yquake2remaster/src/common/filesystem.c
2017-08-05 18:40:44 +02:00

1578 lines
31 KiB
C

/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* The Quake II file system, implements generic file system operations
* as well as the .pak file format and support for .pk3 files.
*
* =======================================================================
*/
#include "header/common.h"
#include "../common/header/glob.h"
#ifdef ZIP
#include "unzip/unzip.h"
#endif
#define MAX_HANDLES 512
#define MAX_PAKS 100
#ifdef SYSTEMWIDE
#ifndef SYSTEMDIR
#define SYSTEMDIR "/usr/share/games/quake2"
#endif
#endif
typedef struct
{
char name[MAX_QPATH];
fsMode_t mode;
FILE *file; /* Only one will be used. */
#ifdef ZIP
unzFile *zip; /* (file or zip) */
#endif
} fsHandle_t;
typedef struct fsLink_s
{
char *from;
char *to;
int length;
struct fsLink_s *next;
} fsLink_t;
typedef struct
{
char name[MAX_QPATH];
int size;
int offset; /* Ignored in PK3 files. */
} fsPackFile_t;
typedef struct
{
char name[MAX_OSPATH];
int numFiles;
FILE *pak;
#ifdef ZIP
unzFile *pk3;
#endif
fsPackFile_t *files;
} fsPack_t;
typedef struct fsSearchPath_s
{
char path[MAX_OSPATH]; /* Only one used. */
fsPack_t *pack; /* (path or pack) */
struct fsSearchPath_s *next;
} fsSearchPath_t;
typedef enum
{
PAK,
#ifdef ZIP
PK3
#endif
} fsPackFormat_t;
typedef struct
{
char *suffix;
fsPackFormat_t format;
} fsPackTypes_t;
fsHandle_t fs_handles[MAX_HANDLES];
fsLink_t *fs_links;
fsSearchPath_t *fs_searchPaths;
fsSearchPath_t *fs_baseSearchPaths;
/* Pack formats / suffixes. */
fsPackTypes_t fs_packtypes[] = {
{"pak", PAK},
#ifdef ZIP
{"pk2", PK3},
{"pk3", PK3},
{"zip", PK3}
#endif
};
char fs_gamedir[MAX_OSPATH];
qboolean file_from_pak;
cvar_t *fs_basedir;
cvar_t *fs_cddir;
cvar_t *fs_gamedirvar;
cvar_t *fs_debug;
fsHandle_t *FS_GetFileByHandle(fileHandle_t f);
// --------
// Raw search path, the actual search
// bath is build from this one.
typedef struct fsRawPath_s {
char path[MAX_OSPATH];
qboolean create;
struct fsRawPath_s *next;
} fsRawPath_t;
fsRawPath_t *fs_rawPath;
// --------
/*
* All of Quake's data access is through a hierchal file system, but the
* contents of the file system can be transparently merged from several
* sources.
*
* The "base directory" is the path to the directory holding the quake.exe and
* all game directories. The sys_* files pass this to host_init in
* quakeparms_t->basedir. This can be overridden with the "-basedir" command
* line parm to allow code debugging in a different directory. The base
* directory is only used during filesystem initialization.
*
* The "game directory" is the first tree on the search path and directory that
* all generated files (savegames, screenshots, demos, config files) will be
* saved to. This can be overridden with the "-game" command line parameter.
* The game directory can never be changed while quake is executing. This is
* a precacution against having a malicious server instruct clients to write
* files over areas they shouldn't.
*
*/
/*
* Returns the path up to, but not including the last '/'.
*/
void
Com_FilePath(const char *path, char *dst, int dstSize)
{
char *pos; /* Position of the last '/'. */
if ((pos = strrchr(path, '/')) != NULL)
{
pos--;
if ((pos - path) < dstSize)
{
memcpy(dst, path, pos - path);
dst[pos - path] = '\0';
}
else
{
Com_Printf("Com_FilePath: not enough space.\n");
return;
}
}
else
{
Q_strlcpy(dst, path, dstSize);
}
}
int
FS_FileLength(FILE *f)
{
int pos; /* Current position. */
int end; /* End of file. */
pos = ftell(f);
fseek(f, 0, SEEK_END);
end = ftell(f);
fseek(f, pos, SEEK_SET);
return end;
}
/*
* Creates any directories needed to store the given filename.
*/
void
FS_CreatePath(char *path)
{
char *cur; /* Current '/'. */
char *old; /* Old '/'. */
FS_DPrintf("FS_CreatePath(%s)\n", path);
if (strstr(path, "..") != NULL)
{
Com_Printf("WARNING: refusing to create relative path '%s'.\n", path);
return;
}
cur = old = path;
while (cur != NULL)
{
if ((cur - old) > 1)
{
*cur = '\0';
Sys_Mkdir(path);
*cur = '/';
}
old = cur;
cur = strchr(old + 1, '/');
}
}
void
FS_DPrintf(const char *format, ...)
{
char msg[1024];
va_list argPtr;
if (fs_debug->value != 1)
{
return;
}
va_start(argPtr, format);
vsnprintf(msg, sizeof(msg), format, argPtr);
va_end(argPtr);
Com_Printf("%s", msg);
}
char *
FS_Gamedir(void)
{
return fs_gamedir;
}
/*
* Finds a free fileHandle_t.
*/
fsHandle_t *
FS_HandleForFile(const char *path, fileHandle_t *f)
{
int i;
fsHandle_t *handle;
handle = fs_handles;
for (i = 0; i < MAX_HANDLES; i++, handle++)
{
if ((handle->file == NULL)
#ifdef ZIP
&& (handle->zip == NULL)
#endif
)
{
Q_strlcpy(handle->name, path, sizeof(handle->name));
*f = i + 1;
return handle;
}
}
/* Failed. */
Com_Error(ERR_DROP, "FS_HandleForFile: none free");
return NULL;
}
/*
* Returns a fsHandle_t * for the given fileHandle_t.
*/
fsHandle_t *
FS_GetFileByHandle(fileHandle_t f)
{
if ((f < 0) || (f > MAX_HANDLES))
{
Com_Error(ERR_DROP, "FS_GetFileByHandle: out of range");
}
if (f == 0)
{
f++;
}
return &fs_handles[f - 1];
}
/*
* Other dll's can't just call fclose() on files returned by FS_FOpenFile.
*/
void
FS_FCloseFile(fileHandle_t f)
{
fsHandle_t *handle;
handle = FS_GetFileByHandle(f);
if (handle->file)
{
fclose(handle->file);
}
#ifdef ZIP
else if (handle->zip)
{
unzCloseCurrentFile(handle->zip);
unzClose(handle->zip);
}
#endif
memset(handle, 0, sizeof(*handle));
}
/*
* Finds the file in the search path. Returns filesize and an open FILE *. Used
* for streaming data out of either a pak file or a seperate file.
*/
int
FS_FOpenFile(const char *name, fileHandle_t *f, qboolean gamedir_only)
{
char path[MAX_OSPATH];
fsHandle_t *handle;
fsPack_t *pack;
fsSearchPath_t *search;
int i;
file_from_pak = false;
handle = FS_HandleForFile(name, f);
Q_strlcpy(handle->name, name, sizeof(handle->name));
handle->mode = FS_READ;
/* Search through the path, one element at a time. */
for (search = fs_searchPaths; search; search = search->next)
{
if (gamedir_only)
{
if (strstr(search->path, FS_Gamedir()) == NULL)
{
continue;
}
}
// Evil hack for maps.lst and players/
// TODO: A flag to ignore paks would be better
if ((strcmp(fs_gamedirvar->string, "") == 0) && search->pack) {
if ((strcmp(name, "maps.lst") == 0)|| (strncmp(name, "players/", 8) == 0)) {
continue;
}
}
/* Search inside a pack file. */
if (search->pack)
{
pack = search->pack;
for (i = 0; i < pack->numFiles; i++)
{
if (Q_stricmp(pack->files[i].name, handle->name) == 0)
{
/* Found it! */
if (fs_debug->value)
{
Com_Printf("FS_FOpenFile: '%s' (found in '%s').\n",
handle->name, pack->name);
}
if (pack->pak)
{
/* PAK */
file_from_pak = true;
handle->file = fopen(pack->name, "rb");
if (handle->file)
{
fseek(handle->file, pack->files[i].offset, SEEK_SET);
return pack->files[i].size;
}
}
#ifdef ZIP
else if (pack->pk3)
{
/* PK3 */
file_from_pak = true;
handle->zip = unzOpen(pack->name);
if (handle->zip)
{
if (unzLocateFile(handle->zip, handle->name, 2) == UNZ_OK)
{
if (unzOpenCurrentFile(handle->zip) == UNZ_OK)
{
return pack->files[i].size;
}
}
unzClose(handle->zip);
}
}
#endif
Com_Error(ERR_FATAL, "Couldn't reopen '%s'", pack->name);
}
}
}
else
{
/* Search in a directory tree. */
Com_sprintf(path, sizeof(path), "%s/%s", search->path, handle->name);
handle->file = fopen(path, "rb");
if (!handle->file)
{
Q_strlwr(path);
handle->file = fopen(path, "rb");
}
if (!handle->file)
{
continue;
}
if (handle->file)
{
if (fs_debug->value)
{
Com_Printf("FS_FOpenFile: '%s' (found in '%s').\n",
handle->name, search->path);
}
return FS_FileLength(handle->file);
}
}
}
if (fs_debug->value)
{
Com_Printf("FS_FOpenFile: couldn't find '%s'.\n", handle->name);
}
/* Couldn't open, so free the handle. */
memset(handle, 0, sizeof(*handle));
*f = 0;
return -1;
}
/*
* Properly handles partial reads.
*/
int
FS_Read(void *buffer, int size, fileHandle_t f)
{
qboolean tried = false; /* Tried to read from a CD. */
byte *buf; /* Buffer. */
int r; /* Number of bytes read. */
int remaining; /* Remaining bytes. */
fsHandle_t *handle; /* File handle. */
handle = FS_GetFileByHandle(f);
/* Read. */
remaining = size;
buf = (byte *)buffer;
while (remaining)
{
if (handle->file)
{
r = fread(buf, 1, remaining, handle->file);
}
#ifdef ZIP
else if (handle->zip)
{
r = unzReadCurrentFile(handle->zip, buf, remaining);
}
#endif
else
{
return 0;
}
if (r == 0)
{
if (!tried)
{
/* Might tried to read from a CD. */
tried = true;
}
else
{
/* Already tried once. */
Com_Error(ERR_FATAL,
va("FS_Read: 0 bytes read from '%s'", handle->name));
return size - remaining;
}
}
else if (r == -1)
{
Com_Error(ERR_FATAL,
"FS_Read: -1 bytes read from '%s'",
handle->name);
}
remaining -= r;
buf += r;
}
return size;
}
/*
* Properly handles partial reads of size up to count times. No error if it
* can't read.
*/
int
FS_FRead(void *buffer, int size, int count, fileHandle_t f)
{
qboolean tried = false; /* Tried to read from a CD. */
byte *buf; /* Buffer. */
int loops; /* Loop indicator. */
int r; /* Number of bytes read. */
int remaining; /* Remaining bytes. */
fsHandle_t *handle; /* File handle. */
handle = FS_GetFileByHandle(f);
/* Read. */
loops = count;
buf = (byte *)buffer;
while (loops)
{
/* Read in chunks. */
remaining = size;
while (remaining)
{
if (handle->file)
{
r = fread(buf, 1, remaining, handle->file);
}
#ifdef ZIP
else if (handle->zip)
{
r = unzReadCurrentFile(handle->zip, buf, remaining);
}
#endif
else
{
return 0;
}
if (r == 0)
{
if (!tried)
{
/* Might tried to read from a CD. */
tried = true;
}
else
{
/* Already tried once. */
return size - remaining;
}
}
else if (r == -1)
{
Com_Error(ERR_FATAL,
"FS_FRead: -1 bytes read from '%s'",
handle->name);
}
remaining -= r;
buf += r;
}
loops--;
}
return size;
}
/*
* Filename are reletive to the quake search path. A null buffer will just
* return the file length without loading.
*/
int
FS_LoadFile(char *path, void **buffer)
{
byte *buf; /* Buffer. */
int size; /* File size. */
fileHandle_t f; /* File handle. */
buf = NULL;
size = FS_FOpenFile(path, &f, false);
if (size <= 0)
{
if (buffer)
{
*buffer = NULL;
}
return size;
}
if (buffer == NULL)
{
FS_FCloseFile(f);
return size;
}
buf = Z_Malloc(size);
*buffer = buf;
FS_Read(buf, size, f);
FS_FCloseFile(f);
return size;
}
void
FS_FreeFile(void *buffer)
{
if (buffer == NULL)
{
FS_DPrintf("FS_FreeFile: NULL buffer.\n");
return;
}
Z_Free(buffer);
}
/*
* Takes an explicit (not game tree related) path to a pak file.
*
* Loads the header and directory, adding the files at the beginning of the
* list so they override previous pack files.
*/
fsPack_t *
FS_LoadPAK(const char *packPath)
{
int i; /* Loop counter. */
int numFiles; /* Number of files in PAK. */
FILE *handle; /* File handle. */
fsPackFile_t *files; /* List of files in PAK. */
fsPack_t *pack; /* PAK file. */
dpackheader_t header; /* PAK file header. */
dpackfile_t info[MAX_FILES_IN_PACK]; /* PAK info. */
handle = fopen(packPath, "rb");
if (handle == NULL)
{
return NULL;
}
fread(&header, 1, sizeof(dpackheader_t), handle);
if (LittleLong(header.ident) != IDPAKHEADER)
{
fclose(handle);
Com_Error(ERR_FATAL, "FS_LoadPAK: '%s' is not a pack file", packPath);
}
header.dirofs = LittleLong(header.dirofs);
header.dirlen = LittleLong(header.dirlen);
numFiles = header.dirlen / sizeof(dpackfile_t);
if ((numFiles > MAX_FILES_IN_PACK) || (numFiles == 0))
{
fclose(handle);
Com_Error(ERR_FATAL, "FS_LoadPAK: '%s' has %i files",
packPath, numFiles);
}
files = Z_Malloc(numFiles * sizeof(fsPackFile_t));
fseek(handle, header.dirofs, SEEK_SET);
fread(info, 1, header.dirlen, handle);
/* Parse the directory. */
for (i = 0; i < numFiles; i++)
{
Q_strlcpy(files[i].name, info[i].name, sizeof(files[i].name));
files[i].offset = LittleLong(info[i].filepos);
files[i].size = LittleLong(info[i].filelen);
}
pack = Z_Malloc(sizeof(fsPack_t));
Q_strlcpy(pack->name, packPath, sizeof(pack->name));
pack->pak = handle;
#ifdef ZIP
pack->pk3 = NULL;
#endif
pack->numFiles = numFiles;
pack->files = files;
Com_Printf("Added packfile '%s' (%i files).\n", pack->name, numFiles);
return pack;
}
#ifdef ZIP
/*
* Takes an explicit (not game tree related) path to a pack file.
*
* Loads the header and directory, adding the files at the beginning of the list
* so they override previous pack files.
*/
fsPack_t *
FS_LoadPK3(const char *packPath)
{
char fileName[MAX_QPATH]; /* File name. */
int i = 0; /* Loop counter. */
int numFiles; /* Number of files in PK3. */
int status; /* Error indicator. */
fsPackFile_t *files; /* List of files in PK3. */
fsPack_t *pack; /* PK3 file. */
unzFile *handle; /* Zip file handle. */
unz_file_info info; /* Zip file info. */
unz_global_info global; /* Zip file global info. */
handle = unzOpen(packPath);
if (handle == NULL)
{
return NULL;
}
if (unzGetGlobalInfo(handle, &global) != UNZ_OK)
{
unzClose(handle);
Com_Error(ERR_FATAL, "FS_LoadPK3: '%s' is not a pack file", packPath);
}
numFiles = global.number_entry;
if ((numFiles > MAX_FILES_IN_PACK) || (numFiles == 0))
{
unzClose(handle);
Com_Error(ERR_FATAL, "FS_LoadPK3: '%s' has %i files",
packPath, numFiles);
}
files = Z_Malloc(numFiles * sizeof(fsPackFile_t));
/* Parse the directory. */
status = unzGoToFirstFile(handle);
while (status == UNZ_OK)
{
fileName[0] = '\0';
unzGetCurrentFileInfo(handle, &info, fileName, MAX_QPATH,
NULL, 0, NULL, 0);
Q_strlcpy(files[i].name, fileName, sizeof(files[i].name));
files[i].offset = -1; /* Not used in ZIP files */
files[i].size = info.uncompressed_size;
i++;
status = unzGoToNextFile(handle);
}
pack = Z_Malloc(sizeof(fsPack_t));
Q_strlcpy(pack->name, packPath, sizeof(pack->name));
pack->pak = NULL;
pack->pk3 = handle;
pack->numFiles = numFiles;
pack->files = files;
Com_Printf("Added packfile '%s' (%i files).\n", pack->name, numFiles);
return pack;
}
#endif
/*
* Allows enumerating all of the directories in the search path.
*/
char *
FS_NextPath(char *prevPath)
{
char *prev;
fsSearchPath_t *search;
if (prevPath == NULL)
{
return fs_gamedir;
}
prev = fs_gamedir;
for (search = fs_searchPaths; search; search = search->next)
{
if (search->pack != NULL)
{
continue;
}
if (prevPath == prev)
{
return search->path;
}
prev = search->path;
}
return NULL;
}
void
FS_Path_f(void)
{
int i;
int totalFiles = 0;
fsSearchPath_t *search;
fsHandle_t *handle;
fsLink_t *link;
Com_Printf("Current search path:\n");
for (search = fs_searchPaths; search; search = search->next)
{
if (search->pack != NULL)
{
Com_Printf("%s (%i files)\n", search->pack->name,
search->pack->numFiles);
totalFiles += search->pack->numFiles;
}
else
{
Com_Printf("%s\n", search->path);
}
}
Com_Printf("\n");
for (i = 0, handle = fs_handles; i < MAX_HANDLES; i++, handle++)
{
if ((handle->file != NULL)
#ifdef ZIP
|| (handle->zip != NULL)
#endif
)
{
Com_Printf("Handle %i: '%s'.\n", i + 1, handle->name);
}
}
for (i = 0, link = fs_links; link; i++, link = link->next)
{
Com_Printf("Link %i: '%s' -> '%s'.\n", i, link->from, link->to);
}
Com_Printf("----------------------\n");
#ifdef ZIP
Com_Printf("%i files in PAK/PK2/PK3/ZIP files.\n", totalFiles);
#else
Com_Printf("%i files in PAK/PK2 files.\n", totalFiles);
#endif
}
/*
* Creates a filelink_t.
*/
void
FS_Link_f(void)
{
fsLink_t *l, **prev;
if (Cmd_Argc() != 3)
{
Com_Printf("USAGE: link <from> <to>\n");
return;
}
/* See if the link already exists. */
prev = &fs_links;
for (l = fs_links; l != NULL; l = l->next)
{
if (strcmp(l->from, Cmd_Argv(1)) == 0)
{
Z_Free(l->to);
if (strlen(Cmd_Argv(2)) == 0)
{
/* Delete it. */
*prev = l->next;
Z_Free(l->from);
Z_Free(l);
return;
}
l->to = CopyString(Cmd_Argv(2));
return;
}
prev = &l->next;
}
/* Create a new link. */
l = Z_Malloc(sizeof(*l));
l->next = fs_links;
fs_links = l;
l->from = CopyString(Cmd_Argv(1));
l->length = strlen(l->from);
l->to = CopyString(Cmd_Argv(2));
}
/*
* Create a list of files that match a criteria.
*/
char **
FS_ListFiles(char *findname, int *numfiles,
unsigned musthave, unsigned canthave)
{
char **list; /* List of files. */
char *s; /* Next file in list. */
int nfiles; /* Number of files in list. */
/* Initialize variables. */
list = NULL;
nfiles = 0;
/* Count the number of matches. */
s = Sys_FindFirst(findname, musthave, canthave);
while (s != NULL)
{
if (s[strlen(s) - 1] != '.')
{
nfiles++;
}
s = Sys_FindNext(musthave, canthave);
}
Sys_FindClose();
/* Check if there are matches. */
if (nfiles == 0)
{
return NULL;
}
nfiles++; /* Add space for a guard. */
*numfiles = nfiles;
/* Allocate the list. */
list = calloc(nfiles, sizeof(char *));
/* Fill the list. */
s = Sys_FindFirst(findname, musthave, canthave);
nfiles = 0;
while (s)
{
if (s[strlen(s) - 1] != '.')
{
list[nfiles] = strdup(s);
nfiles++;
}
s = Sys_FindNext(musthave, canthave);
}
Sys_FindClose();
return list;
}
/*
* Compare file attributes (musthave and canthave) in packed files. If
* "output" is not NULL, "size" is greater than zero and the file matches the
* attributes then a copy of the matching string will be placed there (with
* SFF_SUBDIR it changes).
*/
qboolean
ComparePackFiles(const char *findname, const char *name, unsigned musthave,
unsigned canthave, char *output, int size)
{
qboolean retval;
char *ptr;
char buffer[MAX_OSPATH];
Q_strlcpy(buffer, name, sizeof(buffer));
if ((canthave & SFF_SUBDIR) && (name[strlen(name) - 1] == '/'))
{
return false;
}
if (musthave & SFF_SUBDIR)
{
if ((ptr = strrchr(buffer, '/')) != NULL)
{
*ptr = '\0';
}
else
{
return false;
}
}
if ((musthave & SFF_HIDDEN) || (canthave & SFF_HIDDEN))
{
if ((ptr = strrchr(buffer, '/')) == NULL)
{
ptr = buffer;
}
if (((musthave & SFF_HIDDEN) && (ptr[1] != '.')) ||
((canthave & SFF_HIDDEN) && (ptr[1] == '.')))
{
return false;
}
}
if (canthave & SFF_RDONLY)
{
return false;
}
retval = glob_match((char *)findname, buffer);
if (retval && (output != NULL))
{
Q_strlcpy(output, buffer, size);
}
return retval;
}
/*
* Create a list of files that match a criteria.
* Searchs are relative to the game directory and use all the search paths
* including .pak and .pk3 files.
*/
char **
FS_ListFiles2(char *findname, int *numfiles,
unsigned musthave, unsigned canthave)
{
fsSearchPath_t *search; /* Search path. */
int i, j; /* Loop counters. */
int nfiles; /* Number of files found. */
int tmpnfiles; /* Temp number of files. */
char **tmplist; /* Temporary list of files. */
char **list; /* List of files found. */
char path[MAX_OSPATH]; /* Temporary path. */
nfiles = 0;
list = malloc(sizeof(char *));
for (search = fs_searchPaths; search != NULL; search = search->next)
{
if (search->pack != NULL)
{
if (canthave & SFF_INPACK)
{
continue;
}
for (i = 0, j = 0; i < search->pack->numFiles; i++)
{
if (ComparePackFiles(findname, search->pack->files[i].name,
musthave, canthave, NULL, 0))
{
j++;
}
}
if (j == 0)
{
continue;
}
nfiles += j;
list = realloc(list, nfiles * sizeof(char *));
for (i = 0, j = nfiles - j; i < search->pack->numFiles; i++)
{
if (ComparePackFiles(findname, search->pack->files[i].name,
musthave, canthave, path, sizeof(path)))
{
list[j++] = strdup(path);
}
}
}
if (musthave & SFF_INPACK)
{
continue;
}
Com_sprintf(path, sizeof(path), "%s/%s", search->path, findname);
tmplist = FS_ListFiles(path, &tmpnfiles, musthave, canthave);
if (tmplist != NULL)
{
tmpnfiles--;
nfiles += tmpnfiles;
list = realloc(list, nfiles * sizeof(char *));
for (i = 0, j = nfiles - tmpnfiles; i < tmpnfiles; i++, j++)
{
list[j] = strdup(tmplist[i] + strlen(search->path) + 1);
}
FS_FreeList(tmplist, tmpnfiles + 1);
}
}
/* Delete duplicates. */
tmpnfiles = 0;
for (i = 0; i < nfiles; i++)
{
if (list[i] == NULL)
{
continue;
}
for (j = i + 1; j < nfiles; j++)
{
if ((list[j] != NULL) &&
(strcmp(list[i], list[j]) == 0))
{
free(list[j]);
list[j] = NULL;
tmpnfiles++;
}
}
}
if (tmpnfiles > 0)
{
nfiles -= tmpnfiles;
tmplist = malloc(nfiles * sizeof(char *));
for (i = 0, j = 0; i < nfiles + tmpnfiles; i++)
{
if (list[i] != NULL)
{
tmplist[j++] = list[i];
}
}
free(list);
list = tmplist;
}
/* Add a guard. */
if (nfiles > 0)
{
nfiles++;
list = realloc(list, nfiles * sizeof(char *));
list[nfiles - 1] = NULL;
}
else
{
free(list);
list = NULL;
}
*numfiles = nfiles;
return list;
}
/*
* Free list of files created by FS_ListFiles().
*/
void
FS_FreeList(char **list, int nfiles)
{
int i;
for (i = 0; i < nfiles - 1; i++)
{
free(list[i]);
}
free(list);
}
/*
* Directory listing.
*/
void
FS_Dir_f(void)
{
char **dirnames; /* File list. */
char findname[1024]; /* File search path and pattern. */
char *path = NULL; /* Search path. */
char wildcard[1024] = "*.*"; /* File pattern. */
int i; /* Loop counter. */
int ndirs; /* Number of files in list. */
/* Check for pattern in arguments. */
if (Cmd_Argc() != 1)
{
Q_strlcpy(wildcard, Cmd_Argv(1), sizeof(wildcard));
}
/* Scan search paths and list files. */
while ((path = FS_NextPath(path)) != NULL)
{
Com_sprintf(findname, sizeof(findname), "%s/%s", path, wildcard);
Com_Printf("Directory of '%s'.\n", findname);
Com_Printf("----\n");
if ((dirnames = FS_ListFiles(findname, &ndirs, 0, 0)) != 0)
{
for (i = 0; i < ndirs - 1; i++)
{
if (strrchr(dirnames[i], '/'))
{
Com_Printf("%s\n", strrchr(dirnames[i], '/') + 1);
}
else
{
Com_Printf("%s\n", dirnames[i]);
}
}
FS_FreeList(dirnames, ndirs);
}
Com_Printf("\n");
}
}
// --------
void
FS_AddDirToSearchPath(char *dir, qboolean create) {
char **list;
char path[MAX_OSPATH];
int i, j;
int nfiles;
fsPack_t *pack = NULL;
fsSearchPath_t *search;
size_t len = strlen(dir);
// The directory must not end with an /. It would
// f*ck up the logic in other parts of the game...
if (dir[len - 1] == '/')
{
dir[len - 1] = '\0';
}
else if (dir[len - 1] == '\\') {
dir[len - 1] = '\0';
}
// Set the current directory as game directory. This
// is somewhat fragile since the game directory MUST
// be the last directory added to the search path.
Q_strlcpy(fs_gamedir, dir, sizeof(fs_gamedir));
if (create) {
FS_CreatePath(fs_gamedir);
}
// Add the directory itself.
search = Z_Malloc(sizeof(fsSearchPath_t));
Q_strlcpy(search->path, dir, sizeof(search->path));
search->next = fs_searchPaths;
fs_searchPaths = search;
// We need to add numbered paks in te directory in
// sequence and all other paks after them. Otherwise
// the gamedata may break.
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;
}
}
// And as said above all other pak 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);
// Nothing here, next pak type please.
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++)
{
// If the pak starts with the string 'pak' it's ignored.
// This is somewhat stupid, it would be better to ignore
// just pak%d...
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);
}
}
void FS_BuildGenericSearchPath(void) {
// We may not use the va() function from shared.c
// since it's buffersize is 1024 while most OS have
// a maximum path size of 4096...
char path[MAX_OSPATH];
fsRawPath_t *search = fs_rawPath;
while (search != NULL) {
Com_sprintf(path, sizeof(path), "%s/%s", search->path, BASEDIRNAME);
FS_AddDirToSearchPath(path, search->create);
search = search->next;
}
// Until here we've added the generic directories to the
// search path. Save the current head node so we can
// distinguish generic and specialized directories.
fs_baseSearchPaths = fs_searchPaths;
// We need to create the screenshot directory since the
// render dll doesn't link the filesystem stuff.
Com_sprintf(path, sizeof(path), "%s/scrnshot", fs_gamedir);
Sys_Mkdir(path);
}
void
FS_BuildGameSpecificSearchPath(char *dir)
{
// We may not use the va() function from shared.c
// since it's buffersize is 1024 while most OS have
// a maximum path size of 4096...
char path[MAX_OSPATH];
int i;
fsRawPath_t *search;
fsSearchPath_t *next;
// This is against PEBCAK. The user may give us paths like
// xatrix/ or even /home/stupid/quake2/xatrix.
if (!*dir || !strcmp(dir, ".") || strstr(dir, "..") || strstr(dir, "/") || strstr(dir, "\\"))
{
Com_Printf("Gamedir should be a single filename, not a path.\n");
return;
}
// BASEDIR is already added as a generic directory. Adding it
// again as a specialised directory breaks the logic in other
// parts of the code. This may happen if the user does something
// like ./quake2 +set game baseq2
if(!Q_stricmp(dir, BASEDIRNAME))
{
return;
}
// We may already have specialised directories in our search
// path. This can happen if the server changes the mod. Let's
// remove them.
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);
}
}
// Enforce a renderer and sound backend restart to
// purge all internal caches. This is rather hacky
// but Quake II doesn't have a better mechanism...
if ((dedicated != NULL) && (dedicated->value != 1))
{
Cbuf_AddText("vid_restart\nsnd_restart\n");
}
// The game was reset to baseq2. Nothing to do here.
if ((Q_stricmp(dir, BASEDIRNAME) == 0) || (*dir == 0)) {
Cvar_FullSet("gamedir", "", CVAR_SERVERINFO | CVAR_NOSET);
Cvar_FullSet("game", "", CVAR_LATCH | CVAR_SERVERINFO);
// fs_gamedir must be reset to the last
// dir of the generic search path.
Q_strlcpy(fs_gamedir, fs_baseSearchPaths->path, sizeof(fs_gamedir));
} else {
Cvar_FullSet("gamedir", dir, CVAR_SERVERINFO | CVAR_NOSET);
search = fs_rawPath;
while (search != NULL) {
Com_sprintf(path, sizeof(path), "%s/%s", search->path, dir);
FS_AddDirToSearchPath(path, search->create);
search = search->next;
}
}
// We need to create the screenshot directory since the
// render dll doesn't link the filesystem stuff.
Com_sprintf(path, sizeof(path), "%s/scrnshot", fs_gamedir);
Sys_Mkdir(path);
}
// --------
void FS_AddDirToRawPath (const char *dir, qboolean create) {
fsRawPath_t *search;
// Add the directory
search = Z_Malloc(sizeof(fsRawPath_t));
Q_strlcpy(search->path, dir, sizeof(search->path));
search->create = create;
search->next = fs_rawPath;
fs_rawPath = search;
}
void FS_BuildRawPath(void) {
// Add $HOME/.yq2 (MUST be the last dir!)
if (!is_portable) {
const char *homedir = Sys_GetHomeDir();
if (homedir != NULL) {
FS_AddDirToRawPath(homedir, true);
}
}
// Add $binarydir
const char *binarydir = Sys_GetBinaryDir();
if(binarydir[0] != '\0')
{
FS_AddDirToRawPath(binarydir, false);
}
// Add $basedir/
FS_AddDirToRawPath(fs_basedir->string, false);
// Add SYSTEMDIR
#ifdef SYSTEMWIDE
FS_AddDirToRawPath(SYSTEMDIR, false);
#endif
// The CD must be the last directory of the path,
// otherwise we cannot be sure that the game won't
// stream the videos from the CD.
if (fs_cddir->string[0] != '\0') {
FS_AddDirToRawPath(fs_cddir->string, false);
}
}
// --------
void
FS_InitFilesystem(void)
{
// Register FS commands.
Cmd_AddCommand("path", FS_Path_f);
Cmd_AddCommand("link", FS_Link_f);
Cmd_AddCommand("dir", FS_Dir_f);
// Register cvars
fs_basedir = Cvar_Get("basedir", ".", CVAR_NOSET);
fs_cddir = Cvar_Get("cddir", "", CVAR_NOSET);
fs_gamedirvar = Cvar_Get("game", "", CVAR_LATCH | CVAR_SERVERINFO);
fs_debug = Cvar_Get("fs_debug", "0", 0);
// Build search path
FS_BuildRawPath();
FS_BuildGenericSearchPath();
if (fs_gamedirvar->string[0] != '\0')
{
FS_BuildGameSpecificSearchPath(fs_gamedirvar->string);
}
// Debug output
Com_Printf("Using '%s' for writing.\n", fs_gamedir);
}