/* =========================================================================== IceTech GPL Source Code Copyright (C) 2026 Justin Marshall This file is part of the IceTech GPL Source Code (?IceTech Source Code?). IceTech Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. IceTech Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with IceTech Source Code. If not, see . In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com =========================================================================== */ #ifndef __FILE_H__ #define __FILE_H__ /* ============================================================== File Streams. ============================================================== */ // mode parm for Seek typedef enum { FS_SEEK_CUR, FS_SEEK_END, FS_SEEK_SET } fsOrigin_t; class idFileSystemLocal; #ifdef QUAKE4 /* ============================================================== Quake 4 moved idFile to a pure virtual interface and put the Doom 3 default implementations into idFile_Common. ============================================================== */ class idFile { public: virtual ~idFile( void ) {} // Get the name of the file. virtual const char * GetName( void ) = 0; // Get the full file path. virtual const char * GetFullPath( void ) = 0; // Read data from the file to the buffer. virtual int Read( void *buffer, int len ) = 0; // Write data from the buffer to the file. virtual int Write( const void *buffer, int len ) = 0; // Returns the length of the file. virtual int Length( void ) = 0; // Return a time value for reload operations. virtual unsigned int Timestamp( void ) = 0; // Returns offset in file. virtual int Tell( void ) = 0; // Forces flush on files being writting to. virtual void ForceFlush( void ) = 0; // Causes any buffered data to be written to the file. virtual void Flush( void ) = 0; // Seek on a file. virtual int Seek( long offset, fsOrigin_t origin ) = 0; // Go back to the beginning of the file. virtual void Rewind( void ) = 0; // Like fprintf. virtual int Printf( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0; // Like fprintf but with argument pointer virtual int VPrintf( const char *fmt, va_list arg ) = 0; // Write a string with high precision floating point numbers to the file. virtual int WriteFloatString( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0; // Endian portable alternatives to Read(...) virtual int ReadInt( int &value ) = 0; virtual int ReadUnsignedInt( unsigned int &value ) = 0; virtual int ReadShort( short &value ) = 0; virtual int ReadUnsignedShort( unsigned short &value ) = 0; virtual int ReadChar( char &value ) = 0; virtual int ReadUnsignedChar( unsigned char &value ) = 0; virtual int ReadFloat( float &value ) = 0; virtual int ReadBool( bool &value ) = 0; virtual int ReadString( idStr &string ) = 0; virtual int ReadVec2( idVec2 &vec ) = 0; virtual int ReadVec3( idVec3 &vec ) = 0; virtual int ReadVec4( idVec4 &vec ) = 0; virtual int ReadVec5( idVec5 &vec ) = 0; virtual int ReadVec6( idVec6 &vec ) = 0; virtual int ReadMat3( idMat3 &mat ) = 0; virtual int ReadBounds( idBounds &bounds ) = 0; // Endian portable alternatives to Write(...) virtual int WriteInt( const int value ) = 0; virtual int WriteUnsignedInt( const unsigned int value ) = 0; virtual int WriteShort( const short value ) = 0; virtual int WriteUnsignedShort( unsigned short value ) = 0; virtual int WriteChar( const char value ) = 0; virtual int WriteUnsignedChar( const unsigned char value ) = 0; virtual int WriteFloat( const float value ) = 0; virtual int WriteBool( const bool value ) = 0; virtual int WriteString( const char *string ) = 0; virtual int WriteVec2( const idVec2 &vec ) = 0; virtual int WriteVec3( const idVec3 &vec ) = 0; virtual int WriteVec4( const idVec4 &vec ) = 0; virtual int WriteVec5( const idVec5 &vec ) = 0; virtual int WriteVec6( const idVec6 &vec ) = 0; virtual int WriteMat3( const idMat3 &mat ) = 0; virtual int WriteBounds( const idBounds &bounds ) = 0; // dluetscher: added method to write a structure array that is made up of numerics (floats, ints) from the given storage virtual void WriteNumericStructArray( int numStructElements, int tokenSubTypeStructElements[], int arrayCount, byte *arrayStorage, const char *prepend ) = 0; // jscott: for savegame and demo file syncing virtual void WriteSyncId( void ) = 0; virtual void ReadSyncId( const char *detail = "unspecified", const char *classname = NULL ) = 0; }; class idFile_Common : public idFile { public: virtual ~idFile_Common( void ) {} // Get the name of the file. virtual const char * GetName( void ); // Get the full file path. virtual const char * GetFullPath( void ); // Read data from the file to the buffer. virtual int Read( void *buffer, int len ); // Write data from the buffer to the file. virtual int Write( const void *buffer, int len ); // Returns the length of the file. virtual int Length( void ); // Return a time value for reload operations. virtual unsigned int Timestamp( void ); // Returns offset in file. virtual int Tell( void ); // Forces flush on files being writting to. virtual void ForceFlush( void ); // Causes any buffered data to be written to the file. virtual void Flush( void ); // Seek on a file. virtual int Seek( long offset, fsOrigin_t origin ); // Go back to the beginning of the file. virtual void Rewind( void ); // Like fprintf. virtual int Printf( const char *fmt, ... ) id_attribute((format(printf,2,3))); // Like fprintf but with argument pointer virtual int VPrintf( const char *fmt, va_list arg ); // Write a string with high precision floating point numbers to the file. virtual int WriteFloatString( const char *fmt, ... ) id_attribute((format(printf,2,3))); // Endian portable alternatives to Read(...) virtual int ReadInt( int &value ); virtual int ReadUnsignedInt( unsigned int &value ); virtual int ReadShort( short &value ); virtual int ReadUnsignedShort( unsigned short &value ); virtual int ReadChar( char &value ); virtual int ReadUnsignedChar( unsigned char &value ); virtual int ReadFloat( float &value ); virtual int ReadBool( bool &value ); virtual int ReadString( idStr &string ); virtual int ReadVec2( idVec2 &vec ); virtual int ReadVec3( idVec3 &vec ); virtual int ReadVec4( idVec4 &vec ); virtual int ReadVec5( idVec5 &vec ); virtual int ReadVec6( idVec6 &vec ); virtual int ReadMat3( idMat3 &mat ); virtual int ReadBounds( idBounds &bounds ); // Endian portable alternatives to Write(...) virtual int WriteInt( const int value ); virtual int WriteUnsignedInt( const unsigned int value ); virtual int WriteShort( const short value ); virtual int WriteUnsignedShort( unsigned short value ); virtual int WriteChar( const char value ); virtual int WriteUnsignedChar( const unsigned char value ); virtual int WriteFloat( const float value ); virtual int WriteBool( const bool value ); virtual int WriteString( const char *string ); virtual int WriteVec2( const idVec2 &vec ); virtual int WriteVec3( const idVec3 &vec ); virtual int WriteVec4( const idVec4 &vec ); virtual int WriteVec5( const idVec5 &vec ); virtual int WriteVec6( const idVec6 &vec ); virtual int WriteMat3( const idMat3 &mat ); virtual int WriteBounds( const idBounds &bounds ); // dluetscher: added method to write a structure array that is made up of numerics (floats, ints) from the given storage virtual void WriteNumericStructArray( int numStructElements, int tokenSubTypeStructElements[], int arrayCount, byte *arrayStorage, const char *prepend ); // jscott: for savegame and demo file syncing virtual void WriteSyncId( void ); virtual void ReadSyncId( const char *detail = "unspecific", const char *classname = NULL ); }; #define ID_FILE_BASE_CLASS idFile_Common #define ID_FILE_TIMESTAMP_TYPE unsigned int #else /* !QUAKE4 */ class idFile { public: virtual ~idFile( void ) {}; // Get the name of the file. virtual const char * GetName( void ); // Get the full file path. virtual const char * GetFullPath( void ); // Read data from the file to the buffer. virtual int Read( void *buffer, int len ); // Write data from the buffer to the file. virtual int Write( const void *buffer, int len ); // Returns the length of the file. virtual int Length( void ); // Return a time value for reload operations. virtual ID_TIME_T Timestamp( void ); // Returns offset in file. virtual int Tell( void ); // Forces flush on files being writting to. virtual void ForceFlush( void ); // Causes any buffered data to be written to the file. virtual void Flush( void ); // Seek on a file. virtual int Seek( long offset, fsOrigin_t origin ); // Go back to the beginning of the file. virtual void Rewind( void ); // Like fprintf. virtual int Printf( const char *fmt, ... ) id_attribute((format(printf,2,3))); // Like fprintf but with argument pointer virtual int VPrintf( const char *fmt, va_list arg ); // Write a string with high precision floating point numbers to the file. virtual int WriteFloatString( const char *fmt, ... ) id_attribute((format(printf,2,3))); // Endian portable alternatives to Read(...) virtual int ReadInt( int &value ); virtual int ReadUnsignedInt( unsigned int &value ); virtual int ReadShort( short &value ); virtual int ReadUnsignedShort( unsigned short &value ); virtual int ReadChar( char &value ); virtual int ReadUnsignedChar( unsigned char &value ); virtual int ReadFloat( float &value ); virtual int ReadBool( bool &value ); virtual int ReadString( idStr &string ); virtual int ReadVec2( idVec2 &vec ); virtual int ReadVec3( idVec3 &vec ); virtual int ReadVec4( idVec4 &vec ); virtual int ReadVec6( idVec6 &vec ); virtual int ReadMat3( idMat3 &mat ); // Endian portable alternatives to Write(...) virtual int WriteInt( const int value ); virtual int WriteUnsignedInt( const unsigned int value ); virtual int WriteShort( const short value ); virtual int WriteUnsignedShort( unsigned short value ); virtual int WriteChar( const char value ); virtual int WriteUnsignedChar( const unsigned char value ); virtual int WriteFloat( const float value ); virtual int WriteBool( const bool value ); virtual int WriteString( const char *string ); virtual int WriteVec2( const idVec2 &vec ); virtual int WriteVec3( const idVec3 &vec ); virtual int WriteVec4( const idVec4 &vec ); virtual int WriteVec6( const idVec6 &vec ); virtual int WriteMat3( const idMat3 &mat ); }; #define ID_FILE_BASE_CLASS idFile #define ID_FILE_TIMESTAMP_TYPE ID_TIME_T #endif /* QUAKE4 */ class idFile_Memory : public ID_FILE_BASE_CLASS { friend class idFileSystemLocal; public: idFile_Memory( void ); // file for writing without name idFile_Memory( const char *name ); // file for writing idFile_Memory( const char *name, char *data, int length ); // file for writing idFile_Memory( const char *name, const char *data, int length ); // file for reading virtual ~idFile_Memory( void ); virtual const char * GetName( void ) { return name.c_str(); } virtual const char * GetFullPath( void ) { return name.c_str(); } virtual int Read( void *buffer, int len ); virtual int Write( const void *buffer, int len ); virtual int Length( void ); virtual ID_FILE_TIMESTAMP_TYPE Timestamp( void ); virtual int Tell( void ); virtual void ForceFlush( void ); virtual void Flush( void ); virtual int Seek( long offset, fsOrigin_t origin ); #ifdef QUAKE4 virtual void Rewind( void ); #endif // changes memory file to read only virtual void MakeReadOnly( void ); // clear the file virtual void Clear( bool freeMemory = true ); // set data for reading void SetData( const char *data, int length ); // returns const pointer to the memory buffer const char * GetDataPtr( void ) const { return filePtr; } // set the file granularity void SetGranularity( int g ) { assert( g > 0 ); granularity = g; } private: idStr name; // name of the file int mode; // open mode int maxSize; // maximum size of file int fileSize; // size of the file int allocated; // allocated size int granularity; // file granularity char * filePtr; // buffer holding the file data char * curPtr; // current read/write pointer }; class idFile_BitMsg : public ID_FILE_BASE_CLASS { friend class idFileSystemLocal; public: idFile_BitMsg( idBitMsg &msg ); idFile_BitMsg( const idBitMsg &msg ); virtual ~idFile_BitMsg( void ); virtual const char * GetName( void ) { return name.c_str(); } virtual const char * GetFullPath( void ) { return name.c_str(); } virtual int Read( void *buffer, int len ); virtual int Write( const void *buffer, int len ); virtual int Length( void ); virtual ID_FILE_TIMESTAMP_TYPE Timestamp( void ); virtual int Tell( void ); virtual void ForceFlush( void ); virtual void Flush( void ); virtual int Seek( long offset, fsOrigin_t origin ); private: idStr name; // name of the file int mode; // open mode idBitMsg * msg; }; class idFile_Permanent : public ID_FILE_BASE_CLASS { friend class idFileSystemLocal; public: idFile_Permanent( void ); virtual ~idFile_Permanent( void ); virtual const char * GetName( void ) { return name.c_str(); } virtual const char * GetFullPath( void ) { return fullPath.c_str(); } virtual int Read( void *buffer, int len ); virtual int Write( const void *buffer, int len ); virtual int Length( void ); virtual ID_FILE_TIMESTAMP_TYPE Timestamp( void ); virtual int Tell( void ); virtual void ForceFlush( void ); virtual void Flush( void ); virtual int Seek( long offset, fsOrigin_t origin ); // returns file pointer FILE * GetFilePtr( void ) { return o; } private: idStr name; // relative path of the file - relative path idStr fullPath; // full file path - OS path int mode; // open mode int fileSize; // size of the file FILE * o; // file handle bool handleSync; // true if written data is immediately flushed }; #ifdef QUAKE4 class idFile_ASCII : public idFile_Permanent { int inside; public: idFile_ASCII( void ); virtual int Read( void *buffer, int len ); // Write data from the buffer to the file. virtual int Write( const void *buffer, int len ); // Endian portable alternatives to Read(...) virtual int ReadInt( int &value ); virtual int ReadUnsignedInt( unsigned int &value ); virtual int ReadShort( short &value ); virtual int ReadUnsignedShort( unsigned short &value ); virtual int ReadChar( char &value ); virtual int ReadUnsignedChar( unsigned char &value ); virtual int ReadFloat( float &value ); virtual int ReadBool( bool &value ); virtual int ReadString( idStr &string ); virtual int ReadVec2( idVec2 &vec ); virtual int ReadVec3( idVec3 &vec ); virtual int ReadVec4( idVec4 &vec ); virtual int ReadVec5( idVec5 &vec ); virtual int ReadVec6( idVec6 &vec ); virtual int ReadMat3( idMat3 &mat ); // Endian portable alternatives to Write(...) virtual int WriteInt( const int value ); virtual int WriteUnsignedInt( const unsigned int value ); virtual int WriteShort( const short value ); virtual int WriteUnsignedShort( unsigned short value ); virtual int WriteChar( const char value ); virtual int WriteUnsignedChar( const unsigned char value ); virtual int WriteFloat( const float value ); virtual int WriteBool( const bool value ); virtual int WriteString( const char *string ); virtual int WriteVec2( const idVec2 &vec ); virtual int WriteVec3( const idVec3 &vec ); virtual int WriteVec4( const idVec4 &vec ); virtual int WriteVec5( const idVec5 &vec ); virtual int WriteVec6( const idVec6 &vec ); virtual int WriteMat3( const idMat3 &mat ); // dluetscher: added method to write a structure array that is made up of numerics (floats, ints) from the given storage virtual void WriteNumericStructArray( int numStructElements, int tokenSubTypeStructElements[], int arrayCount, byte *arrayStorage, const char *prepend ); // jscott: for savegame and demo file syncing virtual void WriteSyncId( void ); virtual void ReadSyncId( const char *detail = "unspecific", const char *classname = NULL ); }; #endif /* QUAKE4 */ class idFile_InZip : public ID_FILE_BASE_CLASS { friend class idFileSystemLocal; public: idFile_InZip( void ); virtual ~idFile_InZip( void ); virtual const char * GetName( void ) { return name.c_str(); } virtual const char * GetFullPath( void ) { return fullPath.c_str(); } virtual int Read( void *buffer, int len ); virtual int Write( const void *buffer, int len ); virtual int Length( void ); virtual ID_FILE_TIMESTAMP_TYPE Timestamp( void ); virtual int Tell( void ); virtual void ForceFlush( void ); virtual void Flush( void ); virtual int Seek( long offset, fsOrigin_t origin ); private: idStr name; // name of the file in the pak idStr fullPath; // full file path including pak file name int zipFilePos; // zip file info position in pak int fileSize; // size of the file void * z; // unzip info }; #undef ID_FILE_BASE_CLASS #undef ID_FILE_TIMESTAMP_TYPE #endif /* !__FILE_H__ */