quakeforge/qw/source/game.c
Bill Currie 8d853589e3 Use the gamedir callback for the serverinfo key.
This gits rid of a bit of nastiness in the gamedir code :)
2011-09-04 09:58:13 +09:00

92 lines
1.9 KiB
C

/*
game.c
game specific support (notably hipnotic, rogue and abyss)
Copyright (C) 1996-1997 Id Software, Inc.
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/info.h"
#include "QF/qargs.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "game.h"
#include "server.h"
/*
SV_Gamedir_f
Sets the gamedir and path to a different directory.
*/
static void
SV_Gamedir_f (void)
{
const char *dir;
if (Cmd_Argc () == 1) {
Sys_Printf ("Current gamedir: %s\n", qfs_gamedir->gamedir);
return;
}
if (Cmd_Argc () != 2) {
Sys_Printf ("Usage: gamedir <newdir>\n");
return;
}
dir = Cmd_Argv (1);
if (strstr (dir, "..") || strstr (dir, "/")
|| strstr (dir, "\\") || strstr (dir, ":")) {
Sys_Printf ("Gamedir must be a single filename, not a path\n");
return;
}
QFS_Gamedir (dir);
}
void
Game_Init (void)
{
Cmd_AddCommand ("gamedir", SV_Gamedir_f,
"Specifies the directory to be used while playing.");
}
void
Game_Init_Cvars (void)
{
}