Ejemplo n.º 1
0
bool projectM::writeConfig(const std::string & configFile, const Settings & settings) {

    ConfigFile config ( configFile );

    config.add("Mesh X", settings.meshX);
    config.add("Mesh Y", settings.meshY);
    config.add("Texture Size", settings.textureSize);
    config.add("FPS", settings.fps);
    config.add("Window Width", settings.windowWidth);
    config.add("Window Height", settings.windowHeight);
    config.add("Smooth Preset Duration", settings.smoothPresetDuration);
    config.add("Preset Duration", settings.presetDuration);
    config.add("Preset Path", settings.presetURL);
    config.add("Title Font", settings.titleFontURL);
    config.add("Menu Font", settings.menuFontURL);
    config.add("Hard Cut Sensitivity", settings.beatSensitivity);
    config.add("Aspect Correction", settings.aspectCorrection);
    config.add("Easter Egg Parameter", settings.easterEgg);
    config.add("Shuffle Enabled", settings.shuffleEnabled);
    config.add("Soft Cut Ratings Enabled", settings.softCutRatingsEnabled);
    std::fstream file(configFile.c_str());
    if (file) {
        file << config;
        return true;
    } else
        return false;
}
Ejemplo n.º 2
0
void Initialize(int argc, char *argv[])
{
	// Process command line arguments
	for (int i = 0; i < argc - 1; ++i)
	{
		if      (!strcmp(argv[i], "-x") || !strcmp(argv[i], "--map-width"))
			gameWidth = atof(argv[++i]);
		else if (!strcmp(argv[i], "-y") || !strcmp(argv[i], "--map-height"))
			gameHeight = atof(argv[++i]);
		else if (!strcmp(argv[i], "-p") || !strcmp(argv[i], "--path"))
			path = argv[++i];
		else if (!strcmp(argv[i], "-w") || !strcmp(argv[i], "--screen-width"))
			windowWidth = atoi(argv[++i]);
		else if (!strcmp(argv[i], "-h") || !strcmp(argv[i], "--screen-height"))
			windowHeight = atoi(argv[++i]);
	}
	
	// Process config file
	if (!file_exists(CONFIG_FILE))
	{
		ConfigFile newconfig;
		newconfig.add("playername", "Unnamed");
		newconfig.add("team", 'a');
		newconfig.save(CONFIG_FILE);
	}
	
	try { config = new ConfigFile(CONFIG_FILE); }
	catch (ConfigFile::file_not_found e)
	{
		delete config;
		config = NULL;
		puts("Unable to create config file: " CONFIG_FILE "!");
		exit(EXIT_FAILURE);
	}
	
	fullscreen = (config->read("fullscreen", '0')) == '1'? true : false;
	/* deprecated: for (int i = 0; i < argc; ++i)
	{
		if (!strcmp(argv[i], "--fullscreen"))
			fullscreen = true;
	}*/
	// Global subsystem initializations
	srand(time(NULL));
	
	// Create window and set up viewports
	game.window = new Video::Window(windowWidth, windowHeight,
	                                GAME_NAME, fullscreen);
	Video::Viewport *view = new Video::Viewport(1,1);
	game.window->viewports.push_back(view);
	
	// Show loading screen
	// Problem: we can't use the hud prior to asset loading
	
	// Load game assets
	Assets::Initialize(argc, argv);
	
	config->readInto(NetCode::MessageOfTheDay, "motd",
		string("No message of the day ;("));
	
	// Set up game world
	game.root = World(gameWidth, gameHeight);
	game.world = TO(World,game.root);
	game.topId = 1;
	
	game.teams.insert(make_pair('a', Team('a')));
	game.teams.insert(make_pair('b', Team('b')));
	
	string name;
	unsigned char team;
	config->readInto(name, "playername", string("Unnamed"));
	team = config->read("team", 'a');
	
	Player::Id pid = game.topId++;
	ObjectHandle player = Player(pid, team, name);
	game.player = TO(Player,player);
	game.player->weapon = weapLaser;
	game.player->origin = getSpawn(team);
	game.root->children.insert(player);
	game.players[pid] = player;
	
	game.world->terrain->placeStructure(GridPoint(2,2), Mine());
	game.world->terrain->placeStructure(GridPoint(2,48), Mine());
	game.world->terrain->placeStructure(GridPoint(48,2), Mine());
	game.world->terrain->placeStructure(GridPoint(48,48), Mine());
	game.world->terrain->placeStructure(GridPoint(25,25), RichMine());
	game.world->terrain->placeStructure(GridPoint(15,25), Mine());
	game.world->terrain->placeStructure(GridPoint(35,25), Mine());
	game.world->terrain->placeStructure(GridPoint(25,5), RichMine());
	game.world->terrain->placeStructure(GridPoint(25,45), RichMine());
	game.world->terrain->placeStructure(GridPoint(6,9), Mine());
	game.world->terrain->placeStructure(GridPoint(6,41), Mine());
	game.world->terrain->placeStructure(GridPoint(44,9), Mine());
	game.world->terrain->placeStructure(GridPoint(44,41), Mine());
	game.world->terrain->placeStructure(GridPoint(10,17), Mine());
	game.world->terrain->placeStructure(GridPoint(10,33), Mine());
	game.world->terrain->placeStructure(GridPoint(40,17), Mine());
	game.world->terrain->placeStructure(GridPoint(40,33), Mine());

	ObjectHandle RedBot = player;
	ObjectHandle BlueBot = player;
	
	if (team == 'b')
	{
		RedBot = Player(INT_MAX - 'a', 'a', "RedBot", Pd(-1000,-1000,-1000));
		//game.world->children.insert(RedBot);
		game.players[TO(Player, RedBot)->id] = RedBot;
	}
	else if (team == 'a')
	{
		BlueBot = Player(INT_MAX - 'b', 'b', "BlueBot", Pd(-1000,-1000,-1000));
		//game.world->children.insert(BlueBot);
		game.players[TO(Player, BlueBot)->id] = BlueBot;
	}

	game.world->terrain->placeStructure(GridPoint(3,25), HeadQuarters(TO(Player, BlueBot)->id));
	game.world->terrain->placeStructure(GridPoint(48,26), HeadQuarters(TO(Player, RedBot)->id));

	game.world->terrain->placeStructure(GridPoint(4,26), DefenseTower(TO(Player, BlueBot)->id));
	game.world->terrain->placeStructure(GridPoint(4,23), DefenseTower(TO(Player, BlueBot)->id));
	game.world->terrain->placeStructure(GridPoint(46,27), DefenseTower(TO(Player, RedBot)->id));
	game.world->terrain->placeStructure(GridPoint(46,24), DefenseTower(TO(Player, RedBot)->id));

	for(int i = 0; i <= 50; i++) {
		game.world->terrain->placeStructure(GridPoint(0,i), Wall());
		game.world->terrain->placeStructure(GridPoint(50,i), Wall());
		game.world->terrain->placeStructure(GridPoint(i,0), Wall());
		game.world->terrain->placeStructure(GridPoint(i,50), Wall());
	}

	for(int i = 8; i <= 42; i++) {
		if (i < 23 || i > 27) {
			game.world->terrain->placeStructure(GridPoint(25,i), Wall());
			game.world->terrain->placeStructure(GridPoint(i,5), Wall());
			game.world->terrain->placeStructure(GridPoint(i,45), Wall());
		}
		if (i < 22 || i > 28) {
			game.world->terrain->placeStructure(GridPoint(i,15), Wall());
			game.world->terrain->placeStructure(GridPoint(i,35), Wall());
		}
		if (i < 13 || i > 37) {
			game.world->terrain->placeStructure(GridPoint(i,25), Wall());
		}
	}

	for (int i = 5; i <=11; i++) {
		game.world->terrain->placeStructure(GridPoint(4,i), Wall());
		game.world->terrain->placeStructure(GridPoint(46,i), Wall());
		game.world->terrain->placeStructure(GridPoint(i,11), Wall());
		game.world->terrain->placeStructure(GridPoint(i,39), Wall());
	}

	for (int i = 39; i <=45; i++) {
		game.world->terrain->placeStructure(GridPoint(4,i), Wall());
		game.world->terrain->placeStructure(GridPoint(46,i), Wall());
		game.world->terrain->placeStructure(GridPoint(i,11), Wall());
		game.world->terrain->placeStructure(GridPoint(i,39), Wall());
	}

	for (int i = 15; i <= 35; i++) {
		game.world->terrain->placeStructure(GridPoint(8,i), Wall());
		game.world->terrain->placeStructure(GridPoint(42,i), Wall());
	}

	for (int i = 3; i <= 47; i++) {
		if (i < 12 || i > 38 || (i > 19 && i < 31)) {
			game.world->terrain->placeStructure(GridPoint(18,i), Wall());
			game.world->terrain->placeStructure(GridPoint(32,i), Wall());
		}
	}

	for (int i = 13; i <= 37; i++) {
		if (i < 18 || i > 32) {
			game.world->terrain->placeStructure(GridPoint(i,20), Wall());
			game.world->terrain->placeStructure(GridPoint(i,30), Wall());
		}
	}

	game.world->terrain->placeStructure(GridPoint(11,1), Wall());
	game.world->terrain->placeStructure(GridPoint(11,2), Wall());
	game.world->terrain->placeStructure(GridPoint(11,49), Wall());
	game.world->terrain->placeStructure(GridPoint(11,48), Wall());
	game.world->terrain->placeStructure(GridPoint(39,1), Wall());
	game.world->terrain->placeStructure(GridPoint(39,2), Wall());
	game.world->terrain->placeStructure(GridPoint(39,49), Wall());
	game.world->terrain->placeStructure(GridPoint(39,48), Wall());

	// Set up user interface
	view->world = game.root;
	game.controller = new Controller(view->camera, player);
	game.input = new Input(*game.window);
	game.input->onKeyUp = KeyUp;
	game.input->onKeyDown = KeyDown;
	//input->onMouseMove = MouseMove;
	
	Echo("Everything loaded!");
	Echo("Welcome to the game");
	Echo(NetCode::MessageOfTheDay);
}
Ejemplo n.º 3
0
void Configuration::write() {
	ConfigFile cFile;

	cFile.add("aimColorB", AimColorB);
	cFile.add("aimColorA", AimColorA);
	cFile.add("soundVolume", SoundVolume);
	cFile.add("musicVolume", MusicVolume);
	cFile.add("autoReload", AutoReload);
	cFile.add("showFps", ShowFps);
	cFile.add("frameDelay", FrameDelay);
	cFile.add("fullScreen", Screen.Full);
	cFile.add("screenColor", Screen.Color);
	cFile.add("screenHeight", Screen.Height);
	cFile.add("screenWidth", Screen.Width);
	cFile.add("autoWeaponPickup", AutoWeaponPickup);
	cFile.add("friendlyFire", FriendlyFire);
	cFile.add("controlStyle", Control);

	for (int i = 0; i < InputHandler::GameInputEventsCount; i++) {
		WritePlayerBinding(&cFile, &PlayerInputBinding[i],
				InputHandler::getEventIdentifier(i));
	}

	boost::filesystem::ofstream ofile(
			m_fileUtility->getFullPath(FileUtility::user, "config"));
	if (ofile) {
		ofile << cFile;
		ofile.close();
	}
}