diff --git a/filesystem/filesystem.c b/filesystem/filesystem.c index e09c3f1a..7de8c069 100644 --- a/filesystem/filesystem.c +++ b/filesystem/filesystem.c @@ -907,33 +907,57 @@ static qboolean FS_ReadGameInfo( const char *filepath, const char *gamedir, game /* ================ -FS_CheckForGameDir +FS_CheckForQuakeGameDir + +Checks if game directory resembles Quake Engine game directory +(some of checks may as well work with Xash gamedirs, it's not a bug) ================ */ -static qboolean FS_CheckForGameDir( const char *gamedir ) +static qboolean FS_CheckForQuakeGameDir( const char *gamedir, qboolean direct ) { - char buf[MAX_VA_STRING]; - - // if directory contain config.cfg it's 100% gamedir - Q_snprintf( buf, sizeof( buf ), "%s/config.cfg", gamedir ); - if( FS_FileExists( buf, false )) - return true; - - // if directory contain progs.dat it's 100% gamedir - Q_snprintf( buf, sizeof( buf ), "%s/progs.dat", gamedir ); - if( FS_FileExists( buf, false )) - return true; - + // if directory contain config.cfg or progs.dat it's 100% gamedir // quake mods probably always archived but can missed config.cfg before first running - Q_snprintf( buf, sizeof( buf ), "%s/pak0.pak", gamedir ); - if( FS_FileExists( buf, false )) - return true; + const char *files[] = { "config.cfg", "progs.dat", "pak0.pak" }; + int i; - // NOTE; adds here some additional checks if you wished + for( i = 0; i < sizeof( files ) / sizeof( files[0] ); i++ ) + { + char buf[MAX_VA_STRING]; + + Q_snprintf( buf, sizeof( buf ), "%s/%s", gamedir, files[i] ); + if( direct ? FS_SysFileExists( buf ) : FS_FileExists( buf, false )) + return true; + } return false; } +/* +=============== +FS_CheckForXashGameDir + +Checks if game directory resembles Xash3D game directory +=============== +*/ +static qboolean FS_CheckForXashGameDir( const char *gamedir, qboolean direct ) +{ + // if directory contain gameinfo.txt or liblist.gam it's 100% gamedir + const char *files[] = { "gameinfo.txt", "liblist.gam" }; + int i; + + for( i = 0; i < sizeof( files ) / sizeof( files[0] ); i++ ) + { + char buf[MAX_SYSPATH]; + + Q_snprintf( buf, sizeof( buf ), "%s/%s", gamedir, files[i] ); + if( direct ? FS_SysFileExists( buf ) : FS_FileExists( buf, false )) + return true; + } + + return false; + +} + /* ================ FS_ParseGameInfo @@ -990,7 +1014,7 @@ static qboolean FS_ParseGameInfo( const char *gamedir, gameinfo_t *GameInfo ) FS_ConvertGameInfo( gamedir, gameinfo_path, liblist_path ); // force to create gameinfo for specified game if missing - if(( FS_CheckForGameDir( gamedir ) || !Q_stricmp( fs_gamedir, gamedir )) && !FS_FileExists( gameinfo_path, false )) + if(( FS_CheckForQuakeGameDir( gamedir, false ) || !Q_stricmp( fs_gamedir, gamedir )) && !FS_FileExists( gameinfo_path, false )) { gameinfo_t tmpGameInfo; memset( &tmpGameInfo, 0, sizeof( tmpGameInfo )); @@ -1340,17 +1364,21 @@ qboolean FS_InitStdio( qboolean caseinsensitive, const char *rootdir, const char for( i = 0; i < dirs.numstrings; i++ ) { char roPath[MAX_SYSPATH]; - char rwPath[MAX_SYSPATH]; Q_snprintf( roPath, sizeof( roPath ), "%s/%s/", fs_rodir, dirs.strings[i] ); - Q_snprintf( rwPath, sizeof( rwPath ), "%s/%s/", fs_rootdir, dirs.strings[i] ); // check if it's a directory if( !FS_SysFolderExists( roPath )) continue; - // no need to check folders here, FS_CreatePath will not fail - FS_CreatePath( rwPath ); + // check if it's gamedir + if( FS_CheckForXashGameDir( roPath, true ) || FS_CheckForQuakeGameDir( roPath, true )) + { + char rwPath[MAX_SYSPATH]; + + Q_snprintf( rwPath, sizeof( rwPath ), "%s/%s/", fs_rootdir, dirs.strings[i] ); + FS_CreatePath( rwPath ); + } } stringlistfreecontents( &dirs );