+================
+FS_AddGameHierarchy
+================
+*/
+void FS_AddGameHierarchy (const char *dir)
+{
+ // Add the common game directory
+ FS_AddGameDirectory (va("%s%s/", fs_basedir, dir));
+
+ if (*fs_userdir)
+ FS_AddGameDirectory(va("%s%s/", fs_userdir, dir));
+}
+
+
+/*
+============
+FS_FileExtension
+============
+*/
+const char *FS_FileExtension (const char *in)
+{
+ const char *separator, *backslash, *colon, *dot;
+
+ separator = strrchr(in, '/');
+ backslash = strrchr(in, '\\');
+ if (!separator || separator < backslash)
+ separator = backslash;
+ colon = strrchr(in, ':');
+ if (!separator || separator < colon)
+ separator = colon;
+
+ dot = strrchr(in, '.');
+ if (dot == NULL || (separator && (dot < separator)))
+ return "";
+
+ return dot + 1;
+}
+
+
+/*
+============
+FS_FileWithoutPath
+============
+*/
+const char *FS_FileWithoutPath (const char *in)
+{
+ const char *separator, *backslash, *colon;
+
+ separator = strrchr(in, '/');
+ backslash = strrchr(in, '\\');
+ if (!separator || separator < backslash)
+ separator = backslash;
+ colon = strrchr(in, ':');
+ if (!separator || separator < colon)
+ separator = colon;
+ return separator ? separator + 1 : in;
+}
+
+
+/*
+================
+FS_ClearSearchPath
+================
+*/
+void FS_ClearSearchPath (void)
+{
+ // unload all packs and directory information, close all pack files
+ // (if a qfile is still reading a pack it won't be harmed because it used
+ // dup() to get its own handle already)
+ while (fs_searchpaths)
+ {
+ searchpath_t *search = fs_searchpaths;
+ fs_searchpaths = search->next;
+ if (search->pack && search->pack != fs_selfpack)
+ {
+ if(!search->pack->vpack)
+ {
+ // close the file
+ close(search->pack->handle);
+ // free any memory associated with it
+ if (search->pack->files)
+ Mem_Free(search->pack->files);
+ }
+ Mem_Free(search->pack);
+ }
+ Mem_Free(search);
+ }
+}
+
+static void FS_AddSelfPack(void)
+{
+ if(fs_selfpack)
+ {
+ searchpath_t *search;
+ search = (searchpath_t *)Mem_Alloc(fs_mempool, sizeof(searchpath_t));
+ search->next = fs_searchpaths;
+ search->pack = fs_selfpack;
+ fs_searchpaths = search;
+ }
+}
+
+
+/*
+================
+FS_Rescan
+================
+*/
+void FS_Rescan (void)
+{
+ int i;
+ qboolean fs_modified = false;
+ qboolean reset = false;
+ char gamedirbuf[MAX_INPUTLINE];
+
+ if (fs_searchpaths)
+ reset = true;
+ FS_ClearSearchPath();
+
+ // automatically activate gamemode for the gamedirs specified
+ if (reset)
+ COM_ChangeGameTypeForGameDirs();
+
+ // add the game-specific paths
+ // gamedirname1 (typically id1)
+ FS_AddGameHierarchy (gamedirname1);
+ // update the com_modname (used for server info)
+ strlcpy(com_modname, gamedirname1, sizeof(com_modname));
+
+ // add the game-specific path, if any
+ // (only used for mission packs and the like, which should set fs_modified)
+ if (gamedirname2)
+ {
+ fs_modified = true;
+ FS_AddGameHierarchy (gamedirname2);
+ }
+
+ // -game <gamedir>
+ // Adds basedir/gamedir as an override game
+ // LordHavoc: now supports multiple -game directories
+ // set the com_modname (reported in server info)
+ *gamedirbuf = 0;
+ for (i = 0;i < fs_numgamedirs;i++)
+ {
+ fs_modified = true;
+ FS_AddGameHierarchy (fs_gamedirs[i]);
+ // update the com_modname (used server info)
+ strlcpy (com_modname, fs_gamedirs[i], sizeof (com_modname));
+ if(i)
+ strlcat(gamedirbuf, va(" %s", fs_gamedirs[i]), sizeof(gamedirbuf));
+ else
+ strlcpy(gamedirbuf, fs_gamedirs[i], sizeof(gamedirbuf));
+ }
+ Cvar_SetQuick(&cvar_fs_gamedir, gamedirbuf); // so QC or console code can query it
+
+ // add back the selfpack as new first item
+ FS_AddSelfPack();
+
+ // set the default screenshot name to either the mod name or the
+ // gamemode screenshot name
+ if (strcmp(com_modname, gamedirname1))
+ Cvar_SetQuick (&scr_screenshot_name, com_modname);
+ else
+ Cvar_SetQuick (&scr_screenshot_name, gamescreenshotname);
+
+ if((i = COM_CheckParm("-modname")) && i < com_argc - 1)
+ strlcpy(com_modname, com_argv[i+1], sizeof(com_modname));
+
+ // If "-condebug" is in the command line, remove the previous log file
+ if (COM_CheckParm ("-condebug") != 0)
+ unlink (va("%s/qconsole.log", fs_gamedir));
+
+ // look for the pop.lmp file and set registered to true if it is found
+ if (FS_FileExists("gfx/pop.lmp"))
+ Cvar_Set ("registered", "1");
+ switch(gamemode)
+ {
+ case GAME_NORMAL:
+ case GAME_HIPNOTIC:
+ case GAME_ROGUE:
+ if (!registered.integer)
+ {
+ if (fs_modified)
+ Con_Print("Playing shareware version, with modification.\nwarning: most mods require full quake data.\n");
+ else
+ Con_Print("Playing shareware version.\n");
+ }
+ else
+ Con_Print("Playing registered version.\n");
+ break;
+ case GAME_STEELSTORM:
+ if (registered.integer)
+ Con_Print("Playing registered version.\n");
+ else
+ Con_Print("Playing shareware version.\n");
+ break;
+ default:
+ break;
+ }
+
+ // unload all wads so that future queries will return the new data
+ W_UnloadAll();
+}
+
+void FS_Rescan_f(void)
+{
+ FS_Rescan();
+}
+
+/*
+================
+FS_ChangeGameDirs
+================
+*/
+extern void Host_SaveConfig (void);
+extern void Host_LoadConfig_f (void);
+extern qboolean vid_opened;
+extern void VID_Stop(void);
+qboolean FS_ChangeGameDirs(int numgamedirs, char gamedirs[][MAX_QPATH], qboolean complain, qboolean failmissing)
+{
+ int i;
+ const char *p;
+
+ if (fs_numgamedirs == numgamedirs)
+ {
+ for (i = 0;i < numgamedirs;i++)
+ if (strcasecmp(fs_gamedirs[i], gamedirs[i]))
+ break;
+ if (i == numgamedirs)
+ return true; // already using this set of gamedirs, do nothing
+ }
+
+ if (numgamedirs > MAX_GAMEDIRS)
+ {
+ if (complain)
+ Con_Printf("That is too many gamedirs (%i > %i)\n", numgamedirs, MAX_GAMEDIRS);
+ return false; // too many gamedirs
+ }
+
+ for (i = 0;i < numgamedirs;i++)
+ {
+ // if string is nasty, reject it
+ p = FS_CheckGameDir(gamedirs[i]);
+ if(!p)
+ {
+ if (complain)
+ Con_Printf("Nasty gamedir name rejected: %s\n", gamedirs[i]);
+ return false; // nasty gamedirs
+ }
+ if(p == fs_checkgamedir_missing && failmissing)
+ {
+ if (complain)
+ Con_Printf("Gamedir missing: %s%s/\n", fs_basedir, gamedirs[i]);
+ return false; // missing gamedirs
+ }
+ }
+
+ Host_SaveConfig();
+
+ fs_numgamedirs = numgamedirs;
+ for (i = 0;i < fs_numgamedirs;i++)
+ strlcpy(fs_gamedirs[i], gamedirs[i], sizeof(fs_gamedirs[i]));
+
+ // reinitialize filesystem to detect the new paks
+ FS_Rescan();
+
+ if (cls.demoplayback)
+ {
+ CL_Disconnect_f();
+ cls.demonum = 0;
+ }
+
+ // unload all sounds so they will be reloaded from the new files as needed
+ S_UnloadAllSounds_f();
+
+ // close down the video subsystem, it will start up again when the config finishes...
+ VID_Stop();
+ vid_opened = false;
+
+ // restart the video subsystem after the config is executed
+ Cbuf_InsertText("\nloadconfig\nvid_restart\n\n");
+
+ return true;
+}
+
+/*
+================
+FS_GameDir_f
+================
+*/
+void FS_GameDir_f (void)
+{
+ int i;
+ int numgamedirs;
+ char gamedirs[MAX_GAMEDIRS][MAX_QPATH];
+
+ if (Cmd_Argc() < 2)
+ {
+ Con_Printf("gamedirs active:");
+ for (i = 0;i < fs_numgamedirs;i++)
+ Con_Printf(" %s", fs_gamedirs[i]);
+ Con_Printf("\n");
+ return;
+ }
+
+ numgamedirs = Cmd_Argc() - 1;
+ if (numgamedirs > MAX_GAMEDIRS)
+ {
+ Con_Printf("Too many gamedirs (%i > %i)\n", numgamedirs, MAX_GAMEDIRS);
+ return;
+ }
+
+ for (i = 0;i < numgamedirs;i++)
+ strlcpy(gamedirs[i], Cmd_Argv(i+1), sizeof(gamedirs[i]));
+
+ if ((cls.state == ca_connected && !cls.demoplayback) || sv.active)
+ {
+ // actually, changing during game would work fine, but would be stupid
+ Con_Printf("Can not change gamedir while client is connected or server is running!\n");
+ return;
+ }
+
+ // halt demo playback to close the file
+ CL_Disconnect();
+
+ FS_ChangeGameDirs(numgamedirs, gamedirs, true, true);
+}
+
+static const char *FS_SysCheckGameDir(const char *gamedir)
+{
+ static char buf[8192];
+ qboolean success;
+ qfile_t *f;
+ stringlist_t list;
+ fs_offset_t n;
+
+ stringlistinit(&list);
+ listdirectory(&list, gamedir, "");
+ success = list.numstrings > 0;
+ stringlistfreecontents(&list);
+
+ if(success)
+ {
+ f = FS_SysOpen(va("%smodinfo.txt", gamedir), "r", false);
+ if(f)
+ {
+ n = FS_Read (f, buf, sizeof(buf) - 1);
+ if(n >= 0)
+ buf[n] = 0;
+ else
+ *buf = 0;
+ FS_Close(f);
+ }
+ else
+ *buf = 0;
+ return buf;
+ }
+
+ return NULL;
+}
+
+/*
+================
+FS_CheckGameDir
+================
+*/
+const char *FS_CheckGameDir(const char *gamedir)
+{
+ const char *ret;
+
+ if (FS_CheckNastyPath(gamedir, true))
+ return NULL;
+
+ ret = FS_SysCheckGameDir(va("%s%s/", fs_userdir, gamedir));
+ if(ret)
+ {
+ if(!*ret)
+ {
+ // get description from basedir
+ ret = FS_SysCheckGameDir(va("%s%s/", fs_basedir, gamedir));
+ if(ret)
+ return ret;
+ return "";
+ }
+ return ret;
+ }
+
+ ret = FS_SysCheckGameDir(va("%s%s/", fs_basedir, gamedir));
+ if(ret)
+ return ret;
+
+ return fs_checkgamedir_missing;
+}
+
+static void FS_ListGameDirs(void)
+{
+ stringlist_t list, list2;
+ int i, j;
+ const char *info;
+
+ fs_all_gamedirs_count = 0;
+ if(fs_all_gamedirs)
+ Mem_Free(fs_all_gamedirs);
+
+ stringlistinit(&list);
+ listdirectory(&list, va("%s/", fs_basedir), "");
+ listdirectory(&list, va("%s/", fs_userdir), "");
+ stringlistsort(&list);
+
+ stringlistinit(&list2);
+ for(i = 0; i < list.numstrings; ++i)
+ {
+ if(i)
+ if(!strcmp(list.strings[i-1], list.strings[i]))
+ continue;
+ info = FS_CheckGameDir(list.strings[i]);
+ if(!info)
+ continue;
+ if(info == fs_checkgamedir_missing)
+ continue;
+ if(!*info)
+ continue;
+ stringlistappend(&list2, list.strings[i]);
+ }
+ stringlistfreecontents(&list);
+
+ fs_all_gamedirs = (gamedir_t *)Mem_Alloc(fs_mempool, list2.numstrings * sizeof(*fs_all_gamedirs));
+ for(i = 0; i < list2.numstrings; ++i)
+ {
+ info = FS_CheckGameDir(list2.strings[i]);
+ // all this cannot happen any more, but better be safe than sorry
+ if(!info)
+ continue;
+ if(info == fs_checkgamedir_missing)
+ continue;
+ if(!*info)
+ continue;
+ strlcpy(fs_all_gamedirs[fs_all_gamedirs_count].name, list2.strings[i], sizeof(fs_all_gamedirs[j].name));
+ strlcpy(fs_all_gamedirs[fs_all_gamedirs_count].description, info, sizeof(fs_all_gamedirs[j].description));
+ ++fs_all_gamedirs_count;
+ }
+}
+
+/*
+================
+FS_Init_SelfPack
+================
+*/
+void FS_Init_SelfPack (void)
+{
+ PK3_OpenLibrary ();
+ fs_mempool = Mem_AllocPool("file management", 0, NULL);
+ if(com_selffd >= 0)
+ {
+ fs_selfpack = FS_LoadPackPK3FromFD(com_argv[0], com_selffd, true);
+ if(fs_selfpack)
+ {
+ char *buf, *q;
+ const char *p;
+ FS_AddSelfPack();
+ buf = (char *) FS_LoadFile("darkplaces.opt", tempmempool, true, NULL);
+ if(buf)
+ {
+ const char **new_argv;
+ int i = 0;
+ int args_left = 256;
+ new_argv = (const char **)Mem_Alloc(fs_mempool, sizeof(*com_argv) * (com_argc + args_left + 2));
+ if(com_argc == 0)
+ {
+ new_argv[0] = "dummy";
+ com_argc = 1;
+ }
+ else
+ {
+ memcpy((char *)(&new_argv[0]), &com_argv[0], sizeof(*com_argv) * com_argc);
+ }
+ p = buf;
+ while(COM_ParseToken_Console(&p))
+ {
+ if(i >= args_left)
+ break;
+ q = (char *)Mem_Alloc(fs_mempool, strlen(com_token) + 1);
+ strlcpy(q, com_token, strlen(com_token) + 1);
+ new_argv[com_argc + i] = q;
+ ++i;
+ }
+ new_argv[i+com_argc] = NULL;
+ com_argv = new_argv;
+ com_argc = com_argc + i;
+ }
+ Mem_Free(buf);
+ }
+ }
+}
+
+/*
+================
+FS_Init
+================