Boston, MA 02111-1307, USA
*/
-#include "quakedef.h"
+#ifdef __APPLE__
+// include SDL for IPHONEOS code
+# include <TargetConditionals.h>
+# if TARGET_OS_IPHONE
+# include <SDL.h>
+# endif
+#endif
#include <limits.h>
#include <fcntl.h>
# include <unistd.h>
#endif
+#include "quakedef.h"
+
#include "fs.h"
#include "wad.h"
// largefile support for Win32
#ifdef WIN32
+#undef lseek
# define lseek _lseeki64
#endif
{"SHGetFolderPathA", (void **) &qSHGetFolderPath},
{NULL, NULL}
};
+static const char* shfolderdllnames [] =
+{
+ "shfolder.dll", // IE 4, or Win NT and higher
+ NULL
+};
static dllhandle_t shfolder_dll = NULL;
+
+const GUID qFOLDERID_SavedGames = {0x4C5C32FF, 0xBB9D, 0x43b0, {0xB5, 0xB4, 0x2D, 0x72, 0xE5, 0x4E, 0xAA, 0xA4}};
+#define qREFKNOWNFOLDERID const GUID *
+#define qKF_FLAG_CREATE 0x8000
+#define qKF_FLAG_NO_ALIAS 0x1000
+static HRESULT (WINAPI *qSHGetKnownFolderPath) (qREFKNOWNFOLDERID rfid, DWORD dwFlags, HANDLE hToken, PWSTR *ppszPath);
+static dllfunction_t shell32funcs[] =
+{
+ {"SHGetKnownFolderPath", (void **) &qSHGetKnownFolderPath},
+ {NULL, NULL}
+};
+static const char* shell32dllnames [] =
+{
+ "shell32.dll", // Vista and higher
+ NULL
+};
+static dllhandle_t shell32_dll = NULL;
+
+static HRESULT (WINAPI *qCoInitializeEx)(LPVOID pvReserved, DWORD dwCoInit);
+static void (WINAPI *qCoUninitialize)(void);
+static void (WINAPI *qCoTaskMemFree)(LPVOID pv);
+static dllfunction_t ole32funcs[] =
+{
+ {"CoInitializeEx", (void **) &qCoInitializeEx},
+ {"CoUninitialize", (void **) &qCoUninitialize},
+ {"CoTaskMemFree", (void **) &qCoTaskMemFree},
+ {NULL, NULL}
+};
+static const char* ole32dllnames [] =
+{
+ "ole32.dll", // 2000 and higher
+ NULL
+};
+static dllhandle_t ole32_dll = NULL;
#endif
/*
flags = PACKFILE_FLAG_DEFLATED;
else
flags = 0;
- offset = BuffLittleLong (&ptr[42]) + eocd->prepended_garbage;
- packsize = BuffLittleLong (&ptr[20]);
- realsize = BuffLittleLong (&ptr[24]);
+ offset = (unsigned int)(BuffLittleLong (&ptr[42]) + eocd->prepended_garbage);
+ packsize = (unsigned int)BuffLittleLong (&ptr[20]);
+ realsize = (unsigned int)BuffLittleLong (&ptr[24]);
switch(ptr[5]) // C_VERSION_MADE_BY_1
{
Create a package entry associated with a PK3 file
====================
*/
-pack_t *FS_LoadPackPK3FromFD (const char *packfile, int packhandle)
+pack_t *FS_LoadPackPK3FromFD (const char *packfile, int packhandle, qboolean silent)
{
pk3_endOfCentralDir_t eocd;
pack_t *pack;
if (! PK3_GetEndOfCentralDir (packfile, packhandle, &eocd))
{
- Con_Printf ("%s is not a PK3 file\n", packfile);
+ if(!silent)
+ Con_Printf ("%s is not a PK3 file\n", packfile);
close(packhandle);
return NULL;
}
#endif
if (packhandle < 0)
return NULL;
- return FS_LoadPackPK3FromFD(packfile, packhandle);
+ return FS_LoadPackPK3FromFD(packfile, packhandle, false);
}
// parse the directory
for (i = 0;i < numpackfiles;i++)
{
- fs_offset_t offset = LittleLong (info[i].filepos);
- fs_offset_t size = LittleLong (info[i].filelen);
+ fs_offset_t offset = (unsigned int)LittleLong (info[i].filepos);
+ fs_offset_t size = (unsigned int)LittleLong (info[i].filelen);
FS_AddFileToPack (info[i].name, pack, offset, size, size, PACKFILE_FLAG_TRUEOFFS);
}
stringlistinit(&list);
listdirectory(&list, "", dir);
- stringlistsort(&list);
+ stringlistsort(&list, false);
// add any PAK package in the directory
for (i = 0;i < list.numstrings;i++)
{
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));
+ if (gamedirname2 && gamedirname2[0])
+ strlcpy(com_modname, gamedirname2, sizeof(com_modname));
+ else
+ 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)
+ if (gamedirname2 && gamedirname2[0])
{
fs_modified = true;
FS_AddGameHierarchy (gamedirname2);
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
*/
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;
// reinitialize filesystem to detect the new paks
FS_Rescan();
- // exec the new config
- Host_LoadConfig_f();
+ 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();
- // reinitialize renderer (this reloads hud/console background/etc)
- R_Modules_Restart();
+ // 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_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];
stringlistinit(&list);
listdirectory(&list, va("%s/", fs_basedir), "");
listdirectory(&list, va("%s/", fs_userdir), "");
- stringlistsort(&list);
+ stringlistsort(&list, false);
stringlistinit(&list2);
for(i = 0; i < list.numstrings; ++i)
}
}
+/*
+#ifdef WIN32
+#pragma comment(lib, "shell32.lib")
+#include <ShlObj.h>
+#endif
+*/
+
/*
================
FS_Init_SelfPack
fs_mempool = Mem_AllocPool("file management", 0, NULL);
if(com_selffd >= 0)
{
- fs_selfpack = FS_LoadPackPK3FromFD(com_argv[0], com_selffd);
+ fs_selfpack = FS_LoadPackPK3FromFD(com_argv[0], com_selffd, true);
if(fs_selfpack)
{
char *buf, *q;
}
}
-/*
-================
-FS_Init
-================
-*/
-void FS_Init (void)
+int FS_ChooseUserDir(userdirmode_t userdirmode, char *userdir, size_t userdirsize)
{
- const char *p;
- int i;
-#ifdef WIN32
- TCHAR mydocsdir[MAX_PATH + 1];
+#if defined(__IPHONEOS__)
+ if (userdirmode == USERDIRMODE_HOME)
+ {
+ // fs_basedir is "" by default, to utilize this you can simply add your gamedir to the Resources in xcode
+ // fs_userdir stores configurations to the Documents folder of the app
+ strlcpy(userdir, maxlength, "../Documents/");
+ return 1;
+ }
+ return -1;
+
+#elif defined(WIN32)
+ char *homedir;
#if _MSC_VER >= 1400
size_t homedirlen;
#endif
-#endif
- char *homedir;
-
-#ifdef WIN32
- const char* dllnames [] =
- {
- "shfolder.dll", // IE 4, or Win NT and higher
- NULL
- };
- Sys_LoadLibrary(dllnames, &shfolder_dll, shfolderfuncs);
- // don't care for the result; if it fails, %USERPROFILE% will be used instead
-#endif
-
- // Add the personal game directory
- if((i = COM_CheckParm("-userdir")) && i < com_argc - 1)
- {
- dpsnprintf(fs_userdir, sizeof(fs_userdir), "%s/", com_argv[i+1]);
- }
- else if(COM_CheckParm("-nohome"))
- {
- *fs_userdir = 0;
- }
- else
+ TCHAR mydocsdir[MAX_PATH + 1];
+ wchar_t *savedgamesdirw;
+ char savedgamesdir[MAX_OSPATH];
+ int fd;
+
+ userdir[0] = 0;
+ switch(userdirmode)
{
-#ifdef WIN32
- if(qSHGetFolderPath && (qSHGetFolderPath(NULL, CSIDL_PERSONAL, NULL, 0, mydocsdir) == S_OK))
+ default:
+ return -1;
+ case USERDIRMODE_NOHOME:
+ strlcpy(userdir, fs_basedir, userdirsize);
+ break;
+ case USERDIRMODE_MYGAMES:
+ if (!shfolder_dll)
+ Sys_LoadLibrary(shfolderdllnames, &shfolder_dll, shfolderfuncs);
+ mydocsdir[0] = 0;
+ if (qSHGetFolderPath && qSHGetFolderPath(NULL, CSIDL_PERSONAL, NULL, 0, mydocsdir) == S_OK)
{
- dpsnprintf(fs_userdir, sizeof(fs_userdir), "%s/My Games/%s/", mydocsdir, gameuserdirname);
- Con_DPrintf("Obtained personal directory %s from SHGetFolderPath\n", fs_userdir);
+ dpsnprintf(userdir, userdirsize, "%s/My Games/%s/", mydocsdir, gameuserdirname);
+ break;
}
- else
- {
- // use the environment
#if _MSC_VER >= 1400
- _dupenv_s (&homedir, &homedirlen, "USERPROFILE");
+ _dupenv_s(&homedir, &homedirlen, "USERPROFILE");
+ if(homedir)
+ {
+ dpsnprintf(userdir, userdirsize, "%s/.%s/", homedir, gameuserdirname);
+ free(homedir);
+ break;
+ }
#else
- homedir = getenv("USERPROFILE");
+ homedir = getenv("USERPROFILE");
+ if(homedir)
+ {
+ dpsnprintf(userdir, userdirsize, "%s/.%s/", homedir, gameuserdirname);
+ break;
+ }
#endif
-
- if(homedir)
+ return -1;
+ case USERDIRMODE_SAVEDGAMES:
+ if (!shell32_dll)
+ Sys_LoadLibrary(shell32dllnames, &shell32_dll, shell32funcs);
+ if (!ole32_dll)
+ Sys_LoadLibrary(ole32dllnames, &ole32_dll, ole32funcs);
+ if (qSHGetKnownFolderPath && qCoInitializeEx && qCoTaskMemFree && qCoUninitialize)
+ {
+ savedgamesdir[0] = 0;
+ qCoInitializeEx(NULL, COINIT_APARTMENTTHREADED);
+/*
+#ifdef __cplusplus
+ if (SHGetKnownFolderPath(FOLDERID_SavedGames, KF_FLAG_CREATE | KF_FLAG_NO_ALIAS, NULL, &savedgamesdirw) == S_OK)
+#else
+ if (SHGetKnownFolderPath(&FOLDERID_SavedGames, KF_FLAG_CREATE | KF_FLAG_NO_ALIAS, NULL, &savedgamesdirw) == S_OK)
+#endif
+*/
+ if (qSHGetKnownFolderPath(&qFOLDERID_SavedGames, qKF_FLAG_CREATE | qKF_FLAG_NO_ALIAS, NULL, &savedgamesdirw) == S_OK)
{
- dpsnprintf(fs_userdir, sizeof(fs_userdir), "%s/My Documents/My Games/%s/", homedir, gameuserdirname);
+ memset(savedgamesdir, 0, sizeof(savedgamesdir));
#if _MSC_VER >= 1400
- free(homedir);
+ wcstombs_s(NULL, savedgamesdir, sizeof(savedgamesdir), savedgamesdirw, sizeof(savedgamesdir)-1);
+#else
+ wcstombs(savedgamesdir, savedgamesdirw, sizeof(savedgamesdir)-1);
#endif
- Con_DPrintf("Obtained personal directory %s from environment\n", fs_userdir);
+ qCoTaskMemFree(savedgamesdirw);
+ }
+ qCoUninitialize();
+ if (savedgamesdir[0])
+ {
+ dpsnprintf(userdir, userdirsize, "%s/%s/", savedgamesdir, gameuserdirname);
+ break;
}
}
-
- if(!*fs_userdir)
- Con_DPrintf("Could not obtain home directory; not supporting -mygames\n");
+ return -1;
+ }
#else
- homedir = getenv ("HOME");
+ int fd;
+ char *homedir;
+ userdir[0] = 0;
+ switch(userdirmode)
+ {
+ default:
+ return -1;
+ case USERDIRMODE_NOHOME:
+ strlcpy(userdir, fs_basedir, userdirsize);
+ break;
+ case USERDIRMODE_HOME:
+ homedir = getenv("HOME");
if(homedir)
- dpsnprintf(fs_userdir, sizeof(fs_userdir), "%s/.%s/", homedir, gameuserdirname);
-
- if(!*fs_userdir)
- Con_DPrintf("Could not obtain home directory; assuming -nohome\n");
-#endif
-
-#ifdef WIN32
- if(!COM_CheckParm("-mygames"))
{
-#if _MSC_VER >= 1400
- int fd;
- _sopen_s(&fd, va("%s%s/config.cfg", fs_basedir, gamedirname1), O_WRONLY | O_CREAT, _SH_DENYNO, _S_IREAD | _S_IWRITE); // note: no O_TRUNC here!
+ dpsnprintf(userdir, userdirsize, "%s/.%s/", homedir, gameuserdirname);
+ break;
+ }
+ return -1;
+ case USERDIRMODE_SAVEDGAMES:
+ homedir = getenv("HOME");
+ if(homedir)
+ {
+#ifdef MACOSX
+ dpsnprintf(userdir, userdirsize, "%s/Library/Application Support/%s/", homedir, gameuserdirname);
#else
- int fd = open (va("%s%s/config.cfg", fs_basedir, gamedirname1), O_WRONLY | O_CREAT, 0666); // note: no O_TRUNC here!
+ // the XDG say some files would need to go in:
+ // XDG_CONFIG_HOME (or ~/.config/%s/)
+ // XDG_DATA_HOME (or ~/.local/share/%s/)
+ // XDG_CACHE_HOME (or ~/.cache/%s/)
+ // and also search the following global locations if defined:
+ // XDG_CONFIG_DIRS (normally /etc/xdg/%s/)
+ // XDG_DATA_DIRS (normally /usr/share/%s/)
+ // this would be too complicated...
+ return -1;
#endif
- if(fd >= 0)
- {
- close(fd);
- *fs_userdir = 0; // we have write access to the game dir, so let's use it
- }
+ break;
}
-#endif
+ return -1;
}
+#endif
- strlcpy(fs_gamedir, "", sizeof(fs_gamedir));
-// If the base directory is explicitly defined by the compilation process
-#ifdef DP_FS_BASEDIR
- strlcpy(fs_basedir, DP_FS_BASEDIR, sizeof(fs_basedir));
+#ifdef WIN32
+ // historical behavior...
+ if (userdirmode == USERDIRMODE_NOHOME && strcmp(gamedirname1, "id1"))
+ return 0; // don't bother checking if the basedir folder is writable, it's annoying... unless it is Quake on Windows where NOHOME is the default preferred and we have to check for an error case
+#endif
+ // see if we can write to this path (note: won't create path)
+#if _MSC_VER >= 1400
+ _sopen_s(&fd, va("%s%s/config.cfg", userdir, gamedirname1), O_WRONLY | O_CREAT, _SH_DENYNO, _S_IREAD | _S_IWRITE); // note: no O_TRUNC here!
#else
- *fs_basedir = 0;
-
-#ifdef MACOSX
- // FIXME: is there a better way to find the directory outside the .app?
- if (strstr(com_argv[0], ".app/"))
+ fd = open (va("%s%s/config.cfg", userdir, gamedirname1), O_WRONLY | O_CREAT, 0666); // note: no O_TRUNC here!
+#endif
+ if(fd >= 0)
{
- char *split;
-
- split = strstr(com_argv[0], ".app/");
- while (split > com_argv[0] && *split != '/')
- split--;
- strlcpy(fs_basedir, com_argv[0], sizeof(fs_basedir));
- fs_basedir[split - com_argv[0]] = 0;
+ close(fd);
+ return 1; // good choice - the path exists and is writable
}
-#endif
-#endif
+ else
+ return 0; // probably good - failed to write but maybe we need to create path
+}
+
+/*
+================
+FS_Init
+================
+*/
+void FS_Init (void)
+{
+ const char *p;
+ int i;
+
+ *fs_basedir = 0;
+ *fs_userdir = 0;
+ *fs_gamedir = 0;
// -basedir <path>
// Overrides the system supplied base directory (under GAMENAME)
if (i > 0 && (fs_basedir[i-1] == '\\' || fs_basedir[i-1] == '/'))
fs_basedir[i-1] = 0;
}
+ else
+ {
+// If the base directory is explicitly defined by the compilation process
+#ifdef DP_FS_BASEDIR
+ strlcpy(fs_basedir, DP_FS_BASEDIR, sizeof(fs_basedir));
+#elif defined(MACOSX)
+ // FIXME: is there a better way to find the directory outside the .app, without using Objective-C?
+ if (strstr(com_argv[0], ".app/"))
+ {
+ char *split;
+ strlcpy(fs_basedir, com_argv[0], sizeof(fs_basedir));
+ split = strstr(fs_basedir, ".app/");
+ if (split)
+ {
+ struct stat statresult;
+ // truncate to just after the .app/
+ split[5] = 0;
+ // see if gamedir exists in Resources
+ if (stat(va("%s/Contents/Resources/%s", fs_basedir, gamedirname1), &statresult) == 0)
+ {
+ // found gamedir inside Resources, use it
+ strlcat(fs_basedir, "Contents/Resources/", sizeof(fs_basedir));
+ }
+ else
+ {
+ // no gamedir found in Resources, gamedir is probably
+ // outside the .app, remove .app part of path
+ while (split > fs_basedir && *split != '/')
+ split--;
+ *split = 0;
+ }
+ }
+ }
+#endif
+ }
+ // make sure the appending of a path separator won't create an unterminated string
+ memset(fs_basedir + sizeof(fs_basedir) - 2, 0, 2);
// add a path separator to the end of the basedir if it lacks one
if (fs_basedir[0] && fs_basedir[strlen(fs_basedir) - 1] != '/' && fs_basedir[strlen(fs_basedir) - 1] != '\\')
strlcat(fs_basedir, "/", sizeof(fs_basedir));
+ // Add the personal game directory
+ if((i = COM_CheckParm("-userdir")) && i < com_argc - 1)
+ dpsnprintf(fs_userdir, sizeof(fs_userdir), "%s/", com_argv[i+1]);
+ else if (COM_CheckParm("-nohome"))
+ *fs_userdir = 0; // user wants roaming installation, no userdir
+ else
+ {
+ int dirmode;
+ int highestuserdirmode = USERDIRMODE_COUNT - 1;
+ int preferreduserdirmode = USERDIRMODE_COUNT - 1;
+ int userdirstatus[USERDIRMODE_COUNT];
+#ifdef WIN32
+ // historical behavior...
+ if (!strcmp(gamedirname1, "id1"))
+ preferreduserdirmode = USERDIRMODE_NOHOME;
+#endif
+ // check what limitations the user wants to impose
+ if (COM_CheckParm("-home")) preferreduserdirmode = USERDIRMODE_HOME;
+ if (COM_CheckParm("-mygames")) preferreduserdirmode = USERDIRMODE_MYGAMES;
+ if (COM_CheckParm("-savedgames")) preferreduserdirmode = USERDIRMODE_SAVEDGAMES;
+ // gather the status of the possible userdirs
+ for (dirmode = 0;dirmode < USERDIRMODE_COUNT;dirmode++)
+ {
+ userdirstatus[dirmode] = FS_ChooseUserDir((userdirmode_t)dirmode, fs_userdir, sizeof(fs_userdir));
+ if (userdirstatus[dirmode] == 1)
+ Con_DPrintf("userdir %i = %s (writable)\n", dirmode, fs_userdir);
+ else if (userdirstatus[dirmode] == 0)
+ Con_DPrintf("userdir %i = %s (not writable or does not exist)\n", dirmode, fs_userdir);
+ else
+ Con_DPrintf("userdir %i (not applicable)\n", dirmode);
+ }
+ // some games may prefer writing to basedir, but if write fails we
+ // have to search for a real userdir...
+ if (preferreduserdirmode == 0 && userdirstatus[0] < 1)
+ preferreduserdirmode = highestuserdirmode;
+ // check for an existing userdir and continue using it if possible...
+ for (dirmode = USERDIRMODE_COUNT - 1;dirmode > 0;dirmode--)
+ if (userdirstatus[dirmode] == 1)
+ break;
+ // if no existing userdir found, make a new one...
+ if (dirmode == 0 && preferreduserdirmode > 0)
+ for (dirmode = preferreduserdirmode;dirmode > 0;dirmode--)
+ if (userdirstatus[dirmode] >= 0)
+ break;
+ // and finally, we picked one...
+ FS_ChooseUserDir((userdirmode_t)dirmode, fs_userdir, sizeof(fs_userdir));
+ Con_DPrintf("userdir %i is the winner\n", dirmode);
+ }
+
+ // if userdir equal to basedir, clear it to avoid confusion later
+ if (!strcmp(fs_basedir, fs_userdir))
+ fs_userdir[0] = 0;
+
FS_ListGameDirs();
p = FS_CheckGameDir(gamedirname1);
#ifdef WIN32
Sys_UnloadLibrary (&shfolder_dll);
+ Sys_UnloadLibrary (&shell32_dll);
+ Sys_UnloadLibrary (&ole32_dll);
#endif
}
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 dup() call to avoid having to close the dup_handle on error here
if (lseek (pack->handle, pfile->offset, SEEK_SET) == -1)
{
- Con_Printf ("FS_OpenPackedFile: can't lseek to %s in %s (offset: %d)\n",
- pfile->name, pack->filename, (int) pfile->offset);
+ Con_Printf ("FS_OpenPackedFile: can't lseek to %s in %s (offset: %08x%08x)\n",
+ pfile->name, pack->filename, (unsigned int)(pfile->offset >> 32), (unsigned int)(pfile->offset));
return NULL;
}
if (resultlist.numstrings)
{
- stringlistsort(&resultlist);
+ stringlistsort(&resultlist, true);
numfiles = resultlist.numstrings;
numchars = 0;
for (resultlistindex = 0;resultlistindex < resultlist.numstrings;resultlistindex++)
static void FS_ListDirectoryCmd (const char* cmdname, int oneperline)
{
const char *pattern;
- if (Cmd_Argc() > 3)
+ if (Cmd_Argc() >= 3)
{
Con_Printf("usage:\n%s [path/pattern]\n", cmdname);
return;