Write( file_t *file, const void *data, size_t datasize );
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fs_offset_t FS_Read( file_t *file, void *buffer, size_t buffersize );
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int FS_Seek( file_t *file, fs_offset_t offset, int whence );
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fs_offset_t FS_Tell( file_t *file );
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qboolean FS_Eof( file_t *file );
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int FS_Flush( file_t *file );
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int FS_Close( file_t *file );
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int FS_Gets( file_t *file, byte *string, size_t bufsize );
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int FS_UnGetc( file_t *file, byte c );
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int FS_Getc( file_t *file );
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int FS_VPrintf( file_t *file, const char *format, va_list ap );
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int FS_Printf( file_t *file, const char *format, ... ) _format( 2 );
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int FS_Print( file_t *file, const char *msg );
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fs_offset_t FS_FileLength( file_t *f );
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qboolean FS_FileCopy( file_t *pOutput, file_t *pInput, int fileSize );
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// file buffer ops
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byte *FS_LoadFile( const char *path, fs_offset_t *filesizeptr, qboolean gamedironly );
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byte *FS_LoadDirectFile( const char *path, fs_offset_t *filesizeptr );
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qboolean FS_WriteFile( const char *filename, const void *data, fs_offset_t len );
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// file hashing
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qboolean CRC32_File( dword *crcvalue, const char *filename );
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qboolean MD5_HashFile( byte digest[16], const char *pszFileName, uint seed[4] );
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// filesystem ops
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int FS_FileExists( const char *filename, int gamedironly );
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int FS_FileTime( const char *filename, qboolean gamedironly );
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fs_offset_t FS_FileSize( const char *filename, qboolean gamedironly );
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qboolean FS_Rename( const char *oldname, const char *newname );
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qboolean FS_Delete( const char *path );
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qboolean FS_SysFileExists( const char *path, qboolean casesensitive );
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const char *FS_GetDiskPath( const char *name, qboolean gamedironly );
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void stringlistappend( stringlist_t *list, char *text );
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void FS_CreatePath( char *path );
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qboolean FS_SysFolderExists( const char *path );
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file_t *FS_OpenReadFile( const char *filename, const char *mode, qboolean gamedironly );
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int FS_SysFileTime( const char *filename );
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file_t *FS_OpenHandle( const char *syspath, int handle, fs_offset_t offset, fs_offset_t len );
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file_t *FS_SysOpen( const char *filepath, const char *mode );
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const char *FS_FixFileCase( const char *path );
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searchpath_t *FS_FindFile( const char *name, int *index, qboolean gamedironly );
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//
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// pak.c
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//
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int FS_FileTimePAK( pack_t *pack );
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int FS_FindFilePAK( pack_t *pack, const char *name );
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void FS_PrintPAKInfo( char *dst, size_t size, pack_t *pack );
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void FS_ClosePAK( pack_t *pack );
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void FS_SearchPAK( stringlist_t *list, pack_t *pack, const char *pattern );
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file_t *FS_OpenPackedFile( pack_t *pack, int pack_ind );
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qboolean FS_AddPak_Fullpath( const char *pakfile, qboolean *already_loaded, int flags );
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//
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// wad.c
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//
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int FS_FileTimeWAD( wfile_t *wad );
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int FS_FindFileWAD( wfile_t *wad, const char *name );
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void FS_PrintWADInfo( char *dst, size_t size, wfile_t *wad );
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void FS_CloseWAD( wfile_t *wad );
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void FS_SearchWAD( stringlist_t *list, wfile_t *wad, const char *pattern );
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byte *FS_LoadWADFile( const char *path, fs_offset_t *sizeptr, qboolean gamedironly );
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qboolean FS_AddWad_Fullpath( const char *wadfile, qboolean *already_loaded, int flags );
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//
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// watch.c
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//
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qboolean FS_WatchInitialize( void );
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int FS_AddWatch( const char *path, fs_event_callback_t callback );
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void FS_WatchFrame( void );
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//
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// zip.c
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//
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int FS_FileTimeZIP( zip_t *zip );
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int FS_FindFileZIP( zip_t *zip, const char *name );
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void FS_PrintZIPInfo( char *dst, size_t size, zip_t *zip );
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void FS_CloseZIP( zip_t *zip );
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void FS_SearchZIP( stringlist_t *list, zip_t *zip, const char *pattern );
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byte *FS_LoadZIPFile( const char *path, fs_offset_t *sizeptr, qboolean gamedironly );
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file_t *FS_OpenZipFile( zip_t *zip, int pack_ind );
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qboolean FS_AddZip_Fullpath( const char *zipfile, qboolean *already_loaded, int flags );
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#ifdef __cplusplus
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}
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#endif
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#endif // FILESYSTEM_INTERNAL_H
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