/* -------------------------------------------------------------------------------

Copyright (C) 1999-2006 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

----------------------------------------------------------------------------------

This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."

------------------------------------------------------------------------------- */



/* marker */
#define PATH_INIT_C



/* dependencies */
#include "q3map2.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 )
{
	#ifndef Q_UNIX
		return NULL;
	#else
		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
}



/*
PathLokiInitPaths()
initializes some paths on linux/os x
*/

void LokiInitPaths( char *argv0 )
{
	#ifndef Q_UNIX
		/* this is kinda crap, but hey */
		strcpy( installPath, "../" );
	#else
		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 = qfalse;
			
			/* go through each : segment of path */
			while( last[ 0 ] != '\0' && found == qfalse )
			{
				/* 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
}



/*
CleanPath() - ydnar
cleans a dos path \ -> /
*/

void CleanPath( char *path )
{
	while( *path )
	{
		if( *path == '\\' )
			*path = '/';
		path++;
	}
}



/*
GetGame() - ydnar
gets the game_t based on a -game argument
returns NULL if no match found
*/

game_t *GetGame( char *arg )
{
	int	i;
	
	
	/* dummy check */
	if( arg == NULL || arg[ 0 ] == '\0' )
		return NULL;
	
	/* joke */
	if( !Q_stricmp( arg, "quake1" ) ||
		!Q_stricmp( arg, "quake2" ) ||
		!Q_stricmp( arg, "unreal" ) ||
		!Q_stricmp( arg, "ut2k3" ) ||
		!Q_stricmp( arg, "dn3d" ) ||
		!Q_stricmp( arg, "dnf" ) ||
		!Q_stricmp( arg, "hl" ) )
	{
		Sys_Printf( "April fools, silly rabbit!\n" );
		exit( 0 );
	}
	
	/* test it */
	i = 0;
	while( games[ i ].arg != NULL )
	{
		if( Q_stricmp( arg, games[ i ].arg ) == 0 )
			return &games[ i ];
		i++;
	}
	
	/* no matching game */
	return NULL;
}



/*
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 )
{
	#ifdef Q_UNIX
		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
}



/*
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 ];
	
	
	/* note it */
	Sys_FPrintf( SYS_VRB, "--- InitPaths ---\n" );
	
	/* get the install path for backup */
	LokiInitPaths( argv[ 0 ] );
	
	/* set game to default (q3a) */
	game = &games[ 0 ];
	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;
		
		/* -game */
		if( strcmp( argv[ i ], "-game" ) == 0 )
		{
			if( ++i >= *argc )
				Error( "Out of arguments: No game specified after %s", argv[ i - 1 ] );
			argv[ i - 1 ] = NULL;
			game = GetGame( argv[ i ] );
			if( game == NULL )
				game = &games[ 0 ];
			argv[ i ] = NULL;
		}

		/* -fs_basepath */
		else 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;
		}
		
		/* -fs_game */
		else if( strcmp( argv[ i ], "-fs_game" ) == 0 )
		{
			if( ++i >= *argc )
				Error( "Out of arguments: No path specified after %s.", argv[ i - 1 ] );
			argv[ i - 1 ] = NULL;
			AddGamePath( 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( game->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( game->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" );
}




