mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-30 07:31:30 +00:00
463 lines
9.7 KiB
C
463 lines
9.7 KiB
C
/* -------------------------------------------------------------------------------
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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----------------------------------------------------------------------------------
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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* marker */
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#define PATH_INIT_C
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/* dependencies */
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#include "q3map2.h"
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/* path support */
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#define MAX_BASE_PATHS 10
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#define MAX_GAME_PATHS 10
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char *homePath;
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char installPath[ MAX_OS_PATH ];
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int numBasePaths;
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char *basePaths[ MAX_BASE_PATHS ];
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int numGamePaths;
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char *gamePaths[ MAX_GAME_PATHS ];
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/*
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some of this code is based off the original q3map port from loki
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and finds various paths. moved here from bsp.c for clarity.
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*/
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/*
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PathLokiGetHomeDir()
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gets the user's home dir (for ~/.q3a)
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*/
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char *LokiGetHomeDir( void ){
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#ifndef Q_UNIX
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return NULL;
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#else
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static char buf[ 4096 ];
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struct passwd pw, *pwp;
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char *home;
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/* get the home environment variable */
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home = getenv( "HOME" );
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if ( home ) {
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return Q_strncpyz( buf, home, sizeof( buf ) );
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}
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/* look up home dir in password database */
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if ( getpwuid_r( getuid(), &pw, buf, sizeof( buf ), &pwp ) == 0 ) {
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return pw.pw_dir;
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}
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return NULL;
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#endif
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}
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/*
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PathLokiInitPaths()
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initializes some paths on linux/os x
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*/
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void LokiInitPaths( char *argv0 ){
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#ifndef Q_UNIX
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/* this is kinda crap, but hey */
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strcpy( installPath, "../" );
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#else
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char temp[ MAX_OS_PATH ];
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char *home;
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char *path;
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char *last;
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qboolean found;
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/* get home dir */
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home = LokiGetHomeDir();
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if ( home == NULL ) {
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home = ".";
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}
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path = getenv( "PATH" );
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/* do some path divining */
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Q_strncpyz( temp, argv0, sizeof( temp ) );
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if ( strrchr( temp, '/' ) ) {
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argv0 = strrchr( argv0, '/' ) + 1;
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}
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else if ( path ) {
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found = qfalse;
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last = path;
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/* go through each : segment of path */
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while ( last[ 0 ] != '\0' && found == qfalse )
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{
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/* null out temp */
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temp[ 0 ] = '\0';
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/* find next chunk */
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last = strchr( path, ':' );
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if ( last == NULL ) {
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last = path + strlen( path );
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}
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/* found home dir candidate */
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if ( *path == '~' ) {
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Q_strncpyz( temp, home, sizeof( temp ) );
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path++;
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}
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/* concatenate */
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if ( last > ( path + 1 ) ) {
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Q_strncat( temp, sizeof( temp ), path, ( last - path ) );
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Q_strcat( temp, sizeof( temp ), "/" );
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}
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Q_strcat( temp, sizeof( temp ), "./" );
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Q_strcat( temp, sizeof( temp ), argv0 );
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/* verify the path */
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if ( access( temp, X_OK ) == 0 ) {
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found++;
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}
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path = last + 1;
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}
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}
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/* flake */
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if ( realpath( temp, installPath ) ) {
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/* q3map is in "tools/" */
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*( strrchr( installPath, '/' ) ) = '\0';
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*( strrchr( installPath, '/' ) + 1 ) = '\0';
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}
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/* set home path */
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homePath = home;
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#endif
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}
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/*
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CleanPath() - ydnar
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cleans a dos path \ -> /
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*/
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void CleanPath( char *path ){
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while ( *path )
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{
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if ( *path == '\\' ) {
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*path = '/';
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}
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path++;
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}
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}
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/*
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GetGame() - ydnar
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gets the game_t based on a -game argument
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returns NULL if no match found
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*/
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game_t *GetGame( char *arg ){
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int i;
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/* dummy check */
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if ( arg == NULL || arg[ 0 ] == '\0' ) {
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return NULL;
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}
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/* joke */
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if ( !Q_stricmp( arg, "quake1" ) ||
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!Q_stricmp( arg, "quake2" ) ||
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!Q_stricmp( arg, "unreal" ) ||
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!Q_stricmp( arg, "ut2k3" ) ||
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!Q_stricmp( arg, "dn3d" ) ||
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!Q_stricmp( arg, "dnf" ) ||
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!Q_stricmp( arg, "hl" ) ) {
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Sys_Printf( "April fools, silly rabbit!\n" );
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exit( 0 );
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}
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/* test it */
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i = 0;
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while ( games[ i ].arg != NULL )
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{
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if ( Q_stricmp( arg, games[ i ].arg ) == 0 ) {
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return &games[ i ];
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}
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i++;
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}
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/* no matching game */
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return NULL;
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}
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/*
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AddBasePath() - ydnar
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adds a base path to the list
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*/
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void AddBasePath( char *path ){
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/* dummy check */
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if ( path == NULL || path[ 0 ] == '\0' || numBasePaths >= MAX_BASE_PATHS ) {
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return;
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}
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/* add it to the list */
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basePaths[ numBasePaths ] = safe_malloc( strlen( path ) + 1 );
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strcpy( basePaths[ numBasePaths ], path );
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CleanPath( basePaths[ numBasePaths ] );
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numBasePaths++;
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}
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/*
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AddHomeBasePath() - ydnar
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adds a base path to the beginning of the list, prefixed by ~/
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*/
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void AddHomeBasePath( char *path ){
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#ifdef Q_UNIX
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int i;
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char temp[ MAX_OS_PATH ];
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/* dummy check */
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if ( path == NULL || path[ 0 ] == '\0' ) {
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return;
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}
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/* make a hole */
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for ( i = 0; i < ( MAX_BASE_PATHS - 1 ); i++ )
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basePaths[ i + 1 ] = basePaths[ i ];
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/* concatenate home dir and path */
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sprintf( temp, "%s/%s", homePath, path );
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/* add it to the list */
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basePaths[ 0 ] = safe_malloc( strlen( temp ) + 1 );
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strcpy( basePaths[ 0 ], temp );
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CleanPath( basePaths[ 0 ] );
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numBasePaths++;
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#endif
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}
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/*
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AddGamePath() - ydnar
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adds a game path to the list
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*/
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void AddGamePath( char *path ){
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int i;
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/* dummy check */
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if ( path == NULL || path[ 0 ] == '\0' || numGamePaths >= MAX_GAME_PATHS ) {
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return;
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}
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/* add it to the list */
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gamePaths[ numGamePaths ] = safe_malloc( strlen( path ) + 1 );
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strcpy( gamePaths[ numGamePaths ], path );
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CleanPath( gamePaths[ numGamePaths ] );
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numGamePaths++;
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/* don't add it if it's already there */
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for ( i = 0; i < numGamePaths - 1; i++ )
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{
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if ( strcmp( gamePaths[i], gamePaths[numGamePaths - 1] ) == 0 ) {
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free( gamePaths[numGamePaths - 1] );
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gamePaths[numGamePaths - 1] = NULL;
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numGamePaths--;
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break;
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}
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}
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}
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/*
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InitPaths() - ydnar
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cleaned up some of the path initialization code from bsp.c
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will remove any arguments it uses
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*/
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void InitPaths( int *argc, char **argv ){
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int i, j, k, len, len2;
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char temp[ MAX_OS_PATH ];
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/* note it */
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Sys_FPrintf( SYS_VRB, "--- InitPaths ---\n" );
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/* get the install path for backup */
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LokiInitPaths( argv[ 0 ] );
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/* set game to default (q3a) */
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game = &games[ 0 ];
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numBasePaths = 0;
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numGamePaths = 0;
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/* parse through the arguments and extract those relevant to paths */
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for ( i = 0; i < *argc; i++ )
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{
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/* check for null */
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if ( argv[ i ] == NULL ) {
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continue;
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}
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/* -game */
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if ( strcmp( argv[ i ], "-game" ) == 0 ) {
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if ( ++i >= *argc ) {
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Error( "Out of arguments: No game specified after %s", argv[ i - 1 ] );
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}
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argv[ i - 1 ] = NULL;
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game = GetGame( argv[ i ] );
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if ( game == NULL ) {
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game = &games[ 0 ];
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}
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argv[ i ] = NULL;
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}
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/* -fs_basepath */
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else if ( strcmp( argv[ i ], "-fs_basepath" ) == 0 ) {
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if ( ++i >= *argc ) {
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Error( "Out of arguments: No path specified after %s.", argv[ i - 1 ] );
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}
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argv[ i - 1 ] = NULL;
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AddBasePath( argv[ i ] );
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argv[ i ] = NULL;
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}
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/* -fs_game */
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else if ( strcmp( argv[ i ], "-fs_game" ) == 0 ) {
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if ( ++i >= *argc ) {
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Error( "Out of arguments: No path specified after %s.", argv[ i - 1 ] );
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}
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argv[ i - 1 ] = NULL;
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AddGamePath( argv[ i ] );
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argv[ i ] = NULL;
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}
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}
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/* remove processed arguments */
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for ( i = 0, j = 0, k = 0; i < *argc && j < *argc; i++, j++ )
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{
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for ( ; j < *argc && argv[ j ] == NULL; j++ ) ;
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argv[ i ] = argv[ j ];
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if ( argv[ i ] != NULL ) {
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k++;
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}
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}
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*argc = k;
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/* add standard game path */
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AddGamePath( game->gamePath );
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/* if there is no base path set, figure it out */
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if ( numBasePaths == 0 ) {
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/* this is another crappy replacement for SetQdirFromPath() */
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len2 = strlen( game->magic );
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for ( i = 0; i < *argc && numBasePaths == 0; i++ )
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{
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/* extract the arg */
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strcpy( temp, argv[ i ] );
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CleanPath( temp );
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len = strlen( temp );
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Sys_FPrintf( SYS_VRB, "Searching for \"%s\" in \"%s\" (%d)...\n", game->magic, temp, i );
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/* this is slow, but only done once */
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for ( j = 0; j < ( len - len2 ); j++ )
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{
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/* check for the game's magic word */
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if ( Q_strncasecmp( &temp[ j ], game->magic, len2 ) == 0 ) {
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/* now find the next slash and nuke everything after it */
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while ( temp[ ++j ] != '/' && temp[ j ] != '\0' ) ;
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temp[ j ] = '\0';
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/* add this as a base path */
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AddBasePath( temp );
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break;
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}
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}
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}
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/* add install path */
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if ( numBasePaths == 0 ) {
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AddBasePath( installPath );
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}
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/* check again */
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if ( numBasePaths == 0 ) {
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Error( "Failed to find a valid base path." );
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}
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}
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/* this only affects unix */
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AddHomeBasePath( game->homeBasePath );
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/* initialize vfs paths */
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if ( numBasePaths > MAX_BASE_PATHS ) {
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numBasePaths = MAX_BASE_PATHS;
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}
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if ( numGamePaths > MAX_GAME_PATHS ) {
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numGamePaths = MAX_GAME_PATHS;
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}
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/* walk the list of game paths */
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for ( j = 0; j < numGamePaths; j++ )
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{
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/* walk the list of base paths */
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for ( i = 0; i < numBasePaths; i++ )
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{
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/* create a full path and initialize it */
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sprintf( temp, "%s/%s/", basePaths[ i ], gamePaths[ j ] );
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vfsInitDirectory( temp );
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}
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}
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/* done */
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Sys_Printf( "\n" );
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}
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