raze-gles/source/core/initfs.cpp

422 lines
12 KiB
C++

/*
** initfs.cpp
**
**---------------------------------------------------------------------------
** Copyright 1999-2016 Randy Heit
** Copyright 2002-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "filesystem.h"
#include "cmdlib.h"
#include "zstring.h"
#include "gamecontrol.h"
#include "gameconfigfile.h"
#include "printf.h"
#include "m_argv.h"
#include "version.h"
#include "sc_man.h"
#include "v_video.h"
#include "v_text.h"
#include "findfile.h"
#include "palutil.h"
#include "startupinfo.h"
#ifndef PATH_MAX
#define PATH_MAX 260
#endif
static const char* validexts[] = { "*.grp", "*.zip", "*.pk3", "*.pk4", "*.7z", "*.pk7", "*.dat", "*.rff" };
//==========================================================================
//
//
//
//==========================================================================
static TArray<FString> ParseGameInfo(TArray<FString>& pwads, const char* fn, const char* data, int size)
{
FScanner sc;
TArray<FString> bases;
int pos = 0;
const char* lastSlash = strrchr(fn, '/');
sc.OpenMem("GAMEINFO", data, size);
sc.SetCMode(true);
while (sc.GetToken())
{
sc.TokenMustBe(TK_Identifier);
FString nextKey = sc.String;
sc.MustGetToken('=');
if (!nextKey.CompareNoCase("GAME"))
{
sc.MustGetString();
bases.Push(sc.String);
}
else if (!nextKey.CompareNoCase("LOAD"))
{
do
{
sc.MustGetString();
// Try looking for the wad in the same directory as the .wad
// before looking for it in the current directory.
FString checkpath;
if (lastSlash != NULL)
{
checkpath = FString(fn, (lastSlash - fn) + 1);
checkpath += sc.String;
}
else
{
checkpath = sc.String;
}
if (!FileExists(checkpath))
{
pos += D_AddFile(pwads, sc.String, true, pos, GameConfig);
}
else
{
pos += D_AddFile(pwads, checkpath, true, pos, GameConfig);
}
} while (sc.CheckToken(','));
}
else if (!nextKey.CompareNoCase("STARTUPTITLE"))
{
sc.MustGetString();
GameStartupInfo.Name = sc.String;
}
else if (!nextKey.CompareNoCase("STARTUPCOLORS"))
{
sc.MustGetString();
GameStartupInfo.FgColor = V_GetColor(NULL, sc);
sc.MustGetStringName(",");
sc.MustGetString();
GameStartupInfo.BkColor = V_GetColor(NULL, sc);
}
else if (!nextKey.CompareNoCase("CON"))
{
sc.MustGetString();
GameStartupInfo.con = sc.String;;
}
else if (!nextKey.CompareNoCase("DEF"))
{
sc.MustGetString();
GameStartupInfo.def = sc.String;;
}
else
{
// Silently ignore unknown properties
do
{
sc.MustGetAnyToken();
} while (sc.CheckToken(','));
}
}
return bases;
}
//==========================================================================
//
//
//
//==========================================================================
static TArray<FString> CheckGameInfo(TArray<FString>& pwads)
{
// scan the list of WADs backwards to find the last one that contains a GAMEINFO lump
for (int i = pwads.Size() - 1; i >= 0; i--)
{
bool isdir = false;
FResourceFile* resfile;
const char* filename = pwads[i];
// Does this exist? If so, is it a directory?
if (!DirEntryExists(pwads[i], &isdir))
{
Printf(TEXTCOLOR_RED "Could not find %s\n", filename);
continue;
}
if (!isdir)
{
FileReader fr;
if (!fr.OpenFile(filename))
{
// Didn't find file
continue;
}
resfile = FResourceFile::OpenResourceFile(filename, fr, true);
}
else
resfile = FResourceFile::OpenDirectory(filename, true);
FName gameinfo = "GAMEINFO.TXT";
if (resfile != NULL)
{
uint32_t cnt = resfile->LumpCount();
for (int i = cnt - 1; i >= 0; i--)
{
FResourceLump* lmp = resfile->GetLump(i);
if (FName(lmp->getName(), true) == gameinfo)
{
// Found one!
auto bases = ParseGameInfo(pwads, resfile->FileName, (const char*)lmp->Lock(), lmp->LumpSize);
delete resfile;
return bases;
}
}
delete resfile;
}
}
return TArray<FString>();
}
//==========================================================================
//
//
//
//==========================================================================
TArray<FString> GetGameFronUserFiles()
{
TArray<FString> Files;
if (userConfig.AddFilesPre) for (auto& file : *userConfig.AddFilesPre)
{
D_AddFile(Files, file, true, -1, GameConfig);
}
if (userConfig.AddFiles)
{
for (auto& file : *userConfig.AddFiles)
{
D_AddFile(Files, file, true, -1, GameConfig);
}
// Finally, if the last entry in the chain is a directory, it's being considered the mod directory, and all GRPs inside need to be loaded, too.
if (userConfig.AddFiles->NumArgs() > 0)
{
auto fn = (*userConfig.AddFiles)[userConfig.AddFiles->NumArgs() - 1];
bool isdir = false;
if (DirEntryExists(fn, &isdir) && isdir)
{
// Insert the GRPs before this entry itself.
FString lastfn;
Files.Pop(lastfn);
for (auto ext : validexts)
{
D_AddDirectory(Files, fn, ext, GameConfig);
}
Files.Push(lastfn);
}
}
}
return CheckGameInfo(Files);
}
//==========================================================================
//
// Deletes unwanted content from the main game files
//
//==========================================================================
static void DeleteStuff(FileSystem &fileSystem, const TArray<FString>& deletelumps, int numgamefiles)
{
// This must account for the game directory being inserted at index 2.
// Deletion may only occur in the main game file, the directory and the add-on, there are no secondary dependencies, i.e. more than two game files.
numgamefiles++;
for (auto str : deletelumps)
{
FString renameTo;
auto ndx = str.IndexOf("*");
if (ndx >= 0)
{
renameTo = FName(str.Mid(ndx + 1)).GetChars();
str.Truncate(ndx);
}
for (uint32_t i = 0; i < fileSystem.GetNumEntries(); i++)
{
int cf = fileSystem.GetFileContainer(i);
auto fname = fileSystem.GetFileFullName(i, false);
if (cf >= 1 && cf <= numgamefiles && !str.CompareNoCase(fname))
{
fileSystem.RenameFile(i, renameTo);
}
}
}
}
//==========================================================================
//
//
//
//==========================================================================
const char* iwad_folders[13] = { "textures/", "hires/", "sounds/", "music/", "maps/" };
const char* iwad_reserved_duke[12] = { ".map", ".con", "menudef", "gldefs", "zscript", "maps/", nullptr };
const char* iwad_reserved_blood[12] = { ".map", ".ini", "menudef", "gldefs", "zscript", "maps/", nullptr };
const char* iwad_reserved_sw[12] = { ".map", "swcustom.txt", "menudef", "gldefs", "zscript", "maps/", nullptr };
const char* iwad_reserved_ex[12] = { ".map", "menudef", "gldefs", "zscript", "maps/", nullptr };
const char** iwad_reserved()
{
return (g_gameType & GAMEFLAG_PSEXHUMED) ? iwad_reserved_ex :
(g_gameType & GAMEFLAG_SW) ? iwad_reserved_sw :
(g_gameType & GAMEFLAG_BLOOD) ? iwad_reserved_blood : iwad_reserved_duke;
}
void InitFileSystem(TArray<GrpEntry>& groups)
{
TArray<int> dependencies;
TArray<FString> Files;
// First comes the engine's own stuff.
FString baseres = progdir + ENGINERES_FILE;
D_AddFile(Files, baseres, true, -1, GameConfig);
bool insertdirectoriesafter = Args->CheckParm("-insertdirafter");
int i = groups.Size()-1;
FString fn;
for (auto &grp : groups)
{
// Add all dependencies, plus the directory of the base dependency.
// Directories of addon content are not added if they differ from the main directory.
// Also, the directory is inserted after the base dependency, allowing the addons to override directory content.
// This can be overridden via command line switch if needed.
if (!grp.FileInfo.loaddirectory && grp.FileName.IsNotEmpty())
{
D_AddFile(Files, grp.FileName, true, -1, GameConfig);
fn = ExtractFilePath(grp.FileName);
if (fn.Len() > 0 && fn.Back() != '/') fn += '/';
}
for (auto& fname : grp.FileInfo.loadfiles)
{
FString newname = fn + fname;
D_AddFile(Files, newname, true, -1, GameConfig);
}
bool insert = (!insertdirectoriesafter && &grp == &groups[0]) || (insertdirectoriesafter && &grp == &groups.Last());
// Add the game's main directory in the proper spot.
if (insert)
{
// Build's original 'file system' loads all GRPs before the first external directory.
// Do this only if explicitly requested because this severely limits the usability of GRP files.
if (insertdirectoriesafter && userConfig.AddFilesPre) for (auto& file : *userConfig.AddFilesPre)
{
D_AddFile(Files, file, true, -1, GameConfig);
}
D_AddFile(Files, fn, true, -1, GameConfig);
}
i--;
}
fileSystem.SetMaxIwadNum(Files.Size() - 1);
D_AddConfigFiles(Files, "Global.Autoload", "*.grp", GameConfig);
long len;
int lastpos = 0;
while (lastpos < LumpFilter.Len() && (len = strcspn(LumpFilter.GetChars() + lastpos, ".")) > 0)
{
auto file = LumpFilter.Left(len + lastpos) + ".Autoload";
D_AddConfigFiles(Files, file, "*.grp", GameConfig);
lastpos += len + 1;
}
if (!insertdirectoriesafter && userConfig.AddFilesPre) for (auto& file : *userConfig.AddFilesPre)
{
D_AddFile(Files, file, true, -1, GameConfig);
}
if (userConfig.AddFiles)
{
for (auto& file : *userConfig.AddFiles)
{
D_AddFile(Files, file, true, -1, GameConfig);
}
// Finally, if the last entry in the chain is a directory, it's being considered the mod directory, and all GRPs inside need to be loaded, too.
if (userConfig.AddFiles->NumArgs() > 0)
{
auto fn = (*userConfig.AddFiles)[userConfig.AddFiles->NumArgs() - 1];
bool isdir = false;
if (DirEntryExists(fn, &isdir) && isdir)
{
// Insert the GRPs before this entry itself.
FString lastfn;
Files.Pop(lastfn);
for (auto ext : validexts)
{
D_AddDirectory(Files, fn, ext, GameConfig);
}
Files.Push(lastfn);
}
}
}
TArray<FString> todelete;
for (auto& g : groups)
{
todelete.Append(g.FileInfo.tobedeleted);
}
todelete.Append(userConfig.toBeDeleted);
LumpFilterInfo lfi;
for (auto p : iwad_folders) lfi.reservedFolders.Push(p);
for (auto p = iwad_reserved(); *p; p++) lfi.requiredPrefixes.Push(*p);
if (isBlood())
{
lfi.embeddings.Push("blood.rff");
lfi.embeddings.Push("sounds.rff");
}
lfi.dotFilter = LumpFilter;
if (g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_NAM | GAMEFLAG_NAPALM | GAMEFLAG_WW2GI | GAMEFLAG_RRALL)) lfi.gameTypeFilter.Push("DukeEngine");
lfi.postprocessFunc = [&]()
{
DeleteStuff(fileSystem, todelete, groups.Size());
};
fileSystem.InitMultipleFiles(Files, false, &lfi);
if (Args->CheckParm("-dumpfs"))
{
FILE* f = fopen("filesystem.dir", "wb");
for (int i = 0; i < fileSystem.GetNumEntries(); i++)
{
auto fd = fileSystem.GetFileAt(i);
fprintf(f, "%.50s %60s %d\n", fd->getName(), fileSystem.GetResourceFileFullName(fileSystem.GetFileContainer(i)), fd->Size());
}
fclose(f);
}
}