#endif
#include "fs.h"
+#include "wad.h"
// Win32 requires us to add O_BINARY, but the other OSes don't have it
#ifndef O_BINARY
char fs_basedir[MAX_OSPATH];
// list of active game directories (empty if not running a mod)
-#define MAX_GAMEDIRS 16
int fs_numgamedirs = 0;
char fs_gamedirs[MAX_GAMEDIRS][MAX_QPATH];
cvar_t scr_screenshot_name = {0, "scr_screenshot_name","dp", "prefix name for saved screenshots (changes based on -game commandline, as well as which game mode is running)"};
+cvar_t fs_empty_files_in_pack_mark_deletions = {0, "fs_empty_files_in_pack_mark_deletions", "0", "if enabled, empty files in a pak/pk3 count as not existing but cancel the search in further packs, effectively allowing patch pak/pk3 files to 'delete' files"};
/*
*/
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)
{
+ // 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);
if (gamemode == GAME_NORMAL || gamemode == GAME_HIPNOTIC || gamemode == GAME_ROGUE)
Con_Print("Playing registered version.\n");
}
+
+ // unload all wads so that future queries will return the new data
+ W_UnloadAll();
}
void FS_Rescan_f(void)
}
}
+ // halt demo playback to close the file
+ CL_Disconnect();
+
Host_SaveConfig_f();
fs_numgamedirs = numgamedirs;
// exec the new config
Host_LoadConfig_f();
- // reinitialize the loaded sounds
- S_Reload_f();
+ // unload all sounds so they will be reloaded from the new files as needed
+ S_UnloadAllSounds_f();
// reinitialize renderer (this reloads hud/console background/etc)
R_Modules_Restart();
for (i = 0;i < numgamedirs;i++)
strlcpy(gamedirs[i], Cmd_Argv(i+1), sizeof(gamedirs[i]));
- // allow gamedir change during demo loop
- if (cls.demoplayback)
- CL_Disconnect();
-
- if (cls.state == ca_connected || sv.active)
+ 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");
void FS_Init_Commands(void)
{
Cvar_RegisterVariable (&scr_screenshot_name);
+ Cvar_RegisterVariable (&fs_empty_files_in_pack_mark_deletions);
Cmd_AddCommand ("gamedir", FS_GameDir_f, "changes active gamedir list (can take multiple arguments), not including base directory (example usage: gamedir ctf)");
Cmd_AddCommand ("fs_rescan", FS_Rescan_f, "rescans filesystem for new pack archives and any other changes");
*/
void FS_Shutdown (void)
{
+ // close all pack files and such
+ // (hopefully there aren't any other open files, but they'll be cleaned up
+ // by the OS anyway)
+ FS_ClearSearchPath();
Mem_FreePool (&fs_mempool);
}
// Found it
if (!diff)
{
+ if (fs_empty_files_in_pack_mark_deletions.integer && pak->files[middle].realsize == 0)
+ {
+ // yes, but the first one is empty so we treat it as not being there
+ if (!quiet && developer.integer >= 10)
+ Con_Printf("FS_FindFile: %s is marked as deleted\n", name);
+
+ if (index != NULL)
+ *index = -1;
+ return NULL;
+ }
+
if (!quiet && developer.integer >= 10)
Con_Printf("FS_FindFile: %s in %s\n",
pak->files[middle].name, pak->filename);