mirror of
https://github.com/id-Software/Wolf3D-iOS.git
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162 lines
3.9 KiB
C
162 lines
3.9 KiB
C
/*
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Copyright (C) 2004 Michael Liebscher <johnnycanuck@users.sourceforge.net>
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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* files.c: Interface to file i/o layer.
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*
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* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
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*
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* Acknowledgement:
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* This code was derived from Quake II, and was originally
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* written by Id Software, Inc.
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*
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*/
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/*
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Notes:
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This module accesses data through a hierarchal file system, but the
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contents of the file system can be transparently merged from several
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sources.
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The "base directory" is the path to the directory holding the
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executable and all game directories. The sys_* files pass this to
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host_init in quakeparms_t->basedir. This can be overridden with the
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"-basedir" command line parm to allow code debugging in a different
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directory. The base directory is only used during file system
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initialization.
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The "game directory" is the first tree on the search path and directory
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that all generated files (save games, screen shots, demos, config
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files) will be saved to. This can be overridden with the "-game"
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command line parameter. The game directory can never be changed while
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the application is executing. This is a precaution against having a
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malicious server instruct clients to write files over areas they
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shouldn't.
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*/
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#include "../wolfiphone.h"
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PRIVATE char fs_gamedir[ MAX_OSPATH ];
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/*
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-----------------------------------------------------------------------------
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Function: FS_Gamedir -Get root directory.
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Parameters: Nothing.
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Returns: String with the name of the root directory.
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC char *FS_Gamedir( void )
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{
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return fs_gamedir;
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}
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/*
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-----------------------------------------------------------------------------
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Function: FS_ListFiles -List files.
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PRIVATE char **FS_ListFiles( char *findname, int *numfiles, unsigned musthave, unsigned canthave )
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{
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char *s;
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int nfiles = 0;
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char **list = 0;
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s = FS_FindFirst( findname, musthave, canthave );
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while ( s )
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{
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if ( s[strlen(s)-1] != '.' )
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nfiles++;
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s = FS_FindNext( musthave, canthave );
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}
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FS_FindClose ();
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if ( !nfiles )
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return NULL;
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nfiles++; // add space for a guard
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*numfiles = nfiles;
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list = MM_MALLOC( sizeof( char * ) * nfiles );
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if( list == NULL )
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{
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MM_OUTOFMEM( "list" );
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}
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memset( list, 0, sizeof( char * ) * nfiles );
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s = FS_FindFirst( findname, musthave, canthave );
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nfiles = 0;
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while( s )
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{
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if( s[ strlen( s ) - 1 ] != '.' )
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{
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list[ nfiles ] = strdup( s );
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(void)my_strlwr( list[ nfiles ] );
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nfiles++;
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}
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s = FS_FindNext( musthave, canthave );
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}
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FS_FindClose();
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return list;
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}
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/*
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-----------------------------------------------------------------------------
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Function: FS_InitFilesystem -Initialize file system.
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Parameters: Nothing.
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Returns: Nothing.
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void FS_InitFilesystem( void )
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{
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char *p;
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p = getenv("CWD");
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sprintf( fs_gamedir, "%s/base", p );
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}
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