Example #1
0
static bool get_world_from_cmdline(GameParams *game_params, const Settings &cmd_args)
{
	std::string commanded_world = "";

	// World name
	std::string commanded_worldname = "";
	if (cmd_args.exists("worldname"))
		commanded_worldname = cmd_args.get("worldname");

	// If a world name was specified, convert it to a path
	if (commanded_worldname != "") {
		// Get information about available worlds
		std::vector<WorldSpec> worldspecs = getAvailableWorlds();
		bool found = false;
		for (u32 i = 0; i < worldspecs.size(); i++) {
			std::string name = worldspecs[i].name;
			if (name == commanded_worldname) {
				dstream << _("Using world specified by --worldname on the "
					"command line") << std::endl;
				commanded_world = worldspecs[i].path;
				found = true;
				break;
			}
		}
		if (!found) {
			std::string fullpath = porting::path_user + DIR_DELIM + "worlds" DIR_DELIM + commanded_worldname;
			game_configure_subgame(game_params, cmd_args);
			if (!loadGameConfAndInitWorld(fullpath, game_params->game_spec)) {
			dstream << _("World") << " '" << commanded_worldname
			        << _("' not available. Available worlds:") << std::endl;
			print_worldspecs(worldspecs, dstream);
			return false;
			} else {
				commanded_world = fullpath;
			}
		}

		game_params->world_path = get_clean_world_path(commanded_world);
		return commanded_world != "";
	}

	if (cmd_args.exists("world"))
		commanded_world = cmd_args.get("world");
	else if (cmd_args.exists("map-dir"))
		commanded_world = cmd_args.get("map-dir");
	else if (cmd_args.exists("nonopt0")) // First nameless argument
		commanded_world = cmd_args.get("nonopt0");

	game_params->world_path = get_clean_world_path(commanded_world);
	return commanded_world != "";
}
Example #2
0
static bool get_world_from_cmdline(GameParams *game_params, const Settings &cmd_args)
{
	std::string commanded_world;

	// World name
	std::string commanded_worldname;
	if (cmd_args.exists("worldname"))
		commanded_worldname = cmd_args.get("worldname");

	// If a world name was specified, convert it to a path
	if (!commanded_worldname.empty()) {
		// Get information about available worlds
		std::vector<WorldSpec> worldspecs = getAvailableWorlds();
		bool found = false;
		for (const WorldSpec &worldspec : worldspecs) {
			std::string name = worldspec.name;
			if (name == commanded_worldname) {
				dstream << _("Using world specified by --worldname on the "
					"command line") << std::endl;
				commanded_world = worldspec.path;
				found = true;
				break;
			}
		}
		if (!found) {
			dstream << _("World") << " '" << commanded_worldname
			        << _("' not available. Available worlds:") << std::endl;
			print_worldspecs(worldspecs, dstream);
			return false;
		}

		game_params->world_path = get_clean_world_path(commanded_world);
		return !commanded_world.empty();
	}

	if (cmd_args.exists("world"))
		commanded_world = cmd_args.get("world");
	else if (cmd_args.exists("map-dir"))
		commanded_world = cmd_args.get("map-dir");
	else if (cmd_args.exists("nonopt0")) // First nameless argument
		commanded_world = cmd_args.get("nonopt0");

	game_params->world_path = get_clean_world_path(commanded_world);
	return !commanded_world.empty();
}
Example #3
0
static bool get_world_from_config(GameParams *game_params, const Settings &cmd_args)
{
	// World directory
	std::string commanded_world = "";

	if (g_settings->exists("map-dir"))
		commanded_world = g_settings->get("map-dir");

	game_params->world_path = get_clean_world_path(commanded_world);

	return commanded_world != "";
}