ref: 36c20e512ee17296b16e79a6010d0deb31e4dcbd
dir: /files.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "dat.h" #include "fns.h" // define this to dissalow any data but the demo pak file //#define NO_ADDONS // if a packfile directory differs from this, it is assumed to be hacked // Full version #define PAK0_CHECKSUM 0x40e614e0 // Demo //#define PAK0_CHECKSUM 0xb2c6d7ea // OEM //#define PAK0_CHECKSUM 0x78e135c /* ============================================================================= QUAKE FILESYSTEM ============================================================================= */ // // in memory // typedef struct { char name[MAX_QPATH]; int filepos, filelen; } packfile_t; typedef struct pack_s { char filename[MAX_OSPATH]; FILE *handle; int numfiles; packfile_t *files; } pack_t; char fs_gamedir[MAX_OSPATH]; cvar_t *fs_basedir; cvar_t *fs_cddir; cvar_t *fs_gamedirvar; typedef struct searchpath_s { char filename[MAX_OSPATH]; pack_t *pack; // only one of filename / pack will be used struct searchpath_s *next; } searchpath_t; searchpath_t *fs_searchpaths; searchpath_t *fs_base_searchpaths; // without gamedirs /* All of Quake's data access is through a hierchal file system, but the contents of the file system can be transparently merged from several sources. The "base directory" is the path to the directory holding the quake.exe and all game directories. The sys_* files pass this to host_init in quakeparms_t->basedir. This can be overridden with the "-basedir" command line parm to allow code debugging in a different directory. The base directory is only used during filesystem initialization. The "game directory" is the first tree on the search path and directory that all generated files (savegames, screenshots, demos, config files) will be saved to. This can be overridden with the "-game" command line parameter. The game directory can never be changed while quake is executing. This is a precacution against having a malicious server instruct clients to write files over areas they shouldn't. */ /* ================ FS_filelength ================ */ int FS_filelength (FILE *f) { int pos; int end; pos = ftell (f); fseek (f, 0, SEEK_END); end = ftell (f); fseek (f, pos, SEEK_SET); return end; } /* ============ FS_CreatePath Creates any directories needed to store the given filename ============ */ void FS_CreatePath (char *path) { char *ofs; for (ofs = path+1 ; *ofs ; ofs++) { if (*ofs == '/') { // create the directory *ofs = 0; mkdir(path); *ofs = '/'; } } } /* ============== FS_FCloseFile For some reason, other dll's can't just cal fclose() on files returned by FS_FOpenFile... ============== */ void FS_FCloseFile (FILE *f) { fclose (f); } // RAFAEL /* Developer_searchpath */ int Developer_searchpath (int /*who*/) { // PMM - warning removal // char *start; searchpath_t *search; for (search = fs_searchpaths ; search ; search = search->next) { if (strstr (search->filename, "xatrix")) return 1; if (strstr (search->filename, "rogue")) return 2; /* start = strchr (search->filename, ch); if (start == NULL) continue; if (strcmp (start ,"xatrix") == 0) return (1); */ } return (0); } /* =========== FS_FOpenFile Finds the file in the search path. returns filesize and an open FILE * Used for streaming data out of either a pak file or a seperate file. =========== */ int file_from_pak = 0; #ifndef NO_ADDONS int FS_FOpenFile (char *filename, FILE **file) { searchpath_t *search; char netpath[MAX_OSPATH]; pack_t *pak; int i; file_from_pak = 0; // // search through the path, one element at a time // for (search = fs_searchpaths ; search ; search = search->next) { // is the element a pak file? if (search->pack) { // look through all the pak file elements pak = search->pack; for (i=0 ; i<pak->numfiles ; i++) if (!cistrcmp (pak->files[i].name, filename)) { // found it! file_from_pak = 1; Com_DPrintf ("PackFile: %s : %s\n",pak->filename, filename); // open a new file on the pakfile *file = fopen (pak->filename, "rb"); if (!*file) Com_Error (ERR_FATAL, "Couldn't reopen %s", pak->filename); fseek (*file, pak->files[i].filepos, SEEK_SET); return pak->files[i].filelen; } } else { // check a file in the directory tree Com_sprintf (netpath, sizeof(netpath), "%s/%s",search->filename, filename); *file = fopen (netpath, "rb"); if (!*file) continue; Com_DPrintf ("FindFile: %s\n",netpath); return FS_filelength (*file); } } Com_DPrintf ("FindFile: can't find %s\n", filename); *file = NULL; return -1; } #else // this is just for demos to prevent add on hacking int FS_FOpenFile (char *filename, FILE **file) { searchpath_t *search; char netpath[MAX_OSPATH]; pack_t *pak; int i; file_from_pak = 0; // get config from directory, everything else from pak if (!strcmp(filename, "config.cfg") || !strncmp(filename, "players/", 8)) { Com_sprintf (netpath, sizeof(netpath), "%s/%s",FS_Gamedir(), filename); *file = fopen (netpath, "rb"); if (!*file) return -1; Com_DPrintf ("FindFile: %s\n",netpath); return FS_filelength (*file); } for (search = fs_searchpaths ; search ; search = search->next) if (search->pack) break; if (!search) { *file = NULL; return -1; } pak = search->pack; for (i=0 ; i<pak->numfiles ; i++) if (!cistrcmp (pak->files[i].name, filename)) { // found it! file_from_pak = 1; Com_DPrintf ("PackFile: %s : %s\n",pak->filename, filename); // open a new file on the pakfile *file = fopen (pak->filename, "rb"); if (!*file) Com_Error (ERR_FATAL, "Couldn't reopen %s", pak->filename); fseek (*file, pak->files[i].filepos, SEEK_SET); return pak->files[i].filelen; } Com_DPrintf ("FindFile: can't find %s\n", filename); *file = NULL; return -1; } #endif /* ================= FS_ReadFile Properly handles partial reads ================= */ void CDAudio_Stop(void); #define MAX_READ 0x10000 // read in blocks of 64k void FS_Read (void *buffer, int len, FILE *f) { int block, remaining; int read; byte *buf; int tries; buf = (byte *)buffer; // read in chunks for progress bar remaining = len; tries = 0; while (remaining) { block = remaining; if (block > MAX_READ) block = MAX_READ; read = fread (buf, 1, block, f); if (read == 0) { // we might have been trying to read from a CD if (!tries) { tries = 1; CDAudio_Stop(); } else Com_Error (ERR_FATAL, "FS_Read: 0 bytes read"); } if (read == -1) Com_Error (ERR_FATAL, "FS_Read: -1 bytes read"); // do some progress bar thing here... remaining -= read; buf += read; } } /* ============ FS_LoadFile Filename are reletive to the quake search path a null buffer will just return the file length without loading ============ */ int FS_LoadFile (char *path, void **buffer) { FILE *h; byte *buf; int len; // look for it in the filesystem or pack files len = FS_FOpenFile (path, &h); if (!h) { if (buffer) *buffer = NULL; return -1; } if (!buffer) { fclose (h); return len; } buf = Z_Malloc(len); *buffer = buf; FS_Read (buf, len, h); fclose (h); return len; } /* ============= FS_FreeFile ============= */ void FS_FreeFile (void *buffer) { Z_Free (buffer); } /* ================= FS_LoadPackFile 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_LoadPackFile (char *packfile) { dpackheader_t header; int i; packfile_t *newfiles; int numpackfiles; pack_t *pack; FILE *packhandle; dpackfile_t info[MAX_FILES_IN_PACK]; unsigned checksum; packhandle = fopen(packfile, "rb"); if (!packhandle) return NULL; fread (&header, 1, sizeof(header), packhandle); if (LittleLong(header.ident) != IDPAKHEADER) Com_Error (ERR_FATAL, "%s is not a packfile", packfile); header.dirofs = LittleLong (header.dirofs); header.dirlen = LittleLong (header.dirlen); numpackfiles = header.dirlen / sizeof(dpackfile_t); if (numpackfiles > MAX_FILES_IN_PACK) Com_Error (ERR_FATAL, "%s has %i files", packfile, numpackfiles); newfiles = Z_Malloc (numpackfiles * sizeof(packfile_t)); fseek (packhandle, header.dirofs, SEEK_SET); fread (info, 1, header.dirlen, packhandle); // crc the directory to check for modifications checksum = Com_BlockChecksum ((void *)info, header.dirlen); #ifdef NO_ADDONS if (checksum != PAK0_CHECKSUM) return NULL; #else USED(checksum); #endif // parse the directory for (i=0 ; i<numpackfiles ; i++) { strcpy (newfiles[i].name, info[i].name); newfiles[i].filepos = LittleLong(info[i].filepos); newfiles[i].filelen = LittleLong(info[i].filelen); } pack = Z_Malloc (sizeof (pack_t)); strcpy (pack->filename, packfile); pack->handle = packhandle; pack->numfiles = numpackfiles; pack->files = newfiles; Com_Printf ("Added packfile %s (%i files)\n", packfile, numpackfiles); return pack; } /* ================ FS_AddGameDirectory Sets fs_gamedir, adds the directory to the head of the path, then loads and adds pak1.pak pak2.pak ... ================ */ void FS_AddGameDirectory (char *dir) { int i; searchpath_t *search; pack_t *pak; char pakfile[MAX_OSPATH]; strcpy (fs_gamedir, dir); // // add the directory to the search path // search = Z_Malloc (sizeof(searchpath_t)); strcpy (search->filename, dir); search->next = fs_searchpaths; fs_searchpaths = search; // // add any pak files in the format pak0.pak pak1.pak, ... // for (i=0; i<10; i++) { Com_sprintf (pakfile, sizeof(pakfile), "%s/pak%i.pak", dir, i); pak = FS_LoadPackFile (pakfile); if (!pak) continue; search = Z_Malloc (sizeof(searchpath_t)); search->pack = pak; search->next = fs_searchpaths; fs_searchpaths = search; } } /* ============ FS_Gamedir Called to find where to write a file (demos, savegames, etc) ============ */ char *FS_Gamedir (void) { return fs_gamedir; } void FS_ExecAutoexec(void) { char buf[MAX_QPATH], *d; d = Cvar_VariableString("gamedir"); snprint(buf, sizeof buf, "%s/%s/autoexec.cfg", fs_basedir->string, *d ? d : BASEDIRNAME); if(Sys_FindFirst(buf, 0) != nil) Cbuf_AddText("exec autoexec.cfg\n"); Sys_FindClose(); } /* ================ FS_SetGamedir Sets the gamedir and path to a different directory. ================ */ void FS_SetGamedir (char *dir) { searchpath_t *next; if (strstr(dir, "..") || strstr(dir, "/") || strstr(dir, "\\") || strstr(dir, ":") ) { Com_Printf ("Gamedir should be a single filename, not a path\n"); return; } // // free up any current game dir info // while (fs_searchpaths != fs_base_searchpaths) { if (fs_searchpaths->pack) { fclose (fs_searchpaths->pack->handle); Z_Free (fs_searchpaths->pack->files); Z_Free (fs_searchpaths->pack); } next = fs_searchpaths->next; Z_Free (fs_searchpaths); fs_searchpaths = next; } restartsnd(); Com_sprintf (fs_gamedir, sizeof(fs_gamedir), "%s/%s", fs_basedir->string, dir); if (!strcmp(dir,BASEDIRNAME) || (*dir == 0)) { Cvar_FullSet ("gamedir", "", CVAR_SERVERINFO|CVAR_NOSET); Cvar_FullSet ("game", "", CVAR_LATCH|CVAR_SERVERINFO); } else { Cvar_FullSet ("gamedir", dir, CVAR_SERVERINFO|CVAR_NOSET); if (fs_cddir->string[0]) FS_AddGameDirectory (va("%s/%s", fs_cddir->string, dir) ); FS_AddGameDirectory (va("%s/%s", fs_basedir->string, dir) ); } } char ** FS_ListFiles(char *findname, int *numfiles, int f) { char *s; int nfiles = 0; char **list; s = Sys_FindFirst(findname, f); while(s != nil){ if(s[strlen(s)-1] != '.') nfiles++; s = Sys_FindNext(f); } Sys_FindClose(); if(!nfiles) return nil; nfiles++; // add space for a guard *numfiles = nfiles; list = malloc( sizeof( char * ) * nfiles ); memset( list, 0, sizeof( char * ) * nfiles ); s = Sys_FindFirst(findname, f); nfiles = 0; while ( s ) { if ( s[strlen(s)-1] != '.' ) { list[nfiles] = strdup( s ); nfiles++; } s = Sys_FindNext(f); } Sys_FindClose (); return list; } /* for enumerating all dirs in the search path */ char * FS_NextPath(char *prevpath) { searchpath_t *s; char *prev; if(prevpath == nil) return fs_gamedir; prev = fs_gamedir; for(s = fs_searchpaths; s != nil; s = s->next){ if(s->pack != nil) continue; if(prevpath == prev) return s->filename; prev = s->filename; } return nil; } void FS_InitFilesystem (void) { static char homedir[1024]; char *home; // // basedir <path> // allows the game to run from outside the data tree // if(home = getenv("home")){ snprint(homedir, sizeof homedir, "%s/lib/quake2", home); free(home); }else snprint(homedir, sizeof homedir, "/sys/lib/quake2"); fs_basedir = Cvar_Get ("basedir", homedir, CVAR_NOSET); // // cddir <path> // Logically concatenates the cddir after the basedir for // allows the game to run from outside the data tree // fs_cddir = Cvar_Get ("cddir", "", CVAR_NOSET); if (fs_cddir->string[0]) FS_AddGameDirectory (va("%s/"BASEDIRNAME, fs_cddir->string) ); // // start up with baseq2 by default // FS_AddGameDirectory (va("%s/"BASEDIRNAME, fs_basedir->string) ); // any set gamedirs will be freed up to here fs_base_searchpaths = fs_searchpaths; // check for game override fs_gamedirvar = Cvar_Get ("game", "", CVAR_LATCH|CVAR_SERVERINFO); if (fs_gamedirvar->string[0]) FS_SetGamedir (fs_gamedirvar->string); }