xash3d-fwgs/engine/common/filesystem.c
2018-10-04 14:27:14 +07:00

3445 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 <sys/stat.h>
#include <time.h>
#ifdef _WIN32
#include <direct.h>
#include <io.h>
#else
#include <dirent.h>
#include <errno.h>
#endif
#include "common.h"
#include "wadfile.h"
#include "filesystem.h"
#include "library.h"
#include "mathlib.h"
#include "protocol.h"
#define FILE_COPY_SIZE (1024 * 1024)
#define FILE_BUFF_SIZE (2048)
// PAK errors
#define PAK_LOAD_OK 0
#define PAK_LOAD_COULDNT_OPEN 1
#define PAK_LOAD_BAD_HEADER 2
#define PAK_LOAD_BAD_FOLDERS 3
#define PAK_LOAD_TOO_MANY_FILES 4
#define PAK_LOAD_NO_FILES 5
#define PAK_LOAD_CORRUPTED 6
// WAD errors
#define WAD_LOAD_OK 0
#define WAD_LOAD_COULDNT_OPEN 1
#define WAD_LOAD_BAD_HEADER 2
#define WAD_LOAD_BAD_FOLDERS 3
#define WAD_LOAD_TOO_MANY_FILES 4
#define WAD_LOAD_NO_FILES 5
#define WAD_LOAD_CORRUPTED 6
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
long real_length; // uncompressed file size (for files opened in "read" mode)
long position; // current position in the file
long 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
long buff_ind, buff_len; // buffer current index and length
byte buff[FILE_BUFF_SIZE]; // intermediate buffer
} file_t;
typedef struct wfile_s
{
string filename;
int infotableofs;
byte *mempool; // W_ReadLump temp buffers
int numlumps;
file_t *handle;
dlumpinfo_t *lumps;
time_t filetime;
} wfile_t;
typedef struct pack_s
{
string filename;
int handle;
int numfiles;
time_t filetime; // common for all packed files
dpackfile_t *files;
} pack_t;
typedef struct searchpath_s
{
string filename;
pack_t *pack;
wfile_t *wad;
int flags;
struct searchpath_s *next;
} searchpath_t;
byte *fs_mempool;
searchpath_t *fs_searchpaths = NULL; // chain
searchpath_t fs_directpath; // static direct path
char fs_basedir[MAX_SYSPATH]; // base game directory
char fs_gamedir[MAX_SYSPATH]; // game current directory
char fs_writedir[MAX_SYSPATH]; // path that game allows to overwrite, delete and rename files (and create new of course)
qboolean fs_ext_path = false; // attempt to read\write from ./ or ../ pathes
#ifndef _WIN32
qboolean fs_caseinsensitive = true; // try to search missing files
#endif
static void FS_InitMemory( void );
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 dpackfile_t *FS_AddFileToPack( const char* name, pack_t *pack, long offset, long size );
static byte *W_LoadFile( const char *path, long *filesizeptr, qboolean gamedironly );
static wfile_t *W_Open( const char *filename, int *errorcode );
static qboolean FS_SysFolderExists( const char *path );
static long FS_SysFileTime( const char *filename );
static char W_TypeFromExt( const char *lumpname );
static const char *W_ExtFromType( char lumptype );
static void FS_Purge( file_t* file );
/*
=============================================================================
FILEMATCH COMMON SYSTEM
=============================================================================
*/
static int matchpattern( const char *str, const char *cmp, qboolean caseinsensitive )
{
int c1, c2;
while( *cmp )
{
switch( *cmp )
{
case 0: return 1; // end of pattern
case '?': // match any single character
if( *str == 0 || *str == '/' || *str == '\\' || *str == ':' )
return 0; // no match
str++;
cmp++;
break;
case '*': // match anything until following string
if( !*str ) return 1; // match
cmp++;
while( *str )
{
if( *str == '/' || *str == '\\' || *str == ':' )
break;
// see if pattern matches at this offset
if( matchpattern( str, cmp, caseinsensitive ))
return 1;
// nope, advance to next offset
str++;
}
break;
default:
if( *str != *cmp )
{
if( !caseinsensitive )
return 0; // no match
c1 = Q_tolower( *str );
c2 = Q_tolower( *cmp );
if( c1 != c2 ) return 0; // no match
}
str++;
cmp++;
break;
}
}
// reached end of pattern but not end of input?
return (*str) ? 0 : 1;
}
static void stringlistinit( stringlist_t *list )
{
memset( list, 0, sizeof( *list ));
}
static 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;
}
if( list->strings )
Mem_Free( list->strings );
list->numstrings = 0;
list->maxstrings = 0;
list->strings = NULL;
}
static void stringlistappend( stringlist_t *list, char *text )
{
size_t textlen;
if( !Q_stricmp( text, "." ) || !Q_stricmp( text, ".." ))
return; // ignore the virtual directories
if( list->numstrings >= list->maxstrings )
{
list->maxstrings += 4096;
list->strings = Mem_Realloc( fs_mempool, list->strings, list->maxstrings * sizeof( *list->strings ));
}
textlen = Q_strlen( text ) + 1;
list->strings[list->numstrings] = Mem_Calloc( fs_mempool, textlen );
memcpy( list->strings[list->numstrings], text, textlen );
list->numstrings++;
}
static void stringlistsort( stringlist_t *list )
{
char *temp;
int i, j;
// 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;
}
}
}
}
// convert names to lowercase because windows doesn't care, but pattern matching code often does
static void listlowercase( stringlist_t *list )
{
char *c;
int i;
for( i = 0; i < list->numstrings; i++ )
{
for( c = list->strings[i]; *c; c++ )
*c = Q_tolower( *c );
}
}
static void listdirectory( stringlist_t *list, const char *path, qboolean lowercase )
{
int i;
signed char *c;
#ifdef _WIN32
char pattern[4096];
struct _finddata_t n_file;
int hFile;
#else
DIR *dir;
struct dirent *entry;
#endif
#ifdef _WIN32
Q_snprintf( pattern, sizeof( pattern ), "%s*", path );
// 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 );
#else
if( !( dir = opendir( path ) ) )
return;
// iterate through the directory
while( ( entry = readdir( dir ) ))
stringlistappend( list, entry->d_name );
closedir( dir );
#endif
// seems not needed anymore
#if 0
// convert names to lowercase because windows doesn't care, but pattern matching code often does
if( lowercase )
listlowercase( list );
#endif
}
/*
=============================================================================
OTHER PRIVATE FUNCTIONS
=============================================================================
*/
/*
==================
FS_FixFileCase
emulate WIN32 FS behaviour when opening local file
==================
*/
static const char *FS_FixFileCase( const char *path )
{
#if !defined _WIN32 && !TARGET_OS_IPHONE // assume case insensitive
DIR *dir; struct dirent *entry;
char path2[PATH_MAX], *fname;
if( !fs_caseinsensitive )
return path;
if( path[0] != '/' )
Q_snprintf( path2, sizeof( path2 ), "./%s", path );
else Q_strncpy( path2, path, PATH_MAX );
fname = Q_strrchr( path2, '/' );
if( fname )
*fname++ = 0;
else
{
fname = (char*)path;
Q_strcpy( path2, ".");
}
/* android has too slow directory scanning,
so drop out some not useful cases */
if( fname - path2 > 4 )
{
char *point;
// too many wad textures
if( !Q_stricmp( fname - 5, ".wad") )
return path;
point = Q_strchr( fname, '.' );
if( point )
{
if( !Q_strcmp( point, ".mip") || !Q_strcmp( point, ".dds" ) || !Q_strcmp( point, ".ent" ) )
return path;
if( fname[0] == '{' )
return path;
}
}
//MsgDev( D_NOTE, "FS_FixFileCase: %s\n", path );
if( !( dir = opendir( path2 ) ) )
return path;
while( ( entry = readdir( dir ) ) )
{
if( Q_stricmp( entry->d_name, fname ) )
continue;
path = va( "%s/%s", path2, entry->d_name );
//MsgDev( D_NOTE, "FS_FixFileCase: %s %s %s\n", path2, fname, entry->d_name );
break;
}
closedir( dir );
#endif
return path;
}
/*
====================
FS_AddFileToPack
Add a file to the list of files contained into a package
====================
*/
static dpackfile_t *FS_AddFileToPack( const char *name, pack_t *pack, long offset, long size )
{
int left, right, middle;
dpackfile_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_WARN, "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->filepos = offset;
pfile->filelen = 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;
Con_Printf( "Current search path:\n" );
for( s = fs_searchpaths; s; s = s->next )
{
if( s->pack ) Con_Printf( "%s (%i files)", s->pack->filename, s->pack->numfiles );
else if( s->wad ) Con_Printf( "%s (%i files)", s->wad->filename, s->wad->numlumps );
else Con_Printf( "%s", s->filename );
if( s->flags & FS_GAMERODIR_PATH ) Con_Printf( " ^2rodir^7" );
if( s->flags & FS_GAMEDIR_PATH ) Con_Printf( " ^2gamedir^7" );
if( s->flags & FS_CUSTOM_PATH ) Con_Printf( " ^2custom^7" );
if( s->flags & FS_NOWRITE_PATH ) Con_Printf( " ^2nowrite^7" );
if( s->flags & FS_STATIC_PATH ) Con_Printf( " ^2static^7" );
Con_Printf( "\n" );
}
}
/*
============
FS_ClearPath_f
only for debug targets
============
*/
void FS_ClearPaths_f( void )
{
FS_ClearSearchPath();
}
/*
=================
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, int *error )
{
dpackheader_t header;
int packhandle;
int i, numpackfiles;
pack_t *pack;
dpackfile_t *info;
packhandle = open( packfile, O_RDONLY|O_BINARY );
#ifndef _WIN32
if( packhandle < 0 )
{
const char *fpackfile = FS_FixFileCase( packfile );
if( fpackfile!= packfile )
packhandle = open( fpackfile, O_RDONLY|O_BINARY );
}
#endif
if( packhandle < 0 )
{
MsgDev( D_NOTE, "%s couldn't open\n", packfile );
if( error ) *error = PAK_LOAD_COULDNT_OPEN;
return NULL;
}
read( packhandle, (void *)&header, sizeof( header ));
if( header.ident != IDPACKV1HEADER )
{
MsgDev( D_NOTE, "%s is not a packfile. Ignored.\n", packfile );
if( error ) *error = PAK_LOAD_BAD_HEADER;
close( packhandle );
return NULL;
}
if( header.dirlen % sizeof( dpackfile_t ))
{
MsgDev( D_ERROR, "%s has an invalid directory size. Ignored.\n", packfile );
if( error ) *error = PAK_LOAD_BAD_FOLDERS;
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 );
if( error ) *error = PAK_LOAD_TOO_MANY_FILES;
close( packhandle );
return NULL;
}
if( numpackfiles <= 0 )
{
MsgDev( D_NOTE, "%s has no files. Ignored.\n", packfile );
if( error ) *error = PAK_LOAD_NO_FILES;
close( packhandle );
return NULL;
}
info = (dpackfile_t *)Mem_Malloc( 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 );
if( error ) *error = PAK_LOAD_CORRUPTED;
close( packhandle );
Mem_Free( info );
return NULL;
}
pack = (pack_t *)Mem_Calloc( fs_mempool, sizeof( pack_t ));
Q_strncpy( pack->filename, packfile, sizeof( pack->filename ));
pack->files = (dpackfile_t *)Mem_Calloc( fs_mempool, numpackfiles * sizeof( dpackfile_t ));
pack->filetime = FS_SysFileTime( packfile );
pack->handle = packhandle;
pack->numfiles = 0;
// parse the directory
for( i = 0; i < numpackfiles; i++ )
FS_AddFileToPack( info[i].name, pack, info[i].filepos, info[i].filelen );
if( error ) *error = PAK_LOAD_OK;
Mem_Free( info );
return pack;
}
/*
====================
FS_AddWad_Fullpath
====================
*/
static qboolean FS_AddWad_Fullpath( const char *wadfile, qboolean *already_loaded, int flags )
{
searchpath_t *search;
wfile_t *wad = NULL;
const char *ext = COM_FileExtension( wadfile );
int errorcode = WAD_LOAD_COULDNT_OPEN;
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, &errorcode );
else MsgDev( D_ERROR, "\"%s\" doesn't have a wad extension\n", wadfile );
if( wad )
{
search = (searchpath_t *)Mem_Calloc( fs_mempool, sizeof( searchpath_t ));
search->wad = wad;
search->next = fs_searchpaths;
search->flags |= flags;
fs_searchpaths = search;
MsgDev( D_REPORT, "Adding wadfile: %s (%i files)\n", wadfile, wad->numlumps );
return true;
}
else
{
if( errorcode != WAD_LOAD_NO_FILES )
MsgDev( D_ERROR, "FS_AddWad_Fullpath: unable to load wad \"%s\"\n", wadfile );
return false;
}
}
/*
================
FS_AddPak_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_AddPak_Fullpath( const char *pakfile, qboolean *already_loaded, int flags )
{
searchpath_t *search;
pack_t *pak = NULL;
const char *ext = COM_FileExtension( pakfile );
int i, errorcode = PAK_LOAD_COULDNT_OPEN;
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, &errorcode );
else MsgDev( D_ERROR, "\"%s\" does not have a pack extension\n", pakfile );
if( pak )
{
string fullpath;
search = (searchpath_t *)Mem_Calloc( fs_mempool, sizeof( searchpath_t ));
search->pack = pak;
search->next = fs_searchpaths;
search->flags |= flags;
fs_searchpaths = search;
MsgDev( D_REPORT, "Adding pakfile: %s (%i files)\n", pakfile, pak->numfiles );
// time to add in search list all the wads that contains in current pakfile (if do)
for( i = 0; i < pak->numfiles; i++ )
{
if( !Q_stricmp( COM_FileExtension( pak->files[i].name ), "wad" ))
{
Q_sprintf( fullpath, "%s/%s", pakfile, pak->files[i].name );
FS_AddWad_Fullpath( fullpath, NULL, flags );
}
}
return true;
}
else
{
if( errorcode != PAK_LOAD_NO_FILES )
MsgDev( D_ERROR, "FS_AddPak_Fullpath: unable to load pak \"%s\"\n", pakfile );
return false;
}
}
/*
================
FS_AddGameDirectory
Sets fs_writedir, adds the directory to the head of the path,
then loads and adds pak1.pak pak2.pak ...
================
*/
void FS_AddGameDirectory( const char *dir, uint flags )
{
stringlist_t list;
searchpath_t *search;
string fullpath;
int i;
if( !FBitSet( flags, FS_NOWRITE_PATH ))
Q_strncpy( fs_writedir, dir, sizeof( fs_writedir ));
stringlistinit( &list );
listdirectory( &list, dir, false );
stringlistsort( &list );
// add any PAK package in the directory
for( i = 0; i < list.numstrings; i++ )
{
if( !Q_stricmp( COM_FileExtension( list.strings[i] ), "pak" ))
{
Q_sprintf( fullpath, "%s%s", dir, list.strings[i] );
FS_AddPak_Fullpath( fullpath, NULL, flags );
}
}
FS_AllowDirectPaths( true );
// add any WAD package in the directory
for( i = 0; i < list.numstrings; i++ )
{
if( !Q_stricmp( COM_FileExtension( list.strings[i] ), "wad" ))
{
Q_sprintf( fullpath, "%s%s", dir, list.strings[i] );
FS_AddWad_Fullpath( fullpath, NULL, flags );
}
}
stringlistfreecontents( &list );
FS_AllowDirectPaths( false );
// add the directory to the search path
// (unpacked files have the priority over packed files)
search = (searchpath_t *)Mem_Calloc( 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, uint flags )
{
int i;
qboolean isGameDir = flags & FS_GAMEDIR_PATH;
GI->added = true;
if( !COM_CheckString( dir ))
return;
// add the common game directory
// recursive gamedirs
// for example, czeror->czero->cstrike->valve
for( i = 0; i < SI.numgames; i++ )
{
if( !Q_strnicmp( SI.games[i]->gamefolder, dir, 64 ))
{
MsgDev( D_NOTE, "FS_AddGameHierarchy: %d %s %s\n", i, SI.games[i]->gamefolder, SI.games[i]->basedir );
if( !SI.games[i]->added && Q_stricmp( SI.games[i]->gamefolder, SI.games[i]->basedir ) )
{
SI.games[i]->added = true;
FS_AddGameHierarchy( SI.games[i]->basedir, flags & (~FS_GAMEDIR_PATH) );
}
break;
}
}
if( host.rodir[0] )
{
// append new flags to rodir, except FS_GAMEDIR_PATH and FS_CUSTOM_PATH
uint newFlags = FS_NOWRITE_PATH | (flags & (~FS_GAMEDIR_PATH|FS_CUSTOM_PATH));
if( isGameDir )
newFlags |= FS_GAMERODIR_PATH;
FS_AllowDirectPaths( true );
FS_AddGameDirectory( va( "%s/%s/", host.rodir, dir ), newFlags );
FS_AllowDirectPaths( false );
}
if( isGameDir )
FS_AddGameDirectory( va( "%s/downloaded/", dir ), FS_NOWRITE_PATH | FS_CUSTOM_PATH );
FS_AddGameDirectory( va( "%s/", dir ), flags );
if( isGameDir )
FS_AddGameDirectory( va( "%s/custom/", dir ), FS_NOWRITE_PATH | FS_CUSTOM_PATH );
}
/*
================
FS_ClearSearchPath
================
*/
void FS_ClearSearchPath( void )
{
while( fs_searchpaths )
{
searchpath_t *search = fs_searchpaths;
if( !search ) break;
if( FBitSet( 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( !COM_CheckString( path )) return 2;
if( fs_ext_path ) return 0; // allow any path
// 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, ":" )) return 1; // non-portable attempt to go to root of drive
// Amiga: // is parent directory
if( Q_strstr( path, "//" )) return 1; // non-portable attempt to go to parent directory
// all: don't allow going to parent directory (../ or /../)
if( Q_strstr( path, ".." )) return 2; // attempt to go outside the game directory
// Windows and UNIXes: don't allow absolute paths
if( path[0] == '/' ) return 2; // attempt to go outside the game directory
// all: forbid trailing slash on gamedir
if( isgamedir && path[Q_strlen( path )-1] == '/' ) return 2;
// all: forbid leading dot on any filename for any reason
if( Q_strstr( 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 0;
}
/*
================
FS_Rescan
================
*/
void FS_Rescan( void )
{
MsgDev( D_NOTE, "FS_Rescan( %s )\n", GI->title );
FS_ClearSearchPath();
#ifdef __ANDROID__
char *str;
if( str = getenv("XASH3D_EXTRAS_PAK1") )
FS_AddPack_Fullpath( str, NULL, false, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
if( str = getenv("XASH3D_EXTRAS_PAK2") )
FS_AddPack_Fullpath( str, NULL, false, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
//FS_AddPack_Fullpath( "/data/data/in.celest.xash3d.hl.test/files/pak.pak", NULL, false, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
#elif TARGET_OS_IPHONE
{
FS_AddPack_Fullpath( va( "%sextras.pak", SDL_GetBasePath() ), NULL, false, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
FS_AddPack_Fullpath( va( "%sextras_%s.pak", SDL_GetBasePath(), GI->gamefolder ), NULL, false, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
}
#elif defined(__SAILFISH__)
{
FS_AddPack_Fullpath( va( SHAREPATH"/extras.pak" ), NULL, false, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
FS_AddPack_Fullpath( va( SHAREPATH"/%s/extras.pak", GI->gamefolder ), NULL, false, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
}
#endif
if( Q_stricmp( GI->basedir, GI->gamefolder ))
FS_AddGameHierarchy( GI->basedir, 0 );
if( Q_stricmp( GI->basedir, GI->falldir ) && Q_stricmp( GI->gamefolder, GI->falldir ))
FS_AddGameHierarchy( GI->falldir, 0 );
FS_AddGameHierarchy( GI->gamefolder, FS_GAMEDIR_PATH );
if( FS_FileExists( va( "%s.rc", SI.basedirName ), false ))
Q_strncpy( SI.rcName, SI.basedirName, sizeof( SI.rcName )); // e.g. valve.rc
else Q_strncpy( SI.rcName, SI.exeName, sizeof( SI.rcName )); // e.g. quake.rc
}
/*
================
FS_Rescan_f
================
*/
void FS_Rescan_f( void )
{
FS_Rescan();
}
/*
================
FS_WriteGameInfo
assume GameInfo is valid
================
*/
static void FS_WriteGameInfo( const char *filepath, gameinfo_t *GameInfo )
{
file_t *f = FS_Open( filepath, "w", false ); // we in binary-mode
if( !f ) Sys_Error( "FS_WriteGameInfo: can't write %s\n", filepath ); // may be disk-space is out?
FS_Printf( f, "// generated by %s %s-%s (%s-%s)\n\n\n", XASH_ENGINE_NAME, XASH_VERSION, Q_buildcommit(), Q_buildos(), Q_buildarch() );
if( Q_strlen( GameInfo->basedir ))
FS_Printf( f, "basedir\t\t\"%s\"\n", GameInfo->basedir );
// DEPRECATED: gamedir key isn't supported by FWGS fork
// but write it anyway to keep compability with original Xash3D
if( Q_strlen( GameInfo->gamefolder ))
FS_Printf( f, "gamedir\t\t\"%s\"\n", GameInfo->gamefolder );
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->game_dll_linux ))
FS_Printf( f, "gamedll_linux\t\t\"%s\"\n", GameInfo->game_dll_linux );
if( Q_strlen( GameInfo->game_dll_osx ))
FS_Printf( f, "gamedll_osx\t\t\"%s\"\n", GameInfo->game_dll_osx );
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 );
if( GameInfo->nomodels )
FS_Printf( f, "nomodels\t\t\"%i\"\n", GameInfo->nomodels );
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
}
void FS_InitGameInfo( gameinfo_t *GameInfo, const char *gamedir )
{
memset( GameInfo, 0, sizeof( *GameInfo ));
// filesystem info
Q_strncpy( GameInfo->gamefolder, gamedir, sizeof( GameInfo->gamefolder ));
Q_strncpy( GameInfo->basedir, "valve", sizeof( GameInfo->basedir ));
GameInfo->falldir[0] = 0;
Q_strncpy( GameInfo->startmap, "c0a0", sizeof( GameInfo->startmap ));
Q_strncpy( GameInfo->trainmap, "t0a0", sizeof( GameInfo->trainmap ));
Q_strncpy( GameInfo->title, "New Game", sizeof( GameInfo->title ));
GameInfo->version = 1.0f;
// .dll pathes
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->game_dll_linux, "dlls/hl.so", sizeof( GameInfo->game_dll_linux ));
Q_strncpy( GameInfo->game_dll_osx, "dlls/hl.dylib", sizeof( GameInfo->game_dll_osx ));
Q_strncpy( GameInfo->client_lib, CLIENTDLL, sizeof( GameInfo->client_lib ));
// .ico path
Q_strncpy( GameInfo->iconpath, "game.ico", sizeof( GameInfo->iconpath ));
Q_strncpy( GameInfo->sp_entity, "info_player_start", sizeof( GameInfo->sp_entity ));
Q_strncpy( GameInfo->mp_entity, "info_player_deathmatch", sizeof( GameInfo->mp_entity ));
GameInfo->max_edicts = 900; // default value if not specified
GameInfo->max_tents = 500;
GameInfo->max_beams = 128;
GameInfo->max_particles = 4096;
}
void FS_ParseGenericGameInfo( gameinfo_t *GameInfo, const char *buf, const qboolean isGameInfo )
{
char *pfile = (char*) buf;
qboolean found_linux = false, found_osx = false;
string token;
while(( pfile = COM_ParseFile( pfile, token )) != NULL )
{
// different names in liblist/gameinfo
if( !Q_stricmp( token, isGameInfo ? "title" : "game" ))
{
pfile = COM_ParseFile( pfile, GameInfo->title );
}
// valid for both
else if( !Q_stricmp( token, "fallback_dir" ))
{
pfile = COM_ParseFile( pfile, GameInfo->falldir );
}
// valid for both
else if( !Q_stricmp( token, "startmap" ))
{
pfile = COM_ParseFile( pfile, GameInfo->startmap );
COM_StripExtension( GameInfo->startmap ); // HQ2:Amen has extension .bsp
}
// only trainmap is valid for gameinfo
else if( !Q_stricmp( token, "trainmap" ) ||
(!isGameInfo && !Q_stricmp( token, "trainingmap" )))
{
pfile = COM_ParseFile( pfile, GameInfo->trainmap );
COM_StripExtension( GameInfo->trainmap ); // HQ2:Amen has extension .bsp
}
// valid for both
else if( !Q_stricmp( token, "url_info" ))
{
pfile = COM_ParseFile( pfile, GameInfo->game_url );
}
// different names
else if( !Q_stricmp( token, isGameInfo ? "url_update" : "url_dl" ))
{
pfile = COM_ParseFile( pfile, GameInfo->update_url );
}
// valid for both
else if( !Q_stricmp( token, "gamedll" ))
{
pfile = COM_ParseFile( pfile, GameInfo->game_dll );
COM_FixSlashes( GameInfo->game_dll );
}
// valid for both
else if( !Q_stricmp( token, "gamedll_linux" ))
{
pfile = COM_ParseFile( pfile, GameInfo->game_dll_linux );
found_linux = true;
}
// valid for both
else if( !Q_stricmp( token, "gamedll_osx" ))
{
pfile = COM_ParseFile( pfile, GameInfo->game_dll_osx );
found_osx = true;
}
// valid for both
else if( !Q_stricmp( token, "icon" ))
{
pfile = COM_ParseFile( pfile, GameInfo->iconpath );
COM_FixSlashes( GameInfo->iconpath );
COM_DefaultExtension( GameInfo->iconpath, ".ico" );
}
else if( !Q_stricmp( token, "type" ))
{
pfile = COM_ParseFile( pfile, token );
if( !isGameInfo && !Q_stricmp( token, "singleplayer_only" ))
{
// TODO: Remove this ugly hack too.
// This was made because Half-Life has multiplayer,
// but for some reason it's marked as singleplayer_only.
// Old WON version is fine.
if( !Q_stricmp( GameInfo->gamefolder, "valve") )
GameInfo->gamemode = GAME_NORMAL;
else
GameInfo->gamemode = GAME_SINGLEPLAYER_ONLY;
Q_strncpy( GameInfo->type, "Single", sizeof( GameInfo->type ));
}
else if( !isGameInfo && !Q_stricmp( token, "multiplayer_only" ))
{
GameInfo->gamemode = GAME_MULTIPLAYER_ONLY;
Q_strncpy( GameInfo->type, "Multiplayer", sizeof( GameInfo->type ));
}
else
{
// pass type without changes
if( !isGameInfo )
GameInfo->gamemode = GAME_NORMAL;
Q_strncpy( GameInfo->type, token, sizeof( GameInfo->type ));
}
}
// valid for both
else if( !Q_stricmp( token, "version" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->version = Q_atof( token );
}
// valid for both
else if( !Q_stricmp( token, "size" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->size = Q_atoi( token );
}
else if( !Q_stricmp( token, "edicts" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->max_edicts = Q_atoi( token );
}
else if( !Q_stricmp( token, "mpentity" ))
{
pfile = COM_ParseFile( pfile, GameInfo->mp_entity );
}
// valid for both
else if( !Q_stricmp( token, "secure" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->secure = Q_atoi( token );
}
// valid for both
else if( !Q_stricmp( token, "nomodels" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->nomodels = Q_atoi( token );
}
else if( !Q_stricmp( token, isGameInfo ? "max_edicts" : "edicts" ))
{
pfile = COM_ParseFile( pfile, token );
GameInfo->max_edicts = bound( 600, Q_atoi( token ), MAX_EDICTS );
}
// only for gameinfo
else if( isGameInfo )
{
if( !Q_stricmp( token, "basedir" ))
{
string fs_path;
pfile = COM_ParseFile( pfile, fs_path );
if( Q_stricmp( fs_path, GameInfo->basedir ) || Q_stricmp( fs_path, GameInfo->gamefolder ))
Q_strncpy( GameInfo->basedir, fs_path, sizeof( GameInfo->basedir ));
}
else if( !Q_stricmp( token, "sp_entity" ))
{
pfile = COM_ParseFile( pfile, GameInfo->sp_entity );
}
else if( !Q_stricmp( token, "clientlib" ))
{
pfile = COM_ParseFile( pfile, GameInfo->client_lib );
}
else if( isGameInfo && !Q_stricmp( token, "dllpath" ))
{
pfile = COM_ParseFile( pfile, GameInfo->dll_path );
}
else if( isGameInfo && !Q_stricmp( token, "date" ))
{
pfile = COM_ParseFile( pfile, GameInfo->date );
}
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( 4096, Q_atoi( token ), 32768 );
}
else if( !Q_stricmp( token, "gamemode" ))
{
pfile = COM_ParseFile( pfile, token );
// TODO: Remove this ugly hack too.
// This was made because Half-Life has multiplayer,
// but for some reason it's marked as singleplayer_only.
// Old WON version is fine.
if( !Q_stricmp( token, "singleplayer_only" ) && Q_stricmp( GameInfo->gamefolder, "valve") )
GameInfo->gamemode = GAME_SINGLEPLAYER_ONLY;
else if( !Q_stricmp( token, "multiplayer_only" ))
GameInfo->gamemode = GAME_MULTIPLAYER_ONLY;
}
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] );
}
}
}
}
if( !found_linux || !found_osx )
{
// just replace extension from dll to so/dylib
char gamedll[64];
Q_strncpy( gamedll, GameInfo->game_dll, sizeof( gamedll ));
COM_StripExtension( gamedll );
if( !found_linux )
Q_snprintf( GameInfo->game_dll_linux, sizeof( GameInfo->game_dll_linux ), "%s.so", gamedll );
if( !found_osx )
Q_snprintf( GameInfo->game_dll_osx, sizeof( GameInfo->game_dll_osx ), "%s.dylib", gamedll );
}
// make sure what gamedir is really exist
if( !FS_SysFolderExists( va( "%s"PATH_SPLITTER"%s", host.rootdir, GameInfo->falldir )))
GameInfo->falldir[0] = '\0';
}
/*
================
FS_CreateDefaultGameInfo
================
*/
void FS_CreateDefaultGameInfo( const char *filename )
{
gameinfo_t defGI;
FS_InitGameInfo( &defGI, fs_basedir );
// make simple gameinfo.txt
FS_WriteGameInfo( filename, &defGI );
}
/*
================
FS_ParseLiblistGam
================
*/
static qboolean FS_ParseLiblistGam( const char *filename, const char *gamedir, gameinfo_t *GameInfo )
{
char *afile;
if( !GameInfo ) return false;
afile = FS_LoadFile( filename, NULL, false );
if( !afile ) return false;
FS_InitGameInfo( GameInfo, gamedir );
FS_ParseGenericGameInfo( GameInfo, afile, false );
Mem_Free( afile );
return true;
}
/*
================
FS_ConvertGameInfo
================
*/
static qboolean FS_ConvertGameInfo( const char *gamedir, const char *gameinfo_path, const char *liblist_path )
{
gameinfo_t GameInfo;
memset( &GameInfo, 0, sizeof( GameInfo ));
if( FS_ParseLiblistGam( liblist_path, gamedir, &GameInfo ))
{
Con_DPrintf( "Convert %s to %s\n", liblist_path, gameinfo_path );
FS_WriteGameInfo( gameinfo_path, &GameInfo );
return true;
}
return false;
}
/*
================
FS_ReadGameInfo
================
*/
static qboolean FS_ReadGameInfo( const char *filepath, const char *gamedir, gameinfo_t *GameInfo )
{
char *afile;
afile = FS_LoadFile( filepath, NULL, false );
if( !afile ) return false;
FS_InitGameInfo( GameInfo, gamedir );
FS_ParseGenericGameInfo( GameInfo, afile, true );
Mem_Free( afile );
return true;
}
/*
================
FS_CheckForGameDir
================
*/
static qboolean FS_CheckForGameDir( const char *gamedir )
{
// if directory contain config.cfg it's 100% gamedir
if( FS_FileExists( va( "%s/config.cfg", gamedir ), false ))
return true;
// if directory contain progs.dat it's 100% gamedir
if( FS_FileExists( va( "%s/progs.dat", gamedir ), false ))
return true;
// quake mods probably always archived but can missed config.cfg before first running
if( FS_FileExists( va( "%s/pak0.pak", gamedir ), false ))
return true;
// NOTE; adds here some additional checks if you wished
return false;
}
/*
================
FS_ParseGameInfo
================
*/
static qboolean FS_ParseGameInfo( const char *gamedir, gameinfo_t *GameInfo )
{
string liblist_path, gameinfo_path;
string default_gameinfo_path;
gameinfo_t tmpGameInfo;
qboolean haveUpdate = false;
Q_snprintf( default_gameinfo_path, sizeof( default_gameinfo_path ), "%s/gameinfo.txt", fs_basedir );
Q_snprintf( gameinfo_path, sizeof( gameinfo_path ), "%s/gameinfo.txt", gamedir );
Q_snprintf( liblist_path, sizeof( liblist_path ), "%s/liblist.gam", gamedir );
// here goes some RoDir magic...
if( host.rodir[0] )
{
string filepath_ro, liblist_ro;
fs_offset_t roLibListTime, roGameInfoTime, rwGameInfoTime;
Q_snprintf( filepath_ro, sizeof( filepath_ro ), "%s/%s/gameinfo.txt", host.rodir, gamedir );
Q_snprintf( liblist_ro, sizeof( liblist_ro ), "%s/%s/liblist.gam", host.rodir, gamedir );
roLibListTime = FS_SysFileTime( liblist_ro );
roGameInfoTime = FS_SysFileTime( filepath_ro );
rwGameInfoTime = FS_SysFileTime( gameinfo_path );
if( roLibListTime > rwGameInfoTime )
{
haveUpdate = FS_ConvertGameInfo( gamedir, gameinfo_path, liblist_ro );
}
else if( roGameInfoTime > rwGameInfoTime )
{
char *afile_ro = FS_LoadDirectFile( filepath_ro, NULL );
if( afile_ro )
{
gameinfo_t gi;
haveUpdate = true;
FS_InitGameInfo( &gi, gamedir );
FS_ParseGenericGameInfo( &gi, afile_ro, true );
FS_WriteGameInfo( gameinfo_path, &gi );
Mem_Free( afile_ro );
}
}
}
// if user change liblist.gam update the gameinfo.txt
if( FS_FileTime( liblist_path, false ) > FS_FileTime( gameinfo_path, false ))
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 ))
{
memset( &tmpGameInfo, 0, sizeof( tmpGameInfo ));
if( FS_ReadGameInfo( default_gameinfo_path, gamedir, &tmpGameInfo ))
{
// now we have copy of game info from basedir but needs to change gamedir
Con_DPrintf( "Convert %s to %s\n", default_gameinfo_path, gameinfo_path );
Q_strncpy( tmpGameInfo.gamefolder, gamedir, sizeof( tmpGameInfo.gamefolder ));
FS_WriteGameInfo( gameinfo_path, &tmpGameInfo );
}
else FS_CreateDefaultGameInfo( gameinfo_path );
}
if( !GameInfo || !FS_FileExists( gameinfo_path, false ))
return false; // no dest
if( FS_ReadGameInfo( gameinfo_path, gamedir, GameInfo ))
return true;
return false;
}
/*
================
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( fs_gamedir, rootfolder );
MsgDev( D_NOTE, "FS_LoadGameInfo( %s )\n", fs_gamedir );
// clear any old pathes
FS_ClearSearchPath();
// validate gamedir
for( i = 0; i < SI.numgames; i++ )
{
if( !Q_stricmp( SI.games[i]->gamefolder, fs_gamedir ))
break;
}
if( i == SI.numgames )
Sys_Error( "Couldn't find game directory '%s'\n", fs_gamedir );
SI.GameInfo = SI.games[i];
if( !Sys_GetParmFromCmdLine( "-dll", SI.gamedll ) )
{
#ifdef XASH_INTERNAL_GAMELIBS
Q_strncpy( SI.gamedll, "server", sizeof( SI.gamedll ) );
#elif defined(_WIN32)
Q_strncpy( SI.gamedll, GI->game_dll, sizeof( SI.gamedll ) );
#elif defined(__APPLE__)
Q_strncpy( SI.gamedll, GI->game_dll_osx, sizeof( SI.gamedll ) );
#else
Q_strncpy( SI.gamedll, GI->game_dll_linux, sizeof( SI.gamedll ) );
#endif
}
if( !Sys_GetParmFromCmdLine( "-clientlib", SI.clientlib ) )
{
#ifdef __ANDROID__
Q_strncpy( SI.clientlib, CLIENTDLL, sizeof( SI.clientlib ) );
#else
Q_strncpy( SI.clientlib, GI->client_lib, sizeof( SI.clientlib ) );
#endif
}
FS_Rescan(); // create new filesystem
Host_InitDecals (); // reload decals
}
/*
================
FS_Init
================
*/
void FS_Init( void )
{
stringlist_t dirs;
qboolean hasBaseDir = false;
qboolean hasGameDir = 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" );
#ifndef _WIN32
if( Sys_CheckParm( "-casesensitive" ) )
fs_caseinsensitive = false;
if( !fs_caseinsensitive )
{
if( host.rodir[0] && !Q_strcmp( host.rodir, host.rootdir ) )
{
Sys_Error( "RoDir and default rootdir can't point to same directory!" );
}
}
else
#endif
{
if( host.rodir[0] && !Q_stricmp( host.rodir, host.rootdir ) )
{
Sys_Error( "RoDir and default rootdir can't point to same directory!" );
}
}
// ignore commandlineoption "-game" for other stuff
SI.numgames = 0;
Q_strncpy( fs_basedir, SI.basedirName, sizeof( fs_basedir )); // default dir
if( !Sys_GetParmFromCmdLine( "-game", fs_gamedir ))
Q_strncpy( fs_gamedir, fs_basedir, sizeof( fs_gamedir )); // gamedir == basedir
if( FS_CheckNastyPath( fs_basedir, true ))
{
// this is completely fatal...
Sys_Error( "invalid base directory \"%s\"\n", fs_basedir );
}
if( FS_CheckNastyPath( fs_gamedir, true ))
{
Con_Printf( S_ERROR "invalid game directory \"%s\"\n", fs_gamedir );
Q_strncpy( fs_gamedir, fs_basedir, sizeof( fs_gamedir )); // default dir
}
// add readonly directories first
if( host.rodir[0] )
{
stringlistinit( &dirs );
listdirectory( &dirs, host.rodir, false );
stringlistsort( &dirs );
for( i = 0; i < dirs.numstrings; i++ )
{
if( !FS_SysFolderExists( dirs.strings[i] ) || ( !Q_stricmp( dirs.strings[i], ".." ) && !fs_ext_path ))
continue;
// magic here is that dirs.strings don't contain full path
// so code below checks and creates folders in current directory(host.rootdir)
if( !FS_SysFolderExists( dirs.strings[i] ) )
FS_CreatePath( dirs.strings[i] );
}
stringlistfreecontents( &dirs );
}
// validate directories
stringlistinit( &dirs );
listdirectory( &dirs, "./", false );
stringlistsort( &dirs );
for( i = 0; i < dirs.numstrings; i++ )
{
if( !Q_stricmp( fs_basedir, dirs.strings[i] ))
hasBaseDir = true;
if( !Q_stricmp( fs_gamedir, dirs.strings[i] ))
hasGameDir = true;
}
if( !hasGameDir )
{
Con_Printf( S_ERROR "game directory \"%s\" not exist\n", fs_gamedir );
if( hasBaseDir ) Q_strncpy( fs_gamedir, fs_basedir, sizeof( fs_gamedir ));
}
// build list of game directories here
FS_AddGameDirectory( "./", 0 );
for( i = 0; i < dirs.numstrings; i++ )
{
if( !FS_SysFolderExists( dirs.strings[i] ) || ( !Q_stricmp( dirs.strings[i], ".." ) && !fs_ext_path ))
continue;
if( SI.games[SI.numgames] == NULL )
SI.games[SI.numgames] = (gameinfo_t *)Mem_Calloc( fs_mempool, sizeof( gameinfo_t ));
if( FS_ParseGameInfo( dirs.strings[i], SI.games[SI.numgames] ))
SI.numgames++; // added
}
stringlistfreecontents( &dirs );
Con_Reportf( "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] );
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': // read
mod = O_RDONLY;
opt = 0;
break;
case 'w': // write
mod = O_WRONLY;
opt = O_CREAT | O_TRUNC;
break;
case 'a': // append
mod = O_WRONLY;
opt = O_CREAT | O_APPEND;
break;
case 'e': // edit
mod = O_WRONLY;
opt = O_CREAT;
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 (%c) in mode (%s)\n", filepath, mode[ind], mode );
break;
}
}
file = (file_t *)Mem_Calloc( fs_mempool, sizeof( *file ));
file->filetime = FS_SysFileTime( filepath );
file->ungetc = EOF;
file->handle = open( filepath, mod|opt, 0666 );
#ifndef _WIN32
if( file->handle < 0 )
{
const char *ffilepath = FS_FixFileCase( filepath );
if( ffilepath != filepath )
file->handle = open( ffilepath, mod|opt, 0666 );
}
#endif
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 )
{
dpackfile_t *pfile;
int dup_handle;
file_t *file;
pfile = &pack->files[pack_ind];
if( lseek( pack->handle, pfile->filepos, SEEK_SET ) == -1 )
return NULL;
dup_handle = dup( pack->handle );
if( dup_handle < 0 )
return NULL;
file = (file_t *)Mem_Calloc( fs_mempool, sizeof( *file ));
file->handle = dup_handle;
file->real_length = pfile->filelen;
file->offset = pfile->filepos;
file->position = 0;
file->ungetc = EOF;
return file;
}
/*
==================
FS_SysFileExists
Look for a file in the filesystem only
==================
*/
qboolean FS_SysFileExists( const char *path, qboolean caseinsensitive )
{
#ifdef _WIN32
int desc;
if(( desc = open( path, O_RDONLY|O_BINARY )) < 0 )
return false;
close( desc );
return true;
#else
int ret;
struct stat buf;
ret = stat( path, &buf );
// speedup custom path search
if( caseinsensitive && ( ret < 0 ) )
{
const char *fpath = FS_FixFileCase( path );
if( fpath != path )
ret = stat( fpath, &buf );
}
if( ret < 0 )
return false;
return S_ISREG( buf.st_mode );
#endif
}
/*
==================
FS_SysFolderExists
Look for a existing folder
==================
*/
qboolean FS_SysFolderExists( const char *path )
{
#ifdef _WIN32
DWORD dwFlags = GetFileAttributes( path );
return ( dwFlags != -1 ) && ( dwFlags & FILE_ATTRIBUTE_DIRECTORY );
#else
DIR *dir = opendir( path );
if( dir )
{
closedir( dir );
return true;
}
else if( (errno == ENOENT) || (errno == ENOTDIR) )
{
return false;
}
else
{
MsgDev( D_ERROR, "FS_SysFolderExists: problem while opening dir: %s\n", strerror( errno ) );
return false;
}
#endif
}
/*
====================
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;
// search through the path, one element at a time
for( search = fs_searchpaths; search; search = search->next )
{
if( gamedironly & !FBitSet( search->flags, FS_GAMEDIRONLY_SEARCH_FLAGS ))
continue;
// is the element a pak file?
if( search->pack )
{
int left, right, middle;
pack_t *pak;
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;
COM_ExtractFilePath( name, wadname );
wadfolder[0] = '\0';
if( Q_strlen( wadname ))
{
COM_FileBase( wadname, wadname );
Q_strncpy( wadfolder, wadname, sizeof( wadfolder ));
COM_DefaultExtension( wadname, ".wad" );
anywadname = false;
}
// make wadname from wad fullpath
COM_FileBase( search->wad->filename, shortname );
COM_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];
COM_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, !( search->flags & FS_CUSTOM_PATH ) ))
{
if( index != NULL ) *index = -1;
return search;
}
}
}
if( fs_ext_path )
{
char netpath[MAX_SYSPATH];
// clear searchpath
search = &fs_directpath;
memset( search, 0, sizeof( searchpath_t ));
// root folder has a more priority than netpath
Q_strncpy( search->filename, host.rootdir, sizeof( search->filename ));
Q_strcat( search->filename, PATH_SPLITTER );
Q_snprintf( netpath, MAX_SYSPATH, "%s%s", search->filename, name );
if( FS_SysFileExists( netpath, !( search->flags & FS_CUSTOM_PATH ) ))
{
if( index != NULL )
*index = -1;
return search;
}
// search for environment path
while( ( pEnvPath = getenv( "Path" ) ) )
{
char *end = Q_strchr( pEnvPath, ';' );
if( !end ) break;
Q_strncpy( search->filename, pEnvPath, (end - pEnvPath) + 1 );
Q_strcat( search->filename, PATH_SPLITTER );
Q_snprintf( netpath, MAX_SYSPATH, "%s%s", search->filename, name );
if( FS_SysFileExists( netpath, !( search->flags & FS_CUSTOM_PATH ) ))
{
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 )
{
char path [MAX_SYSPATH];
// found in the filesystem?
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 )
{
// 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'|| mode[0] == 'e' || Q_strchr( mode, '+' ))
{
char real_path[MAX_SYSPATH];
// open the file on disk directly
Q_sprintf( real_path, "%s/%s", fs_writedir, 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( !file ) return 0;
if( close( file->handle ))
return EOF;
Mem_Free( file );
return 0;
}
/*
====================
FS_Write
Write "datasize" bytes into a file
====================
*/
long FS_Write( file_t *file, const void *data, size_t datasize )
{
long 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, (long)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
====================
*/
long FS_Read( file_t *file, void *buffer, size_t buffersize )
{
long count, done;
long 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 += ((long)buffersize > count ) ? count : (long)buffersize;
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 > (long)buffersize )
count = (long)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 > (long)sizeof( file->buff ))
count = (long)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 = (long)buffersize > file->buff_len ? file->buff_len : (long)buffersize;
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;
long buff_size = MAX_SYSPATH;
char *tempbuff;
if( !file ) return 0;
while( 1 )
{
tempbuff = (char *)Mem_Malloc( 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, long 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 > 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
====================
*/
long 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->buff_len + file->buff_ind ) == 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, long *filesizeptr, qboolean gamedironly )
{
file_t *file;
byte *buf = NULL;
long filesize = 0;
file = FS_Open( path, "rb", gamedironly );
if( file )
{
filesize = file->real_length;
buf = (byte *)Mem_Malloc( 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_LoadFile
Filename are relative to the xash directory.
Always appends a 0 byte.
============
*/
byte *FS_LoadDirectFile(const char *path, long *filesizeptr )
{
file_t *file;
byte *buf = NULL;
long filesize = 0;
file = FS_SysOpen( path, "rb" );
if( !file )
{
return NULL;
}
// Try to load
filesize = file->real_length;
buf = (byte *)Mem_Malloc( fs_mempool, filesize + 1 );
buf[filesize] = '\0';
FS_Read( file, buf, filesize );
FS_Close( file );
if( filesizeptr )
*filesizeptr = filesize;
return buf;
}
/*
============
FS_WriteFile
The filename will be prefixed by the current game directory
============
*/
qboolean FS_WriteFile( const char *filename, const void *data, long 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_FileExists
Look for a file in the packages and in the filesystem
==================
*/
int FS_FileExists( const char *filename, int 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( !COM_CheckString( 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';
COM_DefaultExtension( dllpath, "."OS_LIB_EXT ); // apply ext if forget
search = FS_FindFile( dllpath, &index, false );
if( !search && !directpath )
{
fs_ext_path = false;
// 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
}
// NOTE: for libraries we not fail even if search is NULL
// let the OS find library himself
hInst = Mem_Calloc( 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 && search )
{
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
{
// NOTE: if search is NULL let the OS found library himself
Q_strncpy( hInst->fullPath, dllpath, sizeof( hInst->fullPath ));
hInst->custom_loader = (search) ? true : false;
}
fs_ext_path = false; // always reset direct paths
return hInst;
}
/*
==================
FS_FileSize
return size of file in bytes
==================
*/
long FS_FileSize( const char *filename, qboolean gamedironly )
{
int length = -1; // in case file was missed
file_t *fp;
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
==================
*/
long FS_FileLength( file_t *f )
{
if( !f ) return 0;
return f->real_length;
}
/*
==================
FS_FileTime
return time of creation file in seconds
==================
*/
long 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_writedir, oldname );
Q_snprintf( newpath, sizeof( newpath ), "%s%s", fs_writedir, 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_writedir, path );
COM_FixSlashes( real_path );
iRet = remove( real_path );
return (iRet == 0);
}
/*
==================
FS_FileCopy
==================
*/
qboolean FS_FileCopy( file_t *pOutput, file_t *pInput, int fileSize )
{
char *buf = Mem_Malloc( fs_mempool, FILE_COPY_SIZE );
int size, readSize;
qboolean done = true;
while( fileSize > 0 )
{
if( fileSize > FILE_COPY_SIZE )
size = FILE_COPY_SIZE;
else size = fileSize;
if(( readSize = FS_Read( pInput, buf, size )) < size )
{
MsgDev( D_ERROR, "FS_FileCopy: unexpected end of input file (%d < %d)\n", readSize, size );
fileSize = 0;
done = false;
break;
}
FS_Write( pOutput, buf, readSize );
fileSize -= size;
}
Mem_Free( buf );
return done;
}
/*
===========
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;
if( pattern[0] == '.' || pattern[0] == ':' || pattern[0] == '/' || pattern[0] == '\\' )
return NULL; // punctuation issues
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_Calloc( fs_mempool, basepathlength + 1 );
if( basepathlength ) 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 && !FBitSet( searchpath->flags, FS_GAMEDIRONLY_SEARCH_FLAGS ))
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;
COM_ExtractFilePath( pattern, wadname );
COM_FileBase( pattern, wadpattern );
wadfolder[0] = '\0';
if( Q_strlen( wadname ))
{
COM_FileBase( wadname, wadname );
Q_strncpy( wadfolder, wadname, sizeof( wadfolder ));
COM_DefaultExtension( wadname, ".wad" );
anywadname = false;
}
// make wadname from wad fullpath
COM_FileBase( searchpath->wad->filename, temp2 );
COM_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;
// build the lumpname with image suffix (if present)
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 );
COM_DefaultExtension( temp2, va(".%s", W_ExtFromType( wad->lumps[i].type )));
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, caseinsensitive );
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_Calloc( 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;
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" );
fs_searchpaths = NULL;
}
/*
=============================================================================
WADSYSTEM PRIVATE ROUTINES
=============================================================================
*/
// associate extension with wad type
static const wadtype_t wad_types[7] =
{
{ "pal", TYP_PALETTE }, // palette
{ "dds", TYP_DDSTEX }, // DDS image
{ "lmp", TYP_GFXPIC }, // quake1, hl pic
{ "fnt", TYP_QFONT }, // hl qfonts
{ "mip", TYP_MIPTEX }, // hl/q1 mip
{ "txt", TYP_SCRIPT }, // scripts
{ NULL, TYP_NONE }
};
/*
===========
W_TypeFromExt
Extracts file type from extension
===========
*/
static char W_TypeFromExt( const char *lumpname )
{
const char *ext = COM_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;
}
/*
===========
W_ExtFromType
Convert type to extension
===========
*/
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 "";
}
/*
===========
W_FindLump
Serach for already existed lump
===========
*/
static dlumpinfo_t *W_FindLump( wfile_t *wad, const char *name, const char matchtype )
{
int left, right;
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 middle = (left + right) / 2;
int diff = Q_stricmp( wad->lumps[middle].name, name );
if( !diff )
{
if(( matchtype == TYP_ANY ) || ( matchtype == wad->lumps[middle].type ))
return &wad->lumps[middle]; // found
else if( wad->lumps[middle].type < matchtype )
diff = 1;
else if( wad->lumps[middle].type > matchtype )
diff = -1;
else break; // not found
}
// if we're too far in the list
if( diff > 0 ) right = middle - 1;
else left = middle + 1;
}
return NULL;
}
/*
====================
W_AddFileToWad
Add a file to the list of files contained into a package
and sort LAT in alpha-bethical order
====================
*/
static dlumpinfo_t *W_AddFileToWad( const char *name, wfile_t *wad, dlumpinfo_t *newlump )
{
int left, right;
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 middle = ( left + right ) / 2;
int diff = Q_stricmp( wad->lumps[middle].name, name );
if( !diff )
{
if( wad->lumps[middle].type < newlump->type )
diff = 1;
else if( wad->lumps[middle].type > newlump->type )
diff = -1;
else MsgDev( D_WARN, "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++;
*plump = *newlump;
memcpy( plump->name, name, sizeof( plump->name ));
return plump;
}
/*
===========
W_ReadLump
reading lump into temp buffer
===========
*/
byte *W_ReadLump( wfile_t *wad, dlumpinfo_t *lump, long *lumpsizeptr )
{
size_t oldpos, size = 0;
byte *buf;
// assume error
if( lumpsizeptr ) *lumpsizeptr = 0;
// no wads loaded
if( !wad || !lump ) return NULL;
oldpos = FS_Tell( wad->handle ); // don't forget restore original position
if( FS_Seek( wad->handle, lump->filepos, SEEK_SET ) == -1 )
{
MsgDev( D_ERROR, "W_ReadLump: %s is corrupted\n", lump->name );
FS_Seek( wad->handle, oldpos, SEEK_SET );
return NULL;
}
buf = (byte *)Mem_Malloc( wad->mempool, lump->disksize );
size = FS_Read( wad->handle, buf, lump->disksize );
if( size < lump->disksize )
{
MsgDev( D_WARN, "W_ReadLump: %s is probably corrupted\n", lump->name );
FS_Seek( wad->handle, oldpos, SEEK_SET );
Mem_Free( buf );
return NULL;
}
if( lumpsizeptr ) *lumpsizeptr = lump->disksize;
FS_Seek( wad->handle, oldpos, SEEK_SET );
return buf;
}
/*
=============================================================================
WADSYSTEM PUBLIC BASE FUNCTIONS
=============================================================================
*/
/*
===========
W_Open
open the wad for reading & writing
===========
*/
wfile_t *W_Open( const char *filename, int *error )
{
wfile_t *wad = (wfile_t *)Mem_Calloc( fs_mempool, sizeof( wfile_t ));
const char *basename;
int i, lumpcount;
dlumpinfo_t *srclumps;
size_t lat_size;
dwadinfo_t header;
// NOTE: FS_Open is load wad file from the first pak in the list (while fs_ext_path is false)
if( fs_ext_path ) basename = filename;
else basename = COM_FileWithoutPath( filename );
wad->handle = FS_Open( basename, "rb", false );
// HACKHACK: try to open WAD by full path for RoDir, when searchpaths are not ready
if( host.rodir[0] && fs_ext_path && wad->handle == NULL )
wad->handle = FS_SysOpen( filename, "rb" );
if( wad->handle == NULL )
{
MsgDev( D_ERROR, "W_Open: couldn't open %s\n", filename );
if( error ) *error = WAD_LOAD_COULDNT_OPEN;
W_Close( wad );
return NULL;
}
// copy wad name
Q_strncpy( wad->filename, filename, sizeof( wad->filename ));
wad->filetime = FS_SysFileTime( filename );
wad->mempool = Mem_AllocPool( filename );
if( FS_Read( wad->handle, &header, sizeof( dwadinfo_t )) != sizeof( dwadinfo_t ))
{
MsgDev( D_ERROR, "W_Open: %s can't read header\n", filename );
if( error ) *error = WAD_LOAD_BAD_HEADER;
W_Close( wad );
return NULL;
}
if( header.ident != IDWAD2HEADER && header.ident != IDWAD3HEADER )
{
MsgDev( D_ERROR, "W_Open: %s is not a WAD2 or WAD3 file\n", filename );
if( error ) *error = WAD_LOAD_BAD_HEADER;
W_Close( wad );
return NULL;
}
lumpcount = header.numlumps;
if( lumpcount >= MAX_FILES_IN_WAD )
{
MsgDev( D_WARN, "W_Open: %s is full (%i lumps)\n", filename, lumpcount );
if( error ) *error = WAD_LOAD_TOO_MANY_FILES;
}
else if( lumpcount <= 0 )
{
MsgDev( D_ERROR, "W_Open: %s has no lumps\n", filename );
if( error ) *error = WAD_LOAD_NO_FILES;
W_Close( wad );
return NULL;
}
else if( error ) *error = WAD_LOAD_OK;
wad->infotableofs = header.infotableofs; // save infotableofs position
if( FS_Seek( wad->handle, wad->infotableofs, SEEK_SET ) == -1 )
{
MsgDev( D_ERROR, "W_Open: %s can't find lump allocation table\n", filename );
if( error ) *error = WAD_LOAD_BAD_FOLDERS;
W_Close( wad );
return NULL;
}
lat_size = lumpcount * sizeof( dlumpinfo_t );
// NOTE: lumps table can be reallocated for O_APPEND mode
srclumps = (dlumpinfo_t *)Mem_Malloc( wad->mempool, lat_size );
if( FS_Read( wad->handle, srclumps, lat_size ) != lat_size )
{
MsgDev( D_ERROR, "W_ReadLumpTable: %s has corrupted lump allocation table\n", wad->filename );
if( error ) *error = WAD_LOAD_CORRUPTED;
Mem_Free( srclumps );
W_Close( wad );
return NULL;
}
// starting to add lumps
wad->lumps = (dlumpinfo_t *)Mem_Calloc( wad->mempool, lat_size );
wad->numlumps = 0;
// sort lumps for binary search
for( i = 0; i < lumpcount; i++ )
{
char name[16];
int k;
// cleanup lumpname
Q_strnlwr( srclumps[i].name, name, sizeof( srclumps[i].name ));
// check for '*' symbol issues (quake1)
k = Q_strlen( Q_strrchr( name, '*' ));
if( k ) name[Q_strlen( name ) - k] = '!';
// check for Quake 'conchars' issues (only lmp loader really allows to read this lame pic)
if( srclumps[i].type == 68 && !Q_stricmp( srclumps[i].name, "conchars" ))
srclumps[i].type = TYP_GFXPIC;
W_AddFileToWad( name, wad, &srclumps[i] );
}
// release source lumps
Mem_Free( srclumps );
// and leave the file open
return wad;
}
/*
===========
W_Close
finalize wad or just close
===========
*/
void W_Close( wfile_t *wad )
{
if( !wad ) return;
Mem_FreePool( &wad->mempool );
if( wad->handle != NULL )
FS_Close( wad->handle );
Mem_Free( wad ); // free himself
}
/*
=============================================================================
FILESYSTEM IMPLEMENTATION
=============================================================================
*/
/*
===========
W_LoadFile
loading lump into the tmp buffer
===========
*/
static byte *W_LoadFile( const char *path, long *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;
}