gtkradiant/tools/quake2/common/path_init.c
2012-03-17 15:01:54 -05:00

400 lines
8.1 KiB
C

/* -------------------------------------------------------------------------------
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
Nurail: Swiped from Q3Map2
*/
/* marker */
#define PATH_INIT_C
#if defined( __linux__ ) || defined( __APPLE__ )
#define Q_UNIX
#endif
#ifdef Q_UNIX
#include <unistd.h>
#include <pwd.h>
#include <limits.h>
#endif
/* dependencies */
#include "cmdlib.h"
#include "inout.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
char *home;
uid_t id;
struct passwd *pwd;
/* get the home environment variable */
home = getenv( "HOME" );
if ( home == NULL ) {
/* do some more digging */
id = getuid();
setpwent();
while ( ( pwd = getpwent() ) != NULL )
{
if ( pwd->pw_uid == id ) {
home = pwd->pw_dir;
break;
}
}
endpwent();
}
/* return it */
return home;
#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 = ".";
}
/* do some path divining */
strcpy( temp, argv0 );
if ( strrchr( temp, '/' ) ) {
argv0 = strrchr( argv0, '/' ) + 1;
}
else
{
/* get path environment variable */
path = getenv( "PATH" );
/* minor setup */
last[ 0 ] = path[ 0 ];
last[ 1 ] = '\0';
found = false;
/* go through each : segment of path */
while ( last[ 0 ] != '\0' && found == false )
{
/* 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 == '~' ) {
strcpy( temp, home );
path++;
}
/* concatenate */
if ( last > ( path + 1 ) ) {
strncat( temp, path, ( last - path ) );
strcat( temp, "/" );
}
strcat( temp, "./" );
strcat( 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++;
}
}
/*
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 ){
/* 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++;
}
/*
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 ];
char gamePath[MAX_OS_PATH], homeBasePath[MAX_OS_PATH], game_magic[10];
strcpy( gamePath, "baseq2" );
strcpy( game_magic, "quake" );
strcpy( homeBasePath, ".quake2" );
/* note it */
Sys_FPrintf( SYS_VRB, "--- InitPaths ---\n" );
/* get the install path for backup */
LokiInitPaths( argv[ 0 ] );
/* set game to default (q3a) */
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;
}
/* -fs_basepath */
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;
}
}
/* remove processed arguments */
for ( i = 0, j = 0, k = 0; i < *argc && j < *argc; i++, j++ )
{
for ( j; j < *argc && argv[ j ] == NULL; j++ ) ;
argv[ i ] = argv[ j ];
if ( argv[ i ] != NULL ) {
k++;
}
}
*argc = k;
/* add standard game path */
AddGamePath( 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( 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" );
}