/* ------------------------------------------------------------------------------- Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant 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. GtkRadiant 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. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /* Nurail: Swiped from Q3Map2 */ #include "globaldefs.h" #if !GDEF_OS_WINDOWS #include #include #include #endif // !GDEF_OS_WINDOWS /* dependencies */ #include "cmdlib.h" #include "inout.h" /* path support */ #define MAX_BASE_PATHS 10 #define MAX_GAME_PATHS 10 char *homePath; char installPath[ MAX_OS_PATH ]; int numBasePaths; char *basePaths[ MAX_BASE_PATHS ]; int numGamePaths; char *gamePaths[ MAX_GAME_PATHS ]; /* some of this code is based off the original q3map port from loki and finds various paths. moved here from bsp.c for clarity. */ /* PathLokiGetHomeDir() gets the user's home dir (for ~/.q3a) */ char *LokiGetHomeDir( void ){ #if GDEF_OS_WINDOWS return NULL; #else // !GDEF_OS_WINDOWS char *home; uid_t id; struct passwd *pwd; /* get the home environment variable */ home = getenv( "HOME" ); if ( home == NULL ) { /* do some more digging */ id = getuid(); setpwent(); while ( ( pwd = getpwent() ) != NULL ) { if ( pwd->pw_uid == id ) { home = pwd->pw_dir; break; } } endpwent(); } /* return it */ return home; #endif // !GDEF_OS_WINDOWS } /* PathLokiInitPaths() initializes some paths on linux/os x */ void LokiInitPaths( char *argv0 ){ #if GDEF_OS_WINDOWS /* this is kinda crap, but hey */ strcpy( installPath, "../" ); #else // !GDEF_OS_WINDOWS char temp[ MAX_OS_PATH ]; char *home; char *path; char *last; qboolean found; /* get home dir */ home = LokiGetHomeDir(); if ( home == NULL ) { home = "."; } /* do some path divining */ strcpy( temp, argv0 ); if ( strrchr( temp, '/' ) ) { argv0 = strrchr( argv0, '/' ) + 1; } else { /* get path environment variable */ path = getenv( "PATH" ); /* minor setup */ last[ 0 ] = path[ 0 ]; last[ 1 ] = '\0'; found = false; /* go through each : segment of path */ while ( last[ 0 ] != '\0' && found == false ) { /* null out temp */ temp[ 0 ] = '\0'; /* find next chunk */ last = strchr( path, ':' ); if ( last == NULL ) { last = path + strlen( path ); } /* found home dir candidate */ if ( *path == '~' ) { strcpy( temp, home ); path++; } /* concatenate */ if ( last > ( path + 1 ) ) { strncat( temp, path, ( last - path ) ); strcat( temp, "/" ); } strcat( temp, "./" ); strcat( temp, argv0 ); /* verify the path */ if ( access( temp, X_OK ) == 0 ) { found++; } path = last + 1; } } /* flake */ if ( realpath( temp, installPath ) ) { /* q3map is in "tools/" */ *( strrchr( installPath, '/' ) ) = '\0'; *( strrchr( installPath, '/' ) + 1 ) = '\0'; } /* set home path */ homePath = home; #endif // !GDEF_OS_WINDOWS } /* CleanPath() - ydnar cleans a dos path \ -> / */ void CleanPath( char *path ){ while ( *path ) { if ( *path == '\\' ) { *path = '/'; } path++; } } /* AddBasePath() - ydnar adds a base path to the list */ void AddBasePath( char *path ){ /* dummy check */ if ( path == NULL || path[ 0 ] == '\0' || numBasePaths >= MAX_BASE_PATHS ) { return; } /* add it to the list */ basePaths[ numBasePaths ] = safe_malloc( strlen( path ) + 1 ); strcpy( basePaths[ numBasePaths ], path ); CleanPath( basePaths[ numBasePaths ] ); numBasePaths++; } /* AddHomeBasePath() - ydnar adds a base path to the beginning of the list, prefixed by ~/ */ void AddHomeBasePath( char *path ){ #if !GDEF_OS_WINDOWS int i; char temp[ MAX_OS_PATH ]; /* dummy check */ if ( path == NULL || path[ 0 ] == '\0' ) { return; } /* make a hole */ for ( i = 0; i < ( MAX_BASE_PATHS - 1 ); i++ ) basePaths[ i + 1 ] = basePaths[ i ]; /* concatenate home dir and path */ sprintf( temp, "%s/%s", homePath, path ); /* add it to the list */ basePaths[ 0 ] = safe_malloc( strlen( temp ) + 1 ); strcpy( basePaths[ 0 ], temp ); CleanPath( basePaths[ 0 ] ); numBasePaths++; #endif // !GDEF_OS_WINDOWS } /* AddGamePath() - ydnar adds a game path to the list */ void AddGamePath( char *path ){ /* dummy check */ if ( path == NULL || path[ 0 ] == '\0' || numGamePaths >= MAX_GAME_PATHS ) { return; } /* add it to the list */ gamePaths[ numGamePaths ] = safe_malloc( strlen( path ) + 1 ); strcpy( gamePaths[ numGamePaths ], path ); CleanPath( gamePaths[ numGamePaths ] ); numGamePaths++; } /* InitPaths() - ydnar cleaned up some of the path initialization code from bsp.c will remove any arguments it uses */ void InitPaths( int *argc, char **argv ){ int i, j, k, len, len2; char temp[ MAX_OS_PATH ]; char gamePath[MAX_OS_PATH], homeBasePath[MAX_OS_PATH], game_magic[10]; strcpy( gamePath, "baseq2" ); strcpy( game_magic, "quake" ); strcpy( homeBasePath, ".quake2" ); /* note it */ Sys_FPrintf( SYS_VRB, "--- InitPaths ---\n" ); /* get the install path for backup */ LokiInitPaths( argv[ 0 ] ); /* set game to default (q3a) */ numBasePaths = 0; numGamePaths = 0; /* parse through the arguments and extract those relevant to paths */ for ( i = 0; i < *argc; i++ ) { /* check for null */ if ( argv[ i ] == NULL ) { continue; } /* -fs_basepath */ if ( strcmp( argv[ i ], "-fs_basepath" ) == 0 ) { if ( ++i >= *argc ) { Error( "Out of arguments: No path specified after %s.", argv[ i - 1 ] ); } argv[ i - 1 ] = NULL; AddBasePath( argv[ i ] ); argv[ i ] = NULL; } } /* remove processed arguments */ for ( i = 0, j = 0, k = 0; i < *argc && j < *argc; i++, j++ ) { for ( j; j < *argc && argv[ j ] == NULL; j++ ) ; argv[ i ] = argv[ j ]; if ( argv[ i ] != NULL ) { k++; } } *argc = k; /* add standard game path */ AddGamePath( gamePath ); /* if there is no base path set, figure it out */ if ( numBasePaths == 0 ) { /* this is another crappy replacement for SetQdirFromPath() */ len2 = strlen( game_magic ); for ( i = 0; i < *argc && numBasePaths == 0; i++ ) { /* extract the arg */ strcpy( temp, argv[ i ] ); CleanPath( temp ); len = strlen( temp ); Sys_FPrintf( SYS_VRB, "Searching for \"%s\" in \"%s\" (%d)...\n", game_magic, temp, i ); /* this is slow, but only done once */ for ( j = 0; j < ( len - len2 ); j++ ) { /* check for the game's magic word */ if ( Q_strncasecmp( &temp[ j ], game_magic, len2 ) == 0 ) { /* now find the next slash and nuke everything after it */ while ( temp[ ++j ] != '/' && temp[ j ] != '\0' ) ; temp[ j ] = '\0'; /* add this as a base path */ AddBasePath( temp ); break; } } } /* add install path */ if ( numBasePaths == 0 ) { AddBasePath( installPath ); } /* check again */ if ( numBasePaths == 0 ) { Error( "Failed to find a valid base path." ); } } /* this only affects unix */ AddHomeBasePath( homeBasePath ); /* initialize vfs paths */ if ( numBasePaths > MAX_BASE_PATHS ) { numBasePaths = MAX_BASE_PATHS; } if ( numGamePaths > MAX_GAME_PATHS ) { numGamePaths = MAX_GAME_PATHS; } /* walk the list of game paths */ //for( j = 0; j < numGamePaths; j++ ) //{ /* walk the list of base paths */ // for( i = 0; i < numBasePaths; i++ ) // { /* create a full path and initialize it */ // sprintf( temp, "%s/%s/", basePaths[ i ], gamePaths[ j ] ); // vfsInitDirectory( temp ); // } //} /* done */ Sys_Printf( "\n" ); }