/* 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 #include #include #ifdef _WIN32 #include #include #else #include #include #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; } } //Con_Reportf( "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 ); //Con_Reportf( "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 ) Con_Reportf( S_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 ) { Con_Reportf( "%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 ) { Con_Reportf( "%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 )) { Con_Reportf( S_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 ) { Con_Reportf( S_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 ) { Con_Reportf( "%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 )) { Con_Reportf( "%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 ); 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; Con_Reportf( "Adding wadfile: %s (%i files)\n", wadfile, wad->numlumps ); return true; } else { if( errorcode != WAD_LOAD_NO_FILES ) Con_Reportf( S_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 ); 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; Con_Reportf( "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 ) Con_Reportf( S_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 )) { Con_Reportf( "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 ) { Con_Reportf( "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 int i, write_ambients = false; 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( Q_strlen( GameInfo->mp_filter )) FS_Printf( f, "mp_filter\t\t\"%s\"\n", GameInfo->mp_filter ); 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 ); for( i = 0; i < NUM_AMBIENTS; i++ ) { if( *GameInfo->ambientsound[i] ) { if( !write_ambients ) { FS_Print( f, "\n" ); write_ambients = true; } FS_Printf( f, "ambient%i\t\t%s\n", i, GameInfo->ambientsound[i] ); } } 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 ); } else if( !Q_stricmp( token, isGameInfo ? "mp_filter" : "mpfilter" )) { pfile = COM_ParseFile( pfile, GameInfo->mp_filter ); } // 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 )) ambientNum = 0; pfile = COM_ParseFile( pfile, GameInfo->ambientsound[ambientNum] ); } else if( !Q_stricmp( token, "noskills" )) { pfile = COM_ParseFile( pfile, token ); GameInfo->noskills = Q_atoi( token ); } } } 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 ); Con_Reportf( "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: return NULL; } for( ind = 1; mode[ind] != '\0'; ind++ ) { switch( mode[ind] ) { case '+': mod = O_RDWR; break; case 'b': opt |= O_BINARY; break; default: 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 { Con_Reportf( S_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 ) { Con_Reportf( S_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 ) { Con_Reportf( S_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 Con_Reportf( S_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 ) { Con_Reportf( S_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 ) { Con_Reportf( S_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 ) { Con_Reportf( S_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 )) { Con_Reportf( S_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 ) { Con_Reportf( S_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 ) { Con_Reportf( S_WARN "W_Open: %s is full (%i lumps)\n", filename, lumpcount ); if( error ) *error = WAD_LOAD_TOO_MANY_FILES; } else if( lumpcount <= 0 ) { Con_Reportf( S_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 ) { Con_Reportf( S_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 ) { Con_Reportf( S_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; }