コード例 #1
0
ファイル: SpaceStationType.cpp プロジェクト: Brooking/pioneer
void SpaceStationType::Init()
{
	assert(s_lua == 0);
	if (s_lua != 0) return;

	s_lua = luaL_newstate();
	lua_State *L = s_lua;

	LUA_DEBUG_START(L);
	pi_lua_open_standard_base(L);

	LuaVector::Register(L);

	LUA_DEBUG_CHECK(L, 0);

	lua_register(L, "define_orbital_station", define_orbital_station);
	lua_register(L, "define_surface_station", define_surface_station);

	namespace fs = FileSystem;
	for (fs::FileEnumerator files(fs::gameDataFiles, "stations", fs::FileEnumerator::Recurse);
			!files.Finished(); files.Next()) {
		const fs::FileInfo &info = files.Current();
		if (ends_with_ci(info.GetPath(), ".lua")) {
			const std::string name = info.GetName();
			s_currentStationFile = name.substr(0, name.size()-4);
			pi_lua_dofile(L, info.GetPath());
			s_currentStationFile.clear();
		}
	}
	LUA_DEBUG_END(L, 0);
}
コード例 #2
0
ファイル: SpaceStationType.cpp プロジェクト: ecraven/pioneer
/*static*/
void SpaceStationType::Init()
{
	static bool isInitted = false;
	if (isInitted)
		return;
	isInitted = true;

	// load all station definitions
	namespace fs = FileSystem;
	for (fs::FileEnumerator files(fs::gameDataFiles, "stations", 0); !files.Finished(); files.Next()) {
		const fs::FileInfo &info = files.Current();
		if (ends_with_ci(info.GetPath(), ".json")) {
			const std::string id(info.GetName().substr(0, info.GetName().size() - 5));
			try {
				SpaceStationType st = SpaceStationType(id, info.GetPath());
				switch (st.dockMethod) {
				case SURFACE: surfaceTypes.push_back(st); break;
				case ORBITAL: orbitalTypes.push_back(st); break;
				}
			} catch (StationTypeLoadError) {
				// TODO: Actual error handling would be nice.
				Error("Error while loading Space Station data (check stdout/output.txt).\n");
			}
		}
	}
}
コード例 #3
0
ファイル: ModManager.cpp プロジェクト: laarmen/pioneer
void ModManager::Init() {
	FileSystem::userFiles.MakeDirectory("mods");

	for (FileSystem::FileEnumerator files(FileSystem::userFiles, "mods", 0); !files.Finished(); files.Next()) {
		const FileSystem::FileInfo &info = files.Current();
		const std::string &zipPath = info.GetPath();
		if (ends_with_ci(zipPath, ".zip")) {
			Output("adding mod: %s\n", zipPath.c_str());
			FileSystem::gameDataFiles.PrependSource(new FileSystem::FileSourceZip(FileSystem::userFiles, zipPath));
		}
	}
}
コード例 #4
0
ファイル: Lang.cpp プロジェクト: Action-Committee/pioneer
std::vector<std::string> Resource::GetAvailableLanguages(const std::string &resourceName)
{
	std::vector<std::string> languages;

	for (FileSystem::FileEnumerator files(FileSystem::gameDataFiles, "lang/" + resourceName); !files.Finished(); files.Next()) {
		assert(files.Current().IsFile());
		const std::string &path = files.Current().GetPath();
		if (ends_with_ci(path, ".json")) {
			const std::string name = files.Current().GetName();
			languages.push_back(name.substr(0, name.size() - 5));
		}
	}

	return languages;
}
コード例 #5
0
/*static*/
void SpaceStationType::Init()
{
	static bool isInitted = false;
	if (isInitted) 
		return;
	isInitted = true;

	// load all station definitions
	namespace fs = FileSystem;
	for (fs::FileEnumerator files(fs::gameDataFiles, "stations", 0); !files.Finished(); files.Next()) {
		const fs::FileInfo &info = files.Current();
		if (ends_with_ci(info.GetPath(), ".json")) {
			const std::string id(info.GetName().substr(0, info.GetName().size()-5));
			SpaceStationType st = SpaceStationType(id, info.GetPath());
			switch (st.dockMethod) {
				case SURFACE: surfaceTypes.push_back(st); break;
				case ORBITAL: orbitalTypes.push_back(st); break;
			}
		}
	}
}
コード例 #6
0
ファイル: ShipType.cpp プロジェクト: laarmen/pioneer
void ShipType::Init()
{
	static bool isInitted = false;
	if (isInitted)
		return;
	isInitted = true;

	// load all ship definitions
	namespace fs = FileSystem;
	for (fs::FileEnumerator files(fs::gameDataFiles, "ships", fs::FileEnumerator::Recurse); !files.Finished(); files.Next()) {
		const fs::FileInfo &info = files.Current();
		if (ends_with_ci(info.GetPath(), ".json")) {
			const std::string id(info.GetName().substr(0, info.GetName().size()-5));
			ShipType st = ShipType(id, info.GetPath());
			types.insert(std::make_pair(st.id, st));

			// assign the names to the various lists
			switch( st.tag ) {
			case TAG_SHIP:				player_ships.push_back(id);				break;
			case TAG_STATIC_SHIP:		static_ships.push_back(id);				break;
			case TAG_MISSILE:			missile_ships.push_back(id);			break;
				break;
			case TAG_NONE:
			default:
				break;
			}
		}
	}

#if ALLOW_LUA_SHIP_DEF
	lua_State *l = luaL_newstate();

	LUA_DEBUG_START(l);

	luaL_requiref(l, "_G", &luaopen_base, 1);
	luaL_requiref(l, LUA_DBLIBNAME, &luaopen_debug, 1);
	luaL_requiref(l, LUA_MATHLIBNAME, &luaopen_math, 1);
	lua_pop(l, 3);

	LuaConstants::Register(l);
	LuaVector::Register(l);
	LUA_DEBUG_CHECK(l, 0);

	// provide shortcut vector constructor: v = vector.new
	lua_getglobal(l, LuaVector::LibName);
	lua_getfield(l, -1, "new");
	assert(lua_iscfunction(l, -1));
	lua_setglobal(l, "v");
	lua_pop(l, 1); // pop the vector library table

	LUA_DEBUG_CHECK(l, 0);

	// register ship definition functions
	lua_register(l, "define_ship", define_ship);
	lua_register(l, "define_static_ship", define_static_ship);
	lua_register(l, "define_missile", define_missile);

	LUA_DEBUG_CHECK(l, 0);

	// load all ship definitions
	namespace fs = FileSystem;
	for (fs::FileEnumerator files(fs::gameDataFiles, "ships", fs::FileEnumerator::Recurse); !files.Finished(); files.Next()) {
		const fs::FileInfo &info = files.Current();
		if (ends_with_ci(info.GetPath(), ".lua")) {
			const std::string name = info.GetName();
			s_currentShipFile = name.substr(0, name.size() - 4);
			if (ShipType::types.find(s_currentShipFile) == ShipType::types.end())
			{
				pi_lua_dofile(l, info.GetPath());
				s_currentShipFile.clear();
			}
		}
	}

	LUA_DEBUG_END(l, 0);

	lua_close(l);
#endif

	//remove unbuyable ships from player ship list
	ShipType::player_ships.erase(
		std::remove_if(ShipType::player_ships.begin(), ShipType::player_ships.end(), ShipIsUnbuyable),
		ShipType::player_ships.end());

	if (ShipType::player_ships.empty())
		Error("No playable ships have been defined! The game cannot run.");
}
コード例 #7
0
ファイル: ShipType.cpp プロジェクト: RStorm78/pioneer
void ShipType::Init()
{
	static bool isInitted = false;
	if (isInitted) return;
	isInitted = true;

	lua_State *l = luaL_newstate();

	LUA_DEBUG_START(l);

	luaL_requiref(l, "_G", &luaopen_base, 1);
	luaL_requiref(l, LUA_DBLIBNAME, &luaopen_debug, 1);
	luaL_requiref(l, LUA_MATHLIBNAME, &luaopen_math, 1);
	lua_pop(l, 3);

	LuaConstants::Register(l);
	LuaVector::Register(l);
	LUA_DEBUG_CHECK(l, 0);

	// provide shortcut vector constructor: v = vector.new
	lua_getglobal(l, LuaVector::LibName);
	lua_getfield(l, -1, "new");
	assert(lua_iscfunction(l, -1));
	lua_setglobal(l, "v");
	lua_pop(l, 1); // pop the vector library table

	LUA_DEBUG_CHECK(l, 0);

	// register ship definition functions
	lua_register(l, "define_ship", define_ship);
	lua_register(l, "define_static_ship", define_static_ship);
	lua_register(l, "define_missile", define_missile);

	LUA_DEBUG_CHECK(l, 0);

	// load all ship definitions
	namespace fs = FileSystem;
	for (fs::FileEnumerator files(fs::gameDataFiles, "ships", fs::FileEnumerator::Recurse);
			!files.Finished(); files.Next()) {
		const fs::FileInfo &info = files.Current();
		if (ends_with_ci(info.GetPath(), ".lua")) {
			const std::string name = info.GetName();
			s_currentShipFile = name.substr(0, name.size()-4);
			pi_lua_dofile(l, info.GetPath());
			s_currentShipFile.clear();
		}
	}

	LUA_DEBUG_END(l, 0);

	lua_close(l);

	//remove unbuyable ships from player ship list
	ShipType::player_ships.erase(
		std::remove_if(ShipType::player_ships.begin(), ShipType::player_ships.end(), ShipIsUnbuyable),
		ShipType::player_ships.end());

	if (ShipType::player_ships.empty())
		Error("No playable ships have been defined! The game cannot run.");

	//collect ships that can fit atmospheric shields
	for (std::vector<ShipType::Id>::const_iterator it = ShipType::player_ships.begin();
		it != ShipType::player_ships.end(); ++it) {
		const ShipType &ship = ShipType::types[*it];
		if (ship.equipSlotCapacity[Equip::SLOT_ATMOSHIELD] != 0)
			ShipType::playable_atmospheric_ships.push_back(*it);
	}

	if (ShipType::playable_atmospheric_ships.empty())
		Error("No ships can fit atmospheric shields! The game cannot run.");
}
コード例 #8
0
ファイル: TextureBuilder.cpp プロジェクト: AmesianX/pioneer
void TextureBuilder::PrepareSurface()
{
	if (m_prepared) return;

	if (!m_surface && !m_filename.empty()) {
		std::string filename = m_filename;
		std::transform(filename.begin(), filename.end(), filename.begin(), ::tolower);
		if (ends_with_ci(filename, ".dds")) {
			LoadDDS();
		} else {
			LoadSurface();
		}
	}

	TextureFormat targetTextureFormat;
	unsigned int virtualWidth, actualWidth, virtualHeight, actualHeight, numberOfMipMaps = 0, numberOfImages = 1;
	if( m_surface ) {
		SDL_PixelFormat *targetPixelFormat;
		bool needConvert = !GetTargetFormat(m_surface->format, &targetTextureFormat, &targetPixelFormat, m_forceRGBA);

		if (needConvert) {
			if(m_textureType == TEXTURE_2D) {
				SDL_Surface *s = SDL_ConvertSurface(m_surface.Get(), targetPixelFormat, SDL_SWSURFACE);
				m_surface = SDLSurfacePtr::WrapNew(s);
			} else if(m_textureType == TEXTURE_CUBE_MAP) {
				assert(m_cubemap.size() == 6);
				for(unsigned int i = 0; i < 6; ++i) {
					SDL_Surface *s = SDL_ConvertSurface(m_cubemap[i].Get(), targetPixelFormat, SDL_SWSURFACE);
					m_cubemap[i] = SDLSurfacePtr::WrapNew(s);
				}
			} else {
				// Unknown texture type
				assert(0);
			}
		}

		virtualWidth = actualWidth = m_surface->w;
		virtualHeight = actualHeight = m_surface->h;

		if (m_potExtend) {
			// extend to power-of-two if necessary
			actualWidth = ceil_pow2(m_surface->w);
			actualHeight = ceil_pow2(m_surface->h);
			if (actualWidth != virtualWidth || actualHeight != virtualHeight) {
				if(m_textureType == TEXTURE_2D) {
					SDL_Surface *s = SDL_CreateRGBSurface(SDL_SWSURFACE, actualWidth, actualHeight, targetPixelFormat->BitsPerPixel,
						targetPixelFormat->Rmask, targetPixelFormat->Gmask, targetPixelFormat->Bmask, targetPixelFormat->Amask);
					SDL_SetSurfaceBlendMode(m_surface.Get(), SDL_BLENDMODE_NONE);
					SDL_BlitSurface(m_surface.Get(), 0, s, 0);

					m_surface = SDLSurfacePtr::WrapNew(s);
				} else if(m_textureType == TEXTURE_CUBE_MAP) {
					assert(m_cubemap.size() == 6);
					for(unsigned int i = 0; i < 6; ++i) {
						SDL_Surface *s = SDL_CreateRGBSurface(SDL_SWSURFACE, actualWidth, actualHeight, targetPixelFormat->BitsPerPixel,
							targetPixelFormat->Rmask, targetPixelFormat->Gmask, targetPixelFormat->Bmask, targetPixelFormat->Amask);
						SDL_SetSurfaceBlendMode(m_cubemap[i].Get(), SDL_BLENDMODE_NONE);
						SDL_BlitSurface(m_cubemap[i].Get(), 0, s, 0);
						m_cubemap[i] = SDLSurfacePtr::WrapNew(s);
					}
				} else {
					assert(0);
				}
			}
		}
		else if (! m_filename.empty()) {
			// power-of-two check
			unsigned long width = ceil_pow2(m_surface->w);
			unsigned long height = ceil_pow2(m_surface->h);

			if (width != virtualWidth || height != virtualHeight)
				Output("WARNING: texture '%s' is not power-of-two and may not display correctly\n", m_filename.c_str());
		}
	} else {
		switch(m_dds.GetTextureFormat()) {
		case PicoDDS::FORMAT_DXT1: targetTextureFormat = TEXTURE_DXT1; break;
		case PicoDDS::FORMAT_DXT5: targetTextureFormat = TEXTURE_DXT5; break;
		default:
			Output("ERROR: DDS texture with invalid format '%s' (only DXT1 and DXT5 are supported)\n", m_filename.c_str());
			assert(false);
			return;
		}

		virtualWidth = actualWidth = m_dds.imgdata_.width;
		virtualHeight = actualHeight = m_dds.imgdata_.height;
		numberOfMipMaps = m_dds.imgdata_.numMipMaps;
		numberOfImages = m_dds.imgdata_.numImages;
		if(m_textureType == TEXTURE_CUBE_MAP) {
			// Cube map must be fully defined (6 images) to be used correctly
			assert(numberOfImages == 6);
		}
	}

	m_descriptor = TextureDescriptor(
		targetTextureFormat,
		vector2f(actualWidth,actualHeight),
		vector2f(float(virtualWidth)/float(actualWidth),float(virtualHeight)/float(actualHeight)),
		m_sampleMode, m_generateMipmaps, m_compressTextures, numberOfMipMaps, m_textureType);

	m_prepared = true;
}
コード例 #9
0
int main(int argc, char** argv)
{
#ifdef PIONEER_PROFILER
	Profiler::detect( argc, argv );
#endif

	RunMode mode = MODE_MODELCOMPILER;

	if (argc > 1) {
		const char switchchar = argv[1][0];
		if (!(switchchar == '-' || switchchar == '/')) {
			mode = MODE_USAGE_ERROR;
			goto start;
		}

		const std::string modeopt(std::string(argv[1]).substr(1));

		if (modeopt == "compile" || modeopt == "c") {
			mode = MODE_MODELCOMPILER;
			goto start;
		}

		if (modeopt == "batch" || modeopt == "b") {
			mode = MODE_MODELBATCHEXPORT;
			goto start;
		}

		if (modeopt == "version" || modeopt == "v") {
			mode = MODE_VERSION;
			goto start;
		}

		if (modeopt == "help" || modeopt == "h" || modeopt == "?") {
			mode = MODE_USAGE;
			goto start;
		}

		mode = MODE_USAGE_ERROR;
	}

start:
	
	// Init here since we'll need it for both batch and RunCompiler modes.
	FileSystem::Init();

	// what mode are we in?
	switch (mode) {
		case MODE_MODELCOMPILER: {
			std::string modelName;
			if (argc > 2) {
				modelName = argv[2];
				SetupRenderer();
				RunCompiler(modelName, s_dummyPath, false);
			}
			break;
		}

		case MODE_MODELBATCHEXPORT: {
			// determine if we're meant to be writing these in the source directory
			bool isInPlace = false;
			if (argc > 2) {
				std::string arg2 = argv[2];
				isInPlace = (arg2 == "inplace" || arg2 == "true");
			}

			// find all of the models
			std::vector<std::pair<std::string, std::string>> list_model;
			FileSystem::FileSource &fileSource = FileSystem::gameDataFiles;
			for (FileSystem::FileEnumerator files(fileSource, "models", FileSystem::FileEnumerator::Recurse); !files.Finished(); files.Next())
			{
				const FileSystem::FileInfo &info = files.Current();
				const std::string &fpath = info.GetPath();

				//check it's the expected type
				if (info.IsFile()) {
					if (ends_with_ci(fpath, ".model")) {	// store the path for ".model" files
						list_model.push_back( std::make_pair(info.GetName().substr(0, info.GetName().size()-6), fpath) );
					}
				}
			}

			SetupRenderer();
			for (auto &modelName : list_model) {
				RunCompiler(modelName.first, modelName.second, isInPlace);
			}
			break;
		}

		case MODE_VERSION: {
			std::string version(PIONEER_VERSION);
			if (strlen(PIONEER_EXTRAVERSION)) version += " (" PIONEER_EXTRAVERSION ")";
			Output("modelcompiler %s\n", version.c_str());
			break;
		}

		case MODE_USAGE_ERROR:
			Output("modelcompiler: unknown mode %s\n", argv[1]);
			// fall through

		case MODE_USAGE:
			Output(
				"usage: modelcompiler [mode] [options...]\n"
				"available modes:\n"
				"    -compile          [-c]          model compiler\n"
				"    -batch            [-b]          batch mode output into users home/Pioneer directory\n"
				"    -batch inplace    [-b inplace]  batch mode output into the source folder\n"
				"    -version          [-v]          show version\n"
				"    -help             [-h,-?]       this help\n"
			);
			break;
	}

	return 0;
}