/* Copyright (C) 1996-1997 Id Software, Inc. Portions Copyright (C) 1999,2000 Nelson Rush. Copyright (C) 1999,2000 contributors of the QuakeForge project Please see the file "AUTHORS" for a list of contributors This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // common.c -- misc functions used in client and server #include #include "qtypes.h" #include "quakefs.h" #include "sys.h" #include "console.h" #include "common_quakedef.h" #include "zone.h" #include "common.h" #include "draw.h" /* All of Quake's data access is through a hierchal file system, but the contents of the file system can be transparently merged from several sources. The "base directory" is the path to the directory holding the quake.exe and all game directories. The sys_* files pass this to host_init in quakeparms_t->basedir. This can be overridden with the "-basedir" command line parm to allow code debugging in a different directory. The base directory is only used during filesystem initialization. The "game directory" is the first tree on the search path and directory that all generated files (savegames, screenshots, demos, config files) will be saved to. This can be overridden with the "-game" command line parameter. The game directory can never be changed while quake is executing. This is a precacution against having a malicious server instruct clients to write files over areas they shouldn't. The "cache directory" is only used during development to save network bandwidth, especially over ISDN / T1 lines. If there is a cache directory specified, when a file is found by the normal search path, it will be mirrored into the cache directory, then opened there. */ /* ============================================================================= QUAKE FILESYSTEM ============================================================================= */ /* Begin Generations */ #if defined(_EXPERIMENTAL_) && defined(GENERATIONS) #include "unzip.h" #endif typedef unsigned char byte_t; char gamedirfile[MAX_OSPATH]; #ifndef _AIX typedef unsigned int uint_t; typedef unsigned short ushort_t; #endif /* End Generations */ int com_filesize; // // in memory // typedef struct { char name[MAX_QPATH]; int filepos, filelen; } packfile_t; typedef struct pack_s { char filename[MAX_OSPATH]; FILE *handle; int numfiles; packfile_t *files; } pack_t; // // on disk // typedef struct { char name[56]; int filepos, filelen; } dpackfile_t; typedef struct { char id[4]; int dirofs; int dirlen; } dpackheader_t; #define MAX_FILES_IN_PACK 2048 char com_gamedir[MAX_OSPATH]; char com_basedir[MAX_OSPATH]; typedef struct searchpath_s { char filename[MAX_OSPATH]; pack_t *pack; // only one of filename / pack will be used struct searchpath_s *next; } searchpath_t; searchpath_t *com_searchpaths; 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; } 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); } /* ============ COM_Path_f ============ */ void COM_Path_f (void) { searchpath_t *s; Con_Printf ("Current search path:\n"); for (s=com_searchpaths ; s ; s=s->next) { if (s == com_base_searchpaths) Con_Printf ("----------\n"); if (s->pack) Con_Printf ("%s (%i files)\n", s->pack->filename, s->pack->numfiles); else Con_Printf ("%s\n", s->filename); } } /* ============ COM_WriteFile The filename will be prefixed by the current game directory ============ */ void COM_WriteFile (char *filename, void *data, int len) { FILE *f; char name[MAX_OSPATH]; snprintf(name, sizeof(name), "%s/%s", com_gamedir, filename); f = fopen (name, "wb"); if (!f) { Sys_mkdir(com_gamedir); f = fopen (name, "wb"); if (!f) Sys_Error ("Error opening %s", filename); } Sys_Printf ("COM_WriteFile: %s\n", name); fwrite (data, 1, len, f); fclose (f); } /* ============ COM_CreatePath Only used for CopyFile and download ============ */ 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. =========== */ 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); } /* =========== COM_FindFile Finds the file in the search path. Sets com_filesize and one of handle or file =========== */ int file_from_pak; // global indicating file came from pack file ZOID int COM_FOpenFile (char *filename, FILE **file) { searchpath_t *search; char netpath[MAX_OSPATH]; pack_t *pak; int i; int findtime; char gzfilename[MAX_OSPATH]; strncpy(gzfilename,filename,sizeof(gzfilename)); strncat(gzfilename,".gz",sizeof(gzfilename)); file_from_pak = 0; // // search through the path, one element at a time // for (search = com_searchpaths ; search ; search = search->next) { // is the element a pak file? if (search->pack) { // look through all the pak file elements pak = search->pack; for (i=0 ; inumfiles ; i++) { char *fn=0; if (!strcmp (pak->files[i].name, filename)) fn=filename; else if (!strcmp (pak->files[i].name, gzfilename)) fn=gzfilename; if (fn) { // found it! if(developer.value) Sys_Printf ("PackFile: %s : %s\n",pak->filename, fn); // open a new file on the pakfile *file = fopen (pak->filename, "rb"); if (!*file) Sys_Error ("Couldn't reopen %s", pak->filename); fseek (*file, pak->files[i].filepos, SEEK_SET); com_filesize = pak->files[i].filelen; file_from_pak = 1; return com_filesize; } } } else { // check a file in the directory tree snprintf(netpath, sizeof(netpath), "%s/%s",search->filename, filename); findtime = Sys_FileTime (netpath); if (findtime == -1) { snprintf(netpath, sizeof(netpath), "%s/%s",search->filename, gzfilename); findtime = Sys_FileTime (netpath); if (findtime == -1) continue; } if(developer.value) Sys_Printf ("FindFile: %s\n",netpath); *file = fopen (netpath, "rb"); return COM_filelength (*file); } } Sys_Printf ("FindFile: can't find %s\n", filename); *file = NULL; com_filesize = -1; return -1; } /* ============ COM_LoadFile Filename are relative to the quake directory. Allways appends a 0 byte to the loaded data. ============ */ cache_user_t *loadcache; byte *loadbuf; int loadsize; byte *COM_LoadFile (char *path, int usehunk) { FILE *h; byte *buf; char base[32]; int len; buf = NULL; // quiet compiler warning // look for it in the filesystem or pack files len = com_filesize = COM_FOpenFile (path, &h); if (!h) return NULL; // extract the filename base name for hunk tag COM_FileBase (path, base); if (usehunk == 1) buf = Hunk_AllocName (len+1, base); else if (usehunk == 2) buf = Hunk_TempAlloc (len+1); else if (usehunk == 0) buf = Z_Malloc (len+1); else if (usehunk == 3) buf = Cache_Alloc (loadcache, len+1, base); else if (usehunk == 4) { if (len+1 > loadsize) buf = Hunk_TempAlloc (len+1); else buf = loadbuf; } else Sys_Error ("COM_LoadFile: bad usehunk"); if (!buf) Sys_Error ("COM_LoadFile: not enough space for %s", path); ((byte *)buf)[len] = 0; #ifndef SERVERONLY Draw_BeginDisc (); #endif fread (buf, 1, len, h); fclose (h); #ifndef SERVERONLY Draw_EndDisc (); #endif return buf; } byte *COM_LoadHunkFile (char *path) { return COM_LoadFile (path, 1); } byte *COM_LoadTempFile (char *path) { return COM_LoadFile (path, 2); } void COM_LoadCacheFile (char *path, struct cache_user_s *cu) { loadcache = cu; COM_LoadFile (path, 3); } // uses temp hunk if larger than bufsize byte *COM_LoadStackFile (char *path, void *buffer, int bufsize) { byte *buf; loadbuf = (byte *)buffer; loadsize = bufsize; buf = COM_LoadFile (path, 4); return buf; } /* ================= COM_LoadPackFile Takes an explicit (not game tree related) path to a pak file. Loads the header and directory, adding the files at the beginning of the list so they override previous pack files. ================= */ pack_t *COM_LoadPackFile (char *packfile) { dpackheader_t header; int i; packfile_t *newfiles; int numpackfiles; pack_t *pack; FILE *packhandle; dpackfile_t info[MAX_FILES_IN_PACK]; if (COM_FileOpenRead (packfile, &packhandle) == -1) return NULL; fread (&header, 1, sizeof(header), packhandle); if (header.id[0] != 'P' || header.id[1] != 'A' || 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 ; ifilename, packfile); pack->handle = packhandle; pack->numfiles = numpackfiles; pack->files = newfiles; Con_Printf ("Added packfile %s (%i files)\n", packfile, numpackfiles); return pack; } #if defined(_EXPERIMENTAL_) && defined(GENERATIONS) int COM_pak3_checkfile(unzFile *pak, const char *path) { int status; status = unzLocateFile(pak, path, 2); return (status == UNZ_OK); } void COM_pak3_closepak(unzFile *pak) { if (pak) unzClose(pak); pak = NULL; } void COM_pak3_close(unzFile *pak) { unzCloseCurrentFile(pak); } int COM_pak3_read(unzFile *pak, void *buf, uint_t size, uint_t nmemb) { int len; len = unzReadCurrentFile(pak, buf, size * nmemb); return len / size; } int COM_pak3_open(unzFile *pak, const char *path) { if (unzLocateFile(pak, path, 2) != UNZ_OK) return 0; if (unzOpenCurrentFile(pak) != UNZ_OK) return 0; return 1; } uint_t COM_pak3_getlen(unzFile *pak) { unz_file_info info; if (unzGetCurrentFileInfo(pak, &info, NULL, 0, NULL, 0, NULL, 0) != UNZ_OK) return 0; return info.uncompressed_size; } uint_t COM_pak3_readfile(unzFile *pak, const char *path, uint_t bufsize, byte_t *buf) { uint_t len; if (!COM_pak3_open(pak,path)) return 0; if ((len = COM_pak3_getlen(pak)) != 0) { if (COM_pak3_read(pak, (void*)buf, 1, len) != len) len = 0; } COM_pak3_close(pak); return len; } #endif #if defined _EXPERIMENTAL_ && GENERATIONS pack_t *COM_LoadQ3PackFile (char *packfile) { int i; packfile_t *newfiles; float numpackfiles; unzFile *pak; pack_t *pack_old; int status; dpackfile_t info[MAX_FILES_IN_PACK]; char szCurrentFileName[UNZ_MAXFILENAMEINZIP+1]; pak = unzOpen(packfile); numpackfiles = 0; Con_Printf ("Assigned Numpackfiles\n"); if (!pak) return NULL; newfiles = Hunk_AllocName (numpackfiles * sizeof(unzFile), "packfile"); status=unzGoToFirstFile(pak); while(status == UNZ_OK) { unzGetCurrentFileInfo(pak,NULL,&szCurrentFileName,64,NULL,0,NULL,0); if(strcmp(newfiles[i].name, szCurrentFileName)==0) break; strcpy (newfiles[i].name, szCurrentFileName); Con_Printf ("strcpy'ed %s into newfiles[%i].name Ok\n",szCurrentFileName, i); newfiles[i].filepos = LittleLong(unztell(pak)); // newfiles[i].filelen = LittleLong(COM_pak3_readfile(pak,packfile,64,64)); Con_Printf ("Added File\n"); status=unzGoToNextFile(pak); ++numpackfiles; ++i; } Con_Printf ("Added files in %s to game data Ok\n", packfile); pack_old = Hunk_Alloc (sizeof (pack_t)); strcpy (pack_old->filename, packfile); //pack_old->handle = unzGetLocalExtrafield(packfile, NULL, NULL); pack_old->numfiles = numpackfiles; pack_old->files = newfiles; Con_Printf ("Added packfile %s (%.0f files)\n", packfile, numpackfiles); COM_pak3_close(pak); return pack_old; } #endif void COM_LoadGameDirectory(char *dir) { int i; searchpath_t *search; pack_t *pak; char pakfile[MAX_OSPATH]; char *p; // Load all Pak1 files: for (i=0 ; ; i++) { snprintf(pakfile, sizeof(pakfile), "%s/pak%i.pak", dir, i); pak = COM_LoadPackFile(pakfile); if(!pak) break; search = Hunk_Alloc (sizeof(searchpath_t)); search->pack = pak; search->next = com_searchpaths; com_searchpaths = search; } #if defined _EXPERIMENTAL_ && GENERATIONS // Load all Pak3 files. for (i=0 ; ; i++) { snprintf(pakfile, sizeof(pakfile), "%s/pak%i.pak3", dir, i); pak = COM_LoadPak3File(pakfile); if(!pak) break; search = Hunk_Alloc (sizeof(searchpath_t)); search->pack = pak; search->next = com_searchpaths; com_searchpaths = search; } #endif } /* ================ COM_AddGameDirectory Sets com_gamedir, adds the directory to the head of the path, then loads and adds pak1.pak pak2.pak ... ================ */ void COM_AddGameDirectory (char *dir) { int i; searchpath_t *search; pack_t *pak; char pakfile[MAX_OSPATH]; char *p; if ((p = strrchr(dir, '/')) != NULL) strcpy(gamedirfile, ++p); else strcpy(gamedirfile, dir); strcpy (com_gamedir, dir); // // add the directory to the search path // search = Hunk_Alloc (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_Gamedir Sets the gamedir and path to a different directory. ================ */ void COM_Gamedir (char *dir) { searchpath_t *search, *next; int i; pack_t *pak; char pakfile[MAX_OSPATH]; 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)) 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, GAMENAME) || !strcmp(dir, "qw")) return; snprintf(com_gamedir, sizeof(com_gamedir), "%s/%s", com_basedir, dir); // // add the directory to the search path // search = Z_Malloc (sizeof(searchpath_t)); strcpy (search->filename, com_gamedir); search->next = com_searchpaths; com_searchpaths = search; // // add any pak files in the format pak0.pak pak1.pak, ... // COM_LoadGameDirectory(dir); //} } /* ================ COM_InitFilesystem ================ */ void COM_InitFilesystem (void) { int i; // // -basedir // Overrides the system supplied base directory // i = COM_CheckParm ("-basedir"); if (i && i < com_argc-1) strcpy (com_basedir, com_argv[i+1]); else strcpy (com_basedir, host_parms.basedir); // // start up with GAMENAME by default // COM_AddGameDirectory (va("%s/" GAMENAME, com_basedir) ); COM_AddGameDirectory (va("%s/qw", com_basedir) ); // any set gamedirs will be freed up to here com_base_searchpaths = com_searchpaths; }