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52e5e2f59a
These 3 all require the same SNDINFO being loaded.
423 lines
12 KiB
C++
423 lines
12 KiB
C++
/*
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** initfs.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 1999-2016 Randy Heit
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** Copyright 2002-2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "filesystem.h"
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#include "cmdlib.h"
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#include "zstring.h"
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#include "gamecontrol.h"
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#include "gameconfigfile.h"
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#include "printf.h"
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#include "m_argv.h"
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#include "version.h"
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#include "sc_man.h"
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#include "v_video.h"
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#include "v_text.h"
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#include "findfile.h"
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#include "palutil.h"
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#include "startupinfo.h"
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#ifndef PATH_MAX
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#define PATH_MAX 260
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#endif
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static const char* validexts[] = { "*.grp", "*.zip", "*.pk3", "*.pk4", "*.7z", "*.pk7", "*.dat", "*.rff", "*.ssi" };
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static TArray<FString> ParseGameInfo(TArray<FString>& pwads, const char* fn, const char* data, int size)
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{
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FScanner sc;
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TArray<FString> bases;
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int pos = 0;
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const char* lastSlash = strrchr(fn, '/');
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sc.OpenMem("GAMEINFO", data, size);
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sc.SetCMode(true);
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while (sc.GetToken())
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{
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sc.TokenMustBe(TK_Identifier);
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FString nextKey = sc.String;
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sc.MustGetToken('=');
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if (!nextKey.CompareNoCase("GAME"))
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{
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sc.MustGetString();
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bases.Push(sc.String);
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}
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else if (!nextKey.CompareNoCase("LOAD"))
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{
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do
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{
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sc.MustGetString();
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// Try looking for the wad in the same directory as the .wad
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// before looking for it in the current directory.
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FString checkpath;
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if (lastSlash != NULL)
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{
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checkpath = FString(fn, (lastSlash - fn) + 1);
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checkpath += sc.String;
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}
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else
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{
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checkpath = sc.String;
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}
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if (!FileExists(checkpath))
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{
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pos += D_AddFile(pwads, sc.String, true, pos, GameConfig);
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}
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else
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{
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pos += D_AddFile(pwads, checkpath, true, pos, GameConfig);
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}
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} while (sc.CheckToken(','));
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}
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else if (!nextKey.CompareNoCase("STARTUPTITLE"))
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{
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sc.MustGetString();
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GameStartupInfo.Name = sc.String;
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}
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else if (!nextKey.CompareNoCase("STARTUPCOLORS"))
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{
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sc.MustGetString();
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GameStartupInfo.FgColor = V_GetColor(sc);
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sc.MustGetStringName(",");
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sc.MustGetString();
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GameStartupInfo.BkColor = V_GetColor(sc);
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}
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else if (!nextKey.CompareNoCase("CON"))
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{
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sc.MustGetString();
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GameStartupInfo.con = sc.String;;
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}
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else if (!nextKey.CompareNoCase("DEF"))
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{
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sc.MustGetString();
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GameStartupInfo.def = sc.String;;
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}
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else
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{
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// Silently ignore unknown properties
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do
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{
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sc.MustGetAnyToken();
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} while (sc.CheckToken(','));
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}
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}
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return bases;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static TArray<FString> CheckGameInfo(TArray<FString>& pwads)
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{
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// scan the list of WADs backwards to find the last one that contains a GAMEINFO lump
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for (int i = pwads.Size() - 1; i >= 0; i--)
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{
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bool isdir = false;
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FResourceFile* resfile;
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const char* filename = pwads[i];
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// Does this exist? If so, is it a directory?
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if (!DirEntryExists(pwads[i], &isdir))
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{
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Printf(TEXTCOLOR_RED "Could not find %s\n", filename);
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continue;
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}
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if (!isdir)
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{
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FileReader fr;
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if (!fr.OpenFile(filename))
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{
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// Didn't find file
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continue;
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}
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resfile = FResourceFile::OpenResourceFile(filename, fr, true);
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}
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else
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resfile = FResourceFile::OpenDirectory(filename, true);
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FName gameinfo = "GAMEINFO.TXT";
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if (resfile != NULL)
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{
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uint32_t cnt = resfile->LumpCount();
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for (int c = cnt - 1; c >= 0; c--)
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{
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FResourceLump* lmp = resfile->GetLump(c);
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if (FName(lmp->getName(), true) == gameinfo)
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{
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// Found one!
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auto bases = ParseGameInfo(pwads, resfile->FileName, (const char*)lmp->Lock(), lmp->LumpSize);
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delete resfile;
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return bases;
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}
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}
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delete resfile;
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}
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}
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return TArray<FString>();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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TArray<FString> GetGameFronUserFiles()
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{
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TArray<FString> Files;
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if (userConfig.AddFilesPre) for (auto& file : *userConfig.AddFilesPre)
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{
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D_AddFile(Files, file, true, -1, GameConfig);
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}
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if (userConfig.AddFiles)
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{
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for (auto& file : *userConfig.AddFiles)
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{
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D_AddFile(Files, file, true, -1, GameConfig);
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}
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// 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.
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if (userConfig.AddFiles->NumArgs() > 0)
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{
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auto fn = (*userConfig.AddFiles)[userConfig.AddFiles->NumArgs() - 1];
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bool isdir = false;
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if (DirEntryExists(fn, &isdir) && isdir)
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{
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// Insert the GRPs before this entry itself.
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FString lastfn;
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Files.Pop(lastfn);
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for (auto ext : validexts)
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{
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D_AddDirectory(Files, fn, ext, GameConfig);
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}
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Files.Push(lastfn);
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}
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}
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}
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return CheckGameInfo(Files);
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}
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//==========================================================================
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//
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// Deletes unwanted content from the main game files
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//
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//==========================================================================
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static void DeleteStuff(FileSystem &fileSystem, const TArray<FString>& deletelumps, int numgamefiles)
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{
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// This must account for the game directory being inserted at index 2.
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// Deletion may only occur in the main game file, the directory and the add-on, there are no secondary dependencies, i.e. more than two game files.
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numgamefiles++;
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for (auto str : deletelumps)
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{
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FString renameTo;
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auto ndx = str.IndexOf("*");
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if (ndx >= 0)
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{
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renameTo = FName(str.Mid(ndx + 1)).GetChars();
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str.Truncate(ndx);
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}
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for (int i = 0; i < fileSystem.GetNumEntries(); i++)
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{
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int cf = fileSystem.GetFileContainer(i);
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auto fname = fileSystem.GetFileFullName(i, false);
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if (cf >= 1 && cf <= numgamefiles && !str.CompareNoCase(fname))
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{
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fileSystem.RenameFile(i, renameTo);
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}
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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const char* iwad_folders[13] = { "textures/", "hires/", "sounds/", "music/", "maps/" };
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const char* iwad_reserved_duke[12] = { ".map", ".con", "menudef", "gldefs", "zscript", "maps/", nullptr };
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const char* iwad_reserved_blood[12] = { ".map", ".ini", "menudef", "gldefs", "zscript", "maps/", nullptr };
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const char* iwad_reserved_sw[12] = { ".map", "swcustom.txt", "menudef", "gldefs", "zscript", "maps/", nullptr };
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const char* iwad_reserved_ex[12] = { ".map", "menudef", "gldefs", "zscript", "maps/", nullptr };
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const char** iwad_reserved()
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{
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return (g_gameType & GAMEFLAG_PSEXHUMED) ? iwad_reserved_ex :
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isSWALL() ? iwad_reserved_sw :
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(g_gameType & GAMEFLAG_BLOOD) ? iwad_reserved_blood : iwad_reserved_duke;
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}
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void InitFileSystem(TArray<GrpEntry>& groups)
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{
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TArray<int> dependencies;
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TArray<FString> Files;
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// First comes the engine's own stuff.
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const char* baseres = BaseFileSearch(ENGINERES_FILE, nullptr, true, GameConfig);
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D_AddFile(Files, baseres, true, -1, GameConfig);
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bool insertdirectoriesafter = Args->CheckParm("-insertdirafter");
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int i = groups.Size()-1;
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FString fn;
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for (auto &grp : groups)
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{
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// Add all dependencies, plus the directory of the base dependency.
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// Directories of addon content are not added if they differ from the main directory.
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// Also, the directory is inserted after the base dependency, allowing the addons to override directory content.
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// This can be overridden via command line switch if needed.
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if (!grp.FileInfo.loaddirectory && grp.FileName.IsNotEmpty())
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{
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D_AddFile(Files, grp.FileName, true, -1, GameConfig);
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fn = ExtractFilePath(grp.FileName);
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if (fn.Len() > 0 && fn.Back() != '/') fn += '/';
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}
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for (auto& fname : grp.FileInfo.loadfiles)
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{
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FString newname = fn + fname;
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D_AddFile(Files, newname, true, -1, GameConfig);
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}
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bool insert = (!insertdirectoriesafter && &grp == &groups[0]) || (insertdirectoriesafter && &grp == &groups.Last());
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// Add the game's main directory in the proper spot.
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if (insert)
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{
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// Build's original 'file system' loads all GRPs before the first external directory.
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// Do this only if explicitly requested because this severely limits the usability of GRP files.
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if (insertdirectoriesafter && userConfig.AddFilesPre) for (auto& file : *userConfig.AddFilesPre)
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{
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D_AddFile(Files, file, true, -1, GameConfig);
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}
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D_AddFile(Files, fn, true, -1, GameConfig);
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}
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i--;
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}
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fileSystem.SetIwadNum(1);
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fileSystem.SetMaxIwadNum(Files.Size() - 1);
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D_AddConfigFiles(Files, "Global.Autoload", "*.grp", GameConfig);
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size_t len;
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size_t lastpos = 0;
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while (lastpos < LumpFilter.Len() && (len = strcspn(LumpFilter.GetChars() + lastpos, ".")) > 0)
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{
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auto file = LumpFilter.Left(len + lastpos) + ".Autoload";
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D_AddConfigFiles(Files, file, "*.grp", GameConfig);
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lastpos += len + 1;
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}
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if (!insertdirectoriesafter && userConfig.AddFilesPre) for (auto& file : *userConfig.AddFilesPre)
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{
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D_AddFile(Files, file, true, -1, GameConfig);
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}
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if (userConfig.AddFiles)
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{
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for (auto& file : *userConfig.AddFiles)
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{
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D_AddFile(Files, file, true, -1, GameConfig);
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}
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// 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.
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if (userConfig.AddFiles->NumArgs() > 0)
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{
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auto fname = (*userConfig.AddFiles)[userConfig.AddFiles->NumArgs() - 1];
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bool isdir = false;
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if (DirEntryExists(fname, &isdir) && isdir)
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{
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// Insert the GRPs before this entry itself.
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FString lastfn;
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Files.Pop(lastfn);
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for (auto ext : validexts)
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{
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D_AddDirectory(Files, fname, ext, GameConfig);
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}
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Files.Push(lastfn);
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}
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}
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}
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TArray<FString> todelete;
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for (auto& g : groups)
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{
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todelete.Append(g.FileInfo.tobedeleted);
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}
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todelete.Append(userConfig.toBeDeleted);
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LumpFilterInfo lfi;
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for (auto p : iwad_folders) lfi.reservedFolders.Push(p);
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for (auto p = iwad_reserved(); *p; p++) lfi.requiredPrefixes.Push(*p);
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if (isBlood())
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{
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lfi.embeddings.Push("blood.rff");
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lfi.embeddings.Push("sounds.rff");
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}
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lfi.dotFilter = LumpFilter;
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if (isDukeEngine()) lfi.gameTypeFilter.Push("DukeEngine");
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if (isDukeLike()) lfi.gameTypeFilter.Push("DukeLike");
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lfi.postprocessFunc = [&]()
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{
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DeleteStuff(fileSystem, todelete, groups.Size());
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};
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fileSystem.InitMultipleFiles(Files, false, &lfi);
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if (Args->CheckParm("-dumpfs"))
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{
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FILE* f = fopen("filesystem.dir", "wb");
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for (int num = 0; num < fileSystem.GetNumEntries(); num++)
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{
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auto fd = fileSystem.GetFileAt(num);
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fprintf(f, "%.50s %60s %d\n", fd->getName(), fileSystem.GetResourceFileFullName(fileSystem.GetFileContainer(num)), fd->Size());
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}
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fclose(f);
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}
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}
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