📄 files.pas
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{----------------------------------------------------------------------------}
{ }
{ File(s): qcommon.h (part), files.c }
{ Content: Quake2\QCommon\ dynamic variable tracking }
{ }
{ Initial conversion by : Clootie (Alexey Barkovoy) - clootie@reactor.ru }
{ Initial conversion on : 13-Jan-2002 }
{ }
{ This File contains part of convertion of Quake2 source to ObjectPascal. }
{ More information about this project can be found at: }
{ http://www.sulaco.co.za/quake2/ }
{ }
{ Copyright (C) 1997-2001 Id Software, Inc. }
{ }
{ 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 2 }
{ 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. }
{ }
{----------------------------------------------------------------------------}
{ * Updated: }
{ 1) 19-Jan-2002 - Clootie (clootie@reactor.ru) }
{ Updated, now unit uses existing code in QCommon dir instead of stubs. }
{ 2) 25-Feb-2002 - Clootie (clootie@reactor.ru) }
{ Resolved all dependency to Q_Shared.pas. }
{ 3) 06-Jun-2002 - Juha Hartikainen (juha@linearteam.org }
{ - Changed file handling from pascal style to FileOpen/FileWrite.. style, }
{ since pascal style handles can't be checked wether they are open or not }
{ - Removed NODEPEND hack }
{ 4) 19-Jul-2002 - Sly }
{ - Uses PPointer type declaration in ref.pas }
{ 4) 25-Jul-2002 - burnin (leonel@linuxbr.com.br) }
{ - Added routines needed by menu.pas to interface section }
{ - Only declaring PPCharArray when not Delphi6 }
{----------------------------------------------------------------------------}
{ * Still dependent (to compile correctly) on: }
{ 1) q_shwin.pas (unit exist but doesn't compile) }
{ 2) cd_win.pas }
{ }
{----------------------------------------------------------------------------}
{ * TODO: }
{ }
{----------------------------------------------------------------------------}
// non-dependable compilation will use STUBS for some external symbols
{$IFDEF WIN32}
{$INCLUDE ..\Jedi.inc}
{$ELSE}
{$INCLUDE ../Jedi.inc}
{$ENDIF}
unit Files;
// define this to dissalow any data but the demo pak file
//{$DEFINE NO_ADDONS}
interface
uses
{$IFDEF LINUX}
Libc,
{$ENDIF}
CVar {, ref};
// From qcommon.h, line 687
(*
==============================================================
FILESYSTEM
==============================================================
*)
procedure FS_InitFilesystem; cdecl;
procedure FS_SetGamedir(dir: PChar); cdecl;
function FS_Gamedir: PChar; cdecl;
function FS_NextPath(prevpath: PChar): PChar; cdecl;
procedure FS_ExecAutoexec; cdecl;
function FS_FOpenFile(filename: PChar; var file_: integer): Integer; cdecl;
procedure FS_FCloseFile(var file_: integer); cdecl;
// note: this can't be called from another DLL, due to MS libc issues
function FS_LoadFile(path: PChar; buffer: PPointer): Integer; cdecl;
// a null buffer will just return the file length without loading
// a -1 length is not present
procedure FS_Read(buffer: Pointer; len: Integer; var file_: integer); cdecl;
// properly handles partial reads
procedure FS_FreeFile(buffer: Pointer); cdecl;
procedure FS_CreatePath(path: PChar); cdecl;
function Developer_searchpath(who: Integer): Integer; cdecl;
function FS_ListFiles(findname: PChar; var numfiles: Integer; musthave, canthave: Cardinal): PPCharArray;
var
file_from_pak: Integer = 0;
fs_basedir: cvar_p;
fs_cddir: cvar_p;
fs_gamedirvar: cvar_p;
implementation
uses
CPas,
SysUtils,
q_Shared,
qfiles,
{$IFDEF WIN32}
sys_win,
cd_win,
q_shwin,
{$ELSE}
sys_linux,
cd_sdl,
q_shlinux,
//libc,
{$ENDIF}
CMD,
Common;
// if a packfile directory differs from this, it is assumed to be hacked
const
// Full version
PAK0_CHECKSUM = $40E614E0;
// Demo
// PAK0_CHECKSUM = $b2c6d7ea;
// OEM
// PAK0_CHECKSUM = $78e135c;
(*
=============================================================================
QUAKE FILESYSTEM
=============================================================================
*)
type
//
// in memory
//
PackFile_p = ^PackFile_t;
PackFile_t = record
name: array[0..MAX_QPATH - 1] of Char;
filepos: Integer;
filelen: Integer;
end;
PackFile_a = ^PackFile_at;
PackFile_at = array[0..MaxInt div SizeOf(PackFile_t) - 1] of PackFile_t;
//Pfile = ^file;
pack_p = ^pack_t;
pack_t = record
filename: array[0..MAX_OSPATH - 1] of Char;
handle: Integer;
numfiles: Integer;
files: PackFile_a;
end;
//pack_t = pack_s;
type
filelink_p = ^filelink_t;
filelink_t = record
next: filelink_p;
from: PChar;
fromlength: Integer;
to_: PChar;
end;
//filelink_t = filelink_s;
var
fs_links: filelink_p;
fs_gamedir_: array[0..MAX_OSPATH - 1] of Char;
type
searchpath_p = ^searchpath_t;
searchpath_t = record
filename: array[0..MAX_OSPATH - 1] of Char;
pack: pack_p; // only one of filename / pack will be used
next: searchpath_p;
end;
//searchpath_t = searchpath_s;
var
fs_searchpaths: searchpath_p;
fs_base_searchpaths: searchpath_p; // 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
================
*)
function FS_filelength(file_: Integer): Integer;
var
CurPos: Integer;
begin
{ Get current position }
CurPos := FileSeek(file_, 0, 1);
{ Seek to end }
Result := FileSeek(file_, 0, 2);
{ And restore original position }
FileSeek(file_, CurPos, 0);
end;
(*
============
FS_CreatePath
Creates any directories needed to store the given filename
============
*)
procedure FS_CreatePath(path: PChar);
var
ofs: PChar;
begin
// for (ofs = path+1 ; *ofs ; ofs++)
ofs := path + 1;
while (ofs^ <> #0) do
begin
if (ofs^ = '/') then
begin // create the directory
ofs^ := #0;
Sys_Mkdir(path);
ofs^ := '/';
end;
Inc(ofs)
end;
end;
(*
==============
FS_FCloseFile
For some reason, other dll's can't just cal fclose()
on files returned by FS_FOpenFile...
==============
*)
procedure FS_FCloseFile(var file_: integer);
begin
FileClose(file_);
file_ := 0;
end;
// RAFAEL
(*
Developer_searchpath
*)
function Developer_searchpath(who: Integer): Integer;
var
// ch: Integer;
// PMM - warning removal
// char *start;
search: searchpath_p;
begin
{//Clootie: code below was not used anyway
if (who = 1) then // xatrix
ch := 'x'
else if (who = 2)
ch := 'r';
}
// for (search = fs_searchpaths ; search ; search = search->next)
search := fs_searchpaths;
while (search <> nil) do
begin
if (StrPos(search.filename, 'xatrix') <> nil) then
begin
Result := 1;
Exit;
end;
if (StrPos(search.filename, 'rogue') <> nil) then
begin
Result := 2;
Exit;
end;
//Clootie: Code below was originally commented
(*
start = strchr (search->filename, ch);
if (start == NULL)
continue;
if (strcmp (start ,"xatrix") == 0)
return (1);
*)
search := search.next;
end;
Result := 0;
end;
(*
===========
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.
===========
*)
{$IFNDEF NO_ADDONS}
function FS_FOpenFile(filename: PChar; var file_: integer): Integer;
var
search: searchpath_p;
netpath: array[0..MAX_OSPATH - 1] of Char;
pak: pack_p;
i: Integer;
link: filelink_p;
begin
file_from_pak := 0;
// check for links first
// for (link = fs_links ; link ; link=link->next)
link := fs_links;
while (link <> nil) do
begin
if (strncmp(filename, link.from, link.fromlength) = 0) then // strncmp
begin
Com_sprintf(netpath, SizeOf(netpath), '%s%s', [link.to_, filename + link.fromlength]);
file_ := FileOpen(netpath, fmOpenRead);
if (file_ <> -1) then
begin
Com_DPrintf('link file: %s'#10, [netpath]);
Result := FS_filelength(file_);
Exit;
end;
file_ := 0;
Result := -1;
Exit;
end;
link := link.next;
end;
//
// search through the path, one element at a time
//
// for (search = fs_searchpaths ; search ; search = search->next)
search := fs_searchpaths;
while (search <> nil) do
begin
// is the element a pak file?
if (search.pack <> nil) then
begin
// look through all the pak file elements
pak := search.pack;
for i := 0 to pak.numfiles - 1 do
begin
if (Q_strcasecmp(pak.files[i].name, filename) = 0) then
begin // found it!
file_from_pak := 1;
Com_DPrintf('PackFile: %s : %s'#10, [pak.filename, filename]);
// open a new file on the pakfile
file_ := FileOpen(pak.filename, fmOpenRead or fmShareDenyNone);
if (file_ = -1) then
Com_Error(ERR_FATAL, 'Couldn''t reopen %s', [pak.filename]);
FileSeek(file_, pak.files[i].filepos, 0);
Result := pak.files[i].filelen;
Exit;
end;
end;
end
else
begin
// check a file in the directory tree
Com_sprintf(netpath, SizeOf(netpath), '%s/%s', [search.filename, filename]);
file_ := FileOpen(netpath, fmOpenRead);
if (file_ <> -1) then
begin
Com_DPrintf('FindFile: %s'#10, [netpath]);
Result := FS_filelength(file_);
Exit;
end;
end;
search := search.next;
end;
Com_DPrintf('FindFile: can''t find %s'#10, [filename]);
file_ := 0;
Result := -1;
end;
{$ELSE}
// this is just for demos to prevent add on hacking
function FS_FOpenFile(filename: PChar; var file_: integer): Integer;
var
search: searchpath_p;
netpath: array[0..MAX_OSPATH - 1] of Char;
pak: pack_p;
i: Integer;
begin
file_from_pak := 0;
// get config from directory, everything else from pak
if (StrComp(filename, 'config.cfg') = 0) or (StrLComp(filename, 'players/', 8) = 0) then
begin
Com_sprintf(netpath, SizeOf(netpath), '%s/%s', [FS_Gamedir(), filename]);
file_ := FileOpen(netpath, fmOpenRead);
if (file_ = -1) then
begin
Result := -1;
Exit;
end;
Com_DPrintf('FindFile: %s'#10, [netpath]);
Result := FS_filelength(file_);
Exit;
end;
// for (search = fs_searchpaths ; search ; search = search->next)
search := fs_searchpaths;
while (search <> nil) do
begin
if (search.pack <> nil) then
Break;
search := search.next;
end;
if (search = nil) then
begin
Result := -1;
Exit;
end;
pak := search.pack;
for i := 0 to pak.numfiles - 1 do
begin
if (Q_strcasecmp(pak.files[i].name, filename) = 0) then
begin // found it!
file_from_pak := 1;
Com_DPrintf('PackFile: %s : %s'#10, [pak.filename, filename]);
// open a new file on the pakfile
file_ := FileOpen(pak.filename, fmOpenRead);
if (file_ = -1) then
Com_Error(ERR_FATAL, 'Couldn''t reopen %s', [pak.filename]);
FileSeek(file_, pak.files[i].filepos, 0);
Result := pak.files[i].filelen;
Exit;
end;
end;
Com_DPrintf('FindFile: can''t find %s'#10, [filename]);
Result := -1;
end;
{$ENDIF}
(*
=================
FS_ReadFile
Properly handles partial reads
=================
*)
const
MAX_READ = $10000; // read in blocks of 64k
procedure FS_Read(buffer: Pointer; len: Integer; var file_: integer);
var
block, remaining: Integer;
read: Integer;
buf: PByte;
tries: Integer;
begin
buf := PByte(buffer);
// read in chunks for progress bar
remaining := len;
tries := 0;
while (remaining <> 0) do
begin
block := remaining;
if (block > MAX_READ) then
block := MAX_READ;
read := FileRead(file_, buf^, block);
if (read = 0) then
begin
// we might have been trying to read from a CD
if (tries = 0) then
begin
tries := 1;
CDAudio_Stop;
end
else
Com_Error(ERR_FATAL, 'FS_Read: 0 bytes read', []);
end;
if (read = -1) then
Com_Error(ERR_FATAL, 'FS_Read: -1 bytes read', []);
if (read <> block) then
Com_Error(ERR_FATAL, 'FS_Read: read less when requested', []);
// do some progress bar thing here...
remaining := remaining - read;
Inc(buf, read);
end;
end;
(*
============
FS_LoadFile
Filename are reletive to the quake search path
a null buffer will just return the file length without loading
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