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https://github.com/YGGverse/xash3d-fwgs.git
synced 2025-01-17 18:40:02 +00:00
filesystem: replace va function calls.
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@ -42,12 +42,15 @@ static inline qboolean IsIdGamedir( const char *id )
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!Q_strcmp( id, "GAMEDOWNLOAD" );
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}
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static inline const char *IdToDir( const char *id )
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static inline const char *IdToDir( char *dir, size_t size, const char *id )
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{
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if( !Q_strcmp( id, "GAME" ))
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return GI->gamefolder;
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else if( !Q_strcmp( id, "GAMEDOWNLOAD" ))
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return va( "%s/downloaded", GI->gamefolder );
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{
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Q_snprintf( dir, size, "%s/downloaded", GI->gamefolder );
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return dir;
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}
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else if( !Q_strcmp( id, "GAMECONFIG" ))
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return fs_writepath->filename; // full path here so it's totally our write allowed directory
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else if( !Q_strcmp( id, "PLATFORM" ))
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@ -145,7 +148,10 @@ public:
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void CreateDirHierarchy( const char *path, const char *id ) override
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{
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FS_CreatePath( va( "%s/%s", IdToDir( id ), path )); // FS_CreatePath is aware of slashes
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char dir[MAX_VA_STRING], fullpath[MAX_VA_STRING];
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Q_snprintf( fullpath, sizeof( fullpath ), "%s/%s", IdToDir( dir, sizeof( dir ), id ), path );
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FS_CreatePath( fullpath ); // FS_CreatePath is aware of slashes
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}
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bool FileExists( const char *path ) override
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@ -365,7 +371,6 @@ public:
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return buf;
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}
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const char *fullpath = FS_GetDiskPath( p, false );
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if( !fullpath )
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return NULL;
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@ -449,10 +454,12 @@ public:
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bool AddPackFile( const char *path, const char *id ) override
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{
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char *p = va( "%s/%s", IdToDir( id ), path );
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CopyAndFixSlashes( p, path );
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char dir[MAX_VA_STRING], fullpath[MAX_VA_STRING];
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return !!FS_AddPak_Fullpath( p, NULL, FS_CUSTOM_PATH );
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Q_snprintf( fullpath, sizeof( fullpath ), "%s/%s", IdToDir( dir, sizeof( dir ), id ), path );
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CopyAndFixSlashes( fullpath, path );
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return !!FS_AddPak_Fullpath( fullpath, NULL, FS_CUSTOM_PATH );
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}
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FileHandle_t OpenFromCacheForRead( const char *path , const char *mode, const char *id ) override
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@ -819,7 +819,8 @@ void FS_ParseGenericGameInfo( gameinfo_t *GameInfo, const char *buf, const qbool
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}
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// make sure what gamedir is really exist
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if( !FS_SysFolderExists( va( "%s/%s", fs_rootdir, GameInfo->falldir )))
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Q_snprintf( token, sizeof( token ), "%s/%s", fs_rootdir, GameInfo->falldir );
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if( !FS_SysFolderExists( token ))
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GameInfo->falldir[0] = '\0';
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}
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@ -911,16 +912,21 @@ FS_CheckForGameDir
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*/
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static qboolean FS_CheckForGameDir( const char *gamedir )
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{
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char buf[MAX_VA_STRING];
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// if directory contain config.cfg it's 100% gamedir
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if( FS_FileExists( va( "%s/config.cfg", gamedir ), false ))
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Q_snprintf( buf, sizeof( buf ), "%s/config.cfg", gamedir );
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if( FS_FileExists( buf, false ))
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return true;
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// if directory contain progs.dat it's 100% gamedir
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if( FS_FileExists( va( "%s/progs.dat", gamedir ), false ))
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Q_snprintf( buf, sizeof( buf ), "%s/progs.dat", gamedir );
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if( FS_FileExists( buf, false ))
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return true;
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// quake mods probably always archived but can missed config.cfg before first running
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if( FS_FileExists( va( "%s/pak0.pak", gamedir ), false ))
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Q_snprintf( buf, sizeof( buf ), "%s/pak0.pak", gamedir );
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if( FS_FileExists( buf, false ))
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return true;
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// NOTE; adds here some additional checks if you wished
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@ -1014,6 +1020,7 @@ void FS_AddGameHierarchy( const char *dir, uint flags )
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{
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int i;
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qboolean isGameDir = flags & FS_GAMEDIR_PATH;
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char buf[MAX_VA_STRING];
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GI->added = true;
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@ -1046,15 +1053,23 @@ void FS_AddGameHierarchy( const char *dir, uint flags )
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newFlags |= FS_GAMERODIR_PATH;
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FS_AllowDirectPaths( true );
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FS_AddGameDirectory( va( "%s/%s/", fs_rodir, dir ), newFlags );
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Q_snprintf( buf, sizeof( buf ), "%s/%s/", fs_rodir, dir );
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FS_AddGameDirectory( buf, newFlags );
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FS_AllowDirectPaths( false );
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}
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if( isGameDir )
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FS_AddGameDirectory( va( "%s/downloaded/", dir ), FS_NOWRITE_PATH | FS_CUSTOM_PATH );
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FS_AddGameDirectory( va( "%s/", dir ), flags );
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{
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Q_snprintf( buf, sizeof( buf ), "%s/downloaded/", dir );
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FS_AddGameDirectory( buf, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
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}
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Q_snprintf( buf, sizeof( buf ), "%s/", dir );
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FS_AddGameDirectory( buf, flags );
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if( isGameDir )
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FS_AddGameDirectory( va( "%s/custom/", dir ), FS_NOWRITE_PATH | FS_CUSTOM_PATH );
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{
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Q_snprintf( buf, sizeof( buf ), "%s/custom/", dir );
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FS_AddGameDirectory( buf, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
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}
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}
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/*
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@ -1072,8 +1087,12 @@ void FS_Rescan( void )
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#if XASH_IOS
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{
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FS_AddPak_Fullpath( va( "%sextras.pak", SDL_GetBasePath() ), NULL, extrasFlags );
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FS_AddPak_Fullpath( va( "%sextras_%s.pak", SDL_GetBasePath(), GI->gamefolder ), NULL, extrasFlags );
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char buf[MAX_VA_STRING];
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Q_snprintf( buf, sizeof( buf ), "%sextras.pak", SDL_GetBasePath() );
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FS_AddPak_Fullpath( buf, NULL, extrasFlags );
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Q_snprintf( buf, sizeof( buf ), "%sextras_%s.pak", SDL_GetBasePath(), GI->gamefolder );
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FS_AddPak_Fullpath( buf, NULL, extrasFlags );
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}
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#else
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str = getenv( "XASH3D_EXTRAS_PAK1" );
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@ -1293,6 +1312,7 @@ qboolean FS_InitStdio( qboolean caseinsensitive, const char *rootdir, const char
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qboolean hasBaseDir = false;
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qboolean hasGameDir = false;
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int i;
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char buf[MAX_VA_STRING];
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FS_InitMemory();
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#if !XASH_WIN32
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@ -1358,7 +1378,10 @@ qboolean FS_InitStdio( qboolean caseinsensitive, const char *rootdir, const char
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// build list of game directories here
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if( COM_CheckStringEmpty( fs_rodir ))
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FS_AddGameDirectory( va( "%s/", fs_rodir ), FS_STATIC_PATH|FS_NOWRITE_PATH );
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{
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Q_snprintf( buf, sizeof( buf ), "%s/", fs_rodir );
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FS_AddGameDirectory( buf, FS_STATIC_PATH|FS_NOWRITE_PATH );
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}
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FS_AddGameDirectory( "./", FS_STATIC_PATH );
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for( i = 0; i < dirs.numstrings; i++ )
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@ -503,6 +503,7 @@ static void FS_Search_WAD( searchpath_t *search, stringlist_t *list, const char
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string wadfolder, temp;
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int j, i;
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const char *slash, *backslash, *colon, *separator;
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char buf[MAX_VA_STRING];
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// quick reject by filetype
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if( type == TYP_NONE )
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@ -550,8 +551,9 @@ static void FS_Search_WAD( searchpath_t *search, stringlist_t *list, const char
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if( j == list->numstrings )
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{
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// build path: wadname/lumpname.ext
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Q_snprintf( temp2, sizeof(temp2), "%s/%s", wadfolder, temp );
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COM_DefaultExtension( temp2, va(".%s", W_ExtFromType( search->wad->lumps[i].type )));
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Q_snprintf( temp2, sizeof( temp2 ), "%s/%s", wadfolder, temp );
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Q_snprintf( buf, sizeof( buf ), ".%s", W_ExtFromType( search->wad->lumps[i].type ));
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COM_DefaultExtension( temp2, buf );
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stringlistappend( list, temp2 );
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}
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}
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