#include "quakedef.h" #include "netinc.h" //#define com_gamedir com__gamedir #include #include #include #include "fs.h" #include "shader.h" #if defined(MINGW) && defined(_SDL) #include "./mingw-libs/SDL_syswm.h" // mingw sdl cross binary complains off sys_parentwindow #endif hashtable_t filesystemhash; qboolean com_fschanged = true; static unsigned int fs_restarts; extern cvar_t com_fs_cache; int active_fs_cachetype; struct { const char *extension; searchpathfuncs_t *funcs; } searchpathformats[64]; int FS_RegisterFileSystemType(const char *extension, searchpathfuncs_t *funcs) { unsigned int i; for (i = 0; i < sizeof(searchpathformats)/sizeof(searchpathformats[0]); i++) { if (searchpathformats[i].extension && !strcmp(searchpathformats[i].extension, extension)) break; //extension match always replaces if (!searchpathformats[i].extension && !searchpathformats[i].funcs) break; } if (i == sizeof(searchpathformats)/sizeof(searchpathformats[0])) return 0; searchpathformats[i].extension = extension; searchpathformats[i].funcs = funcs; com_fschanged = true; return i+1; } void FS_UnRegisterFileSystemType(int idx) { if ((unsigned int)(idx-1) >= sizeof(searchpathformats)/sizeof(searchpathformats[0])) return; searchpathformats[idx-1].funcs = NULL; com_fschanged = true; //FS_Restart will be needed } vfsfile_t *FS_OpenVFSLoc(flocation_t *loc, char *mode); char *VFS_GETS(vfsfile_t *vf, char *buffer, int buflen) { char in; char *out = buffer; int len; len = buflen-1; if (len == 0) return NULL; while (len > 0) { if (VFS_READ(vf, &in, 1) != 1) { if (len == buflen-1) return NULL; *out = '\0'; return buffer; } if (in == '\n') break; *out++ = in; len--; } *out = '\0'; return buffer; } void VARGS VFS_PRINTF(vfsfile_t *vf, char *format, ...) { va_list argptr; char string[1024]; va_start (argptr, format); vsnprintf (string,sizeof(string)-1, format,argptr); va_end (argptr); VFS_PUTS(vf, string); } char gamedirfile[MAX_OSPATH]; //the various COM_LoadFiles set these on return int com_filesize; qboolean com_file_copyprotected; //char *com_basedir; //obsolete char com_quakedir[MAX_OSPATH]; char com_homedir[MAX_OSPATH]; char com_configdir[MAX_OSPATH]; //homedir/fte/configs int fs_hash_dups; int fs_hash_files; static const char *FS_GetCleanPath(const char *pattern, char *outbuf, int outlen); void FS_RegisterDefaultFileSystems(void); static void COM_CreatePath (char *path); #define ENFORCEFOPENMODE(mode) {if (strcmp(mode, "r") && strcmp(mode, "w")/* && strcmp(mode, "rw")*/)Sys_Error("fs mode %s is not permitted here\n");} //====================================================================================================== typedef struct searchpath_s { const searchpathfuncs_t *funcs; qboolean copyprotected; //don't allow downloads from here. qboolean istemporary; qboolean isexplicit; //explicitly loaded (ie: id1|qw|$gamedir|fte) void *handle; char purepath[256]; //server tracks the path used to load them so it can tell the client int crc_check; //client sorts packs according to this checksum int crc_reply; //client sends a different crc back to the server, for the paks it's actually loaded. struct searchpath_s *next; struct searchpath_s *nextpure; } searchpath_t; searchpath_t *com_searchpaths; searchpath_t *com_purepaths; searchpath_t *com_base_searchpaths; // without gamedirs /* ================ COM_filelength ================ */ int COM_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; } /* static int COM_FileOpenRead (char *path, FILE **hndl) { FILE *f; f = fopen(path, "rb"); if (!f) { *hndl = NULL; return -1; } *hndl = f; return COM_filelength(f); } */ int COM_FileSize(const char *path) { int len; flocation_t loc; len = FS_FLocateFile(path, FSLFRT_LENGTH, &loc); return len; } /* ============ COM_Path_f ============ */ void COM_Path_f (void) { searchpath_t *s; Con_TPrintf (TL_CURRENTSEARCHPATH); if (com_purepaths) { Con_Printf ("Pure paths:\n"); for (s=com_purepaths ; s ; s=s->nextpure) { s->funcs->PrintPath(s->handle); } Con_Printf ("----------\n"); Con_Printf ("Impure paths:\n"); } for (s=com_searchpaths ; s ; s=s->next) { if (s == com_base_searchpaths) Con_Printf ("----------\n"); s->funcs->PrintPath(s->handle); } } /* ============ COM_Dir_f ============ */ static int COM_Dir_List(const char *name, int size, void *parm) { Con_Printf("%s (%i)\n", name, size); return 1; } void COM_Dir_f (void) { char match[MAX_QPATH]; Q_strncpyz(match, Cmd_Argv(1), sizeof(match)); if (Cmd_Argc()>2) { strncat(match, "/*.", sizeof(match)-1); match[sizeof(match)-1] = '\0'; strncat(match, Cmd_Argv(2), sizeof(match)-1); match[sizeof(match)-1] = '\0'; } else strncat(match, "/*", sizeof(match)-1); COM_EnumerateFiles(match, COM_Dir_List, NULL); } /* ============ COM_Locate_f ============ */ void COM_Locate_f (void) { flocation_t loc; if (FS_FLocateFile(Cmd_Argv(1), FSLFRT_LENGTH, &loc)>=0) { if (!*loc.rawname) { Con_Printf("File is %i bytes compressed inside ", loc.len); loc.search->funcs->PrintPath(loc.search->handle); } else { Con_Printf("Inside %s (%i bytes)\n", loc.rawname, loc.len); loc.search->funcs->PrintPath(loc.search->handle); } } else Con_Printf("Not found\n"); } /* ============ COM_WriteFile The filename will be prefixed by the current game directory ============ */ void COM_WriteFile (const char *filename, const void *data, int len) { vfsfile_t *vfs; Sys_Printf ("COM_WriteFile: %s\n", filename); FS_CreatePath(filename, FS_GAMEONLY); vfs = FS_OpenVFS(filename, "wb", FS_GAMEONLY); if (vfs) { VFS_WRITE(vfs, data, len); VFS_CLOSE(vfs); } com_fschanged=true; } FILE *COM_WriteFileOpen (char *filename) //like fopen, but based around quake's paths. { FILE *f; char name[MAX_OSPATH]; if (!FS_NativePath(filename, FS_GAMEONLY, name, sizeof(name))) return NULL; COM_CreatePath(name); f = fopen (name, "wb"); return f; } /* ============ COM_CreatePath Only used for CopyFile and download ============ */ static void COM_CreatePath (char *path) { char *ofs; for (ofs = path+1 ; *ofs ; ofs++) { if (*ofs == '/') { // create the directory *ofs = 0; Sys_mkdir (path); *ofs = '/'; } } } /* =========== COM_CopyFile Copies a file over from the net to the local cache, creating any directories needed. This is for the convenience of developers using ISDN from home. =========== */ /* static void COM_CopyFile (char *netpath, char *cachepath) { FILE *in, *out; int remaining, count; char buf[4096]; remaining = COM_FileOpenRead (netpath, &in); COM_CreatePath (cachepath); // create directories up to the cache file out = fopen(cachepath, "wb"); if (!out) Sys_Error ("Error opening %s", cachepath); while (remaining) { if (remaining < sizeof(buf)) count = remaining; else count = sizeof(buf); fread (buf, 1, count, in); fwrite (buf, 1, count, out); remaining -= count; } fclose (in); fclose (out); } //*/ int fs_hash_dups; int fs_hash_files; void FS_FlushFSHash(void) { if (filesystemhash.numbuckets) { int i; bucket_t *bucket, *next; for (i = 0; i < filesystemhash.numbuckets; i++) { bucket = filesystemhash.bucket[i]; filesystemhash.bucket[i] = NULL; while(bucket) { next = bucket->next; if (bucket->key.string == (char*)(bucket+1)) Z_Free(bucket); bucket = next; } } } com_fschanged = true; } void FS_RebuildFSHash(void) { searchpath_t *search; if (!filesystemhash.numbuckets) { filesystemhash.numbuckets = 1024; filesystemhash.bucket = (bucket_t**)Z_Malloc(Hash_BytesForBuckets(filesystemhash.numbuckets)); } else { FS_FlushFSHash(); } Hash_InitTable(&filesystemhash, filesystemhash.numbuckets, filesystemhash.bucket); fs_hash_dups = 0; fs_hash_files = 0; if (com_purepaths) { //go for the pure paths first. for (search = com_purepaths; search; search = search->nextpure) { search->funcs->BuildHash(search->handle); } } for (search = com_searchpaths ; search ; search = search->next) { search->funcs->BuildHash(search->handle); } com_fschanged = false; Con_DPrintf("%i unique files, %i duplicates\n", fs_hash_files, fs_hash_dups); } /* =========== COM_FindFile Finds the file in the search path. Sets com_filesize and one of handle or file =========== */ //if loc is valid, loc->search is always filled in, the others are filled on success. //returns -1 if couldn't find. int FS_FLocateFile(const char *filename, FSLF_ReturnType_e returntype, flocation_t *loc) { int depth=0, len; searchpath_t *search; char cleanpath[MAX_QPATH]; void *pf; filename = FS_GetCleanPath(filename, cleanpath, sizeof(cleanpath)); if (!filename) { pf = NULL; goto fail; } if (com_fs_cache.ival) { if (com_fschanged) FS_RebuildFSHash(); pf = Hash_GetInsensative(&filesystemhash, filename); if (!pf) goto fail; } else pf = NULL; if (com_purepaths) { for (search = com_purepaths ; search ; search = search->nextpure) { if (search->funcs->FindFile(search->handle, loc, filename, pf)) { if (loc) { loc->search = search; len = loc->len; } else len = 0; com_file_copyprotected = search->copyprotected; goto out; } depth += (search->isexplicit || returntype == FSLFRT_DEPTH_ANYPATH); } } // // search through the path, one element at a time // for (search = com_searchpaths ; search ; search = search->next) { if (search->funcs->FindFile(search->handle, loc, filename, pf)) { if (loc) { loc->search = search; len = loc->len; } else len = 1; com_file_copyprotected = search->copyprotected; goto out; } depth += (search->isexplicit || returntype == FSLFRT_DEPTH_ANYPATH); } fail: if (loc) loc->search = NULL; depth = 0x7fffffff; len = -1; out: /* if (len>=0) { if (loc) Con_Printf("Found %s:%i\n", loc->rawname, loc->len); else Con_Printf("Found %s\n", filename); } else Con_Printf("Failed\n"); */ if (returntype == FSLFRT_IFFOUND) return len != -1; else if (returntype == FSLFRT_LENGTH) return len; else return depth; } char *FS_WhichPackForLocation(flocation_t *loc) { char *ret; if (!loc->search) return NULL; //huh? not a valid location. ret = strchr(loc->search->purepath, '/'); if (!ret) return NULL; ret++; if (strchr(ret, '/')) return NULL; return ret; } char *FS_GetPackHashes(char *buffer, int buffersize, qboolean referencedonly) { searchpath_t *search; buffersize--; *buffer = 0; if (com_purepaths) { for (search = com_purepaths ; search ; search = search->nextpure) { Q_strncatz(buffer, va("%i ", search->crc_check), buffersize); } return buffer; } else { for (search = com_searchpaths ; search ; search = search->next) { if (!search->crc_check && search->funcs->GeneratePureCRC) search->crc_check = search->funcs->GeneratePureCRC(search->handle, 0, 0); if (search->crc_check) { Q_strncatz(buffer, va("%i ", search->crc_check), buffersize); } } return buffer; } } char *FS_GetPackNames(char *buffer, int buffersize, qboolean referencedonly) { char temp[MAX_OSPATH]; searchpath_t *search; buffersize--; *buffer = 0; if (com_purepaths) { for (search = com_purepaths ; search ; search = search->nextpure) { COM_StripExtension(search->purepath, temp, sizeof(temp)); Q_strncatz(buffer, va("%s ", temp), buffersize); } return buffer; } else { for (search = com_searchpaths ; search ; search = search->next) { if (!search->crc_check && search->funcs->GeneratePureCRC) search->crc_check = search->funcs->GeneratePureCRC(search->handle, 0, 0); if (search->crc_check) { COM_StripExtension(search->purepath, temp, sizeof(temp)); Q_strncatz(buffer, va("%s ", temp), buffersize); } } return buffer; } } #if 0 int COM_FOpenLocationFILE(flocation_t *loc, FILE **file) { if (!*loc->rawname) { if (!loc->len) { *file = NULL; return -1; } if (loc->search->funcs->ReadFile) {//create a new, temp file, bung the contents of the compressed file into it, then continue. char *buf; FILE *f = tmpfile(); buf = BZ_Malloc(loc->len); loc->search->funcs->ReadFile(loc->search->handle, loc, buf); fwrite(buf, 1, loc->len, f); BZ_Free(buf); fseek(f, 0, SEEK_SET); *file = f; com_pathforfile = loc->search; return loc->len; } return -1; } // Con_Printf("Opening %s\n", loc->rawname); *file = fopen(loc->rawname, "rb"); if (!*file) return -1; fseek(*file, loc->offset, SEEK_SET); com_pathforfile = loc->search; return loc->len; } int COM_FOpenFile(char *filename, FILE **file) { flocation_t loc; Con_Printf(CON_ERROR "COM_FOpenFile is obsolete\n"); FS_FLocateFile(filename, FSLFRT_LENGTH, &loc); com_filesize = -1; if (loc.search) { com_file_copyprotected = loc.search->copyprotected; com_filesize = COM_FOpenLocationFILE(&loc, file); } else *file = NULL; return com_filesize; } /* int COM_FOpenWriteFile(char *filename, FILE **file) { COM_CreatePath(filename); *file = fopen(filename, "wb"); return !!*file; } */ #endif //int COM_FOpenFile (char *filename, FILE **file) {file_from_pak=0;return COM_FOpenFile2 (filename, file, false);} //FIXME: TEMPORARY //outbuf might not be written into static const char *FS_GetCleanPath(const char *pattern, char *outbuf, int outlen) { char *s; if (strchr(pattern, '\\')) { Q_strncpyz(outbuf, pattern, outlen); pattern = outbuf; Con_Printf("Warning: \\ characters in filename %s\n", pattern); while((s = strchr(pattern, '\\'))) { *s = '/'; } } if (strstr(pattern, "//")) { //amiga uses // as equivelent to /../ //so strip those out //any other system ignores the extras Q_strncpyz(outbuf, pattern, outlen); pattern = outbuf; Con_DPrintf("Warning: // characters in filename %s\n", pattern); while ((s=strstr(pattern, "//"))) { s++; while (*s) { *s = *(s+1); s++; } } } if (*pattern == '/') { /*'fix up' and ignore, compat with q3*/ Con_DPrintf("Error: absolute path in filename %s\n", pattern); pattern++; } if (strstr(pattern, "..")) Con_Printf("Error: '..' characters in filename %s\n", pattern); else if (strstr(pattern, ":")) //win32 drive seperator (or mac path seperator, but / works there and they're used to it) (or amiga device separator) Con_Printf("Error: absolute path in filename %s\n", pattern); else { return pattern; } return NULL; } vfsfile_t *VFS_Filter(const char *filename, vfsfile_t *handle) { // char *ext; if (!handle || handle->WriteBytes || handle->seekingisabadplan) //only on readonly files return handle; // ext = COM_FileExtension (filename); #ifdef AVAIL_ZLIB // if (!stricmp(ext, ".gz")) { return FS_DecompressGZip(handle); } #endif return handle; } qboolean FS_NativePath(const char *fname, enum fs_relative relativeto, char *out, int outlen) { char cleanname[MAX_QPATH]; fname = FS_GetCleanPath(fname, cleanname, sizeof(cleanname)); if (!fname) return false; switch (relativeto) { case FS_GAMEONLY: case FS_GAME: if (*com_homedir) snprintf(out, outlen, "%s%s/%s", com_homedir, gamedirfile, fname); else snprintf(out, outlen, "%s%s/%s", com_quakedir, gamedirfile, fname); break; case FS_SKINS: if (*com_homedir) snprintf(out, outlen, "%sqw/skins/%s", com_homedir, fname); else snprintf(out, outlen, "%sqw/skins/%s", com_quakedir, fname); break; case FS_ROOT: if (*com_homedir) snprintf(out, outlen, "%s%s", com_homedir, fname); else snprintf(out, outlen, "%s%s", com_quakedir, fname); break; case FS_CONFIGONLY: if (*com_homedir) snprintf(out, outlen, "%sfte/%s", com_homedir, fname); else snprintf(out, outlen, "%sfte/%s", com_quakedir, fname); break; default: Sys_Error("FS_Rename case not handled\n"); } return true; } vfsfile_t *FS_OpenVFS(const char *filename, const char *mode, enum fs_relative relativeto) { char cleanname[MAX_QPATH]; char fullname[MAX_OSPATH]; flocation_t loc; vfsfile_t *vfs; //eventually, this function will be the *ONLY* way to get at files //blanket-bans filename = FS_GetCleanPath(filename, cleanname, sizeof(cleanname)); if (!filename) return NULL; if (strcmp(mode, "rb")) if (strcmp(mode, "r+b")) if (strcmp(mode, "wb")) if (strcmp(mode, "w+b")) if (strcmp(mode, "ab")) return NULL; //urm, unable to write/append //if there can only be one file (eg: write access) find out where it is. switch (relativeto) { case FS_GAMEONLY: //OS access only, no paks if (*com_homedir) { snprintf(fullname, sizeof(fullname), "%s%s/%s", com_homedir, gamedirfile, filename); vfs = VFSOS_Open(fullname, mode); if (vfs) return vfs; } snprintf(fullname, sizeof(fullname), "%s%s/%s", com_quakedir, gamedirfile, filename); return VFSOS_Open(fullname, mode); case FS_GAME: if (*com_homedir) snprintf(fullname, sizeof(fullname), "%s%s/%s", com_homedir, gamedirfile, filename); else snprintf(fullname, sizeof(fullname), "%s%s/%s", com_quakedir, gamedirfile, filename); break; case FS_SKINS: if (*com_homedir) snprintf(fullname, sizeof(fullname), "%sqw/skins/%s", com_homedir, filename); else snprintf(fullname, sizeof(fullname), "%sqw/skins/%s", com_quakedir, filename); break; case FS_ROOT: if (*com_homedir) { snprintf(fullname, sizeof(fullname), "%s%s", com_homedir, filename); vfs = VFSOS_Open(fullname, mode); if (vfs) return vfs; } snprintf(fullname, sizeof(fullname), "%s%s", com_quakedir, filename); return VFSOS_Open(fullname, mode); case FS_CONFIGONLY: if (*com_homedir) { snprintf(fullname, sizeof(fullname), "%sfte/%s", com_homedir, filename); vfs = VFSOS_Open(fullname, mode); if (vfs) return vfs; } snprintf(fullname, sizeof(fullname), "%sfte/%s", com_quakedir, filename); return VFSOS_Open(fullname, mode); default: Sys_Error("FS_OpenVFS: Bad relative path (%i)", relativeto); break; } FS_FLocateFile(filename, FSLFRT_IFFOUND, &loc); if (loc.search) { com_file_copyprotected = loc.search->copyprotected; return VFS_Filter(filename, loc.search->funcs->OpenVFS(loc.search->handle, &loc, mode)); } //if we're meant to be writing, best write to it. if (strchr(mode , 'w') || strchr(mode , 'a')) { COM_CreatePath(fullname); return VFSOS_Open(fullname, mode); } return NULL; } vfsfile_t *FS_OpenReadLocation(flocation_t *location) { if (location->search) { com_file_copyprotected = location->search->copyprotected; return VFS_Filter(NULL, location->search->funcs->OpenVFS(location->search->handle, location, "rb")); } return NULL; } int FS_Rename2(const char *oldf, const char *newf, enum fs_relative oldrelativeto, enum fs_relative newrelativeto) { char oldfullname[MAX_OSPATH]; char newfullname[MAX_OSPATH]; if (!FS_NativePath(oldf, oldrelativeto, oldfullname, sizeof(oldfullname))) return EPERM; if (!FS_NativePath(newf, newrelativeto, newfullname, sizeof(newfullname))) return EPERM; FS_CreatePath(newf, newrelativeto); return rename(oldfullname, newfullname); } int FS_Rename(const char *oldf, const char *newf, enum fs_relative relativeto) { return FS_Rename2(oldf, newf, relativeto, relativeto); } int FS_Remove(const char *fname, enum fs_relative relativeto) { char fullname[MAX_OSPATH]; if (!FS_NativePath(fname, relativeto, fullname, sizeof(fullname))) return EPERM; return Sys_remove (fullname); } //create a path for the given filename (dir-only must have trailing slash) void FS_CreatePath(const char *pname, enum fs_relative relativeto) { char fullname[MAX_OSPATH]; if (!FS_NativePath(pname, relativeto, fullname, sizeof(fullname))) return; COM_CreatePath(fullname); } qboolean FS_WriteFile (const char *filename, const void *data, int len, enum fs_relative relativeto) { vfsfile_t *f; FS_CreatePath(filename, relativeto); f = FS_OpenVFS(filename, "wb", relativeto); if (!f) return false; VFS_WRITE(f, data, len); VFS_CLOSE(f); return true; } qboolean FS_Copy(const char *source, const char *dest, enum fs_relative relativesource, enum fs_relative relativedest) { vfsfile_t *d, *s; char buffer[8192*8]; int read; qboolean result = false; FS_CreatePath(dest, relativedest); s = FS_OpenVFS(source, "rb", relativesource); if (s) { d = FS_OpenVFS(dest, "wb", relativedest); if (d) { result = true; for (;;) { read = VFS_READ(s, buffer, sizeof(buffer)); if (read <= 0) break; if (VFS_WRITE(d, buffer, read) != read) { result = false; break; } } VFS_CLOSE(d); if (!result) FS_Remove(dest, relativedest); } VFS_CLOSE(s); } return result; } static cache_user_t *loadcache; static qbyte *loadbuf; static int loadsize; /* ============ COM_LoadFile Filename are reletive to the quake directory. Always appends a 0 qbyte to the loaded data. ============ */ qbyte *COM_LoadFile (const char *path, int usehunk) { vfsfile_t *f; qbyte *buf; int len; char base[MAX_OSPATH]; flocation_t loc; FS_FLocateFile(path, FSLFRT_LENGTH, &loc); if (!loc.search) return NULL; //wasn't found f = loc.search->funcs->OpenVFS(loc.search->handle, &loc, "rb"); if (!f) return NULL; com_filesize = len = VFS_GETLEN(f); // extract the filename base name for hunk tag COM_FileBase (path, base, sizeof(base)); if (usehunk == 0) buf = (qbyte*)Z_Malloc (len+1); else if (usehunk == 1) buf = (qbyte*)Hunk_AllocName (len+1, base); else if (usehunk == 2) buf = (qbyte*)Hunk_TempAlloc (len+1); else if (usehunk == 3) buf = (qbyte*)Cache_Alloc (loadcache, len+1, base); else if (usehunk == 4) { if (len+1 > loadsize) buf = (qbyte*)Hunk_TempAlloc (len+1); else buf = loadbuf; } else if (usehunk == 5) buf = (qbyte*)BZ_Malloc(len+1); else if (usehunk == 6) buf = (qbyte*)Hunk_TempAllocMore (len+1); else { Sys_Error ("COM_LoadFile: bad usehunk"); buf = NULL; } if (!buf) Sys_Error ("COM_LoadFile: not enough space for %s", path); ((qbyte *)buf)[len] = 0; VFS_READ(f, buf, len); VFS_CLOSE(f); return buf; } qbyte *FS_LoadMallocFile (const char *path) { return COM_LoadFile (path, 5); } qbyte *COM_LoadHunkFile (const char *path) { return COM_LoadFile (path, 1); } qbyte *COM_LoadTempFile (const char *path) { return COM_LoadFile (path, 2); } qbyte *COM_LoadTempFile2 (const char *path) { return COM_LoadFile (path, 6); } void COM_LoadCacheFile (const char *path, struct cache_user_s *cu) { loadcache = cu; COM_LoadFile (path, 3); } // uses temp hunk if larger than bufsize qbyte *COM_LoadStackFile (const char *path, void *buffer, int bufsize) { qbyte *buf; loadbuf = (qbyte *)buffer; loadsize = bufsize; buf = COM_LoadFile (path, 4); return buf; } /*warning: at some point I'll change this function to return only read-only buffers*/ int FS_LoadFile(char *name, void **file) { *file = FS_LoadMallocFile(name); if (!*file) return -1; return com_filesize; } void FS_FreeFile(void *file) { BZ_Free(file); } void COM_EnumerateFiles (const char *match, int (*func)(const char *, int, void *), void *parm) { searchpath_t *search; for (search = com_searchpaths; search ; search = search->next) { // is the element a pak file? if (!search->funcs->EnumerateFiles(search->handle, match, func, parm)) break; } } void COM_FlushTempoaryPacks(void) { searchpath_t *next; while (com_searchpaths && com_searchpaths->istemporary) { com_searchpaths->funcs->ClosePath(com_searchpaths->handle); next = com_searchpaths->next; Z_Free (com_searchpaths); com_searchpaths = next; com_fschanged = true; } } qboolean COM_LoadMapPackFile (const char *filename, int ofs) { return false; /* dpackheader_t header; int i; packfile_t *newfiles; int numpackfiles; pack_t *pack; FILE *packhandle; dpackfile_t info; int fstart; char *ballsup; flocation_t loc; FS_FLocateFile(filename, FSLFRT_LENGTH, &loc); if (!loc.search) { Con_Printf("Couldn't refind file\n"); return false; } if (!*loc.rawname) { Con_Printf("File %s is compressed\n"); return false; } packhandle = fopen(loc.rawname, "rb"); if (!packhandle) { Con_Printf("Couldn't reopen file\n"); return false; } fseek(packhandle, loc.offset, SEEK_SET); fstart = loc.offset; fseek(packhandle, ofs+fstart, SEEK_SET); fread (&header, 1, sizeof(header), packhandle); if (header.id[0] != 'P' || header.id[1] != 'A' || header.id[2] != 'C' || header.id[3] != 'K') { return false; } header.dirofs = LittleLong (header.dirofs); header.dirlen = LittleLong (header.dirlen); numpackfiles = header.dirlen / sizeof(dpackfile_t); newfiles = (packfile_t*)Z_Malloc (numpackfiles * sizeof(packfile_t)); fseek (packhandle, header.dirofs+fstart, SEEK_SET); pack = (pack_t*)Z_Malloc (sizeof (pack_t)); // parse the directory for (i=0 ; ifilename, loc.rawname); pack->handle = packhandle; pack->numfiles = numpackfiles; pack->files = newfiles; Con_TPrintf (TL_ADDEDPACKFILE, filename, numpackfiles); COM_AddPathHandle(&packfilefuncs, pack, true, true); return true; */ } static searchpath_t *FS_AddPathHandle(const char *purepath, const char *probablepath, const searchpathfuncs_t *funcs, void *handle, qboolean copyprotect, qboolean istemporary, qboolean isexplicit, unsigned int loadstuff); typedef struct { const searchpathfuncs_t *funcs; searchpath_t *parentpath; const char *parentdesc; const char *puredesc; } wildpaks_t; static int FS_AddWildDataFiles (const char *descriptor, int size, void *vparam) { wildpaks_t *param = vparam; vfsfile_t *vfs; const searchpathfuncs_t *funcs = param->funcs; searchpath_t *search; void *pak; char pakfile[MAX_OSPATH]; char purefile[MAX_OSPATH]; flocation_t loc; Q_snprintfz (pakfile, sizeof(pakfile), "%s%s", param->parentdesc, descriptor); for (search = com_searchpaths; search; search = search->next) { if (search->funcs != funcs) continue; if (!stricmp((char*)search->handle, pakfile)) //assumption: first member of structure is a char array return true; //already loaded (base paths?) } search = param->parentpath; if (!search->funcs->FindFile(search->handle, &loc, descriptor, NULL)) return true; //not found.. vfs = search->funcs->OpenVFS(search->handle, &loc, "rb"); pak = funcs->OpenNew (vfs, pakfile); if (!pak) return true; Q_snprintfz (pakfile, sizeof(pakfile), "%s%s/", param->parentdesc, descriptor); if (*param->puredesc) snprintf (purefile, sizeof(purefile), "%s/%s", param->puredesc, descriptor); else Q_strncpyz(purefile, descriptor, sizeof(purefile)); FS_AddPathHandle(purefile, pakfile, funcs, pak, true, false, false, (unsigned int)-1); return true; } static void FS_AddDataFiles(const char *purepath, const char *pathto, searchpath_t *search, const char *extension, searchpathfuncs_t *funcs) { //search is the parent int i; void *handle; char pakfile[MAX_OSPATH]; char purefile[MAX_OSPATH]; vfsfile_t *vfs; flocation_t loc; wildpaks_t wp; //first load all the numbered pak files for (i=0 ; ; i++) { snprintf (pakfile, sizeof(pakfile), "pak%i.%s", i, extension); if (!search->funcs->FindFile(search->handle, &loc, pakfile, NULL)) break; //not found.. snprintf (pakfile, sizeof(pakfile), "%spak%i.%s", pathto, i, extension); vfs = search->funcs->OpenVFS(search->handle, &loc, "r"); if (!vfs) break; handle = funcs->OpenNew (vfs, pakfile); if (!handle) break; snprintf (pakfile, sizeof(pakfile), "%spak%i.%s/", pathto, i, extension); snprintf (purefile, sizeof(pakfile), "%s/pak%i.%s", purepath, i, extension); FS_AddPathHandle(purefile, pakfile, funcs, handle, true, false, false, (unsigned int)-1); } //now load the random ones Q_snprintfz (pakfile, sizeof(pakfile), "*.%s", extension); wp.funcs = funcs; wp.parentdesc = pathto; wp.parentpath = search; wp.puredesc = purepath; search->funcs->EnumerateFiles(search->handle, pakfile, FS_AddWildDataFiles, &wp); } static searchpath_t *FS_AddPathHandle(const char *purepath, const char *probablepath, const searchpathfuncs_t *funcs, void *handle, qboolean copyprotect, qboolean istemporary, qboolean isexplicit, unsigned int loadstuff) { unsigned int i; searchpath_t *search; if (!funcs) { Con_Printf("COM_AddPathHandle: %s format not supported in this build\n", probablepath); return NULL; } search = (searchpath_t*)Z_Malloc (sizeof(searchpath_t)); search->copyprotected = copyprotect; search->istemporary = istemporary; search->isexplicit = isexplicit; search->handle = handle; search->funcs = funcs; Q_strncpyz(search->purepath, purepath, sizeof(search->purepath)); search->next = com_searchpaths; com_searchpaths = search; com_fschanged = true; for (i = 0; i < sizeof(searchpathformats)/sizeof(searchpathformats[0]); i++) { if (!searchpathformats[i].extension || !searchpathformats[i].funcs || !searchpathformats[i].funcs->OpenNew) continue; if (loadstuff & (1<next) { if (search->funcs != &osfilefuncs) continue; if (!stricmp(search->handle, dir)) return; //already loaded (base paths?) } // // add the directory to the search path // p = Z_Malloc(strlen(dir)+1); strcpy(p, dir); FS_AddPathHandle((*dir?puredir:""), va("%s/", dir), &osfilefuncs, p, false, false, true, loadstuff); } char *COM_NextPath (char *prevpath) { searchpath_t *s; char *prev; prev = NULL; for (s=com_searchpaths ; s ; s=s->next) { if (s->funcs != &osfilefuncs) continue; if (prevpath == prev) return s->handle; prev = s->handle; } return NULL; } #ifndef CLIENTONLY char *COM_GetPathInfo (int i, int *crc) { //#ifdef WEBSERVER // extern cvar_t httpserver; //#endif searchpath_t *s; static char name[MAX_OSPATH]; // char adr[MAX_ADR_SIZE]; char *protocol; for (s=com_searchpaths ; s ; s=s->next) { i--; if (!i) break; } if (i) //too high. return NULL; /* #ifdef WEBSERVER if (httpserver.value) protocol = va("http://%s/", NET_AdrToString(adr, sizeof(adr), net_local_sv_ipadr)); else #endif */ protocol = "qw://"; *crc = 0;//s->crc; strcpy(name, "FIXME"); // Q_strncpyz(name, va("%s%s", protocol, COM_SkipPath(s->filename)), sizeof(name)); return name; } #endif char *FS_GetGamedir(void) { return gamedirfile; } /* ================ COM_Gamedir Sets the gamedir and path to a different directory. ================ */ void COM_Gamedir (const char *dir) { searchpath_t *next; int plen, dlen; char *p; qboolean isbase; if (!*dir || !strcmp(dir, ".") || strstr(dir, "..") || strstr(dir, "/") || strstr(dir, "\\") || strstr(dir, ":") ) { Con_TPrintf (TL_GAMEDIRAINTPATH); return; } isbase = false; dlen = strlen(dir); for (next = com_searchpaths; next; next = next->next) { if (next == com_base_searchpaths) isbase = true; if (next->funcs == &osfilefuncs) { p = next->handle; plen = strlen(p); if (plen == dlen) { //no basedir, maybe if (!strcmp(p, dir)) { if (isbase && com_searchpaths == com_base_searchpaths) { Q_strncpyz (gamedirfile, dir, sizeof(gamedirfile)); return; } if (!isbase) return; break; } } else if (plen > dlen) { if (*(p+plen-dlen-1) == '/') { if (!strcmp(p+plen-dlen, dir)) { if (isbase && com_searchpaths == com_base_searchpaths) { Q_strncpyz (gamedirfile, dir, sizeof(gamedirfile)); return; } if (!isbase) return; break; } } } } } FS_ForceToPure(NULL, NULL, 0); #ifndef SERVERONLY Host_WriteConfiguration(); //before we change anything. #endif Q_strncpyz (gamedirfile, dir, sizeof(gamedirfile)); #ifndef CLIENTONLY sv.gamedirchanged = true; #endif #ifndef SERVERONLY cl.gamedirchanged = true; #endif FS_FlushFSHash(); // // free up any current game dir info // while (com_searchpaths != com_base_searchpaths) { com_searchpaths->funcs->ClosePath(com_searchpaths->handle); next = com_searchpaths->next; Z_Free (com_searchpaths); com_searchpaths = next; } com_fschanged = true; // // flush all data, so it will be forced to reload // Cache_Flush (); if (strchr(dir, ';')) { //separate case because parsestringset splits by whitespace too while ((dir = COM_ParseStringSet(dir))) { if (!strcmp(dir, ";")) continue; if (!*dir) continue; FS_AddGameDirectory(dir, va("%s%s", com_quakedir, com_token), ~0); if (*com_homedir) FS_AddGameDirectory(dir, va("%s%s", com_homedir, com_token), ~0); } } else { FS_AddGameDirectory(dir, va("%s%s", com_quakedir, dir), ~0); if (*com_homedir) FS_AddGameDirectory(dir, va("%s%s", com_homedir, dir), ~0); } #ifndef SERVERONLY if (!isDedicated) { // if (qrenderer != QR_NONE) //only do this if we have already started the renderer // Cbuf_InsertText("vid_restart\n", RESTRICT_LOCAL); if (COM_FDepthFile("config.cfg", true) <= (*com_homedir?1:0)) { Cbuf_InsertText("cl_warncmd 0\n" "exec config.cfg\n" "exec fte.cfg\n" "cl_warncmd 1\n", RESTRICT_LOCAL, false); } } Shader_Init(); //FIXME! COM_Effectinfo_Clear(); Validation_FlushFileList(); //prevent previous hacks from making a difference. //FIXME: load new palette, if different cause a vid_restart. #endif } /*stuff that makes dp-only mods work a bit better*/ #define DPCOMPAT "set _cl_playermodel \"\"\n set dpcompat_set 1\n set dpcompat_trailparticles 1\nset dpcompat_corruptglobals 1\nset vid_pixelheight 1\n" /*nexuiz/xonotic has a few quirks...*/ #define NEXCFG DPCOMPAT "set r_particlesdesc effectinfo\nset sv_maxairspeed \"400\"\nset sv_jumpvelocity 270\nset sv_mintic \"0.01\"\ncl_nolerp 0\n" /*some modern non-compat settings*/ #define DMFCFG "set com_parseutf8 1\npm_airstep 1\n" /*set some stuff so our regular qw client appears more like hexen2*/ #define HEX2CFG "set r_particlesdesc \"spikeset tsshaft h2part\"\nset sv_maxspeed 640\nset watervis 1\nset r_wateralpha 0.5\nset sv_pupglow 1\nset cl_model_bobbing 1\n" /*Q3's ui doesn't like empty model/headmodel/handicap cvars, even if the gamecode copes*/ #define Q3CFG "seta model sarge\nseta headmodel sarge\nseta handicap 100\n" typedef struct { const char *protocolname; //sent to the master server when this is the current gamemode. const char *exename; //used if the exe name contains this const char *argname; //used if this was used as a parameter. const char *auniquefile[4]; //used if this file is relative from the gamedir const char *customexec; const char *dir[4]; const char *poshname; //Full name for the game. } gamemode_info_t; const gamemode_info_t gamemode_info[] = { //note that there is no basic 'fte' gamemode, this is because we aim for network compatability. Darkplaces-Quake is the closest we get. //this is to avoid having too many gamemodes anyway. //rogue/hipnotic have no special files - the detection conflicts and stops us from running regular quake //protocol name(dpmaster) exename cmdline switch identifying file exec dir1 dir2 dir3 dir(fte) full name {"Darkplaces-Quake", "q1", "-quake", {"id1/pak0.pak"}, NULL, {"id1", "qw", "fte"}, "Quake"}, {"Darkplaces-Hipnotic", "hipnotic", "-hipnotic", {NULL}, NULL, {"id1", "qw", "hipnotic", "fte"}, "Quake: Scourge of Armagon"}, {"Darkplaces-Rogue", "rogue", "-rogue", {NULL}, NULL, {"id1", "qw", "rogue", "fte"}, "Quake: Dissolution of Eternity"}, {"Nexuiz", "nexuiz", "-nexuiz", {"nexuiz.exe"}, NEXCFG, {"data", "ftedata"}, "Nexuiz"}, {"Xonotic", "xonotic", "-xonotic", {"xonotic.exe"}, NEXCFG, {"data", "ftedata"}, "Xonotic"}, {"DMF", "dmf", "-dmf", {"base/src/progs.src", "base/qwprogs.dat", "base/pak0.pak"}, DMFCFG, {"base", }, "DMF"}, //supported commercial mods (some are currently only partially supported) {"FTE-H2MP", "h2mp", "-portals", {"portals/hexen.rc", "portals/pak3.pak"}, HEX2CFG,{"data1", "portals", "fteh2"}, "Hexen II MP"}, {"FTE-Hexen2", "hexen2", "-hexen2", {"data1/pak0.pak"}, HEX2CFG,{"data1", "fteh2"}, "Hexen II"}, {"FTE-Quake2", "q2", "-q2", {"baseq2/pak0.pak"}, NULL, {"baseq2", "fteq2"}, "Quake II"}, {"FTE-Quake3", "q3", "-q3", {"baseq3/pak0.pk3"}, Q3CFG, {"baseq3", "fteq3"}, "Quake III Arena"}, //the rest are not officially supported. {"FTE-Quake4", "q4", "-q4", {"q4base/pak00.pk4"}, NULL, {"q4base", "fteq4"}, "Quake 4"}, {"FTE-EnemyTerritory", "et", "-et", {"etmain/pak0.pk3"}, NULL, {"etmain", "fteet"}, "Wolfenstein - Enemy Territory"}, {"FTE-JK2", "jk2", "-jk2", {"base/assets0.pk3"}, NULL, {"base", "fte"}, "Jedi Knight II: Jedi Outcast"}, {"FTE-HalfLife", "hl", "-halflife", {"valve/liblist.gam"}, NULL, {"valve", "ftehl"}, "Half-Life"}, {NULL} }; //space-seperate pk3 names followed by space-seperated crcs //note that we'll need to reorder and filter out files that don't match the crc. void FS_ForceToPure(const char *str, const char *crcs, int seed) { //pure files are more important than non-pure. searchpath_t *sp; searchpath_t *lastpure = NULL; int crc; if (!str) { //pure isn't in use. if (com_purepaths) Con_Printf("Pure FS deactivated\n"); com_purepaths = NULL; FS_FlushFSHash(); return; } if (!com_purepaths) Con_Printf("Pure FS activated\n"); for (sp = com_searchpaths; sp; sp = sp->next) { if (sp->funcs->GeneratePureCRC) { sp->nextpure = (void*)0x1; sp->crc_check = sp->funcs->GeneratePureCRC(sp->handle, seed, 0); sp->crc_reply = sp->funcs->GeneratePureCRC(sp->handle, seed, 1); } else { sp->crc_check = 0; sp->crc_reply = 0; } } while(crcs) { crcs = COM_Parse(crcs); crc = atoi(com_token); if (!crc) continue; for (sp = com_searchpaths; sp; sp = sp->next) { if (sp->nextpure == (void*)0x1) //don't add twice. if (sp->crc_check == crc) { if (lastpure) lastpure->nextpure = sp; else com_purepaths = sp; sp->nextpure = NULL; lastpure = sp; break; } } if (!sp) Con_Printf("Pure crc %i wasn't found\n", crc); } /* don't add any extras. for (sp = com_searchpaths; sp; sp = sp->next) { if (sp->nextpure == (void*)0x1) { if (lastpure) lastpure->nextpure = sp; sp->nextpure = NULL; lastpure = sp; } } */ FS_FlushFSHash(); } char *FSQ3_GenerateClientPacksList(char *buffer, int maxlen, int basechecksum) { //this is for q3 compatibility. flocation_t loc; int numpaks = 0; searchpath_t *sp; FS_FLocateFile("vm/cgame.qvm", FSLFRT_LENGTH, &loc); Q_strncatz(buffer, va("%i ", loc.search->crc_reply), maxlen); basechecksum ^= loc.search->crc_reply; FS_FLocateFile("vm/ui.qvm", FSLFRT_LENGTH, &loc); Q_strncatz(buffer, va("%i ", loc.search->crc_reply), maxlen); basechecksum ^= loc.search->crc_reply; Q_strncatz(buffer, "@ ", maxlen); for (sp = com_purepaths; sp; sp = sp->nextpure) { if (sp->crc_reply) { Q_strncatz(buffer, va("%i ", sp->crc_reply), maxlen); basechecksum ^= sp->crc_reply; numpaks++; } } basechecksum ^= numpaks; Q_strncatz(buffer, va("%i ", basechecksum), maxlen); return buffer; } /* ================ FS_ReloadPackFiles ================ Called when the client has downloaded a new pak/pk3 file */ void FS_ReloadPackFilesFlags(unsigned int reloadflags) { searchpath_t *oldpaths; searchpath_t *oldbase; searchpath_t *next; //a lame way to fix pure paks #ifndef SERVERONLY if (cls.state && com_purepaths) { CL_Disconnect_f(); CL_Reconnect_f(); } #endif FS_FlushFSHash(); oldpaths = com_searchpaths; com_searchpaths = NULL; com_purepaths = NULL; oldbase = com_base_searchpaths; com_base_searchpaths = NULL; //invert the order next = NULL; while(oldpaths) { oldpaths->nextpure = next; next = oldpaths; oldpaths = oldpaths->next; } oldpaths = next; com_base_searchpaths = NULL; while(oldpaths) { next = oldpaths->nextpure; if (oldbase == oldpaths) com_base_searchpaths = com_searchpaths; if (oldpaths->funcs == &osfilefuncs) FS_AddGameDirectory(oldpaths->purepath, oldpaths->handle, reloadflags); oldpaths->funcs->ClosePath(oldpaths->handle); Z_Free(oldpaths); oldpaths = next; } if (!com_base_searchpaths) com_base_searchpaths = com_searchpaths; } void FS_UnloadPackFiles(void) { FS_ReloadPackFilesFlags(1); } void FS_ReloadPackFiles(void) { FS_ReloadPackFilesFlags(~0); } void FS_ReloadPackFiles_f(void) { if (atoi(Cmd_Argv(1))) FS_ReloadPackFilesFlags(atoi(Cmd_Argv(1))); else FS_ReloadPackFilesFlags(~0); } #ifdef _WIN32 #include #ifdef MINGW #define byte BYTE //some versions of mingw headers are broken slightly. this lets it compile. #endif #include static qboolean Sys_SteamHasFile(char *basepath, int basepathlen, char *steamdir, char *fname) { /* Find where Valve's Steam distribution platform is installed. Then take a look at that location for the relevent installed app. */ FILE *f; DWORD resultlen; HKEY key = NULL; if (!FAILED(RegOpenKeyEx(HKEY_CURRENT_USER, "SOFTWARE\\Valve\\Steam", 0, STANDARD_RIGHTS_READ|KEY_QUERY_VALUE, &key))) { resultlen = basepathlen; RegQueryValueEx(key, "SteamPath", NULL, NULL, basepath, &resultlen); RegCloseKey(key); Q_strncatz(basepath, va("/SteamApps/common/%s", steamdir), basepathlen); if ((f = fopen(va("%s/%s", basepath, fname), "rb"))) { fclose(f); return true; } } return false; } qboolean Sys_FindGameData(const char *poshname, const char *gamename, char *basepath, int basepathlen) { DWORD resultlen; HKEY key = NULL; #ifndef INVALID_FILE_ATTRIBUTES #define INVALID_FILE_ATTRIBUTES ((DWORD)-1) #endif //first, try and find it in our game paths location if (!FAILED(RegOpenKeyEx(HKEY_CURRENT_USER, "SOFTWARE\\" FULLENGINENAME "\\GamePaths", 0, STANDARD_RIGHTS_READ|KEY_QUERY_VALUE, &key))) { resultlen = basepathlen; if (!RegQueryValueEx(key, gamename, NULL, NULL, basepath, &resultlen)) { if (GetFileAttributes(basepath) != INVALID_FILE_ATTRIBUTES) { RegCloseKey(key); return true; } } RegCloseKey(key); } if (!strcmp(gamename, "q1")) { FILE *f; //try and find it via steam //reads HKEY_LOCAL_MACHINE\SOFTWARE\Valve\Steam\InstallPath //append SteamApps\common\quake //use it if we find winquake.exe there if (Sys_SteamHasFile(basepath, basepathlen, "quake", "Winquake.exe")) return true; //well, okay, so they don't have quake installed from steam. //quite a lot of people have it in c:\quake, as that's the default install location from the quake cd. if ((f = fopen("c:/quake/quake.exe", "rb"))) { //HAHAHA! Found it! fclose(f); Q_strncpyz(basepath, "c:/quake", basepathlen); return true; } } if (!strcmp(gamename, "q2")) { FILE *f; DWORD resultlen; HKEY key = NULL; //look for HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Quake2_exe\Path if (!FAILED(RegOpenKeyEx(HKEY_LOCAL_MACHINE, "SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\App Paths\\Quake2_exe", 0, STANDARD_RIGHTS_READ|KEY_QUERY_VALUE, &key))) { resultlen = basepathlen; RegQueryValueEx(key, "Path", NULL, NULL, basepath, &resultlen); RegCloseKey(key); if ((f = fopen(va("%s/quake2.exe", basepath), "rb"))) { fclose(f); return true; } } if (Sys_SteamHasFile(basepath, basepathlen, "quake 2", "quake2.exe")) return true; } if (!strcmp(gamename, "et")) { FILE *f; DWORD resultlen; HKEY key = NULL; //reads HKEY_LOCAL_MACHINE\SOFTWARE\Activision\Wolfenstein - Enemy Territory if (!FAILED(RegOpenKeyEx(HKEY_LOCAL_MACHINE, "SOFTWARE\\Activision\\Wolfenstein - Enemy Territory", 0, STANDARD_RIGHTS_READ|KEY_QUERY_VALUE, &key))) { resultlen = basepathlen; RegQueryValueEx(key, "InstallPath", NULL, NULL, basepath, &resultlen); RegCloseKey(key); if ((f = fopen(va("%s/ET.exe", basepath), "rb"))) { fclose(f); return true; } return true; } } if (!strcmp(gamename, "q3")) { FILE *f; DWORD resultlen; HKEY key = NULL; //reads HKEY_LOCAL_MACHINE\SOFTWARE\id\Quake III Arena\InstallPath if (!FAILED(RegOpenKeyEx(HKEY_LOCAL_MACHINE, "SOFTWARE\\id\\Quake III Arena", 0, STANDARD_RIGHTS_READ|KEY_QUERY_VALUE, &key))) { resultlen = basepathlen; RegQueryValueEx(key, "InstallPath", NULL, NULL, basepath, &resultlen); RegCloseKey(key); if ((f = fopen(va("%s/quake3.exe", basepath), "rb"))) { fclose(f); return true; } } if (Sys_SteamHasFile(basepath, basepathlen, "quake 3 arena", "quake3.exe")) return true; } if (!strcmp(gamename, "wop")) { DWORD resultlen; HKEY key = NULL; //reads HKEY_LOCAL_MACHINE\SOFTWARE\World Of Padman\Path if (!FAILED(RegOpenKeyEx(HKEY_LOCAL_MACHINE, "SOFTWARE\\World Of Padman", 0, STANDARD_RIGHTS_READ|KEY_QUERY_VALUE, &key))) { resultlen = basepathlen; RegQueryValueEx(key, "Path", NULL, NULL, basepath, &resultlen); RegCloseKey(key); return true; } } /* if (!strcmp(gamename, "d3")) { DWORD resultlen; HKEY key = NULL; //reads HKEY_LOCAL_MACHINE\SOFTWARE\id\Doom 3\InstallPath if (!FAILED(RegOpenKeyEx(HKEY_LOCAL_MACHINE, "SOFTWARE\\id\\Doom 3", 0, STANDARD_RIGHTS_READ|KEY_QUERY_VALUE, &key))) { resultlen = basepathlen; RegQueryValueEx(key, "InstallPath", NULL, NULL, basepath, &resultlen); RegCloseKey(key); return true; } } */ if (!strcmp(gamename, "hexen2")) { //append SteamApps\common\hexen 2 if (Sys_SteamHasFile(basepath, basepathlen, "hexen 2", "glh2.exe")) return true; } #if !defined(NPQTV) && !defined(SERVERONLY) //this is *really* unfortunate, but doing this crashes the browser if (poshname) { char resultpath[MAX_PATH]; BROWSEINFO bi; LPITEMIDLIST il; memset(&bi, 0, sizeof(bi)); #if defined(_SDL) && defined (WIN32) && defined (MINGW) // mingw32 sdl cross compiled binary, code completely untested, doesn't crash so good sign ~moodles SDL_SysWMinfo wmInfo; SDL_GetWMInfo(&wmInfo); HWND sys_parentwindow = wmInfo.window; if (sys_parentwindow) bi.hwndOwner = sys_parentwindow; //note that this is usually still null else #endif bi.hwndOwner = mainwindow; //note that this is usually still null bi.pidlRoot = NULL; bi.pszDisplayName = resultpath; bi.lpszTitle = va("Please locate your existing %s installation", poshname); bi.ulFlags = BIF_RETURNONLYFSDIRS; bi.lpfn = NULL; bi.lParam = 0; bi.iImage = 0; il = SHBrowseForFolder(&bi); if (il) { SHGetPathFromIDList(il, resultpath); CoTaskMemFree(il); Q_strncpyz(basepath, resultpath, basepathlen-1); //and save it into the windows registry if (!FAILED(RegCreateKeyEx(HKEY_CURRENT_USER, "SOFTWARE\\" FULLENGINENAME "\\GamePaths", 0, NULL, REG_OPTION_NON_VOLATILE, KEY_WRITE, NULL, &key, NULL))) { RegSetValueEx(key, gamename, 0, REG_SZ, basepath, strlen(basepath)); RegCloseKey(key); } return true; } } #endif return false; } #else qboolean Sys_FindGameData(const char *poshname, const char *gamename, char *basepath, int basepathlen) { return false; } #endif void FS_Shutdown(void) { searchpath_t *next; FS_FlushFSHash(); // // free up any current game dir info // while (com_searchpaths) { com_searchpaths->funcs->ClosePath(com_searchpaths->handle); next = com_searchpaths->next; Z_Free (com_searchpaths); com_searchpaths = next; } com_fschanged = true; } void FS_StartupWithGame(int gamenum) { int i; #ifdef AVAIL_ZLIB LibZ_Init(); #endif Cvar_Set(&com_protocolname, gamemode_info[gamenum].protocolname); Cvar_ForceSet(&fs_gamename, gamemode_info[gamenum].poshname); // // start up with id1 by default // i = COM_CheckParm ("-basegame"); if (i && i < com_argc-1) { do //use multiple -basegames { FS_AddGameDirectory (com_argv[i+1], va("%s%s", com_quakedir, com_argv[i+1]), ~0); if (*com_homedir) FS_AddGameDirectory (com_argv[i+1], va("%s%s", com_homedir, com_argv[i+1]), ~0); i = COM_CheckNextParm ("-basegame", i); } while (i && i < com_argc-1); } else { for (i = 0; i < sizeof(gamemode_info[gamenum].dir)/sizeof(gamemode_info[gamenum].dir[0]); i++) { if (gamemode_info[gamenum].dir[i]) { FS_AddGameDirectory (gamemode_info[gamenum].dir[i], va("%s%s", com_quakedir, gamemode_info[gamenum].dir[i]), ~0); if (*com_homedir) FS_AddGameDirectory (gamemode_info[gamenum].dir[i], va("%s%s", com_homedir, gamemode_info[gamenum].dir[i]), ~0); } } } i = COM_CheckParm ("-addbasegame"); while (i && i < com_argc-1) //use multiple -addbasegames (this is so the basic dirs don't die) { FS_AddGameDirectory (com_argv[i+1], va("%s%s", com_quakedir, com_argv[i+1]), ~0); if (*com_homedir) FS_AddGameDirectory (com_argv[i+1], va("%s%s", com_homedir, com_argv[i+1]), ~0); i = COM_CheckNextParm ("-addbasegame", i); } // any set gamedirs will be freed up to here com_base_searchpaths = com_searchpaths; //-game specifies the mod gamedir to use in NQ i = COM_CheckParm ("-game"); //effectivly replace with +gamedir x (But overridable) if (i && i < com_argc-1) { COM_Gamedir(com_argv[i+1]); } //+gamedir specifies the mod gamedir to use in QW //hack - we parse the commandline after the config so commandline always overrides //but this means ktpro/server.cfg (for example) is not found //so if they specify a gamedir on the commandline, let the default configs be loaded from that gamedir //note that -game +gamedir will result in both being loaded. but hey, who cares i = COM_CheckParm ("+gamedir"); //effectivly replace with +gamedir x (But overridable) if (i && i < com_argc-1) { COM_Gamedir(com_argv[i+1]); } if (gamemode_info[gamenum].customexec) Cbuf_AddText(gamemode_info[gamenum].customexec, RESTRICT_LOCAL); } /* ================ COM_InitFilesystem ================ */ void COM_InitFilesystem (void) { FILE *f; int i, j; char *ev; qboolean usehome; qboolean autobasedir = true; int gamenum=-1; FS_RegisterDefaultFileSystems(); Cmd_AddCommand("fs_restart", FS_ReloadPackFiles_f); // // -basedir // Overrides the system supplied base directory (under id1) // i = COM_CheckParm ("-basedir"); if (i && i < com_argc-1) { strcpy (com_quakedir, com_argv[i+1]); autobasedir = false; } else strcpy (com_quakedir, host_parms.basedir); if (*com_quakedir) { if (com_quakedir[strlen(com_quakedir)-1] == '\\') com_quakedir[strlen(com_quakedir)-1] = '/'; else if (com_quakedir[strlen(com_quakedir)-1] != '/') { com_quakedir[strlen(com_quakedir)+1] = '\0'; com_quakedir[strlen(com_quakedir)] = '/'; } } Cvar_Register(&fs_gamename, "FS"); Cvar_Register(&com_protocolname, "Server Info"); Cvar_Register(&com_modname, "Server Info"); //identify the game from a telling file for (i = 0; gamemode_info[i].argname && gamenum==-1; i++) { for (j = 0; j < 4; j++) { if (!gamemode_info[i].auniquefile[j]) continue; //no more f = fopen(va("%s%s", com_quakedir, gamemode_info[i].auniquefile[j]), "rb"); if (f) { fclose(f); gamenum = i; break; } } } //use the game based on an exe name over the filesystem one (could easily have multiple fs path matches). for (i = 0; gamemode_info[i].argname; i++) { ev = strstr(com_argv[0], gamemode_info[i].exename); if (ev && (!strchr(ev, '\\') && !strchr(ev, '/'))) gamenum = i; } //use the game based on an parameter over all else. for (i = 0; gamemode_info[i].argname; i++) { if (COM_CheckParm(gamemode_info[i].argname)) { gamenum = i; for (j = 0; j < 4; j++) { if (gamemode_info[gamenum].auniquefile[j]) { f = fopen(va("%s%s", com_quakedir, gamemode_info[i].auniquefile[j]), "rb"); if (f) { //we found it, its all okay fclose(f); break; } #ifdef _WIN32 if (Sys_FindGameData(gamemode_info[i].poshname, gamemode_info[i].exename, com_quakedir, sizeof(com_quakedir))) { if (com_quakedir[strlen(com_quakedir)-1] == '\\') com_quakedir[strlen(com_quakedir)-1] = '/'; else if (com_quakedir[strlen(com_quakedir)-1] != '/') { com_quakedir[strlen(com_quakedir)+1] = '\0'; com_quakedir[strlen(com_quakedir)] = '/'; } } else #endif { Con_Printf("Couldn't find the gamedata for this game mode!\n"); } break; } } break; } } //still failed? find quake and use that one by default if (gamenum<0) { for (i = 0; gamemode_info[i].argname; i++) { if (!strcmp(gamemode_info[i].argname, "-quake")) { gamenum = i; if (autobasedir) { if (Sys_FindGameData(gamemode_info[i].poshname, gamemode_info[i].exename, com_quakedir, sizeof(com_quakedir))) { if (com_quakedir[strlen(com_quakedir)-1] == '\\') com_quakedir[strlen(com_quakedir)-1] = '/'; else if (com_quakedir[strlen(com_quakedir)-1] != '/') { com_quakedir[strlen(com_quakedir)+1] = '\0'; com_quakedir[strlen(com_quakedir)] = '/'; } } } break; } } } usehome = false; #ifdef _WIN32 { //win32 sucks. HMODULE shfolder = LoadLibrary("shfolder.dll"); DWORD winver = (DWORD)LOBYTE(LOWORD(GetVersion())); if (shfolder) { HRESULT (WINAPI *dSHGetFolderPath) (HWND hwndOwner, int nFolder, HANDLE hToken, DWORD dwFlags, LPTSTR pszPath); dSHGetFolderPath = (void *)GetProcAddress(shfolder, "SHGetFolderPathA"); if (dSHGetFolderPath) { char folder[MAX_PATH]; // 0x5 == CSIDL_PERSONAL if (dSHGetFolderPath(NULL, 0x5, NULL, 0, folder) == S_OK) Q_snprintfz(com_homedir, sizeof(com_homedir), "%s/My Games/%s/", folder, FULLENGINENAME); } // FreeLibrary(shfolder); } if (!*com_homedir) { ev = getenv("USERPROFILE"); if (ev) Q_snprintfz(com_homedir, sizeof(com_homedir), "%s/My Documents/My Games/%s/", ev, FULLENGINENAME); } #ifdef NPQTV if (!*com_homedir) Q_snprintfz(com_homedir, sizeof(com_homedir), "/%s/", FULLENGINENAME); //as a browser plugin, always use their home directory usehome = true; #else /*would it not be better to just check to see if we have write permission to the basedir?*/ if (winver >= 0x6) // Windows Vista and above usehome = true; // always use home directory by default, as Vista+ mimics this behavior anyway else if (winver >= 0x5) // Windows 2000/XP/2003 { HMODULE advapi32; advapi32 = LoadLibrary("advapi32.dll"); if (advapi32) { BOOL (WINAPI *dCheckTokenMembership) (HANDLE TokenHandle, PSID SidToCheck, PBOOL IsMember); dCheckTokenMembership = (void *)GetProcAddress(advapi32, "CheckTokenMembership"); if (dCheckTokenMembership) { // on XP systems, only use a home directory by default if we're a limited user or if we're on a network BOOL isadmin, isonnetwork; SID_IDENTIFIER_AUTHORITY ntauth = SECURITY_NT_AUTHORITY; PSID adminSID, networkSID; isadmin = AllocateAndInitializeSid(&ntauth, 2, SECURITY_BUILTIN_DOMAIN_RID, DOMAIN_ALIAS_RID_ADMINS, 0, 0, 0, 0, 0, 0, &adminSID); // just checking the network rid should be close enough to matching domain logins isonnetwork = AllocateAndInitializeSid(&ntauth, 1, SECURITY_NETWORK_RID, 0, 0, 0, 0, 0, 0, 0, &networkSID); if (isadmin && !dCheckTokenMembership(0, adminSID, &isadmin)) isadmin = 0; if (isonnetwork && !dCheckTokenMembership(0, networkSID, &isonnetwork)) isonnetwork = 0; usehome = isonnetwork || !isadmin; FreeSid(networkSID); FreeSid(adminSID); } FreeLibrary(advapi32); } } #endif } #else //yay for unix!. ev = getenv("HOME"); if (ev && *ev) { if (ev[strlen(ev)-1] == '/') Q_snprintfz(com_homedir, sizeof(com_homedir), "%s.fte/", ev); else Q_snprintfz(com_homedir, sizeof(com_homedir), "%s/.fte/", ev); usehome = true; // always use home on unix unless told not to } else *com_homedir = '\0'; #endif if (!usehome && !COM_CheckParm("-usehome")) *com_homedir = '\0'; if (COM_CheckParm("-nohome")) *com_homedir = '\0'; if (*com_homedir) Con_Printf("Using home directory \"%s\"\n", com_homedir); FS_StartupWithGame(gamenum); } //this is at the bottom of the file to ensure these globals are not used elsewhere extern searchpathfuncs_t packfilefuncs; extern searchpathfuncs_t zipfilefuncs; extern searchpathfuncs_t doomwadfilefuncs; void FS_RegisterDefaultFileSystems(void) { FS_RegisterFileSystemType("pak", &packfilefuncs); #ifndef _WIN32 /*for systems that have case sensitive paths, also include *.PAK */ FS_RegisterFileSystemType("PAK", &packfilefuncs); #endif #ifdef AVAIL_ZLIB FS_RegisterFileSystemType("pk3", &zipfilefuncs); FS_RegisterFileSystemType("pk4", &zipfilefuncs); #endif #ifdef DOOMWADS FS_RegisterFileSystemType("wad", &doomwadfilefuncs); #endif }