Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "bsplib.h"
#include "ibsppack.h"
#include "cmdlib.h"
#include "zip_utils.h"
class CBSPPack : public IBSPPack
{
public:
void LoadBSPFile( IFileSystem *pFileSystem, char *filename );
void WriteBSPFile( char *filename );
void ClearPackFile( void );
void AddFileToPack( const char *relativename, const char *fullpath );
void AddBufferToPack( const char *relativename, void *data, int length, bool bTextMode );
void SetHDRMode( bool bHDR );
bool SwapBSPFile( IFileSystem *pFileSystem, const char *filename, const char *swapFilename, bool bSwapOnLoad, VTFConvertFunc_t pVTFConvertFunc, VHVFixupFunc_t pVHVFixupFunc, CompressFunc_t pCompressFunc );
bool RepackBSP( CUtlBuffer &inputBuffer, CUtlBuffer &outputBuffer, eRepackBSPFlags repackFlags );
bool GetPakFileLump( IFileSystem *pFileSystem, const char *pBSPFilename, void **pPakData, int *pPakSize );
bool SetPakFileLump( IFileSystem *pFileSystem, const char *pBSPFilename, const char *pNewFilename, void *pPakData, int pakSize );
bool GetBSPDependants( IFileSystem *pFileSystem, const char *pBSPFilename, CUtlVector< CUtlString > *pList );
};
void CBSPPack::LoadBSPFile( IFileSystem *pFileSystem, char *filename )
{
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
// This is shady, but the engine is the only client here and we want the same search paths it has.
g_pFileSystem = g_pFullFileSystem = pFileSystem;
::LoadBSPFile( filename );
}
void CBSPPack::WriteBSPFile( char *filename )
{
::WriteBSPFile( filename );
}
void CBSPPack::ClearPackFile( void )
{
::ClearPakFile( GetPakFile() );
}
void CBSPPack::AddFileToPack( const char *relativename, const char *fullpath )
{
// Compressing at this point would work, but the usual usage is creating a BSP and using RepackBSP() to apply lump
// and pack compression as a final pass
::AddFileToPak( GetPakFile(), relativename, fullpath, IZip::eCompressionType_None );
}
void CBSPPack::AddBufferToPack( const char *relativename, void *data, int length, bool bTextMode )
{
// Compressing at this point would work, but the usual usage is creating a BSP and using RepackBSP() to apply lump
// and pack compression as a final pass
::AddBufferToPak( GetPakFile(), relativename, data, length, bTextMode, IZip::eCompressionType_None );
}
void CBSPPack::SetHDRMode( bool bHDR )
{
::SetHDRMode( bHDR );
}
bool CBSPPack::SwapBSPFile(
IFileSystem *pFileSystem,
const char *filename,
const char *swapFilename,
bool bSwapOnLoad,
VTFConvertFunc_t pVTFConvertFunc,
VHVFixupFunc_t pVHVFixupFunc,
CompressFunc_t pCompressFunc )
{
// This is shady, but the engine is the only client here and we want the same search paths it has.
g_pFileSystem = g_pFullFileSystem = pFileSystem;
return ::SwapBSPFile( filename, swapFilename, bSwapOnLoad, pVTFConvertFunc, pVHVFixupFunc, pCompressFunc );
}
bool CBSPPack::RepackBSP( CUtlBuffer &inputBuffer, CUtlBuffer &outputBuffer, eRepackBSPFlags repackFlags )
{
return ::RepackBSP( inputBuffer, outputBuffer,
( repackFlags & eRepackBSP_CompressLumps ) ? RepackBSPCallback_LZMA : NULL,
( repackFlags & eRepackBSP_CompressPackfile ) ? IZip::eCompressionType_LZMA : IZip::eCompressionType_None );
}
bool CBSPPack::GetPakFileLump( IFileSystem *pFileSystem, const char *pBSPFilename, void **pPakData, int *pPakSize )
{
g_pFileSystem = g_pFullFileSystem = pFileSystem;
return ::GetPakFileLump( pBSPFilename, pPakData, pPakSize );
}
bool CBSPPack::SetPakFileLump( IFileSystem *pFileSystem, const char *pBSPFilename, const char *pNewFilename, void *pPakData, int pakSize )
{
g_pFileSystem = g_pFullFileSystem = pFileSystem;
return ::SetPakFileLump( pBSPFilename, pNewFilename, pPakData, pakSize );
}
bool CBSPPack::GetBSPDependants( IFileSystem *pFileSystem, const char *pBSPFilename, CUtlVector< CUtlString > *pList )
{
g_pFileSystem = g_pFullFileSystem = pFileSystem;
return ::GetBSPDependants( pBSPFilename, pList );
}
EXPOSE_SINGLE_INTERFACE( CBSPPack, IBSPPack, IBSPPACK_VERSION_STRING );