mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-14 08:30:58 +00:00
584 lines
14 KiB
C++
584 lines
14 KiB
C++
/*
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** initfs.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 1999-2016 Randy Heit
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** Copyright 2002-2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "filesystem/filesystem.h"
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#include "filesystem/resourcefile.h"
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#include "cmdlib.h"
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#include "zstring.h"
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#include "gamecontrol.h"
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#include "gameconfigfile.h"
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#include "printf.h"
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#include "m_argv.h"
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#include "version.h"
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#include "sc_man.h"
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#include "v_video.h"
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#include "v_text.h"
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#include "i_system.h"
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#ifndef PATH_MAX
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#define PATH_MAX 260
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#endif
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//==========================================================================
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//
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// BaseFileSearch
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//
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// If a file does not exist at <file>, looks for it in the directories
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// specified in the config file. Returns the path to the file, if found,
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// or nullptr if it could not be found.
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//
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//==========================================================================
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FString BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir)
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{
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FString wad;
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if (file == nullptr || *file == '\0')
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{
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return nullptr;
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}
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if (lookfirstinprogdir)
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{
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wad.Format("%s%s%s", progdir.GetChars(), progdir.Back() == '/' ? "" : "/", file);
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if (DirEntryExists (wad))
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{
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return wad;
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}
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}
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if (DirEntryExists (file))
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{
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wad.Format("%s", file);
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return wad;
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}
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if (GameConfig != nullptr && GameConfig->SetSection ("FileSearch.Directories"))
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{
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const char *key;
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const char *value;
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while (GameConfig->NextInSection (key, value))
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{
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if (stricmp (key, "Path") == 0)
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{
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FString dir;
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dir = NicePath(value);
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if (dir.IsNotEmpty())
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{
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wad.Format("%s%s%s", dir.GetChars(), dir.Back() == '/' ? "" : "/", file);
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if (DirEntryExists (wad))
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{
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return wad;
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}
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}
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}
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}
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}
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// Retry, this time with a default extension
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if (ext != nullptr)
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{
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FString tmp = file;
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DefaultExtension (tmp, ext);
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return BaseFileSearch (tmp, nullptr, lookfirstinprogdir);
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}
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return nullptr;
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}
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//==========================================================================
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//
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// D_AddFile
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//
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//==========================================================================
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bool D_AddFile (TArray<FString> &wadfiles, const char *file, bool check = true, int position = -1)
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{
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if (file == NULL || *file == '\0')
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{
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return false;
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}
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if (check && !DirEntryExists (file))
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{
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const char *f = BaseFileSearch (file, ".grp", false);
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if (f == NULL)
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{
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Printf ("Can't find '%s'\n", file);
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return false;
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}
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file = f;
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}
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FString f = file;
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f.Substitute("\\", "/");
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if (position == -1) wadfiles.Push(f);
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else wadfiles.Insert(position, f);
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return true;
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}
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//==========================================================================
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//
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// D_AddWildFile
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//
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//==========================================================================
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void D_AddWildFile (TArray<FString> &wadfiles, const char *value)
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{
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if (value == NULL || *value == '\0')
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{
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return;
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}
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FString wadfile = BaseFileSearch (value, ".wad", false);
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if (wadfile.Len() != 0)
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{
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D_AddFile (wadfiles, wadfile);
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}
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else
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{ // Try pattern matching
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findstate_t findstate;
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char path[260];
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char *sep;
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void *handle = I_FindFirst (value, &findstate);
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strcpy (path, value);
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sep = strrchr (path, '/');
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if (sep == NULL)
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{
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sep = strrchr (path, '\\');
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#ifdef _WIN32
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if (sep == NULL && path[1] == ':')
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{
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sep = path + 1;
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}
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#endif
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}
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if (handle != ((void *)-1))
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{
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do
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{
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if (!(I_FindAttr(&findstate) & FA_DIREC))
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{
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if (sep == NULL)
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{
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D_AddFile (wadfiles, I_FindName (&findstate));
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}
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else
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{
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strcpy (sep+1, I_FindName (&findstate));
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D_AddFile (wadfiles, path, false );
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}
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}
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} while (I_FindNext (handle, &findstate) == 0);
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}
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I_FindClose (handle);
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}
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}
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//==========================================================================
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//
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// D_AddConfigWads
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//
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// Adds all files in the specified config file section.
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//
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//==========================================================================
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void D_AddConfigWads (TArray<FString> &wadfiles, const char *section)
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{
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if (GameConfig->SetSection (section))
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{
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const char *key;
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const char *value;
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FConfigFile::Position pos;
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while (GameConfig->NextInSection (key, value))
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{
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if (stricmp (key, "Path") == 0)
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{
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// D_AddWildFile resets GameConfig's position, so remember it
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GameConfig->GetPosition (pos);
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D_AddWildFile (wadfiles, ExpandEnvVars(value));
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// Reset GameConfig's position to get next wad
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GameConfig->SetPosition (pos);
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}
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}
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}
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}
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//==========================================================================
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//
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// D_AddDirectory
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//
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// Add all .wad files in a directory. Does not descend into subdirectories.
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//
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//==========================================================================
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static void D_AddDirectory (TArray<FString> &wadfiles, const char *dir)
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{
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char curdir[PATH_MAX];
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if (getcwd (curdir, PATH_MAX))
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{
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char skindir[PATH_MAX];
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findstate_t findstate;
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void *handle;
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size_t stuffstart;
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stuffstart = strlen (dir);
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memcpy (skindir, dir, stuffstart*sizeof(*dir));
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skindir[stuffstart] = 0;
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if (skindir[stuffstart-1] == '/')
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{
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skindir[--stuffstart] = 0;
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}
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if (!chdir (skindir))
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{
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skindir[stuffstart++] = '/';
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int savedstart = stuffstart;
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static const char* validexts[] = { "*.grp", "*.zip", "*.pk3", "*.pk4", "*.7z", "*.pk7", "*.dat", "*.rff" };
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for (auto ext : validexts)
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{
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stuffstart = savedstart;
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if ((handle = I_FindFirst(ext, &findstate)) != (void*)-1)
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{
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do
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{
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if (!(I_FindAttr(&findstate) & FA_DIREC))
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{
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strcpy(skindir + stuffstart, I_FindName(&findstate));
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D_AddFile(wadfiles, skindir);
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}
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} while (I_FindNext(handle, &findstate) == 0);
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I_FindClose(handle);
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}
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}
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}
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chdir (curdir);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static FString ParseGameInfo(TArray<FString>& pwads, const char* fn, const char* data, int size)
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{
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FScanner sc;
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FString iwad;
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int pos = 0;
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const char* lastSlash = strrchr(fn, '/');
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sc.OpenMem("GAMEINFO", data, size);
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sc.SetCMode(true);
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while (sc.GetToken())
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{
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sc.TokenMustBe(TK_Identifier);
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FString nextKey = sc.String;
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sc.MustGetToken('=');
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if (!nextKey.CompareNoCase("GAME"))
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{
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sc.MustGetString();
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iwad = sc.String;
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}
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else if (!nextKey.CompareNoCase("LOAD"))
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{
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do
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{
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sc.MustGetString();
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// Try looking for the wad in the same directory as the .wad
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// before looking for it in the current directory.
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FString checkpath;
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if (lastSlash != NULL)
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{
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checkpath = FString(fn, (lastSlash - fn) + 1);
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checkpath += sc.String;
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}
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else
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{
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checkpath = sc.String;
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}
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if (!FileExists(checkpath))
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{
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pos += D_AddFile(pwads, sc.String, true, pos);
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}
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else
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{
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pos += D_AddFile(pwads, checkpath, true, pos);
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}
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} while (sc.CheckToken(','));
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}
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else if (!nextKey.CompareNoCase("STARTUPTITLE"))
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{
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sc.MustGetString();
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RazeStartupInfo.Name = sc.String;
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}
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else if (!nextKey.CompareNoCase("STARTUPCOLORS"))
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{
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sc.MustGetString();
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RazeStartupInfo.FgColor = V_GetColor(NULL, sc);
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sc.MustGetStringName(",");
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sc.MustGetString();
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RazeStartupInfo.BkColor = V_GetColor(NULL, sc);
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}
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else
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{
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// Silently ignore unknown properties
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do
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{
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sc.MustGetAnyToken();
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} while (sc.CheckToken(','));
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}
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}
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return iwad;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static FString CheckGameInfo(TArray<FString>& pwads)
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{
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// scan the list of WADs backwards to find the last one that contains a GAMEINFO lump
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for (int i = pwads.Size() - 1; i >= 0; i--)
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{
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bool isdir = false;
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FResourceFile* resfile;
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const char* filename = pwads[i];
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// Does this exist? If so, is it a directory?
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if (!DirEntryExists(pwads[i], &isdir))
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{
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Printf(TEXTCOLOR_RED "Could not find %s\n", filename);
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continue;
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}
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if (!isdir)
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{
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FileReader fr;
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if (!fr.OpenFile(filename))
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{
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// Didn't find file
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continue;
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}
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resfile = FResourceFile::OpenResourceFile(filename, fr, true);
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}
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else
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resfile = FResourceFile::OpenDirectory(filename, true);
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FName gameinfo = "GAMEINFO.TXT";
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if (resfile != NULL)
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{
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uint32_t cnt = resfile->LumpCount();
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for (int i = cnt - 1; i >= 0; i--)
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{
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FResourceLump* lmp = resfile->GetLump(i);
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if (lmp->LumpName[0] == gameinfo)
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{
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// Found one!
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FString iwad = ParseGameInfo(pwads, resfile->FileName, (const char*)lmp->Lock(), lmp->LumpSize);
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delete resfile;
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return iwad;
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}
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}
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delete resfile;
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}
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}
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return "";
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FString GetGameFronUserFiles()
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{
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TArray<FString> Files;
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if (userConfig.AddFilesPre) for (auto& file : *userConfig.AddFilesPre)
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{
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D_AddFile(Files, file);
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}
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if (userConfig.AddFiles)
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{
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for (auto& file : *userConfig.AddFiles)
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{
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D_AddFile(Files, file);
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}
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// 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.
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if (userConfig.AddFiles->NumArgs() > 0)
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{
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auto fn = (*userConfig.AddFiles)[userConfig.AddFiles->NumArgs() - 1];
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bool isdir = false;
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if (DirEntryExists(fn, &isdir) && isdir)
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{
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// Insert the GRPs before this entry itself.
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FString lastfn;
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Files.Pop(lastfn);
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D_AddDirectory(Files, fn);
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Files.Push(lastfn);
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}
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}
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}
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return CheckGameInfo(Files);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void InitFileSystem(TArray<GrpEntry>& groups)
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{
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TArray<int> dependencies;
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TArray<FString> Files;
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// First comes the engine's own stuff.
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FString baseres = progdir + ENGINERES_FILE;
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D_AddFile(Files, baseres);
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bool insertdirectoriesafter = Args->CheckParm("-insertdirafter");
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int i = groups.Size()-1;
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for (auto &grp : groups)
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{
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// Add all dependencies, plus the directory of the base dependency.
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// Directories of addon content are not added if they differ from the main directory.
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// Also, the directory is inserted after the base dependency, allowing the addons to override directory content.
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// This can be overridden via command line switch if needed.
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if (!grp.FileInfo.loaddirectory)
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D_AddFile(Files, grp.FileName);
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auto fn = grp.FileName;
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fn.Substitute("\\", "/");
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auto index = fn.LastIndexOf("/");
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fn.Truncate(index+1); // right after the last slash.
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for (auto& fname : grp.FileInfo.loadfiles)
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{
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FString newname = fn + fname;
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D_AddFile(Files, newname);
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}
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bool insert = (!insertdirectoriesafter && &grp == &groups[0]) || (insertdirectoriesafter && &grp == &groups.Last());
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// Add the game's main directory in the proper spot.
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if (insert)
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{
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// Build's original 'file system' loads all GRPs before the first external directory.
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// Do this only if explicitly requested because this severely limits the usability of GRP files.
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if (insertdirectoriesafter && userConfig.AddFilesPre) for (auto& file : *userConfig.AddFilesPre)
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{
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D_AddFile(Files, '*' + file); // The * tells the file system not to pull in all subdirectories.
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}
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D_AddFile(Files, fn);
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}
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i--;
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}
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const char* key;
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const char* value;
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if (GameConfig->SetSection("global.Autoload"))
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{
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while (GameConfig->NextInSection(key, value))
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{
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if (stricmp(key, "Path") == 0)
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{
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FString nice = NicePath(value);
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D_AddFile(Files, nice);
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}
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}
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}
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if (!insertdirectoriesafter && userConfig.AddFilesPre) for (auto& file : *userConfig.AddFilesPre)
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{
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D_AddFile(Files, file);
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}
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if (userConfig.AddFiles)
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{
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for (auto& file : *userConfig.AddFiles)
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{
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D_AddFile(Files, file);
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}
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// 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.
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if (userConfig.AddFiles->NumArgs() > 0)
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{
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auto fn = (*userConfig.AddFiles)[userConfig.AddFiles->NumArgs() - 1];
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bool isdir = false;
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if (DirEntryExists(fn, &isdir) && isdir)
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{
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// Insert the GRPs before this entry itself.
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FString lastfn;
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Files.Pop(lastfn);
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D_AddDirectory(Files, fn);
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Files.Push(lastfn);
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}
|
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}
|
|
}
|
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|
|
|
|
TArray<FString> todelete;
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for (auto& g : groups)
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{
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todelete.Append(g.FileInfo.tobedeleted);
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}
|
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todelete.Append(userConfig.toBeDeleted);
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fileSystem.InitMultipleFiles(Files, todelete, groups.Size());
|
|
|
|
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->FullName(), fileSystem.GetResourceFileFullName(fileSystem.GetFileContainer(i)), fd->Size());
|
|
}
|
|
fclose(f);
|
|
}
|
|
}
|