thirtyflightsofloving/qcommon/filesystem.c
Knightmare66 4eea7036b8 Added Ethan Lee's Linux porting changes.
Moved loadingMessage, loadingMessages, and loadingPercent variables in client into client_static_t struct.
2021-10-11 15:38:20 -04:00

3089 lines
72 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
This file is part of Quake 2 source code.
Quake 2 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 2 of the License,
or (at your option) any later version.
Quake 2 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 Quake 2 source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// filesystem.c -- game filesystem and PAK/PK3 file loading
#include "qcommon.h"
#include "filesystem.h"
#ifdef _WIN32
#include "../win32/winquake.h"
#endif
// enables faster binary pak searck, still experimental
#define BINARY_PACK_SEARCH
#pragma warning (disable : 4715)
/*
=============================================================================
QUAKE FILESYSTEM
=============================================================================
*/
/*
All of Quake's data access is through a hierchal file system, but the
contents of the file system can be transparently merged from several
sources.
The "base directory" is the path to the directory holding the
quake.exe and all game directories. The sys_* files pass this
to host_init in quakeparms_t->basedir. This can be overridden
with the "+set game" command line parm to allow code debugging
in a different directory. The base directory is only used
during filesystem initialization.
The "game directory" is the first tree on the search path and directory
that all generated files (savegames, screenshots, demos, config files)
will be saved to. This can be overridden with the "-game" command line
parameter. The game directory can never be changed while quake is
executing. This is a precacution against having a malicious server
instruct clients to write files over areas they shouldn't.
*/
void CDAudio_Stop (void);
void Com_FileExtension (const char *path, char *dst, int dstSize);
/*
=================
FS_FilePath
Returns the path up to, but not including the last /
=================
*/
void FS_FilePath (const char *path, char *dst, int dstSize)
{
const char *s, *last;
s = last = path + strlen(path);
while (*s != '/' && *s != '\\' && s != path){
last = s-1;
s--;
}
Q_strncpyz(dst, dstSize, path);
if (last-path < dstSize)
dst[last-path] = 0;
}
char *type_extensions[] =
{
"bsp",
"md2",
"md3",
"sp2",
"dm2",
"cin",
"roq",
"wav",
"ogg",
"pcx",
"wal",
"tga",
"jpg",
"png",
"cfg",
"txt",
"def",
"alias",
"arena",
"script",
// "shader",
"hud",
// "menu",
// "efx",
0
};
/*
=================
FS_TypeFlagForPakItem
Returns bit flag based on pak item's extension.
=================
*/
unsigned int FS_TypeFlagForPakItem (const char *itemName)
{
int i;
char extension[8];
Com_FileExtension (itemName, extension, sizeof(extension));
for (i=0; type_extensions[i]; i++) {
if ( !Q_stricmp(extension, type_extensions[i]) )
return (1<<i);
}
return 0;
}
/*
=================
FS_FileLength
=================
*/
int FS_FileLength (FILE *f)
{
int cur, end;
cur = ftell(f);
fseek(f, 0, SEEK_END);
end = ftell(f);
fseek(f, cur, SEEK_SET);
return end;
}
#if 0
/*
================
FS_Filelength
================
*/
int FS_Filelength (FILE *f)
{
int pos;
int end;
pos = ftell (f);
fseek (f, 0, SEEK_END);
end = ftell (f);
fseek (f, pos, SEEK_SET);
return end;
}
#endif
/*
============
FS_CreatePath
Creates any directories needed to store the given filename
============
*/
void FS_CreatePath (const char *path)
{
char tmpBuf[MAX_OSPATH];
char *ofs;
FS_DPrintf("FS_CreatePath( %s )\n", path);
if (strstr(path, "..") || strstr(path, "::") || strstr(path, "\\\\") || strstr(path, "//"))
{
Com_Printf(S_COLOR_YELLOW"WARNING: refusing to create relative path '%s'\n", path);
return;
}
Q_strncpyz (tmpBuf, sizeof(tmpBuf), path);
for (ofs = tmpBuf+1 ; *ofs ; ofs++)
{
if (*ofs == '/' || *ofs == '\\') // Q2E changed
//if (*ofs == '/')
{ // create the directory
*ofs = 0;
Sys_Mkdir (tmpBuf);
*ofs = '/';
}
}
}
// Psychospaz's mod detector
qboolean FS_ModType (const char *name)
{
fsSearchPath_t *search;
for (search = fs_searchPaths ; search ; search = search->next)
{
if (strstr (search->path, name))
return true;
}
return false;
}
// This enables Rogue menu options for Q2MP4
qboolean FS_RoguePath (void)
{
// if (FS_ModType("rogue") || fs_roguegame->value)
if (FS_ModType("rogue") || fs_roguegame->integer)
return true;
return false;
}
/*
=================
FS_DPrintf
=================
*/
void FS_DPrintf (const char *format, ...)
{
char msg[1024];
va_list argPtr;
// if (!fs_debug->value)
if (!fs_debug->integer)
return;
va_start(argPtr, format);
// vsprintf(msg, format, argPtr);
Q_vsnprintf (msg, sizeof(msg), format, argPtr);
va_end(argPtr);
Com_Printf("%s", msg);
}
/*
=================
FS_GameDir
Called to find where to write a file (demos, savegames, etc...)
=================
*/
char *FS_GameDir (void)
{
return fs_gamedir;
}
/*char *FS_Gamedir (void)
{
return fs_gamedir;
}*/
/*
=================
FS_SaveGameDir
Called to find where to write and read save games.
Either fs_savegamedir (which results in Sys_PrefDir()/<gamedir>) or FS_Gamedir()
=================
*/
char *FS_SaveGameDir (void)
{
return (strlen(fs_savegamedir) > 0) ? fs_savegamedir : FS_GameDir();
}
/*
=================
FS_DownloadDir
Called to find where to download game content.
Either fs_downloaddir (which results in Sys_DownloadDir()/<gamedir>) or FS_Gamedir()
=================
*/
char *FS_DownloadDir (void)
{
return (strlen(fs_downloaddir) > 0) ? fs_downloaddir : FS_GameDir();
}
/*
=================
FS_HomePath
Called to find game root path
=================
*/
char *FS_HomePath (void)
{
return fs_homepath->string;
}
/*
=================
FS_DeletePath
TODO: delete tree contents
=================
*/
void FS_DeletePath (const char *path)
{
FS_DPrintf("FS_DeletePath( %s )\n", path);
Sys_Rmdir(path);
}
/*
=================
FS_FileForHandle
Returns a FILE * for a fileHandle_t
=================
*/
FILE *FS_FileForHandle (fileHandle_t f)
{
fsHandle_t *handle;
handle = FS_GetFileByHandle(f);
if (handle->zip || handle->writeZip)
Com_Error(ERR_DROP, "FS_FileForHandle: can't get FILE on zip file");
if (!handle->file)
Com_Error(ERR_DROP, "FS_FileForHandle: NULL");
return handle->file;
}
/*
=================
FS_HandleForFile
Finds a free fileHandle_t
=================
*/
fsHandle_t *FS_HandleForFile (const char *path, fileHandle_t *f)
{
fsHandle_t *handle;
int i;
handle = fs_handles;
for (i = 0; i < MAX_HANDLES; i++, handle++)
{
if (!handle->file && !handle->zip && !handle->writeZip)
{
// strncpy(handle->name, path);
Q_strncpyz(handle->name, sizeof(handle->name), path);
*f = i + 1;
return handle;
}
}
// Failed
Com_Error(ERR_DROP, "FS_HandleForFile: none free");
}
/*
=================
FS_GetFileByHandle
Returns a fsHandle_t * for the given fileHandle_t
=================
*/
fsHandle_t *FS_GetFileByHandle (fileHandle_t f)
{
if (f <= 0 || f > MAX_HANDLES)
Com_Error(ERR_DROP, "FS_GetFileByHandle: out of range");
return &fs_handles[f-1];
}
#ifdef BINARY_PACK_SEARCH
/*
=================
FS_FindPackItem
Performs a binary search by hashed filename
to find pack items in a sorted pack
=================
*/
int FS_FindPackItem (fsPack_t *pack, char *itemName, unsigned int itemHash)
{
int smax, smin, smidpt; //, counter = 0;
int i; //, matchStart, matchEnd;
// catch null pointers
if ( !pack || !itemName )
return -1;
smin = 0; smax = pack->numFiles;
while ( (smax - smin) > 5 ) //&& counter < pack->numFiles )
{
smidpt = (smax + smin) / 2;
if (pack->files[smidpt].hash > itemHash) // before midpoint
smax = smidpt;
else if (pack->files[smidpt].hash < itemHash) // after midpoint
smin = smidpt;
else // pack->files[smidpt].hash == itemHash
break;
// counter++;
}
for (i=smin; i<smax; i++)
{ // make sure this entry is not blacklisted & compare filenames
if ( pack->files[i].hash == itemHash && !pack->files[i].ignore
&& !Q_stricmp(pack->files[i].name, itemName) )
return i;
}
// found a match, scan for identical hashes
/* if (pack->files[smidpt].hash == itemHash)
{
for (matchStart = smidpt-1; matchStart >= 0 && pack->files[matchStart].hash == itemHash; matchStart--);
for (matchEnd = smidpt+1; matchEnd < pack->numFiles && pack->files[matchEnd].hash == itemHash; matchEnd++);
for (i = matchStart; i < matchEnd; i++)
{ // make sure this entry is not blacklisted & compare filenames
if ( pack->files[i].hash == itemHash && !pack->files[i].ignore
&& !Q_stricmp(pack->files[i].name, itemName) )
return i;
}
}*/
return -1;
}
#endif // BINARY_PACK_SEARCH
/*
=================
FS_FOpenFileAppend
Returns file size or -1 on error
=================
*/
int FS_FOpenFileAppend (fsHandle_t *handle)
{
char path[MAX_OSPATH];
// FS_CreatePath(handle->name);
// include game path, but check for leading /
if (handle->name[0] == '/')
FS_CreatePath (va("%s%s", fs_savegamedir, handle->name)); // was fs_gamedir
else
FS_CreatePath (va("%s/%s", fs_savegamedir, handle->name)); // was fs_gamedir
Com_sprintf(path, sizeof(path), "%s/%s", fs_savegamedir, handle->name); // was fs_gamedir
handle->file = fopen(path, "ab");
if (handle->file)
{
// if (fs_debug->value)
if (fs_debug->integer)
Com_Printf("FS_FOpenFileAppend: %s\n", path);
return FS_FileLength(handle->file);
}
// if (fs_debug->value)
if (fs_debug->integer)
Com_Printf("FS_FOpenFileAppend: couldn't open %s\n", path);
return -1;
}
/*
=================
FS_FOpenFileWrite
Always returns 0 or -1 on error
=================
*/
int FS_FOpenFileWrite (fsHandle_t *handle)
{
char path[MAX_OSPATH];
// FS_CreatePath(handle->name);
// include game path, but check for leading /
if (handle->name[0] == '/')
FS_CreatePath (va("%s%s", fs_savegamedir, handle->name)); // was fs_gamedir
else
FS_CreatePath (va("%s/%s", fs_savegamedir, handle->name)); // was fs_gamedir
Com_sprintf(path, sizeof(path), "%s/%s", fs_savegamedir, handle->name); // was fs_gamedir
handle->file = fopen(path, "wb");
if (handle->file)
{
// if (fs_debug->value)
if (fs_debug->integer)
Com_Printf("FS_FOpenFileWrite: %s\n", path);
return 0;
}
// if (fs_debug->value)
if (fs_debug->integer)
Com_Printf("FS_FOpenFileWrite: couldn't open %s\n", path);
return -1;
}
/*
=================
FS_FOpenFileRead
Returns file size or -1 if not found.
Can open separate files as well as files inside pack files (both PAK
and PK3).
=================
*/
int FS_FOpenFileRead (fsHandle_t *handle)
{
fsSearchPath_t *search;
fsPack_t *pack;
char path[MAX_OSPATH];
unsigned int hash;
int i;
unsigned int typeFlag;
// Knightmare- hack global vars for autodownloads
file_from_protected_pak = 0; // from Yamagi Q2
file_from_pak = 0;
file_from_pk3 = 0;
Com_sprintf(last_pk3_name, sizeof(last_pk3_name), "\0");
hash = Com_HashFileName(handle->name, 0, false);
typeFlag = FS_TypeFlagForPakItem(handle->name);
// Search through the path, one element at a time
for (search = fs_searchPaths; search; search = search->next)
{
if (search->pack)
{ // Search inside a pack file
pack = search->pack;
// skip if pack doesn't contain this type of file
if ((typeFlag != 0)) {
if (!(pack->contentFlags & typeFlag))
continue;
}
#ifdef BINARY_PACK_SEARCH
// find index of pack item
i = FS_FindPackItem (pack, handle->name, hash);
// found it!
if ( i != -1 && i >= 0 && i < pack->numFiles )
{
#else
for (i = 0; i < pack->numFiles; i++)
{
if (pack->files[i].ignore) // skip blacklisted files
continue;
if (hash != pack->files[i].hash) // compare hash first
continue;
#endif // BINARY_PACK_SEARCH
if (!Q_stricmp(pack->files[i].name, handle->name))
{
// Found it!
FS_FilePath (pack->name, fs_fileInPath, sizeof(fs_fileInPath));
fs_fileInPack = true;
// if (fs_debug->value)
if (fs_debug->integer)
Com_Printf("FS_FOpenFileRead: %s (found in %s)\n", handle->name, pack->name);
if (pack->pak)
{ // PAK
file_from_pak = 1; // Knightmare added
file_from_protected_pak = pack->isProtectedPak ? 1 : 0; // from Yamagi Q2
handle->file = fopen(pack->name, "rb");
handle->pakFile = &pack->files[i]; // set pakfile pointer
if (handle->file)
{
fseek(handle->file, pack->files[i].offset, SEEK_SET);
return pack->files[i].size;
}
}
else if (pack->pk3)
{ // PK3
file_from_pk3 = 1; // Knightmare added
file_from_protected_pak = pack->isProtectedPak ? 1 : 0; // from Yamagi Q2
Com_sprintf(last_pk3_name, sizeof(last_pk3_name), strrchr(pack->name, '/')+1); // Knightmare added
handle->zip = unzOpen(pack->name);
if (handle->zip)
{
if (unzLocateFile(handle->zip, handle->name, 2) == UNZ_OK)
{
if (unzOpenCurrentFile(handle->zip) == UNZ_OK)
return pack->files[i].size;
}
unzClose(handle->zip);
}
}
Com_Error(ERR_FATAL, "Couldn't reopen %s", pack->name);
}
else
Com_Printf("FS_FOpenFileRead: different filenames with identical hash (%s, %s)!\n", pack->files[i].name, handle->name);
}
}
else
{ // Search in a directory tree
Com_sprintf(path, sizeof(path), "%s/%s", search->path, handle->name);
handle->file = fopen(path, "rb");
if (handle->file)
{ // Found it!
Q_strncpyz(fs_fileInPath, sizeof(fs_fileInPath), search->path);
fs_fileInPack = false;
// if (fs_debug->value)
if (fs_debug->integer)
Com_Printf("FS_FOpenFileRead: %s (found in %s)\n", handle->name, search->path);
return FS_FileLength(handle->file);
}
}
}
// Not found!
fs_fileInPath[0] = 0;
fs_fileInPack = false;
// if (fs_debug->value)
if (fs_debug->integer)
Com_Printf("FS_FOpenFileRead: couldn't find %s\n", handle->name);
return -1;
}
/*
=================
FS_FOpenFile
Opens a file for "mode".
Returns file size or -1 if an error occurs/not found.
Can open separate files as well as files inside pack files (both PAK
and PK3).
=================
*/
int FS_FOpenFile (const char *name, fileHandle_t *f, fsMode_t mode)
{
fsHandle_t *handle;
int size;
handle = FS_HandleForFile(name, f);
Q_strncpyz(handle->name, sizeof(handle->name), name);
handle->mode = mode;
switch (mode)
{
case FS_READ:
size = FS_FOpenFileRead(handle);
break;
case FS_WRITE:
size = FS_FOpenFileWrite(handle);
break;
case FS_APPEND:
size = FS_FOpenFileAppend(handle);
break;
default:
Com_Error(ERR_FATAL, "FS_FOpenFile: bad mode (%i)", mode);
}
if (size != -1)
return size;
// Couldn't open, so free the handle
memset(handle, 0, sizeof(*handle));
*f = 0;
return -1;
}
/*
=================
FS_FOpenCompressedFileWrite
Always returns 0 or -1 on error
Opens files directly from inside a specified zip file,
bypassing the pak/searchpath system, and looking only in the current gamedir.
=================
*/
int FS_FOpenCompressedFileWrite (fsHandle_t *handle, const char *zipName, const char *fileName, qboolean add)
{
char path[MAX_OSPATH];
int append;
// FS_CreatePath (va("%s", zipName));
// include game path, but check for leading /
if (*zipName == '/')
FS_CreatePath (va("%s%s", fs_savegamedir, zipName)); // was fs_gamedir
else
FS_CreatePath (va("%s/%s", fs_savegamedir, zipName)); // was fs_gamedir
Com_sprintf(path, sizeof(path), "%s/%s", fs_savegamedir, zipName); // was fs_gamedir
append = add ? (FS_SaveFileExists ((char *)zipName) ? 2 : 0) : 0; // was FS_LocalFileExists()
handle->writeZip = zipOpen(path, append);
if (handle->writeZip)
{
if (zipOpenNewFileInZip(handle->writeZip, fileName, NULL, NULL, 0, NULL, 0, NULL, Z_DEFLATED, Z_DEFAULT_COMPRESSION) == ZIP_OK)
{
// if (fs_debug->value)
if (fs_debug->integer)
Com_Printf("FS_FOpenCompressedFileWrite: %s/%s\n", path, fileName);
return 0;
}
zipClose(handle->writeZip, NULL);
}
// if (fs_debug->value)
if (fs_debug->integer)
Com_Printf("FS_FOpenCompressedFileWrite: couldn't open %s/%s\n", path, fileName);
return -1;
}
/*
=================
FS_FOpenCompressedFileRead
Returns file size or -1 if not found.
Opens files directly from inside a specified zip file,
bypassing the pak system.
=================
*/
int FS_FOpenCompressedFileRead (fsHandle_t *handle, const char *zipName, const char *fileName)
{
fsSearchPath_t *search;
char path[MAX_OSPATH];
unz_file_info info;
// Search through the path, one element at a time
for (search = fs_searchPaths; search; search = search->next)
{
if (!search->pack) // Search only in a directory tree
{
Com_sprintf(path, sizeof(path), "%s/%s", search->path, zipName);
handle->zip = unzOpen(path);
if (handle->zip)
{
if (unzLocateFile(handle->zip, fileName, 2) == UNZ_OK)
{
if (unzOpenCurrentFile(handle->zip) == UNZ_OK)
{ // Found it!
Q_strncpyz(fs_fileInPath, sizeof(fs_fileInPath), search->path);
fs_fileInPack = false;
// if (fs_debug->value)
if (fs_debug->integer)
Com_Printf("FS_FOpenCompressedFileRead: %s (found in %s/%s)\n", fileName, search->path, zipName);
unzGetCurrentFileInfo(handle->zip, &info, NULL, 0, NULL, 0, NULL, 0);
return info.uncompressed_size;
}
}
unzClose(handle->zip);
}
}
}
// Not found!
fs_fileInPath[0] = 0;
fs_fileInPack = false;
// if (fs_debug->value)
if (fs_debug->integer)
Com_Printf("FS_FOpenCompressedFileRead: couldn't find %s\n", handle->name);
return -1;
}
/*
=================
FS_FOpenCompressedFile
Opens a zip file for "mode".
Returns file size or -1 if an error occurs/not found.
Opens files directly from inside a specified zip file,
bypassing the pak system.
=================
*/
int FS_FOpenCompressedFile (const char *zipName, const char *fileName, fileHandle_t *f, fsMode_t mode)
{
fsHandle_t *handle = NULL;
char name[MAX_OSPATH];
int size;
Com_sprintf (name, sizeof(name), "%s/%s", zipName, fileName);
handle = FS_HandleForFile(name, f);
if (!handle) { // case of no handles available
*f = 0;
return -1;
}
Q_strncpyz(handle->name, sizeof(handle->name), name);
handle->mode = mode;
switch (mode)
{
case FS_READ:
size = FS_FOpenCompressedFileRead(handle, zipName, fileName);
break;
case FS_WRITE:
size = FS_FOpenCompressedFileWrite(handle, zipName, fileName, false);
break;
case FS_APPEND:
size = FS_FOpenCompressedFileWrite(handle, zipName, fileName, true);
break;
default:
Com_Error(ERR_FATAL, "FS_FOpenCompressedFile: bad mode (%i)", mode);
}
if (size != -1)
return size;
// Couldn't open, so free the handle
memset(handle, 0, sizeof(*handle));
*f = 0;
return -1;
}
/*
=================
FS_FCloseFile
=================
*/
void FS_FCloseFile (fileHandle_t f)
{
fsHandle_t *handle;
handle = FS_GetFileByHandle(f);
if (handle->file)
fclose(handle->file);
else if (handle->zip) {
unzCloseCurrentFile(handle->zip);
unzClose(handle->zip);
}
else if (handle->writeZip)
{
zipCloseFileInZip(handle->writeZip);
zipClose(handle->writeZip, NULL);
}
memset(handle, 0, sizeof(*handle));
}
/*
=================
FS_Read
Properly handles partial reads
=================
*/
int FS_Read (void *buffer, int size, fileHandle_t f)
{
fsHandle_t *handle;
int remaining, r;
byte *buf;
qboolean tried = false;
handle = FS_GetFileByHandle(f);
// Read
remaining = size;
buf = (byte *)buffer;
while (remaining)
{
if (handle->file)
r = (int)fread(buf, 1, remaining, handle->file);
else if (handle->zip)
r = unzReadCurrentFile(handle->zip, buf, remaining);
else
return 0;
if (r == 0)
{
if (!tried)
{ // We might have been trying to read from a CD
CDAudio_Stop();
tried = true;
}
else
{ // Already tried once
//Com_Error(ERR_FATAL, va("FS_Read: 0 bytes read from %s", handle->name));
Com_DPrintf(S_COLOR_YELLOW"FS_Read: 0 bytes read from %s\n", handle->name);
return size - remaining;
}
}
else if (r == -1)
Com_Error(ERR_FATAL, "FS_Read: -1 bytes read from %s", handle->name);
remaining -= r;
buf += r;
}
return size;
}
/*
=================
FS_FRead
Properly handles partial reads of size up to count times
No error if it can't read
=================
*/
int FS_FRead (void *buffer, int size, int count, fileHandle_t f)
{
fsHandle_t *handle;
int loops, remaining, r;
byte *buf;
qboolean tried = false;
handle = FS_GetFileByHandle(f);
// Read
loops = count;
//remaining = size;
buf = (byte *)buffer;
while (loops)
{ // Read in chunks
remaining = size;
while (remaining)
{
if (handle->file)
r = (int)fread(buf, 1, remaining, handle->file);
else if (handle->zip)
r = unzReadCurrentFile(handle->zip, buf, remaining);
else
return 0;
if (r == 0)
{
if (!tried)
{ // We might have been trying to read from a CD
CDAudio_Stop();
tried = true;
}
else {
//Com_Printf(S_COLOR_RED"FS_FRead: 0 bytes read from %s\n", handle->name);
return size - remaining;
}
}
else if (r == -1)
Com_Error(ERR_FATAL, "FS_FRead: -1 bytes read from %s", handle->name);
remaining -= r;
buf += r;
}
loops--;
}
return size;
}
/*
=================
FS_Write
Properly handles partial writes
=================
*/
int FS_Write (const void *buffer, int size, fileHandle_t f){
fsHandle_t *handle;
int remaining, w;
byte *buf;
handle = FS_GetFileByHandle(f);
// Write
remaining = size;
buf = (byte *)buffer;
while (remaining)
{
if (handle->file)
w = (int)fwrite(buf, 1, remaining, handle->file);
else if (handle->writeZip)
{
if (zipWriteInFileInZip(handle->writeZip, buf, remaining) == ZIP_OK)
w = remaining;
}
else if (handle->zip)
Com_Error(ERR_FATAL, "FS_Write: can't write to zip file %s", handle->name);
else
return 0;
if (w == 0)
{
Com_Printf(S_COLOR_RED"FS_Write: 0 bytes written to %s\n", handle->name);
return size - remaining;
}
else if (w == -1)
Com_Error(ERR_FATAL, "FS_Write: -1 bytes written to %s", handle->name);
remaining -= w;
buf += w;
}
return size;
}
/*
=================
FS_CompressFile
=================
*/
int FS_CompressFile (const char *fileName, const char *zipName, const char *internalName)
{
int size, partSize;
fileHandle_t f;
FILE *fp;
byte buf[8192];
fsMode_t mode;
fp = fopen (fileName, "rb");
if (!fp)
return -1;
mode = FS_SaveFileExists((char *)zipName) ? FS_APPEND : FS_WRITE; // was FS_LocalFileExists()
size = FS_FOpenCompressedFile (zipName, internalName, &f, mode);
if (size == -1) {
fclose (fp);
return -1;
}
do {
partSize = (int)fread (&buf, 1, sizeof(buf), fp);
if (partSize > 0)
FS_Write (&buf, partSize, f);
} while (partSize > 0);
FS_FCloseFile (f);
fclose (fp);
return size;
}
/*
=================
FS_DecompressFile
=================
*/
int FS_DecompressFile (const char *fileName, const char *zipName, const char *internalName)
{
int size, partSize;
fileHandle_t f;
FILE *fp;
byte buf[8192];
size = FS_FOpenCompressedFile (zipName, internalName, &f, FS_READ);
if (size == -1)
return -1;
fp = fopen (fileName, "wb");
if (!fp) {
FS_FCloseFile (f);
return -1;
}
do {
partSize = FS_Read (&buf, sizeof(buf), f);
if (partSize > 0)
fwrite (&buf, 1, partSize, fp);
} while (partSize > 0);
fclose (fp);
FS_FCloseFile (f);
return size;
}
/*
=================
FS_FTell
=================
*/
int FS_FTell (fileHandle_t f)
{
fsHandle_t *handle;
handle = FS_GetFileByHandle(f);
if (handle->pakFile) { // inside .pak file uses offset/size
int pos = ftell(handle->file);
if (pos != -1)
pos -= handle->pakFile->offset;
return pos;
}
else if (handle->file)
return ftell(handle->file);
else if (handle->zip)
return unztell(handle->zip);
return 0;
}
/*
=================
FS_ListPak
Generates a listing of the contents of a pak file
=================
*/
char **FS_ListPak (const char *find, int *num)
{
fsSearchPath_t *search;
//char netpath[MAX_OSPATH];
fsPack_t *pak;
int nfiles = 0, nfound = 0;
char **list = 0;
int i;
// now check pak files
for (search = fs_searchPaths; search; search = search->next)
{
if (!search->pack)
continue;
pak = search->pack;
// now find and build list
for (i=0 ; i<pak->numFiles ; i++) {
if (!pak->files[i].ignore)
nfiles++;
}
}
list = malloc( sizeof( char * ) * nfiles );
memset( list, 0, sizeof( char * ) * nfiles );
for (search = fs_searchPaths; search; search = search->next)
{
if (!search->pack)
continue;
pak = search->pack;
// now find and build list
for (i=0 ; i<pak->numFiles ; i++)
{
if (!pak->files[i].ignore && strstr(pak->files[i].name, find))
{
list[nfound] = strdup(pak->files[i].name);
nfound++;
}
}
}
*num = nfound;
return list;
}
/*
=================
FS_FindFiles
Generates a listing of files in the given path with an optional extension.
Lists all files if extension is NULL.
=================
*/
char **FS_FindFiles (const char *path, const char *extension, int *num)
{
fsSearchPath_t *search;
fsPack_t *pak;
char dir[MAX_OSPATH], ext[16], findName[1024];
char *name, **itemFiles, *tmpList[MAX_FIND_FILES], **outList = NULL;
int nFound = 0;
int i, nItems; // len, extLen;
memset (tmpList, 0, sizeof(tmpList));
for (search = fs_searchPaths; search; search = search->next)
{
if (search->pack) // search inside a pak/pk3 file
{
pak = search->pack;
for (i=0 ; i<pak->numFiles ; i++)
{
// skip blacklisted pak entries
if (pak->files[i].ignore)
continue;
// check path
FS_FilePath (pak->files[i].name, dir, sizeof(dir));
if ( Q_stricmp((char *)path, dir) )
continue;
// check extension
if ( (extension != NULL) && (strlen(extension) > 0) ) {
Com_FileExtension(pak->files[i].name, ext, sizeof(ext));
if ( Q_stricmp((char *)extension, ext) )
continue;
}
// found something
name = pak->files[i].name;
if (nFound < (MAX_FIND_FILES-1))
{
if (!FS_ItemInList(name, nFound, tmpList)) // check if already in list
{
tmpList[nFound] = strdup(name);
nFound++;
}
}
}
}
else // search in a directory tree
{
if ( (extension != NULL) && (strlen(extension) > 0) )
Com_sprintf (findName, sizeof(findName), "%s/%s/*.%s", search->path, path, extension);
else
Com_sprintf (findName, sizeof(findName), "%s/%s/*.*", search->path, path);
itemFiles = FS_ListFiles(findName, &nItems, 0, SFF_SUBDIR | SFF_HIDDEN | SFF_SYSTEM);
for (i=0; i < nItems; i++)
{
if (!itemFiles || !itemFiles[i])
continue;
// check extension
/* if ( (extension != NULL) && (strlen(extension) > 0) ) {
len = (int)strlen(itemFiles[i]);
extLen = (int)strlen(extension);
if ( strcmp(itemFiles[i]+max(len-(extLen+1),0), va(".%s", extension)) )
continue;
}*/
// found something
name = itemFiles[i] + strlen(search->path) + 1; // skip over search path and /
if (nFound < (MAX_FIND_FILES-1))
{
if (!FS_ItemInList(name, nFound, tmpList)) // check if already in list
{
tmpList[nFound] = strdup(name);
nFound++;
}
}
}
if (nItems)
FS_FreeFileList (itemFiles, nItems);
}
}
// sort the list
qsort(tmpList, nFound, sizeof(char *), Q_SortStrcmp);
// alloc and copy output list
outList = malloc(sizeof(char *) * (nFound+1));
memset(outList, 0, sizeof(char *) * (nFound+1));
for (i=0; i<nFound; i++) {
outList[i] = tmpList[i];
}
if (num)
*num = nFound;
return outList;
}
/*
=================
FS_FilteredFindFiles
Generates a listing of files that matches the given filter/widlcards.
=================
*/
char **FS_FilteredFindFiles (const char *pattern, int *num)
{
fsSearchPath_t *search;
fsPack_t *pak;
char findName[1024];
char *name, **itemFiles, *tmpList[MAX_FIND_FILES], **outList = NULL;
int nFound = 0;
int i, nItems;
memset (tmpList, 0, sizeof(tmpList));
for (search = fs_searchPaths; search; search = search->next)
{
if (search->pack) // search inside a pak/pk3 file
{
pak = search->pack;
for (i=0 ; i<pak->numFiles ; i++)
{
// skip blacklisted pak entries
if (pak->files[i].ignore)
continue;
// match pattern
if ( !Q_GlobMatch(pattern, pak->files[i].name, false) )
continue;
// found something
name = pak->files[i].name;
if (nFound < (MAX_FIND_FILES-1))
{
if (!FS_ItemInList(name, nFound, tmpList)) // check if already in list
{
tmpList[nFound] = strdup(name);
nFound++;
}
}
}
}
else // search in a directory tree
{
Com_sprintf (findName, sizeof(findName), "%s/%s", search->path, pattern);
itemFiles = FS_ListFiles(findName, &nItems, 0, SFF_SUBDIR | SFF_HIDDEN | SFF_SYSTEM);
for (i=0; i < nItems; i++)
{
if (!itemFiles || !itemFiles[i])
continue;
// match pattern
if ( !Q_GlobMatch(pattern, itemFiles[i] + strlen(search->path) + 1, false) )
continue;
// found something
name = itemFiles[i] + strlen(search->path) + 1; // skip over search path and /
if (nFound < (MAX_FIND_FILES-1))
{
if (!FS_ItemInList(name, nFound, tmpList)) // check if already in list
{
tmpList[nFound] = strdup(name);
nFound++;
}
}
}
if (nItems)
FS_FreeFileList (itemFiles, nItems);
}
}
// sort the list
qsort(tmpList, nFound, sizeof(char *), Q_SortStrcmp);
// alloc and copy output list
outList = malloc(sizeof(char *) * (nFound+1));
memset(outList, 0, sizeof(char *) * (nFound+1));
for (i=0; i<nFound; i++) {
outList[i] = tmpList[i];
}
if (num)
*num = nFound;
return outList;
}
/*
=================
FS_GetFileList
Generates a listing of files in the given path with the specified optional extension
If extension is NULL, retuns all files in the path. Also does filtered search based on wildcards.
=================
*/
char **FS_GetFileList (const char *path, const char *extension, int *num)
{
// If wildcards are in path, use filtered search instead of extension
if ( strchr(path, '*') || strchr(path, '?') || strchr(path, '[') || strchr(path, ']') )
return FS_FilteredFindFiles (path, num);
else
return FS_FindFiles (path, extension, num);
}
/*
=================
FS_Seek
=================
*/
void FS_Seek (fileHandle_t f, int offset, fsOrigin_t origin)
{
fsHandle_t *handle;
unz_file_info info;
int remaining, r, len;
byte dummy[0x8000];
handle = FS_GetFileByHandle(f);
if (handle->pakFile) // inside .pak file uses offset/size
{
switch (origin)
{
case FS_SEEK_SET:
fseek(handle->file, handle->pakFile->offset + offset, SEEK_SET);
break;
case FS_SEEK_CUR:
fseek(handle->file, offset, SEEK_CUR);
break;
case FS_SEEK_END:
fseek(handle->file, handle->pakFile->offset + handle->pakFile->size, SEEK_SET);
break;
default:
Com_Error(ERR_FATAL, "FS_Seek: bad origin (%i)", origin);
}
}
else if (handle->file)
{
switch (origin)
{
case FS_SEEK_SET:
fseek(handle->file, offset, SEEK_SET);
break;
case FS_SEEK_CUR:
fseek(handle->file, offset, SEEK_CUR);
break;
case FS_SEEK_END:
fseek(handle->file, offset, SEEK_END);
break;
default:
Com_Error(ERR_FATAL, "FS_Seek: bad origin (%i)", origin);
}
}
else if (handle->zip)
{
switch (origin)
{
case FS_SEEK_SET:
remaining = offset;
break;
case FS_SEEK_CUR:
remaining = offset + unztell(handle->zip);
break;
case FS_SEEK_END:
unzGetCurrentFileInfo(handle->zip, &info, NULL, 0, NULL, 0, NULL, 0);
remaining = offset + info.uncompressed_size;
break;
default:
Com_Error(ERR_FATAL, "FS_Seek: bad origin (%i)", origin);
}
// Reopen the file
unzCloseCurrentFile(handle->zip);
unzOpenCurrentFile(handle->zip);
// Skip until the desired offset is reached
while (remaining)
{
len = remaining;
if (len > sizeof(dummy))
len = sizeof(dummy);
r = unzReadCurrentFile(handle->zip, dummy, len);
if (r <= 0)
break;
remaining -= r;
}
}
}
/*
=================
FS_Tell
Returns -1 if an error occurs
=================
*/
int FS_Tell (fileHandle_t f)
{
fsHandle_t *handle;
handle = FS_GetFileByHandle(f);
if (handle->pakFile) { // inside .pak file uses offset/size
int pos = ftell(handle->file);
if (pos != -1)
pos -= handle->pakFile->offset;
return pos;
}
else if (handle->file)
return ftell(handle->file);
else if (handle->zip)
return unztell(handle->zip);
else
return -1;
}
/*
=================
FS_FileExists
================
*/
qboolean FS_FileExists (const char *path)
{
fileHandle_t f;
FS_FOpenFile(path, &f, FS_READ);
if (f)
{
FS_FCloseFile(f);
return true;
}
return false;
}
/*
=================
FS_LocalFileExists
================
*/
qboolean FS_LocalFileExists (const char *path)
{
char realPath[MAX_OSPATH];
FILE *f;
Com_sprintf (realPath, sizeof(realPath), "%s/%s", FS_GameDir(), path);
f = fopen (realPath, "rb");
if (f) {
fclose(f);
return true;
}
return false;
}
/*
=================
FS_SaveFileExists
================
*/
qboolean FS_SaveFileExists (const char *path)
{
char realPath[MAX_OSPATH];
FILE *f;
Com_sprintf (realPath, sizeof(realPath), "%s/%s", FS_SaveGameDir(), path); // was FS_GameDir()
f = fopen (realPath, "rb");
if (f) {
fclose(f);
return true;
}
return false;
}
/*
=================
FS_DownloadFileExists
================
*/
qboolean FS_DownloadFileExists (const char *path)
{
char realPath[MAX_OSPATH];
FILE *f;
Com_sprintf (realPath, sizeof(realPath), "%s/%s", FS_DownloadDir(), path);
f = fopen (realPath, "rb");
if (f) {
fclose(f);
return true;
}
return false;
}
/*
================
FS_CopyFile
================
*/
void FS_CopyFile (const char *src, const char *dst)
{
FILE *f1, *f2;
size_t l;
byte buffer[65536];
Com_DPrintf ("FS_CopyFile (%s, %s)\n", src, dst);
f1 = fopen (src, "rb");
if (!f1)
return;
f2 = fopen (dst, "wb");
if (!f2)
{
fclose (f1);
return;
}
while (1)
{
l = fread (buffer, 1, sizeof(buffer), f1);
if (!l)
break;
fwrite (buffer, 1, l, f2);
}
fclose (f1);
fclose (f2);
}
/*
=================
FS_RenameFile
=================
*/
void FS_RenameFile (const char *oldPath, const char *newPath)
{
FS_DPrintf("FS_RenameFile( %s, %s )\n", oldPath, newPath);
if (rename(oldPath, newPath))
FS_DPrintf("FS_RenameFile: failed to rename %s to %s\n", oldPath, newPath);
}
/*
=================
FS_DeleteFile
=================
*/
void FS_DeleteFile (const char *path)
{
FS_DPrintf("FS_DeleteFile( %s )\n", path);
if (remove(path))
FS_DPrintf("FS_DeleteFile: failed to delete %s\n", path);
}
/*
=================
FS_LoadFile
"path" is relative to the Quake search path.
Returns file size or -1 if the file is not found.
A NULL buffer will just return the file size without loading.
=================
*/
int FS_LoadFile (const char *path, void **buffer)
{
fileHandle_t f;
byte *buf;
int size;
buf = NULL;
size = FS_FOpenFile(path, &f, FS_READ);
if (size == -1 || size == 0)
{
if (buffer)
*buffer = NULL;
return size;
}
if (!buffer)
{
FS_FCloseFile(f);
return size;
}
buf = Z_Malloc(size);
*buffer = buf;
FS_Read(buf, size, f);
FS_FCloseFile(f);
return size;
}
/*
=================
FS_FreeFile
=================
*/
void FS_FreeFile (void *buffer)
{
if (!buffer)
{
FS_DPrintf("FS_FreeFile: NULL buffer\n");
return;
}
Z_Free(buffer);
}
// Some incompetently packaged mods have these files in their paks!
char *pakfile_ignore_names[] =
{
"save/",
"scrnshot/",
"screenshots/",
"autoexec.cfg",
"kmq2config.cfg",
0
};
// These files are sometimes inside paks, but should be loaded externally first
char *pakfile_tryExtFirst_names[] =
{
"players/",
"maps.lst",
0
};
/*
=================
FS_FileInPakBlacklist
Checks against a blacklist to see if a file
should not be loaded from a pak.
=================
*/
qboolean FS_FileInPakBlacklist (const char *filename, qboolean isPk3)
{
int i;
char *compare;
qboolean ignore = false;
qboolean loadExtFirst = false;
compare = (char *)filename;
if (compare[0] == '/') // remove leading slash
compare++;
for (i=0; pakfile_ignore_names[i]; i++) {
if ( !Q_strncasecmp(compare, pakfile_ignore_names[i], strlen(pakfile_ignore_names[i])) )
ignore = true;
// Ogg files can't load from .paks
// if ( !isPk3 && !strcmp(COM_FileExtension(compare), "ogg") )
// ignore = true;
}
if (!ignore) // see if a file should be loaded from outside paks first
{
for (i=0; pakfile_tryExtFirst_names[i]; i++) {
if ( !Q_strncasecmp(compare, pakfile_tryExtFirst_names[i], strlen(pakfile_tryExtFirst_names[i])) )
loadExtFirst = true;
}
if (loadExtFirst)
{
if (FS_LocalFileExists(compare)) {
// Com_Printf ("FS_LoadPAK: file %s in pack is ignored in favor of external file first.\n", filename);
ignore = true;
}
}
}
// if (ignore)
// Com_Printf ("FS_LoadPAK: file %s blacklisted!\n", filename);
// else if ( !strncmp (filename, "save/", 5) )
// Com_Printf ("FS_LoadPAK: file %s not blacklisted.\n", filename);
return ignore;
}
#ifdef BINARY_PACK_SEARCH
/*
=================
FS_PakFileCompare
Used for sorting pak entries by hash
=================
*/
unsigned int *nameHashes = NULL;
int FS_PakFileCompare (const void *f1, const void *f2)
{
if (!nameHashes)
return 1;
return (nameHashes[*((int *)(f1))] - nameHashes[*((int *)(f2))]);
}
#endif // BINARY_PACK_SEARCH
/*
=================
FS_LoadPAK
Takes an explicit (not game tree related) path to a pack file.
Loads the header and directory, adding the files at the beginning of
the list so they override previous pack files.
=================
*/
fsPack_t *FS_LoadPAK (const char *packPath)
{
int numFiles, i;
fsPackFile_t *files;
fsPack_t *pack;
FILE *handle;
dpackheader_t header;
dpackfile_t info[MAX_FILES_IN_PACK];
unsigned contentFlags = 0;
#ifdef BINARY_PACK_SEARCH
int *sortIndices;
unsigned int *sortHashes;
#endif // BINARY_PACK_SEARCH
handle = fopen(packPath, "rb");
if (!handle)
return NULL;
fread(&header, 1, sizeof(dpackheader_t), handle);
if (LittleLong(header.ident) != IDPAKHEADER)
{
fclose(handle);
Com_Error(ERR_FATAL, "FS_LoadPAK: %s is not a pack file", packPath);
}
header.dirofs = LittleLong(header.dirofs);
header.dirlen = LittleLong(header.dirlen);
numFiles = header.dirlen / sizeof(dpackfile_t);
if (numFiles > MAX_FILES_IN_PACK || numFiles == 0)
{
fclose(handle);
Com_Error(ERR_FATAL, "FS_LoadPAK: %s has %i files", packPath, numFiles);
}
files = Z_Malloc(numFiles * sizeof(fsPackFile_t));
fseek(handle, header.dirofs, SEEK_SET);
fread(info, 1, header.dirlen, handle);
#ifdef BINARY_PACK_SEARCH
// create sort table
sortIndices = Z_Malloc(numFiles * sizeof(int));
sortHashes = Z_Malloc(numFiles * sizeof(unsigned));
nameHashes = sortHashes;
for (i = 0; i < numFiles; i++)
{
sortIndices[i] = i;
sortHashes[i] = Com_HashFileName(info[i].name, 0, false);
}
qsort((void *)sortIndices, numFiles, sizeof(int), FS_PakFileCompare);
// Parse the directory
for (i = 0; i < numFiles; i++)
{
// strncpy(files[i].name, info[sortIndices[i]].name);
Q_strncpyz(files[i].name, sizeof(files[i].name), info[sortIndices[i]].name);
files[i].hash = sortHashes[sortIndices[i]];
files[i].offset = LittleLong(info[sortIndices[i]].filepos);
files[i].size = LittleLong(info[sortIndices[i]].filelen);
files[i].ignore = FS_FileInPakBlacklist(files[i].name, false); // check against pak loading blacklist
if (!files[i].ignore) // add type flag for this file
contentFlags |= FS_TypeFlagForPakItem(files[i].name);
}
// free sort table
Z_Free (sortIndices);
Z_Free (sortHashes);
nameHashes = NULL;
#else // Parse the directory
for (i = 0; i < numFiles; i++)
{
// strncpy(files[i].name, info[i].name);
Q_strncpyz(files[i].name, sizeof(files[i].name), info[i].name);
files[i].hash = Com_HashFileName(info[i].name, 0, false); // Added to speed up seaching
files[i].offset = LittleLong(info[i].filepos);
files[i].size = LittleLong(info[i].filelen);
files[i].ignore = FS_FileInPakBlacklist(info[i].name, false); // check against pak loading blacklist
if (!files[i].ignore) // add type flag for this file
contentFlags |= FS_TypeFlagForPakItem(files[i].name);
}
#endif // BINARY_PACK_SEARCH
pack = Z_Malloc(sizeof(fsPack_t));
// strncpy(pack->name, packPath);
Q_strncpyz(pack->name, sizeof(pack->name), packPath);
pack->pak = handle;
pack->pk3 = NULL;
pack->numFiles = numFiles;
pack->files = files;
pack->contentFlags = contentFlags;
return pack;
}
/*
=================
FS_AddPAKFile
Adds a Pak file to the searchpath
=================
*/
void FS_AddPAKFile (const char *packPath, qboolean isProtected)
{
fsSearchPath_t *search;
fsPack_t *pack;
pack = FS_LoadPAK (packPath);
if (!pack)
return;
pack->isProtectedPak = isProtected; // From Yamagi Q2
search = Z_Malloc (sizeof(fsSearchPath_t));
search->pack = pack;
search->next = fs_searchPaths;
fs_searchPaths = search;
}
/*
=================
FS_LoadPK3
Takes an explicit (not game tree related) path to a pack file.
Loads the header and directory, adding the files at the beginning of
the list so they override previous pack files.
=================
*/
fsPack_t *FS_LoadPK3 (const char *packPath)
{
int numFiles, i = 0;
fsPackFile_t *files;
fsPack_t *pack;
unzFile *handle;
unz_global_info global;
unz_file_info info;
int status;
unsigned contentFlags = 0;
char fileName[MAX_QPATH];
#ifdef BINARY_PACK_SEARCH
fsPackFile_t *tmpFiles;
int *sortIndices;
unsigned int *sortHashes;
#endif // BINARY_PACK_SEARCH
handle = unzOpen(packPath);
if (!handle)
return NULL;
if (unzGetGlobalInfo(handle, &global) != UNZ_OK)
{
unzClose(handle);
Com_Error(ERR_FATAL, "FS_LoadPK3: %s is not a pack file", packPath);
}
numFiles = global.number_entry;
if (numFiles > MAX_FILES_IN_PACK || numFiles == 0)
{
unzClose(handle);
Com_Error(ERR_FATAL, "FS_LoadPK3: %s has %i files", packPath, numFiles);
}
files = Z_Malloc(numFiles * sizeof(fsPackFile_t));
#ifdef BINARY_PACK_SEARCH
// create sort table
tmpFiles = Z_Malloc(numFiles * sizeof(fsPackFile_t));
sortIndices = Z_Malloc(numFiles * sizeof(int));
sortHashes = Z_Malloc(numFiles * sizeof(unsigned));
nameHashes = sortHashes;
// Parse the directory
status = unzGoToFirstFile(handle);
while (status == UNZ_OK)
{
fileName[0] = 0;
unzGetCurrentFileInfo(handle, &info, fileName, MAX_QPATH, NULL, 0, NULL, 0);
sortIndices[i] = i;
// strncpy(tmpFiles[i].name, fileName);
Q_strncpyz(tmpFiles[i].name, sizeof(tmpFiles[i].name), fileName);
tmpFiles[i].hash = sortHashes[i] = Com_HashFileName(fileName, 0, false); // Added to speed up seaching
tmpFiles[i].offset = -1; // Not used in ZIP files
tmpFiles[i].size = info.uncompressed_size;
tmpFiles[i].ignore = FS_FileInPakBlacklist(fileName, true); // check against pak loading blacklist
if (!tmpFiles[i].ignore) // add type flag for this file
contentFlags |= FS_TypeFlagForPakItem(tmpFiles[i].name);
i++;
status = unzGoToNextFile(handle);
}
// sort by hash and copy to final file table
qsort((void *)sortIndices, numFiles, sizeof(int), FS_PakFileCompare);
for (i=0; i < numFiles; i++)
{
// strncpy(files[i].name, tmpFiles[sortIndices[i]].name);
Q_strncpyz(files[i].name, sizeof(files[i].name), tmpFiles[sortIndices[i]].name);
files[i].hash = tmpFiles[sortIndices[i]].hash;
files[i].offset = tmpFiles[sortIndices[i]].offset;
files[i].size = tmpFiles[sortIndices[i]].size;
files[i].ignore = tmpFiles[sortIndices[i]].ignore;
}
// free sort table
Z_Free (tmpFiles);
Z_Free (sortIndices);
Z_Free (sortHashes);
nameHashes = NULL;
#else // Parse the directory
status = unzGoToFirstFile(handle);
while (status == UNZ_OK)
{
fileName[0] = 0;
unzGetCurrentFileInfo(handle, &info, fileName, MAX_QPATH, NULL, 0, NULL, 0);
// strncpy(files[i].name, fileName);
Q_strncpyz(files[i].name, sizeof(files[i].name, fileName);
files[i].hash = Com_HashFileName(fileName, 0, false); // Added to speed up seaching
files[i].offset = -1; // Not used in ZIP files
files[i].size = info.uncompressed_size;
files[i].ignore = FS_FileInPakBlacklist(fileName, true); // check against pak loading blacklist
if (!files[i].ignore) // add type flag for this file
contentFlags |= FS_TypeFlagForPakItem(files[i].name);
i++;
status = unzGoToNextFile(handle);
}
#endif // BINARY_PACK_SEARCH
pack = Z_Malloc(sizeof(fsPack_t));
// strncpy(pack->name, packPath);
Q_strncpyz(pack->name, sizeof(pack->name), packPath);
pack->pak = NULL;
pack->pk3 = handle;
pack->numFiles = numFiles;
pack->files = files;
pack->contentFlags = contentFlags;
return pack;
}
/*
=================
FS_AddPK3File
Adds a Pk3 file to the searchpath
=================
*/
void FS_AddPK3File (const char *packPath, qboolean isProtected)
{
fsSearchPath_t *search;
fsPack_t *pack;
pack = FS_LoadPK3 (packPath);
if (!pack)
return;
pack->isProtectedPak = isProtected; // From Yamagi Q2
search = Z_Malloc (sizeof(fsSearchPath_t));
search->pack = pack;
search->next = fs_searchPaths;
fs_searchPaths = search;
}
/*
=================
FS_AddPaksInDirectory
Used by FS_AddGameDirectory() and FS_AddDownloadDirectory().
Loads and adds all the pack files found
(first numerically 0-99 and then in alphabetical order).
PK3 files are loaded later so they override PAK files.
=================
*/
void FS_AddPaksInDirectory (const char *dir)
{
char packPath[MAX_OSPATH];
int i, j;
// VoiD -S- *.pak support
char findname[1024];
char **dirnames;
int ndirs;
char *tmp;
// VoiD -E- *.pak support
//
// add any pak files in the format pak0.pak pak1.pak, ...
//
for (i=0; i<100; i++) // Pooy - paks can now go up to 100
{
Com_sprintf (packPath, sizeof(packPath), "%s/pak%i.pak", dir, i);
FS_AddPAKFile (packPath, ((i<10) ? true : false)); // pak0.pak is protected
}
//
// NeVo - pak3's!
// add any pk3 files in the format pak0.pk3 pak1.pk3, ...
//
for (i=0; i<100; i++) // Pooy - paks can now go up to 100
{
Com_sprintf (packPath, sizeof(packPath), "%s/pak%i.pk3", dir, i);
FS_AddPK3File (packPath, false);
}
for (i=0; i<2; i++)
{ // NeVo - Set filetype
switch (i) {
case 0:
default:
// Standard Quake II pack file '.pak'
Com_sprintf( findname, sizeof(findname), "%s/%s", dir, "*.pak" );
break;
case 1:
// Quake III pack file '.pk3'
Com_sprintf( findname, sizeof(findname), "%s/%s", dir, "*.pk3" );
break;
}
// VoiD -S- *.pack support
tmp = findname;
while ( *tmp != 0 )
{
if ( *tmp == '\\' )
*tmp = '/';
tmp++;
}
if ( ( dirnames = FS_ListFiles( findname, &ndirs, 0, 0 ) ) != 0 )
{
for ( j=0; j < ndirs-1; j++ )
{ // don't reload numbered pak files
int k;
char buf[16];
char buf2[16];
qboolean numberedpak = false;
for (k=0; k<100; k++)
{
Com_sprintf( buf, sizeof(buf), "/pak%i.pak", k);
Com_sprintf( buf2, sizeof(buf2), "/pak%i.pk3", k);
if ( strstr(dirnames[j], buf) || strstr(dirnames[j], buf2)) {
numberedpak = true;
break;
}
}
if (numberedpak)
continue;
if ( strrchr( dirnames[j], '/' ) )
{
if (i == 1)
FS_AddPK3File (dirnames[j], false);
else
FS_AddPAKFile (dirnames[j], false);
}
free( dirnames[j] );
}
free( dirnames );
}
// VoiD -E- *.pack support
}
}
/*
=================
FS_AddGameDirectory
Sets fs_gamedir, adds the directory to the head of the path,
then loads any pack files in that path by calling FS_AddPaksInDirectory().
=================
*/
void FS_AddGameDirectory (const char *dir)
{
fsSearchPath_t *search;
Q_strncpyz(fs_gamedir, sizeof(fs_gamedir), dir);
//
// Add the directory to the search path
//
search = Z_Malloc(sizeof(fsSearchPath_t));
Q_strncpyz(search->path, sizeof(search->path), dir);
search->path[sizeof(search->path)-1] = 0;
search->next = fs_searchPaths;
fs_searchPaths = search;
//
// Load pack files
//
FS_AddPaksInDirectory (dir);
}
#ifdef USE_SAVEGAMEDIR
/*
=================
FS_AddSaveGameDirectory
Adds the savegame directory to the head of the path.
Should only be called after the final FS_AddGameDirectory() call.
Sets fs_savegamedir, not fs_gamedir, and does not load any pack files.
=================
*/
void FS_AddSaveGameDirectory (const char *dir)
{
fsSearchPath_t *search;
if (!dir)
return;
if (strlen(dir) < 1) // catch 0-length string
return;
Com_sprintf (fs_savegamedir, sizeof(fs_savegamedir), "%s/%s", Sys_PrefDir(), dir);
if (!Q_stricmp(fs_savegamedir, fs_gamedir)) // only add if different from fs_gamedir
return;
FS_CreatePath (va("%s/", fs_savegamedir)); // create savegamedir if it doesn't yet exist
//
// Add the directory to the search path
//
search = Z_Malloc(sizeof(fsSearchPath_t));
Q_strncpyz(search->path, sizeof(search->path), fs_savegamedir);
search->path[sizeof(search->path)-1] = 0;
search->next = fs_searchPaths;
fs_searchPaths = search;
}
/*
=================
FS_AddDownloadDirectory
Adds the download directory to the head of the path.
Should only be called after the final FS_AddGameDirectory() call.
Sets fs_downloaddir, not fs_gamedir, and loads any pack files
in that path by calling FS_AddPaksInDirectory().
=================
*/
void FS_AddDownloadDirectory (const char *dir)
{
fsSearchPath_t *search;
if (!dir)
return;
if (strlen(dir) < 1) // catch 0-length string
return;
Com_sprintf (fs_downloaddir, sizeof(fs_downloaddir), "%s/%s", Sys_DownloadDir(), dir);
if (!Q_stricmp(fs_downloaddir, fs_gamedir)) // only add if different from fs_gamedir
return;
FS_CreatePath (va("%s/", fs_downloaddir)); // create downloaddir if it doesn't yet exist
//
// Add the directory to the search path
//
search = Z_Malloc(sizeof(fsSearchPath_t));
Q_strncpyz(search->path, sizeof(search->path), fs_downloaddir);
search->path[sizeof(search->path)-1] = 0;
search->next = fs_searchPaths;
fs_searchPaths = search;
//
// Load pack files
//
FS_AddPaksInDirectory (dir);
}
#endif // USE_SAVEGAMEDIR
/*
=================
FS_NextPath
Allows enumerating all of the directories in the search path
=================
*/
char *FS_NextPath (const char *prevPath)
{
fsSearchPath_t *search;
char *prev, *firstPath;
// only use fs_savegamedir if different from fs_gamedir
if (!Q_stricmp(fs_savegamedir, fs_gamedir))
firstPath = fs_gamedir;
else
firstPath = fs_savegamedir;
if (!prevPath)
return firstPath; // was fs_gamedir
prev = firstPath; // was fs_gamedir
for (search = fs_searchPaths; search; search = search->next)
{
if (search->pack)
continue;
if (prevPath == prev)
return search->path;
prev = search->path;
}
return NULL;
}
/*
=================
FS_NextGamePath
Allows enumerating all of the directories in the search path
Only called from Sys_GetGameAPI
Skips fs_savegamedir and fs_downloaddir,
so as not to load game library from there.
=================
*/
char *FS_NextGamePath (const char *prevPath)
{
fsSearchPath_t *search;
char *prev;
if (!prevPath)
return fs_gamedir;
prev = fs_gamedir;
for (search = fs_searchPaths; search; search = search->next)
{
if (search->pack)
continue;
// explicitly skip fs_savegamedir and fs_downloaddir (if different from fs_gamedir)
if ( (strlen(search->path) > 0) &&
( ((Q_stricmp(search->path, fs_savegamedir) == 0) && (Q_stricmp(fs_savegamedir, fs_gamedir) != 0)) ||
((Q_stricmp(search->path, fs_downloaddir) == 0) && (Q_stricmp(fs_downloaddir, fs_gamedir) != 0)) ) )
continue;
if (prevPath == prev)
return search->path;
prev = search->path;
}
return NULL;
}
/*
=================
FS_Path_f
=================
*/
void FS_Path_f (void)
{
fsSearchPath_t *search;
fsHandle_t *handle;
fsLink_t *link;
int totalFiles = 0, i;
Com_Printf("Current search path:\n");
for (search = fs_searchPaths; search; search = search->next)
{
if (search->pack)
{
Com_Printf("%s (%i files)\n", search->pack->name, search->pack->numFiles);
totalFiles += search->pack->numFiles;
}
else
Com_Printf("%s\n", search->path);
}
// Com_Printf("\n");
Com_Printf("Current game dir: %s\n", fs_gamedir);
#ifdef USE_SAVEGAMEDIR
Com_Printf("Current savegame dir: %s\n", fs_savegamedir);
Com_Printf("Current download dir: %s\n", fs_downloaddir);
#endif
for (i = 0, handle = fs_handles; i < MAX_HANDLES; i++, handle++)
{
if (handle->file || handle->zip)
Com_Printf("Handle %i: %s\n", i + 1, handle->name);
}
for (i = 0, link = fs_links; link; i++, link = link->next)
Com_Printf("Link %i: %s -> %s\n", i, link->from, link->to);
Com_Printf("-------------------------------------\n");
Com_Printf("%i files in PAK/PK3 files\n\n", totalFiles);
}
/*
=================
FS_Startup
TODO: close open files for game dir
=================
*/
#if 0
void FS_Startup (void)
{
if (strstr(fs_gamedirvar->string, "..") || strstr(fs_gamedirvar->string, ".")
|| strstr(fs_gamedirvar->string, "/") || strstr(fs_gamedirvar->string, "\\")
|| strstr(fs_gamedirvar->string, ":") || !fs_gamedirvar->string[0])
{
//Com_Printf("Invalid game directory\n");
Cvar_ForceSet("game", BASEDIRNAME);
}
// Check for game override
if (stricmp(fs_gamedirvar->string, fs_currentGame))
{
fsSearchPath_t *next;
fsPack_t *pack;
// Free up any current game dir info
while (fs_searchPaths != fs_baseSearchPaths)
{
if (fs_searchPaths->pack)
{
pack = fs_searchPaths->pack;
if (pack->pak)
fclose(pack->pak);
if (pack->pk3)
unzClose(pack->pk3);
Z_Free(pack->files);
Z_Free(pack);
}
next = fs_searchPaths->next;
Z_Free(fs_searchPaths);
fs_searchPaths = next;
}
if (!stricmp(fs_gamedirvar->string, BASEDIRNAME)) // Don't add baseq2 again
// strncpy(fs_gamedir, fs_basedir->string);
Q_strncpyz(fs_gamedir, sizeof(fs_gamedir), fs_basedir->string);
else
{
// Add the directories
FS_AddGameDirectory(va("%s/%s", fs_homepath->string, fs_gamedirvar->string));
}
}
// strncpy(fs_currentGame, fs_gamedirvar->string);
Q_strncpyz(fs_currentGame, sizeof(fs_currentGame), fs_gamedirvar->string);
FS_Path_f();
}
#endif
#ifdef USE_SAVEGAMEDIR
/*
=================
FS_CopyConfigsToSavegameDir
=================
*/
void FS_CopyConfigsToSavegameDir (void)
{
FILE *kmq2ConfigFile;
char cfgPattern[MAX_OSPATH];
char *srcCfgPath;
char dstCfgPath[MAX_OSPATH];
char *cfgName;
// check if fs_savegamedir and fs_gamedir are the same, so we don't try to copy the files over each other
if (!Q_stricmp(FS_SaveGameDir(), fs_gamedir))
return;
// check if kmq2config.cfg exists in FS_SaveGameDir() so we can skip copying
kmq2ConfigFile = fopen(va("%s/kmq2config.cfg", FS_SaveGameDir()), "rb");
if (kmq2ConfigFile != NULL)
{
fclose(kmq2ConfigFile);
return;
}
// create savegamedir if it doesn't yet exist
FS_CreatePath (va("%s/", fs_savegamedir));
Com_sprintf (cfgPattern, sizeof(cfgPattern), "%s/*.cfg", fs_gamedir);
for (srcCfgPath = Sys_FindFirst(cfgPattern, 0, SFF_SUBDIR|SFF_HIDDEN|SFF_SYSTEM);
srcCfgPath != NULL;
srcCfgPath = Sys_FindNext (0, SFF_SUBDIR|SFF_HIDDEN|SFF_SYSTEM))
{
cfgName = strrchr(srcCfgPath, '/');
if (cfgName == NULL) {
continue;
}
++cfgName; // move to after the '/'
// Don't copy default.cfg, autoexec.cfg, or configs written by other engines
// TODO: keep this up to date!
// config.cfg, aprconfig.cfg, bqconfig.cfg, eglcfg.cfg, maxconfig.cfg, q2config.cfg, q2b_config.cfg, q2econfig.cfg, xpconfig.cfg, yq2.cfg
if ( (strstr(cfgName, "config.cfg") && (Q_stricmp(cfgName, "kmq2config.cfg") != 0)) ||
!Q_stricmp(cfgName, "default.cfg") || !Q_stricmp(cfgName, "autoexec.cfg") ||
!Q_stricmp(cfgName, "eglcfg.cfg") || !Q_stricmp(cfgName, "yq2.cfg") ) {
continue;
}
Com_sprintf (dstCfgPath, sizeof(dstCfgPath), "%s/%s", FS_SaveGameDir(), cfgName);
FS_CopyFile (srcCfgPath, dstCfgPath);
}
Sys_FindClose();
}
#endif // USE_SAVEGAMEDIR
/*
=================
FS_Init
=================
*/
void FS_Dir_f (void);
void FS_Link_f (void);
char *Sys_GetCurrentDirectory (void);
void FS_InitFilesystem (void)
{
// init savegame/download dirs as null string
fs_savegamedir[0] = '\0';
fs_downloaddir[0] = '\0';
// Register our commands and cvars
Cmd_AddCommand("path", FS_Path_f);
Cmd_AddCommand("link", FS_Link_f);
Cmd_AddCommand("dir", FS_Dir_f);
Com_Printf("\n----- Filesystem Initialization -----\n");
// basedir <path>
// allows the game to run from outside the data tree
fs_basedir = Cvar_Get ("basedir", ".", CVAR_NOSET);
Cvar_SetDescription ("basedir", "Sets the root folder where KMQuake2 mounts game directories. Only settable from the command line with +set basedir <dir>. Only change this if you want KMQ2 to run with data files outside the Quake2 folder.");
// cddir <path>
// Logically concatenates the cddir after the basedir for
// allows the game to run from outside the data tree
fs_cddir = Cvar_Get("cddir", "", CVAR_NOSET);
Cvar_SetDescription ("cddir", "Sets the path to where the data files on the game CD are. Only settable from the command line with +set cddir <path>. Only used if the full game install was not done.");
if (fs_cddir->string[0])
FS_AddGameDirectory (va("%s/"BASEDIRNAME, fs_cddir->string) );
// start up with baseq2 by default
FS_AddGameDirectory (va("%s/"BASEDIRNAME, fs_basedir->string) );
// any set gamedirs will be freed up to here
fs_baseSearchPaths = fs_searchPaths;
// strncpy(fs_currentGame, BASEDIRNAME);
Q_strncpyz(fs_currentGame, sizeof(fs_currentGame), BASEDIRNAME);
// check for game override
fs_homepath = Cvar_Get("homepath", Sys_GetCurrentDirectory(), CVAR_NOSET);
Cvar_SetDescription ("homepath", "Current directory that KMQuake2 is running in. This is a NOSET value.");
fs_debug = Cvar_Get("fs_debug", "0", 0);
Cvar_SetDescription ("fs_debug", "Enables console output of filesystem operations.");
fs_roguegame = Cvar_Get("roguegame", "0", CVAR_LATCH);
Cvar_SetDescription ("roguegame", "Enables Rogue-specific features in start server menu when not running under the Rogue gamedir.");
fs_basegamedir = Cvar_Get ("basegame", "", CVAR_LATCH);
Cvar_SetDescription ("basegame", "Additional game data path. Use in conjunction with game to load content from one mod while running another.");
fs_basegamedir2 = Cvar_Get ("basegame2", "", CVAR_LATCH);
Cvar_SetDescription ("basegame2", "Second additional game data path. Use in conjunction with basegame and game to load content from two mods while running another.");
fs_basegamedir3 = Cvar_Get ("basegame3", "", CVAR_LATCH); // Knightmare added
Cvar_SetDescription ("basegame3", "Third additional game data path. Use in conjunction with basegame2, basegame, and game to load content from three mods while running another.");
fs_gamedirvar = Cvar_Get ("game", "", CVAR_LATCH|CVAR_SERVERINFO|CVAR_SAVE_IGNORE);
Cvar_SetDescription ("game", "Sets the mod/game dir. Only set this from the command line with \"+set game <moddir>\". Use the \"changegame\" command to change game folders while KMQuake2 is running.");
// set up pref dir under Win32 here
#ifdef _WIN32
// whether to use user profile dir for savegames, configs, screenshots, etc
if ( COM_CheckParm ("-portable") || COM_CheckParm ("+portable") || (FS_LoadFile("portable.cfg", NULL) != -1) )
win_use_profile_dir = Cvar_Get ("win_use_profile_dir", "0", CVAR_NOSET);
else
win_use_profile_dir = Cvar_Get ("win_use_profile_dir", "1", CVAR_NOSET);
Cvar_SetDescription ("win_use_profile_dir", "Internal value that determines whether to use the <userprofile>/Saved Games/KMQuake2 folder on Windows Vista and later for config files, saved games, screenshots, etc. On Win 2000/XP it uses Documents/My Games/KMQuake2. To disable this, add -portable to the command line or add an empty portable.cfg file in the Quake2/baseq2 folder.");
Sys_InitPrefDir (); // set up pref dir now instead of calling a function every time it's needed
#endif
// set our savegame/download dirs with Sys_PrefDir() and baseq2
#ifdef USE_SAVEGAMEDIR
FS_AddDownloadDirectory (BASEDIRNAME);
FS_AddSaveGameDirectory (BASEDIRNAME);
// Com_sprintf (fs_savegamedir, sizeof(fs_savegamedir), "%s/%s", Sys_PrefDir(), BASEDIRNAME);
// Com_sprintf (fs_downloaddir, sizeof(fs_downloaddir), "%s/%s", Sys_DownloadDir(), BASEDIRNAME);
#else
Q_strncpyz(fs_savegamedir, sizeof(fs_savegamedir), fs_gamedir);
Q_strncpyz(fs_downloaddir, sizeof(fs_downloaddir), fs_gamedir);
#endif // USE_SAVEGAMEDIR
// check and load game directory
if (fs_gamedirvar->string[0])
FS_SetGamedir (fs_gamedirvar->string);
#ifdef USE_SAVEGAMEDIR
// copy over configs from gamedir to savegamedir if it's empty
FS_CopyConfigsToSavegameDir ();
#endif // USE_SAVEGAMEDIR
FS_Path_f(); // output path data
}
/*
=================
FS_Shutdown
=================
*/
void FS_Shutdown (void)
{
fsHandle_t *handle;
fsSearchPath_t *next;
fsPack_t *pack;
int i;
Cmd_RemoveCommand("dir");
//Cmd_RemoveCommand("fdir");
Cmd_RemoveCommand("link");
Cmd_RemoveCommand("path");
// Close all files
for (i = 0, handle = fs_handles; i < MAX_HANDLES; i++, handle++)
{
if (handle->file)
fclose(handle->file);
if (handle->zip)
{
unzCloseCurrentFile(handle->zip);
unzClose(handle->zip);
}
}
// Free the search paths
while (fs_searchPaths)
{
if (fs_searchPaths->pack)
{
pack = fs_searchPaths->pack;
if (pack->pak)
fclose(pack->pak);
if (pack->pk3)
unzClose(pack->pk3);
Z_Free(pack->files);
Z_Free(pack);
}
next = fs_searchPaths->next;
Z_Free(fs_searchPaths);
fs_searchPaths = next;
}
}
/*
================
FS_SetGamedir
Sets the gamedir and path to a different directory.
================
*/
void FS_SetGamedir (const char *dir)
{
fsSearchPath_t *next;
qboolean basegame1_loaded = false, basegame2_loaded = false;
if (strstr(dir, "..") || strstr(dir, "/")
|| strstr(dir, "\\") || strstr(dir, ":") )
{
Com_Printf ("Gamedir should be a single filename, not a path\n");
return;
}
// Knightmare- check basegame var
if ( fs_basegamedir->string[0] )
{
if (strstr(fs_basegamedir->string, "..") || strstr(fs_basegamedir->string, "/")
|| strstr(fs_basegamedir->string, "\\") || strstr(fs_basegamedir->string, ":"))
{
Cvar_Set ("basegame", "");
Com_Printf ("Basegame should be a single filename, not a path\n");
}
if ( !Q_stricmp(fs_basegamedir->string, BASEDIRNAME) || !Q_stricmp(fs_basegamedir->string, (char *)dir) )
{
Cvar_Set ("basegame", "");
Com_Printf ("Basegame should not be the same as "BASEDIRNAME" or gamedir.\n");
}
}
// Knightmare- check basegame2 var
if ( fs_basegamedir2->string[0] )
{
if (strstr(fs_basegamedir2->string, "..") || strstr(fs_basegamedir2->string, "/")
|| strstr(fs_basegamedir2->string, "\\") || strstr(fs_basegamedir2->string, ":") )
{
Cvar_Set ("basegame2", "");
Com_Printf ("Basegame2 should be a single filename, not a path\n");
}
if ( !Q_stricmp(fs_basegamedir2->string, BASEDIRNAME) || !Q_stricmp(fs_basegamedir2->string, (char *)dir)
|| !Q_stricmp(fs_basegamedir2->string, fs_basegamedir->string) )
{
Cvar_Set ("basegame2", "");
Com_Printf ("Basegame2 should not be the same as "BASEDIRNAME", gamedir, or basegame.\n");
}
}
// Knightmare- check basegame3 var
if ( fs_basegamedir3->string[0] )
{
if (strstr(fs_basegamedir3->string, "..") || strstr(fs_basegamedir3->string, "/")
|| strstr(fs_basegamedir3->string, "\\") || strstr(fs_basegamedir3->string, ":") )
{
Cvar_Set ("basegame3", "");
Com_Printf ("Basegame3 should be a single filename, not a path.\n");
}
if ( !Q_stricmp(fs_basegamedir3->string, BASEDIRNAME) || !Q_stricmp(fs_basegamedir3->string, (char *)dir)
|| !Q_stricmp(fs_basegamedir3->string, fs_basegamedir->string) || !Q_stricmp(fs_basegamedir3->string, fs_basegamedir2->string) )
{
Cvar_Set ("basegame3", "");
Com_Printf ("Basegame3 should not be the same as "BASEDIRNAME", gamedir, basegame, or basegame2.\n");
}
}
//
// free up any current game dir info
//
while (fs_searchPaths != fs_baseSearchPaths)
{
if (fs_searchPaths->pack)
{
if (fs_searchPaths->pack->pak)
fclose(fs_searchPaths->pack->pak);
if (fs_searchPaths->pack->pk3)
unzClose(fs_searchPaths->pack->pk3);
Z_Free (fs_searchPaths->pack->files);
Z_Free (fs_searchPaths->pack);
}
next = fs_searchPaths->next;
Z_Free (fs_searchPaths);
fs_searchPaths = next;
}
//
// flush all data, so it will be forced to reload
//
if (dedicated && !dedicated->integer)
Cbuf_AddText ("vid_restart\nsnd_restart\n");
if (*dir == 0) // Knightmare- set to basedir if a blank dir is passed
Com_sprintf (fs_gamedir, sizeof(fs_gamedir), "%s/"BASEDIRNAME, fs_basedir->string);
else
Com_sprintf (fs_gamedir, sizeof(fs_gamedir), "%s/%s", fs_basedir->string, dir);
if (!strcmp(dir,BASEDIRNAME) || (*dir == 0))
{
Cvar_FullSet ("gamedir", "", CVAR_SERVERINFO|CVAR_NOSET|CVAR_SAVE_IGNORE);
Cvar_FullSet ("game", "", CVAR_LATCH|CVAR_SERVERINFO|CVAR_SAVE_IGNORE);
// set our savegame/download dirs with Sys_PrefDir() and baseq2
#ifdef USE_SAVEGAMEDIR
FS_AddDownloadDirectory (BASEDIRNAME);
FS_AddSaveGameDirectory (BASEDIRNAME);
// Com_sprintf (fs_savegamedir, sizeof(fs_savegamedir), "%s/%s", Sys_PrefDir(), BASEDIRNAME);
// Com_sprintf (fs_downloaddir, sizeof(fs_downloaddir), "%s/%s", Sys_DownloadDir(), BASEDIRNAME);
#else
Q_strncpyz(fs_savegamedir, sizeof(fs_savegamedir), fs_gamedir);
Q_strncpyz(fs_downloaddir, sizeof(fs_downloaddir), fs_gamedir);
#endif // USE_SAVEGAMEDIR
}
else
{
// check and load base game directory (so mods can be based upon other mods)
if ( fs_basegamedir->string[0] )
{
// Com_Printf("Adding basegame path %s/%s\n", fs_basedir->string, fs_basegamedir->string);
if (fs_cddir->string[0])
FS_AddGameDirectory (va("%s/%s", fs_cddir->string, fs_basegamedir->string) );
FS_AddGameDirectory (va("%s/%s", fs_basedir->string, fs_basegamedir->string) );
basegame1_loaded = true;
}
// second basegame so mods can utilize both Rogue and Xatrix assets
if ( basegame1_loaded && fs_basegamedir2->string[0] )
{
// Com_Printf("Adding basegame2 path %s/%s\n", fs_basedir->string, fs_basegamedir2->string);
if (fs_cddir->string[0])
FS_AddGameDirectory (va("%s/%s", fs_cddir->string, fs_basegamedir2->string) );
FS_AddGameDirectory (va("%s/%s", fs_basedir->string, fs_basegamedir2->string) );
basegame2_loaded = true;
}
// third basegame so mods can utilize Rogue, Xatrix, and Zaero assets
if ( basegame1_loaded && basegame2_loaded && fs_basegamedir3->string[0] )
{
// Com_Printf("Adding basegame3 path %s/%s\n", fs_basedir->string, fs_basegamedir3->string);
if (fs_cddir->string[0])
FS_AddGameDirectory (va("%s/%s", fs_cddir->string, fs_basegamedir3->string) );
FS_AddGameDirectory (va("%s/%s", fs_basedir->string, fs_basegamedir3->string) );
}
Cvar_FullSet ("gamedir", (char *)dir, CVAR_SERVERINFO|CVAR_NOSET|CVAR_SAVE_IGNORE);
if (fs_cddir->string[0])
FS_AddGameDirectory (va("%s/%s", fs_cddir->string, dir) );
FS_AddGameDirectory (va("%s/%s", fs_basedir->string, dir) );
// set our savegame/download dirs with Sys_PrefDir() and baseq2
#ifdef USE_SAVEGAMEDIR
FS_AddDownloadDirectory (dir);
FS_AddSaveGameDirectory (dir);
// Com_sprintf (fs_savegamedir, sizeof(fs_savegamedir), "%s/%s", Sys_PrefDir(), dir);
// Com_sprintf (fs_downloaddir, sizeof(fs_downloaddir), "%s/%s", Sys_DownloadDir(), dir);
#else
Q_strncpyz(fs_savegamedir, sizeof(fs_savegamedir), fs_gamedir);
Q_strncpyz(fs_downloaddir, sizeof(fs_downloaddir), fs_gamedir);
#endif // USE_SAVEGAMEDIR
}
}
/*
================
FS_Link_f
Creates a filelink_t
================
*/
void FS_Link_f (void)
{
fsLink_t *l, **prev;
if (Cmd_Argc() != 3)
{
Com_Printf ("USAGE: link <from> <to>\n");
return;
}
// see if the link already exists
prev = &fs_links;
for (l=fs_links ; l ; l=l->next)
{
if (!strcmp (l->from, Cmd_Argv(1)))
{
Z_Free (l->to);
if (!strlen(Cmd_Argv(2)))
{ // delete it
*prev = l->next;
Z_Free (l->from);
Z_Free (l);
return;
}
l->to = CopyString (Cmd_Argv(2));
return;
}
prev = &l->next;
}
// create a new link
l = Z_Malloc(sizeof(*l));
l->next = fs_links;
fs_links = l;
l->from = CopyString(Cmd_Argv(1));
l->length = (int)strlen(l->from);
l->to = CopyString(Cmd_Argv(2));
}
/*
=================
FS_ExecConfigs
Executes default.cfg and kmq2config.cfg
Encapsulated to avoid redundancy
=================
*/
void FS_ExecConfigs (qboolean unbind)
{
// char *cfgfile;
if (unbind) {
Cbuf_AddText ("unbindall\n");
}
Cbuf_AddText ("exec default.cfg\n");
Cbuf_AddText ("exec kmq2config.cfg\n");
// Look for kmq2config.cfg, if not there, try config.cfg
// Removed because some settings in existing config.cfgs may cause problems
/* FS_LoadFile ("kmq2config.cfg", (void **)&cfgfile);
if (cfgfile)
{
Cbuf_AddText ("exec kmq2config.cfg\n");
FS_FreeFile (cfgfile);
}
else
Cbuf_AddText ("exec config.cfg\n");
*/
}
/*
=============
FS_ExecAutoexec
=============
*/
void FS_ExecAutoexec (void)
{
char *dir;
char name[MAX_QPATH];
dir = Cvar_VariableString("gamedir");
if (*dir) {
Com_sprintf(name, sizeof(name), "%s/%s/autoexec.cfg", fs_basedir->string, dir);
}
else {
Com_sprintf(name, sizeof(name), "%s/%s/autoexec.cfg", fs_basedir->string, BASEDIRNAME);
}
if ( Sys_FindFirst(name, 0, SFF_SUBDIR | SFF_HIDDEN | SFF_SYSTEM) ) {
Cbuf_AddText ("exec autoexec.cfg\n");
}
Sys_FindClose ();
}
/*
================
FS_ListFiles
================
*/
char **FS_ListFiles (const char *findname, int *numfiles, unsigned musthave, unsigned canthave)
{
char *s;
int nfiles = 0;
char **list = 0;
s = Sys_FindFirst( (char *)findname, musthave, canthave );
while ( s )
{
if ( s[strlen(s)-1] != '.' )
nfiles++;
s = Sys_FindNext( musthave, canthave );
}
Sys_FindClose ();
if ( !nfiles ) {
*numfiles = 0;
return NULL;
}
nfiles++; // add space for a guard
*numfiles = nfiles;
list = malloc( sizeof( char * ) * nfiles );
memset( list, 0, sizeof( char * ) * nfiles );
s = Sys_FindFirst( (char *)findname, musthave, canthave );
nfiles = 0;
while ( s )
{
if ( s[strlen(s)-1] != '.' )
{
list[nfiles] = strdup( s );
#ifdef _WIN32
strlwr( list[nfiles] );
#endif
nfiles++;
}
s = Sys_FindNext( musthave, canthave );
}
Sys_FindClose ();
return list;
}
/*
=================
FS_FreeFileList
=================
*/
void FS_FreeFileList (char **list, int n)
{
int i;
for (i = 0; i < n; i++)
{
if (list && list[i])
{
free(list[i]);
list[i] = 0;
}
}
free(list);
}
/*
=================
FS_ItemInList
=================
*/
qboolean FS_ItemInList (const char *check, int num, const char **list)
{
int i;
if (!check || !list)
return false;
for (i=0; i<num; i++)
{
if (!list[i])
continue;
if ( !Q_strcasecmp((char *)check, (char *)list[i]) )
return true;
}
return false;
}
/*
=================
FS_InsertInList
=================
*/
void FS_InsertInList (char **list, const char *insert, int len, int start)
{
int i;
if (!list || !insert) return;
if (len < 1 || start < 0) return;
// if (start >= len) return;
if (start > len) return;
for (i=start; i<len; i++)
{
if (!list[i])
{
list[i] = strdup(insert);
return;
}
}
list[len] = strdup(insert);
}
/*
================
FS_Dir_f
================
*/
void FS_Dir_f (void)
{
char *path = NULL;
char findname[1024];
char wildcard[1024] = "*.*";
char **dirnames;
int ndirs;
if ( Cmd_Argc() != 1 )
{
// strncpy(wildcard, Cmd_Argv(1));
Q_strncpyz (wildcard, sizeof(wildcard), Cmd_Argv(1));
}
while ( ( path = FS_NextPath( path ) ) != NULL )
{
char *tmp = findname;
Com_sprintf( findname, sizeof(findname), "%s/%s", path, wildcard );
while ( *tmp != 0 )
{
if ( *tmp == '\\' )
*tmp = '/';
tmp++;
}
Com_Printf( "Directory of %s\n", findname );
Com_Printf( "----\n" );
if ( ( dirnames = FS_ListFiles( findname, &ndirs, 0, 0 ) ) != 0 )
{
int i;
for ( i = 0; i < ndirs-1; i++ )
{
if ( strrchr( dirnames[i], '/' ) )
Com_Printf( "%s\n", strrchr( dirnames[i], '/' ) + 1 );
else
Com_Printf( "%s\n", dirnames[i] );
free( dirnames[i] );
}
free( dirnames );
}
Com_Printf( "\n" );
};
}