diff --git a/README b/README index c19e28d7..ed034566 100644 --- a/README +++ b/README @@ -493,6 +493,12 @@ QuakeLive mouse acceleration (patch and this text written by TTimo from id) ---------------------------------------------------- README for Developers ----- +pk3dir + Ioquake3 has a useful new feature for mappers. Paths in a game directory with + the extension ".pk3dir" are treated like pak files. This means you can keep + all files specific to your map in one directory tree and easily zip this + folder for distribution. + 64bit mods If you wish to compile external mods as shared libraries on a 64bit platform, and the mod source is derived from the id Q3 SDK, you will need to modify the diff --git a/code/qcommon/files.c b/code/qcommon/files.c index cfb0d82f..d2c7cb7d 100644 --- a/code/qcommon/files.c +++ b/code/qcommon/files.c @@ -2822,12 +2822,20 @@ then loads the zip headers */ void FS_AddGameDirectory( const char *path, const char *dir ) { searchpath_t *sp; - int i; searchpath_t *search; pack_t *pak; char curpath[MAX_OSPATH + 1], *pakfile; int numfiles; char **pakfiles; + int pakfilesi; + char **pakfilestmp; + int numdirs; + char **pakdirs; + int pakdirsi; + char **pakdirstmp; + + int pakwhich; + int len; // Unique for ( sp = fs_searchpaths ; sp ; sp = sp->next ) { @@ -2842,25 +2850,84 @@ void FS_AddGameDirectory( const char *path, const char *dir ) { Q_strncpyz(curpath, FS_BuildOSPath(path, dir, ""), sizeof(curpath)); curpath[strlen(curpath) - 1] = '\0'; // strip the trailing slash + // Get .pk3 files pakfiles = Sys_ListFiles(curpath, ".pk3", NULL, &numfiles, qfalse); + // Get top level directories (we'll filter them later since the Sys_ListFiles filtering is terrible) + pakdirs = Sys_ListFiles(curpath, "/", NULL, &numdirs, qfalse); + qsort( pakfiles, numfiles, sizeof(char*), paksort ); + qsort(pakdirs, numdirs, sizeof(char *), paksort); - for ( i = 0 ; i < numfiles ; i++ ) { - pakfile = FS_BuildOSPath( path, dir, pakfiles[i] ); - if ( ( pak = FS_LoadZipFile( pakfile, pakfiles[i] ) ) == 0 ) - continue; + pakfilesi = 0; + pakdirsi = 0; - Q_strncpyz(pak->pakPathname, curpath, sizeof(pak->pakPathname)); - // store the game name for downloading - Q_strncpyz(pak->pakGamename, dir, sizeof(pak->pakGamename)); - - fs_packFiles += pak->numfiles; + // Log may not be initialized at this point, but it will still show in the console. - search = Z_Malloc (sizeof(searchpath_t)); - search->pack = pak; - search->next = fs_searchpaths; - fs_searchpaths = search; + while((pakfilesi + pakdirsi) < (numfiles + numdirs)) + { + // Check if a pakfile or pakdir comes next + if (pakfilesi >= numfiles) { + // We've used all the pakfiles, it must be a pakdir. + pakwhich = 0; + } + else if (pakdirsi >= numdirs) { + // We've used all the pakdirs, it must be a pakfile. + pakwhich = 1; + } + else { + // Could be either, compare to see which name comes first + // Need tmp variables for appropriate indirection for paksort() + pakfilestmp = &pakfiles[pakfilesi]; + pakdirstmp = &pakdirs[pakdirsi]; + pakwhich = (paksort(pakfilestmp, pakdirstmp) < 0); + } + + if (pakwhich) { + // The next .pk3 file is before the next .pk3dir + pakfile = FS_BuildOSPath(path, dir, pakfiles[pakfilesi]); + if ((pak = FS_LoadZipFile(pakfile, pakfiles[pakfilesi])) == 0) { + continue; + } + + Q_strncpyz(pak->pakPathname, curpath, sizeof(pak->pakPathname)); + // store the game name for downloading + Q_strncpyz(pak->pakGamename, dir, sizeof(pak->pakGamename)); + + fs_packFiles += pak->numfiles; + + search = Z_Malloc(sizeof(searchpath_t)); + search->pack = pak; + search->next = fs_searchpaths; + fs_searchpaths = search; + + pakfilesi++; + } + else { + // The next .pk3dir is before the next .pk3 file + // But wait, this could be any directory, we're filtering to only ending with ".pk3dir" here. + len = strlen(pakdirs[pakdirsi]); + if (!FS_IsExt(pakdirs[pakdirsi], ".pk3dir", len)) { + // This isn't a .pk3dir! Next! + pakdirsi++; + continue; + } + + pakfile = FS_BuildOSPath(path, dir, pakdirs[pakdirsi]); + + // add the directory to the search path + search = Z_Malloc(sizeof(searchpath_t)); + search->dir = Z_Malloc(sizeof(*search->dir)); + + Q_strncpyz(search->dir->path, curpath, sizeof(search->dir->path)); // c:\xreal\base + Q_strncpyz(search->dir->fullpath, pakfile, sizeof(search->dir->fullpath)); // c:\xreal\base\mypak.pk3dir + Q_strncpyz(search->dir->gamedir, pakdirs[pakdirsi], sizeof(search->dir->gamedir)); // mypak.pk3dir + + search->next = fs_searchpaths; + fs_searchpaths = search; + + pakdirsi++; + } } // done