mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-14 00:21:27 +00:00
efb2d99e22
very different way than did Id Software did later on, it'll be a major improvement, that's for sure..) fs_basegame Cvar created, defaults to whatever you selected in config.h, most likely id1.
991 lines
19 KiB
C
991 lines
19 KiB
C
/*
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quakefs.c
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virtual filesystem functions
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Copyright (C) 1996-1997 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.
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See the 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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include "qtypes.h"
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#include "quakefs.h"
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#include "sys.h"
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#include "console.h"
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#include "zone.h"
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#include "draw.h"
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#include "cmd.h"
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#include "cvar.h"
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#include "commdef.h"
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#include "qendian.h"
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#include "info.h"
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#include "server.h"
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#include <stdlib.h>
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#include <string.h>
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#include <ctype.h>
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#ifdef HAVE_UNISTD_H
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#include <unistd.h>
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#endif
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#include <fcntl.h>
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#include <dirent.h>
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#ifdef HAVE_FNMATCH_H
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#include <fnmatch.h>
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#endif
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#ifdef WIN32
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#include <io.h>
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#endif
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#ifdef _MSC_VER
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#define _POSIX_
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#endif
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#include <limits.h>
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extern qboolean is_server;
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/*
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All of Quake's data access is through a hierchical 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 "user directory" is the path to the directory holding the quake.exe
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and all game directories. The sys_* files pass this to host_init in
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quakeparms_t->basedir. This can be overridden with the "-basedir"
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command line parm to allow code debugging in a different directory.
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The base directory is only used during filesystem 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 (savegames, screenshots, demos, config files)
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will be saved to. This can be overridden with the "-game" command line
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parameter. The game directory can never be changed while quake is
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executing. This is a precacution against having a malicious server
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instruct clients to write files over areas they shouldn't.
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The "cache directory" is only used during development to save network
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bandwidth, especially over ISDN / T1 lines. If there is a cache directory
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specified, when a file is found by the normal search path, it will be
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mirrored into the cache directory, then opened there.
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*/
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/*
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=============================================================================
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QUAKE FILESYSTEM
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=============================================================================
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*/
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char gamedirfile[MAX_OSPATH];
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cvar_t *fs_userpath;
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cvar_t *fs_sharepath;
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cvar_t *fs_basegame;
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int com_filesize;
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/*
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In-memory pack file structs
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*/
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typedef struct
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{
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char name[MAX_QPATH];
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int filepos, filelen;
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} packfile_t;
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typedef struct pack_s
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{
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char filename[MAX_OSPATH];
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FILE *handle;
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int numfiles;
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packfile_t *files;
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} pack_t;
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/*
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Structs for pack files on disk
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*/
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typedef struct
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{
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char name[56];
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int filepos, filelen;
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} dpackfile_t;
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typedef struct
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{
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char id[4];
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int dirofs;
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int dirlen;
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} dpackheader_t;
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#define MAX_FILES_IN_PACK 2048
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char com_gamedir[MAX_OSPATH];
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typedef struct searchpath_s
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{
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char filename[MAX_OSPATH];
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pack_t *pack; // only one of filename / pack will be used
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struct searchpath_s *next;
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} searchpath_t;
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searchpath_t *com_searchpaths;
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searchpath_t *com_base_searchpaths; // without gamedirs
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/*
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COM_FileBase
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*/
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void
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COM_FileBase (char *in, char *out)
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{
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char *s, *s2;
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s = in + strlen(in) - 1;
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while (s != in && *s != '.')
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s--;
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for (s2 = s ; *s2 && *s2 != '/' ; s2--)
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;
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if (s-s2 < 2)
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strcpy (out,"?model?");
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else
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{
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s--;
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strncpy (out,s2+1, s-s2);
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out[s-s2] = 0;
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}
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}
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/*
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COM_filelength
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*/
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int
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COM_filelength (FILE *f)
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{
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int pos;
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int end;
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pos = ftell (f);
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fseek (f, 0, SEEK_END);
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end = ftell (f);
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fseek (f, pos, SEEK_SET);
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return end;
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}
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/*
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COM_FileOpenRead
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*/
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int
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COM_FileOpenRead (char *path, FILE **hndl)
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{
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FILE *f;
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f = fopen(path, "rb");
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if (!f)
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{
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*hndl = NULL;
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return -1;
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}
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*hndl = f;
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return COM_filelength(f);
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}
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/*
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COM_Path_f
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*/
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void
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COM_Path_f (void)
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{
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searchpath_t *s;
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Con_Printf ("Current search path:\n");
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for (s=com_searchpaths ; s ; s=s->next)
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{
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if (s == com_base_searchpaths)
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Con_Printf ("----------\n");
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if (s->pack)
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Con_Printf ("%s (%i files)\n", s->pack->filename, s->pack->numfiles);
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else
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Con_Printf ("%s\n", s->filename);
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}
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}
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/*
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COM_Maplist_f
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List map files in gamepaths.
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*/
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void
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COM_Maplist_f ( void )
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{
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searchpath_t *search;
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DIR *dir_ptr;
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struct dirent *dirent;
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char buf[MAX_OSPATH];
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for (search = com_searchpaths ; search != NULL ; search = search->next) {
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if (search->pack) {
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int i;
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pack_t *pak = search->pack;
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Con_Printf ("Looking in %s...\n",search->pack->filename);
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for (i=0 ; i<pak->numfiles ; i++) {
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char *name=pak->files[i].name;
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if (!fnmatch ("maps/*.bsp", name, FNM_PATHNAME)
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|| !fnmatch ("maps/*.bsp.gz", name, FNM_PATHNAME))
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Con_Printf ("%s\n", name+5);
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}
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} else {
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snprintf (buf, sizeof(buf), "%s/maps", search->filename);
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dir_ptr = opendir(buf);
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Con_Printf ("Looking in %s...\n",buf);
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if (!dir_ptr)
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continue;
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while ((dirent = readdir (dir_ptr)))
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if (!fnmatch ("*.bsp", dirent->d_name, 0)
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|| !fnmatch ("*.bsp.gz", dirent->d_name, 0))
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Con_Printf ("%s\n", dirent->d_name);
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closedir (dir_ptr);
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}
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}
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}
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/*
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COM_WriteFile
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The filename will be prefixed by the current game directory
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*/
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void
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COM_WriteFile ( char *filename, void *data, int len )
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{
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FILE *f;
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char name[MAX_OSPATH];
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snprintf(name, sizeof(name), "%s/%s", com_gamedir, filename);
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f = fopen (name, "wb");
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if (!f) {
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Sys_mkdir(com_gamedir);
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f = fopen (name, "wb");
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if (!f)
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Sys_Error ("Error opening %s", filename);
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}
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Sys_Printf ("COM_WriteFile: %s\n", name);
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fwrite (data, 1, len, f);
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fclose (f);
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}
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/*
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COM_CreatePath
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Only used for CopyFile and download
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*/
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void
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COM_CreatePath ( char *path )
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{
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char *ofs;
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char e_path[PATH_MAX];
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Qexpand_squiggle (path, e_path);
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path = e_path;
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for (ofs = path+1 ; *ofs ; ofs++) {
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if (*ofs == '/') { // create the directory
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*ofs = 0;
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Sys_mkdir (path);
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*ofs = '/';
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}
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}
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}
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/*
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COM_CopyFile
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Copies a file over from the net to the local cache, creating any
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directories needed. This is for the convenience of developers using
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ISDN from home.
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*/
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void
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COM_CopyFile (char *netpath, char *cachepath)
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{
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FILE *in, *out;
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int remaining, count;
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char buf[4096];
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remaining = COM_FileOpenRead (netpath, &in);
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COM_CreatePath (cachepath); // create directories up to the cache file
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out = fopen(cachepath, "wb");
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if (!out)
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Sys_Error ("Error opening %s", cachepath);
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while (remaining)
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{
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if (remaining < sizeof(buf))
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count = remaining;
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else
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count = sizeof(buf);
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fread (buf, 1, count, in);
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fwrite (buf, 1, count, out);
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remaining -= count;
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}
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fclose (in);
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fclose (out);
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}
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/*
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COM_OpenRead
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*/
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FILE *
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COM_OpenRead (const char *path, int offs, int len)
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{
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int fd=open(path,O_RDONLY);
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unsigned char id[2];
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unsigned char len_bytes[4];
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if (fd==-1) {
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Sys_Error ("Couldn't open %s", path);
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return 0;
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}
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if (offs<0 || len<0) {
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// normal file
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offs=0;
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len=lseek(fd,0,SEEK_END);
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lseek(fd,0,SEEK_SET);
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}
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read(fd,id,2);
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if (id[0]==0x1f && id[1]==0x8b) {
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lseek(fd,offs+len-4,SEEK_SET);
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read(fd,len_bytes,4);
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len=((len_bytes[3]<<24)
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|(len_bytes[2]<<16)
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|(len_bytes[1]<<8)
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|(len_bytes[0]));
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}
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lseek(fd,offs,SEEK_SET);
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com_filesize=len;
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#ifdef WIN32
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setmode(fd,O_BINARY);
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#endif
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return fdopen(fd,"rb");
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return 0;
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}
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int file_from_pak; // global indicating file came from pack file ZOID
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/*
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COM_FOpenFile
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Finds the file in the search path.
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Sets com_filesize and one of handle or file
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*/
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int
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COM_FOpenFile (char *filename, FILE **gzfile)
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{
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searchpath_t *search;
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char netpath[MAX_OSPATH];
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pack_t *pak;
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int i;
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int findtime;
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file_from_pak = 0;
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//
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// search through the path, one element at a time
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//
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for (search = com_searchpaths ; search ; search = search->next)
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{
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// is the element a pak file?
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if (search->pack)
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{
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// look through all the pak file elements
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pak = search->pack;
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for (i=0 ; i<pak->numfiles ; i++) {
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char *fn=0;
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if (!strcmp (pak->files[i].name, filename))
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fn=filename;
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if (fn)
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{ // found it!
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if (developer->value)
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Sys_Printf ("PackFile: %s : %s\n",pak->filename, fn);
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// open a new file on the pakfile
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*gzfile=COM_OpenRead(pak->filename,pak->files[i].filepos,
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pak->files[i].filelen);
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file_from_pak = 1;
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return com_filesize;
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}
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}
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}
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else
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{
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// check a file in the directory tree
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snprintf(netpath, sizeof(netpath), "%s/%s",search->filename,
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filename);
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findtime = Sys_FileTime (netpath);
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if (findtime == -1) {
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continue;
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}
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if(developer->value)
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Sys_Printf ("FindFile: %s\n",netpath);
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*gzfile=COM_OpenRead(netpath,-1,-1);
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return com_filesize;
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}
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}
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Sys_Printf ("FindFile: can't find %s\n", filename);
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*gzfile = NULL;
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com_filesize = -1;
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return -1;
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}
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cache_user_t *loadcache;
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byte *loadbuf;
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int loadsize;
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/*
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COM_LoadFile
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Filename are relative to the quake directory.
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Allways appends a 0 byte to the loaded data.
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*/
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byte *
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COM_LoadFile (char *path, int usehunk)
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{
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FILE *h;
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byte *buf;
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char base[32];
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int len;
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buf = NULL; // quiet compiler warning
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// look for it in the filesystem or pack files
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len = com_filesize = COM_FOpenFile (path, &h);
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if (!h)
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return NULL;
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// extract the filename base name for hunk tag
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COM_FileBase (path, base);
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if (usehunk == 1)
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buf = Hunk_AllocName (len+1, base);
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else if (usehunk == 2)
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buf = Hunk_TempAlloc (len+1);
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else if (usehunk == 0)
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buf = Z_Malloc (len+1);
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else if (usehunk == 3)
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buf = Cache_Alloc (loadcache, len+1, base);
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else if (usehunk == 4)
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{
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if (len+1 > loadsize)
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buf = Hunk_TempAlloc (len+1);
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else
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buf = loadbuf;
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}
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else
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Sys_Error ("COM_LoadFile: bad usehunk");
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if (!buf)
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Sys_Error ("COM_LoadFile: not enough space for %s", path);
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((byte *)buf)[len] = 0;
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if (!is_server) {
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Draw_BeginDisc();
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}
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fread (buf, 1, len, h);
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fclose (h);
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if (!is_server) {
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Draw_EndDisc();
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}
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return buf;
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}
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byte *
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COM_LoadHunkFile (char *path)
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{
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return COM_LoadFile (path, 1);
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}
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byte *
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COM_LoadTempFile (char *path)
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{
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return COM_LoadFile (path, 2);
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}
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void
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COM_LoadCacheFile (char *path, struct cache_user_s *cu)
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{
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loadcache = cu;
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COM_LoadFile (path, 3);
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}
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// uses temp hunk if larger than bufsize
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byte *
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COM_LoadStackFile (char *path, void *buffer, int bufsize)
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{
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byte *buf;
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loadbuf = (byte *)buffer;
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loadsize = bufsize;
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buf = COM_LoadFile (path, 4);
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return buf;
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}
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/*
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COM_LoadPackFile
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Takes an explicit (not game tree related) path to a pak file.
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Loads the header and directory, adding the files at the beginning
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of the list so they override previous pack files.
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*/
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pack_t *
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COM_LoadPackFile (char *packfile)
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{
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dpackheader_t header;
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int i;
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packfile_t *newfiles;
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int numpackfiles;
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pack_t *pack;
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FILE *packhandle;
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dpackfile_t info[MAX_FILES_IN_PACK];
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if (COM_FileOpenRead (packfile, &packhandle) == -1)
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return NULL;
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fread (&header, 1, sizeof(header), packhandle);
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if (header.id[0] != 'P' || header.id[1] != 'A'
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|| header.id[2] != 'C' || header.id[3] != 'K')
|
|
Sys_Error ("%s is not a packfile", packfile);
|
|
header.dirofs = LittleLong (header.dirofs);
|
|
header.dirlen = LittleLong (header.dirlen);
|
|
|
|
numpackfiles = header.dirlen / sizeof(dpackfile_t);
|
|
|
|
if (numpackfiles > MAX_FILES_IN_PACK)
|
|
Sys_Error ("%s has %i files", packfile, numpackfiles);
|
|
|
|
newfiles = Z_Malloc (numpackfiles * sizeof(packfile_t));
|
|
|
|
fseek (packhandle, header.dirofs, SEEK_SET);
|
|
fread (info, 1, header.dirlen, packhandle);
|
|
|
|
|
|
// parse the directory
|
|
for (i=0 ; i<numpackfiles ; i++)
|
|
{
|
|
strcpy (newfiles[i].name, info[i].name);
|
|
newfiles[i].filepos = LittleLong(info[i].filepos);
|
|
newfiles[i].filelen = LittleLong(info[i].filelen);
|
|
}
|
|
|
|
pack = Z_Malloc (sizeof (pack_t));
|
|
strcpy (pack->filename, packfile);
|
|
pack->handle = packhandle;
|
|
pack->numfiles = numpackfiles;
|
|
pack->files = newfiles;
|
|
|
|
Con_Printf ("Added packfile %s (%i files)\n", packfile, numpackfiles);
|
|
return pack;
|
|
}
|
|
|
|
#define FBLOCK_SIZE 32
|
|
#define FNAME_SIZE MAX_OSPATH
|
|
|
|
// Note, this is /NOT/ a work-alike strcmp, this groups numbers sanely.
|
|
//int qstrcmp(const char *val, const char *ref)
|
|
int qstrcmp(char **os1, char **os2)
|
|
{
|
|
int in1, in2, n1, n2;
|
|
char *s1, *s2;
|
|
s1 = *os1;
|
|
s2 = *os2;
|
|
|
|
while (1) {
|
|
in1 = in2 = n1 = n2 = 0;
|
|
|
|
if ((in1 = isdigit((int) *s1)))
|
|
n1 = strtol(s1, &s1, 10);
|
|
|
|
if ((in2 = isdigit((int) *s2)))
|
|
n2 = strtol(s2, &s2, 10);
|
|
|
|
if (in1 && in2) {
|
|
if (n1 != n2)
|
|
return n1-n2;
|
|
} else {
|
|
if (*s1 != *s2)
|
|
return *s1 - *s2;
|
|
else if (*s1 == '\0')
|
|
return *s1 - *s2;
|
|
s1++;
|
|
s2++;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
COM_LoadGameDirectory(char *dir)
|
|
{
|
|
searchpath_t *search;
|
|
pack_t *pak;
|
|
DIR *dir_ptr;
|
|
struct dirent *dirent;
|
|
char **pakfiles = NULL;
|
|
int i = 0, bufsize = 0, count = 0;
|
|
|
|
Con_DPrintf ("COM_LoadGameDirectory (\"%s\")\n", dir);
|
|
|
|
pakfiles = malloc(FBLOCK_SIZE * sizeof(char *));
|
|
bufsize += FBLOCK_SIZE;
|
|
if (!pakfiles)
|
|
goto COM_LoadGameDirectory_free;
|
|
|
|
for (i = count; i < bufsize; i++) {
|
|
pakfiles[i] = NULL;
|
|
}
|
|
|
|
dir_ptr = opendir(dir);
|
|
if (!dir_ptr)
|
|
return;
|
|
|
|
while ((dirent = readdir(dir_ptr))) {
|
|
if (!fnmatch("*.pak", dirent->d_name, 0)) {
|
|
if (count >= bufsize) {
|
|
bufsize += FBLOCK_SIZE;
|
|
pakfiles = realloc(pakfiles, bufsize * sizeof(char *));
|
|
if (!pakfiles)
|
|
goto COM_LoadGameDirectory_free;
|
|
for (i = count; i < bufsize; i++)
|
|
pakfiles[i] = NULL;
|
|
}
|
|
|
|
pakfiles[count] = malloc(FNAME_SIZE);
|
|
snprintf(pakfiles[count], FNAME_SIZE - 1, "%s/%s", dir,
|
|
dirent->d_name);
|
|
pakfiles[count][FNAME_SIZE - 1] = '\0';
|
|
count++;
|
|
}
|
|
}
|
|
closedir(dir_ptr);
|
|
|
|
// XXX WARNING!!! This is /NOT/ subtable for strcmp!!!!!
|
|
// This passes 'char **' instead of 'char *' to the cmp function!
|
|
qsort(pakfiles, count, sizeof(char *),
|
|
(int (*)(const void *, const void *)) qstrcmp);
|
|
|
|
for (i = 0; i < count; i++) {
|
|
pak = COM_LoadPackFile(pakfiles[i]);
|
|
|
|
if (!pak) {
|
|
Sys_Error(va("Bad pakfile %s!!", pakfiles[i]));
|
|
} else {
|
|
search = Z_Malloc (sizeof(searchpath_t));
|
|
search->pack = pak;
|
|
search->next = com_searchpaths;
|
|
com_searchpaths = search;
|
|
}
|
|
}
|
|
|
|
COM_LoadGameDirectory_free:
|
|
for (i = 0; i < count; i++)
|
|
free(pakfiles[i]);
|
|
free(pakfiles);
|
|
}
|
|
|
|
/*
|
|
COM_AddDirectory
|
|
|
|
Sets com_gamedir, adds the directory to the head of the path,
|
|
then loads and adds pak1.pak pak2.pak ...
|
|
*/
|
|
void
|
|
COM_AddDirectory (char *dir)
|
|
{
|
|
searchpath_t *search;
|
|
char *p;
|
|
char e_dir[PATH_MAX];
|
|
|
|
Qexpand_squiggle (dir, e_dir);
|
|
dir = e_dir;
|
|
|
|
if ((p = strrchr(dir, '/')) != NULL) {
|
|
strcpy (gamedirfile, ++p);
|
|
strcpy (com_gamedir, dir);
|
|
} else {
|
|
strcpy (gamedirfile, dir);
|
|
strcpy (com_gamedir, va("%s/%s", fs_userpath->string, dir));
|
|
}
|
|
|
|
//
|
|
// add the directory to the search path
|
|
//
|
|
search = Z_Malloc (sizeof(searchpath_t));
|
|
strcpy (search->filename, dir);
|
|
search->next = com_searchpaths;
|
|
com_searchpaths = search;
|
|
|
|
//
|
|
// add any pak files in the format pak0.pak pak1.pak, ...
|
|
//
|
|
|
|
COM_LoadGameDirectory (dir);
|
|
}
|
|
|
|
/*
|
|
COM_AddGameDirectory
|
|
|
|
FIXME: this is a wrapper for COM_AddDirectory (which used to be
|
|
this function) to have it load share and base paths. Whenver
|
|
someone goes through to clean up the fs code, this function should
|
|
merge with COM_AddGameDirectory.
|
|
*/
|
|
void
|
|
COM_AddGameDirectory (char *dir)
|
|
{
|
|
Con_DPrintf ("COM_AddGameDirectory (\"%s/%s\")\n",
|
|
fs_sharepath->string, dir);
|
|
|
|
if (strcmp (fs_sharepath->string, fs_userpath->string) != 0)
|
|
COM_AddDirectory (va("%s/%s", fs_sharepath->string, dir));
|
|
COM_AddDirectory (va("%s/%s", fs_userpath->string, dir));
|
|
}
|
|
|
|
/*
|
|
COM_Gamedir
|
|
|
|
Sets the gamedir and path to a different directory.
|
|
*/
|
|
void
|
|
COM_Gamedir (char *dir)
|
|
{
|
|
searchpath_t *next;
|
|
|
|
if (strstr(dir, "..") || strstr(dir, "/")
|
|
|| strstr(dir, "\\") || strstr(dir, ":") )
|
|
{
|
|
Con_Printf ("Gamedir should be a single filename, not a path\n");
|
|
return;
|
|
}
|
|
|
|
if (strcmp (gamedirfile, dir) == 0)
|
|
return; // still the same
|
|
strcpy (gamedirfile, dir);
|
|
|
|
//
|
|
// free up any current game dir info
|
|
//
|
|
while (com_searchpaths != com_base_searchpaths)
|
|
{
|
|
if (com_searchpaths->pack)
|
|
{
|
|
fclose (com_searchpaths->pack->handle);
|
|
Z_Free (com_searchpaths->pack->files);
|
|
Z_Free (com_searchpaths->pack);
|
|
}
|
|
next = com_searchpaths->next;
|
|
Z_Free (com_searchpaths);
|
|
com_searchpaths = next;
|
|
}
|
|
|
|
//
|
|
// flush all data, so it will be forced to reload
|
|
//
|
|
Cache_Flush ();
|
|
|
|
if (strcmp (dir, fs_basegame->string) == 0)
|
|
return;
|
|
if (strcmp (dir, "qw") == 0
|
|
&& strcmp (fs_basegame->string, "id1") == 0)
|
|
return;
|
|
|
|
COM_AddGameDirectory (dir);
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_Gamedir_f
|
|
|
|
Sets the gamedir and path to a different directory.
|
|
================
|
|
*/
|
|
|
|
void COM_Gamedir_f (void)
|
|
{
|
|
char *dir;
|
|
|
|
if (Cmd_Argc() == 1)
|
|
{
|
|
Con_Printf ("Current gamedir: %s\n", gamedirfile);
|
|
return;
|
|
}
|
|
|
|
if (Cmd_Argc() != 2)
|
|
{
|
|
Con_Printf ("Usage: gamedir <newdir>\n");
|
|
return;
|
|
}
|
|
|
|
dir = Cmd_Argv(1);
|
|
|
|
if (strstr(dir, "..") || strstr(dir, "/")
|
|
|| strstr(dir, "\\") || strstr(dir, ":") )
|
|
{
|
|
Con_Printf ("Gamedir should be a single filename, not a path\n");
|
|
return;
|
|
}
|
|
|
|
COM_Gamedir (dir);
|
|
|
|
if (is_server) {
|
|
Info_SetValueForStarKey (svs.info, "*gamedir", dir,
|
|
MAX_SERVERINFO_STRING);
|
|
}
|
|
}
|
|
|
|
/*
|
|
COM_InitFilesystem
|
|
*/
|
|
void
|
|
COM_InitFilesystem ( void )
|
|
{
|
|
fs_sharepath = Cvar_Get ("fs_sharepath", FS_SHAREPATH, CVAR_ROM,
|
|
"location of shared (read only) game directories");
|
|
fs_userpath = Cvar_Get ("fs_userpath", FS_USERPATH, CVAR_ROM,
|
|
"location of your game directories");
|
|
fs_basegame = Cvar_Get ("fs_basegame", BASEGAME, CVAR_ROM,
|
|
"game to use by default");
|
|
Cmd_AddCommand ("gamedir", COM_Gamedir_f);
|
|
|
|
/*
|
|
start up with basegame->string by default
|
|
*/
|
|
COM_CreatePath (va("%s/%s/dummy", fs_userpath->string,
|
|
fs_basegame->string));
|
|
COM_AddGameDirectory(fs_basegame->string);
|
|
|
|
// If we're dealing with id1, use qw too
|
|
if (stricmp (fs_basegame->string, "id1") == 0)
|
|
{
|
|
COM_CreatePath (va("%s/qw/dummy", fs_userpath->string));
|
|
COM_AddGameDirectory ("qw");
|
|
}
|
|
|
|
// any set gamedirs will be freed up to here
|
|
com_base_searchpaths = com_searchpaths;
|
|
}
|
|
|
|
/*
|
|
============
|
|
COM_SkipPath
|
|
============
|
|
*/
|
|
char *COM_SkipPath (char *pathname)
|
|
{
|
|
char *last;
|
|
|
|
last = pathname;
|
|
while (*pathname)
|
|
{
|
|
if (*pathname=='/')
|
|
last = pathname+1;
|
|
pathname++;
|
|
}
|
|
return last;
|
|
}
|
|
|
|
/*
|
|
============
|
|
COM_StripExtension
|
|
============
|
|
*/
|
|
void COM_StripExtension (char *in, char *out)
|
|
{
|
|
while (*in && *in != '.')
|
|
*out++ = *in++;
|
|
*out = 0;
|
|
}
|
|
|
|
/*
|
|
============
|
|
COM_FileExtension
|
|
============
|
|
*/
|
|
char *COM_FileExtension (char *in)
|
|
{
|
|
static char exten[8];
|
|
int i;
|
|
|
|
while (*in && *in != '.')
|
|
in++;
|
|
if (!*in)
|
|
return "";
|
|
in++;
|
|
for (i=0 ; i<7 && *in ; i++,in++)
|
|
exten[i] = *in;
|
|
exten[i] = 0;
|
|
return exten;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
COM_DefaultExtension
|
|
==================
|
|
*/
|
|
void COM_DefaultExtension (char *path, char *extension)
|
|
{
|
|
char *src;
|
|
//
|
|
// if path doesn't have a .EXT, append extension
|
|
// (extension should include the .)
|
|
//
|
|
src = path + strlen(path) - 1;
|
|
|
|
while (*src != '/' && src != path)
|
|
{
|
|
if (*src == '.')
|
|
return; // it has an extension
|
|
src--;
|
|
}
|
|
|
|
strcat (path, extension);
|
|
}
|