Ejemplo n.º 1
0
void CFG_Load(void)
{
	filehandle_t* cfgFile ;
	
	cfgFile = FS_OpenFile(CONFIG_FILENAME, "wrt");
	FS_UploadToRAM(cfgFile);

	if (!cfgFile)
	{
		Log_Printf("[CFG_Load] Unable to find player settings file, creating it.\n");
		CFG_Save();
		CFG_Load();
		return;
	}
	
	
	//Check the magic number
	if(strncmp(cfgFile->filedata, cfgMagicNumber, strlen(cfgMagicNumber)))
	{
		Log_Printf("[CFG_Load] Magic number check failed.\n");
		return;
	}
	
	//Reading visited act
	
	
	FS_CloseFile(cfgFile);
}
Ejemplo n.º 2
0
void CFG_Save(void)
{
	filehandle_t* cfgFile ;
	
	cfgFile = FS_OpenFile(CONFIG_FILENAME, "wt");
	FS_UploadToRAM(cfgFile);
	//Writing the magic number
	fwrite(cfgMagicNumber,1,strlen(cfgMagicNumber), cfgFile->hFile);
	
	//Writing visited act
	
	FS_CloseFile(cfgFile);
}
Ejemplo n.º 3
0
void dEngine_ReadConfig(void)
{
	filehandle_t* config;
	int currentSceneId=0;
	
    
    
	config = FS_OpenFile(CONFIG_PATH, "rt");
	FS_UploadToRAM(config);
	
	if (!config)
	{
		Log_Printf("Configuration file: data/config.cfg not found");
		exit(0);
	}
	
	//renderer.resolution = 1;

	LE_pushLexer();
	LE_init(config);
	
	while (LE_hasMoreData()) 
	{
		LE_readToken();

		if (!strcmp("scenes", LE_getCurrentToken()))
		{
			LE_readToken(); // {
			LE_readToken(); // numScenes
			while (LE_hasMoreData() && strcmp("}", LE_getCurrentToken()))
			{
				if (!strcmp("numScenes", LE_getCurrentToken()))
				{
					engine.numScenes = LE_readReal();
				}
				else 
				if (!strcmp("scene", LE_getCurrentToken()))
				{
					currentSceneId = LE_readReal();
					
					LE_readToken(); //The name of the scene, here only to help developer to keep track of config.cfg
					strReplace(LE_getCurrentToken(), '_', ' ');
					strcpy(engine.scenes[currentSceneId].name, LE_getCurrentToken());
					
					LE_readToken();
					strcpy(engine.scenes[currentSceneId].path, LE_getCurrentToken());
					
					Log_Printf("Read scene %d, name %s, path %s\n",currentSceneId,engine.scenes[currentSceneId].name,engine.scenes[currentSceneId].path);
					
					
				}
				
				LE_readToken();
				
			}
		}
		else if (!strcmp("fx", LE_getCurrentToken()))
		{
			LE_readToken(); //{
			while (LE_hasMoreData() && strcmp("}", LE_getCurrentToken()))
			{
				LE_readToken();
				
				if (!strcmp("impactTextureName", LE_getCurrentToken()))
				{
					LE_readToken();
	//			explosionTexture.path = calloc(strlen(LE_getCurrentToken())+1, sizeof(char));
					strcpy(explosionTexture.path, LE_getCurrentToken());
				}
				else 
				if (!strcmp("smokeTextureName", LE_getCurrentToken()))
				{
					LE_readToken();
	//				smokeTexture.path = calloc(strlen(LE_getCurrentToken())+1, sizeof(char));
					strcpy(smokeTexture.path, LE_getCurrentToken());
				}
				else 
				if (!strcmp("ghostTextureName", LE_getCurrentToken()))
				{
					LE_readToken();
	//				ghostTexture.path = calloc(strlen(LE_getCurrentToken())+1, sizeof(char));
					strcpy(ghostTexture.path, LE_getCurrentToken());
				}
			}
		}
		/*
		else if (!strcmp("video", LE_getCurrentToken()))
		{
			
			LE_readToken(); // {
			LE_readToken();
			while (strcmp("}", LE_getCurrentToken()))
			{
				if (!strcmp("record", LE_getCurrentToken()))
				{
					engine.recordVideo = LE_readReal();
				}
				LE_readToken();
			}
		}
		*/
		else if (!strcmp("players", LE_getCurrentToken()))
		{
			LE_readToken();	//{
			LE_readToken();
			while (LE_hasMoreData() && strcmp("}", LE_getCurrentToken()))
			{
				if (!strcmp("model1", LE_getCurrentToken()))
				{
					LE_readToken();
					strcpy(players[1].modelPath, LE_getCurrentToken());
				}
				else 
				if (!strcmp("model0", LE_getCurrentToken()))
				{
					LE_readToken();
					strcpy(players[0].modelPath, LE_getCurrentToken());
				}
				else 
					if (!strcmp("bulletTextureName", LE_getCurrentToken()))
				{
					LE_readToken();
//					bulletConfig.bulletTexture.path = calloc(strlen(LE_getCurrentToken())+1, sizeof(char));
					strcpy(bulletConfig.bulletTexture.path, LE_getCurrentToken());
				}
				else 
				if (!strcmp("ttl", LE_getCurrentToken()))
				{
					bulletConfig.ttl = LE_readReal();
				}
				else 
				if (!strcmp("heightRatio", LE_getCurrentToken()))
				{
					bulletConfig.heightRatio = LE_readReal();
				}
				else 
				if (!strcmp("widthRatio", LE_getCurrentToken()))
				{
					bulletConfig.widthRatio = LE_readReal();
				}
				else 
				if (!strcmp("screenSpaceXDeltaRatio", LE_getCurrentToken()))
				{
					bulletConfig.screenSpaceXDeltaRatio = LE_readReal();
				}
				else 
				if (!strcmp("screenSpaceYDeltaRatio", LE_getCurrentToken()))
				{
					bulletConfig.screenSpaceYDeltaRatio = LE_readReal();
				}
				else 
				if (!strcmp("flashHeightRatio", LE_getCurrentToken()))
				{
					bulletConfig.flashHeightRatio = LE_readReal();
				}
				else 
				if (!strcmp("flashWidthRatio", LE_getCurrentToken()))
				{
					bulletConfig.flashWidthRatio = LE_readReal();
				}
				else 
				if (!strcmp("flashScreenSpaceXDeltaRatio", LE_getCurrentToken()))
				{
					bulletConfig.flashScreenSpaceXDeltaRatio = LE_readReal();
				}
				else 
				if (!strcmp("flashScreenSpaceYDeltaRatio", LE_getCurrentToken()))
				{
					bulletConfig.flashScreenSpaceYDeltaRatio = LE_readReal();
				}
				
				LE_readToken();
			}
			
		}
		
	}
	
	
	LE_popLexer();
	FS_CloseFile(config);
	
	
}
Ejemplo n.º 4
0
Archivo: md5.c Proyecto: Davidslv/Shmup
char MD5_LoadMesh(md5_mesh_t* mesh, const char* filename)
{
	filehandle_t* fhandle = 0;
	vertex_t* currentVertex = 0;
	ushort verticesCounter=0;
	int versionNumber = 0;
	int i;
	
	 
	
	fhandle = FS_OpenFile(filename, "rt");
	FS_UploadToRAM(fhandle);

	if (!fhandle)
	{
		return 0;
	}
	
	LE_pushLexer();
	LE_init(fhandle);
	
	
	mesh->memLocation = MD5_MEMLOC_RAM;
	
	//Log_Printf("[MD5_LoadEntity] Loading MD5 '%s' .\n",filename); 

	
	
	while (LE_hasMoreData()) 
	{
		LE_readToken();
		
		if(!strcmp("MD5Version", LE_getCurrentToken()))
		{
			versionNumber = LE_readReal();
			if (versionNumber != 10)
			{
				Log_Printf ("[MD5_Loader ERROR] : %s has a bad model version (%d)\n",filename,versionNumber);
				return 0;
			}
		}
		else
		if (!strcmp("numJoints", LE_getCurrentToken()))
		{
			mesh->numBones = LE_readReal();
			mesh->bones = (md5_bone_t*)calloc(mesh->numBones,sizeof(md5_bone_t));
			//Log_Printf("[MD5_LoadEntity] Found numJoints: %d.\n",mesh->numBones);
		}
		else
		if (!strcmp("mesh", LE_getCurrentToken()))
		{
			//Log_Printf("[MD5_LoadEntity] Found mesh.\n");
			MD5_ReadMesh(mesh);  
		}
		else
		if (!strcmp("numMeshes", LE_getCurrentToken()))
		{
			//Log_Printf("[MD5_LoadEntity] Found numMeshes.\n");
			if(LE_readReal() > 1)
			{
				Log_Printf("[MD5_Loader ERROR] %s has more than one mesh: Not supported.\n",filename);
				return 0;
			}
		}		   
		else
		if (!strcmp("joints", LE_getCurrentToken()))
		{
			//Log_Printf("[MD5_LoadEntity] Found joints.\n");
			MD5_ReadJoints(mesh->bones,mesh->numBones);
		}		   
		   
	}
	

	
	mesh->vertexArray = (vertex_t*)calloc(mesh->numVertices, sizeof(vertex_t));
	mesh->indices = (ushort*)calloc(mesh->numTriangles * 3,sizeof(ushort));
	
	//Write indices
	mesh->numIndices=0 ;
	for (i = 0  ; i < mesh->numTriangles; i++)
	{
		mesh->indices[mesh->numIndices++] = mesh->triangles[i].index[0];
		mesh->indices[mesh->numIndices++] = mesh->triangles[i].index[1];
		mesh->indices[mesh->numIndices++] = mesh->triangles[i].index[2];
	}
	
	//Write textureCoo
	//Set all textures coordinate once for all, this will never change
	currentVertex = mesh->vertexArray;
	for(verticesCounter=0 ; verticesCounter < mesh->numVertices ; verticesCounter++,currentVertex++)
	{
		currentVertex->text[0] = mesh->vertices[verticesCounter].st[0];
		currentVertex->text[1] = mesh->vertices[verticesCounter].st[1];
	}
	
	//Log_Printf("[MD5 Loader] %d vertices.\n",mesh->numVertices);
	//Log_Printf("[MD5 Loader] %d triangles.\n",mesh->numTriangles);
	//Log_Printf("[MD5 Loader] %d indices.\n",mesh->numIndices);
	
	
	
	MD5_GenerateSkin(mesh,mesh->bones);
	MD5_GenerateLightingInfo(mesh);
	MD5_GenerateSkin(mesh,mesh->bones);
	
	//Bounding box
	MD5_GenerateModelSpaceBBox(mesh);
	
	if (TRACE_BLOCK)
	{
	if (!strcmp(filename,"data/models/misc/FRA200L.obj.md5mesh"))
	{
		currentVertex = mesh->vertexArray;
		Log_Printf("Listing Vertices.\n");
		for (i=0; i < mesh->numVertices ; i++,currentVertex++) 
		{
			Log_Printf("vertex: %d/%d  (norm: %hd , %hd , %hd ) (text: %hd , %hd ) (pos: %f , %f , %f )\n",
				   i,
				   mesh->numVertices-1,   
				   currentVertex->normal[0],
				   currentVertex->normal[1],
				   currentVertex->normal[2],
				   currentVertex->text[0],
				   currentVertex->text[1],
				   currentVertex->pos[0],
				   currentVertex->pos[1],
				   currentVertex->pos[2]	   
				   );
		}


		Log_Printf("Listing indices.\n");
		for(i=0;  i < mesh->numIndices ; i++)
		{
			Log_Printf("indice: %d/%d, vertex: %hu   (norm: %hd , %hd , %hd ) (text: %hd , %hd ) (pos: %f , %f , %f )\n",
				   i,
				   mesh->numIndices-1,   
					mesh->indices[i],
				   mesh->vertexArray[mesh->indices[i]].normal[0],
				   mesh->vertexArray[mesh->indices[i]].normal[1],
				   mesh->vertexArray[mesh->indices[i]].normal[2],
				   mesh->vertexArray[mesh->indices[i]].text[0],
				   mesh->vertexArray[mesh->indices[i]].text[1],
				   mesh->vertexArray[mesh->indices[i]].pos[0],
				   mesh->vertexArray[mesh->indices[i]].pos[1],
				   mesh->vertexArray[mesh->indices[i]].pos[2]	 
				   );
		}
	}
	}

	FS_CloseFile(fhandle);
	LE_popLexer();
	
	
	//Cache mesh to speed up future loading.
	
	return 1;
}