void CCharShape::SaveCharNodes (string dir, string filename) { CSPList list (MAX_CHAR_NODES + 10); string line, order, joint; TCharNode *node; TCharAction *act; int i, ii, aa; TVector3 rotation; bool rotflag; list.Add ("# Generated by Tuxracer tools"); list.Add (""); if (numMatlines > 0) { list.Add ("# Materials:"); for (i=0; i<numMatlines; i++) list.Add (Matlines[i]); list.Add (""); } list.Add ("# Nodes:"); for (i=1; i<numNodes; i++) { node = Nodes[i]; act = Actions[i]; if (node->parent_name >= node->node_name) Message ("wrong parent index"); line = "*[node] " + Int_StrN (node->node_name); line += " [par] " + Int_StrN (node->parent_name); order = act->order; rotation = NullVec; rotflag = false; if (order.size() > 0) { line += " [order] " + order; for (ii=0; ii<(int)order.size(); ii++) { aa = order.at(ii)-48; switch (aa) { case 0: line += " [trans] " + Vector_StrN (act->vec[ii], 2); break; case 4: line += " [scale] " + Vector_StrN (act->vec[ii], 2); break; case 1: rotation.x = act->dval[ii]; rotflag = true; break; case 2: rotation.y = act->dval[ii]; rotflag = true; break; case 3: rotation.z = act->dval[ii]; rotflag = true; break; case 5: line += " [vis] " + Float_StrN (act->dval[ii], 0); break; case 9: rotation.z = act->dval[ii]; rotflag = true; break; } } if (rotflag) line += " [rot] " + Vector_StrN (rotation, 2); } if (act->mat.size() > 0) line += " [mat] " + act->mat; if (node->joint.size() > 0) line += " [joint] " + node->joint; if (act->name.size() > 0) line += " [name] " + act->name; if (node->render_shadow) line += " [shad] 1"; list.Add (line); if (i<numNodes-3) { if (node->visible && !Nodes[i+1]->visible) list.Add (""); joint = Nodes[i+2]->joint; if (joint.size() > 0) list.Add ("# " + joint); } } list.Save (dir, filename); }
bool CScore::SaveHighScore () const { CSPList splist ((int)Scorelist.size()*MAX_SCORES); for (size_t li=0; li<Scorelist.size(); li++) { const TScoreList* lst = &Scorelist[li]; if (lst != NULL) { int num = lst->numScores; if (num > 0) { for (int sc=0; sc<num; sc++) { const TScore& score = lst->scores[sc]; string line = "*[course] " + Course.CourseList[li].dir; line += " [plyr] " + score.player; line += " [pts] " + Int_StrN (score.points); line += " [herr] " + Int_StrN (score.herrings); line += " [time] " + Float_StrN (score.time, 1); splist.Add (line); } } } } if (!splist.Save (param.config_dir, "highscore")) { Message ("could not save highscore list"); return false; } return true; }
void CKeyframe::SaveTest (string dir, string filename) { CSPList list (100); string line; TKeyframe2 *frame; double ll, rr; for (int i=0; i<numFrames; i++) { frame = frames[i]; line = "*[time] " + Float_StrN (frame->val[0], 1); line += " [pos] " + Float_StrN (frame->val[1], 2); line += " " + Float_StrN (frame->val[2], 2); line += " " + Float_StrN (frame->val[3], 2); if (frame->val[4] != 0) line += " [yaw] " + Float_StrN (frame->val[4], 0); if (frame->val[5] != 0) line += " [pitch] " + Float_StrN (frame->val[5], 0); if (frame->val[6] != 0) line += " [roll] " + Float_StrN (frame->val[6], 0); if (frame->val[7] != 0) line += " [neck] " + Float_StrN (frame->val[7], 0); if (frame->val[8] != 0) line += " [head] " + Float_StrN (frame->val[8], 0); ll = frame->val[9]; rr = frame->val[10]; if (ll != 0 || rr != 0) line += " [sh] " + Float_StrN (ll, 0) + " " + Float_StrN (rr, 0); ll = frame->val[11]; rr = frame->val[12]; if (ll != 0 || rr != 0) line += " [arm] " + Float_StrN (ll, 0) + " " + Float_StrN (rr, 0); ll = frame->val[13]; rr = frame->val[14]; if (ll != 0 || rr != 0) line += " [hip] " + Float_StrN (ll, 0) + " " + Float_StrN (rr, 0); ll = frame->val[15]; rr = frame->val[16]; if (ll != 0 || rr != 0) line += " [knee] " + Float_StrN (ll, 0) + " " + Float_StrN (rr, 0); ll = frame->val[17]; rr = frame->val[18]; if (ll != 0 || rr != 0) line += " [ankle] " + Float_StrN (ll, 0) + " " + Float_StrN (rr, 0); list.Add (line); } list.Save (dir, filename); }
void CKeyframe::SaveTest (const string& dir, const string& filename) { CSPList list (100); for (size_t i=0; i<frames.size(); i++) { TKeyframe* frame = &frames[i]; string line = "*[time] " + Float_StrN (frame->val[0], 1); line += " [pos] " + Float_StrN (frame->val[1], 2); line += " " + Float_StrN (frame->val[2], 2); line += " " + Float_StrN (frame->val[3], 2); if (frame->val[4] != 0) line += " [yaw] " + Float_StrN (frame->val[4], 0); if (frame->val[5] != 0) line += " [pitch] " + Float_StrN (frame->val[5], 0); if (frame->val[6] != 0) line += " [roll] " + Float_StrN (frame->val[6], 0); if (frame->val[7] != 0) line += " [neck] " + Float_StrN (frame->val[7], 0); if (frame->val[8] != 0) line += " [head] " + Float_StrN (frame->val[8], 0); double ll = frame->val[9]; double rr = frame->val[10]; if (ll != 0 || rr != 0) line += " [sh] " + Float_StrN (ll, 0) + " " + Float_StrN (rr, 0); ll = frame->val[11]; rr = frame->val[12]; if (ll != 0 || rr != 0) line += " [arm] " + Float_StrN (ll, 0) + " " + Float_StrN (rr, 0); ll = frame->val[13]; rr = frame->val[14]; if (ll != 0 || rr != 0) line += " [hip] " + Float_StrN (ll, 0) + " " + Float_StrN (rr, 0); ll = frame->val[15]; rr = frame->val[16]; if (ll != 0 || rr != 0) line += " [knee] " + Float_StrN (ll, 0) + " " + Float_StrN (rr, 0); ll = frame->val[17]; rr = frame->val[18]; if (ll != 0 || rr != 0) line += " [ankle] " + Float_StrN (ll, 0) + " " + Float_StrN (rr, 0); list.Add (line); } list.Save (dir, filename); }
bool CCourse::LoadObjectMap () { CImage treeImg; if (!treeImg.LoadPng (CourseDir.c_str(), "trees.png", true)) { Message ("unable to open trees.png"); return false; } int pad = 0; int cnt = 0; double height, diam; CSPList savelist (10000); CollArr.clear(); NocollArr.clear(); for (int y=0; y<ny; y++) { for (int x=0; x<nx; x++) { int imgidx = (x + nx * y) * treeImg.depth + pad; int type = GetObject (&treeImg.data[imgidx]); if (type >= 0) { cnt++; double xx = (nx - x) / (double)(nx - 1.0) * curr_course->size.x; double zz = -(ny - y) / (double)(ny - 1.0) * curr_course->size.y; if (ObjTypes[type].texture == NULL && ObjTypes[type].drawable) { string terrpath = param.obj_dir + SEP + ObjTypes[type].textureFile; ObjTypes[type].texture = new TTexture(); ObjTypes[type].texture->LoadMipmap(terrpath, 0); } // set random height and diam - see constants above switch (type) { case 5: CalcRandomTrees (2.5, 2.5, height, diam); break; case 6: CalcRandomTrees (3, 3, height, diam); break; case 7: CalcRandomTrees (1.2, 1.2, height, diam); break; case 2: case 3: height = 6.0; diam = 9.0; break; default: height = 1; diam = 1; break; } bool coll = ObjTypes[type].collidable; if (coll == 1) { CollArr.push_back(TCollidable()); CollArr.back().pt.x = xx; CollArr.back().pt.z = zz; CollArr.back().pt.y = FindYCoord (xx, zz); CollArr.back().height = height; CollArr.back().diam = diam; CollArr.back().tree_type = type; } else if (coll == 0) { NocollArr.push_back(TItem()); NocollArr.back().pt.x = xx; NocollArr.back().pt.z = zz; NocollArr.back().pt.y = FindYCoord (xx, zz); NocollArr.back().height = height; NocollArr.back().diam = diam; NocollArr.back().item_type = type; NocollArr.back().collectable = ObjTypes[type].collectable; NocollArr.back().drawable = ObjTypes[type].drawable; ObjTypes[type].num_items++; } if (SaveItemsFlag) { string line = "*[name]"; line += ObjTypes[type].name; SPSetIntN (line, "x", x); SPSetIntN (line, "z", y); SPSetFloatN (line, "height", height, 1); SPSetFloatN (line, "diam", diam, 1); savelist.Add (line); } } } pad += (nx * treeImg.depth) % 4; } if (SaveItemsFlag) { string itemfile = CourseDir + SEP + "items.lst"; savelist.Save (itemfile); } return true; }
void SaveConfigFile () { CSPList liste (512); liste.Add ("# ------------------------------------------------------------------"); liste.Add ("# The first group of params can be adjusted "); liste.Add ("# on the configuration screen, too"); liste.Add ("# ------------------------------------------------------------------"); liste.Add (""); AddComment (liste, "Full-screen mode [0...1]"); AddIntItem (liste, "fullscreen", param.fullscreen); liste.Add (""); AddComment (liste, "Screen resolution [0...9]"); AddComment (liste, "0 = auto, 1 = 800x600, 2 = 1024x768"); AddComment (liste, "3 = 1152x864, 4 = 1280x960, 5 = 1280x1024"); AddComment (liste, "6 = 1360x768, 7 = 1400x1050, 8 = 1440x900, 9=1680x1050"); AddIntItem (liste, "res_type", (int)param.res_type); liste.Add (""); AddComment (liste, "Level of details [1...3]"); AddComment (liste, "1 = best performance, 3 = best appearance"); AddIntItem (liste, "detail_level", param.perf_level); liste.Add (""); AddComment (liste, "Language code [0...]"); AddComment (liste, "0 = English etc."); AddIntItem (liste, "language", (int)param.language); liste.Add (""); AddComment (liste, "Sound volume [0...120]"); AddComment (liste, "Sounds are the terrain effects or the pickup noise."); AddIntItem (liste, "sound_volume", param.sound_volume); liste.Add (""); AddComment (liste, "Volume of the background music [0...120]"); AddIntItem (liste, "music_volume", param.music_volume); liste.Add (""); liste.Add ("# ------------------------------------------------------------------"); liste.Add ("# The second group of params must be adjusted in this file."); liste.Add ("# ------------------------------------------------------------------"); liste.Add (""); AddComment (liste, "Forward clipping distance"); AddComment (liste, "Controls how far ahead of the camera the course"); AddComment (liste, "is rendered. Larger values mean that more of the course is"); AddComment (liste, "rendered, resulting in slower performance. Decreasing this "); AddComment (liste, "value is an effective way to improve framerates."); AddIntItem (liste, "forward_clip_distance", param.forward_clip_distance); liste.Add (""); AddComment (liste, "Backward clipping distance"); AddComment (liste, "Some objects aren't yet clipped to the view frustum, "); AddComment (liste, "so this value is used to control how far up the course these "); AddComment (liste, "objects are drawn."); AddIntItem (liste, "backward_clip_distance", param.backward_clip_distance); liste.Add (""); AddComment (liste, "Field of View of the camera"); AddIntItem (liste, "fov", param.fov); liste.Add (""); AddComment (liste, "Bpp mode - bits per pixel [0...2]"); AddComment (liste, "Controls the color depth of the OpenGL window"); AddComment (liste, "0 = use current bpp setting of operating system,"); AddComment (liste, "1 = 16 bpp, 2 = 32 bpp"); AddIntItem (liste, "bpp_mode", param.bpp_mode); liste.Add (""); AddComment (liste, "Tree detail distance"); AddComment (liste, "Controls how far up the course the trees are drawn crosswise."); AddIntItem (liste, "tree_detail_distance", param.tree_detail_distance); liste.Add (""); AddComment (liste, "Tux sphere divisions"); AddComment (liste, "Controls how detailled the character is drawn"); AddIntItem (liste, "tux_sphere_divisions", param.tux_sphere_divisions); liste.Add (""); AddComment (liste, "Tux shadow sphere divisions"); AddComment (liste, "The same but for the shadow of the character"); AddIntItem (liste, "tux_shadow_sphere_div", param.tux_shadow_sphere_divisions); liste.Add (""); AddComment (liste, "Detail level of the course"); AddComment (liste, "This param is used for the quadtree and controls the"); AddComment (liste, "LOD of the algorithm. "); AddIntItem (liste, "course_detail_level", param.course_detail_level); liste.Add (""); AddComment (liste, "Font type [0...2]"); AddComment (liste, "0 = always arial-like font,"); AddComment (liste, "1 = papercut font on the menu screens"); AddComment (liste, "2 = papercut font for the hud display, too"); AddIntItem (liste, "use_papercut_font", param.use_papercut_font); liste.Add (""); AddComment (liste, "Cursor type [0...1]"); AddComment (liste, "0 = normal cursor (arrow), 1 = icicle"); AddIntItem (liste, "ice_cursor", param.ice_cursor); liste.Add (""); AddComment (liste, "Draw full skybox [0...1]"); AddComment (liste, "A normal skybox consists of 6 textures. In Tuxracer"); AddComment (liste, "3 textures are invisible (top, bottom and back)."); AddComment (liste, "These textures needn't be drawn."); AddIntItem (liste, "full_skybox", param.full_skybox); liste.Add (""); AddComment (liste, "Audio frequency"); AddComment (liste, "Typical values are 11025, 22050 ..."); AddIntItem (liste, "audio_freq", param.audio_freq); liste.Add (""); AddComment (liste, "Size of audio buffer"); AddComment (liste, "Typical values are 512, 1024, 2048 ..."); AddIntItem (liste, "audio_buffer_size", param.audio_buffer_size); liste.Add (""); AddComment (liste, "Select the music:"); AddComment (liste, "(the racing music is defined by a music theme)"); AddItem (liste, "menu_music", param.menu_music); AddItem (liste, "credits_music", param.credits_music); AddItem (liste, "config_music", param.config_music); liste.Add (""); AddComment (liste, "Use sqare root of scale factors for menu screens [0...1]"); AddComment (liste, "Exprimental: these factors reduce the effect of screen scaling."); AddComment (liste, "The widgets are closer to their default sizes."); AddIntItem (liste, "use_quad_scale", param.use_quad_scale); liste.Add (""); // --------------------------------------- liste.Save (param.configfile); }
void AddComment (CSPList &list, const string& comment) { string line = "# " + comment; list.Add (line); }
void AddItem (CSPList &list, const string& tag, const string& content) { string item = " [" +tag + "] " + content; list.Add (item); }
void AddComment (CSPList &list, string comment) { string line; line = "# " + comment; list.Add (line); }
void CCharShape::SaveCharNodes (const string& dir, const string& filename) { CSPList list (MAX_CHAR_NODES + 10); list.Add ("# Generated by Tuxracer tools"); list.AddLine (); if (!Materials.empty()) { list.Add ("# Materials:"); for (size_t i=0; i<Materials.size(); i++) if (!Materials[i].matline.empty()) list.Add (Materials[i].matline); list.AddLine (); } list.Add ("# Nodes:"); for (size_t i=1; i<numNodes; i++) { TCharNode* node = Nodes[i]; TCharAction* act = node->action; if (node->parent_name >= node->node_name) Message ("wrong parent index"); string line = "*[node] " + Int_StrN ((int)node->node_name); line += " [par] " + Int_StrN ((int)node->parent_name); if (!act->order.empty()) { bool rotflag = false; TVector3d rotation; line += " [order] " + act->order; for (size_t ii=0; ii<act->order.size(); ii++) { int aa = act->order[ii]-48; switch (aa) { case 0: line += " [trans] " + Vector_StrN (act->vec[ii], 2); break; case 4: line += " [scale] " + Vector_StrN (act->vec[ii], 2); break; case 1: rotation.x = act->dval[ii]; rotflag = true; break; case 2: rotation.y = act->dval[ii]; rotflag = true; break; case 3: rotation.z = act->dval[ii]; rotflag = true; break; case 5: line += " [vis] " + Float_StrN (act->dval[ii], 0); break; case 9: rotation.z = act->dval[ii]; rotflag = true; break; } } if (rotflag) line += " [rot] " + Vector_StrN (rotation, 2); } if (!act->mat.empty()) line += " [mat] " + act->mat; if (!node->joint.empty()) line += " [joint] " + node->joint; if (!act->name.empty()) line += " [name] " + act->name; if (node->render_shadow) line += " [shad] 1"; list.Add (line); if (i<numNodes-3) { if (node->visible && !Nodes[i+1]->visible) list.AddLine (); const string& joint = Nodes[i+2]->joint; if (joint.empty()) list.Add ("# " + joint); } } list.Save (dir, filename); }