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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA_SHARED_ENGINE_DATA_ARCHIVE_H
#define ULTIMA_SHARED_ENGINE_DATA_ARCHIVE_H
#include "common/archive.h"
#include "common/fs.h"
#include "common/path.h"
namespace Ultima {
namespace Shared {
/**
* The data archive class encapsulates access to a specific subfolder within
* the ultima.dat data file for a game. It wraps up the subfolder so it can
* be accessed in each game as a generic "data" subfolder. This allows the
* individual games to simplify their data loading code.
*/
class UltimaDataArchive : public Common::Archive {
private:
Common::Archive *_zip;
Common::Path _publicFolder;
Common::Path _innerfolder;
UltimaDataArchive(Common::Archive *zip, const Common::Path &subfolder) :
_zip(zip), _publicFolder("data/"), _innerfolder(subfolder) {}
Common::Path innerToPublic(const Common::Path &filename) const {
assert(filename.isRelativeTo(_publicFolder));
return _innerfolder.join(filename.relativeTo(_publicFolder));
}
public:
/**
* Creates a data archive wrapper for the ultima.dat datafile.
* Firstly, for debugging purposes, if a "files" folder exists on any path that
* has the given subfolder, it will be used first. This will allow for setting
* the ScummVM Extra Path to the create_ultima folder, and it will give preference
* the files there. Otherwise, it checks for the presence of ultima.dat, and
* if the required data is found, it returns the new archive.
* Otherwise, returns an error message in the errorMsg field
*/
static bool load(const Common::Path &subfolder,
int reqMajorVersion, int reqMinorVersion, Common::U32String &errorMsg);
public:
~UltimaDataArchive() override {
delete _zip;
}
/**
* Check if a member with the given name is present in the Archive.
* Patterns are not allowed, as this is meant to be a quick File::exists()
* replacement.
*/
bool hasFile(const Common::Path &path) const override;
/**
* Add all members of the Archive matching the specified pattern to list.
* Must only append to list, and not remove elements from it.
*
* @return the number of members added to list
*/
int listMatchingMembers(Common::ArchiveMemberList &list,
const Common::Path &pattern, bool matchPathComponents = false) const override;
/**
* Add all members of the Archive to list.
* Must only append to list, and not remove elements from it.
*
* @return the number of names added to list
*/
int listMembers(Common::ArchiveMemberList &list) const override;
/**
* Returns a ArchiveMember representation of the given file.
*/
const Common::ArchiveMemberPtr getMember(const Common::Path &path)
const override;
/**
* Create a stream bound to a member with the specified name in the
* archive. If no member with this name exists, 0 is returned.
* @return the newly created input stream
*/
Common::SeekableReadStream *createReadStreamForMember(
const Common::Path &path) const override;
bool isPathDirectory(const Common::Path &path) const override;
};
#ifndef RELEASE_BUILD
/**
* The data archive proxy class is used for debugging purposes to access engine data
* files when the create_ultima folder is in the search path. It will allow for
* local mucking around with the data files and committing changes without having to
* recreate the ultima.dat file every time a change is made. ultima.dat then just has
* to be recreated prior to a release or when the changes are completed and stable
*/
class UltimaDataArchiveProxy : public Common::Archive {
friend class UltimaDataArchive;
private:
Common::FSNode _folder;
const Common::Path _publicFolder;
UltimaDataArchiveProxy(const Common::FSNode &folder) : _folder(folder), _publicFolder("data/") {}
/**
* Gets a file node from the passed filename
*/
Common::FSNode getNode(const Common::Path &name) const;
public:
~UltimaDataArchiveProxy() override {
}
/**
* Check if a member with the given name is present in the Archive.
* Patterns are not allowed, as this is meant to be a quick File::exists()
* replacement.
*/
bool hasFile(const Common::Path &path) const override {
return path.isRelativeTo(_publicFolder) && getNode(path).exists();
}
/**
* Add all members of the Archive matching the specified pattern to list.
* Must only append to list, and not remove elements from it.
*
* @return the number of members added to list
*/
int listMatchingMembers(Common::ArchiveMemberList &list,
const Common::Path &pattern, bool matchPathComponents = false) const override;
/**
* Add all members of the Archive to list.
* Must only append to list, and not remove elements from it.
*
* @return the number of names added to list
*/
int listMembers(Common::ArchiveMemberList &list) const override;
/**
* Returns a ArchiveMember representation of the given file.
*/
const Common::ArchiveMemberPtr getMember(const Common::Path &path)
const override;
/**
* Create a stream bound to a member with the specified name in the
* archive. If no member with this name exists, 0 is returned.
* @return the newly created input stream
*/
Common::SeekableReadStream *createReadStreamForMember(
const Common::Path &path) const override;
bool isPathDirectory(const Common::Path &path) const override;
};
#endif
} // End of namespace Shared
} // End of namespace Ultima
#endif
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