678 lines · 13.4 KB · C
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#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 isonly 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 ora seperate file.===========*/int file_from_pak = 0;#ifndef NO_ADDONSint 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 64kvoid 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 patha 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 beginningof 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;			}  } /*============

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