raze/source/common/initfs.cpp

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/*
** initfs.cpp
**
**---------------------------------------------------------------------------
** Copyright 1999-2016 Randy Heit
** Copyright 2002-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "filesystem/filesystem.h"
#include "filesystem/resourcefile.h"
#include "cmdlib.h"
#include "zstring.h"
#include "gamecontrol.h"
#include "gameconfigfile.h"
#include "printf.h"
#include "m_argv.h"
#include "../platform/win32/i_findfile.h" // This is a temporary direct path. Needs to be fixed when stuff gets cleaned up.
#ifndef PATH_MAX
#define PATH_MAX 260
#endif
//==========================================================================
//
// BaseFileSearch
//
// If a file does not exist at <file>, looks for it in the directories
// specified in the config file. Returns the path to the file, if found,
// or nullptr if it could not be found.
//
//==========================================================================
FString BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir)
{
FString wad;
if (file == nullptr || *file == '\0')
{
return nullptr;
}
if (lookfirstinprogdir)
{
wad.Format("%s%s%s", progdir.GetChars(), progdir.Back() == '/' ? "" : "/", file);
if (DirEntryExists (wad))
{
return wad;
}
}
if (DirEntryExists (file))
{
wad.Format("%s", file);
return wad;
}
if (GameConfig != nullptr && GameConfig->SetSection ("FileSearch.Directories"))
{
const char *key;
const char *value;
while (GameConfig->NextInSection (key, value))
{
if (stricmp (key, "Path") == 0)
{
FString dir;
dir = NicePath(value);
if (dir.IsNotEmpty())
{
wad.Format("%s%s%s", dir.GetChars(), dir.Back() == '/' ? "" : "/", file);
if (DirEntryExists (wad))
{
return wad;
}
}
}
}
}
// Retry, this time with a default extension
if (ext != nullptr)
{
FString tmp = file;
DefaultExtension (tmp, ext);
return BaseFileSearch (tmp, nullptr, lookfirstinprogdir);
}
return nullptr;
}
//==========================================================================
//
// D_AddFile
//
//==========================================================================
bool D_AddFile (TArray<FString> &wadfiles, const char *file, bool check = true, int position = -1)
{
if (file == NULL || *file == '\0')
{
return false;
}
if (check && !DirEntryExists (file))
{
const char *f = BaseFileSearch (file, ".wad", false);
if (f == NULL)
{
Printf ("Can't find '%s'\n", file);
return false;
}
file = f;
}
FString f = file;
f.Substitute("\\", "/");
if (position == -1) wadfiles.Push(f);
else wadfiles.Insert(position, f);
return true;
}
//==========================================================================
//
// D_AddWildFile
//
//==========================================================================
void D_AddWildFile (TArray<FString> &wadfiles, const char *value)
{
if (value == NULL || *value == '\0')
{
return;
}
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FString wadfile = BaseFileSearch (value, ".wad", false);
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if (wadfile.Len() != 0)
{
D_AddFile (wadfiles, wadfile);
}
else
{ // Try pattern matching
findstate_t findstate;
char path[260];
char *sep;
void *handle = I_FindFirst (value, &findstate);
strcpy (path, value);
sep = strrchr (path, '/');
if (sep == NULL)
{
sep = strrchr (path, '\\');
#ifdef _WIN32
if (sep == NULL && path[1] == ':')
{
sep = path + 1;
}
#endif
}
if (handle != ((void *)-1))
{
do
{
if (!(I_FindAttr(&findstate) & FA_DIREC))
{
if (sep == NULL)
{
D_AddFile (wadfiles, I_FindName (&findstate));
}
else
{
strcpy (sep+1, I_FindName (&findstate));
D_AddFile (wadfiles, path, false );
}
}
} while (I_FindNext (handle, &findstate) == 0);
}
I_FindClose (handle);
}
}
//==========================================================================
//
// D_AddConfigWads
//
// Adds all files in the specified config file section.
//
//==========================================================================
void D_AddConfigWads (TArray<FString> &wadfiles, const char *section)
{
if (GameConfig->SetSection (section))
{
const char *key;
const char *value;
FConfigFile::Position pos;
while (GameConfig->NextInSection (key, value))
{
if (stricmp (key, "Path") == 0)
{
// D_AddWildFile resets GameConfig's position, so remember it
GameConfig->GetPosition (pos);
D_AddWildFile (wadfiles, ExpandEnvVars(value));
// Reset GameConfig's position to get next wad
GameConfig->SetPosition (pos);
}
}
}
}
//==========================================================================
//
// D_AddDirectory
//
// Add all .wad files in a directory. Does not descend into subdirectories.
//
//==========================================================================
static void D_AddDirectory (TArray<FString> &wadfiles, const char *dir)
{
char curdir[PATH_MAX];
if (getcwd (curdir, PATH_MAX))
{
char skindir[PATH_MAX];
findstate_t findstate;
void *handle;
size_t stuffstart;
stuffstart = strlen (dir);
memcpy (skindir, dir, stuffstart*sizeof(*dir));
skindir[stuffstart] = 0;
if (skindir[stuffstart-1] == '/')
{
skindir[--stuffstart] = 0;
}
if (!chdir (skindir))
{
skindir[stuffstart++] = '/';
int savedstart = stuffstart;
const char* validexts[] = { "*.grp", "*.zip", "*.pk3", "*.pk4", "*.7z", "*.pk7" };
for (auto ext : validexts)
{
stuffstart = savedstart;
if ((handle = I_FindFirst(ext, &findstate)) != (void*)-1)
{
do
{
if (!(I_FindAttr(&findstate) & FA_DIREC))
{
strcpy(skindir + stuffstart, I_FindName(&findstate));
D_AddFile(wadfiles, skindir);
}
} while (I_FindNext(handle, &findstate) == 0);
I_FindClose(handle);
}
}
}
chdir (curdir);
}
}
void InitFileSystem(TArray<GrpEntry>& groups)
{
TArray<int> dependencies;
TArray<FString> Files;
// First comes the engine's own stuff.
FString baseres = progdir + "demolition.pk3";
D_AddFile(Files, baseres);
bool insertdirectoriesafter = Args->CheckParm("-insertdirafter");
int i = groups.Size()-1;
for (auto &grp : groups)
{
// Add all dependencies, plus the directory of the base dependency.
// Directories of addon content are not added if they differ from the main directory.
// Also, the directory is inserted after the base dependency, allowing the addons to override directory content.
// This can be overridden via command line switch if needed.
if (!grp.FileInfo.loaddirectory)
D_AddFile(Files, grp.FileName);
auto fn = grp.FileName;
fn.Substitute("\\", "/");
auto index = fn.LastIndexOf("/");
fn.Truncate(index+1); // right after the last slash.
for (auto& fname : grp.FileInfo.loadfiles)
{
FString newname = fn + fname;
D_AddFile(Files, newname);
}
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bool insert = (!insertdirectoriesafter && &grp == &groups[0]) || (insertdirectoriesafter && &grp == &groups.Last());
// Add the game's main directory in the proper spot.
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if (insert)
{
// Build's original 'file system' loads all GRPs before the first external directory.
// Do this only if explicitly requested because this severely limits the usability of GRP files.
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if (insertdirectoriesafter) for (auto& file : *userConfig.AddFilesPre)
{
D_AddFile(Files, '*' + file); // The * tells the file system not to pull in all subdirectories.
}
D_AddFile(Files, fn);
}
i--;
}
if (!insertdirectoriesafter) for (auto& file : *userConfig.AddFilesPre)
{
D_AddFile(Files, file);
}
for (auto& file : *userConfig.AddFiles)
{
D_AddFile(Files, file);
}
// Finally, if the last entry in the chain is a directory, it's being considered the mod directory, and all GRPs inside need to be loaded, too.
if (userConfig.AddFiles->NumArgs() > 0)
{
auto fn = (*userConfig.AddFiles)[userConfig.AddFiles->NumArgs() - 1];
bool isdir = false;
if (DirEntryExists(fn, &isdir) && isdir)
{
// Insert the GRPs before this entry itself.
FString lastfn;
Files.Pop(lastfn);
D_AddDirectory(Files, fn);
Files.Push(lastfn);
}
}
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const char* key;
const char* value;
if (GameConfig->SetSection("global.Autoload"))
{
while (GameConfig->NextInSection(key, value))
{
if (stricmp(key, "Path") == 0)
{
FString nice = NicePath(value);
D_AddFile(Files, nice);
}
}
}
TArray<FString> todelete;
fileSystem.InitMultipleFiles(Files, todelete);
FILE* f = fopen("filesystem.dir", "wb");
for (int i = 0; i < fileSystem.GetNumEntries(); i++)
{
auto fd = fileSystem.GetFileAt(i);
fprintf(f, "%.50s %60s %d\n", fd->FullName(), fileSystem.GetResourceFileFullName(fileSystem.GetFileContainer(i)), fd->Size());
}
fclose(f);
}