Xash3D FWGS engine.
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/*
filesystem.h - engine FS
Copyright (C) 2007 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#ifndef FILESYSTEM_INTERNAL_H
#define FILESYSTEM_INTERNAL_H
#include "xash3d_types.h"
#include "filesystem.h"
#ifdef __cplusplus
extern "C"
{
#endif
typedef struct zip_s zip_t;
typedef struct pack_s pack_t;
typedef struct wfile_s wfile_t;
#define FILE_BUFF_SIZE (2048)
struct file_s
{
int handle; // file descriptor
int ungetc; // single stored character from ungetc, cleared to EOF when read
fs_offset_t real_length; // uncompressed file size (for files opened in "read" mode)
fs_offset_t position; // current position in the file
fs_offset_t offset; // offset into the package (0 if external file)
time_t filetime; // pak, wad or real filetime
// contents buffer
fs_offset_t buff_ind, buff_len; // buffer current index and length
byte buff[FILE_BUFF_SIZE]; // intermediate buffer
#ifdef XASH_REDUCE_FD
const char *backup_path;
fs_offset_t backup_position;
uint backup_options;
#endif
};
enum
{
SEARCHPATH_PLAIN = 0,
SEARCHPATH_PAK,
SEARCHPATH_WAD,
SEARCHPATH_ZIP
};
typedef struct stringlist_s
{
// maxstrings changes as needed, causing reallocation of strings[] array
int maxstrings;
int numstrings;
char **strings;
} stringlist_t;
typedef struct searchpath_s
{
string filename;
int type;
int flags;
union
{
pack_t *pack;
wfile_t *wad;
zip_t *zip;
};
struct searchpath_s *next;
} searchpath_t;
extern fs_globals_t FI;
extern searchpath_t *fs_searchpaths;
extern poolhandle_t fs_mempool;
extern fs_interface_t g_engfuncs;
extern qboolean fs_ext_path;
extern char fs_rodir[MAX_SYSPATH];
extern char fs_rootdir[MAX_SYSPATH];
extern char fs_writedir[MAX_SYSPATH];
extern fs_api_t g_api;
#define GI FI.GameInfo
#define Mem_Malloc( pool, size ) g_engfuncs._Mem_Alloc( pool, size, false, __FILE__, __LINE__ )
#define Mem_Calloc( pool, size ) g_engfuncs._Mem_Alloc( pool, size, true, __FILE__, __LINE__ )
#define Mem_Realloc( pool, ptr, size ) g_engfuncs._Mem_Realloc( pool, ptr, size, true, __FILE__, __LINE__ )
#define Mem_Free( mem ) g_engfuncs._Mem_Free( mem, __FILE__, __LINE__ )
#define Mem_AllocPool( name ) g_engfuncs._Mem_AllocPool( name, __FILE__, __LINE__ )
#define Mem_FreePool( pool ) g_engfuncs._Mem_FreePool( pool, __FILE__, __LINE__ )
#define Con_Printf (*g_engfuncs._Con_Printf)
#define Con_DPrintf (*g_engfuncs._Con_DPrintf)
#define Con_Reportf (*g_engfuncs._Con_Reportf)
#define Sys_Error (*g_engfuncs._Sys_Error)
//
// filesystem.c
//
qboolean FS_InitStdio( qboolean caseinsensitive, const char *rootdir, const char *basedir, const char *gamedir, const char *rodir );
void FS_ShutdownStdio( void );
// search path utils
void FS_Rescan( void );
void FS_ClearSearchPath( void );
void FS_AllowDirectPaths( qboolean enable );
void FS_AddGameDirectory( const char *dir, uint flags );
void FS_AddGameHierarchy( const char *dir, uint flags );
search_t *FS_Search( const char *pattern, int caseinsensitive, int gamedironly );
int FS_SetCurrentDirectory( const char *path );
void FS_Path_f( void );
// gameinfo utils
void FS_LoadGameInfo( const char *rootfolder );
// file ops
file_t *FS_Open( const char *filepath, const char *mode, qboolean gamedironly );
fs_offset_t FS_Write( file_t *file, const void *data, size_t datasize );
fs_offset_t FS_Read( file_t *file, void *buffer, size_t buffersize );
int FS_Seek( file_t *file, fs_offset_t offset, int whence );
fs_offset_t FS_Tell( file_t *file );
qboolean FS_Eof( file_t *file );
int FS_Flush( file_t *file );
int FS_Close( file_t *file );
int FS_Gets( file_t *file, byte *string, size_t bufsize );
int FS_UnGetc( file_t *file, byte c );
int FS_Getc( file_t *file );
int FS_VPrintf( file_t *file, const char *format, va_list ap );
int FS_Printf( file_t *file, const char *format, ... ) _format( 2 );
int FS_Print( file_t *file, const char *msg );
fs_offset_t FS_FileLength( file_t *f );
qboolean FS_FileCopy( file_t *pOutput, file_t *pInput, int fileSize );
// file buffer ops
byte *FS_LoadFile( const char *path, fs_offset_t *filesizeptr, qboolean gamedironly );
byte *FS_LoadDirectFile( const char *path, fs_offset_t *filesizeptr );
qboolean FS_WriteFile( const char *filename, const void *data, fs_offset_t len );
// file hashing
qboolean CRC32_File( dword *crcvalue, const char *filename );
qboolean MD5_HashFile( byte digest[16], const char *pszFileName, uint seed[4] );
// filesystem ops
int FS_FileExists( const char *filename, int gamedironly );
int FS_FileTime( const char *filename, qboolean gamedironly );
fs_offset_t FS_FileSize( const char *filename, qboolean gamedironly );
qboolean FS_Rename( const char *oldname, const char *newname );
qboolean FS_Delete( const char *path );
qboolean FS_SysFileExists( const char *path, qboolean casesensitive );
const char *FS_GetDiskPath( const char *name, qboolean gamedironly );
void stringlistappend( stringlist_t *list, char *text );
void FS_CreatePath( char *path );
qboolean FS_SysFolderExists( const char *path );
file_t *FS_OpenReadFile( const char *filename, const char *mode, qboolean gamedironly );
int FS_SysFileTime( const char *filename );
file_t *FS_OpenHandle( const char *syspath, int handle, fs_offset_t offset, fs_offset_t len );
file_t *FS_SysOpen( const char *filepath, const char *mode );
const char *FS_FixFileCase( const char *path );
searchpath_t *FS_FindFile( const char *name, int *index, qboolean gamedironly );
//
// pak.c
//
int FS_FileTimePAK( pack_t *pack );
int FS_FindFilePAK( pack_t *pack, const char *name );
void FS_PrintPAKInfo( char *dst, size_t size, pack_t *pack );
void FS_ClosePAK( pack_t *pack );
void FS_SearchPAK( stringlist_t *list, pack_t *pack, const char *pattern );
file_t *FS_OpenPackedFile( pack_t *pack, int pack_ind );
qboolean FS_AddPak_Fullpath( const char *pakfile, qboolean *already_loaded, int flags );
//
// wad.c
//
int FS_FileTimeWAD( wfile_t *wad );
int FS_FindFileWAD( wfile_t *wad, const char *name );
void FS_PrintWADInfo( char *dst, size_t size, wfile_t *wad );
void FS_CloseWAD( wfile_t *wad );
void FS_SearchWAD( stringlist_t *list, wfile_t *wad, const char *pattern );
byte *FS_LoadWADFile( const char *path, fs_offset_t *sizeptr, qboolean gamedironly );
qboolean FS_AddWad_Fullpath( const char *wadfile, qboolean *already_loaded, int flags );
//
// watch.c
//
qboolean FS_WatchInitialize( void );
int FS_AddWatch( const char *path, fs_event_callback_t callback );
void FS_WatchFrame( void );
//
// zip.c
//
int FS_FileTimeZIP( zip_t *zip );
int FS_FindFileZIP( zip_t *zip, const char *name );
void FS_PrintZIPInfo( char *dst, size_t size, zip_t *zip );
void FS_CloseZIP( zip_t *zip );
void FS_SearchZIP( stringlist_t *list, zip_t *zip, const char *pattern );
byte *FS_LoadZIPFile( const char *path, fs_offset_t *sizeptr, qboolean gamedironly );
file_t *FS_OpenZipFile( zip_t *zip, int pack_ind );
qboolean FS_AddZip_Fullpath( const char *zipfile, qboolean *already_loaded, int flags );
#ifdef __cplusplus
}
#endif
#endif // FILESYSTEM_INTERNAL_H