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engines/glk/zcode/sound_folder.h
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139
engines/glk/zcode/sound_folder.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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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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*
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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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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef GLK_ZCODE_SOUND_FOLDER_H
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#define GLK_ZCODE_SOUND_FOLDER_H
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#include "glk/zcode/frotz_types.h"
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#include "common/archive.h"
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#include "common/fs.h"
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#include "common/hashmap.h"
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namespace Glk {
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namespace ZCode {
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/**
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* Acts as an interface to an Infocom sound subfolder for the Lurking Horror or
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* Sherlock. Any file which ends with a number and '.snd' will be accessible as
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* 'sound<num>.snd' in the outer Glk layer
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*/
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class SoundSubfolder : public Common::Archive {
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private:
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Common::FSNode _folder;
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typedef Common::HashMap<Common::Path, Common::String, Common::Path::IgnoreCase_Hash, Common::Path::IgnoreCase_EqualTo> FileMap;
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FileMap _filenames;
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private:
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/**
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* Constructor
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*/
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SoundSubfolder(const Common::FSNode &folder);
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public:
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/**
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* Checks for a sound subfolder, and if so, instantiates the class for it
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*/
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static void check(const Common::FSNode &gameDir);
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/**
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* Check if a member with the given name is present in the Archive.
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* Patterns are not allowed, as this is meant to be a quick File::exists()
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* replacement.
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*/
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bool hasFile(const Common::Path &path) const override;
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/**
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* Add all members of the Archive to list.
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* Must only append to list, and not remove elements from it.
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*
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* @return the number of names added to list
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*/
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int listMembers(Common::ArchiveMemberList &list) const override;
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/**
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* Returns a ArchiveMember representation of the given file.
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*/
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const Common::ArchiveMemberPtr getMember(const Common::Path &path) const override;
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/**
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* Create a stream bound to a member with the specified name in the
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* archive. If no member with this name exists, 0 is returned.
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* @return the newly created input stream
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*/
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Common::SeekableReadStream *createReadStreamForMember(const Common::Path &path) const override;
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};
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/**
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* Acts as an interface to a Zip file from if-archive for the Lurking Horror or
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* Sherlock. Any file which ends with a number and '.snd' will be accessible as
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* 'sound<num>.snd' in the outer Glk layer
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*/
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class SoundZip : public Common::Archive {
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private:
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Common::Archive *_zip;
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typedef Common::HashMap<Common::Path, Common::Path, Common::Path::IgnoreCase_Hash, Common::Path::IgnoreCase_EqualTo> FileMap;
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FileMap _filenames;
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private:
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/**
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* Constructor
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*/
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SoundZip(Common::Archive *zip);
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public:
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/**
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* Checks for a sound subfolder, and if so, instantiates the class for it
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*/
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static void check(const Common::FSNode &gameDir, Story story);
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/**
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* Destructor
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*/
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~SoundZip() override;
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/**
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* Check if a member with the given name is present in the Archive.
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* Patterns are not allowed, as this is meant to be a quick File::exists()
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* replacement.
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*/
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bool hasFile(const Common::Path &path) const override;
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/**
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* Add all members of the Archive to list.
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* Must only append to list, and not remove elements from it.
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*
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* @return the number of names added to list
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*/
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int listMembers(Common::ArchiveMemberList &list) const override;
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/**
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* Returns a ArchiveMember representation of the given file.
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*/
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const Common::ArchiveMemberPtr getMember(const Common::Path &path) const override;
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/**
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* Create a stream bound to a member with the specified name in the
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* archive. If no member with this name exists, 0 is returned.
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* @return the newly created input stream
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*/
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Common::SeekableReadStream *createReadStreamForMember(const Common::Path &path) const override;
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};
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} // End of namespace ZCode
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} // End of namespace Glk
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#endif
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