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openrw/framework2/include/renderwure/engine/GTAData.hpp

102 lines
1.9 KiB
C++

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