sqwarmed/sdk_src/public/scenefilecache/SceneImageFile.h

70 lines
2.3 KiB
C

//========= 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