int c_loadDirectory(lua_State *L) {
	int dir;
	const char *dirPath;
	nebu_List *files, *p;
	int nFiles = 0;

	// load directory enum from stack
	int top = lua_gettop(L); // number of arguments
	if(top != 1) {
		// wrong number of arguments
		// lua_error(L, "wrong number of arguments for function "
		//	"c_loadDirectory: should be 1\n");
	}
	if(!lua_isnumber(L, -1)) {
		// lua_error(L, "number  expected for arg1 to function "
		//	"c_loadDirecotry");
	}
	dir = (int) lua_tonumber(L, -1);

	dirPath = getDirectory(dir); // PATH_ART or PATH_LEVEL or PATH_MUSIC
	files = readDirectoryContents(dirPath, NULL);

	lua_newtable(L);
	for(p = files; p->next; p = p->next) {
		lua_pushstring(L, p->data);
		lua_rawseti(L, -2, nFiles + 1);
		nFiles++;
	}
	/* FIXME: when does the list get freed */
	return 1;
}
Esempio n. 2
0
void Sound_initTracks(void) {
  const char *music_path;
  List *soundList;
  List *p;
  int i;

  music_path = getDirectory( PATH_MUSIC );
	soundList = readDirectoryContents(music_path, NULL);
  if(soundList->next == NULL) {
    fprintf(stderr, "[sound] no music files found...exiting\n");
    exit(1); // FIXME: handle missing songs somewhere else
  }
  
  //soundList->data="revenge_of_cats.it";
  
  i = 1;
  for(p = soundList; p->next != NULL; p = p->next) {
    
    // bugfix: filter track list to readable files (and without directories)
    char *path = getPossiblePath( PATH_MUSIC, (char*)p->data );
  	if( path != NULL && fileExists( path ) ) {
    	scripting_RunFormat("tracks[%d] = \"%s\"", i, (char*) p->data);
        i++;
    	free( path );
    }
  }
  scripting_Run("setupSoundTrack()");
}
Esempio n. 3
0
void Sound_initTracks(void) {
  const char *music_path;
  nebu_List *soundList;
  nebu_List *p;
  int i;

  music_path = getDirectory( PATH_MUSIC );
	soundList = readDirectoryContents(music_path, NULL);
  if(soundList->next == NULL) {
    fprintf(stderr, "[sound] no music files found...exiting\n");
    nebu_assert(0); exit(1); // TODO: handle missing songs somewhere else
  }
    
  i = 1;
  for(p = soundList; p->next != NULL; p = p->next) {
    
    // bugfix: filter track list to readable files (and without directories)
    char *path = getPossiblePath( PATH_MUSIC, (char*)p->data );
  	if( path != NULL && nebu_FS_Test( path ) ) {
    	scripting_RunFormat("tracks[%d] = \"%s\"", i, (char*) p->data);
        i++;
    	free( path );
		
    }
	free(p->data);
  }
  nebu_List_Free(soundList);
  scripting_Run("setupSoundTrack()");
}
Esempio n. 4
0
void initArtpacks() {
    list *l, *p;
    int i = 0, n = 0;

    l = readDirectoryContents(PATH_ART, NULL);
    for(p = l; p->next != NULL; p = p->next)
        n++;

    artpack_list = (char**) malloc((n + 1) * sizeof(char*));

    for(p = l; p->next != NULL; p = p->next) {
        artpack_list[i] = (char*) malloc(strlen( (char*) p->data ) + 1);
        memcpy(artpack_list[i], p->data, strlen( (char*) p->data ) + 1);
        printf("loading artpack %s\n", artpack_list[i]);
        if(strstr(artpack_list[i], "default") == artpack_list[i])
            artpack_index = i;
        i++;

    }
    printf("loaded %d artpacks\n", i);
    artpack_list[i] = NULL;
}
Esempio n. 5
0
int main( int argc, char *argv[] ) {
  char *path;
  list *l;
#ifdef SOUND
  int c;
#endif

#ifdef __FreeBSD__
  fpsetmask(0);
#endif

#ifdef macintosh
    setupHomeEnvironment ();
#endif

  SystemInit(&argc, argv);

#ifndef CURRENT_EQ_DATA_DIR
  goto_installpath(argv[0]);
#endif

  /* initialize artpack list before loading settigns! */
  initArtpacks();

  path = getFullPath("settings.txt");
  if(path != NULL)
    initMainGameSettings(path); /* reads defaults from ~/.gltronrc */
  else {
    printf("fatal: could not settings.txt, exiting...\n");
    exit(1);
  }

  parse_args(argc, argv);

  consoleInit();
  initGameStructures();
  resetScores();

  /* sound */
  path = getMusicPath(MUSIC_DIR);
  game->settings->soundList = 
    readDirectoryContents(path, SONG_PREFIX);
  
  game->settings->soundIndex = -1;

  l = game->settings->soundList;

#ifdef SOUND
  printf("initializing sound\n");
  initSound();
  setFxVolume(game->settings->fxVolume);

  if(l->next != NULL) {
    char *tmp;
    tmp = malloc(strlen(path) + 1 + /* seperator */
		 strlen((char*) l->data) + 1);
    sprintf(tmp, "%s%c%s", path, SEPERATOR, 
	    (char*) l->data);
    fprintf(stderr, "loading song %s\n", tmp);
    loadSound(tmp);
    free(tmp);
    game->settings->soundIndex = 0;
  }

  c = 0;
  while(l->next != NULL) {
    l = l->next;
    c++;
  }
  game->settings->soundSongCount = c;

  if(game->settings->playMusic)
    playSound();
  fprintf(stderr, "setting music volume to %.3f\n",
	  game->settings->musicVolume);
  setMusicVolume(game->settings->musicVolume);
  free(path);
#endif

  printf("loading menu\n");
  path = getFullPath("menu.txt");
  if(path != NULL)
    pMenuList = loadMenuFile(path);
  else {
    printf("fatal: could not load menu.txt, exiting...\n");
    exit(1);
  }
  printf("menu loaded\n");
  free(path);

  setupDisplay(game->screen);
  switchCallbacks(&guiCallbacks);
  switchCallbacks(&guiCallbacks);

  SystemMainLoop();

  return 0;
}