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102 lines
1.9 KiB
C++
102 lines
1.9 KiB
C++
#pragma once
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#ifndef _GTADATA_HPP_
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#define _GTADATA_HPP_
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#include <renderwure/loaders/LoaderIMG.hpp>
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#include <renderwure/loaders/TextureLoader.hpp>
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#include <renderwure/loaders/LoaderDFF.hpp>
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#include <string>
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#include <map>
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#include <memory>
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/**
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* Handles loading and management of the Game's DAT
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*/
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class GTAData
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{
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private:
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std::string datpath;
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std::string splash;
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public:
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/**
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* @struct GTAFile
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* Stores information about a file the engine might want to load
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*/
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struct GTAFile
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{
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bool archived; /// Is the file inside an IMG or on the filesystem?
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std::string path; /// Path to the file containing the file
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};
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/**
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* ctor
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* @param path Path to the root of the game data.
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*/
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GTAData(const std::string& path);
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/**
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* Returns the current platform
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*/
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std::string getPlatformString()
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{
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return "PC";
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}
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/**
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* Loads the data contained in the given file
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*/
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void loadIDE(const std::string& name);
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/**
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* Handles the parsing of a COL file.
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*/
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void loadCOL(const size_t zone, const std::string& name);
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/**
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* Handles the loading of an IMG's data
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*/
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void loadIMG(const std::string& name);
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void loadIPL(const std::string& name);
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void load();
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/**
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* Returns a pointer to the named file if it is available, the memory must be freed.
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* @param name the filename in the archive
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* @return pointer to the data, NULL if it is not available
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*/
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char* loadFile(const std::string& name);
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/**
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* Maps the paths in GTA3.dat to the real paths
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*/
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std::map<std::string, std::string> iplLocations;
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/**
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* Maps file names to their locations
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*/
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std::map<std::string, GTAFile> fileLocations;
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/**
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* Map of loaded archives
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*/
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std::map<std::string, LoaderIMG> archives;
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/**
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* Texture Loader
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*/
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TextureLoader textureLoader;
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/**
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* Loaded models
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*/
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std::map<std::string, std::unique_ptr<Model>> models;
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};
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#endif |