//========= 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