Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: A Scene Image file aggregates all the compiled binary VCD files into
// a single file.
//
//=====================================================================================//
#ifndef SCENE_IMAGE_FILE_H
#define SCENE_IMAGE_FILE_H
#ifdef _WIN32
#pragma once
#endif
#include "commonmacros.h"
#include "tier1/checksum_crc.h"
#define SCENE_IMAGE_ID MAKEID( 'V','S','I','F' )
#define SCENE_IMAGE_VERSION 3
// scene summary: cached calcs for commmon startup queries, variable sized
// note: if you want to add a member to this struct, one way to do it and
// save memory is to make lastspeech_msecs be a uint16 rather than a uint32
// and store it as a fixed point seconds (say, 8.8) rather than straight
// msecs; that gives you an additional 16 bits to squeeze into this struct
// without actually increasing memory usage. Override the inline float
// GetDurToSpeechEnd() function if you do this; all game code uses that rather
// than reading the lastspeech_msecs member directly.
struct SceneImageSummary_t { unsigned int msecs; unsigned int lastspeech_msecs; ///< milliseconds from beginning of vcd to end of last speak event.
int numSounds; int soundStrings[1]; // has numSounds
// return time in seconds from beginning of scene to end of last Speak event
inline float GetDurToSpeechEnd( void ) const { return lastspeech_msecs * 0.001f; } };
// stored sorted by crc filename for binary search
struct SceneImageEntry_t { CRC32_t crcFilename; // expected to be normalized as scenes\???.vcd
int nDataOffset; // offset to dword aligned data from start
int nDataLength; int nSceneSummaryOffset; // offset to summary
};
struct SceneImageHeader_t { int nId; int nVersion; int nNumScenes; // number of scene files
int nNumStrings; // number of unique strings in table
int nSceneEntryOffset;
inline const char *String( short iString ) { if ( iString < 0 || iString >= nNumStrings ) { Assert( 0 ); return NULL; }
// access string table (after header) to access pool
unsigned int *pTable = (unsigned int *)((byte *)this + sizeof( SceneImageHeader_t )); return (char *)this + pTable[iString]; } };
#endif // SCENE_IMAGE_FILE_H
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