Boston, MA 02111-1307, USA
*/
-#include "quakedef.h"
-
#include <limits.h>
#include <fcntl.h>
# include <unistd.h>
#endif
+#include "quakedef.h"
+
#include "fs.h"
#include "wad.h"
if(fs_selfpack)
{
searchpath_t *search;
- search = Mem_Alloc(fs_mempool, sizeof(searchpath_t));
+ search = (searchpath_t *)Mem_Alloc(fs_mempool, sizeof(searchpath_t));
search->next = fs_searchpaths;
search->pack = fs_selfpack;
fs_searchpaths = search;
unlink (va("%s/qconsole.log", fs_gamedir));
// look for the pop.lmp file and set registered to true if it is found
- if ((gamemode == GAME_NORMAL || gamemode == GAME_HIPNOTIC || gamemode == GAME_ROGUE) && !FS_FileExists("gfx/pop.lmp"))
+ if (FS_FileExists("gfx/pop.lmp"))
+ Cvar_Set ("registered", "1");
+ switch(gamemode)
{
- if (fs_modified)
- Con_Print("Playing shareware version, with modification.\nwarning: most mods require full quake data.\n");
+ 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 shareware version.\n");
- }
- else
- {
- Cvar_Set ("registered", "1");
- if (gamemode == GAME_NORMAL || gamemode == GAME_HIPNOTIC || gamemode == GAME_ROGUE)
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
FS_ChangeGameDirs(numgamedirs, gamedirs, true, true);
}
-static qfile_t* FS_SysOpen (const char* filepath, const char* mode, qboolean nonblocking);
static const char *FS_SysCheckGameDir(const char *gamedir)
{
static char buf[8192];
Internal function used to create a qfile_t and open the relevant non-packed file on disk
====================
*/
-static qfile_t* FS_SysOpen (const char* filepath, const char* mode, qboolean nonblocking)
+qfile_t* FS_SysOpen (const char* filepath, const char* mode, qboolean nonblocking)
{
qfile_t* file;
The filename will be prefixed by the current game directory
============
*/
-qboolean FS_WriteFile (const char *filename, void *data, fs_offset_t len)
+qboolean FS_WriteFileInBlocks (const char *filename, const void *const *data, const fs_offset_t *len, size_t count)
{
qfile_t *file;
+ size_t i;
+ fs_offset_t lentotal;
file = FS_OpenRealFile(filename, "wb", false);
if (!file)
return false;
}
- Con_DPrintf("FS_WriteFile: %s (%u bytes)\n", filename, (unsigned int)len);
- FS_Write (file, data, len);
+ lentotal = 0;
+ for(i = 0; i < count; ++i)
+ lentotal += len[i];
+ Con_DPrintf("FS_WriteFile: %s (%u bytes)\n", filename, (unsigned int)lentotal);
+ for(i = 0; i < count; ++i)
+ FS_Write (file, data[i], len[i]);
FS_Close (file);
return true;
}
+qboolean FS_WriteFile (const char *filename, const void *data, fs_offset_t len)
+{
+ return FS_WriteFileInBlocks(filename, &data, &len, 1);
+}
+
/*
=============================================================================