Exemple #1
0
/** Process commandline-arguments */
static int process_command_args(const commandline_options& cmdline_opts) {

	// Options that don't change behavior based on any others should be checked alphabetically below.

	if(cmdline_opts.userconfig_dir) {
		filesystem::set_user_config_dir(*cmdline_opts.userconfig_dir);
	}
	if(cmdline_opts.userconfig_path) {
		std::cout << filesystem::get_user_config_dir() << '\n';
		return 0;
	}
	if(cmdline_opts.userdata_dir) {
		filesystem::set_user_data_dir(*cmdline_opts.userdata_dir);
	}
	if(cmdline_opts.userdata_path) {
		std::cout << filesystem::get_user_data_dir() << '\n';
		return 0;
	}
	if(cmdline_opts.data_dir) {
		const std::string datadir = *cmdline_opts.data_dir;
		std::cerr << "Overriding data directory with " << datadir << std::endl;
#ifdef _WIN32
		// use c_str to ensure that index 1 points to valid element since c_str() returns null-terminated string
		if(datadir.c_str()[1] == ':') {
#else
		if(datadir[0] == '/') {
#endif
			game_config::path = datadir;
		} else {
			game_config::path = filesystem::get_cwd() + '/' + datadir;
		}

		if(!filesystem::is_directory(game_config::path)) {
			std::cerr << "Could not find directory '" << game_config::path << "'\n";
			throw config::error("directory not found");
		}
	// don't update font as we already updating it in game ctor
	//font_manager_.update_font_path();
	}
	if(cmdline_opts.data_path) {
		std::cout << game_config::path << '\n';
		return 0;
	}
	if(cmdline_opts.debug_lua) {
		game_config::debug_lua = true;
	}
	if(cmdline_opts.gunzip) {
		const std::string input_file(*cmdline_opts.gunzip);
		if(!filesystem::is_gzip_file(input_file)) {
			std::cerr << "file '" << input_file << "'isn't a .gz file\n";
			return 2;
		}
		const std::string output_file(
			input_file, 0, input_file.length() - 3);
		gzip_decode(input_file, output_file);
	}
	if(cmdline_opts.bunzip2) {
		const std::string input_file(*cmdline_opts.bunzip2);
		if(!filesystem::is_bzip2_file(input_file)) {
			std::cerr << "file '" << input_file << "'isn't a .bz2 file\n";
			return 2;
		}
		const std::string output_file(
			input_file, 0, input_file.length() - 4);
		bzip2_decode(input_file, output_file);
	}
	if(cmdline_opts.gzip) {
		const std::string input_file(*cmdline_opts.gzip);
		const std::string output_file(*cmdline_opts.gzip + ".gz");
		gzip_encode(input_file, output_file);
	}
	if(cmdline_opts.bzip2) {
		const std::string input_file(*cmdline_opts.bzip2);
		const std::string output_file(*cmdline_opts.bzip2 + ".bz2");
		bzip2_encode(input_file, output_file);
	}
	if(cmdline_opts.help) {
		std::cout << cmdline_opts;
		return 0;
	}
	if(cmdline_opts.log) {
		for(std::vector<boost::tuple<int, std::string> >::const_iterator it=cmdline_opts.log->begin(); it!=cmdline_opts.log->end(); ++it)
		{
			const std::string log_domain = it->get<1>();
			const int severity = it->get<0>();
			if (!lg::set_log_domain_severity(log_domain, severity))
			{
				std::cerr << "unknown log domain: " << log_domain << '\n';
				return 2;
			}
		}
	}
	if(cmdline_opts.logdomains) {
		std::cout << lg::list_logdomains(*cmdline_opts.logdomains);
		return 0;
	}
	if(cmdline_opts.path) {
		std::cout <<  game_config::path << "\n";
		return 0;
	}
	if(cmdline_opts.log_precise_timestamps) {
		lg::precise_timestamps(true);
	}
	if(cmdline_opts.rng_seed) {
		srand(*cmdline_opts.rng_seed);
	}
	if(cmdline_opts.screenshot || cmdline_opts.render_image) {
		SDL_setenv("SDL_VIDEODRIVER", "dummy", 1);
	}
	if(cmdline_opts.strict_validation) {
		strict_validation_enabled = true;
	}
	if(cmdline_opts.version) {
		std::cout << "Battle for Wesnoth" << " " << game_config::version << "\n\n";
		std::cout << "Library versions:\n" << game_config::library_versions_report() << '\n';
		std::cout << "Optional features:\n" << game_config::optional_features_report();

		return 0;
	}

	// Options changing their behavior dependent on some others should be checked below.

	if ( cmdline_opts.preprocess ) {
		handle_preprocess_command(cmdline_opts);
		return 0;
	}

	// Not the most intuitive solution, but I wanted to leave current semantics for now
	return -1;
}

/**
 * I would prefer to setup locale first so that early error
 * messages can get localized, but we need the game_launcher
 * initialized to have filesystem::get_intl_dir() to work.  Note: setlocale()
 * does not take GUI language setting into account.
 */
static void init_locale() {
	#if defined _WIN32 || defined __APPLE__
	    setlocale(LC_ALL, "English");
	#else
		std::setlocale(LC_ALL, "C");
		translation::init();
	#endif
	const std::string& intl_dir = filesystem::get_intl_dir();
	translation::bind_textdomain(PACKAGE, intl_dir.c_str(), "UTF-8");
	translation::bind_textdomain(PACKAGE "-lib", intl_dir.c_str(), "UTF-8");
	translation::set_default_textdomain(PACKAGE);
}
Exemple #2
0
static int
f_decode (size_t z, unsigned char *bz, size_t n, unsigned char *bp)
{
/* 	bp buffer provided
|	bz buffer "zipped", compressed
|	n  len of buffer provided
|	z  len of buffer zipped
\*---------------------------------------------------------------*/

/*
	unsigned char *ib = intermediate_block;
	unsigned int m;
	return	huff_decode (bz, z, ib, &m, MAXBLOCK) && rle_decode (ib, m, bp, &n, MAXBLOCK);
*/
#if defined(HUFFMAN)
	if        (CP_SCHEME == CP1) {

		/* HUFFMAN */
		return huff_decode (bz, z, bp, &n, MAXBLOCK);

	} else
#endif
#if defined(LIBLZF)
	if (CP_SCHEME == CP2) {

		/* LZF */
		return lzf_decode  (bz, z, bp, &n, MAXBLOCK);

	} else
#endif
#if defined (ZLIB)
    if (CP_SCHEME == CP3) {

		/* ZLIB */
		return zlib_decode (bz, z, bp, &n, MAXBLOCK);

	} else
#endif
    if (CP_SCHEME == CP4) {

		/* LZMA86 */
		return lzma_decode (bz, z, bp, &n, n); /* maximum needs to be the exact number that it will produce */

	} else if (CP_SCHEME == CP7) {

		/* RLE */
		return rle_decode (bz, z, bp, &n, MAXBLOCK);

	#if defined (LIBBZIP2)
	} else if (CP_SCHEME == CP8) {

		/* BZIP2 */
		return bzip2_decode (bz, z, bp, &n, MAXBLOCK);
	#endif

	} else if (CP_SCHEME == CP9) {

		return justcopy_decode (bz, z, bp, &n, MAXBLOCK);

	} else {

		return FALSE;
	}
}