/** \page fs File System
-All of Quake's data access is through a hierchal file system, but the contents
+All of Quake's data access is through a hierarchical file system, the contents
of the file system can be transparently merged from several sources.
The "base directory" is the path to the directory holding the quake.exe and
The "game directory" is the first tree on the search path and directory that
all generated files (savegames, screenshots, demos, config files) will be
saved to. This can be overridden with the "-game" command line parameter.
-The game directory can never be changed while quake is executing. This is a
-precaution against having a malicious server instruct clients to write files
-over areas they shouldn't.
+If multiple "-game <gamedir>" args are passed the last one is the "primary"
+and files will be saved there, the rest are read-only.
*/
then loads and adds pak1.pak pak2.pak ...
================
*/
-static void FS_AddGameDirectory (const char *dir, qbool set_fs_gamedir)
+static void FS_AddGameDirectory (const char *dir)
{
int i;
stringlist_t list;
searchpath_t *search;
- if (set_fs_gamedir)
- dp_strlcpy (fs_gamedir, dir, sizeof (fs_gamedir));
+ dp_strlcpy (fs_gamedir, dir, sizeof (fs_gamedir));
stringlistinit(&list);
listdirectory(&list, "", dir);
FS_AddGameHierarchy
================
*/
-static void FS_AddGameHierarchy (const char *dir, qbool set_fs_gamedir)
+static void FS_AddGameHierarchy (const char *dir)
{
char vabuf[1024];
// Add the common game directory
- FS_AddGameDirectory (va(vabuf, sizeof(vabuf), "%s%s/", fs_basedir, dir), set_fs_gamedir);
+ FS_AddGameDirectory (va(vabuf, sizeof(vabuf), "%s%s/", fs_basedir, dir));
if (*fs_userdir)
- FS_AddGameDirectory(va(vabuf, sizeof(vabuf), "%s%s/", fs_userdir, dir), set_fs_gamedir);
+ FS_AddGameDirectory(va(vabuf, sizeof(vabuf), "%s%s/", fs_userdir, dir));
}
// add the game-specific paths
// gamedirname1 (typically id1)
- FS_AddGameHierarchy (gamedirname1, true);
+ FS_AddGameHierarchy (gamedirname1);
// update the com_modname (used for server info)
if (gamedirname2 && gamedirname2[0])
dp_strlcpy(com_modname, gamedirname2, sizeof(com_modname));
else
dp_strlcpy(com_modname, gamedirname1, sizeof(com_modname));
- // add the secondary game-specific path, if any
+ // add the game-specific path, if any
// (only used for mission packs and the like, which should set fs_modified)
if (gamedirname2 && gamedirname2[0])
{
fs_modified = true;
- FS_AddGameHierarchy (gamedirname2, true);
+ FS_AddGameHierarchy (gamedirname2);
}
// -game <gamedir>
// Adds basedir/gamedir as an override game
// LadyHavoc: now supports multiple -game directories
// set the com_modname (reported in server info)
- // bones_was_here: does NOT set fs_gamedir in FS_AddGameHierarchy()
- // so that we still save files in the right place.
*gamedirbuf = 0;
for (i = 0;i < fs_numgamedirs;i++)
{
fs_modified = true;
- FS_AddGameHierarchy (fs_gamedirs[i], false);
+ FS_AddGameHierarchy (fs_gamedirs[i]);
// update the com_modname (used server info)
dp_strlcpy (com_modname, fs_gamedirs[i], sizeof (com_modname));
if(i)
Cvar_RegisterVariable (&fs_unload_dlcache);
Cvar_RegisterVariable (&cvar_fs_gamedir);
- Cmd_AddCommand(CF_SHARED, "gamedir", FS_GameDir_f, "changes active gamedir list (can take multiple arguments), not including base directory (example usage: gamedir ctf)");
+ Cmd_AddCommand(CF_SHARED, "gamedir", FS_GameDir_f, "changes active gamedir list, can take multiple arguments which shouldn't include the base directory, the last gamedir is the \"primary\" and files will be saved there (example usage: gamedir ctf id1)");
Cmd_AddCommand(CF_SHARED, "fs_rescan", FS_Rescan_f, "rescans filesystem for new pack archives and any other changes");
Cmd_AddCommand(CF_SHARED, "path", FS_Path_f, "print searchpath (game directories and archives)");
Cmd_AddCommand(CF_SHARED, "dir", FS_Dir_f, "list files in searchpath matching an * filename pattern, one per line");
}
}
}
+#else
+ // use the working directory
+ getcwd(fs_basedir, sizeof(fs_basedir));
#endif
}