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engines/ultima/shared/engine/data_archive.h
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183
engines/ultima/shared/engine/data_archive.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 ULTIMA_SHARED_ENGINE_DATA_ARCHIVE_H
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#define ULTIMA_SHARED_ENGINE_DATA_ARCHIVE_H
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#include "common/archive.h"
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#include "common/fs.h"
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#include "common/path.h"
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namespace Ultima {
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namespace Shared {
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/**
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* The data archive class encapsulates access to a specific subfolder within
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* the ultima.dat data file for a game. It wraps up the subfolder so it can
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* be accessed in each game as a generic "data" subfolder. This allows the
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* individual games to simplify their data loading code.
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*/
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class UltimaDataArchive : public Common::Archive {
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private:
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Common::Archive *_zip;
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Common::Path _publicFolder;
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Common::Path _innerfolder;
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UltimaDataArchive(Common::Archive *zip, const Common::Path &subfolder) :
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_zip(zip), _publicFolder("data/"), _innerfolder(subfolder) {}
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Common::Path innerToPublic(const Common::Path &filename) const {
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assert(filename.isRelativeTo(_publicFolder));
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return _innerfolder.join(filename.relativeTo(_publicFolder));
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}
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public:
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/**
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* Creates a data archive wrapper for the ultima.dat datafile.
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* Firstly, for debugging purposes, if a "files" folder exists on any path that
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* has the given subfolder, it will be used first. This will allow for setting
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* the ScummVM Extra Path to the create_ultima folder, and it will give preference
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* the files there. Otherwise, it checks for the presence of ultima.dat, and
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* if the required data is found, it returns the new archive.
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* Otherwise, returns an error message in the errorMsg field
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*/
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static bool load(const Common::Path &subfolder,
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int reqMajorVersion, int reqMinorVersion, Common::U32String &errorMsg);
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public:
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~UltimaDataArchive() override {
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delete _zip;
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}
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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 matching the specified pattern 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 members added to list
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*/
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int listMatchingMembers(Common::ArchiveMemberList &list,
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const Common::Path &pattern, bool matchPathComponents = false) 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)
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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(
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const Common::Path &path) const override;
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bool isPathDirectory(const Common::Path &path) const override;
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};
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#ifndef RELEASE_BUILD
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/**
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* The data archive proxy class is used for debugging purposes to access engine data
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* files when the create_ultima folder is in the search path. It will allow for
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* local mucking around with the data files and committing changes without having to
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* recreate the ultima.dat file every time a change is made. ultima.dat then just has
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* to be recreated prior to a release or when the changes are completed and stable
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*/
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class UltimaDataArchiveProxy : public Common::Archive {
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friend class UltimaDataArchive;
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private:
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Common::FSNode _folder;
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const Common::Path _publicFolder;
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UltimaDataArchiveProxy(const Common::FSNode &folder) : _folder(folder), _publicFolder("data/") {}
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/**
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* Gets a file node from the passed filename
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*/
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Common::FSNode getNode(const Common::Path &name) const;
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public:
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~UltimaDataArchiveProxy() override {
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}
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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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return path.isRelativeTo(_publicFolder) && getNode(path).exists();
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}
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/**
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* Add all members of the Archive matching the specified pattern 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 members added to list
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*/
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int listMatchingMembers(Common::ArchiveMemberList &list,
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const Common::Path &pattern, bool matchPathComponents = false) 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)
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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(
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const Common::Path &path) const override;
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bool isPathDirectory(const Common::Path &path) const override;
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};
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#endif
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} // End of namespace Shared
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} // End of namespace Ultima
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#endif
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