Example #1
0
//--------------------------------------------------------------------------------------------
bool_t setup_write()
{
    /// @details BB@> save the current setup file
    bool_t success = bfalse;

    if ( INVALID_CSTR( _config_filename ) ) return bfalse;

    success = ConfigFile_succeed == SaveConfigFileAs( lConfigSetup, _config_filename );
    if ( !success ) log_warning( "Failed to save setup.txt!\n" );

    return success;
}
Example #2
0
//--------------------------------------------------------------------------------------------
bool setup_init_module_vfs_paths(const char *mod_path)
{
    const char * path_seperator_1, * path_seperator_2;
    const char * mod_dir_ptr;
    STRING mod_dir_string;

    STRING tmpDir;

    if ( INVALID_CSTR( mod_path ) ) return false;

    // revert to the program's basic mount points
    setup_clear_module_vfs_paths();

    path_seperator_1 = strrchr( mod_path, SLASH_CHR );
    path_seperator_2 = strrchr( mod_path, NET_SLASH_CHR );
    path_seperator_1 = std::max( path_seperator_1, path_seperator_2 );

    if ( NULL == path_seperator_1 )
    {
        mod_dir_ptr = mod_path;
    }
    else
    {
        mod_dir_ptr = path_seperator_1 + 1;
    }

    strncpy( mod_dir_string, mod_dir_ptr, SDL_arraysize( mod_dir_string ) );

    //==== set the module-dependent mount points

    //---- add the "/modules/*.mod/objects" directories to mp_objects
    snprintf( tmpDir, SDL_arraysize( tmpDir ), "modules" SLASH_STR "%s" SLASH_STR "objects", mod_dir_string );

    // mount the user's module objects directory at the beginning of the mount point list
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath(tmpDir), Ego::VfsPath("mp_objects"), 1 );

    // mount the global module objects directory next in the mount point list
    vfs_add_mount_point( fs_getUserDirectory(), Ego::FsPath(tmpDir), Ego::VfsPath("mp_objects"), 1 );

    //---- add the "/basicdat/globalobjects/*" directories to mp_objects
    //ZF> TODO: Maybe we should dynamically search for all folders in this directory and add them as valid mount points?
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath("basicdat" SLASH_STR "globalobjects" SLASH_STR "items"),            Ego::VfsPath("mp_objects"), 1 );
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath("basicdat" SLASH_STR "globalobjects" SLASH_STR "magic"),            Ego::VfsPath("mp_objects"), 1 );
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath("basicdat" SLASH_STR "globalobjects" SLASH_STR "magic_item"),       Ego::VfsPath("mp_objects"), 1 );
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath("basicdat" SLASH_STR "globalobjects" SLASH_STR "misc"),             Ego::VfsPath("mp_objects"), 1 );
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath("basicdat" SLASH_STR "globalobjects" SLASH_STR "monsters"),         Ego::VfsPath("mp_objects"), 1 );
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath("basicdat" SLASH_STR "globalobjects" SLASH_STR "players"),          Ego::VfsPath("mp_objects"), 1 );
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath("basicdat" SLASH_STR "globalobjects" SLASH_STR "potions"),          Ego::VfsPath("mp_objects"), 1 );
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath("basicdat" SLASH_STR "globalobjects" SLASH_STR "unique"),           Ego::VfsPath("mp_objects"), 1 );
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath("basicdat" SLASH_STR "globalobjects" SLASH_STR "weapons"),          Ego::VfsPath("mp_objects"), 1 );
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath("basicdat" SLASH_STR "globalobjects" SLASH_STR "work_in_progress"), Ego::VfsPath("mp_objects"), 1 );
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath("basicdat" SLASH_STR "globalobjects" SLASH_STR "traps"),            Ego::VfsPath("mp_objects"), 1 );
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath("basicdat" SLASH_STR "globalobjects" SLASH_STR "pets"),             Ego::VfsPath("mp_objects"), 1 );
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath("basicdat" SLASH_STR "globalobjects" SLASH_STR "scrolls"),          Ego::VfsPath("mp_objects"), 1 );
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath("basicdat" SLASH_STR "globalobjects" SLASH_STR "armor"),            Ego::VfsPath("mp_objects"), 1 );

    //---- add the "/modules/*.mod/gamedat" directory to mp_data
    snprintf( tmpDir, SDL_arraysize( tmpDir ), "modules" SLASH_STR "%s" SLASH_STR "gamedat",  mod_dir_string );

    // mount the user's module gamedat directory at the beginning of the mount point list
    vfs_add_mount_point( fs_getUserDirectory(), Ego::FsPath(tmpDir), Ego::VfsPath("mp_data"), 1 );

    // append the global module gamedat directory
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath(tmpDir), Ego::VfsPath("mp_data"), 1 );

    // put the global globalparticles data after the module gamedat data
    vfs_add_mount_point( fs_getDataDirectory(), Ego::FsPath("basicdat" SLASH_STR "globalparticles"), Ego::VfsPath("mp_data"), 1 );

    return true;
}
Example #3
0
//--------------------------------------------------------------------------------------------
egoboo_rv get_random_treasure( char * buffer, size_t buffer_length )
{
    //ZF> Gets the name for a treasure randomly selected from the specified treasure table
    //    This function effectively "converts" a table name into a random element from that table

    IPair loc_rand;
    size_t i;
    int treasure_index;

    bool_t found = bfalse;
    STRING tmp_buffer;

    // Trap invalid strings
    if ( 0 == buffer_length || INVALID_CSTR( buffer ) ) return rv_error;

    // make a local copy of the string
    strncpy( tmp_buffer, buffer, SDL_arraysize( tmp_buffer ) );

    // Iterate through every treasure table until we find the one we want
    found = bfalse;
    for ( i = 0; i < MAX_TABLES; i++ )
    {
        //Continue looking until we find the correct table
        if ( 0 != strcmp( treasureTableList[i].table_name, tmp_buffer ) ) continue;

        //Pick a random number between 0 and the length of the table to get a random element out of the array
        loc_rand.base = 0;
        loc_rand.rand = treasureTableList[i].size;
        treasure_index = generate_irand_pair( loc_rand );
        strncpy( tmp_buffer, treasureTableList[i].object_list[treasure_index], buffer_length );

        //See if it is an actual random object or a reference to a different random table
        if ( '%' != tmp_buffer[0] )
        {
            found = btrue;
        }
        else
        {
            if ( rv_success == get_random_treasure( tmp_buffer, buffer_length ) )
            {
                found = btrue;
            }
        }
    }

    //Could not find anything
    if ( found )
    {
        // copy the local string to the output
        strncpy( buffer, tmp_buffer, buffer_length );
        printf( "Random treasure: %s\n", buffer );
    }
    else
    {
        // give a warning
        tmp_buffer[0] = CSTR_END;
        log_warning( "Could not find treasure table: %s!\n", buffer );
    }

    return found ? rv_success : rv_fail;
}