mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-26 22:11:18 +00:00
Revert pk3dir patch because some users report the code gets stuck in an infinite loop in the new code
This commit is contained in:
parent
2c0b262a5a
commit
b5456faaea
2 changed files with 14 additions and 87 deletions
6
README
6
README
|
@ -493,12 +493,6 @@ QuakeLive mouse acceleration (patch and this text written by TTimo from id)
|
|||
|
||||
---------------------------------------------------- README for Developers -----
|
||||
|
||||
pk3dir
|
||||
Ioquake3 has a useful new feature for mappers. Paths in a game directory with
|
||||
the extension ".pk3dir" are treated like pak files. This means you can keep
|
||||
all files specific to your map in one directory tree and easily zip this
|
||||
folder for distribution.
|
||||
|
||||
64bit mods
|
||||
If you wish to compile external mods as shared libraries on a 64bit platform,
|
||||
and the mod source is derived from the id Q3 SDK, you will need to modify the
|
||||
|
|
|
@ -2822,20 +2822,12 @@ then loads the zip headers
|
|||
*/
|
||||
void FS_AddGameDirectory( const char *path, const char *dir ) {
|
||||
searchpath_t *sp;
|
||||
int i;
|
||||
searchpath_t *search;
|
||||
pack_t *pak;
|
||||
char curpath[MAX_OSPATH + 1], *pakfile;
|
||||
int numfiles;
|
||||
char **pakfiles;
|
||||
int pakfilesi;
|
||||
char **pakfilestmp;
|
||||
int numdirs;
|
||||
char **pakdirs;
|
||||
int pakdirsi;
|
||||
char **pakdirstmp;
|
||||
|
||||
int pakwhich;
|
||||
int len;
|
||||
|
||||
// Unique
|
||||
for ( sp = fs_searchpaths ; sp ; sp = sp->next ) {
|
||||
|
@ -2850,84 +2842,25 @@ void FS_AddGameDirectory( const char *path, const char *dir ) {
|
|||
Q_strncpyz(curpath, FS_BuildOSPath(path, dir, ""), sizeof(curpath));
|
||||
curpath[strlen(curpath) - 1] = '\0'; // strip the trailing slash
|
||||
|
||||
// Get .pk3 files
|
||||
pakfiles = Sys_ListFiles(curpath, ".pk3", NULL, &numfiles, qfalse);
|
||||
|
||||
// Get top level directories (we'll filter them later since the Sys_ListFiles filtering is terrible)
|
||||
pakdirs = Sys_ListFiles(curpath, "/", NULL, &numdirs, qfalse);
|
||||
|
||||
qsort( pakfiles, numfiles, sizeof(char*), paksort );
|
||||
qsort(pakdirs, numdirs, sizeof(char *), paksort);
|
||||
|
||||
pakfilesi = 0;
|
||||
pakdirsi = 0;
|
||||
for ( i = 0 ; i < numfiles ; i++ ) {
|
||||
pakfile = FS_BuildOSPath( path, dir, pakfiles[i] );
|
||||
if ( ( pak = FS_LoadZipFile( pakfile, pakfiles[i] ) ) == 0 )
|
||||
continue;
|
||||
|
||||
// Log may not be initialized at this point, but it will still show in the console.
|
||||
Q_strncpyz(pak->pakPathname, curpath, sizeof(pak->pakPathname));
|
||||
// store the game name for downloading
|
||||
Q_strncpyz(pak->pakGamename, dir, sizeof(pak->pakGamename));
|
||||
|
||||
fs_packFiles += pak->numfiles;
|
||||
|
||||
while((pakfilesi + pakdirsi) < (numfiles + numdirs))
|
||||
{
|
||||
// Check if a pakfile or pakdir comes next
|
||||
if (pakfilesi >= numfiles) {
|
||||
// We've used all the pakfiles, it must be a pakdir.
|
||||
pakwhich = 0;
|
||||
}
|
||||
else if (pakdirsi >= numdirs) {
|
||||
// We've used all the pakdirs, it must be a pakfile.
|
||||
pakwhich = 1;
|
||||
}
|
||||
else {
|
||||
// Could be either, compare to see which name comes first
|
||||
// Need tmp variables for appropriate indirection for paksort()
|
||||
pakfilestmp = &pakfiles[pakfilesi];
|
||||
pakdirstmp = &pakdirs[pakdirsi];
|
||||
pakwhich = (paksort(pakfilestmp, pakdirstmp) < 0);
|
||||
}
|
||||
|
||||
if (pakwhich) {
|
||||
// The next .pk3 file is before the next .pk3dir
|
||||
pakfile = FS_BuildOSPath(path, dir, pakfiles[pakfilesi]);
|
||||
if ((pak = FS_LoadZipFile(pakfile, pakfiles[pakfilesi])) == 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Q_strncpyz(pak->pakPathname, curpath, sizeof(pak->pakPathname));
|
||||
// store the game name for downloading
|
||||
Q_strncpyz(pak->pakGamename, dir, sizeof(pak->pakGamename));
|
||||
|
||||
fs_packFiles += pak->numfiles;
|
||||
|
||||
search = Z_Malloc(sizeof(searchpath_t));
|
||||
search->pack = pak;
|
||||
search->next = fs_searchpaths;
|
||||
fs_searchpaths = search;
|
||||
|
||||
pakfilesi++;
|
||||
}
|
||||
else {
|
||||
// The next .pk3dir is before the next .pk3 file
|
||||
// But wait, this could be any directory, we're filtering to only ending with ".pk3dir" here.
|
||||
len = strlen(pakdirs[pakdirsi]);
|
||||
if (!FS_IsExt(pakdirs[pakdirsi], ".pk3dir", len)) {
|
||||
// This isn't a .pk3dir! Next!
|
||||
pakdirsi++;
|
||||
continue;
|
||||
}
|
||||
|
||||
pakfile = FS_BuildOSPath(path, dir, pakdirs[pakdirsi]);
|
||||
|
||||
// add the directory to the search path
|
||||
search = Z_Malloc(sizeof(searchpath_t));
|
||||
search->dir = Z_Malloc(sizeof(*search->dir));
|
||||
|
||||
Q_strncpyz(search->dir->path, curpath, sizeof(search->dir->path)); // c:\xreal\base
|
||||
Q_strncpyz(search->dir->fullpath, pakfile, sizeof(search->dir->fullpath)); // c:\xreal\base\mypak.pk3dir
|
||||
Q_strncpyz(search->dir->gamedir, pakdirs[pakdirsi], sizeof(search->dir->gamedir)); // mypak.pk3dir
|
||||
|
||||
search->next = fs_searchpaths;
|
||||
fs_searchpaths = search;
|
||||
|
||||
pakdirsi++;
|
||||
}
|
||||
search = Z_Malloc (sizeof(searchpath_t));
|
||||
search->pack = pak;
|
||||
search->next = fs_searchpaths;
|
||||
fs_searchpaths = search;
|
||||
}
|
||||
|
||||
// done
|
||||
|
|
Loading…
Reference in a new issue