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https://github.com/ioquake/jedi-academy.git
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215 lines
4.7 KiB
C++
215 lines
4.7 KiB
C++
// Filename:- stringed_interface.cpp
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//
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// This file contains functions that StringEd wants to call to do things like load/save, they can be modified
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// for use ingame, but must remain functionally the same...
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//
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// Please try and put modifications for whichever games this is used for inside #defines, so I can copy the same file
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// into each project.
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//
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//////////////////////////////////////////////////
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//
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// stuff common to all qcommon files...
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#include "../server/server.h"
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#include "../game/q_shared.h"
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#include "qcommon.h"
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//
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//////////////////////////////////////////////////
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#pragma warning ( disable : 4511 ) // copy constructor could not be generated
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#pragma warning ( disable : 4512 ) // assignment operator could not be generated
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#pragma warning ( disable : 4663 ) // C++ language change: blah blah template crap blah blah
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#include "stringed_interface.h"
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#include "stringed_ingame.h"
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#include <string>
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using namespace std;
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#ifdef _STRINGED
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#include <stdlib.h>
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#include <memory.h>
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#include "generic.h"
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#endif
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// this just gets the binary of the file into memory, so I can parse it. Called by main SGE loader
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//
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// returns either char * of loaded file, else NULL for failed-to-open...
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//
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unsigned char *SE_LoadFileData( const char *psFileName, int *piLoadedLength /* = 0 */)
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{
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unsigned char *psReturn = NULL;
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if ( piLoadedLength )
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{
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*piLoadedLength = 0;
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}
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#ifdef _STRINGED
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if (psFileName[1] == ':')
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{
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// full-path filename...
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//
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FILE *fh = fopen( psFileName, "rb" );
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if (fh)
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{
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long lLength = filesize(fh);
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if (lLength > 0)
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{
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psReturn = (unsigned char *) malloc( lLength + 1);
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if (psReturn)
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{
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int iBytesRead = fread( psReturn, 1, lLength, fh );
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if (iBytesRead != lLength)
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{
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// error reading file!!!...
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//
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free(psReturn);
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psReturn = NULL;
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}
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else
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{
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psReturn[ lLength ] = '\0';
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if ( piLoadedLength )
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{
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*piLoadedLength = iBytesRead;
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}
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}
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fclose(fh);
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}
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}
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}
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}
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else
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#endif
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{
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// local filename, so prepend the base dir etc according to game and load it however (from PAK?)
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//
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unsigned char *pvLoadedData;
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int iLen = FS_ReadFile( psFileName, (void **)&pvLoadedData );
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if (iLen>0)
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{
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psReturn = pvLoadedData;
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if ( piLoadedLength )
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{
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*piLoadedLength = iLen;
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}
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}
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}
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return psReturn;
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}
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// called by main SGE code after loaded data has been parsedinto internal structures...
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//
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void SE_FreeFileDataAfterLoad( unsigned char *psLoadedFile )
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{
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#ifdef _STRINGED
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if ( psLoadedFile )
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{
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free( psLoadedFile );
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}
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#else
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if ( psLoadedFile )
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{
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FS_FreeFile( psLoadedFile );
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}
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#endif
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}
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#ifndef _STRINGED
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// quake-style method of doing things since their file-list code doesn't have a 'recursive' flag...
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//
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int giFilesFound;
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static void SE_R_ListFiles( const char *psExtension, const char *psDir, string &strResults )
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{
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// Com_Printf(va("Scanning Dir: %s\n",psDir));
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char **sysFiles, **dirFiles;
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int numSysFiles, i, numdirs;
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dirFiles = FS_ListFiles( psDir, "/", &numdirs);
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for (i=0;i<numdirs;i++)
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{
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if (dirFiles[i][0] && dirFiles[i][0] != '.') // skip blanks, plus ".", ".." etc
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{
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char sDirName[MAX_QPATH];
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sprintf(sDirName, "%s/%s", psDir, dirFiles[i]);
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//
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// for some reason the quake filesystem in this game now returns an extra slash on the end,
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// didn't used to. Sigh...
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//
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if (sDirName[strlen(sDirName)-1] == '/')
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{
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sDirName[strlen(sDirName)-1] = '\0';
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}
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SE_R_ListFiles( psExtension, sDirName, strResults );
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}
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}
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sysFiles = FS_ListFiles( psDir, psExtension, &numSysFiles );
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for(i=0; i<numSysFiles; i++)
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{
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char sFilename[MAX_QPATH];
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sprintf(sFilename,"%s/%s", psDir, sysFiles[i]);
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// Com_Printf("%sFound file: %s",!i?"\n":"",sFilename);
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strResults += sFilename;
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strResults += ';';
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giFilesFound++;
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// read it in...
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//
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/* byte *pbData = NULL;
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int iSize = FS_ReadFile( sFilename, (void **)&pbData);
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if (pbData)
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{
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FS_FreeFile( pbData );
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}
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*/
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}
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FS_FreeFileList( sysFiles );
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FS_FreeFileList( dirFiles );
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}
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#endif
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// replace this with a call to whatever your own code equivalent is.
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//
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// expected result is a ';'-delineated string (including last one) containing file-list search results
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//
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int SE_BuildFileList( const char *psStartDir, string &strResults )
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{
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#ifndef _STRINGED
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giFilesFound = 0;
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strResults = "";
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SE_R_ListFiles( sSE_INGAME_FILE_EXTENSION, psStartDir, strResults );
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return giFilesFound;
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#else
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// .ST files...
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//
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int iFilesFound = BuildFileList( va("%s\\*%s",psStartDir, sSE_INGAME_FILE_EXTENSION), // LPCSTR psPathAndFilter,
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true // bool bRecurseSubDirs
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);
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extern string strResult;
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strResults = strResult;
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return iFilesFound;
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#endif
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}
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/////////////////////// eof ///////////////////////
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