gtkradiant/tools/quake3/q3map2/path_init.c

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/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* marker */
#define PATH_INIT_C
/* dependencies */
#include "q3map2.h"
/* path support */
#define MAX_BASE_PATHS 10
#define MAX_GAME_PATHS 10
char *homePath;
char installPath[ MAX_OS_PATH ];
int numBasePaths;
char *basePaths[ MAX_BASE_PATHS ];
int numGamePaths;
char *gamePaths[ MAX_GAME_PATHS ];
/*
some of this code is based off the original q3map port from loki
and finds various paths. moved here from bsp.c for clarity.
*/
/*
PathLokiGetHomeDir()
gets the user's home dir (for ~/.q3a)
*/
char *LokiGetHomeDir( void ){
#ifndef Q_UNIX
return NULL;
#else
static char buf[ 4096 ];
struct passwd pw, *pwp;
char *home;
/* get the home environment variable */
home = getenv( "HOME" );
if ( home ) {
return Q_strncpyz( buf, home, sizeof( buf ) );
}
/* look up home dir in password database */
if ( getpwuid_r( getuid(), &pw, buf, sizeof( buf ), &pwp ) == 0 ) {
return pw.pw_dir;
}
return NULL;
#endif
}
/*
PathLokiInitPaths()
initializes some paths on linux/os x
*/
void LokiInitPaths( char *argv0 ){
#ifndef Q_UNIX
/* this is kinda crap, but hey */
strcpy( installPath, "../" );
#else
char temp[ MAX_OS_PATH ];
char *home;
char *path;
char *last;
qboolean found;
/* get home dir */
home = LokiGetHomeDir();
if ( home == NULL ) {
home = ".";
}
path = getenv( "PATH" );
/* do some path divining */
Q_strncpyz( temp, argv0, sizeof( temp ) );
if ( strrchr( temp, '/' ) ) {
argv0 = strrchr( argv0, '/' ) + 1;
}
else if ( path ) {
found = qfalse;
last = path;
/* go through each : segment of path */
while ( last[ 0 ] != '\0' && found == qfalse )
{
/* null out temp */
temp[ 0 ] = '\0';
/* find next chunk */
last = strchr( path, ':' );
if ( last == NULL ) {
last = path + strlen( path );
}
/* found home dir candidate */
if ( *path == '~' ) {
Q_strncpyz( temp, home, sizeof( temp ) );
path++;
}
/* concatenate */
if ( last > ( path + 1 ) ) {
Q_strncat( temp, sizeof( temp ), path, ( last - path ) );
Q_strcat( temp, sizeof( temp ), "/" );
}
Q_strcat( temp, sizeof( temp ), "./" );
Q_strcat( temp, sizeof( temp ), argv0 );
/* verify the path */
if ( access( temp, X_OK ) == 0 ) {
found++;
}
path = last + 1;
}
}
/* flake */
if ( realpath( temp, installPath ) ) {
/* q3map is in "tools/" */
*( strrchr( installPath, '/' ) ) = '\0';
*( strrchr( installPath, '/' ) + 1 ) = '\0';
}
/* set home path */
homePath = home;
#endif
}
/*
CleanPath() - ydnar
cleans a dos path \ -> /
*/
void CleanPath( char *path ){
while ( *path )
{
if ( *path == '\\' ) {
*path = '/';
}
path++;
}
}
/*
GetGame() - ydnar
gets the game_t based on a -game argument
returns NULL if no match found
*/
game_t *GetGame( char *arg ){
int i;
/* dummy check */
if ( arg == NULL || arg[ 0 ] == '\0' ) {
return NULL;
}
/* joke */
if ( !Q_stricmp( arg, "quake1" ) ||
!Q_stricmp( arg, "quake2" ) ||
!Q_stricmp( arg, "unreal" ) ||
!Q_stricmp( arg, "ut2k3" ) ||
!Q_stricmp( arg, "dn3d" ) ||
!Q_stricmp( arg, "dnf" ) ||
!Q_stricmp( arg, "hl" ) ) {
Sys_Printf( "April fools, silly rabbit!\n" );
exit( 0 );
}
/* test it */
i = 0;
while ( games[ i ].arg != NULL )
{
if ( Q_stricmp( arg, games[ i ].arg ) == 0 ) {
return &games[ i ];
}
i++;
}
/* no matching game */
return NULL;
}
/*
AddBasePath() - ydnar
adds a base path to the list
*/
void AddBasePath( char *path ){
/* dummy check */
if ( path == NULL || path[ 0 ] == '\0' || numBasePaths >= MAX_BASE_PATHS ) {
return;
}
/* add it to the list */
basePaths[ numBasePaths ] = safe_malloc( strlen( path ) + 1 );
strcpy( basePaths[ numBasePaths ], path );
CleanPath( basePaths[ numBasePaths ] );
numBasePaths++;
}
/*
AddHomeBasePath() - ydnar
adds a base path to the beginning of the list, prefixed by ~/
*/
void AddHomeBasePath( char *path ){
#ifdef Q_UNIX
int i;
char temp[ MAX_OS_PATH ];
/* dummy check */
if ( path == NULL || path[ 0 ] == '\0' ) {
return;
}
/* make a hole */
for ( i = 0; i < ( MAX_BASE_PATHS - 1 ); i++ )
basePaths[ i + 1 ] = basePaths[ i ];
/* concatenate home dir and path */
sprintf( temp, "%s/%s", homePath, path );
/* add it to the list */
basePaths[ 0 ] = safe_malloc( strlen( temp ) + 1 );
strcpy( basePaths[ 0 ], temp );
CleanPath( basePaths[ 0 ] );
numBasePaths++;
#endif
}
/*
AddGamePath() - ydnar
adds a game path to the list
*/
void AddGamePath( char *path ){
int i;
/* dummy check */
if ( path == NULL || path[ 0 ] == '\0' || numGamePaths >= MAX_GAME_PATHS ) {
return;
}
/* add it to the list */
gamePaths[ numGamePaths ] = safe_malloc( strlen( path ) + 1 );
strcpy( gamePaths[ numGamePaths ], path );
CleanPath( gamePaths[ numGamePaths ] );
numGamePaths++;
/* don't add it if it's already there */
for ( i = 0; i < numGamePaths - 1; i++ )
{
if ( strcmp( gamePaths[i], gamePaths[numGamePaths - 1] ) == 0 ) {
free( gamePaths[numGamePaths - 1] );
gamePaths[numGamePaths - 1] = NULL;
numGamePaths--;
break;
}
}
}
/*
InitPaths() - ydnar
cleaned up some of the path initialization code from bsp.c
will remove any arguments it uses
*/
void InitPaths( int *argc, char **argv ){
int i, j, k, len, len2;
char temp[ MAX_OS_PATH ];
/* note it */
Sys_FPrintf( SYS_VRB, "--- InitPaths ---\n" );
/* get the install path for backup */
LokiInitPaths( argv[ 0 ] );
/* set game to default (q3a) */
game = &games[ 0 ];
numBasePaths = 0;
numGamePaths = 0;
/* parse through the arguments and extract those relevant to paths */
for ( i = 0; i < *argc; i++ )
{
/* check for null */
if ( argv[ i ] == NULL ) {
continue;
}
/* -game */
if ( strcmp( argv[ i ], "-game" ) == 0 ) {
if ( ++i >= *argc ) {
Error( "Out of arguments: No game specified after %s", argv[ i - 1 ] );
}
argv[ i - 1 ] = NULL;
game = GetGame( argv[ i ] );
if ( game == NULL ) {
game = &games[ 0 ];
}
argv[ i ] = NULL;
}
/* -fs_basepath */
else if ( strcmp( argv[ i ], "-fs_basepath" ) == 0 ) {
if ( ++i >= *argc ) {
Error( "Out of arguments: No path specified after %s.", argv[ i - 1 ] );
}
argv[ i - 1 ] = NULL;
AddBasePath( argv[ i ] );
argv[ i ] = NULL;
}
/* -fs_game */
else if ( strcmp( argv[ i ], "-fs_game" ) == 0 ) {
if ( ++i >= *argc ) {
Error( "Out of arguments: No path specified after %s.", argv[ i - 1 ] );
}
argv[ i - 1 ] = NULL;
AddGamePath( argv[ i ] );
argv[ i ] = NULL;
}
}
/* remove processed arguments */
for ( i = 0, j = 0, k = 0; i < *argc && j < *argc; i++, j++ )
{
for ( ; j < *argc && argv[ j ] == NULL; j++ ) ;
argv[ i ] = argv[ j ];
if ( argv[ i ] != NULL ) {
k++;
}
}
*argc = k;
/* add standard game path */
AddGamePath( game->gamePath );
/* if there is no base path set, figure it out */
if ( numBasePaths == 0 ) {
/* this is another crappy replacement for SetQdirFromPath() */
len2 = strlen( game->magic );
for ( i = 0; i < *argc && numBasePaths == 0; i++ )
{
/* extract the arg */
strcpy( temp, argv[ i ] );
CleanPath( temp );
len = strlen( temp );
Sys_FPrintf( SYS_VRB, "Searching for \"%s\" in \"%s\" (%d)...\n", game->magic, temp, i );
/* this is slow, but only done once */
for ( j = 0; j < ( len - len2 ); j++ )
{
/* check for the game's magic word */
if ( Q_strncasecmp( &temp[ j ], game->magic, len2 ) == 0 ) {
/* now find the next slash and nuke everything after it */
while ( temp[ ++j ] != '/' && temp[ j ] != '\0' ) ;
temp[ j ] = '\0';
/* add this as a base path */
AddBasePath( temp );
break;
}
}
}
/* add install path */
if ( numBasePaths == 0 ) {
AddBasePath( installPath );
}
/* check again */
if ( numBasePaths == 0 ) {
Error( "Failed to find a valid base path." );
}
}
/* this only affects unix */
AddHomeBasePath( game->homeBasePath );
/* initialize vfs paths */
if ( numBasePaths > MAX_BASE_PATHS ) {
numBasePaths = MAX_BASE_PATHS;
}
if ( numGamePaths > MAX_GAME_PATHS ) {
numGamePaths = MAX_GAME_PATHS;
}
/* walk the list of game paths */
for ( j = 0; j < numGamePaths; j++ )
{
/* walk the list of base paths */
for ( i = 0; i < numBasePaths; i++ )
{
/* create a full path and initialize it */
sprintf( temp, "%s/%s/", basePaths[ i ], gamePaths[ j ] );
vfsInitDirectory( temp );
}
}
/* done */
Sys_Printf( "\n" );
}