sm-zombiereloaded-3/env/include/files.inc
2015-03-21 15:43:24 +01:00

620 lines
24 KiB
SourcePawn

/**
* vim: set ts=4 sw=4 tw=99 noet :
* =============================================================================
* SourceMod (C)2004-2014 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This file is part of the SourceMod/SourcePawn SDK.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program 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
* this program. If not, see <http://www.gnu.org/licenses/>.
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#if defined _files_included
#endinput
#endif
#define _files_included
/**
* @global All paths in SourceMod natives are relative to the mod folder
* unless otherwise noted.
*
* Most functions in SourceMod (at least, ones that deal with direct
* file manipulation) will support an alternate path specification.
*
* If the path starts with the string "file://" and the PathType is
* not relative, then the "file://" portion is stripped off, and the
* rest of the path is used without any modification (except for
* correcting slashes). This can be used to override the path
* builder to supply alternate absolute paths. Examples:
*
* file://C:/Temp/file.txt
* file:///tmp/file.txt
*/
/**
* File inode types.
*/
enum FileType:
{
FileType_Unknown = 0, /* Unknown file type (device/socket) */
FileType_Directory = 1, /* File is a directory */
FileType_File = 2, /* File is a file */
};
/**
* File time modes.
*/
enum FileTimeMode:
{
FileTime_LastAccess = 0, /* Last access (does not work on FAT) */
FileTime_Created = 1, /* Creation (does not work on FAT) */
FileTime_LastChange = 2, /* Last modification */
};
#define PLATFORM_MAX_PATH 256 /**< Maximum path length. */
#define SEEK_SET 0 /**< Seek from start. */
#define SEEK_CUR 1 /**< Seek from current position. */
#define SEEK_END 2 /**< Seek from end position. */
/**
* Path types.
*/
enum PathType:
{
Path_SM, /**< SourceMod root folder */
};
// A DirectoryListing iterates over the contents of a directory. To obtain a
// DirectoryListing handle, call OpenDirectory().
methodmap DirectoryListing < Handle
{
// Reads the current directory entry as a local filename, then moves to the
// next file.
//
// Note: Both the '.' and '..' automatic directory entries will be retrieved.
//
// @param buffer String buffer to hold directory name.
// @param maxlength Maximum size of string buffer.
// @param type Optional variable to store the file type.
// @return True on success, false if there are no more files to read.
public native bool GetNext(char[] buffer, int maxlength, FileType &type=FileType_Unknown);
};
// A File object can be obtained by calling OpenFile(). File objects should be
// closed with delete or Close(). Note that, "delete file" does not
// actually a file, it just closes it.
methodmap File < Handle
{
// Close the file handle. This is the same as using CloseHandle) or delete.
public void Close() {
CloseHandle(this);
}
// Reads a line of text from a file.
//
// @param buffer String buffer to hold the line.
// @param maxlength Maximum size of string buffer.
// @return True on success, false otherwise.
public native bool ReadLine(char[] buffer, int maxlength);
// Reads binary data from a file.
//
// @param items Array to store each item read.
// @param num_items Number of items to read into the array.
// @param size Size of each element, in bytes, to be read.
// Valid sizes are 1, 2, or 4.
// @return Number of elements read, or -1 on error.
public native int Read(int[] items, int num_items, int size);
// Reads a UTF8 or ANSI string from a file.
//
// @param buffer Buffer to store the string.
// @param max_size Maximum size of the string buffer.
// @param read_count If -1, reads until a null terminator is encountered in
// the file. Otherwise, read_count bytes are read
// into the buffer provided. In this case the buffer
// is not explicitly null terminated, and the buffer
// will contain any null terminators read from the file.
// @return Number of characters written to the buffer, or -1
// if an error was encountered.
// @error read_count > max_size.
public native int ReadString(char[] buffer, int max_size, int read_count=-1);
// Writes binary data to a file.
//
// @param items Array of items to write. The data is read directly.
// That is, in 1 or 2-byte mode, the lower byte(s) in
// each cell are used directly, rather than performing
// any casts from a 4-byte number to a smaller number.
// @param num_items Number of items in the array.
// @param size Size of each item in the array in bytes.
// Valid sizes are 1, 2, or 4.
// @return True on success, false on error.
public native bool Write(const int[] items, int num_items, int size);
// Writes a binary string to a file.
//
// @param buffer String to write.
// @param term True to append NUL terminator, false otherwise.
// @return True on success, false on error.
public native bool WriteString(const char[] buffer, bool term);
// Writes a line of text to a text file. A newline is automatically appended.
//
// @param hndl Handle to the file.
// @param format Formatting rules.
// @param ... Variable number of format parameters.
// @return True on success, false otherwise.
public native bool WriteLine(const char[] format, any:...);
// Reads a single int8 (byte) from a file. The returned value is sign-
// extended to an int32.
//
// @param data Variable to store the data read.
// @return True on success, false on failure.
public native bool ReadInt8(int &data);
// Reads a single uint8 (unsigned byte) from a file. The returned value is
// zero-extended to an int32.
//
// @param data Variable to store the data read.
// @return True on success, false on failure.
public native bool ReadUint8(int &data);
// Reads a single int16 (short) from a file. The value is sign-extended to
// an int32.
//
// @param data Variable to store the data read.
// @return True on success, false on failure.
public native bool ReadInt16(int &data);
// Reads a single unt16 (unsigned short) from a file. The value is zero-
// extended to an int32.
//
// @param data Variable to store the data read.
// @return True on success, false on failure.
public native bool ReadUint16(int &data);
// Reads a single int32 (int/cell) from a file.
//
// @param data Variable to store the data read.
// @return True on success, false on failure.
public native bool ReadInt32(int &data);
// Writes a single int8 (byte) to a file.
//
// @param data Data to write (truncated to an int8).
// @return True on success, false on failure.
public native bool WriteInt8(int data);
// Writes a single int16 (short) to a file.
//
// @param data Data to write (truncated to an int16).
// @return True on success, false on failure.
public native bool WriteInt16(int data);
// Writes a single int32 (int/cell) to a file.
//
// @param data Data to write.
// @return True on success, false on failure.
public native bool WriteInt32(int data);
// Tests if the end of file has been reached.
//
// @return True if end of file has been reached, false otherwise.
public native bool EndOfFile();
// Sets the file position indicator.
//
// @param position Position relative to what is specified in whence.
// @param where SEEK_ constant value of where to see from.
// @return True on success, false otherwise.
public native bool Seek(int position, int where);
// Get the current position in the file; returns -1 on failure.
property int Position {
public native get();
}
}
/**
* Builds a path relative to the SourceMod folder. This should be used instead of
* directly referencing addons/sourcemod, in case users change the name of their
* folder layout.
*
* @param type Type of path to build as the base.
* @param buffer Buffer to store the path.
* @param maxlength Maximum length of buffer.
* @param fmt Format string.
* @param ... Format arguments.
* @return Number of bytes written to buffer (not including null terminator).
*/
native int BuildPath(PathType type, char[] buffer, int maxlength, const char[] fmt, any:...);
/**
* Opens a directory/folder for contents enumeration.
*
* @note Directories are closed with CloseHandle() or delete.
* @note Directories Handles can be cloned.
* @note OpenDirectory() supports the "file://" notation.
*
* @param path Path to open.
* @param use_valve_fs If true, the Valve file system will be used instead.
* This can be used to find files existing in any of
* the Valve search paths, rather than solely files
* existing directly in the gamedir.
* @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for all search paths.
* @return A Handle to the directory, null on error.
*/
native DirectoryListing OpenDirectory(const char[] path, bool use_valve_fs=false, const char[] valve_path_id="GAME");
/**
* Reads the current directory entry as a local filename, then moves to the next file.
*
* @note Contents of buffers are undefined when returning false.
* @note Both the '.' and '..' automatic directory entries will be retrieved for Windows and Linux.
*
* @param dir Handle to a directory.
* @param buffer String buffer to hold directory name.
* @param maxlength Maximum size of string buffer.
* @param type Optional variable to store the file type.
* @return True on success, false if there are no more files to read.
* @error Invalid or corrupt Handle.
*/
native bool ReadDirEntry(Handle dir, char[] buffer, int maxlength, FileType &type=FileType_Unknown);
/**
* Opens or creates a file, returning a File handle on success. File handles
* should be closed with delete or CloseHandle().
*
* The open mode may be one of the following strings:
* "r": Open an existing file for reading.
* "w": Create a file for writing, or truncate (delete the contents of) an
* existing file and then open it for writing.
* "a": Create a file for writing, or open an existing file such that writes
* will be appended to the end.
* "r+": Open an existing file for both reading and writing.
* "w+": Create a file for reading and writing, or truncate an existing file
* and then open it for reading and writing.
* "a+": Create a file for both reading and writing, or open an existing file
* such that writes will be appended to the end.
*
* The open mode may also contain an additional character after "r", "w", or "a",
* but before any "+" sign. This character may be "b" (indicating binary mode) or
* "t" (indicating text mode). By default, "text" mode is implied. On Linux and
* Mac, this has no distinction from binary mode. On Windows, it causes the '\n'
* character (0xA) to be written as "\r\n" (0xD, 0xA).
*
* Example: "rb" opens a binary file for writing; "at" opens a text file for
* appending.
*
* @param file File to open.
* @param mode Open mode.
* @param use_valve_fs If true, the Valve file system will be used instead.
* This can be used to find files existing in valve
* search paths, rather than solely files existing directly
* in the gamedir.
* @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for all search paths.
* @return A File handle, or null if the file could not be opened.
*/
native File OpenFile(const char[] file, const char[] mode, bool use_valve_fs=false, const char[] valve_path_id="GAME");
/**
* Deletes a file.
*
* @param path Path of the file to delete.
* @param use_valve_fs If true, the Valve file system will be used instead.
* This can be used to delete files existing in the Valve
* search path, rather than solely files existing directly
* in the gamedir.
* @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for all search paths.
* @return True on success, false on failure or if file not immediately removed.
*/
native bool DeleteFile(const char[] path, bool use_valve_fs=false, const char[] valve_path_id="DEFAULT_WRITE_PATH");
/**
* Reads a line from a text file.
*
* @param hndl Handle to the file.
* @param buffer String buffer to hold the line.
* @param maxlength Maximum size of string buffer.
* @return True on success, false otherwise.
*/
native bool ReadFileLine(Handle hndl, char[] buffer, int maxlength);
/**
* Reads binary data from a file.
*
* @param hndl Handle to the file.
* @param items Array to store each item read.
* @param num_items Number of items to read into the array.
* @param size Size of each element, in bytes, to be read.
* Valid sizes are 1, 2, or 4.
* @return Number of elements read, or -1 on error.
*/
native int ReadFile(Handle hndl, int[] items, int num_items, int size);
/**
* Reads a UTF8 or ANSI string from a file.
*
* @param hndl Handle to the file.
* @param buffer Buffer to store the string.
* @param max_size Maximum size of the string buffer.
* @param read_count If -1, reads until a null terminator is encountered in
* the file. Otherwise, read_count bytes are read
* into the buffer provided. In this case the buffer
* is not explicitly null terminated, and the buffer
* will contain any null terminators read from the file.
* @return Number of characters written to the buffer, or -1
* if an error was encountered.
* @error Invalid Handle, or read_count > max_size.
*/
native int ReadFileString(Handle hndl, char[] buffer, int max_size, int read_count=-1);
/**
* Writes binary data to a file.
*
* @param hndl Handle to the file.
* @param items Array of items to write. The data is read directly.
* That is, in 1 or 2-byte mode, the lower byte(s) in
* each cell are used directly, rather than performing
* any casts from a 4-byte number to a smaller number.
* @param num_items Number of items in the array.
* @param size Size of each item in the array in bytes.
* Valid sizes are 1, 2, or 4.
* @return True on success, false on error.
* @error Invalid Handle.
*/
native bool WriteFile(Handle hndl, const int[] items, int num_items, int size);
/**
* Writes a binary string to a file.
*
* @param hndl Handle to th efile.
* @param buffer String to write.
* @param term True to append NUL terminator, false otherwise.
* @return True on success, false on error.
* @error Invalid Handle.
*/
native bool WriteFileString(Handle hndl, const char[] buffer, bool term);
/**
* Writes a line of text to a text file. A newline is automatically appended.
*
* @param hndl Handle to the file.
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @return True on success, false otherwise.
* @error Invalid Handle.
*/
native bool WriteFileLine(Handle hndl, const char[] format, any:...);
/**
* Reads a single binary cell from a file.
*
* @param hndl Handle to the file.
* @param data Variable to store the data read.
* @param size Size of the data to read in bytes. Valid
* sizes are 1, 2, or 4 bytes.
* @return Number of elements read (max 1), or -1 on error.
* @error Invalid Handle.
*/
stock int ReadFileCell(Handle hndl, int &data, int size)
{
int ret;
int array[1];
if ((ret = ReadFile(hndl, array, 1, size)) == 1)
data = array[0];
return ret;
}
/**
* Writes a single binary cell to a file.
*
* @param hndl Handle to the file.
* @param data Cell to write to the file.
* @param size Size of the data to read in bytes. Valid
* sizes are 1, 2, or 4 bytes. If the size
* is less than 4 bytes, the data is truncated
* rather than casted. That is, only the lower
* bits will be read.
* @return True on success, false on error.
* @error Invalid Handle.
*/
stock bool WriteFileCell(Handle hndl, int data, int size)
{
int array[1];
array[0] = data;
return WriteFile(hndl, array, 1, size);
}
/**
* Tests if the end of file has been reached.
*
* @param file Handle to the file.
* @return True if end of file has been reached, false otherwise.
* @error Invalid Handle.
*/
native bool IsEndOfFile(Handle file);
/**
* Sets the file position indicator.
*
* @param file Handle to the file.
* @param position Position relative to what is specified in whence.
* @param where SEEK_ constant value of where to see from.
* @return True on success, false otherwise.
* @error Invalid Handle.
*/
native bool FileSeek(Handle file, int position, int where);
/**
* Get current position in the file.
*
* @param file Handle to the file.
* @return Value for the file position indicator.
* @error Invalid Handle.
*/
native int FilePosition(Handle file);
/**
* Checks if a file exists.
*
* @param path Path to the file.
* @param use_valve_fs If true, the Valve file system will be used instead.
* This can be used to find files existing in any of
* the Valve search paths, rather than solely files
* existing directly in the gamedir.
* @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for all search paths.
* @return True if the file exists, false otherwise.
*/
native bool FileExists(const char[] path, bool use_valve_fs=false, const char[] valve_path_id="GAME");
/**
* Renames a file.
*
* @param newpath New path to the file.
* @param oldpath Path to the existing file.
* @param use_valve_fs If true, the Valve file system will be used instead.
* This can be used to rename files in the game's
* Valve search paths, rather than directly in the gamedir.
* @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for all search paths.
* @return True on success or use_valve_fs specified, false otherwise.
*/
native bool RenameFile(const char[] newpath, const char[] oldpath, bool use_valve_fs=false, const char[] valve_path_id="DEFAULT_WRITE_PATH");
/**
* Checks if a directory exists.
*
* @param path Path to the directory.
* @param use_valve_fs If true, the Valve file system will be used instead.
* This can be used to find files existing in any of
* the Valve search paths, rather than solely files
* existing directly in the gamedir.
* @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for all search paths.
* @return True if the directory exists, false otherwise.
*/
native bool DirExists(const char[] path, bool use_valve_fs=false, const char[] valve_path_id="GAME");
/**
* Get the file size in bytes.
*
* @param path Path to the file.
* @param use_valve_fs If true, the Valve file system will be used instead.
* This can be used to find files existing in any of
* the Valve search paths, rather than solely files
* existing directly in the gamedir.
* @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for all search paths.
* @return File size in bytes, -1 if file not found.
*/
native int FileSize(const char[] path, bool use_valve_fs=false, const char[] valve_path_id="GAME");
/**
* Flushes a file's buffered output; any buffered output
* is immediately written to the file.
*
* @param file Handle to the file.
* @return True on success or use_valve_fs specified with OpenFile,
* otherwise false on failure.
*/
native bool FlushFile(Handle file);
/**
* Removes a directory.
* @note On most Operating Systems you cannot remove a directory which has files inside it.
*
* @param path Path to the directory.
* @return True on success, false otherwise.
*/
native bool RemoveDir(const char[] path);
#define FPERM_U_READ 0x0100 /* User can read. */
#define FPERM_U_WRITE 0x0080 /* User can write. */
#define FPERM_U_EXEC 0x0040 /* User can exec. */
#define FPERM_G_READ 0x0020 /* Group can read. */
#define FPERM_G_WRITE 0x0010 /* Group can write. */
#define FPERM_G_EXEC 0x0008 /* Group can exec. */
#define FPERM_O_READ 0x0004 /* Anyone can read. */
#define FPERM_O_WRITE 0x0002 /* Anyone can write. */
#define FPERM_O_EXEC 0x0001 /* Anyone can exec. */
/**
* Creates a directory.
*
* @param path Path to create.
* @param mode Permissions (default is o=rx,g=rx,u=rwx). Note that folders must have
* the execute bit set on Linux. On Windows, the mode is ignored.
* @param use_valve_fs If true, the Valve file system will be used instead.
* This can be used to create folders in the game's
* Valve search paths, rather than directly in the gamedir.
* @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for default.
* In this case, mode is ignored.
*/
native bool CreateDirectory(const char[] path, int mode, bool use_valve_fs=false, const char[] valve_path_id="DEFAULT_WRITE_PATH");
/**
* Changes a file or directories permissions.
*
* @param path Path to the file.
* @param mode Permissions to set.
* @return True on success, false otherwise.
*/
native bool SetFilePermissions(const String:path[], int mode);
/**
* Returns a file timestamp as a unix timestamp.
*
* @param file File name.
* @param tmode Time mode.
* @return Time value, or -1 on failure.
*/
native GetFileTime(const char[] file, FileTimeMode tmode);
/**
* Same as LogToFile(), except uses an open file Handle. The file must
* be opened in text appending mode.
*
* @param hndl Handle to the file.
* @param message Message format.
* @param ... Message format parameters.
* @error Invalid Handle.
*/
native void LogToOpenFile(Handle hndl, const char[] message, any:...);
/**
* Same as LogToFileEx(), except uses an open file Handle. The file must
* be opened in text appending mode.
*
* @param hndl Handle to the file.
* @param message Message format.
* @param ... Message format parameters.
* @error Invalid Handle.
*/
native void LogToOpenFileEx(Handle hndl, const char[] message, any:...);