Tweeked the filesystem some more, now prompts if a game directory could not be found.

Fixed up clipped decals slightly. They should now be usable.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3169 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2009-04-12 16:57:30 +00:00
parent 43d97c3e31
commit b8bd024a1d
5 changed files with 129 additions and 48 deletions

View file

@ -1682,8 +1682,11 @@ void CLDP_ParseDownloadData(void)
MSG_ReadData(buffer, size);
VFS_SEEK(cls.downloadqw, start);
VFS_WRITE(cls.downloadqw, buffer, size);
if (cls.downloadqw)
{
VFS_SEEK(cls.downloadqw, start);
VFS_WRITE(cls.downloadqw, buffer, size);
}
//this is only reliable because I'm lazy
MSG_WriteByte(&cls.netchan.message, clcdp_ackdownloaddata);
@ -1717,15 +1720,20 @@ void CLDP_ParseDownloadBegin(char *s)
cls.downloadqw = FS_OpenVFS (cls.downloadtempname, "wb", FS_GAME);
cls.downloadmethod = DL_DARKPLACES;
//fill the file with 0 bytes
memset(buffer, 0, sizeof(buffer));
for (pos = 0, chunk = 1; chunk; pos += chunk)
if (cls.downloadqw)
{
chunk = size - pos;
if (chunk > sizeof(buffer))
chunk = sizeof(buffer);
VFS_WRITE(cls.downloadqw, buffer, chunk);
//fill the file with 0 bytes
memset(buffer, 0, sizeof(buffer));
for (pos = 0, chunk = 1; chunk; pos += chunk)
{
chunk = size - pos;
if (chunk > sizeof(buffer))
chunk = sizeof(buffer);
VFS_WRITE(cls.downloadqw, buffer, chunk);
}
}
else
CL_DownloadFailed(cls.downloadname);
downloadstarttime = Sys_DoubleTime();
}

View file

@ -1949,6 +1949,7 @@ static int PScript_RunParticleEffectState (vec3_t org, vec3_t dir, float count,
dir = bestdir;
}
VectorInverse(dir);
VectorNormalize(dir);
VectorNormalize(vec);
CrossProduct(dir, vec, tangent);
@ -2010,6 +2011,15 @@ static int PScript_RunParticleEffectState (vec3_t org, vec3_t dir, float count,
decverts += 3*3;
decalcount--;
// maintain run list
if (!(ptype->state & PS_INRUNLIST))
{
ptype->nexttorun = part_run_list;
part_run_list = ptype;
ptype->state |= PS_INRUNLIST;
}
}
return 0;
@ -3707,7 +3717,7 @@ void PScript_DrawParticleTypes (void (*texturedparticles)(int count, particle_t
vec3_t stop, normal;
part_type_t *type, *lastvalidtype;
particle_t *p, *kill;
clippeddecal_t *d;
clippeddecal_t *d, *dkill;
ramp_t *ramp;
float grav;
vec3_t friction;
@ -3778,39 +3788,32 @@ void PScript_DrawParticleTypes (void (*texturedparticles)(int count, particle_t
{
if (type->clippeddecals)
{
/* for ( ;; )
for ( ;; )
{
dkill = type->clippeddecals;
if (dkill && dkill->die < particletime)
{
type->clippeddecals = dkill->next;
free_decals =
dkill->next = (clippeddecal_t *)kill_list;
kill_list = (particle_t*)dkill;
if (!kill_first)
kill_first = kill_list;
dkill->next = free_decals;
free_decals = dkill;
continue;
}
break;
}
*/ for (d=type->clippeddecals ; d ; d=d->next)
for (d=type->clippeddecals ; d ; d=d->next)
{
/* for ( ;; )
for ( ;; )
{
dkill = d->next;
if (dkill && dkill->die < particletime)
{
d->next = dkill->next;
dkill->next = (clippeddecal_t *)kill_list;
kill_list = (particle_t*)dkill;
if (!kill_first)
kill_first = kill_list;
dkill->next = free_decals;
free_decals = dkill;
continue;
}
break;
}*/
}

View file

@ -429,7 +429,11 @@ char *cleanarg(char *arg)
//no hacking us, please.
while (*arg == '-' || *arg == '+')
arg++;
return arg;
while (*arg && *arg <= ' ')
arg++;
if (*arg)
return arg;
return "badarg";
}
LRESULT CALLBACK MyPluginWndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)

View file

@ -1775,7 +1775,7 @@ potentialgamepath_t pgp[] = {
#define NEXCFG "set sv_maxairspeed \"400\"\nset sv_mintic \"0.01\"\ncl_nolerp 0\n"
typedef struct {
const char *gamename; //sent to the master server when this is the current gamemode.
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; //used if this file is relative from the gamedir
@ -1783,25 +1783,26 @@ typedef struct {
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
{"Darkplaces-Quake", "darkplaces", "-quake", "id1/pak0.pak", NULL, "id1", "qw", "fte"},
{"Darkplaces-Hipnotic", "hipnotic", "-hipnotic", NULL, NULL, "id1", "qw", "hipnotic", "fte"},
{"Darkplaces-Rogue", "rogue", "-rogue", NULL, NULL, "id1", "qw", "rogue", "fte"},
{"Nexuiz", "nexuiz", "-nexuiz", "nexuiz.exe", NEXCFG, "data", "ftedata"},
{"Darkplaces-Quake", "darkplaces", "-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"},
//supported commercial mods (some are currently only partially supported)
{"FTE-Hexen2", "hexen", "-hexen2", "data1/pak0.pak", NULL, "data1", "fte"},
{"FTE-Quake2", "q2", "-q2", "baseq2/pak0.pak", NULL, "baseq2", "fteq2"},
{"FTE-Quake3", "q3", "-q3", "baseq3/pak0.pk3", NULL, "baseq3", "fteq3"},
{"FTE-Hexen2", "hexen", "-hexen2", "data1/pak0.pak", NULL, {"data1", "fte"}, "Hexen II"},
{"FTE-Quake2", "q2", "-q2", "baseq2/pak0.pak", NULL, {"baseq2", "fteq2"}, "Quake II"},
{"FTE-Quake3", "q3", "-q3", "baseq3/pak0.pk3", NULL, {"baseq3", "fteq3"}, "Quake III Arena"},
{"FTE-JK2", "jk2", "-jk2", "base/assets0.pk3", NULL, "base", "fte"},
{"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"},
{"FTE-HalfLife", "hl", "-halflife", "valve/liblist.gam",NULL, {"valve", "ftehl"}, "Half-Life"},
{NULL}
};
@ -1999,8 +2000,33 @@ void FS_ReloadPackFiles_f(void)
#ifdef _WIN32
#include <windows.h>
qboolean Sys_FindGameData(const char *gamename, char *basepath, int basepathlen)
#include <shlobj.h>
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"))
{
//try and find it via steam
@ -2008,8 +2034,6 @@ qboolean Sys_FindGameData(const char *gamename, char *basepath, int basepathlen)
//append SteamApps\common\quake
//use it if we find winquake.exe there
FILE *f;
DWORD resultlen;
HKEY key = NULL;
if (!FAILED(RegOpenKeyEx(HKEY_LOCAL_MACHINE, "SOFTWARE\\Valve\\Steam", 0, STANDARD_RIGHTS_READ|KEY_QUERY_VALUE, &key)))
{
resultlen = basepathlen;
@ -2107,6 +2131,49 @@ qboolean Sys_FindGameData(const char *gamename, char *basepath, int basepathlen)
//append SteamApps\common\hexen 2
}
if (poshname)
{
char resultpath[MAX_PATH];
BROWSEINFO bi;
LPITEMIDLIST il;
memset(&bi, 0, sizeof(bi));
if (sys_parentwindow)
bi.hwndOwner = sys_parentwindow; //note that this is usually still null
else
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;
}
}
return false;
}
#else
@ -2181,7 +2248,7 @@ void COM_InitFilesystem (void)
Cvar_Register(&com_gamename, "evil hacks");
Cvar_Register(&com_modname, "evil hacks");
//identify the game from a telling file
for (i = 0; gamemode_info[i].gamename; i++)
for (i = 0; gamemode_info[i].argname; i++)
{
if (!gamemode_info[i].auniquefile)
continue; //no more
@ -2194,13 +2261,13 @@ void COM_InitFilesystem (void)
}
}
//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].gamename; i++)
for (i = 0; gamemode_info[i].argname; i++)
{
if (strstr(com_argv[0], gamemode_info[i].exename))
gamenum = i;
}
//use the game based on an parameter over all else.
for (i = 0; gamemode_info[i].gamename; i++)
for (i = 0; gamemode_info[i].argname; i++)
{
if (COM_CheckParm(gamemode_info[i].argname))
{
@ -2216,7 +2283,7 @@ void COM_InitFilesystem (void)
break;
}
#ifdef _WIN32
if (Sys_FindGameData(gamemode_info[i].exename, com_quakedir, sizeof(com_quakedir)))
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] = '/';
@ -2239,14 +2306,14 @@ void COM_InitFilesystem (void)
//still failed? find quake and use that one by default
if (gamenum<0)
{
for (i = 0; gamemode_info[i].gamename; i++)
for (i = 0; gamemode_info[i].argname; i++)
{
if (!strcmp(gamemode_info[i].argname, "-quake"))
gamenum = i;
}
}
Cvar_Set(&com_gamename, gamemode_info[gamenum].gamename);
Cvar_Set(&com_gamename, gamemode_info[gamenum].protocolname);
if (gamemode_info[gamenum].customexec)
Cbuf_AddText(gamemode_info[gamenum].customexec, RESTRICT_LOCAL);
@ -2390,7 +2457,7 @@ void COM_InitFilesystem (void)
i = COM_CheckParm ("-addbasegame");
do //use multiple -addbasegames (this is so the basic dirs don't die)
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)
@ -2398,7 +2465,6 @@ void COM_InitFilesystem (void)
i = COM_CheckNextParm ("-addbasegame", i);
}
while (i && i < com_argc-1);
// any set gamedirs will be freed up to here

View file

@ -26,7 +26,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//
void Sys_mkdir (char *path); //not all pre-unix systems have directories (including dos 1)
qboolean Sys_remove (char *path);
qboolean Sys_FindGameData(const char *gamename, char *basepath, int basepathlen);
qboolean Sys_FindGameData(const char *poshname, const char *gamename, char *basepath, int basepathlen);
//
// memory protection