//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=====================================================================================// #pragma once #include #include #include #include #include #include #include #include #include #include #include #include "tier0/dbg.h" #include "tier0/icommandline.h" #include "appframework/appframework.h" #include "characterset.h" #include "tier1/strtools.h" #include "tier1/UtlVector.h" #include "tier1/UtlBuffer.h" #include "tier1/UtlString.h" #include "tier1/UtlRBTree.h" #include "tier1/UtlDict.h" #include "tier1/UtlSortVector.h" #include "tier1/UtlStringMap.h" #include "tier1/UtlSymbol.h" #include "tier1/KeyValues.h" #include "tier1/lzss.h" #include "lzma/lzma.h" #include "datamap.h" #include "XZipTool.h" #include "../../common/scriplib.h" #include "../../common/cmdlib.h" #include "tier2/tier2.h" #include "dmserializers/idmserializers.h" #include "datamodel/dmattribute.h" #include "datamodel/dmelement.h" #include "studiobyteswap.h" #include "studio.h" #include "vphysics_interface.h" #include "materialsystem/IMaterial.h" #include "materialsystem/hardwareverts.h" #include "optimize.h" #include "soundchars.h" #include "mdllib/mdllib.h" enum fileType_e { FILETYPE_UNKNOWN = 0, FILETYPE_WAV, FILETYPE_VTF, FILETYPE_MDL, FILETYPE_ANI, FILETYPE_VTX, FILETYPE_VVD, FILETYPE_PHY, FILETYPE_BSP, FILETYPE_AIN, FILETYPE_CCDAT, FILETYPE_MP3, FILETYPE_RESLST, FILETYPE_PCF, FILETYPE_SCENEIMAGE }; typedef struct { int result; CUtlString fileName; } errorList_t; //----------------------------------------------------------------------------- // MakeGameData.cpp //----------------------------------------------------------------------------- bool IsLocalizedFile( const char *pFileName ); bool IsLocalizedFileValid( const char *pFileName, const char *pLanguageSuffix = NULL ); bool CompressCallback( CUtlBuffer &inputBuffer, CUtlBuffer &outputBuffer ); bool ReadFileToBuffer( const char *pSourceName, CUtlBuffer &buffer, bool bText, bool bNoOpenFailureWarning ); bool WriteBufferToFile( const char *pTargetName, CUtlBuffer &buffer, bool bWriteToZip, DiskWriteMode_t writeMode ); fileType_e ResolveFileType( const char *pSourceName, char *pTargetName, int targetNameSize ); extern DiskWriteMode_t g_WriteModeForConversions; extern CXZipTool g_MasterXZip; extern char g_szGamePath[]; extern char g_szModPath[]; extern bool g_bModPathIsValid; extern const char *g_GameNames[]; extern bool g_bForce; extern bool g_bQuiet; extern bool g_bMakeZip; extern bool g_bIsPlatformZip; extern IPhysicsCollision *g_pPhysicsCollision; extern char g_szSourcePath[]; extern CUtlVector< errorList_t > g_errorList; //----------------------------------------------------------------------------- // MakeTextures.cpp //----------------------------------------------------------------------------- bool CreateTargetFile_VTF( const char *pSourceName, const char *pTargetName, bool bWriteToZip ); bool GetPreloadData_VTF( const char *pFilename, CUtlBuffer &fileBufferIn, CUtlBuffer &preloadBufferOut ); //----------------------------------------------------------------------------- // MakeScenes.cpp //----------------------------------------------------------------------------- bool CreateSceneImageFile( char const *pchModPath, bool bWriteToZip, bool bLittleEndian, bool bQuiet, DiskWriteMode_t eWriteModeForConversions ); //----------------------------------------------------------------------------- // MakeSounds.cpp //----------------------------------------------------------------------------- bool CreateTargetFile_WAV( const char *pSourceName, const char *pTargetName, bool bWriteToZip ); bool CreateTargetFile_MP3( const char *pSourceName, const char *pTargetName, bool bWriteToZip ); bool GetPreloadData_WAV( const char *pFilename, CUtlBuffer &fileBufferIn, CUtlBuffer &preloadBufferOut ); //----------------------------------------------------------------------------- // MakeMaps.cpp //----------------------------------------------------------------------------- bool CreateTargetFile_BSP( const char *pSourceName, const char *pTargetName, bool bWriteToZip ); bool CreateTargetFile_AIN( const char *pSourceName, const char *pTargetName, bool bWriteToZip ); bool GetDependants_BSP( const char *pBspName, CUtlVector< CUtlString > *pList ); //----------------------------------------------------------------------------- // MakeResources.cpp //----------------------------------------------------------------------------- bool CreateTargetFile_CCDAT( const char *pSourceName, const char *pTargetName, bool bWriteToZip ); bool CreateTargetFile_RESLST( const char *pSourceName, const char *pTargetName, bool bWriteToZip ); //----------------------------------------------------------------------------- // MakeModels.cpp //----------------------------------------------------------------------------- bool InitStudioByteSwap( void ); void ShutdownStudioByteSwap( void ); bool CreateTargetFile_Model( const char *pSourceName, const char *pTargetName, bool bWriteToZip ); bool GetDependants_MDL( const char *pModelName, CUtlVector< CUtlString > *pList ); bool GetPreloadData_VHV( const char *pFilename, CUtlBuffer &fileBufferIn, CUtlBuffer &preloadBufferOut ); bool GetPreloadData_VTX( const char *pFilename, CUtlBuffer &fileBufferIn, CUtlBuffer &preloadBufferOut ); bool GetPreloadData_VVD( const char *pFilename, CUtlBuffer &fileBufferIn, CUtlBuffer &preloadBufferOut ); bool PreprocessModelFiles( CUtlVector &fileList ); //----------------------------------------------------------------------------- // MakeShaders.cpp //----------------------------------------------------------------------------- bool GetPreloadData_VCS( const char *pFilename, CUtlBuffer &fileBufferIn, CUtlBuffer &preloadBufferOut ); //----------------------------------------------------------------------------- // MakeMisc.cpp //----------------------------------------------------------------------------- bool ProcessDXSupportConfig( bool bWriteToZip ); //----------------------------------------------------------------------------- // MakeResources.cpp //----------------------------------------------------------------------------- bool CreateTargetFile_PCF( const char *pSourceName, const char *pTargetName, bool bWriteToZip ); //----------------------------------------------------------------------------- // MakeZip.cpp //----------------------------------------------------------------------------- void SetupCriticalPreloadScript( const char *pModPath );