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Xash3DArchive/engine/common/filesystem.c
2022-06-27 01:15:23 +03:00

3268 lines
82 KiB
C

/*
filesystem.c - game filesystem based on DP fs
Copyright (C) 2007 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include <fcntl.h>
#include <direct.h>
#include <sys/stat.h>
#include <io.h>
#include <time.h>
#include "common.h"
#include "wadfile.h"
#include "filesystem.h"
#include "library.h"
#include "mathlib.h"
#define FILE_BUFF_SIZE 2048
typedef struct stringlist_s
{
// maxstrings changes as needed, causing reallocation of strings[] array
int maxstrings;
int numstrings;
char **strings;
} stringlist_t;
typedef struct wadtype_s
{
char *ext;
char type;
} wadtype_t;
typedef struct file_s
{
int handle; // file descriptor
fs_offset_t real_length; // uncompressed file size (for files opened in "read" mode)
fs_offset_t position; // current position in the file
fs_offset_t offset; // offset into the package (0 if external file)
int ungetc; // single stored character from ungetc, cleared to EOF when read
time_t filetime; // pak, wad or real filetime
// Contents buffer
fs_offset_t buff_ind, buff_len; // buffer current index and length
byte buff[FILE_BUFF_SIZE]; // intermediate buffer
};
typedef struct wfile_s
{
char filename [MAX_SYSPATH];
int infotableofs;
byte *mempool; // W_ReadLump temp buffers
int numlumps;
int mode;
int handle;
dlumpinfo_t *lumps;
time_t filetime;
};
typedef struct packfile_s
{
char name[56];
fs_offset_t offset;
fs_offset_t realsize; // real file size (uncompressed)
} packfile_t;
typedef struct pack_s
{
char filename[MAX_SYSPATH];
int handle;
int numfiles;
time_t filetime; // common for all packed files
packfile_t *files;
} pack_t;
typedef struct searchpath_s
{
char filename[MAX_SYSPATH];
pack_t *pack;
wfile_t *wad;
int flags;
struct searchpath_s *next;
} searchpath_t;
byte *fs_mempool;
searchpath_t *fs_searchpaths = NULL;
searchpath_t fs_directpath; // static direct path
char fs_rootdir[MAX_SYSPATH]; // engine root directory
char fs_basedir[MAX_SYSPATH]; // base directory of game
char fs_falldir[MAX_SYSPATH]; // game current directory
char fs_gamedir[MAX_SYSPATH]; // game current directory
char gs_basedir[MAX_SYSPATH]; // initial dir before loading gameinfo.txt (used for compilers too)
qboolean fs_ext_path = false; // attempt to read\write from ./ or ../ pathes
static void FS_InitMemory( void );
const char *FS_FileExtension( const char *in );
static searchpath_t *FS_FindFile( const char *name, int *index, qboolean gamedironly );
static dlumpinfo_t *W_FindLump( wfile_t *wad, const char *name, const char matchtype );
static packfile_t* FS_AddFileToPack( const char* name, pack_t *pack, fs_offset_t offset, fs_offset_t size );
static byte *W_LoadFile( const char *path, fs_offset_t *filesizeptr, qboolean gamedironly );
static qboolean FS_SysFileExists( const char *path );
static long FS_SysFileTime( const char *filename );
static char W_TypeFromExt( const char *lumpname );
static const char *W_ExtFromType( char lumptype );
/*
=============================================================================
FILEMATCH COMMON SYSTEM
=============================================================================
*/
int matchpattern( const char *in, const char *pattern, qboolean caseinsensitive )
{
int c1, c2;
while( *pattern )
{
switch( *pattern )
{
case 0: return 1; // end of pattern
case '?': // match any single character
if( *in == 0 || *in == '/' || *in == '\\' || *in == ':' )
return 0; // no match
in++;
pattern++;
break;
case '*': // match anything until following string
if( !*in ) return 1; // match
pattern++;
while( *in )
{
if( *in == '/' || *in == '\\' || *in == ':' )
break;
// see if pattern matches at this offset
if( matchpattern( in, pattern, caseinsensitive ))
return 1;
// nope, advance to next offset
in++;
}
break;
default:
if( *in != *pattern )
{
if( !caseinsensitive )
return 0; // no match
c1 = *in;
if( c1 >= 'A' && c1 <= 'Z' )
c1 += 'a' - 'A';
c2 = *pattern;
if( c2 >= 'A' && c2 <= 'Z' )
c2 += 'a' - 'A';
if( c1 != c2) return 0; // no match
}
in++;
pattern++;
break;
}
}
if( *in ) return 0; // reached end of pattern but not end of input
return 1; // success
}
void stringlistinit( stringlist_t *list )
{
Q_memset( list, 0, sizeof( *list ));
}
void stringlistfreecontents( stringlist_t *list )
{
int i;
for( i = 0; i < list->numstrings; i++ )
{
if( list->strings[i] )
Mem_Free( list->strings[i] );
list->strings[i] = NULL;
}
list->numstrings = 0;
list->maxstrings = 0;
if( list->strings ) Mem_Free( list->strings );
}
void stringlistappend( stringlist_t *list, char *text )
{
size_t textlen;
char **oldstrings;
if( list->numstrings >= list->maxstrings )
{
oldstrings = list->strings;
list->maxstrings += 4096;
list->strings = Mem_Alloc( fs_mempool, list->maxstrings * sizeof( *list->strings ));
if( list->numstrings ) Q_memcpy( list->strings, oldstrings, list->numstrings * sizeof( *list->strings ));
if( oldstrings ) Mem_Free( oldstrings );
}
textlen = Q_strlen( text ) + 1;
list->strings[list->numstrings] = Mem_Alloc( fs_mempool, textlen );
Q_memcpy( list->strings[list->numstrings], text, textlen );
list->numstrings++;
}
void stringlistsort( stringlist_t *list )
{
int i, j;
char *temp;
// this is a selection sort (finds the best entry for each slot)
for( i = 0; i < list->numstrings - 1; i++ )
{
for( j = i + 1; j < list->numstrings; j++ )
{
if( Q_strcmp( list->strings[i], list->strings[j] ) > 0 )
{
temp = list->strings[i];
list->strings[i] = list->strings[j];
list->strings[j] = temp;
}
}
}
}
void listdirectory( stringlist_t *list, const char *path )
{
int i;
char pattern[4096], *c;
struct _finddata_t n_file;
long hFile;
Q_strncpy( pattern, path, sizeof( pattern ));
Q_strncat( pattern, "*", sizeof( pattern ));
// ask for the directory listing handle
hFile = _findfirst( pattern, &n_file );
if( hFile == -1 ) return;
// start a new chain with the the first name
stringlistappend( list, n_file.name );
// iterate through the directory
while( _findnext( hFile, &n_file ) == 0 )
stringlistappend( list, n_file.name );
_findclose( hFile );
// convert names to lowercase because windows doesn't care, but pattern matching code often does
for( i = 0; i < list->numstrings; i++ )
{
for( c = list->strings[i]; *c; c++ )
{
if( *c >= 'A' && *c <= 'Z' )
*c += 'a' - 'A';
}
}
}
/*
=============================================================================
OTHER PRIVATE FUNCTIONS
=============================================================================
*/
/*
====================
FS_AddFileToPack
Add a file to the list of files contained into a package
====================
*/
static packfile_t* FS_AddFileToPack( const char* name, pack_t* pack, fs_offset_t offset, fs_offset_t size )
{
int left, right, middle;
packfile_t *pfile;
// look for the slot we should put that file into (binary search)
left = 0;
right = pack->numfiles - 1;
while( left <= right )
{
int diff;
middle = (left + right) / 2;
diff = Q_stricmp( pack->files[middle].name, name );
// If we found the file, there's a problem
if( !diff ) MsgDev( D_NOTE, "Package %s contains the file %s several times\n", pack->filename, name );
// If we're too far in the list
if( diff > 0 ) right = middle - 1;
else left = middle + 1;
}
// We have to move the right of the list by one slot to free the one we need
pfile = &pack->files[left];
memmove( pfile + 1, pfile, (pack->numfiles - left) * sizeof( *pfile ));
pack->numfiles++;
Q_strncpy( pfile->name, name, sizeof( pfile->name ));
pfile->offset = offset;
pfile->realsize = size;
return pfile;
}
/*
============
FS_CreatePath
Only used for FS_Open.
============
*/
void FS_CreatePath( char *path )
{
char *ofs, save;
for( ofs = path+1; *ofs; ofs++ )
{
if( *ofs == '/' || *ofs == '\\' )
{
// create the directory
save = *ofs;
*ofs = 0;
_mkdir( path );
*ofs = save;
}
}
}
/*
============
FS_Path_f
debug info
============
*/
void FS_Path_f( void )
{
searchpath_t *s;
Msg( "Current search path:\n" );
for( s = fs_searchpaths; s; s = s->next )
{
if( s->pack ) Msg( "%s (%i files)", s->pack->filename, s->pack->numfiles );
else if( s->wad ) Msg( "%s (%i files)", s->wad->filename, s->wad->numlumps );
else Msg( "%s", s->filename );
if( s->flags & FS_GAMEDIR_PATH ) Msg( " ^2gamedir^7\n" );
else Msg( "\n" );
}
}
/*
============
FS_ClearPath_f
only for debug targets
============
*/
void FS_ClearPaths_f( void )
{
FS_ClearSearchPath();
}
/*
============
FS_FileBase
Extracts the base name of a file (no path, no extension, assumes '/' as path separator)
============
*/
void FS_FileBase( const char *in, char *out )
{
int len, start, end;
len = Q_strlen( in );
if( !len ) return;
// scan backward for '.'
end = len - 1;
while( end && in[end] != '.' && in[end] != '/' && in[end] != '\\' )
end--;
if( in[end] != '.' )
end = len-1; // no '.', copy to end
else end--; // found ',', copy to left of '.'
// scan backward for '/'
start = len - 1;
while( start >= 0 && in[start] != '/' && in[start] != '\\' )
start--;
if( start < 0 || ( in[start] != '/' && in[start] != '\\' ))
start = 0;
else start++;
// length of new sting
len = end - start + 1;
// Copy partial string
Q_strncpy( out, &in[start], len + 1 );
out[len] = 0;
}
/*
=================
FS_LoadPackPAK
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.
=================
*/
pack_t *FS_LoadPackPAK( const char *packfile )
{
dpackheader_t header;
int i, numpackfiles;
int packhandle;
pack_t *pack;
dpackfile_t *info;
packhandle = open( packfile, O_RDONLY|O_BINARY );
if( packhandle < 0 ) return NULL;
read( packhandle, (void *)&header, sizeof( header ));
if( header.ident != IDPACKV1HEADER )
{
MsgDev( D_NOTE, "%s is not a packfile. Ignored.\n", packfile );
close( packhandle );
return NULL;
}
if( header.dirlen % sizeof( dpackfile_t ))
{
MsgDev( D_ERROR, "%s has an invalid directory size. Ignored.\n", packfile );
close( packhandle );
return NULL;
}
numpackfiles = header.dirlen / sizeof( dpackfile_t );
if( numpackfiles > MAX_FILES_IN_PACK )
{
MsgDev( D_ERROR, "%s has too many files ( %i ). Ignored.\n", packfile, numpackfiles );
close( packhandle );
return NULL;
}
if( numpackfiles <= 0 )
{
MsgDev( D_ERROR, "%s has no files. Ignored.\n", packfile );
close( packhandle );
return NULL;
}
info = (dpackfile_t *)Mem_Alloc( fs_mempool, sizeof( *info ) * numpackfiles );
lseek( packhandle, header.dirofs, SEEK_SET );
if( header.dirlen != read( packhandle, (void *)info, header.dirlen ))
{
MsgDev( D_NOTE, "%s is an incomplete PAK, not loading\n", packfile );
Mem_Free( info );
close( packhandle );
return NULL;
}
pack = (pack_t *)Mem_Alloc( fs_mempool, sizeof( pack_t ));
Q_strncpy( pack->filename, packfile, sizeof( pack->filename ));
pack->handle = packhandle;
pack->numfiles = 0;
pack->files = (packfile_t *)Mem_Alloc( fs_mempool, numpackfiles * sizeof( packfile_t ));
pack->filetime = FS_SysFileTime( packfile );
// parse the directory
for( i = 0; i < numpackfiles; i++ )
{
FS_AddFileToPack( info[i].name, pack, info[i].filepos, info[i].filelen );
}
Mem_Free( info );
MsgDev( D_NOTE, "Adding packfile: %s (%i files)\n", packfile, numpackfiles );
return pack;
}
/*
================
FS_AddPack_Fullpath
Adds the given pack to the search path.
The pack type is autodetected by the file extension.
Returns true if the file was successfully added to the
search path or if it was already included.
If keep_plain_dirs is set, the pack will be added AFTER the first sequence of
plain directories.
================
*/
static qboolean FS_AddPack_Fullpath( const char *pakfile, qboolean *already_loaded, qboolean keep_plain_dirs, int flags )
{
searchpath_t *search;
pack_t *pak = NULL;
const char *ext = FS_FileExtension( pakfile );
for( search = fs_searchpaths; search; search = search->next )
{
if( search->pack && !Q_stricmp( search->pack->filename, pakfile ))
{
if( already_loaded ) *already_loaded = true;
return true; // already loaded
}
}
if( already_loaded ) *already_loaded = false;
if( !Q_stricmp( ext, "pak" )) pak = FS_LoadPackPAK( pakfile );
else MsgDev( D_ERROR, "\"%s\" does not have a pack extension\n", pakfile );
if( pak )
{
if( keep_plain_dirs )
{
// find the first item whose next one is a pack or NULL
searchpath_t *insertion_point = 0;
if( fs_searchpaths && !fs_searchpaths->pack )
{
insertion_point = fs_searchpaths;
while( 1 )
{
if( !insertion_point->next ) break;
if( insertion_point->next->pack ) break;
insertion_point = insertion_point->next;
}
}
// if insertion_point is NULL, this means that either there is no
// item in the list yet, or that the very first item is a pack. In
// that case, we want to insert at the beginning...
if( !insertion_point )
{
search = (searchpath_t *)Mem_Alloc( fs_mempool, sizeof( searchpath_t ));
search->pack = pak;
search->next = fs_searchpaths;
search->flags |= flags;
fs_searchpaths = search;
}
else // otherwise we want to append directly after insertion_point.
{
search = (searchpath_t *)Mem_Alloc( fs_mempool, sizeof( searchpath_t ));
search->pack = pak;
search->next = insertion_point->next;
search->flags |= flags;
insertion_point->next = search;
}
}
else
{
search = (searchpath_t *)Mem_Alloc( fs_mempool, sizeof( searchpath_t ));
search->pack = pak;
search->next = fs_searchpaths;
search->flags |= flags;
fs_searchpaths = search;
}
return true;
}
else
{
MsgDev( D_ERROR, "FS_AddPack_Fullpath: unable to load pak \"%s\"\n", pakfile );
return false;
}
}
/*
====================
FS_AddWad_Fullpath
====================
*/
static qboolean FS_AddWad_Fullpath( const char *wadfile, qboolean *already_loaded, qboolean keep_plain_dirs )
{
searchpath_t *search;
wfile_t *wad = NULL;
const char *ext = FS_FileExtension( wadfile );
for( search = fs_searchpaths; search; search = search->next )
{
if( search->wad && !Q_stricmp( search->wad->filename, wadfile ))
{
if( already_loaded ) *already_loaded = true;
return true; // already loaded
}
}
if( already_loaded ) *already_loaded = false;
if( !Q_stricmp( ext, "wad" )) wad = W_Open( wadfile, "rb" );
else MsgDev( D_ERROR, "\"%s\" doesn't have a wad extension\n", wadfile );
if( wad )
{
if( keep_plain_dirs )
{
// find the first item whose next one is a wad or NULL
searchpath_t *insertion_point = NULL;
if( fs_searchpaths && !fs_searchpaths->wad )
{
insertion_point = fs_searchpaths;
while( 1 )
{
if( !insertion_point->next ) break;
if( insertion_point->next->wad ) break;
insertion_point = insertion_point->next;
}
}
// if insertion_point is NULL, this means that either there is no
// item in the list yet, or that the very first item is a wad. In
// that case, we want to insert at the beginning...
if( !insertion_point )
{
search = (searchpath_t *)Mem_Alloc( fs_mempool, sizeof( searchpath_t ));
search->wad = wad;
search->next = fs_searchpaths;
fs_searchpaths = search;
}
else // otherwise we want to append directly after insertion_point.
{
search = (searchpath_t *)Mem_Alloc( fs_mempool, sizeof( searchpath_t ));
search->wad = wad;
search->next = insertion_point->next;
insertion_point->next = search;
}
}
else
{
search = (searchpath_t *)Mem_Alloc( fs_mempool, sizeof( searchpath_t ));
search->wad = wad;
search->next = fs_searchpaths;
fs_searchpaths = search;
}
MsgDev( D_NOTE, "Adding wadfile %s (%i files)\n", wadfile, wad->numlumps );
return true;
}
else
{
MsgDev( D_ERROR, "FS_AddWad_Fullpath: unable to load wad \"%s\"\n", wadfile );
return false;
}
}
/*
================
FS_AddGameDirectory
Sets fs_gamedir, adds the directory to the head of the path,
then loads and adds pak1.pak pak2.pak ...
================
*/
void FS_AddGameDirectory( const char *dir, int flags )
{
stringlist_t list;
searchpath_t *search;
string fullpath;
int i;
if(!( flags & FS_NOWRITE_PATH ))
Q_strncpy( fs_gamedir, dir, sizeof( fs_gamedir ));
stringlistinit( &list );
listdirectory( &list, dir );
stringlistsort( &list );
// add any PAK package in the directory
for( i = 0; i < list.numstrings; i++ )
{
if( !Q_stricmp( FS_FileExtension( list.strings[i] ), "pak" ))
{
Q_sprintf( fullpath, "%s%s", dir, list.strings[i] );
FS_AddPack_Fullpath( fullpath, NULL, false, flags );
}
}
// add any WAD package in the directory
for( i = 0; i < list.numstrings; i++ )
{
if( !Q_stricmp( FS_FileExtension( list.strings[i] ), "wad" ))
{
Q_sprintf( fullpath, "%s%s", dir, list.strings[i] );
FS_AddWad_Fullpath( fullpath, NULL, false );
}
}
stringlistfreecontents( &list );
// add the directory to the search path
// (unpacked files have the priority over packed files)
search = (searchpath_t *)Mem_Alloc( fs_mempool, sizeof( searchpath_t ));
Q_strncpy( search->filename, dir, sizeof ( search->filename ));
search->next = fs_searchpaths;
search->flags = flags;
fs_searchpaths = search;
}
/*
================
FS_AddGameHierarchy
================
*/
void FS_AddGameHierarchy( const char *dir, int flags )
{
// Add the common game directory
if( dir && *dir ) FS_AddGameDirectory( va( "%s%s/", fs_basedir, dir ), flags );
}
/*
============
FS_FileExtension
============
*/
const char *FS_FileExtension( const char *in )
{
const char *separator, *backslash, *colon, *dot;
separator = Q_strrchr( in, '/' );
backslash = Q_strrchr( in, '\\' );
if( !separator || separator < backslash ) separator = backslash;
colon = Q_strrchr( in, ':' );
if( !separator || separator < colon ) separator = colon;
dot = Q_strrchr( in, '.' );
if( dot == NULL || ( separator && ( dot < separator )))
return "";
return dot + 1;
}
/*
============
FS_FileWithoutPath
============
*/
const char *FS_FileWithoutPath( const char *in )
{
const char *separator, *backslash, *colon;
separator = Q_strrchr( in, '/' );
backslash = Q_strrchr( in, '\\' );
if( !separator || separator < backslash ) separator = backslash;
colon = Q_strrchr( in, ':' );
if( !separator || separator < colon ) separator = colon;
return separator ? separator + 1 : in;
}
/*
============
FS_ExtractFilePath
============
*/
void FS_ExtractFilePath( const char* const path, char* dest )
{
const char *src;
src = path + Q_strlen( path ) - 1;
// back up until a \ or the start
while( src != path && !(*(src - 1) == '\\' || *(src - 1) == '/' ))
src--;
if( src != path )
{
Q_memcpy( dest, path, src - path );
dest[src - path - 1] = 0; // cutoff backslash
}
else Q_strcpy( dest, "" ); // file without path
}
/*
================
FS_ClearSearchPath
================
*/
void FS_ClearSearchPath( void )
{
while( fs_searchpaths )
{
searchpath_t *search = fs_searchpaths;
if( search->flags & FS_STATIC_PATH )
{
// skip read-only pathes
if( search->next )
fs_searchpaths = search->next->next;
else break;
}
else fs_searchpaths = search->next;
if( search->pack )
{
if( search->pack->files )
Mem_Free( search->pack->files );
Mem_Free( search->pack );
}
if( search->wad )
{
W_Close( search->wad );
}
Mem_Free( search );
}
}
/*
====================
FS_CheckNastyPath
Return true if the path should be rejected due to one of the following:
1: path elements that are non-portable
2: path elements that would allow access to files outside the game directory,
or are just not a good idea for a mod to be using.
====================
*/
int FS_CheckNastyPath( const char *path, qboolean isgamedir )
{
// all: never allow an empty path, as for gamedir it would access the parent directory and a non-gamedir path it is just useless
if( !path[0] ) return 2;
// Mac: don't allow Mac-only filenames - : is a directory separator
// instead of /, but we rely on / working already, so there's no reason to
// support a Mac-only path
// Amiga and Windows: : tries to go to root of drive
if( Q_strstr( path, ":" ) && !fs_ext_path ) return 1; // non-portable attempt to go to root of drive
// Amiga: // is parent directory
if( Q_strstr( path, "//" ) && !fs_ext_path ) return 1; // non-portable attempt to go to parent directory
// all: don't allow going to parent directory (../ or /../)
if( Q_strstr( path, ".." ) && !fs_ext_path ) return 2; // attempt to go outside the game directory
// Windows and UNIXes: don't allow absolute paths
if( path[0] == '/' && !fs_ext_path ) return 2; // attempt to go outside the game directory
// all: don't allow . characters before the last slash (it should only be used in filenames, not path elements),
// this catches all imaginable cases of ./, ../, .../, etc
if( Q_strchr( path, '.' ) && !fs_ext_path )
{
if( isgamedir ) return 2; // gamedir is entirely path elements, so simply forbid . entirely
if( Q_strchr( path, '.' ) < Q_strrchr( path, '/' )) return 2; // possible attempt to go outside the game directory
}
// all: forbid trailing slash on gamedir
if( isgamedir && !fs_ext_path && path[Q_strlen( path )-1] == '/' ) return 2;
// all: forbid leading dot on any filename for any reason
if( Q_strstr( path, "/." ) && !fs_ext_path ) return 2; // attempt to go outside the game directory
// after all these checks we're pretty sure it's a / separated filename
// and won't do much if any harm
return false;
}
/*
================
FS_Rescan
================
*/
void FS_Rescan( void )
{
MsgDev( D_NOTE, "FS_Rescan( %s )\n", GI->title );
FS_ClearSearchPath();
if( Q_stricmp( GI->basedir, GI->gamedir ))
FS_AddGameHierarchy( GI->basedir, 0 );
if( Q_stricmp( GI->basedir, GI->falldir ))
FS_AddGameHierarchy( GI->falldir, 0 );
FS_AddGameHierarchy( GI->gamedir, FS_GAMEDIR_PATH );
}
void FS_Rescan_f( void )
{
FS_Rescan();
}
static qboolean FS_ParseVector( char **pfile, float *v, size_t size )
{
uint i;
string token;
qboolean bracket = false;
char *saved;
if( v == NULL || size == 0 )
return false;
Q_memset( v, 0, sizeof( *v ) * size );
if( size == 1 )
{
*pfile = COM_ParseFile( *pfile, token );
v[0] = Q_atof( token );
return true;
}
saved = *pfile;
if(( *pfile = COM_ParseFile( *pfile, token )) == NULL )
return false;
if( token[0] == '(' )
bracket = true;
else *pfile = saved; // restore token to right get it again
for( i = 0; i < size; i++ )
{
*pfile = COM_ParseFile( *pfile, token );
v[i] = Q_atof( token );
}
if( !bracket ) return true; // done
if(( *pfile = COM_ParseFile( *pfile, token )) == NULL )
return false;
if( token[0] == ')' )
return true;
return false;
}
/*
================
FS_WriteGameInfo
assume GameInfo is valid
================
*/
static qboolean FS_WriteGameInfo( const char *filepath, gameinfo_t *GameInfo )
{
file_t *f;
int i;
if( !GameInfo ) return false;
f = FS_Open( filepath, "w", false ); // we in binary-mode
if( !f ) return false;
FS_Print( f, "// generated by Xash3D\n\n\n" );
if( Q_strlen( GameInfo->basedir ))
FS_Printf( f, "basedir\t\t\"%s\"\n", GameInfo->basedir );
if( Q_strlen( GameInfo->gamedir ))
FS_Printf( f, "gamedir\t\t\"%s\"\n", GameInfo->gamedir );
if( Q_strlen( GameInfo->falldir ))
FS_Printf( f, "fallback_dir\t\"%s\"\n", GameInfo->falldir );
if( Q_strlen( GameInfo->title ))
FS_Printf( f, "title\t\t\"%s\"\n", GameInfo->title );
if( Q_strlen( GameInfo->startmap ))
FS_Printf( f, "startmap\t\t\"%s\"\n", GameInfo->startmap );
if( Q_strlen( GameInfo->trainmap ))
FS_Printf( f, "trainmap\t\t\"%s\"\n", GameInfo->trainmap );
if( GameInfo->version != 0.0f )
FS_Printf( f, "version\t\t%g\n", GameInfo->version );
if( GameInfo->size != 0 )
FS_Printf( f, "size\t\t%i\n", GameInfo->size );
if( Q_strlen( GameInfo->game_url ))
FS_Printf( f, "url_info\t\t\"%s\"\n", GameInfo->game_url );
if( Q_strlen( GameInfo->update_url ))
FS_Printf( f, "url_update\t\t\"%s\"\n", GameInfo->update_url );
if( Q_strlen( GameInfo->type ))
FS_Printf( f, "type\t\t\"%s\"\n", GameInfo->type );
if( Q_strlen( GameInfo->date ))
FS_Printf( f, "date\t\t\"%s\"\n", GameInfo->date );
if( Q_strlen( GameInfo->dll_path ))
FS_Printf( f, "dllpath\t\t\"%s\"\n", GameInfo->dll_path );
if( Q_strlen( GameInfo->game_dll ))
FS_Printf( f, "gamedll\t\t\"%s\"\n", GameInfo->game_dll );
if( Q_strlen( GameInfo->iconpath ))
FS_Printf( f, "icon\t\t\"%s\"\n", GameInfo->iconpath );
switch( GameInfo->gamemode )
{
case 1: FS_Print( f, "gamemode\t\t\"singleplayer_only\"\n" ); break;
case 2: FS_Print( f, "gamemode\t\t\"multiplayer_only\"\n" ); break;
}
if( Q_strlen( GameInfo->sp_entity ))
FS_Printf( f, "sp_entity\t\t\"%s\"\n", GameInfo->sp_entity );
if( Q_strlen( GameInfo->mp_entity ))
FS_Printf( f, "mp_entity\t\t\"%s\"\n", GameInfo->mp_entity );
if( GameInfo->secure )
FS_Printf( f, "secure\t\t\"%i\"\n", GameInfo->secure );
for( i = 0; i < 4; i++ )
{
float *min, *max;
if( i && ( VectorIsNull( GameInfo->client_mins[i] ) || VectorIsNull( GameInfo->client_maxs[i] )))
continue;
min = GameInfo->client_mins[i];
max = GameInfo->client_maxs[i];
FS_Printf( f, "hull%i\t\t( %g %g %g ) ( %g %g %g )\n", i, min[0], min[1], min[2], max[0], max[1], max[2] );
}
if( GameInfo->max_edicts > 0 )
FS_Printf( f, "max_edicts\t%i\n", GameInfo->max_edicts );
if( GameInfo->max_tents > 0 )
FS_Printf( f, "max_tempents\t%i\n", GameInfo->max_tents );
if( GameInfo->max_beams > 0 )
FS_Printf( f, "max_beams\t\t%i\n", GameInfo->max_beams );
if( GameInfo->max_particles > 0 )
FS_Printf( f, "max_particles\t%i\n", GameInfo->max_particles );
FS_Print( f, "\n\n\n" );
FS_Close( f ); // all done
return true;
}
/*
================
FS_CreateDefaultGameInfo
================
*/
void FS_CreateDefaultGameInfo( const char *filename )
{
gameinfo_t defGI;
Q_memset( &defGI, 0, sizeof( defGI ));
// setup default values
defGI.max_edicts = 900; // default value if not specified
defGI.max_tents = 500;
defGI.max_beams = 128;
defGI.max_particles = 4096;
defGI.version = 1.0;
defGI.falldir[0] = '\0';
Q_strncpy( defGI.title, "New Game", sizeof( defGI.title ));
Q_strncpy( defGI.gamedir, gs_basedir, sizeof( defGI.gamedir ));
Q_strncpy( defGI.basedir, SI.ModuleName, sizeof( defGI.basedir ));
Q_strncpy( defGI.sp_entity, "info_player_start", sizeof( defGI.sp_entity ));
Q_strncpy( defGI.mp_entity, "info_player_deathmatch", sizeof( defGI.mp_entity ));
Q_strncpy( defGI.dll_path, "cl_dlls", sizeof( defGI.dll_path ));
Q_strncpy( defGI.game_dll, "dlls/hl.dll", sizeof( defGI.game_dll ));
Q_strncpy( defGI.startmap, "newmap", sizeof( defGI.startmap ));
Q_strncpy( defGI.iconpath, "game.ico", sizeof( defGI.iconpath ));
VectorSet( defGI.client_mins[0], 0, 0, 0 );
VectorSet( defGI.client_maxs[0], 0, 0, 0 );
VectorSet( defGI.client_mins[1], -16, -16, -36 );
VectorSet( defGI.client_maxs[1], 16, 16, 36 );
VectorSet( defGI.client_mins[2], -32, -32, -32 );
VectorSet( defGI.client_maxs[2], 32, 32, 32 );
VectorSet( defGI.client_mins[3], -16, -16, -18 );
VectorSet( defGI.client_maxs[3], 16, 16, 18 );
// make simple gameinfo.txt
FS_WriteGameInfo( filename, &defGI );
}
static qboolean FS_ParseLiblistGam( const char *filename, const char *gamedir, gameinfo_t *GameInfo )
{
char *afile, *pfile;
string token;
if( !GameInfo ) return false;
afile = FS_LoadFile( filename, NULL, false );
if( !afile ) return false;
// setup default values
GameInfo->max_edicts = 900; // default value if not specified
GameInfo->max_tents = 500;
GameInfo->max_beams = 128;
GameInfo->max_particles = 4096;
GameInfo->version = 1.0f;
GameInfo->falldir[0] = '\0';
Q_strncpy( GameInfo->title, "New Game", sizeof( GameInfo->title ));
Q_strncpy( GameInfo->gamedir, gamedir, sizeof( GameInfo->gamedir ));
Q_strncpy( GameInfo->basedir, SI.ModuleName, sizeof( GameInfo->basedir ));
Q_strncpy( GameInfo->sp_entity, "info_player_start", sizeof( GameInfo->sp_entity ));
Q_strncpy( GameInfo->mp_entity, "info_player_deathmatch", sizeof( GameInfo->mp_entity ));
Q_strncpy( GameInfo->game_dll, "dlls/hl.dll", sizeof( GameInfo->game_dll ));
Q_strncpy( GameInfo->startmap, "newmap", sizeof( GameInfo->startmap ));
Q_strncpy( GameInfo->dll_path, "cl_dlls", sizeof( GameInfo->dll_path ));
Q_strncpy( GameInfo->iconpath, "game.ico", sizeof( GameInfo->iconpath ));
VectorSet( GameInfo->client_mins[0], 0, 0, 0 );
VectorSet( GameInfo->client_maxs[0], 0, 0, 0 );
VectorSet( GameInfo->client_mins[1], -16, -16, -36 );
VectorSet( GameInfo->client_maxs[1], 16, 16, 36 );
VectorSet( GameInfo->client_mins[2], -32, -32, -32 );
VectorSet( GameInfo->client_maxs[2], 32, 32, 32 );
VectorSet( GameInfo->client_mins[3], -16, -16, -18 );
VectorSet( GameInfo->client_maxs[3], 16, 16, 18 );
pfile = afile;
while(( pfile = COM_ParseFile( pfile, token )) != NULL )
{
if( !Q_stricmp( token, "game" ))
{
pfile = COM_ParseFile( pfile, GameInfo->title );
}
if( !Q_stricmp( token, "gamedir" ))
{
pfile = COM_ParseFile( pfile, GameInfo->gamedir );
}
if( !Q_stricmp( token, "fallback_dir" ))
{
pfile = COM_ParseFile( pfile, GameInfo->falldir );
}
else if( !Q_stricmp( token, "startmap" ))
{
pfile = COM_ParseFile( pfile, GameInfo->startmap );
FS_StripExtension( GameInfo->startmap ); // HQ2:Amen has extension .bsp
}
else if( !Q_stricmp( token, "trainmap" ) || !Q_stricmp( token, "trainingmap" ))
{
pfile = COM_ParseFile( pfile, GameInfo->trainmap );
FS_StripExtension( GameInfo->trainmap ); // HQ2:Amen has extension .bsp
}
else if( !Q_stricmp( token, "url_info" ))
{
pfile = COM_ParseFile( pfile, GameInfo->game_url );
}
else if( !Q_stricmp( token, "url_dl" ))
{
pfile = COM_ParseFile( pfile, GameInfo->update_url );
}
else if( !Q_stricmp( token, "gamedll" ))
{
pfile = COM_ParseFile( pfile, GameInfo->game_dll );
COM_FixSlashes( GameInfo->game_dll );
}
else if( !Q_stricmp( token, "icon" ))
{
pfile = COM_ParseFile( pfile, GameInfo->iconpath );
COM_FixSlashes( GameInfo->iconpath );
FS_DefaultExtension( GameInfo->iconpath, ".ico" );
}
else if( !Q_stricmp( token, "type" ))
{
pfile = COM_ParseFile( pfile, token );
if( !Q_stricmp( token, "singleplayer_only" ))
{
GameInfo->gamemode = 1;
Q_strncpy( GameInfo->type, "Single", sizeof( GameInfo->type ));
}
else if( !Q_stricmp( token, "multiplayer_only" ))
{
GameInfo->gamemode = 2;
Q_strncpy( GameInfo->type, "Multiplayer", sizeof( GameInfo->type ));
}
else
{
// pass type without changes
GameInfo->gamemode = 0;
Q_strncpy( GameInfo->type, token, sizeof( GameInfo->type ));
}
}
else if( !Q_stricmp( token, "version" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->version = Q_atof( token );
}
else if( !Q_stricmp( token, "size" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->size = Q_atoi( token );
}
else if( !Q_stricmp( token, "mpentity" ))
{
pfile = COM_ParseFile( pfile, GameInfo->mp_entity );
}
else if( !Q_stricmp( token, "secure" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->secure = Q_atoi( token );
}
}
Mem_Free( afile );
return true;
}
/*
================
FS_ConvertGameInfo
================
*/
void FS_ConvertGameInfo( const char *gamedir, const char *gameinfo_path, const char *liblist_path )
{
gameinfo_t GameInfo;
Q_memset( &GameInfo, 0, sizeof( GameInfo ));
if( FS_ParseLiblistGam( liblist_path, gamedir, &GameInfo ))
{
if( FS_WriteGameInfo( gameinfo_path, &GameInfo ))
MsgDev( D_INFO, "Convert %s to %s\n", liblist_path, gameinfo_path );
}
}
/*
================
FS_ParseGameInfo
================
*/
static qboolean FS_ParseGameInfo( const char *gamedir, gameinfo_t *GameInfo )
{
char *afile, *pfile;
string fs_path, filepath;
string liblist, token;
Q_snprintf( filepath, sizeof( filepath ), "%s/gameinfo.txt", gamedir );
Q_snprintf( liblist, sizeof( liblist ), "%s/liblist.gam", gamedir );
// if user change liblist.gam update the gameinfo.txt
if( FS_FileTime( liblist, false ) > FS_FileTime( filepath, false ))
FS_ConvertGameInfo( gamedir, filepath, liblist );
// force to create gameinfo for specified game if missing
if( !Q_stricmp( gs_basedir, gamedir ) && !FS_FileExists( filepath, false ))
FS_CreateDefaultGameInfo( filepath );
if( !GameInfo ) return false; // no dest
afile = FS_LoadFile( filepath, NULL, false );
if( !afile ) return false;
// setup default values
Q_strncpy( GameInfo->gamefolder, gamedir, sizeof( GameInfo->gamefolder ));
GameInfo->max_edicts = 900; // default value if not specified
GameInfo->max_tents = 500;
GameInfo->max_beams = 128;
GameInfo->max_particles = 4096;
GameInfo->version = 1.0f;
GameInfo->falldir[0] = '\0';
Q_strncpy( GameInfo->title, "New Game", sizeof( GameInfo->title ));
Q_strncpy( GameInfo->sp_entity, "info_player_start", sizeof( GameInfo->sp_entity ));
Q_strncpy( GameInfo->mp_entity, "info_player_deathmatch", sizeof( GameInfo->mp_entity ));
Q_strncpy( GameInfo->dll_path, "cl_dlls", sizeof( GameInfo->dll_path ));
Q_strncpy( GameInfo->game_dll, "dlls/hl.dll", sizeof( GameInfo->game_dll ));
Q_strncpy( GameInfo->startmap, "", sizeof( GameInfo->startmap ));
Q_strncpy( GameInfo->iconpath, "game.ico", sizeof( GameInfo->iconpath ));
VectorSet( GameInfo->client_mins[0], 0, 0, 0 );
VectorSet( GameInfo->client_maxs[0], 0, 0, 0 );
VectorSet( GameInfo->client_mins[1], -16, -16, -36 );
VectorSet( GameInfo->client_maxs[1], 16, 16, 36 );
VectorSet( GameInfo->client_mins[2], -32, -32, -32 );
VectorSet( GameInfo->client_maxs[2], 32, 32, 32 );
VectorSet( GameInfo->client_mins[3], -16, -16, -18 );
VectorSet( GameInfo->client_maxs[3], 16, 16, 18 );
pfile = afile;
while(( pfile = COM_ParseFile( pfile, token )) != NULL )
{
if( !Q_stricmp( token, "basedir" ))
{
pfile = COM_ParseFile( pfile, fs_path );
if( Q_stricmp( fs_path, GameInfo->basedir ) || Q_stricmp( fs_path, GameInfo->gamedir ))
Q_strncpy( GameInfo->basedir, fs_path, sizeof( GameInfo->basedir ));
}
else if( !Q_stricmp( token, "fallback_dir" ))
{
pfile = COM_ParseFile( pfile, fs_path );
if( Q_stricmp( fs_path, GameInfo->basedir ) || Q_stricmp( fs_path, GameInfo->falldir ))
Q_strncpy( GameInfo->falldir, fs_path, sizeof( GameInfo->falldir ));
}
else if( !Q_stricmp( token, "gamedir" ))
{
pfile = COM_ParseFile( pfile, fs_path );
if( Q_stricmp( fs_path, GameInfo->basedir ) || Q_stricmp( fs_path, GameInfo->gamedir ))
Q_strncpy( GameInfo->gamedir, fs_path, sizeof( GameInfo->gamedir ));
}
else if( !Q_stricmp( token, "title" ))
{
pfile = COM_ParseFile( pfile, GameInfo->title );
}
else if( !Q_stricmp( token, "sp_entity" ))
{
pfile = COM_ParseFile( pfile, GameInfo->sp_entity );
}
else if( !Q_stricmp( token, "mp_entity" ))
{
pfile = COM_ParseFile( pfile, GameInfo->mp_entity );
}
else if( !Q_stricmp( token, "gamedll" ))
{
pfile = COM_ParseFile( pfile, GameInfo->game_dll );
}
else if( !Q_stricmp( token, "dllpath" ))
{
pfile = COM_ParseFile( pfile, GameInfo->dll_path );
}
else if( !Q_stricmp( token, "startmap" ))
{
pfile = COM_ParseFile( pfile, GameInfo->startmap );
FS_StripExtension( GameInfo->startmap ); // HQ2:Amen has extension .bsp
}
else if( !Q_stricmp( token, "trainmap" ))
{
pfile = COM_ParseFile( pfile, GameInfo->trainmap );
FS_StripExtension( GameInfo->trainmap ); // HQ2:Amen has extension .bsp
}
else if( !Q_stricmp( token, "icon" ))
{
pfile = COM_ParseFile( pfile, GameInfo->iconpath );
FS_DefaultExtension( GameInfo->iconpath, ".ico" );
}
else if( !Q_stricmp( token, "url_info" ))
{
pfile = COM_ParseFile( pfile, GameInfo->game_url );
}
else if( !Q_stricmp( token, "url_update" ))
{
pfile = COM_ParseFile( pfile, GameInfo->update_url );
}
else if( !Q_stricmp( token, "date" ))
{
pfile = COM_ParseFile( pfile, GameInfo->date );
}
else if( !Q_stricmp( token, "type" ))
{
pfile = COM_ParseFile( pfile, GameInfo->type );
}
else if( !Q_stricmp( token, "version" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->version = Q_atof( token );
}
else if( !Q_stricmp( token, "size" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->size = Q_atoi( token );
}
else if( !Q_stricmp( token, "max_edicts" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->max_edicts = bound( 600, Q_atoi( token ), 4096 );
}
else if( !Q_stricmp( token, "max_tempents" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->max_tents = bound( 300, Q_atoi( token ), 2048 );
}
else if( !Q_stricmp( token, "max_beams" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->max_beams = bound( 64, Q_atoi( token ), 512 );
}
else if( !Q_stricmp( token, "max_particles" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->max_particles = bound( 1024, Q_atoi( token ), 131072 );
}
else if( !Q_stricmp( token, "gamemode" ))
{
pfile = COM_ParseFile( pfile, token );
if( !Q_stricmp( token, "singleplayer_only" ))
GameInfo->gamemode = 1;
else if( !Q_stricmp( token, "multiplayer_only" ))
GameInfo->gamemode = 2;
}
else if( !Q_stricmp( token, "secure" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->secure = Q_atoi( token );
}
else if( !Q_strnicmp( token, "hull", 4 ))
{
int hullNum = Q_atoi( token + 4 );
if( hullNum < 0 || hullNum > 3 )
{
MsgDev( D_ERROR, "FS_ParseGameInfo: Invalid hull number %i. Ignored.\n", hullNum );
}
else
{
FS_ParseVector( &pfile, GameInfo->client_mins[hullNum], 3 );
FS_ParseVector( &pfile, GameInfo->client_maxs[hullNum], 3 );
}
}
else if( !Q_strnicmp( token, "ambient", 7 ))
{
int ambientNum = Q_atoi( token + 7 );
if( ambientNum < 0 || ambientNum > ( NUM_AMBIENTS - 1 ))
{
MsgDev( D_ERROR, "FS_ParseGameInfo: Invalid ambient number %i. Ignored.\n", ambientNum );
}
else
{
pfile = COM_ParseFile( pfile, GameInfo->ambientsound[ambientNum] );
}
}
}
Mem_Free( afile );
return true;
}
/*
================
FS_LoadGameInfo
can be passed null arg
================
*/
void FS_LoadGameInfo( const char *rootfolder )
{
int i;
// lock uplevel of gamedir for read\write
fs_ext_path = false;
if( rootfolder ) Q_strcpy( gs_basedir, rootfolder );
MsgDev( D_NOTE, "FS_LoadGameInfo( %s )\n", gs_basedir );
// clear any old pathes
FS_ClearSearchPath();
// validate gamedir
for( i = 0; i < SI.numgames; i++ )
{
if( !Q_stricmp( SI.games[i]->gamefolder, gs_basedir ))
break;
}
if( i == SI.numgames )
Sys_Error( "Couldn't find game directory '%s'\n", gs_basedir );
SI.GameInfo = SI.games[i];
FS_Rescan(); // create new filesystem
Host_InitDecals (); // reload decals
}
/*
================
FS_Init
================
*/
void FS_Init( void )
{
stringlist_t dirs;
qboolean hasDefaultDir = false;
int i;
FS_InitMemory();
Cmd_AddCommand( "fs_rescan", FS_Rescan_f, "rescan filesystem search pathes" );
Cmd_AddCommand( "fs_path", FS_Path_f, "show filesystem search pathes" );
Cmd_AddCommand( "fs_clearpaths", FS_ClearPaths_f, "clear filesystem search pathes" );
// ignore commandlineoption "-game" for other stuff
if( host.type == HOST_NORMAL || host.type == HOST_DEDICATED )
{
stringlistinit( &dirs );
listdirectory( &dirs, "./" );
stringlistsort( &dirs );
SI.numgames = 0;
if( !Sys_GetParmFromCmdLine( "-game", gs_basedir ))
Q_strcpy( gs_basedir, SI.ModuleName ); // default dir
if( FS_CheckNastyPath( gs_basedir, true ))
{
MsgDev( D_ERROR, "FS_Init: invalid game directory \"%s\"\n", gs_basedir );
Q_strcpy( gs_basedir, SI.ModuleName ); // default dir
}
// validate directories
for( i = 0; i < dirs.numstrings; i++ )
{
if( !Q_stricmp( SI.ModuleName, dirs.strings[i] ))
hasDefaultDir = true;
if( !Q_stricmp( gs_basedir, dirs.strings[i] ))
break;
}
if( i == dirs.numstrings )
{
MsgDev( D_INFO, "FS_Init: game directory \"%s\" not exist\n", gs_basedir );
if( hasDefaultDir ) Q_strncpy( gs_basedir, SI.ModuleName, sizeof( gs_basedir )); // default dir
}
// build list of game directories here
FS_AddGameDirectory( "./", 0 );
for( i = 0; i < dirs.numstrings; i++ )
{
const char *ext = FS_FileExtension( dirs.strings[i] );
if( Q_stricmp( ext, "" ) || (!Q_stricmp( dirs.strings[i], ".." ) && !fs_ext_path ))
continue;
if( !SI.games[SI.numgames] )
SI.games[SI.numgames] = (gameinfo_t *)Mem_Alloc( fs_mempool, sizeof( gameinfo_t ));
if( FS_ParseGameInfo( dirs.strings[i], SI.games[SI.numgames] ))
SI.numgames++; // added
}
stringlistfreecontents( &dirs );
}
MsgDev( D_NOTE, "FS_Init: done\n" );
}
void FS_AllowDirectPaths( qboolean enable )
{
fs_ext_path = enable;
}
/*
================
FS_Shutdown
================
*/
void FS_Shutdown( void )
{
int i;
// release gamedirs
for( i = 0; i < SI.numgames; i++ )
if( SI.games[i] ) Mem_Free( SI.games[i] );
Q_memset( &SI, 0, sizeof( sysinfo_t ));
FS_ClearSearchPath(); // release all wad files too
Mem_FreePool( &fs_mempool );
}
/*
====================
FS_SysFileTime
Internal function used to determine filetime
====================
*/
static long FS_SysFileTime( const char *filename )
{
struct stat buf;
if( stat( filename, &buf ) == -1 )
return -1;
return buf.st_mtime;
}
/*
====================
FS_SysOpen
Internal function used to create a file_t and open the relevant non-packed file on disk
====================
*/
static file_t* FS_SysOpen( const char* filepath, const char* mode )
{
file_t *file;
int mod, opt;
uint ind;
// Parse the mode string
switch( mode[0] )
{
case 'r':
mod = O_RDONLY;
opt = 0;
break;
case 'w':
mod = O_WRONLY;
opt = O_CREAT | O_TRUNC;
break;
case 'a':
mod = O_WRONLY;
opt = O_CREAT | O_APPEND;
break;
default:
MsgDev( D_ERROR, "FS_SysOpen(%s, %s): invalid mode\n", filepath, mode );
return NULL;
}
for( ind = 1; mode[ind] != '\0'; ind++ )
{
switch( mode[ind] )
{
case '+':
mod = O_RDWR;
break;
case 'b':
opt |= O_BINARY;
break;
default:
MsgDev( D_ERROR, "FS_SysOpen: %s: unknown char in mode (%c)\n", filepath, mode, mode[ind] );
break;
}
}
file = (file_t *)Mem_Alloc( fs_mempool, sizeof( *file ));
file->filetime = FS_SysFileTime( filepath );
file->ungetc = EOF;
file->handle = open( filepath, mod|opt, 0666 );
if( file->handle < 0 )
{
Mem_Free( file );
return NULL;
}
file->real_length = lseek( file->handle, 0, SEEK_END );
// For files opened in append mode, we start at the end of the file
if( mod & O_APPEND ) file->position = file->real_length;
else lseek( file->handle, 0, SEEK_SET );
return file;
}
/*
===========
FS_OpenPackedFile
Open a packed file using its package file descriptor
===========
*/
file_t *FS_OpenPackedFile( pack_t *pack, int pack_ind )
{
packfile_t *pfile;
int dup_handle;
file_t *file;
pfile = &pack->files[pack_ind];
if( lseek( pack->handle, pfile->offset, SEEK_SET ) == -1 )
return NULL;
dup_handle = dup( pack->handle );
if( dup_handle < 0 )
return NULL;
file = (file_t *)Mem_Alloc( fs_mempool, sizeof( *file ));
Q_memset( file, 0, sizeof( *file ));
file->handle = dup_handle;
file->real_length = pfile->realsize;
file->offset = pfile->offset;
file->position = 0;
file->ungetc = EOF;
return file;
}
/*
==================
FS_SysFileExists
Look for a file in the filesystem only
==================
*/
qboolean FS_SysFileExists( const char *path )
{
int desc;
desc = open( path, O_RDONLY|O_BINARY );
if( desc < 0 ) return false;
close( desc );
return true;
}
/*
====================
FS_FindFile
Look for a file in the packages and in the filesystem
Return the searchpath where the file was found (or NULL)
and the file index in the package if relevant
====================
*/
static searchpath_t *FS_FindFile( const char *name, int* index, qboolean gamedironly )
{
searchpath_t *search;
char *pEnvPath;
pack_t *pak;
// search through the path, one element at a time
for( search = fs_searchpaths; search; search = search->next )
{
if( gamedironly & !( search->flags & FS_GAMEDIR_PATH ))
continue;
// is the element a pak file?
if( search->pack )
{
int left, right, middle;
pak = search->pack;
// look for the file (binary search)
left = 0;
right = pak->numfiles - 1;
while( left <= right )
{
int diff;
middle = (left + right) / 2;
diff = Q_stricmp( pak->files[middle].name, name );
// Found it
if( !diff )
{
if( index ) *index = middle;
return search;
}
// if we're too far in the list
if( diff > 0 )
right = middle - 1;
else left = middle + 1;
}
}
else if( search->wad )
{
dlumpinfo_t *lump;
char type = W_TypeFromExt( name );
qboolean anywadname = true;
string wadname, wadfolder;
string shortname;
// quick reject by filetype
if( type == TYP_NONE ) continue;
FS_ExtractFilePath( name, wadname );
wadfolder[0] = '\0';
if( Q_strlen( wadname ))
{
FS_FileBase( wadname, wadname );
Q_strncpy( wadfolder, wadname, sizeof( wadfolder ));
FS_DefaultExtension( wadname, ".wad" );
anywadname = false;
}
// make wadname from wad fullpath
FS_FileBase( search->wad->filename, shortname );
FS_DefaultExtension( shortname, ".wad" );
// quick reject by wadname
if( !anywadname && Q_stricmp( wadname, shortname ))
continue;
// NOTE: we can't using long names for wad,
// because we using original wad names[16];
FS_FileBase( name, shortname );
lump = W_FindLump( search->wad, shortname, type );
if( lump )
{
if( index )
*index = lump - search->wad->lumps;
return search;
}
}
else
{
char netpath[MAX_SYSPATH];
Q_sprintf( netpath, "%s%s", search->filename, name );
if( FS_SysFileExists( netpath ))
{
if( index != NULL ) *index = -1;
return search;
}
}
}
if( fs_ext_path && ( pEnvPath = getenv( "Path" )))
{
char netpath[MAX_SYSPATH];
// clear searchpath
search = &fs_directpath;
Q_memset( search, 0, sizeof( searchpath_t ));
// search for environment path
while( pEnvPath )
{
char *end = Q_strchr( pEnvPath, ';' );
if( !end ) break;
Q_strncpy( search->filename, pEnvPath, (end - pEnvPath) + 1 );
Q_strcat( search->filename, "\\" );
Q_snprintf( netpath, MAX_SYSPATH, "%s%s", search->filename, name );
if( FS_SysFileExists( netpath ))
{
if( index != NULL ) *index = -1;
return search;
}
pEnvPath += (end - pEnvPath) + 1; // move pointer
}
}
if( index != NULL ) *index = -1;
return NULL;
}
/*
===========
FS_OpenReadFile
Look for a file in the search paths and open it in read-only mode
===========
*/
file_t *FS_OpenReadFile( const char *filename, const char *mode, qboolean gamedironly )
{
searchpath_t *search;
int pack_ind;
search = FS_FindFile( filename, &pack_ind, gamedironly );
// not found?
if( search == NULL )
return NULL;
if( search->pack )
return FS_OpenPackedFile( search->pack, pack_ind );
else if( search->wad )
return NULL; // let W_LoadFile get lump correctly
else if( pack_ind < 0 )
{
// found in the filesystem?
char path [MAX_SYSPATH];
Q_sprintf( path, "%s%s", search->filename, filename );
return FS_SysOpen( path, mode );
}
return NULL;
}
/*
=============================================================================
MAIN PUBLIC FUNCTIONS
=============================================================================
*/
/*
====================
FS_Open
Open a file. The syntax is the same as fopen
====================
*/
file_t *FS_Open( const char *filepath, const char *mode, qboolean gamedironly )
{
if( host.type == HOST_NORMAL || host.type == HOST_DEDICATED )
{
// some stupid mappers used leading '/' or '\' in path to models or sounds
if( filepath[0] == '/' || filepath[0] == '\\' ) filepath++;
if( filepath[0] == '/' || filepath[0] == '\\' ) filepath++;
}
if( FS_CheckNastyPath( filepath, false ))
return NULL;
// if the file is opened in "write", "append", or "read/write" mode
if( mode[0] == 'w' || mode[0] == 'a' || Q_strchr( mode, '+' ))
{
char real_path[MAX_SYSPATH];
// open the file on disk directly
Q_sprintf( real_path, "%s/%s", fs_gamedir, filepath );
FS_CreatePath( real_path );// Create directories up to the file
return FS_SysOpen( real_path, mode );
}
// else, we look at the various search paths and open the file in read-only mode
return FS_OpenReadFile( filepath, mode, gamedironly );
}
/*
====================
FS_Close
Close a file
====================
*/
int FS_Close( file_t *file )
{
if( close( file->handle ))
return EOF;
Mem_Free( file );
return 0;
}
/*
====================
FS_Write
Write "datasize" bytes into a file
====================
*/
fs_offset_t FS_Write( file_t *file, const void *data, size_t datasize )
{
fs_offset_t result;
if( !file ) return 0;
// if necessary, seek to the exact file position we're supposed to be
if( file->buff_ind != file->buff_len )
lseek( file->handle, file->buff_ind - file->buff_len, SEEK_CUR );
// purge cached data
FS_Purge( file );
// write the buffer and update the position
result = write( file->handle, data, (fs_offset_t)datasize );
file->position = lseek( file->handle, 0, SEEK_CUR );
if( file->real_length < file->position )
file->real_length = file->position;
if( result < 0 )
return 0;
return result;
}
/*
====================
FS_Read
Read up to "buffersize" bytes from a file
====================
*/
fs_offset_t FS_Read( file_t *file, void *buffer, size_t buffersize )
{
fs_offset_t count, done;
fs_offset_t nb;
// nothing to copy
if( buffersize == 0 ) return 1;
// Get rid of the ungetc character
if( file->ungetc != EOF )
{
((char*)buffer)[0] = file->ungetc;
buffersize--;
file->ungetc = EOF;
done = 1;
}
else done = 0;
// first, we copy as many bytes as we can from "buff"
if( file->buff_ind < file->buff_len )
{
count = file->buff_len - file->buff_ind;
done += ((fs_offset_t)buffersize > count ) ? count : (fs_offset_t)buffersize;
Q_memcpy( buffer, &file->buff[file->buff_ind], done );
file->buff_ind += done;
buffersize -= done;
if( buffersize == 0 )
return done;
}
// NOTE: at this point, the read buffer is always empty
// we must take care to not read after the end of the file
count = file->real_length - file->position;
// if we have a lot of data to get, put them directly into "buffer"
if( buffersize > sizeof( file->buff ) / 2 )
{
if( count > (fs_offset_t)buffersize )
count = (fs_offset_t)buffersize;
lseek( file->handle, file->offset + file->position, SEEK_SET );
nb = read (file->handle, &((byte *)buffer)[done], count );
if( nb > 0 )
{
done += nb;
file->position += nb;
// Purge cached data
FS_Purge( file );
}
}
else
{
if( count > (fs_offset_t)sizeof( file->buff ))
count = (fs_offset_t)sizeof( file->buff );
lseek( file->handle, file->offset + file->position, SEEK_SET );
nb = read( file->handle, file->buff, count );
if( nb > 0 )
{
file->buff_len = nb;
file->position += nb;
// copy the requested data in "buffer" (as much as we can)
count = (fs_offset_t)buffersize > file->buff_len ? file->buff_len : (fs_offset_t)buffersize;
Q_memcpy( &((byte *)buffer)[done], file->buff, count );
file->buff_ind = count;
done += count;
}
}
return done;
}
/*
====================
FS_Print
Print a string into a file
====================
*/
int FS_Print( file_t *file, const char *msg )
{
return FS_Write( file, msg, Q_strlen( msg ));
}
/*
====================
FS_Printf
Print a string into a file
====================
*/
int FS_Printf( file_t *file, const char* format, ... )
{
int result;
va_list args;
va_start( args, format );
result = FS_VPrintf( file, format, args );
va_end( args );
return result;
}
/*
====================
FS_VPrintf
Print a string into a file
====================
*/
int FS_VPrintf( file_t *file, const char* format, va_list ap )
{
int len;
fs_offset_t buff_size = MAX_SYSPATH;
char *tempbuff;
if( !file ) return 0;
while( 1 )
{
tempbuff = (char *)Mem_Alloc( fs_mempool, buff_size );
len = Q_vsprintf( tempbuff, format, ap );
if( len >= 0 && len < buff_size ) break;
Mem_Free( tempbuff );
buff_size *= 2;
}
len = write( file->handle, tempbuff, len );
Mem_Free( tempbuff );
return len;
}
/*
====================
FS_Getc
Get the next character of a file
====================
*/
int FS_Getc( file_t *file )
{
char c;
if( FS_Read( file, &c, 1) != 1 )
return EOF;
return c;
}
/*
====================
FS_UnGetc
Put a character back into the read buffer (only supports one character!)
====================
*/
int FS_UnGetc( file_t *file, byte c )
{
// If there's already a character waiting to be read
if( file->ungetc != EOF )
return EOF;
file->ungetc = c;
return c;
}
/*
====================
FS_Gets
Same as fgets
====================
*/
int FS_Gets( file_t *file, byte *string, size_t bufsize )
{
int c, end = 0;
while( 1 )
{
c = FS_Getc( file );
if( c == '\r' || c == '\n' || c < 0 )
break;
if( end < bufsize - 1 )
string[end++] = c;
}
string[end] = 0;
// remove \n following \r
if( c == '\r' )
{
c = FS_Getc( file );
if( c != '\n' ) FS_UnGetc( file, (byte)c );
}
return c;
}
/*
====================
FS_Seek
Move the position index in a file
====================
*/
int FS_Seek( file_t *file, fs_offset_t offset, int whence )
{
// compute the file offset
switch( whence )
{
case SEEK_CUR:
offset += file->position - file->buff_len + file->buff_ind;
break;
case SEEK_SET:
break;
case SEEK_END:
offset += file->real_length;
break;
default:
return -1;
}
if( offset < 0 || offset > (long)file->real_length )
return -1;
// if we have the data in our read buffer, we don't need to actually seek
if( file->position - file->buff_len <= offset && offset <= file->position )
{
file->buff_ind = offset + file->buff_len - file->position;
return 0;
}
// Purge cached data
FS_Purge( file );
if( lseek( file->handle, file->offset + offset, SEEK_SET ) == -1 )
return -1;
file->position = offset;
return 0;
}
/*
====================
FS_Tell
Give the current position in a file
====================
*/
fs_offset_t FS_Tell( file_t* file )
{
if( !file ) return 0;
return file->position - file->buff_len + file->buff_ind;
}
/*
====================
FS_Eof
indicates at reached end of file
====================
*/
qboolean FS_Eof( file_t* file )
{
if( !file ) return true;
return (file->position == file->real_length) ? true : false;
}
/*
====================
FS_Purge
Erases any buffered input or output data
====================
*/
void FS_Purge( file_t* file )
{
file->buff_len = 0;
file->buff_ind = 0;
file->ungetc = EOF;
}
/*
============
FS_LoadFile
Filename are relative to the xash directory.
Always appends a 0 byte.
============
*/
byte *FS_LoadFile( const char *path, fs_offset_t *filesizeptr, qboolean gamedironly )
{
file_t *file;
byte *buf = NULL;
fs_offset_t filesize = 0;
file = FS_Open( path, "rb", gamedironly );
if( file )
{
filesize = file->real_length;
buf = (byte *)Mem_Alloc( fs_mempool, filesize + 1 );
buf[filesize] = '\0';
FS_Read( file, buf, filesize );
FS_Close( file );
}
else
{
buf = W_LoadFile( path, &filesize, gamedironly );
}
if( filesizeptr )
*filesizeptr = filesize;
return buf;
}
/*
============
FS_OpenFile
Simply version of FS_Open
============
*/
file_t *FS_OpenFile( const char *path, fs_offset_t *filesizeptr, qboolean gamedironly )
{
file_t *file = FS_Open( path, "rb", gamedironly );
if( filesizeptr )
{
if( file ) *filesizeptr = file->real_length;
else *filesizeptr = 0;
}
return file;
}
/*
============
FS_WriteFile
The filename will be prefixed by the current game directory
============
*/
qboolean FS_WriteFile( const char *filename, const void *data, fs_offset_t len )
{
file_t *file;
file = FS_Open( filename, "wb", false );
if( !file )
{
MsgDev( D_ERROR, "FS_WriteFile: failed on %s\n", filename);
return false;
}
FS_Write (file, data, len);
FS_Close (file);
return true;
}
/*
=============================================================================
OTHERS PUBLIC FUNCTIONS
=============================================================================
*/
/*
============
FS_StripExtension
============
*/
void FS_StripExtension( char *path )
{
size_t length;
length = Q_strlen( path ) - 1;
while( length > 0 && path[length] != '.' )
{
length--;
if( path[length] == '/' || path[length] == '\\' || path[length] == ':' )
return; // no extension
}
if( length ) path[length] = 0;
}
/*
==================
FS_DefaultExtension
==================
*/
void FS_DefaultExtension( char *path, const char *extension )
{
const char *src;
// if path doesn't have a .EXT, append extension
// (extension should include the .)
src = path + Q_strlen( path ) - 1;
while( *src != '/' && src != path )
{
// it has an extension
if( *src == '.' ) return;
src--;
}
Q_strcat( path, extension );
}
/*
==================
FS_FileExists
Look for a file in the packages and in the filesystem
==================
*/
qboolean FS_FileExists( const char *filename, qboolean gamedironly )
{
if( FS_FindFile( filename, NULL, gamedironly ))
return true;
return false;
}
/*
==================
FS_GetDiskPath
Build direct path for file in the filesystem
return NULL for file in pack
==================
*/
const char *FS_GetDiskPath( const char *name, qboolean gamedironly )
{
int index;
searchpath_t *search;
search = FS_FindFile( name, &index, gamedironly );
if( search )
{
if( index != -1 )
{
// file in pack or wad
return NULL;
}
return va( "%s%s", search->filename, name );
}
return NULL;
}
/*
==================
FS_CheckForCrypt
return true if library is crypted
==================
*/
qboolean FS_CheckForCrypt( const char *dllname )
{
file_t *f;
int key;
f = FS_Open( dllname, "rb", false );
if( !f ) return false;
FS_Seek( f, 64, SEEK_SET ); // skip first 64 bytes
FS_Read( f, &key, sizeof( key ));
FS_Close( f );
return ( key == 0x12345678 ) ? true : false;
}
/*
==================
FS_FindLibrary
search for library, assume index is valid
only for internal use
==================
*/
dll_user_t *FS_FindLibrary( const char *dllname, qboolean directpath )
{
string dllpath;
searchpath_t *search;
dll_user_t *hInst;
int i, index;
int start = 0;
// check for bad exports
if( !dllname || !*dllname )
return NULL;
fs_ext_path = directpath;
// HACKHACK: remove absoulte path to valve folder
if( !Q_strnicmp( dllname, "..\\valve\\", 9 ) || !Q_strnicmp( dllname, "../valve/", 9 ))
start += 9;
// replace all backward slashes
for( i = 0; i < Q_strlen( dllname ); i++ )
{
if( dllname[i+start] == '\\' ) dllpath[i] = '/';
else dllpath[i] = Q_tolower( dllname[i+start] );
}
dllpath[i] = '\0';
FS_DefaultExtension( dllpath, ".dll" ); // apply ext if forget
search = FS_FindFile( dllpath, &index, false );
if( !search )
{
fs_ext_path = false;
if( directpath ) return NULL; // direct paths fails here
// trying check also 'bin' folder for indirect paths
Q_strncpy( dllpath, dllname, sizeof( dllpath ));
search = FS_FindFile( dllpath, &index, false );
if( !search ) return NULL; // unable to find
}
// all done, create dll_user_t struct
hInst = Mem_Alloc( host.mempool, sizeof( dll_user_t ));
// save dllname for debug purposes
Q_strncpy( hInst->dllName, dllname, sizeof( hInst->dllName ));
// shortPath is used for LibraryLoadSymbols only
Q_strncpy( hInst->shortPath, dllpath, sizeof( hInst->shortPath ));
hInst->encrypted = FS_CheckForCrypt( dllpath );
if( index < 0 && !hInst->encrypted )
{
Q_snprintf( hInst->fullPath, sizeof( hInst->fullPath ), "%s%s", search->filename, dllpath );
hInst->custom_loader = false; // we can loading from disk and use normal debugging
}
else
{
Q_strncpy( hInst->fullPath, dllpath, sizeof( hInst->fullPath ));
hInst->custom_loader = true; // loading from pack or wad - for release, debug don't working
}
fs_ext_path = false; // always reset direct paths
return hInst;
}
/*
==================
FS_FileSize
return size of file in bytes
==================
*/
fs_offset_t FS_FileSize( const char *filename, qboolean gamedironly )
{
file_t *fp;
int length = 0;
fp = FS_Open( filename, "rb", gamedironly );
if( fp )
{
// it exists
FS_Seek( fp, 0, SEEK_END );
length = FS_Tell( fp );
FS_Close( fp );
}
return length;
}
/*
==================
FS_FileLength
return size of file in bytes
==================
*/
fs_offset_t FS_FileLength( file_t *f )
{
if( !f ) return 0;
return f->real_length;
}
/*
==================
FS_FileTime
return time of creation file in seconds
==================
*/
fs_offset_t FS_FileTime( const char *filename, qboolean gamedironly )
{
searchpath_t *search;
int pack_ind;
search = FS_FindFile( filename, &pack_ind, gamedironly );
if( !search ) return -1; // doesn't exist
if( search->pack ) // grab pack filetime
return search->pack->filetime;
else if( search->wad ) // grab wad filetime
return search->wad->filetime;
else if( pack_ind < 0 )
{
// found in the filesystem?
char path [MAX_SYSPATH];
Q_sprintf( path, "%s%s", search->filename, filename );
return FS_SysFileTime( path );
}
return -1; // doesn't exist
}
/*
==================
FS_Rename
rename specified file from gamefolder
==================
*/
qboolean FS_Rename( const char *oldname, const char *newname )
{
char oldpath[MAX_SYSPATH], newpath[MAX_SYSPATH];
qboolean iRet;
if( !oldname || !newname || !*oldname || !*newname )
return false;
Q_snprintf( oldpath, sizeof( oldpath ), "%s%s", fs_gamedir, oldname );
Q_snprintf( newpath, sizeof( newpath ), "%s%s", fs_gamedir, newname );
COM_FixSlashes( oldpath );
COM_FixSlashes( newpath );
iRet = rename( oldpath, newpath );
return (iRet == 0);
}
/*
==================
FS_Delete
delete specified file from gamefolder
==================
*/
qboolean FS_Delete( const char *path )
{
char real_path[MAX_SYSPATH];
qboolean iRet;
if( !path || !*path )
return false;
Q_snprintf( real_path, sizeof( real_path ), "%s%s", fs_gamedir, path );
COM_FixSlashes( real_path );
iRet = remove( real_path );
return (iRet == 0);
}
/*
==================
FS_FileCopy
==================
*/
void FS_FileCopy( file_t *pOutput, file_t *pInput, int fileSize )
{
char buf[MAX_SYSPATH]; // A small buffer for the copy
int size;
while( fileSize > 0 )
{
if( fileSize > MAX_SYSPATH )
size = MAX_SYSPATH;
else size = fileSize;
FS_Read( pInput, buf, size );
FS_Write( pOutput, buf, size );
fileSize -= size;
}
}
/*
===========
FS_Search
Allocate and fill a search structure with information on matching filenames.
===========
*/
search_t *FS_Search( const char *pattern, int caseinsensitive, int gamedironly )
{
search_t *search = NULL;
searchpath_t *searchpath;
pack_t *pak;
wfile_t *wad;
int i, basepathlength, numfiles, numchars;
int resultlistindex, dirlistindex;
const char *slash, *backslash, *colon, *separator;
string netpath, temp;
stringlist_t resultlist;
stringlist_t dirlist;
char *basepath;
for( i = 0; pattern[i] == '.' || pattern[i] == ':' || pattern[i] == '/' || pattern[i] == '\\'; i++ );
if( i > 0 )
{
MsgDev( D_INFO, "FS_Search: don't use punctuation at the beginning of a search pattern!\n");
return NULL;
}
stringlistinit( &resultlist );
stringlistinit( &dirlist );
slash = Q_strrchr( pattern, '/' );
backslash = Q_strrchr( pattern, '\\' );
colon = Q_strrchr( pattern, ':' );
separator = max( slash, backslash );
separator = max( separator, colon );
basepathlength = separator ? (separator + 1 - pattern) : 0;
basepath = Mem_Alloc( fs_mempool, basepathlength + 1 );
if( basepathlength ) Q_memcpy( basepath, pattern, basepathlength );
basepath[basepathlength] = 0;
// search through the path, one element at a time
for( searchpath = fs_searchpaths; searchpath; searchpath = searchpath->next )
{
if( gamedironly && !( searchpath->flags & FS_GAMEDIR_PATH ))
continue;
// is the element a pak file?
if( searchpath->pack )
{
// look through all the pak file elements
pak = searchpath->pack;
for( i = 0; i < pak->numfiles; i++ )
{
Q_strncpy( temp, pak->files[i].name, sizeof( temp ));
while( temp[0] )
{
if( matchpattern( temp, (char *)pattern, true ))
{
for( resultlistindex = 0; resultlistindex < resultlist.numstrings; resultlistindex++ )
{
if( !Q_strcmp( resultlist.strings[resultlistindex], temp ))
break;
}
if( resultlistindex == resultlist.numstrings )
{
stringlistappend( &resultlist, temp );
}
}
// strip off one path element at a time until empty
// this way directories are added to the listing if they match the pattern
slash = Q_strrchr( temp, '/' );
backslash = Q_strrchr( temp, '\\' );
colon = Q_strrchr( temp, ':' );
separator = temp;
if( separator < slash )
separator = slash;
if( separator < backslash )
separator = backslash;
if( separator < colon )
separator = colon;
*((char *)separator) = 0;
}
}
}
else if( searchpath->wad )
{
string wadpattern, wadname, temp2;
char type = W_TypeFromExt( pattern );
qboolean anywadname = true;
string wadfolder;
// quick reject by filetype
if( type == TYP_NONE ) continue;
FS_ExtractFilePath( pattern, wadname );
FS_FileBase( pattern, wadpattern );
wadfolder[0] = '\0';
if( Q_strlen( wadname ))
{
FS_FileBase( wadname, wadname );
Q_strncpy( wadfolder, wadname, sizeof( wadfolder ));
FS_DefaultExtension( wadname, ".wad" );
anywadname = false;
}
// make wadname from wad fullpath
FS_FileBase( searchpath->wad->filename, temp2 );
FS_DefaultExtension( temp2, ".wad" );
// quick reject by wadname
if( !anywadname && Q_stricmp( wadname, temp2 ))
continue;
// look through all the wad file elements
wad = searchpath->wad;
for( i = 0; i < wad->numlumps; i++ )
{
// if type not matching, we already have no chance ...
if( type != TYP_ANY && wad->lumps[i].type != type )
continue;
Q_strncpy( temp, wad->lumps[i].name, sizeof( temp ));
while( temp[0] )
{
if( matchpattern( temp, wadpattern, true ))
{
for( resultlistindex = 0; resultlistindex < resultlist.numstrings; resultlistindex++ )
{
if( !Q_strcmp( resultlist.strings[resultlistindex], temp ))
break;
}
if( resultlistindex == resultlist.numstrings )
{
// build path: wadname/lumpname.ext
Q_snprintf( temp2, sizeof(temp2), "%s/%s", wadfolder, temp );
FS_DefaultExtension( temp2, va(".%s", W_ExtFromType( wad->lumps[i].type ))); // make ext
stringlistappend( &resultlist, temp2 );
}
}
// strip off one path element at a time until empty
// this way directories are added to the listing if they match the pattern
slash = Q_strrchr( temp, '/' );
backslash = Q_strrchr( temp, '\\' );
colon = Q_strrchr( temp, ':' );
separator = temp;
if( separator < slash )
separator = slash;
if( separator < backslash )
separator = backslash;
if( separator < colon )
separator = colon;
*((char *)separator) = 0;
}
}
}
else
{
// get a directory listing and look at each name
Q_sprintf( netpath, "%s%s", searchpath->filename, basepath );
stringlistinit( &dirlist );
listdirectory( &dirlist, netpath );
for( dirlistindex = 0; dirlistindex < dirlist.numstrings; dirlistindex++ )
{
Q_sprintf( temp, "%s%s", basepath, dirlist.strings[dirlistindex] );
if( matchpattern( temp, (char *)pattern, true ))
{
for( resultlistindex = 0; resultlistindex < resultlist.numstrings; resultlistindex++ )
{
if( !Q_strcmp( resultlist.strings[resultlistindex], temp ))
break;
}
if( resultlistindex == resultlist.numstrings )
{
stringlistappend( &resultlist, temp );
}
}
}
stringlistfreecontents( &dirlist );
}
}
if( resultlist.numstrings )
{
stringlistsort( &resultlist );
numfiles = resultlist.numstrings;
numchars = 0;
for( resultlistindex = 0; resultlistindex < resultlist.numstrings; resultlistindex++ )
numchars += (int)Q_strlen( resultlist.strings[resultlistindex]) + 1;
search = Mem_Alloc( fs_mempool, sizeof(search_t) + numchars + numfiles * sizeof( char* ));
search->filenames = (char **)((char *)search + sizeof( search_t ));
search->filenamesbuffer = (char *)((char *)search + sizeof( search_t ) + numfiles * sizeof( char* ));
search->numfilenames = (int)numfiles;
numfiles = numchars = 0;
for( resultlistindex = 0; resultlistindex < resultlist.numstrings; resultlistindex++ )
{
size_t textlen;
search->filenames[numfiles] = search->filenamesbuffer + numchars;
textlen = Q_strlen(resultlist.strings[resultlistindex]) + 1;
Q_memcpy( search->filenames[numfiles], resultlist.strings[resultlistindex], textlen );
numfiles++;
numchars += (int)textlen;
}
}
stringlistfreecontents( &resultlist );
Mem_Free( basepath );
return search;
}
void FS_InitMemory( void )
{
fs_mempool = Mem_AllocPool( "FileSystem Pool" );
// add a path separator to the end of the basedir if it lacks one
if( fs_basedir[0] && fs_basedir[Q_strlen(fs_basedir) - 1] != '/' && fs_basedir[Q_strlen(fs_basedir) - 1] != '\\' )
Q_strncat( fs_basedir, "/", sizeof( fs_basedir ));
fs_searchpaths = NULL;
}
/*
=============================================================================
WADSYSTEM PRIVATE COMMON FUNCTIONS
=============================================================================
*/
// associate extension with wad type
static const wadtype_t wad_types[] =
{
{ "pal", TYP_QPAL }, // palette
{ "lmp", TYP_QPIC }, // quake1, hl pic
{ "fnt", TYP_QFONT }, // hl qfonts
{ "mip", TYP_MIPTEX }, // hl/q1 mip
{ "raw", TYP_RAW }, // signed raw data
{ NULL, TYP_NONE }
};
static char W_TypeFromExt( const char *lumpname )
{
const char *ext = FS_FileExtension( lumpname );
const wadtype_t *type;
// we not known about filetype, so match only by filename
if( !Q_strcmp( ext, "*" ) || !Q_strcmp( ext, "" ))
return TYP_ANY;
for( type = wad_types; type->ext; type++ )
{
if(!Q_stricmp( ext, type->ext ))
return type->type;
}
return TYP_NONE;
}
static const char *W_ExtFromType( char lumptype )
{
const wadtype_t *type;
// we not known aboyt filetype, so match only by filename
if( lumptype == TYP_NONE || lumptype == TYP_ANY )
return "";
for( type = wad_types; type->ext; type++ )
{
if( lumptype == type->type )
return type->ext;
}
return "";
}
static dlumpinfo_t *W_FindLump( wfile_t *wad, const char *name, const char matchtype )
{
int left, right, middle;
if( !wad || !wad->lumps || matchtype == TYP_NONE )
return NULL;
// look for the file (binary search)
left = 0;
right = wad->numlumps - 1;
while( left <= right )
{
int diff;
middle = (left + right) / 2;
diff = Q_stricmp( wad->lumps[middle].name, name );
// Found it
if( !diff )
{
if( matchtype == TYP_ANY || matchtype == wad->lumps[middle].type )
return &wad->lumps[middle]; // found
else break;
}
// if we're too far in the list
if( diff > 0 )
right = middle - 1;
else left = middle + 1;
}
return NULL;
}
static void W_CleanupName( const char *dirtyname, char *cleanname )
{
string tempname;
if( !dirtyname || !cleanname ) return;
cleanname[0] = '\0'; // clear output
FS_FileBase( dirtyname, tempname );
tempname[16] = '\0'; // cutoff all other ...
Q_strncpy( cleanname, tempname, 16 );
// .. and turn big letters
Q_strupr( cleanname, cleanname );
}
/*
====================
FS_AddFileToWad
Add a file to the list of files contained into a package
====================
*/
static dlumpinfo_t *W_AddFileToWad( const char *name, wfile_t *wad, int filepos, int packsize, int realsize, char type, char compression )
{
int left, right, middle;
dlumpinfo_t *plump;
// look for the slot we should put that file into (binary search)
left = 0;
right = wad->numlumps - 1;
while( left <= right )
{
int diff;
middle = ( left + right ) / 2;
diff = Q_stricmp( wad->lumps[middle].name, name );
// If we found the file, there's a problem
if( !diff ) MsgDev( D_NOTE, "Wad %s contains the file %s several times\n", wad->filename, name );
// If we're too far in the list
if( diff > 0 ) right = middle - 1;
else left = middle + 1;
}
// We have to move the right of the list by one slot to free the one we need
plump = &wad->lumps[left];
memmove( plump + 1, plump, ( wad->numlumps - left ) * sizeof( *plump ));
wad->numlumps++;
Q_memcpy( plump->name, name, sizeof( plump->name ));
plump->filepos = filepos;
plump->disksize = realsize;
plump->size = packsize;
plump->compression = compression;
// convert all qmip types to miptex
if( type == TYP_QMIP )
plump->type = TYP_MIPTEX;
else plump->type = type;
// check for Quake 'conchars' issues (only lmp loader supposed to read this lame pic)
if( !Q_stricmp( plump->name, "conchars" ) && plump->type == TYP_QMIP )
plump->type = TYP_QPIC;
return plump;
}
static qboolean W_ReadLumpTable( wfile_t *wad )
{
size_t lat_size;
dlumpinfo_t *srclumps;
int i, k, numlumps;
// nothing to convert ?
if( !wad || !wad->numlumps )
return false;
lat_size = wad->numlumps * sizeof( dlumpinfo_t );
srclumps = (dlumpinfo_t *)Mem_Alloc( wad->mempool, lat_size );
numlumps = wad->numlumps;
wad->numlumps = 0; // reset it
if( read( wad->handle, srclumps, lat_size ) != lat_size )
{
MsgDev( D_ERROR, "W_ReadLumpTable: %s has corrupted lump allocation table\n", wad->filename );
W_Close( wad );
return false;
}
// swap everything
for( i = 0; i < numlumps; i++ )
{
char name[16];
// cleanup lumpname
Q_strnlwr( srclumps[i].name, name, sizeof( srclumps[i].name ));
// check for '*' symbol issues
k = Q_strlen( Q_strrchr( name, '*' ));
if( k ) name[Q_strlen( name ) - k] = '!'; // quake1 issues (can't save images that contain '*' symbol)
W_AddFileToWad( name, wad, srclumps[i].filepos, srclumps[i].size, srclumps[i].disksize, srclumps[i].type, srclumps[i].compression );
}
// release source lumps
Mem_Free( srclumps );
return true;
}
byte *W_ReadLump( wfile_t *wad, dlumpinfo_t *lump, size_t *lumpsizeptr )
{
byte *buf;
size_t size = 0;
// assume error
if( lumpsizeptr ) *lumpsizeptr = 0;
// no wads loaded
if( !wad || !lump ) return NULL;
if( lseek( wad->handle, lump->filepos, SEEK_SET ) == -1 )
{
MsgDev( D_ERROR, "W_ReadLump: %s is corrupted\n", lump->name );
return NULL;
}
buf = (byte *)Mem_Alloc( wad->mempool, lump->disksize );
size = read( wad->handle, buf, lump->disksize );
if( size < lump->disksize )
{
MsgDev( D_WARN, "W_ReadLump: %s is probably corrupted\n", lump->name );
Mem_Free( buf );
return NULL;
}
if( lumpsizeptr ) *lumpsizeptr = lump->size;
return buf;
}
/*
=============================================================================
WADSYSTEM PUBLIC BASE FUNCTIONS
=============================================================================
*/
wfile_t *W_Open( const char *filename, const char *mode )
{
dwadinfo_t header;
wfile_t *wad = (wfile_t *)Mem_Alloc( fs_mempool, sizeof( wfile_t ));
const char *comment = "Generated by Xash WadLib. ";
if( mode[0] == 'a' ) wad->handle = open( filename, O_RDWR|O_BINARY, 0x666 );
else if( mode[0] == 'w' ) wad->handle = open( filename, O_CREAT|O_TRUNC|O_WRONLY|O_BINARY, 0x666 );
else if( mode[0] == 'r' ) wad->handle = open( filename, O_RDONLY|O_BINARY, 0x666 );
if( wad->handle < 0 )
{
W_Close( wad );
MsgDev( D_ERROR, "W_Open: couldn't open %s\n", filename );
return NULL;
}
// copy wad name
Q_strncpy( wad->filename, filename, sizeof( wad->filename ));
wad->mempool = Mem_AllocPool( filename );
wad->filetime = FS_SysFileTime( filename );
// if the file is opened in "write", "append", or "read/write" mode
if( mode[0] == 'w' )
{
dwadinfo_t hdr;
wad->numlumps = 0; // blank wad
wad->lumps = NULL; //
wad->mode = O_WRONLY;
// save space for header
hdr.ident = IDWAD3HEADER;
hdr.numlumps = wad->numlumps;
hdr.infotableofs = sizeof( dwadinfo_t );
write( wad->handle, &hdr, sizeof( hdr ));
write( wad->handle, comment, Q_strlen( comment ) + 1 );
wad->infotableofs = tell( wad->handle );
}
else if( mode[0] == 'r' || mode[0] == 'a' )
{
if( mode[0] == 'a' )
{
lseek( wad->handle, 0, SEEK_SET );
wad->mode = O_APPEND;
}
if( read( wad->handle, &header, sizeof( dwadinfo_t )) != sizeof( dwadinfo_t ))
{
MsgDev( D_ERROR, "W_Open: %s can't read header\n", filename );
W_Close( wad );
return NULL;
}
switch( header.ident )
{
case IDWAD2HEADER:
case IDWAD3HEADER:
break; // WAD2, WAD3 allow r\w mode
default:
MsgDev( D_ERROR, "W_Open: %s unknown wadtype\n", filename );
W_Close( wad );
return NULL;
}
wad->numlumps = header.numlumps;
if( wad->numlumps >= MAX_FILES_IN_WAD && wad->mode == O_APPEND )
{
MsgDev( D_WARN, "W_Open: %s is full (%i lumps)\n", wad->numlumps );
wad->mode = O_RDONLY; // set read-only mode
}
wad->infotableofs = header.infotableofs; // save infotableofs position
if( lseek( wad->handle, wad->infotableofs, SEEK_SET ) == -1 )
{
MsgDev( D_ERROR, "W_Open: %s can't find lump allocation table\n", filename );
W_Close( wad );
return NULL;
}
// NOTE: lumps table can be reallocated for O_APPEND mode
wad->lumps = Mem_Alloc( wad->mempool, wad->numlumps * sizeof( dlumpinfo_t ));
if( wad->mode == O_APPEND )
{
size_t lat_size = wad->numlumps * sizeof( dlumpinfo_t );
if( read( wad->handle, wad->lumps, lat_size ) != lat_size )
{
MsgDev( D_ERROR, "W_ReadLumpTable: %s has corrupted lump allocation table\n", wad->filename );
W_Close( wad );
return NULL;
}
// if we are in append mode - we need started from infotableofs poisition
// overwrite lumptable as well, we have her copy in wad->lumps
lseek( wad->handle, wad->infotableofs, SEEK_SET );
}
else
{
// setup lump allocation table
switch( header.ident )
{
case IDWAD2HEADER:
case IDWAD3HEADER:
if(!W_ReadLumpTable( wad ))
return NULL;
break;
}
}
}
// and leaves the file open
return wad;
}
void W_Close( wfile_t *wad )
{
fs_offset_t ofs;
if( !wad ) return;
if( wad->handle >= 0 && ( wad->mode == O_APPEND || wad->mode == O_WRONLY ))
{
dwadinfo_t hdr;
// write the lumpingo
ofs = tell( wad->handle );
write( wad->handle, wad->lumps, wad->numlumps * sizeof( dlumpinfo_t ));
// write the header
hdr.ident = IDWAD3HEADER;
hdr.numlumps = wad->numlumps;
hdr.infotableofs = ofs;
lseek( wad->handle, 0, SEEK_SET );
write( wad->handle, &hdr, sizeof( hdr ));
}
Mem_FreePool( &wad->mempool );
if( wad->handle >= 0 ) close( wad->handle );
Mem_Free( wad ); // free himself
}
/*
=============================================================================
FILESYSTEM IMPLEMENTATION
=============================================================================
*/
static byte *W_LoadFile( const char *path, fs_offset_t *lumpsizeptr, qboolean gamedironly )
{
searchpath_t *search;
int index;
search = FS_FindFile( path, &index, gamedironly );
if( search && search->wad )
return W_ReadLump( search->wad, &search->wad->lumps[index], lumpsizeptr );
return NULL;
}