mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-26 14:30:48 +00:00
Refactoring the search path magic, step 3: Remove now used code.
Remove all functions that are no longer used: * FS_AddGameDirectory() * FS_SetGameDir() * FS_AddHomeAsGameDirectory() * FS_AddBinaryDirAsGameDirectory() While at it try remove as much global variables from filesystem.c as possible. Also fix a small, longstandig bug: The download code should treat .zip and .pk3 files as pak files and not as normal directories.
This commit is contained in:
parent
0c8e65bb68
commit
9efd831312
3 changed files with 7 additions and 291 deletions
|
@ -114,25 +114,14 @@ fsPackTypes_t fs_packtypes[] = {
|
|||
};
|
||||
|
||||
char fs_gamedir[MAX_OSPATH];
|
||||
qboolean file_from_pak;
|
||||
|
||||
static char fs_fileInPath[MAX_OSPATH];
|
||||
static qboolean fs_fileInPack;
|
||||
|
||||
/* Set by FS_FOpenFile. */
|
||||
int file_from_pak = 0;
|
||||
#ifdef ZIP
|
||||
int file_from_pk3 = 0;
|
||||
char file_from_pk3_name[MAX_QPATH];
|
||||
#endif
|
||||
|
||||
cvar_t *fs_homepath;
|
||||
cvar_t *fs_basedir;
|
||||
cvar_t *fs_cddir;
|
||||
cvar_t *fs_gamedirvar;
|
||||
cvar_t *fs_debug;
|
||||
|
||||
fsHandle_t *FS_GetFileByHandle(fileHandle_t f);
|
||||
char *Sys_GetCurrentDirectory(void);
|
||||
|
||||
/*
|
||||
* All of Quake's data access is through a hierchal file system, but the
|
||||
|
@ -363,11 +352,7 @@ FS_FOpenFile(const char *name, fileHandle_t *f, qboolean gamedir_only)
|
|||
fsSearchPath_t *search;
|
||||
int i;
|
||||
|
||||
file_from_pak = 0;
|
||||
#ifdef ZIP
|
||||
file_from_pk3 = 0;
|
||||
#endif
|
||||
|
||||
file_from_pak = false;
|
||||
handle = FS_HandleForFile(name, f);
|
||||
Q_strlcpy(handle->name, name, sizeof(handle->name));
|
||||
handle->mode = FS_READ;
|
||||
|
@ -393,9 +378,6 @@ FS_FOpenFile(const char *name, fileHandle_t *f, qboolean gamedir_only)
|
|||
if (Q_stricmp(pack->files[i].name, handle->name) == 0)
|
||||
{
|
||||
/* Found it! */
|
||||
Com_FilePath(pack->name, fs_fileInPath, sizeof(fs_fileInPath));
|
||||
fs_fileInPack = true;
|
||||
|
||||
if (fs_debug->value)
|
||||
{
|
||||
Com_Printf("FS_FOpenFile: '%s' (found in '%s').\n",
|
||||
|
@ -405,7 +387,7 @@ FS_FOpenFile(const char *name, fileHandle_t *f, qboolean gamedir_only)
|
|||
if (pack->pak)
|
||||
{
|
||||
/* PAK */
|
||||
file_from_pak = 1;
|
||||
file_from_pak = true;
|
||||
handle->file = fopen(pack->name, "rb");
|
||||
|
||||
if (handle->file)
|
||||
|
@ -418,8 +400,7 @@ FS_FOpenFile(const char *name, fileHandle_t *f, qboolean gamedir_only)
|
|||
else if (pack->pk3)
|
||||
{
|
||||
/* PK3 */
|
||||
file_from_pk3 = 1;
|
||||
Q_strlcpy(file_from_pk3_name, strrchr(pack->name, '/') + 1, sizeof(file_from_pk3_name));
|
||||
file_from_pak = true;
|
||||
handle->zip = unzOpen(pack->name);
|
||||
|
||||
if (handle->zip)
|
||||
|
@ -461,10 +442,6 @@ FS_FOpenFile(const char *name, fileHandle_t *f, qboolean gamedir_only)
|
|||
|
||||
if (handle->file)
|
||||
{
|
||||
/* Found it! */
|
||||
Q_strlcpy(fs_fileInPath, search->path, sizeof(fs_fileInPath));
|
||||
fs_fileInPack = false;
|
||||
|
||||
if (fs_debug->value)
|
||||
{
|
||||
Com_Printf("FS_FOpenFile: '%s' (found in '%s').\n",
|
||||
|
@ -475,11 +452,6 @@ FS_FOpenFile(const char *name, fileHandle_t *f, qboolean gamedir_only)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Not found! */
|
||||
fs_fileInPath[0] = 0;
|
||||
fs_fileInPack = false;
|
||||
|
||||
if (fs_debug->value)
|
||||
{
|
||||
Com_Printf("FS_FOpenFile: couldn't find '%s'.\n", handle->name);
|
||||
|
@ -821,171 +793,6 @@ FS_LoadPK3(const char *packPath)
|
|||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
* Adds the directory to the head of the path, then loads and adds pak1.pak
|
||||
* pak2.pak ...
|
||||
*
|
||||
* Extended all functionality to include Quake III .pk3
|
||||
*/
|
||||
void
|
||||
FS_AddGameDirectory(const char *dir)
|
||||
{
|
||||
char **list; /* File list. */
|
||||
char path[MAX_OSPATH]; /* Path to PAK / PK3. */
|
||||
int i, j; /* Loop counters. */
|
||||
int nfiles; /* Number of files in list. */
|
||||
fsSearchPath_t *search; /* Search path. */
|
||||
fsPack_t *pack; /* PAK / PK3 file. */
|
||||
|
||||
pack = NULL;
|
||||
|
||||
/* Set game directory. */
|
||||
Q_strlcpy(fs_gamedir, dir, sizeof(fs_gamedir));
|
||||
|
||||
/* Create directory if it does not exist. */
|
||||
FS_CreatePath(fs_gamedir);
|
||||
|
||||
/* Add the directory to the search path. */
|
||||
search = Z_Malloc(sizeof(fsSearchPath_t));
|
||||
Q_strlcpy(search->path, dir, sizeof(search->path));
|
||||
search->next = fs_searchPaths;
|
||||
fs_searchPaths = search;
|
||||
|
||||
/* Add numbered pack files in sequence. */
|
||||
for (i = 0; i < sizeof(fs_packtypes) / sizeof(fs_packtypes[0]); i++)
|
||||
{
|
||||
for (j = 0; j < MAX_PAKS; j++)
|
||||
{
|
||||
Com_sprintf(path, sizeof(path), "%s/pak%d.%s",
|
||||
dir, j, fs_packtypes[i].suffix);
|
||||
|
||||
switch (fs_packtypes[i].format)
|
||||
{
|
||||
case PAK:
|
||||
pack = FS_LoadPAK(path);
|
||||
break;
|
||||
#ifdef ZIP
|
||||
case PK3:
|
||||
pack = FS_LoadPK3(path);
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
|
||||
if (pack == NULL)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
search = Z_Malloc(sizeof(fsSearchPath_t));
|
||||
search->pack = pack;
|
||||
search->next = fs_searchPaths;
|
||||
fs_searchPaths = search;
|
||||
}
|
||||
}
|
||||
|
||||
/* Add not numbered pack files. */
|
||||
for (i = 0; i < sizeof(fs_packtypes) / sizeof(fs_packtypes[0]); i++)
|
||||
{
|
||||
Com_sprintf(path, sizeof(path), "%s/*.%s", dir, fs_packtypes[i].suffix);
|
||||
|
||||
if ((list = FS_ListFiles(path, &nfiles, 0, SFF_SUBDIR)) == NULL)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Com_sprintf(path, sizeof(path), "%s/pak*.%s",
|
||||
dir, fs_packtypes[i].suffix);
|
||||
|
||||
for (j = 0; j < nfiles - 1; j++)
|
||||
{
|
||||
/* Skip all packs starting with "pak" */
|
||||
if (glob_match(path, list[j]))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
switch (fs_packtypes[i].format)
|
||||
{
|
||||
case PAK:
|
||||
pack = FS_LoadPAK(list[j]);
|
||||
break;
|
||||
#ifdef ZIP
|
||||
case PK3:
|
||||
pack = FS_LoadPK3(list[j]);
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
|
||||
if (pack == NULL)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
search = Z_Malloc(sizeof(fsSearchPath_t));
|
||||
search->pack = pack;
|
||||
search->next = fs_searchPaths;
|
||||
fs_searchPaths = search;
|
||||
}
|
||||
|
||||
FS_FreeList(list, nfiles);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Use ~/.quake2/dir as fs_gamedir.
|
||||
*/
|
||||
void
|
||||
FS_AddHomeAsGameDirectory(char *dir)
|
||||
{
|
||||
char *home;
|
||||
char gdir[MAX_OSPATH];
|
||||
size_t len;
|
||||
|
||||
if (portable->value)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
home = Sys_GetHomeDir();
|
||||
|
||||
if (home == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
len = snprintf(gdir, sizeof(gdir), "%s%s/", home, dir);
|
||||
FS_CreatePath(gdir);
|
||||
|
||||
if ((len > 0) && (len < sizeof(gdir)) && (gdir[len - 1] == '/'))
|
||||
{
|
||||
gdir[len - 1] = 0;
|
||||
}
|
||||
|
||||
Q_strlcpy(fs_gamedir, gdir, sizeof(fs_gamedir));
|
||||
|
||||
FS_AddGameDirectory(gdir);
|
||||
}
|
||||
|
||||
void FS_AddBinaryDirAsGameDirectory(const char* dir)
|
||||
{
|
||||
char gdir[MAX_OSPATH];
|
||||
const char *datadir = Sys_GetBinaryDir();
|
||||
if(datadir[0] == '\0')
|
||||
{
|
||||
return;
|
||||
}
|
||||
int len = snprintf(gdir, sizeof(gdir), "%s%s/", datadir, dir);
|
||||
|
||||
printf("Using binary dir %s to fetch paks\n", gdir);
|
||||
|
||||
if ((len > 0) && (len < sizeof(gdir)) && (gdir[len - 1] == '/'))
|
||||
{
|
||||
gdir[len - 1] = 0;
|
||||
}
|
||||
|
||||
FS_AddGameDirectory(gdir);
|
||||
}
|
||||
|
||||
/*
|
||||
* Allows enumerating all of the directories in the search path.
|
||||
*/
|
||||
|
@ -1072,97 +879,6 @@ FS_Path_f(void)
|
|||
#endif
|
||||
}
|
||||
|
||||
/*
|
||||
* Sets the gamedir and path to a different directory.
|
||||
*/
|
||||
void
|
||||
FS_SetGamedir(char *dir)
|
||||
{
|
||||
int i;
|
||||
fsSearchPath_t *next;
|
||||
|
||||
if (!*dir || !strcmp(dir, ".") || strstr(dir, "..") || strstr(dir, "/"))
|
||||
{
|
||||
Com_Printf("Gamedir should be a single filename, not a path.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
/* Do not set BASEDIR as gamedir. It was already set by FS_InitFilesystem()
|
||||
* and setting it again f*cks the search pathes up. Yes, this a hack. */
|
||||
if(!Q_stricmp(dir, BASEDIRNAME))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
/* Free up any current game dir info. */
|
||||
while (fs_searchPaths != fs_baseSearchPaths)
|
||||
{
|
||||
if (fs_searchPaths->pack)
|
||||
{
|
||||
if (fs_searchPaths->pack->pak)
|
||||
{
|
||||
fclose(fs_searchPaths->pack->pak);
|
||||
}
|
||||
|
||||
#ifdef ZIP
|
||||
if (fs_searchPaths->pack->pk3)
|
||||
{
|
||||
unzClose(fs_searchPaths->pack->pk3);
|
||||
}
|
||||
#endif
|
||||
|
||||
Z_Free(fs_searchPaths->pack->files);
|
||||
Z_Free(fs_searchPaths->pack);
|
||||
}
|
||||
|
||||
next = fs_searchPaths->next;
|
||||
Z_Free(fs_searchPaths);
|
||||
fs_searchPaths = next;
|
||||
}
|
||||
|
||||
/* Close open files for game dir. */
|
||||
for (i = 0; i < MAX_HANDLES; i++)
|
||||
{
|
||||
if (strstr(fs_handles[i].name, dir) &&
|
||||
((fs_handles[i].file != NULL)
|
||||
#ifdef ZIP
|
||||
|| (fs_handles[i].zip != NULL)
|
||||
#endif
|
||||
))
|
||||
{
|
||||
FS_FCloseFile(i);
|
||||
}
|
||||
}
|
||||
|
||||
/* Flush all data, so it will be forced to reload. */
|
||||
if ((dedicated != NULL) && (dedicated->value != 1))
|
||||
{
|
||||
Cbuf_AddText("vid_restart\nsnd_restart\n");
|
||||
}
|
||||
|
||||
Com_sprintf(fs_gamedir, sizeof(fs_gamedir), "%s/%s",
|
||||
fs_basedir->string, dir);
|
||||
|
||||
if ((strcmp(dir, BASEDIRNAME) == 0) || (*dir == 0))
|
||||
{
|
||||
Cvar_FullSet("gamedir", "", CVAR_SERVERINFO | CVAR_NOSET);
|
||||
Cvar_FullSet("game", "", CVAR_LATCH | CVAR_SERVERINFO);
|
||||
}
|
||||
else
|
||||
{
|
||||
Cvar_FullSet("gamedir", dir, CVAR_SERVERINFO | CVAR_NOSET);
|
||||
|
||||
if (fs_cddir->string[0] == '\0')
|
||||
{
|
||||
FS_AddGameDirectory(va("%s/%s", fs_cddir->string, dir));
|
||||
}
|
||||
|
||||
FS_AddGameDirectory(va("%s/%s", fs_basedir->string, dir));
|
||||
FS_AddBinaryDirAsGameDirectory(dir);
|
||||
FS_AddHomeAsGameDirectory(dir);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Creates a filelink_t.
|
||||
*/
|
||||
|
|
|
@ -643,7 +643,7 @@ void Pmove(pmove_t *pmove);
|
|||
|
||||
#define SFF_INPACK 0x20
|
||||
|
||||
extern int file_from_pak;
|
||||
extern qboolean file_from_pak;
|
||||
|
||||
typedef int fileHandle_t;
|
||||
|
||||
|
|
|
@ -296,7 +296,7 @@ SV_BeginDownload_f(void)
|
|||
extern cvar_t *allow_download_models;
|
||||
extern cvar_t *allow_download_sounds;
|
||||
extern cvar_t *allow_download_maps;
|
||||
extern int file_from_pak;
|
||||
extern qboolean file_from_pak;
|
||||
int offset = 0;
|
||||
|
||||
name = Cmd_Argv(1);
|
||||
|
|
Loading…
Reference in a new issue