Example #1
0
bool stageOneShutDown(void)
{
	debug(LOG_WZ, "== stageOneShutDown ==");

	if ( audio_Disabled() == false )
	{
		sound_CheckAllUnloaded();
	}

	proj_Shutdown();

    releaseMission();

	if (!aiShutdown())
	{
		return false;
	}

	if (!objShutdown())
	{
		return false;
	}

	grpShutDown();

	ResearchRelease();

	//free up the gateway stuff?
	gwShutDown();
	
	shutdownTerrain();

	if (!mapShutdown())
	{
		return false;
	}

	scrShutDown();
	gridShutDown();

	if ( !anim_Shutdown() )
	{
		return false;
	}

	if ( !animObj_Shutdown() )
	{
		return false;
	}

	debug(LOG_TEXTURE, "=== stageOneShutDown ===");
	pie_TexShutDown();
	// Use mod_multiplay as the default (campaign might have set it to mod_singleplayer)
	rebuildSearchPath( mod_multiplay, true );
	pie_TexInit(); // restart it

	initMiscVars();

	return true;
}
Example #2
0
bool stageOneShutDown()
{
	debug(LOG_WZ, "== stageOneShutDown ==");

	atmosSetWeatherType(WT_NONE); // reset weather and free its data
	wzPerfShutdown();

	pie_FreeShaders();

	if (audio_Disabled() == false)
	{
		sound_CheckAllUnloaded();
	}

	proj_Shutdown();

	releaseMission();

	if (!aiShutdown())
	{
		return false;
	}

	if (!objShutdown())
	{
		return false;
	}

	grpShutDown();

	ResearchRelease();

	//free up the gateway stuff?
	gwShutDown();

	shutdownTerrain();

	if (!mapShutdown())
	{
		return false;
	}

	scrShutDown();
	gridShutDown();

	debug(LOG_TEXTURE, "== stageOneShutDown ==");
	modelShutdown();
	pie_TexShutDown();

	// Use mod_multiplay as the default (campaign might have set it to mod_singleplayer)
	rebuildSearchPath(mod_multiplay, true);
	pie_TexInit(); // restart it

	initMiscVars();
	wzSceneEnd("Main game loop");
	wzSceneBegin("Main menu loop");

	return true;
}
Example #3
0
// Another player is broadcasting a map, recv a chunk. Returns false if not yet done.
bool recvMapFileData(NETQUEUE queue)
{
	mapDownloadProgress = NETrecvFile(queue);
	if (mapDownloadProgress == 100)
	{
		addConsoleMessage("MAP DOWNLOADED!",DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
		sendTextMessage("MAP DOWNLOADED",true);					//send
		debug(LOG_NET, "=== File has been received. ===");

		// clear out the old level list.
		levShutDown();
		levInitialise();
		rebuildSearchPath(mod_multiplay, true);	// MUST rebuild search path for the new maps we just got!
		if (!buildMapList())
		{
			return false;
		}
		return true;
	}

	return false;
}
Example #4
0
/*!
 * \brief Rebuilds the PHYSFS searchPath with mode specific subdirs
 *
 * Priority:
 * maps > mods > base > base.wz
 */
bool rebuildSearchPath( searchPathMode mode, bool force )
{
	static searchPathMode current_mode = mod_clean;
	static std::string current_current_map;
	wzSearchPath * curSearchPath = searchPathRegistry;
	char tmpstr[PATH_MAX] = "\0";

	if (mode != current_mode || (current_map != NULL? current_map : "") != current_current_map || force ||
	    (use_override_mods && strcmp(override_mod_list, getModList())))
	{
		if (mode != mod_clean)
		{
			rebuildSearchPath( mod_clean, false );
		}

		current_mode = mode;
		current_current_map = current_map != NULL? current_map : "";

		// Start at the lowest priority
		while( curSearchPath->lowerPriority )
			curSearchPath = curSearchPath->lowerPriority;

		switch ( mode )
		{
			case mod_clean:
				debug(LOG_WZ, "Cleaning up");
				clearLoadedMods();

				while( curSearchPath )
				{
#ifdef DEBUG
					debug(LOG_WZ, "Removing [%s] from search path", curSearchPath->path);
#endif // DEBUG
					// Remove maps and mods
					removeSubdirs( curSearchPath->path, "maps", NULL );
					removeSubdirs( curSearchPath->path, "mods/music", NULL );
					removeSubdirs( curSearchPath->path, "mods/global", NULL );
					removeSubdirs( curSearchPath->path, "mods/campaign", NULL );
					removeSubdirs( curSearchPath->path, "mods/multiplay", NULL );
					removeSubdirs( curSearchPath->path, "mods/autoload", NULL );

					// Remove multiplay patches
					sstrcpy(tmpstr, curSearchPath->path);
					sstrcat(tmpstr, "mp");
					PHYSFS_removeFromSearchPath( tmpstr );
					sstrcpy(tmpstr, curSearchPath->path);
					sstrcat(tmpstr, "mp.wz");
					PHYSFS_removeFromSearchPath( tmpstr );

					// Remove plain dir
					PHYSFS_removeFromSearchPath( curSearchPath->path );

					// Remove base files
					sstrcpy(tmpstr, curSearchPath->path);
					sstrcat(tmpstr, "base");
					PHYSFS_removeFromSearchPath( tmpstr );
					sstrcpy(tmpstr, curSearchPath->path);
					sstrcat(tmpstr, "base.wz");
					PHYSFS_removeFromSearchPath( tmpstr );

					// remove video search path as well
					sstrcpy(tmpstr, curSearchPath->path);
					sstrcat(tmpstr, "sequences.wz");
					PHYSFS_removeFromSearchPath( tmpstr );
					curSearchPath = curSearchPath->higherPriority;
				}
				break;
			case mod_campaign:
				debug(LOG_WZ, "*** Switching to campaign mods ***");
				clearLoadedMods();

				while (curSearchPath)
				{
					// make sure videos override included files
					sstrcpy(tmpstr, curSearchPath->path);
					sstrcat(tmpstr, "sequences.wz");
					PHYSFS_addToSearchPath(tmpstr, PHYSFS_APPEND);
					curSearchPath = curSearchPath->higherPriority;
				}
				curSearchPath = searchPathRegistry;
				while (curSearchPath->lowerPriority)
					curSearchPath = curSearchPath->lowerPriority;
				while( curSearchPath )
				{
#ifdef DEBUG
					debug(LOG_WZ, "Adding [%s] to search path", curSearchPath->path);
#endif // DEBUG
					// Add global and campaign mods
					PHYSFS_addToSearchPath( curSearchPath->path, PHYSFS_APPEND );

					addSubdirs( curSearchPath->path, "mods/music", PHYSFS_APPEND, NULL, false );
					addSubdirs( curSearchPath->path, "mods/global", PHYSFS_APPEND, use_override_mods?override_mods:global_mods, true );
					addSubdirs( curSearchPath->path, "mods", PHYSFS_APPEND, use_override_mods?override_mods:global_mods, true );
					addSubdirs( curSearchPath->path, "mods/autoload", PHYSFS_APPEND, use_override_mods?override_mods:NULL, true );
					addSubdirs( curSearchPath->path, "mods/campaign", PHYSFS_APPEND, use_override_mods?override_mods:campaign_mods, true );
					if (!PHYSFS_removeFromSearchPath( curSearchPath->path ))
					{
						debug(LOG_WZ, "* Failed to remove path %s again", curSearchPath->path);
					}

					// Add plain dir
					PHYSFS_addToSearchPath( curSearchPath->path, PHYSFS_APPEND );

					// Add base files
					sstrcpy(tmpstr, curSearchPath->path);
					sstrcat(tmpstr, "base");
					PHYSFS_addToSearchPath( tmpstr, PHYSFS_APPEND );
					sstrcpy(tmpstr, curSearchPath->path);
					sstrcat(tmpstr, "base.wz");
					PHYSFS_addToSearchPath( tmpstr, PHYSFS_APPEND );

					curSearchPath = curSearchPath->higherPriority;
				}
				break;
			case mod_multiplay:
				debug(LOG_WZ, "*** Switching to multiplay mods ***");
				clearLoadedMods();

				while (curSearchPath)
				{
					// make sure videos override included files
					sstrcpy(tmpstr, curSearchPath->path);
					sstrcat(tmpstr, "sequences.wz");
					PHYSFS_addToSearchPath(tmpstr, PHYSFS_APPEND);
					curSearchPath = curSearchPath->higherPriority;
				}
				// Add the selected map first, for mapmod support
				if (current_map != NULL)
				{
					std::string realPathAndDir = std::string(PHYSFS_getRealDir(current_map)) + current_map;
					PHYSFS_addToSearchPath(realPathAndDir.c_str(), PHYSFS_APPEND);
				}
				curSearchPath = searchPathRegistry;
				while (curSearchPath->lowerPriority)
					curSearchPath = curSearchPath->lowerPriority;
				while( curSearchPath )
				{
#ifdef DEBUG
					debug(LOG_WZ, "Adding [%s] to search path", curSearchPath->path);
#endif // DEBUG
					// Add global and multiplay mods
					PHYSFS_addToSearchPath( curSearchPath->path, PHYSFS_APPEND );
					addSubdirs( curSearchPath->path, "mods/music", PHYSFS_APPEND, NULL, false );
					addSubdirs( curSearchPath->path, "mods/global", PHYSFS_APPEND, use_override_mods?override_mods:global_mods, true );
					addSubdirs( curSearchPath->path, "mods", PHYSFS_APPEND, use_override_mods?override_mods:global_mods, true );
					addSubdirs( curSearchPath->path, "mods/autoload", PHYSFS_APPEND, use_override_mods?override_mods:NULL, true );
					addSubdirs( curSearchPath->path, "mods/multiplay", PHYSFS_APPEND, use_override_mods?override_mods:multiplay_mods, true );
					PHYSFS_removeFromSearchPath( curSearchPath->path );

					// Add multiplay patches
					sstrcpy(tmpstr, curSearchPath->path);
					sstrcat(tmpstr, "mp");
					PHYSFS_addToSearchPath( tmpstr, PHYSFS_APPEND );
					sstrcpy(tmpstr, curSearchPath->path);
					sstrcat(tmpstr, "mp.wz");
					PHYSFS_addToSearchPath( tmpstr, PHYSFS_APPEND );

					// Add plain dir
					PHYSFS_addToSearchPath( curSearchPath->path, PHYSFS_APPEND );

					// Add base files
					sstrcpy(tmpstr, curSearchPath->path);
					sstrcat(tmpstr, "base");
					PHYSFS_addToSearchPath( tmpstr, PHYSFS_APPEND );
					sstrcpy(tmpstr, curSearchPath->path);
					sstrcat(tmpstr, "base.wz");
					PHYSFS_addToSearchPath( tmpstr, PHYSFS_APPEND );

					curSearchPath = curSearchPath->higherPriority;
				}
				break;
			default:
				debug(LOG_ERROR, "Can't switch to unknown mods %i", mode);
				return false;
		}
		if (use_override_mods && mode != mod_clean)
		{
			if (strcmp(getModList(),override_mod_list))
			{
				debug(LOG_POPUP, _("The required mod could not be loaded: %s\n\nWarzone will try to load the game without it."), override_mod_list);
			}
			clearOverrideMods();
			current_mode = mod_override;
		}

		// User's home dir must be first so we allways see what we write
		PHYSFS_removeFromSearchPath(PHYSFS_getWriteDir());
		PHYSFS_addToSearchPath( PHYSFS_getWriteDir(), PHYSFS_PREPEND );

#ifdef DEBUG
		printSearchPath();
#endif // DEBUG
	}
	else if (use_override_mods)
	{
		// override mods are already the same as current mods, so no need to do anything
		clearOverrideMods();
	}
	return true;
}
Example #5
0
// load up the data for a level
bool levLoadData(const char* name, char *pSaveName, GAME_TYPE saveType)
{
	LEVEL_DATASET	*psNewLevel, *psBaseData, *psChangeLevel;
	SDWORD			i;
	bool            bCamChangeSaveGame;

	debug(LOG_WZ, "Loading level %s (%s, type %d)", name, pSaveName, (int)saveType);
	if (saveType == GTYPE_SAVE_START || saveType == GTYPE_SAVE_MIDMISSION)
	{
		if (!levReleaseAll())
		{
			debug(LOG_ERROR, "Failed to unload old data");
			return false;
		}
	}

	levelLoadType = saveType;

	// find the level dataset
	psNewLevel = levFindDataSet(name);
	if (psNewLevel == NULL)
	{
		debug(LOG_WZ, "Dataset %s not found - trying to load as WRF", name);
		return levLoadSingleWRF(name);
	}
	debug(LOG_WZ, "** Data set found is %s type %d", psNewLevel->pName, (int)psNewLevel->type);

	/* Keep a copy of the present level name */
	sstrcpy(currentLevelName, name);

	bCamChangeSaveGame = false;
	if (pSaveName && saveType == GTYPE_SAVE_START)
	{
		if (psNewLevel->psChange != NULL)
		{
			bCamChangeSaveGame = true;
			debug(LOG_WZ, "** CAMCHANGE FOUND");
		}
	}

	// select the change dataset if there is one
	psChangeLevel = NULL;
	if (((psNewLevel->psChange != NULL) && (psCurrLevel != NULL)) || bCamChangeSaveGame)
	{
		//store the level name
		debug(LOG_WZ, "Found CAMCHANGE dataset");
		psChangeLevel = psNewLevel;
		psNewLevel = psNewLevel->psChange;
	}

	// ensure the correct dataset is loaded
	if (psNewLevel->type == LDS_CAMPAIGN)
	{
		debug(LOG_ERROR, "Cannot load a campaign dataset (%s)", psNewLevel->pName);
		return false;
	}
	else
	{
		if (psCurrLevel != NULL)
		{
			if ((psCurrLevel->psBaseData != psNewLevel->psBaseData) ||
				(psCurrLevel->type < LDS_NONE && psNewLevel->type  >= LDS_NONE) ||
				(psCurrLevel->type >= LDS_NONE && psNewLevel->type  < LDS_NONE))
			{
				// there is a dataset loaded but it isn't the correct one
				debug(LOG_WZ, "Incorrect base dataset loaded (%p != %p, %d - %d)",
				      psCurrLevel->psBaseData, psNewLevel->psBaseData, (int)psCurrLevel->type, (int)psNewLevel->type);
				if (!levReleaseAll())	// this sets psCurrLevel to NULL
				{
					return false;
				}
			}
			else
			{
				debug(LOG_WZ, "Correct base dataset already loaded.");
			}
		}

		// setup the correct dataset to load if necessary
		if (psCurrLevel == NULL)
		{
			if (psNewLevel->psBaseData != NULL)
			{
				debug(LOG_WZ, "Setting base dataset to load: %s", psNewLevel->psBaseData->pName);
			}
			psBaseData = psNewLevel->psBaseData;
		}
		else
		{
			debug(LOG_WZ, "No base dataset to load");
			psBaseData = NULL;
		}
	}

	setCurrentMap(psNewLevel->pName, psNewLevel->players);
	if (!rebuildSearchPath(psNewLevel->dataDir, true))
	{
		return false;
	}

	// reset the old mission data if necessary
	if (psCurrLevel != NULL)
	{
		debug(LOG_WZ, "Reseting old mission data");
		if (!levReleaseMissionData())
		{
			return false;
		}
	}

	// need to free the current map and droids etc for a save game
	if ((psBaseData == NULL) &&
		(pSaveName != NULL))
	{
		if (!saveGameReset())
		{
			return false;
		}
	}

	// initialise if necessary
	if (psNewLevel->type == LDS_COMPLETE || //psNewLevel->type >= LDS_MULTI_TYPE_START ||
		psBaseData != NULL)
	{
		debug(LOG_WZ, "Calling stageOneInitialise!");
		if (!stageOneInitialise())
		{
			return false;
		}
	}

	// load up a base dataset if necessary
	if (psBaseData != NULL)
	{
		debug(LOG_WZ, "Loading base dataset %s", psBaseData->pName);
		for(i=0; i<LEVEL_MAXFILES; i++)
		{
			if (psBaseData->apDataFiles[i])
			{
				// load the data
				debug(LOG_WZ, "Loading [directory: %s] %s ...", PHYSFS_getRealDir(psBaseData->apDataFiles[i]), psBaseData->apDataFiles[i]);
				if (!resLoad(psBaseData->apDataFiles[i], i))
				{
					return false;
				}
			}
		}
	}
	if (psNewLevel->type == LDS_CAMCHANGE)
	{
		if (!campaignReset())
		{
			return false;
		}
	}
	if (psNewLevel->game == -1)  //no .gam file to load - BETWEEN missions (for Editor games only)
	{
		ASSERT( psNewLevel->type == LDS_BETWEEN,
			"levLoadData: only BETWEEN missions do not need a .gam file" );
		debug(LOG_WZ, "No .gam file for level: BETWEEN mission");
		if (pSaveName != NULL)
		{
			if (psBaseData != NULL)
			{
				if (!stageTwoInitialise())
				{
					return false;
				}
			}

			//set the mission type before the saveGame data is loaded
			if (saveType == GTYPE_SAVE_MIDMISSION)
			{
				debug(LOG_WZ, "Init mission stuff");
				if (!startMissionSave(psNewLevel->type))
				{
					return false;
				}

				debug(LOG_NEVER, "dataSetSaveFlag");
				dataSetSaveFlag();
			}

			debug(LOG_NEVER, "Loading savegame: %s", pSaveName);
			if (!loadGame(pSaveName, false, true,true))
			{
				return false;
			}
		}

		if ((pSaveName == NULL) ||
			(saveType == GTYPE_SAVE_START))
		{
			debug(LOG_NEVER, "Start mission - no .gam");
			if (!startMission((LEVEL_TYPE)psNewLevel->type, NULL))
			{
				return false;
			}
		}
	}

	//we need to load up the save game data here for a camchange
	if (bCamChangeSaveGame)
	{
		if (pSaveName != NULL)
		{
			if (psBaseData != NULL)
			{
				if (!stageTwoInitialise())
				{
					return false;
				}
			}

			debug(LOG_NEVER, "loading savegame: %s", pSaveName);
			if (!loadGame(pSaveName, false, true,true))
			{
				return false;
			}

			if (!campaignReset())
			{
				return false;
			}
		}
	}


	// load the new data
	debug(LOG_NEVER, "Loading mission dataset: %s", psNewLevel->pName);
	for(i=0; i < LEVEL_MAXFILES; i++)
	{
		if (psNewLevel->game == i)
		{
			// do some more initialising if necessary
			if (psNewLevel->type == LDS_COMPLETE || psNewLevel->type >= LDS_MULTI_TYPE_START || (psBaseData != NULL && !bCamChangeSaveGame))
			{
				if (!stageTwoInitialise())
				{
					return false;
				}
			}

			// load a savegame if there is one - but not if already done so
			if (pSaveName != NULL && !bCamChangeSaveGame)
			{
				//set the mission type before the saveGame data is loaded
				if (saveType == GTYPE_SAVE_MIDMISSION)
				{
					debug(LOG_WZ, "Init mission stuff");
					if (!startMissionSave(psNewLevel->type))
					{
						return false;
					}

					debug(LOG_NEVER, "dataSetSaveFlag");
					dataSetSaveFlag();
				}

				debug(LOG_NEVER, "Loading save game %s", pSaveName);
				if (!loadGame(pSaveName, false, true,true))
				{
					return false;
				}
			}

			if ((pSaveName == NULL) ||
				(saveType == GTYPE_SAVE_START))
			{
				// load the game
				debug(LOG_WZ, "Loading scenario file %s", psNewLevel->apDataFiles[i]);
				switch (psNewLevel->type)
				{
				case LDS_COMPLETE:
				case LDS_CAMSTART:
					debug(LOG_WZ, "LDS_COMPLETE / LDS_CAMSTART");
					if (!startMission(LDS_CAMSTART, psNewLevel->apDataFiles[i]))
					{
						return false;
					}
					break;
				case LDS_BETWEEN:
					debug(LOG_WZ, "LDS_BETWEEN");
					if (!startMission(LDS_BETWEEN, psNewLevel->apDataFiles[i]))
					{
						return false;
					}
					break;

				case LDS_MKEEP:
					debug(LOG_WZ, "LDS_MKEEP");
					if (!startMission(LDS_MKEEP, psNewLevel->apDataFiles[i]))
					{
						return false;
					}
					break;
				case LDS_CAMCHANGE:
					debug(LOG_WZ, "LDS_CAMCHANGE");
					if (!startMission(LDS_CAMCHANGE, psNewLevel->apDataFiles[i]))
					{
						return false;
					}
					break;

				case LDS_EXPAND:
					debug(LOG_WZ, "LDS_EXPAND");
					if (!startMission(LDS_EXPAND, psNewLevel->apDataFiles[i]))
					{
						return false;
					}
					break;
				case LDS_EXPAND_LIMBO:
					debug(LOG_WZ, "LDS_LIMBO");
					if (!startMission(LDS_EXPAND_LIMBO, psNewLevel->apDataFiles[i]))
					{
						return false;
					}
					break;

				case LDS_MCLEAR:
					debug(LOG_WZ, "LDS_MCLEAR");
					if (!startMission(LDS_MCLEAR, psNewLevel->apDataFiles[i]))
					{
						return false;
					}
					break;
				case LDS_MKEEP_LIMBO:
					debug(LOG_WZ, "LDS_MKEEP_LIMBO");
					if (!startMission(LDS_MKEEP_LIMBO, psNewLevel->apDataFiles[i]))
					{
						return false;
					}
					break;
				default:
					ASSERT( psNewLevel->type >= LDS_MULTI_TYPE_START,
						"levLoadData: Unexpected mission type" );
					debug(LOG_WZ, "default (MULTIPLAYER)");
					if (!startMission(LDS_CAMSTART, psNewLevel->apDataFiles[i]))
					{
						return false;
					}
					break;
				}
			}
		}
		else if (psNewLevel->apDataFiles[i])
		{
			// load the data
			debug(LOG_WZ, "Loading %s", psNewLevel->apDataFiles[i]);
			if (!resLoad(psNewLevel->apDataFiles[i], i + CURRENT_DATAID))
			{
				return false;
			}
		}
	}

	if (pSaveName != NULL)
	{
		//load MidMission Extras
		if (!loadMissionExtras(pSaveName, psNewLevel->type))
		{
			return false;
		}
	}

	if (bMultiPlayer)
	{
		loadMultiScripts();
	}
	if (pSaveName != NULL && saveType == GTYPE_SAVE_MIDMISSION)
	{
		//load script stuff
		// load the event system state here for a save game
		debug(LOG_SAVE, "Loading script system state");
		if (!loadScriptState(pSaveName))
		{
			return false;
		}
	}

	if (!stageThreeInitialise())
	{
		return false;
	}

	dataClearSaveFlag();

	//this enables us to to start cam2/cam3 without going via a save game and get the extra droids
	//in from the script-controlled Transporters
	if (!pSaveName && psNewLevel->type == LDS_CAMSTART)
	{
		eventFireCallbackTrigger((TRIGGER_TYPE)CALL_NO_REINFORCEMENTS_LEFT);
	}

	//restore the level name for comparisons on next mission load up
	if (psChangeLevel == NULL)
	{
		psCurrLevel = psNewLevel;
	}
	else
	{
		psCurrLevel = psChangeLevel;
	}

	{
		// Copy this info to be used by the crash handler for the dump file
		char buf[256];

		ssprintf(buf, "Current Level/map is %s", psCurrLevel->pName);
		addDumpInfo(buf);
	}


	return true;
}
Example #6
0
/*!
 * \brief Adds default data dirs
 *
 * Priority:
 * Lower loads first. Current:
 * -datadir > User's home dir > source tree data > AutoPackage > BaseDir > DEFAULT_DATADIR
 *
 * Only -datadir and home dir are allways examined. Others only if data still not found.
 *
 * We need ParseCommandLine, before we can add any mods...
 *
 * \sa rebuildSearchPath
 */
static void scanDataDirs( void )
{
	char tmpstr[PATH_MAX], prefix[PATH_MAX];
	char* separator;

#if defined(WZ_OS_MAC)
	// version-independent location for video files
	registerSearchPath("/Library/Application Support/Warzone 2100/", 1);
#endif

	// Find out which PREFIX we are in...
	sstrcpy(prefix, PHYSFS_getBaseDir());

	separator = strrchr(prefix, *PHYSFS_getDirSeparator());
	if (separator)
	{
		*separator = '\0'; // Trim ending '/', which getBaseDir always provides

		separator = strrchr(prefix, *PHYSFS_getDirSeparator());
		if (separator)
		{
			*separator = '\0'; // Skip the last dir from base dir
		}
	}

	// Commandline supplied datadir
	if( strlen( datadir ) != 0 )
		registerSearchPath( datadir, 1 );

	// User's home dir
	registerSearchPath( PHYSFS_getWriteDir(), 2 );
	rebuildSearchPath( mod_multiplay, true );

	if( !PHYSFS_exists("gamedesc.lev") )
	{
		// Data in source tree
		sstrcpy(tmpstr, prefix);
		sstrcat(tmpstr, "/data/");
		registerSearchPath( tmpstr, 3 );
		rebuildSearchPath( mod_multiplay, true );

		if( !PHYSFS_exists("gamedesc.lev") )
		{
			// Relocation for AutoPackage
			sstrcpy(tmpstr, prefix);
			sstrcat(tmpstr, "/share/warzone2100/");
			registerSearchPath( tmpstr, 4 );
			rebuildSearchPath( mod_multiplay, true );

			if( !PHYSFS_exists("gamedesc.lev") )
			{
				// Program dir
				registerSearchPath( PHYSFS_getBaseDir(), 5 );
				rebuildSearchPath( mod_multiplay, true );

				if( !PHYSFS_exists("gamedesc.lev") )
				{
					// Guessed fallback default datadir on Unix
					registerSearchPath( WZ_DATADIR, 6 );
					rebuildSearchPath( mod_multiplay, true );
				}
			}
		}
	}

#ifdef WZ_OS_MAC
	if( !PHYSFS_exists("gamedesc.lev") ) {
		CFURLRef resourceURL = CFBundleCopyResourcesDirectoryURL(CFBundleGetMainBundle());
		char resourcePath[PATH_MAX];
		if( CFURLGetFileSystemRepresentation( resourceURL, true,
							(UInt8 *) resourcePath,
							PATH_MAX) ) {
			chdir( resourcePath );
			registerSearchPath( "data", 7 );
			rebuildSearchPath( mod_multiplay, true );
		} else {
			debug( LOG_ERROR, "Could not change to resources directory." );
		}

		if( resourceURL != NULL ) {
			CFRelease( resourceURL );
		}
	}
#endif

	/** Debugging and sanity checks **/

	printSearchPath();

	if( PHYSFS_exists("gamedesc.lev") )
	{
		debug( LOG_WZ, "gamedesc.lev found at %s", PHYSFS_getRealDir( "gamedesc.lev" ) );
	}
	else
	{
		debug( LOG_FATAL, "Could not find game data. Aborting." );
		exit(1);
	}
}
Example #7
0
// ////////////////////////////////////////////////////////////////////////////
// options for a game. (usually recvd in frontend)
void recvOptions(NETQUEUE queue)
{
	unsigned int i;

	debug(LOG_NET, "Receiving options from host");
	NETbeginDecode(queue, NET_OPTIONS);

	// Get general information about the game
	NETuint8_t(&game.type);
	NETstring(game.map, 128);
	NETbin(game.hash.bytes, game.hash.Bytes);
	uint32_t modHashesSize;
	NETuint32_t(&modHashesSize);
	ASSERT_OR_RETURN(, modHashesSize < 1000000, "Way too many mods %u", modHashesSize);
	game.modHashes.resize(modHashesSize);
	for (auto &hash : game.modHashes)
	{
		NETbin(hash.bytes, hash.Bytes);
	}
	NETuint8_t(&game.maxPlayers);
	NETstring(game.name, 128);
	NETuint32_t(&game.power);
	NETuint8_t(&game.base);
	NETuint8_t(&game.alliance);
	NETbool(&game.scavengers);
	NETbool(&game.isMapMod);

	for (i = 0; i < MAX_PLAYERS; i++)
	{
		NETuint8_t(&game.skDiff[i]);
	}

	// Send the list of who is still joining
	for (i = 0; i < MAX_PLAYERS; i++)
	{
		NETbool(&ingame.JoiningInProgress[i]);
	}

	// Alliances
	for (i = 0; i < MAX_PLAYERS; i++)
	{
		unsigned int j;

		for (j = 0; j < MAX_PLAYERS; j++)
		{
			NETuint8_t(&alliances[i][j]);
		}
	}
	netPlayersUpdated = true;

	// Free any structure limits we may have in-place
	if (ingame.numStructureLimits)
	{
		ingame.numStructureLimits = 0;
		free(ingame.pStructureLimits);
		ingame.pStructureLimits = NULL;
	}

	// Get the number of structure limits to expect
	NETuint32_t(&ingame.numStructureLimits);
	debug(LOG_NET, "Host is sending us %u structure limits", ingame.numStructureLimits);
	// If there were any changes allocate memory for them
	if (ingame.numStructureLimits)
	{
		ingame.pStructureLimits = (MULTISTRUCTLIMITS *)malloc(ingame.numStructureLimits * sizeof(MULTISTRUCTLIMITS));
	}

	for (i = 0; i < ingame.numStructureLimits; i++)
	{
		NETuint32_t(&ingame.pStructureLimits[i].id);
		NETuint32_t(&ingame.pStructureLimits[i].limit);
	}
	NETuint8_t(&ingame.flags);

	NETend();

	// Do the skirmish slider settings if they are up
	for (i = 0; i < MAX_PLAYERS; i++)
	{
		if (widgGetFromID(psWScreen, MULTIOP_SKSLIDE + i))
		{
			widgSetSliderPos(psWScreen, MULTIOP_SKSLIDE + i, game.skDiff[i]);
		}
	}
	debug(LOG_INFO, "Rebuilding map list");
	// clear out the old level list.
	levShutDown();
	levInitialise();
	rebuildSearchPath(mod_multiplay, true);	// MUST rebuild search path for the new maps we just got!
	buildMapList();

	bool haveData = true;
	auto requestFile = [&haveData](Sha256 &hash, char const *filename) {
		if (std::any_of(NetPlay.wzFiles.begin(), NetPlay.wzFiles.end(), [&hash](WZFile const &file) { return file.hash == hash; }))
		{
			debug(LOG_INFO, "Already requested file, continue waiting.");
			haveData = false;
			return false;  // Downloading the file already
		}

		if (!PHYSFS_exists(filename))
		{
			debug(LOG_INFO, "Creating new file %s", filename);
		}
		else if (findHashOfFile(filename) != hash)
		{
			debug(LOG_INFO, "Overwriting old incomplete or corrupt file %s", filename);
		}
		else
		{
			return false;  // Have the file already.
		}

		NetPlay.wzFiles.emplace_back(PHYSFS_openWrite(filename), hash);

		// Request the map/mod from the host
		NETbeginEncode(NETnetQueue(NET_HOST_ONLY), NET_FILE_REQUESTED);
		NETbin(hash.bytes, hash.Bytes);
		NETend();

		haveData = false;
		return true;  // Starting download now.
	};

	LEVEL_DATASET *mapData = levFindDataSet(game.map, &game.hash);
	// See if we have the map or not
	if (mapData == nullptr)
	{
		char mapName[256];
		sstrcpy(mapName, game.map);
		removeWildcards(mapName);

		if (strlen(mapName) >= 3 && mapName[strlen(mapName) - 3] == '-' && mapName[strlen(mapName) - 2] == 'T' && unsigned(mapName[strlen(mapName) - 1] - '1') < 3)
		{
			mapName[strlen(mapName) - 3] = '\0';  // Cut off "-T1", "-T2" or "-T3".
		}
		char filename[256];
		ssprintf(filename, "maps/%dc-%s-%s.wz", game.maxPlayers, mapName, game.hash.toString().c_str());  // Wonder whether game.maxPlayers is initialised already?

		if (requestFile(game.hash, filename))
		{
			debug(LOG_INFO, "Map was not found, requesting map %s from host, type %d", game.map, game.isMapMod);
			addConsoleMessage("MAP REQUESTED!", DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
		}
		else
		{
			debug(LOG_FATAL, "Can't load map %s, even though we downloaded %s", game.map, filename);
			abort();
		}
	}

	for (Sha256 &hash : game.modHashes)
	{
		char filename[256];
		ssprintf(filename, "mods/downloads/%s", hash.toString().c_str());

		if (requestFile(hash, filename))
		{
			debug(LOG_INFO, "Mod was not found, requesting mod %s from host", hash.toString().c_str());
			addConsoleMessage("MOD REQUESTED!", DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
		}
	}

	if (mapData && CheckForMod(mapData->realFileName))
	{
		char const *str = game.isMapMod ?
			_("Warning, this is a map-mod, it could alter normal gameplay.") :
			_("Warning, HOST has altered the game code, and can't be trusted!");
		addConsoleMessage(str, DEFAULT_JUSTIFY, NOTIFY_MESSAGE);
		game.isMapMod = true;
	}

	if (mapData)
	{
		loadMapPreview(false);
	}
}
Example #8
0
// ////////////////////////////////////////////////////////////////////////////
// options for a game. (usually recvd in frontend)
void recvOptions(NETQUEUE queue)
{
    unsigned int i;

    debug(LOG_NET, "Receiving options from host");
    NETbeginDecode(queue, NET_OPTIONS);

    // Get general information about the game
    NETuint8_t(&game.type);
    NETstring(game.map, 128);
    NETbin(game.hash.bytes, game.hash.Bytes);
    NETuint8_t(&game.maxPlayers);
    NETstring(game.name, 128);
    NETuint32_t(&game.power);
    NETuint8_t(&game.base);
    NETuint8_t(&game.alliance);
    NETbool(&game.scavengers);

    for (i = 0; i < MAX_PLAYERS; i++)
    {
        NETuint8_t(&game.skDiff[i]);
    }

    // Send the list of who is still joining
    for (i = 0; i < MAX_PLAYERS; i++)
    {
        NETbool(&ingame.JoiningInProgress[i]);
    }

    // Alliances
    for (i = 0; i < MAX_PLAYERS; i++)
    {
        unsigned int j;

        for (j = 0; j < MAX_PLAYERS; j++)
        {
            NETuint8_t(&alliances[i][j]);
        }
    }
    netPlayersUpdated = true;

    // Free any structure limits we may have in-place
    if (ingame.numStructureLimits)
    {
        ingame.numStructureLimits = 0;
        free(ingame.pStructureLimits);
        ingame.pStructureLimits = NULL;
    }

    // Get the number of structure limits to expect
    NETuint32_t(&ingame.numStructureLimits);
    debug(LOG_NET, "Host is sending us %u structure limits", ingame.numStructureLimits);
    // If there were any changes allocate memory for them
    if (ingame.numStructureLimits)
    {
        ingame.pStructureLimits = (MULTISTRUCTLIMITS *)malloc(ingame.numStructureLimits * sizeof(MULTISTRUCTLIMITS));
    }

    for (i = 0; i < ingame.numStructureLimits; i++)
    {
        NETuint32_t(&ingame.pStructureLimits[i].id);
        NETuint32_t(&ingame.pStructureLimits[i].limit);
    }
    NETuint8_t(&ingame.flags);

    NETend();

    // Do the skirmish slider settings if they are up
    for (i = 0; i < MAX_PLAYERS; i++)
    {
        if (widgGetFromID(psWScreen, MULTIOP_SKSLIDE + i))
        {
            widgSetSliderPos(psWScreen, MULTIOP_SKSLIDE + i, game.skDiff[i]);
        }
    }
    debug(LOG_INFO, "Rebuilding map list");
    // clear out the old level list.
    levShutDown();
    levInitialise();
    setCurrentMap(NULL, 42);
    rebuildSearchPath(mod_multiplay, true);	// MUST rebuild search path for the new maps we just got!
    buildMapList();
    // See if we have the map or not
    if (levFindDataSet(game.map, &game.hash) == NULL)
    {
        uint32_t player = selectedPlayer;

        debug(LOG_INFO, "Map was not found, requesting map %s from host.", game.map);
        // Request the map from the host
        NETbeginEncode(NETnetQueue(NET_HOST_ONLY), NET_FILE_REQUESTED);
        NETuint32_t(&player);
        NETend();

        addConsoleMessage("MAP REQUESTED!", DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
    }
    else
    {
        loadMapPreview(false);
    }
}
Example #9
0
/*!
 * \brief Rebuilds the PHYSFS searchPath with mode specific subdirs
 *
 * Priority:
 * maps > mods > base > base.wz
 */
bool rebuildSearchPath(searchPathMode mode, bool force, const char *current_map)
{
	static searchPathMode current_mode = mod_clean;
	static std::string current_current_map;
	wzSearchPath *curSearchPath = searchPathRegistry;
	char tmpstr[PATH_MAX] = "\0";

	if (mode != current_mode || (current_map != nullptr ? current_map : "") != current_current_map || force ||
	    (use_override_mods && override_mod_list != getModList()))
	{
		if (mode != mod_clean)
		{
			rebuildSearchPath(mod_clean, false);
		}

		current_mode = mode;
		current_current_map = current_map != nullptr ? current_map : "";

		// Start at the lowest priority
		while (curSearchPath->lowerPriority)
		{
			curSearchPath = curSearchPath->lowerPriority;
		}

		switch (mode)
		{
		case mod_clean:
			debug(LOG_WZ, "Cleaning up");
			clearLoadedMods();

			while (curSearchPath)
			{
#ifdef DEBUG
				debug(LOG_WZ, "Removing [%s] from search path", curSearchPath->path);
#endif // DEBUG
				// Remove maps and mods
				removeSubdirs(curSearchPath->path, "maps");
				removeSubdirs(curSearchPath->path, "mods/music");
				removeSubdirs(curSearchPath->path, "mods/global");
				removeSubdirs(curSearchPath->path, "mods");
				removeSubdirs(curSearchPath->path, "mods/autoload");
				removeSubdirs(curSearchPath->path, "mods/campaign");
				removeSubdirs(curSearchPath->path, "mods/multiplay");
				removeSubdirs(curSearchPath->path, "mods/downloads");

				// Remove multiplay patches
				sstrcpy(tmpstr, curSearchPath->path);
				sstrcat(tmpstr, "mp");
				WZ_PHYSFS_unmount(tmpstr);
				sstrcpy(tmpstr, curSearchPath->path);
				sstrcat(tmpstr, "mp.wz");
				WZ_PHYSFS_unmount(tmpstr);

				// Remove plain dir
				WZ_PHYSFS_unmount(curSearchPath->path);

				// Remove base files
				sstrcpy(tmpstr, curSearchPath->path);
				sstrcat(tmpstr, "base");
				WZ_PHYSFS_unmount(tmpstr);
				sstrcpy(tmpstr, curSearchPath->path);
				sstrcat(tmpstr, "base.wz");
				WZ_PHYSFS_unmount(tmpstr);

				// remove video search path as well
				sstrcpy(tmpstr, curSearchPath->path);
				sstrcat(tmpstr, "sequences.wz");
				WZ_PHYSFS_unmount(tmpstr);
				curSearchPath = curSearchPath->higherPriority;
			}
			break;
		case mod_campaign:
			debug(LOG_WZ, "*** Switching to campaign mods ***");
			clearLoadedMods();

			while (curSearchPath)
			{
				// make sure videos override included files
				sstrcpy(tmpstr, curSearchPath->path);
				sstrcat(tmpstr, "sequences.wz");
				PHYSFS_mount(tmpstr, NULL, PHYSFS_APPEND);
				curSearchPath = curSearchPath->higherPriority;
			}
			curSearchPath = searchPathRegistry;
			while (curSearchPath->lowerPriority)
			{
				curSearchPath = curSearchPath->lowerPriority;
			}
			while (curSearchPath)
			{
#ifdef DEBUG
				debug(LOG_WZ, "Adding [%s] to search path", curSearchPath->path);
#endif // DEBUG
				// Add global and campaign mods
				PHYSFS_mount(curSearchPath->path, NULL, PHYSFS_APPEND);

				addSubdirs(curSearchPath->path, "mods/music", PHYSFS_APPEND, nullptr, false);
				addSubdirs(curSearchPath->path, "mods/global", PHYSFS_APPEND, use_override_mods ? &override_mods : &global_mods, true);
				addSubdirs(curSearchPath->path, "mods", PHYSFS_APPEND, use_override_mods ? &override_mods : &global_mods, true);
				addSubdirs(curSearchPath->path, "mods/autoload", PHYSFS_APPEND, use_override_mods ? &override_mods : nullptr, true);
				addSubdirs(curSearchPath->path, "mods/campaign", PHYSFS_APPEND, use_override_mods ? &override_mods : &campaign_mods, true);
				if (!WZ_PHYSFS_unmount(curSearchPath->path))
				{
					debug(LOG_WZ, "* Failed to remove path %s again", curSearchPath->path);
				}

				// Add plain dir
				PHYSFS_mount(curSearchPath->path, NULL, PHYSFS_APPEND);

				// Add base files
				sstrcpy(tmpstr, curSearchPath->path);
				sstrcat(tmpstr, "base");
				PHYSFS_mount(tmpstr, NULL, PHYSFS_APPEND);
				sstrcpy(tmpstr, curSearchPath->path);
				sstrcat(tmpstr, "base.wz");
				PHYSFS_mount(tmpstr, NULL, PHYSFS_APPEND);

				curSearchPath = curSearchPath->higherPriority;
			}
			break;
		case mod_multiplay:
			debug(LOG_WZ, "*** Switching to multiplay mods ***");
			clearLoadedMods();

			while (curSearchPath)
			{
				// make sure videos override included files
				sstrcpy(tmpstr, curSearchPath->path);
				sstrcat(tmpstr, "sequences.wz");
				PHYSFS_mount(tmpstr, NULL, PHYSFS_APPEND);
				curSearchPath = curSearchPath->higherPriority;
			}
			// Add the selected map first, for mapmod support
			if (current_map != nullptr)
			{
				WzString realPathAndDir = WzString::fromUtf8(PHYSFS_getRealDir(current_map)) + current_map;
				realPathAndDir.replace("/", PHYSFS_getDirSeparator()); // Windows fix
				PHYSFS_mount(realPathAndDir.toUtf8().c_str(), NULL, PHYSFS_APPEND);
			}
			curSearchPath = searchPathRegistry;
			while (curSearchPath->lowerPriority)
			{
				curSearchPath = curSearchPath->lowerPriority;
			}
			while (curSearchPath)
			{
#ifdef DEBUG
				debug(LOG_WZ, "Adding [%s] to search path", curSearchPath->path);
#endif // DEBUG
				// Add global and multiplay mods
				PHYSFS_mount(curSearchPath->path, NULL, PHYSFS_APPEND);
				addSubdirs(curSearchPath->path, "mods/music", PHYSFS_APPEND, nullptr, false);
				if (NetPlay.isHost || !NetPlay.bComms)
				{
					addSubdirs(curSearchPath->path, "mods/global", PHYSFS_APPEND, use_override_mods ? &override_mods : &global_mods, true);
					addSubdirs(curSearchPath->path, "mods", PHYSFS_APPEND, use_override_mods ? &override_mods : &global_mods, true);
					addSubdirs(curSearchPath->path, "mods/autoload", PHYSFS_APPEND, use_override_mods ? &override_mods : nullptr, true);
					addSubdirs(curSearchPath->path, "mods/multiplay", PHYSFS_APPEND, use_override_mods ? &override_mods : &multiplay_mods, true);
				}
				else
				{
					std::vector<std::string> hashList;
					for (Sha256 &hash : game.modHashes)
					{
						hashList = {hash.toString()};
						addSubdirs(curSearchPath->path, "mods/downloads", PHYSFS_APPEND, &hashList, true);
					}
				}
				WZ_PHYSFS_unmount(curSearchPath->path);

				// Add multiplay patches
				sstrcpy(tmpstr, curSearchPath->path);
				sstrcat(tmpstr, "mp");
				PHYSFS_mount(tmpstr, NULL, PHYSFS_APPEND);
				sstrcpy(tmpstr, curSearchPath->path);
				sstrcat(tmpstr, "mp.wz");
				PHYSFS_mount(tmpstr, NULL, PHYSFS_APPEND);

				// Add plain dir
				PHYSFS_mount(curSearchPath->path, NULL, PHYSFS_APPEND);

				// Add base files
				sstrcpy(tmpstr, curSearchPath->path);
				sstrcat(tmpstr, "base");
				PHYSFS_mount(tmpstr, NULL, PHYSFS_APPEND);
				sstrcpy(tmpstr, curSearchPath->path);
				sstrcat(tmpstr, "base.wz");
				PHYSFS_mount(tmpstr, NULL, PHYSFS_APPEND);

				curSearchPath = curSearchPath->higherPriority;
			}
			break;
		default:
			debug(LOG_ERROR, "Can't switch to unknown mods %i", mode);
			return false;
		}
		if (use_override_mods && mode != mod_clean)
		{
			if (getModList() != override_mod_list)
			{
				debug(LOG_POPUP, _("The required mod could not be loaded: %s\n\nWarzone will try to load the game without it."), override_mod_list.c_str());
			}
			clearOverrideMods();
			current_mode = mod_override;
		}

		// User's home dir must be first so we always see what we write
		WZ_PHYSFS_unmount(PHYSFS_getWriteDir());
		PHYSFS_mount(PHYSFS_getWriteDir(), NULL, PHYSFS_PREPEND);

#ifdef DEBUG
		printSearchPath();
#endif // DEBUG
	}
	else if (use_override_mods)
	{
		// override mods are already the same as current mods, so no need to do anything
		clearOverrideMods();
	}
	return true;
}