mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2025-02-28 14:41:30 +00:00
1790 lines
36 KiB
C
1790 lines
36 KiB
C
/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program 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 (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* =======================================================================
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*
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* The Quake II file system, implements generic file system operations
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* as well as the .pak file format and support for .pk3 files.
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*
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* =======================================================================
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*/
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#include "header/common.h"
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#include "header/glob.h"
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#include "unzip/unzip.h"
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#include "../client/sound/header/vorbis.h"
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#define MAX_HANDLES 512
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#define MAX_PAKS 100
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#ifdef SYSTEMWIDE
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#ifndef SYSTEMDIR
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#define SYSTEMDIR "/usr/share/games/quake2"
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#endif
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#endif
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typedef struct
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{
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char name[MAX_QPATH];
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fsMode_t mode;
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FILE *file; /* Only one will be used. */
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unzFile *zip; /* (file or zip) */
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} fsHandle_t;
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typedef struct fsLink_s
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{
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char *from;
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char *to;
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int length;
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struct fsLink_s *next;
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} fsLink_t;
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typedef struct
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{
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char name[MAX_QPATH];
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int size;
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int offset; /* Ignored in PK3 files. */
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} fsPackFile_t;
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typedef struct
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{
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char name[MAX_OSPATH];
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int numFiles;
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FILE *pak;
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unzFile *pk3;
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qboolean isProtectedPak;
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fsPackFile_t *files;
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} fsPack_t;
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typedef struct fsSearchPath_s
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{
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char path[MAX_OSPATH]; /* Only one used. */
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fsPack_t *pack; /* (path or pack) */
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struct fsSearchPath_s *next;
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} fsSearchPath_t;
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typedef enum
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{
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PAK,
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PK3
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} fsPackFormat_t;
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typedef struct
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{
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char *suffix;
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fsPackFormat_t format;
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} fsPackTypes_t;
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fsHandle_t fs_handles[MAX_HANDLES];
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fsLink_t *fs_links;
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fsSearchPath_t *fs_searchPaths;
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fsSearchPath_t *fs_baseSearchPaths;
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/* Pack formats / suffixes. */
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fsPackTypes_t fs_packtypes[] = {
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{"pak", PAK},
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{"pk2", PK3},
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{"pk3", PK3},
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{"pkz", PK3},
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{"zip", PK3}
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};
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char datadir[MAX_OSPATH];
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char fs_gamedir[MAX_OSPATH];
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qboolean file_from_protected_pak;
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cvar_t *fs_basedir;
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cvar_t *fs_cddir;
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cvar_t *fs_gamedirvar;
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cvar_t *fs_debug;
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fsHandle_t *FS_GetFileByHandle(fileHandle_t f);
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// --------
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// Raw search path, the actual search
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// bath is build from this one.
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typedef struct fsRawPath_s {
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char path[MAX_OSPATH];
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qboolean create;
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struct fsRawPath_s *next;
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} fsRawPath_t;
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fsRawPath_t *fs_rawPath;
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// --------
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#if _WIN32
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/*
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* We need some trickery to make minizip Unicode compatible...
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*/
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#include <windows.h>
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#include "unzip/ioapi.h"
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zlib_filefunc_def zlib_file_api;
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static voidpf ZCALLBACK fopen_file_func_utf(voidpf opaque, const char *filename, int mode)
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{
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FILE* file = NULL;
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WCHAR *mode_fopen = NULL;
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WCHAR wfilename[MAX_OSPATH];
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if ((mode & ZLIB_FILEFUNC_MODE_READWRITEFILTER) == ZLIB_FILEFUNC_MODE_READ)
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{
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mode_fopen = L"rb";
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}
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else if (mode & ZLIB_FILEFUNC_MODE_EXISTING)
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{
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mode_fopen = L"r+b";
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}
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else if (mode & ZLIB_FILEFUNC_MODE_CREATE)
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{
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mode_fopen = L"wb";
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}
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if (!((filename == NULL) || (mode_fopen == NULL)))
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{
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MultiByteToWideChar(CP_UTF8, 0, filename, -1, wfilename, sizeof(wfilename));
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file = _wfopen((const wchar_t *) wfilename, mode_fopen);
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}
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return file;
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}
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#endif
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// --------
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/*
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* All of Quake's data access is through a hierchal file system, but the
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* contents of the file system can be transparently merged from several
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* sources.
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*
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* The "base directory" is the path to the directory holding the quake.exe and
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* all game directories. The sys_* files pass this to host_init in
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* quakeparms_t->basedir. This can be overridden with the "-basedir" command
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* line parm to allow code debugging in a different directory. The base
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* directory is only used during filesystem initialization.
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*
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* The "game directory" is the first tree on the search path and directory that
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* all generated files (savegames, screenshots, demos, config files) will be
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* saved to. This can be overridden with the "-game" command line parameter.
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* The game directory can never be changed while quake is executing. This is
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* a precacution against having a malicious server instruct clients to write
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* files over areas they shouldn't.
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*
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*/
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/*
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* Returns the path up to, but not including the last '/'.
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*/
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void
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Com_FilePath(const char *path, char *dst, int dstSize)
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{
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char *pos; /* Position of the last '/'. */
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if ((pos = strrchr(path, '/')) != NULL)
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{
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pos--;
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if ((pos - path) < dstSize)
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{
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memcpy(dst, path, pos - path);
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dst[pos - path] = '\0';
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}
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else
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{
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Com_Printf("Com_FilePath: not enough space.\n");
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return;
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}
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}
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else
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{
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Q_strlcpy(dst, path, dstSize);
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}
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}
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int
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FS_FileLength(FILE *f)
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{
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int pos; /* Current position. */
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int end; /* End of file. */
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pos = ftell(f);
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fseek(f, 0, SEEK_END);
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end = ftell(f);
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fseek(f, pos, SEEK_SET);
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return end;
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}
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/*
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* Creates any directories needed to store the given filename.
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*/
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void
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FS_CreatePath(char *path)
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{
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char *cur; /* Current '/'. */
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char *old; /* Old '/'. */
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FS_DPrintf("FS_CreatePath(%s)\n", path);
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if (strstr(path, "..") != NULL)
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{
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Com_Printf("WARNING: refusing to create relative path '%s'.\n", path);
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return;
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}
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cur = old = path;
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while (cur != NULL)
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{
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if ((cur - old) > 1)
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{
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*cur = '\0';
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Sys_Mkdir(path);
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*cur = '/';
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}
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old = cur;
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cur = strchr(old + 1, '/');
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}
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}
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void
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FS_DPrintf(const char *format, ...)
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{
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char msg[1024];
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va_list argPtr;
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if (fs_debug->value != 1)
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{
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return;
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}
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va_start(argPtr, format);
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vsnprintf(msg, sizeof(msg), format, argPtr);
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va_end(argPtr);
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Com_Printf("%s", msg);
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}
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char *
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FS_Gamedir(void)
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{
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return fs_gamedir;
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}
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/*
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* Finds a free fileHandle_t.
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*/
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fsHandle_t *
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FS_HandleForFile(const char *path, fileHandle_t *f)
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{
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int i;
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fsHandle_t *handle;
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handle = fs_handles;
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for (i = 0; i < MAX_HANDLES; i++, handle++)
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{
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if ((handle->file == NULL) && (handle->zip == NULL))
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{
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Q_strlcpy(handle->name, path, sizeof(handle->name));
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*f = i + 1;
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return handle;
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}
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}
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/* Failed. */
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Com_Error(ERR_DROP, "FS_HandleForFile: none free");
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return NULL;
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}
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/*
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* Returns a fsHandle_t * for the given fileHandle_t.
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*/
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fsHandle_t *
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FS_GetFileByHandle(fileHandle_t f)
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{
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if ((f < 0) || (f > MAX_HANDLES))
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{
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Com_Error(ERR_DROP, "FS_GetFileByHandle: out of range");
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}
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if (f == 0)
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{
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f++;
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}
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return &fs_handles[f - 1];
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}
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/*
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* Other dll's can't just call fclose() on files returned by FS_FOpenFile.
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*/
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void
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FS_FCloseFile(fileHandle_t f)
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{
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fsHandle_t *handle;
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handle = FS_GetFileByHandle(f);
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if (handle->file)
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{
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fclose(handle->file);
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}
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else if (handle->zip)
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{
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unzCloseCurrentFile(handle->zip);
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unzClose(handle->zip);
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}
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memset(handle, 0, sizeof(*handle));
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}
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/*
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* Finds the file in the search path. Returns filesize and an open FILE *. Used
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* for streaming data out of either a pak file or a seperate file.
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*/
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int
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FS_FOpenFile(const char *name, fileHandle_t *f, qboolean gamedir_only)
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{
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char path[MAX_OSPATH], lwrName[MAX_OSPATH];
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fsHandle_t *handle;
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fsPack_t *pack;
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fsSearchPath_t *search;
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int i;
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file_from_protected_pak = false;
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handle = FS_HandleForFile(name, f);
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Q_strlcpy(handle->name, name, sizeof(handle->name));
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handle->mode = FS_READ;
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/* Search through the path, one element at a time. */
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for (search = fs_searchPaths; search; search = search->next)
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{
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if (gamedir_only)
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{
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if (strstr(search->path, FS_Gamedir()) == NULL)
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{
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continue;
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}
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}
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// Evil hack for maps.lst and players/
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// TODO: A flag to ignore paks would be better
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if ((strcmp(fs_gamedirvar->string, "") == 0) && search->pack) {
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if ((strcmp(name, "maps.lst") == 0)|| (strncmp(name, "players/", 8) == 0)) {
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continue;
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}
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}
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/* Search inside a pack file. */
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if (search->pack)
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{
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pack = search->pack;
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for (i = 0; i < pack->numFiles; i++)
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{
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if (Q_stricmp(pack->files[i].name, handle->name) == 0)
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{
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/* Found it! */
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if (fs_debug->value)
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{
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Com_Printf("FS_FOpenFile: '%s' (found in '%s').\n",
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handle->name, pack->name);
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}
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// save the name with *correct case* in the handle
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// (relevant for savegames, when starting map with wrong case but it's still found
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// because it's from pak, but save/bla/MAPname.sav/sv2 will have wrong case and can't be found then)
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Q_strlcpy(handle->name, pack->files[i].name, sizeof(handle->name));
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if (pack->pak)
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{
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/* PAK */
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if (pack->isProtectedPak)
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{
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file_from_protected_pak = true;
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}
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handle->file = Q_fopen(pack->name, "rb");
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if (handle->file)
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{
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fseek(handle->file, pack->files[i].offset, SEEK_SET);
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return pack->files[i].size;
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}
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}
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else if (pack->pk3)
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{
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/* PK3 */
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if (pack->isProtectedPak)
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{
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file_from_protected_pak = true;
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}
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#ifdef _WIN32
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handle->zip = unzOpen2(pack->name, &zlib_file_api);
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#else
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handle->zip = unzOpen(pack->name);
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#endif
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if (handle->zip)
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{
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if (unzLocateFile(handle->zip, handle->name, 2) == UNZ_OK)
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{
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if (unzOpenCurrentFile(handle->zip) == UNZ_OK)
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{
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return pack->files[i].size;
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}
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}
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unzClose(handle->zip);
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}
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}
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Com_Error(ERR_FATAL, "Couldn't reopen '%s'", pack->name);
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}
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}
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}
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else
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{
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/* Search in a directory tree. */
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Com_sprintf(path, sizeof(path), "%s/%s", search->path, handle->name);
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handle->file = Q_fopen(path, "rb");
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if (!handle->file)
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{
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Com_sprintf(lwrName, sizeof(lwrName), "%s", handle->name);
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Q_strlwr(lwrName);
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Com_sprintf(path, sizeof(path), "%s/%s", search->path, lwrName);
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handle->file = Q_fopen(path, "rb");
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}
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if (handle->file)
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{
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if (fs_debug->value)
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{
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Com_Printf("FS_FOpenFile: '%s' (found in '%s').\n",
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handle->name, search->path);
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}
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return FS_FileLength(handle->file);
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}
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}
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}
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if (fs_debug->value)
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{
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Com_Printf("FS_FOpenFile: couldn't find '%s'.\n", handle->name);
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}
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/* Couldn't open, so free the handle. */
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memset(handle, 0, sizeof(*handle));
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*f = 0;
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return -1;
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}
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/*
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* Properly handles partial reads.
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*/
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int
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FS_Read(void *buffer, int size, fileHandle_t f)
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{
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qboolean tried = false; /* Tried to read from a CD. */
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byte *buf; /* Buffer. */
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int r; /* Number of bytes read. */
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int remaining; /* Remaining bytes. */
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fsHandle_t *handle; /* File handle. */
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handle = FS_GetFileByHandle(f);
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/* Read. */
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remaining = size;
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buf = (byte *)buffer;
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while (remaining)
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{
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if (handle->file)
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{
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r = fread(buf, 1, remaining, handle->file);
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}
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else if (handle->zip)
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{
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r = unzReadCurrentFile(handle->zip, buf, remaining);
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}
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else
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{
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return 0;
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}
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if (r == 0)
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{
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if (!tried)
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{
|
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/* Might tried to read from a CD. */
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tried = true;
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}
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else
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{
|
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/* Already tried once. */
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Com_Error(ERR_FATAL, "FS_Read: 0 bytes read from '%s'", handle->name);
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return size - remaining;
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}
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}
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else if (r == -1)
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{
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Com_Error(ERR_FATAL, "FS_Read: -1 bytes read from '%s'", handle->name);
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}
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remaining -= r;
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buf += r;
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}
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return size;
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}
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|
|
/*
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|
* Properly handles partial reads of size up to count times. No error if it
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* can't read.
|
|
*/
|
|
int
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|
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. */
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|
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handle = FS_GetFileByHandle(f);
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|
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/* Read. */
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|
loops = count;
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buf = (byte *)buffer;
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|
|
while (loops)
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|
{
|
|
/* Read in chunks. */
|
|
remaining = size;
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|
|
|
while (remaining)
|
|
{
|
|
if (handle->file)
|
|
{
|
|
r = fread(buf, 1, remaining, handle->file);
|
|
}
|
|
else if (handle->zip)
|
|
{
|
|
r = unzReadCurrentFile(handle->zip, buf, remaining);
|
|
}
|
|
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 = NULL; /* PAK info. */
|
|
|
|
handle = Q_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, "%s: '%s' is not a pack file", __func__, packPath);
|
|
}
|
|
|
|
header.dirofs = LittleLong(header.dirofs);
|
|
header.dirlen = LittleLong(header.dirlen);
|
|
|
|
numFiles = header.dirlen / sizeof(dpackfile_t);
|
|
|
|
if ((numFiles == 0) || (header.dirlen < 0) || (header.dirofs < 0))
|
|
{
|
|
fclose(handle);
|
|
Com_Error(ERR_FATAL, "%s: '%s' is too short.",
|
|
__func__, packPath);
|
|
}
|
|
|
|
if (numFiles > MAX_FILES_IN_PACK)
|
|
{
|
|
Com_Printf("%s: '%s' has %i > %i files\n",
|
|
__func__, packPath, numFiles, MAX_FILES_IN_PACK);
|
|
}
|
|
|
|
info = malloc(header.dirlen);
|
|
if (!info)
|
|
{
|
|
Com_Error(ERR_FATAL, "%s: '%s' is to big for read %d",
|
|
__func__, packPath, header.dirlen);
|
|
}
|
|
|
|
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);
|
|
}
|
|
free(info);
|
|
|
|
pack = Z_Malloc(sizeof(fsPack_t));
|
|
Q_strlcpy(pack->name, packPath, sizeof(pack->name));
|
|
pack->pak = handle;
|
|
pack->pk3 = NULL;
|
|
pack->numFiles = numFiles;
|
|
pack->files = files;
|
|
|
|
Com_Printf("Added packfile '%s' (%i files).\n", pack->name, numFiles);
|
|
|
|
return pack;
|
|
}
|
|
|
|
/*
|
|
* 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. */
|
|
|
|
#ifdef _WIN32
|
|
handle = unzOpen2(packPath, &zlib_file_api);
|
|
#else
|
|
handle = unzOpen(packPath);
|
|
#endif
|
|
|
|
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 <= 0)
|
|
{
|
|
unzClose(handle);
|
|
Com_Error(ERR_FATAL, "%s: '%s' has %i files",
|
|
__func__, 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;
|
|
}
|
|
|
|
/*
|
|
* 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) || (handle->zip != NULL))
|
|
{
|
|
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");
|
|
|
|
Com_Printf("%i files in PAK/PK2/PK3/ZIP files.\n", totalFiles);
|
|
}
|
|
|
|
/*
|
|
* 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 *));
|
|
YQ2_COM_CHECK_OOM(list, "calloc()", (size_t)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 *));
|
|
YQ2_COM_CHECK_OOM(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 *));
|
|
YQ2_COM_CHECK_OOM(list, "realloc()", (size_t)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 *));
|
|
YQ2_COM_CHECK_OOM(list, "2nd realloc()", (size_t)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 *));
|
|
YQ2_COM_CHECK_OOM(tmplist, "malloc()", (size_t)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 *));
|
|
YQ2_COM_CHECK_OOM(list, "3rd realloc()", (size_t)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");
|
|
}
|
|
}
|
|
|
|
// --------
|
|
|
|
/*
|
|
* This function returns true if a real file (e.g. not something
|
|
* in a pak, somthing in the file system itself) exists in the
|
|
* current gamedir.
|
|
*/
|
|
qboolean
|
|
FS_FileInGamedir(const char *file)
|
|
{
|
|
char path[MAX_OSPATH];
|
|
FILE *fd;
|
|
|
|
Com_sprintf(path, sizeof(path), "%s/%s", fs_gamedir, file);
|
|
|
|
if ((fd = Q_fopen(path, "rb")) != NULL)
|
|
{
|
|
fclose(fd);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* This function loads the given .pak / .pk3 File from the
|
|
* fs_gamedir. There's no need to load from other dirs since
|
|
* fs_gamedir is the only dir written to at runtime.
|
|
*/
|
|
qboolean
|
|
FS_AddPAKFromGamedir(const char *pak)
|
|
{
|
|
char path[MAX_OSPATH];
|
|
|
|
Com_sprintf(path, sizeof(path), "%s/%s", fs_gamedir, pak);
|
|
|
|
// Check of the file really exists.
|
|
FILE *fd;
|
|
|
|
if ((fd = Q_fopen(path, "rb")) == NULL)
|
|
{
|
|
assert(fd && "FS_AddPAKfromGamedir() called with nonexisting file");;
|
|
}
|
|
else
|
|
{
|
|
fclose(fd);
|
|
}
|
|
|
|
// Depending on filetype we must load it as .pak or .pk3.
|
|
for (int i = 0; i < sizeof(fs_packtypes) / sizeof(fs_packtypes[0]); i++)
|
|
{
|
|
// Not the current filetype, next one please.
|
|
if (strncmp(pak + strlen(pak) - strlen(fs_packtypes[i].suffix), fs_packtypes[i].suffix, strlen(fs_packtypes[i].suffix)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
fsPack_t *pakfile = NULL;
|
|
|
|
switch (fs_packtypes[i].format)
|
|
{
|
|
case PAK:
|
|
pakfile = FS_LoadPAK(path);
|
|
break;
|
|
case PK3:
|
|
pakfile = FS_LoadPK3(path);
|
|
break;
|
|
}
|
|
|
|
if (pakfile == NULL)
|
|
{
|
|
// Couldn't load it.
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
// Add it.
|
|
fsSearchPath_t *search = Z_Malloc(sizeof(fsSearchPath_t));
|
|
search->pack = pakfile;
|
|
search->next = fs_searchPaths;
|
|
fs_searchPaths = search;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Apparently we didn't load anything.
|
|
return false;
|
|
}
|
|
|
|
const char*
|
|
FS_GetNextRawPath(const char* lastRawPath)
|
|
{
|
|
assert(fs_rawPath != NULL && "Don't call this if before FS_InitFilesystem()");
|
|
|
|
if (lastRawPath == NULL)
|
|
{
|
|
return fs_rawPath->path;
|
|
}
|
|
|
|
for (fsRawPath_t* rp = fs_rawPath; rp != NULL; rp = rp->next)
|
|
{
|
|
if (rp->path == lastRawPath)
|
|
{
|
|
return (rp->next != NULL) ? rp->next->path : NULL;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
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 the 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);
|
|
|
|
if (pack)
|
|
{
|
|
pack->isProtectedPak = true;
|
|
}
|
|
|
|
break;
|
|
case PK3:
|
|
pack = FS_LoadPK3(path);
|
|
|
|
if (pack)
|
|
{
|
|
pack->isProtectedPak = false;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
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, 0)) == 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;
|
|
case PK3:
|
|
pack = FS_LoadPK3(list[j]);
|
|
break;
|
|
}
|
|
|
|
if (pack == NULL)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
pack->isProtectedPak = false;
|
|
|
|
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 game directory.
|
|
Sys_Mkdir(fs_gamedir);
|
|
|
|
// 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;
|
|
|
|
// empty string means baseq2
|
|
if(dir[0] == '\0')
|
|
{
|
|
dir = BASEDIRNAME;
|
|
}
|
|
|
|
// This is against PEBCAK. The user may give us paths like
|
|
// xatrix/ or even /home/stupid/quake2/xatrix.
|
|
if (!strcmp(dir, ".") || strstr(dir, "..") || strstr(dir, "/") || strstr(dir, "\\"))
|
|
{
|
|
Com_Printf("Gamedir should be a single filename, not a path.\n");
|
|
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);
|
|
}
|
|
|
|
if (fs_searchPaths->pack->pk3)
|
|
{
|
|
unzClose(fs_searchPaths->pack->pk3);
|
|
}
|
|
|
|
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) || (fs_handles[i].zip != NULL)))
|
|
{
|
|
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) {
|
|
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;
|
|
}
|
|
}
|
|
|
|
// Create the game directory.
|
|
Sys_Mkdir(fs_gamedir);
|
|
|
|
// 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);
|
|
|
|
// the gamedir has changed, so read in the corresponding configs
|
|
Qcommon_ExecConfigs(false);
|
|
|
|
#ifndef DEDICATED_ONLY
|
|
// This function is called whenever the game cvar changes =>
|
|
// the player wants to switch to another mod. In that case the
|
|
// list of music tracks needs to be loaded again (=> tracks
|
|
// are possibly from the new mod dir)
|
|
OGG_InitTrackList();
|
|
#endif
|
|
}
|
|
|
|
// returns the filename used to open f, but (if opened from pack) in correct case
|
|
// returns NULL if f is no valid handle
|
|
const char* FS_GetFilenameForHandle(fileHandle_t f)
|
|
{
|
|
fsHandle_t* fsh = FS_GetFileByHandle(f);
|
|
if(fsh)
|
|
{
|
|
return fsh->name;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
// --------
|
|
|
|
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(datadir, 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);
|
|
|
|
// Deprecation warning, can be removed at a later time.
|
|
if (strcmp(fs_basedir->string, ".") != 0)
|
|
{
|
|
Com_Printf("+set basedir is deprecated, use -datadir instead\n");
|
|
strcpy(datadir, fs_basedir->string);
|
|
}
|
|
else if (strlen(datadir) == 0)
|
|
{
|
|
strcpy(datadir, ".");
|
|
}
|
|
|
|
#ifdef _WIN32
|
|
// setup minizip for Unicode compatibility
|
|
fill_fopen_filefunc(&zlib_file_api);
|
|
zlib_file_api.zopen_file = fopen_file_func_utf;
|
|
#endif
|
|
|
|
// Build search path
|
|
FS_BuildRawPath();
|
|
FS_BuildGenericSearchPath();
|
|
|
|
if (fs_gamedirvar->string[0] != '\0')
|
|
{
|
|
FS_BuildGameSpecificSearchPath(fs_gamedirvar->string);
|
|
}
|
|
#ifndef DEDICATED_ONLY
|
|
else
|
|
{
|
|
// no mod, but we still need to get the list of OGG tracks for background music
|
|
OGG_InitTrackList();
|
|
}
|
|
#endif
|
|
|
|
// Debug output
|
|
Com_Printf("Using '%s' for writing.\n", fs_gamedir);
|
|
}
|
|
|