Exemple #1
0
    void apply_options(AG_Event *event)
    {
        int opengl = *static_cast<int*>(AG_PTR(1));
        int fs = *static_cast<int*>(AG_PTR(2));
        int lang = *static_cast<int*>(AG_PTR(3));

        std::stringstream str;
        str << "Fullscreen: " << fs;
        logger->logDebug(str.str());

        if (lang == -1)
            return;

        switch (lang)
        {
            case 0:
                game->setLanguage("en");
                break;

            case 1:
                game->setLanguage("pt");
                break;

            case 2:
                game->setLanguage("es");
                break;
        }

        interfaceManager->removeAllWindows();
        game->restart(opengl, fs, width, height);

        XMLFile file;
        if (file.load(resourceManager->getDataPath("townslife.cfg")))
        {
            file.setElement("graphics");

            file.changeInt("graphics", "opengl", opengl);
            if (fs)
                file.changeString("graphics", "fullscreen", "true");
            else
                file.changeString("graphics", "fullscreen", "false");
            file.changeInt("graphics", "width", width);
            file.changeInt("graphics", "height", height);

            file.setElement("language");
            file.changeString("language", "value", game->getLanguage());

            file.save();
        }

        GameState *state = new LoginState;
        game->changeState(state);
    }
    void ResourceManager::loadAnimations(const std::string &filename)
    {
        XMLFile file;
        int size;
        bool loaded = false;
        char *data = loadFile(filename, size);

		if (data && file.parse(data))
		{
		    // add all the animations
		    file.setElement("animation");
            do
            {
                file.setSubElement("body");

                int id = file.readInt("animation", "id");
                std::string name = file.readString("animation", "name");
                int frames = file.readInt("animation", "frames");
                int width = file.readInt("animation", "width");
                int height = file.readInt("animation", "height");

                // get list of animations for each body part
                std::list<BeingAnimation*> animList;
                do
                {
                    std::string img = file.readString("body", "file");
                    int part = file.readInt("body", "part");

                    std::stringstream texName;
                    texName << part << name;

                    // check if animation is in content update
                    if (getDataPath(img).find(".zip") == std::string::npos)
                    {
                        img = getDataPath(img);
                        loaded = graphicsEngine->loadTextureSet(texName.str(), img, width, height);
                    }
                    else
                    {
                        int imgBufSize = 0;
                        char *buffer = loadFile(img, imgBufSize);
                        loaded = graphicsEngine->loadTextureSet(texName.str(), buffer, imgBufSize, width, height);
                        free(buffer);
                    }

                    // load in all the frames of animation
                    if (loaded)
                    {
                        BeingAnimation *anim = new BeingAnimation(id, part);
                        for (int i = 1; i <= frames; ++i)
                        {
                            std::stringstream str;
                            str << texName.str() << i;
                            anim->addTexture(graphicsEngine->getTexture(str.str()));
                        }
                        animList.push_back(anim);
                    }
                } while (file.nextSubElement("body"));

                mAnimations.insert(std::pair<std::string, std::list<BeingAnimation*> >(name, animList));
                file.clear("body");

            } while (file.nextElement("animation"));
        }
    }
    void ResourceManager::loadBodyParts(const std::string &filename)
    {
        XMLFile file;
        int size;
        char *data = loadFile(filename, size);

		if (data && file.parse(data))
		{
		    // set size
		    file.setElement("size");
		    mBodyWidth = file.readInt("size", "width");
		    mBodyHeight = file.readInt("size", "height");

            // set defaults
            file.setElement("default");
		    mDefaultBody = file.readInt("default", "body");
            mDefaultFemale = file.readInt("default", "female");
		    mDefaultHair = file.readInt("default", "hair");
		    mDefaultChest = file.readInt("default", "chest");
		    mDefaultLegs = file.readInt("default", "legs");
		    mDefaultFeet = file.readInt("default", "feet");

            // add all the body parts
            file.setElement("body");
            do
            {
                file.setSubElement("image");
                int id = file.readInt("body", "id");
                std::string icon = file.readString("body", "icon");
                int part = file.readInt("body", "part");
                std::string colour = file.readString("body", "colour");

                Texture *iconTex = NULL;
                if (icon != "")
                {
                    if (getDataPath(icon).find(".zip") == std::string::npos)
                    {
                        iconTex = graphicsEngine->loadTexture(getDataPath(icon));
                    }
                    else
                    {
                        int iconBufSize = 0;
                        char *buffer = loadFile(icon, iconBufSize);
                        iconTex = graphicsEngine->loadTexture(icon, buffer, iconBufSize);
                        free(buffer);
                    }

                    if (iconTex == NULL)
                    {
                        logger->logError("Unable to load icon: " + icon);
                    }
                }

                BodyPart *body = new BodyPart(id, part, iconTex);

                do
                {
                    int dir = -1;
                    // check if img is in a content update
                    std::string img = file.readString("image", "file");
                    std::string dirstr = file.readString("image", "dir");

                    if (dirstr == "SE")
                        dir = DIRECTION_SOUTHEAST;
                    else if (dirstr == "SW")
                        dir = DIRECTION_SOUTHWEST;
                    else if (dirstr == "NE")
                        dir = DIRECTION_NORTHEAST;
                    else if (dirstr == "NW")
                        dir = DIRECTION_NORTHWEST;

                    std::string path = getDataPath(img);
                    size_t found = path.find(".zip");
                    if (found == std::string::npos)
                    {
                        body->addTexture(dir, path);
                    }
                    else
                    {
                        int imgBufSize = 0;
                        char *buffer = loadFile(img, imgBufSize);
                        body->addTexture(dir, img, buffer, imgBufSize);
                        free(buffer);
                    }

                } while (file.nextSubElement("image"));

                mBodyParts.push_back(body);
                file.clear("image");

            } while (file.nextElement("body"));
		}
    }