📄 files.c
字号:
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;
#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)
{
if (*fs_gamedir)
return fs_gamedir;
else
return BASEDIRNAME;
}
/*
=============
FS_ExecAutoexec
=============
*/
void FS_ExecAutoexec (void)
{
char *dir;
char name [MAX_QPATH];
dir = Cvar_VariableString("gamedir");
if (*dir)
Com_sprintf(name, sizeof(name), "%s/%s/autoexec.cfg", fs_basedir->string, dir);
else
Com_sprintf(name, sizeof(name), "%s/%s/autoexec.cfg", fs_basedir->string, BASEDIRNAME);
if (Sys_FindFirst(name, 0, SFF_SUBDIR | SFF_HIDDEN | SFF_SYSTEM))
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;
}
//
// flush all data, so it will be forced to reload
//
if (dedicated && !dedicated->value)
Cbuf_AddText ("vid_restart\nsnd_restart\n");
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) );
}
}
/*
================
FS_Link_f
Creates a filelink_t
================
*/
void FS_Link_f (void)
{
filelink_t *l, **prev;
if (Cmd_Argc() != 3)
{
Com_Printf ("USAGE: link <from> <to>\n");
return;
}
// see if the link already exists
prev = &fs_links;
for (l=fs_links ; l ; l=l->next)
{
if (!strcmp (l->from, Cmd_Argv(1)))
{
Z_Free (l->to);
if (!strlen(Cmd_Argv(2)))
{ // delete it
*prev = l->next;
Z_Free (l->from);
Z_Free (l);
return;
}
l->to = CopyString (Cmd_Argv(2));
return;
}
prev = &l->next;
}
// create a new link
l = Z_Malloc(sizeof(*l));
l->next = fs_links;
fs_links = l;
l->from = CopyString(Cmd_Argv(1));
l->fromlength = strlen(l->from);
l->to = CopyString(Cmd_Argv(2));
}
/*
** FS_ListFiles
*/
char **FS_ListFiles( char *findname, int *numfiles, unsigned musthave, unsigned canthave )
{
char *s;
int nfiles = 0;
char **list = 0;
s = Sys_FindFirst( findname, musthave, canthave );
while ( s )
{
if ( s[strlen(s)-1] != '.' )
nfiles++;
s = Sys_FindNext( musthave, canthave );
}
Sys_FindClose ();
if ( !nfiles )
return NULL;
nfiles++; // add space for a guard
*numfiles = nfiles;
list = malloc( sizeof( char * ) * nfiles );
memset( list, 0, sizeof( char * ) * nfiles );
s = Sys_FindFirst( findname, musthave, canthave );
nfiles = 0;
while ( s )
{
if ( s[strlen(s)-1] != '.' )
{
list[nfiles] = strdup( s );
#ifdef _WIN32
strlwr( list[nfiles] );
#endif
nfiles++;
}
s = Sys_FindNext( musthave, canthave );
}
Sys_FindClose ();
return list;
}
/*
** FS_Dir_f
*/
void FS_Dir_f( void )
{
char *path = NULL;
char findname[1024];
char wildcard[1024] = "*.*";
char **dirnames;
int ndirs;
if ( Cmd_Argc() != 1 )
{
strcpy( wildcard, Cmd_Argv( 1 ) );
}
while ( ( path = FS_NextPath( path ) ) != NULL )
{
char *tmp = findname;
Com_sprintf( findname, sizeof(findname), "%s/%s", path, wildcard );
while ( *tmp != 0 )
{
if ( *tmp == '\\' )
*tmp = '/';
tmp++;
}
Com_Printf( "Directory of %s\n", findname );
Com_Printf( "----\n" );
if ( ( dirnames = FS_ListFiles( findname, &ndirs, 0, 0 ) ) != 0 )
{
int i;
for ( i = 0; i < ndirs-1; i++ )
{
if ( strrchr( dirnames[i], '/' ) )
Com_Printf( "%s\n", strrchr( dirnames[i], '/' ) + 1 );
else
Com_Printf( "%s\n", dirnames[i] );
free( dirnames[i] );
}
free( dirnames );
}
Com_Printf( "\n" );
};
}
/*
============
FS_Path_f
============
*/
void FS_Path_f (void)
{
searchpath_t *s;
filelink_t *l;
Com_Printf ("Current search path:\n");
for (s=fs_searchpaths ; s ; s=s->next)
{
if (s == fs_base_searchpaths)
Com_Printf ("----------\n");
if (s->pack)
Com_Printf ("%s (%i files)\n", s->pack->filename, s->pack->numfiles);
else
Com_Printf ("%s\n", s->filename);
}
Com_Printf ("\nLinks:\n");
for (l=fs_links ; l ; l=l->next)
Com_Printf ("%s : %s\n", l->from, l->to);
}
/*
================
FS_NextPath
Allows enumerating all of the directories in the search path
================
*/
char *FS_NextPath (char *prevpath)
{
searchpath_t *s;
char *prev;
if (!prevpath)
return fs_gamedir;
prev = fs_gamedir;
for (s=fs_searchpaths ; s ; s=s->next)
{
if (s->pack)
continue;
if (prevpath == prev)
return s->filename;
prev = s->filename;
}
return NULL;
}
/*
================
FS_InitFilesystem
================
*/
void FS_InitFilesystem (void)
{
Cmd_AddCommand ("path", FS_Path_f);
Cmd_AddCommand ("link", FS_Link_f);
Cmd_AddCommand ("dir", FS_Dir_f );
//
// basedir <path>
// allows the game to run from outside the data tree
//
fs_basedir = Cvar_Get ("basedir", ".", 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);
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -