コード例 #1
0
ファイル: nebula.c プロジェクト: Kinniken/NoxImperii
/**
 * @brief Generates the nebula.
 *
 *    @return 0 on success.
 */
static int nebu_generate (void)
{
   int i;
   float *nebu;
   const char *cache;
   char nebu_file[PATH_MAX];
   int w,h;
   int ret;

   /* Warn user of what is happening. */
   loadscreen_render( 0.05, "Generating Nebula (slow, run once)..." );

   /* Get resolution to create at. */
   w = SCREEN_W;
   h = SCREEN_H;

   /* Try to make the dir first if it fails. */
   cache = nfile_cachePath();
   nfile_dirMakeExist( "%s", cache );
   nfile_dirMakeExist( "%s"NEBULA_PATH, cache );

   /* Generate all the nebula backgrounds */
   nebu = noise_genNebulaMap( w, h, NEBULA_Z, 5. );

   /* Start saving - compression can take a bit. */
   loadscreen_render( 0.05, "Compressing Nebula layers..." );

   /* Save each nebula as an image */
   for (i=0; i<NEBULA_Z; i++) {
      nsnprintf( nebu_file, PATH_MAX, NEBULA_PATH_BG, w, h, i );
      ret = saveNebula( &nebu[ i*w*h ], w, h, nebu_file );
      if (ret != 0)
         break; /* An error has happened */
   }

   /* Cleanup */
   free(nebu);
   return ret;
}
コード例 #2
0
ファイル: opengl_tex.c プロジェクト: Kinniken/NoxImperii
/**
 * @brief Wrapper for gl_loadImagePad that includes transparency mapping.
 *
 *    @param name Name to load with.
 *    @param surface Surface to load.
 *    @param rw RWops containing data to hash.
 *    @param flags Flags to use.
 *    @param w Non-padded width.
 *    @param h Non-padded height.
 *    @param sx X sprites.
 *    @param sy Y sprites.
 *    @param freesur Whether or not to free the surface.
 *    @return The glTexture for surface.
 */
glTexture* gl_loadImagePadTrans( const char *name, SDL_Surface* surface, SDL_RWops *rw,
      unsigned int flags, int w, int h, int sx, int sy, int freesur )
{
   glTexture *texture;
   int i, filesize;
   size_t cachesize, pngsize;
   uint8_t *trans;
   char *cachefile, *data;
   char digest[33];
   md5_state_t md5;
   md5_byte_t *md5val;

   if (name != NULL) {
      texture = gl_texExists( name );
      if (texture != NULL)
         return texture;
   }

   if (flags & OPENGL_TEX_MAPTRANS)
      flags ^= OPENGL_TEX_MAPTRANS;

   /* Appropriate size for the transparency map, see SDL_MapTrans */
   cachesize = gl_transSize(w, h);

   cachefile = NULL;
   trans     = NULL;

   if (rw != NULL) {
      md5val = malloc(16);
      md5_init(&md5);

      pngsize = SDL_RWseek( rw, 0, SEEK_END );
      SDL_RWseek( rw, 0, SEEK_SET );

      data = malloc(pngsize);
      if (data == NULL)
         WARN("Out of memory!");
      else {
         SDL_RWread( rw, data, pngsize, 1 );
         md5_append( &md5, (md5_byte_t*)data, pngsize );
         free(data);
      }
      md5_finish( &md5, md5val );

      for (i=0; i<16; i++)
         nsnprintf( &digest[i * 2], 3, "%02x", md5val[i] );
      free(md5val);

      cachefile = malloc( PATH_MAX );
      nsnprintf( cachefile, PATH_MAX, "%scollisions/%s",
         nfile_cachePath(), digest );

      /* Attempt to find a cached transparency map. */
      if (nfile_fileExists(cachefile)) {
         trans = (uint8_t*)nfile_readFile( &filesize, cachefile );

         /* Consider cached data invalid if the length doesn't match. */
         if (trans != NULL && cachesize != (unsigned int)filesize) {
            free(trans);
            trans = NULL;
         }
         /* Cached data matches, no need to overwrite. */
         else {
            free(cachefile);
            cachefile = NULL;
         }
      }
   }
   else {
      /* We could hash raw pixel data here, but that's slower than just
       * generating the map from scratch.
       */
      WARN("Texture '%s' has no RWops", name);
   }

   if (trans == NULL) {
      SDL_LockSurface(surface);
      trans = SDL_MapTrans( surface, w, h );
      SDL_UnlockSurface(surface);

      if (cachefile != NULL) {
         /* Cache newly-generated transparency map. */
         nfile_dirMakeExist( "%s/collisions/", nfile_cachePath() );
         nfile_writeFile( (char*)trans, cachesize, cachefile );
         free(cachefile);
      }
   }

   texture = gl_loadImagePad( name, surface, flags, w, h, sx, sy, freesur );
   texture->trans = trans;
   return texture;
}
コード例 #3
0
ファイル: naev.c プロジェクト: Jazzkovsky/naev
/**
 * @brief The entry point of Naev.
 *
 *    @param[in] argc Number of arguments.
 *    @param[in] argv Array of argc arguments.
 *    @return EXIT_SUCCESS on success.
 */
int main( int argc, char** argv )
{
   char buf[PATH_MAX];

   /* Save the binary path. */
   binary_path = strdup(argv[0]);

   /* Print the version */
   LOG( " "APPNAME" v%s", naev_version(0) );
#ifdef GIT_COMMIT
   DEBUG( " git HEAD at " GIT_COMMIT );
#endif /* GIT_COMMIT */

   /* Initializes SDL for possible warnings. */
   SDL_Init(0);

   /* Initialize the threadpool */
   threadpool_init();

   /* Set up debug signal handlers. */
   debug_sigInit();

   /* Must be initialized before input_init is called. */
   if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
      WARN("Unable to initialize SDL Video: %s", SDL_GetError());
      return -1;
   }

   /* Get desktop dimensions. */
#if SDL_VERSION_ATLEAST(1,2,10)
   const SDL_VideoInfo *vidinfo = SDL_GetVideoInfo();
   gl_screen.desktop_w = vidinfo->current_w;
   gl_screen.desktop_h = vidinfo->current_h;
#else /* #elif SDL_VERSION_ATLEAST(1,2,10) */
   gl_screen.desktop_w = 0;
   gl_screen.desktop_h = 0;
#endif /* #elif SDL_VERSION_ATLEAST(1,2,10) */

   /* We'll be parsing XML. */
   LIBXML_TEST_VERSION
   xmlInitParser();

   /* Input must be initialized for config to work. */
   input_init();

   conf_setDefaults(); /* set the default config values */

   /*
    * Attempts to load the data path from datapath.lua
    * At this early point in the load process, the binary path
    * is the only place likely to be checked.
    */
   conf_loadConfigPath();

   /* Parse the user data path override first. */
   conf_parseCLIPath( argc, argv );

   /* Create the home directory if needed. */
   if (nfile_dirMakeExist("%s", nfile_configPath()))
      WARN("Unable to create config directory '%s'", nfile_configPath());

   /* Set the configuration. */
   nsnprintf(buf, PATH_MAX, "%s"CONF_FILE, nfile_configPath());

#if HAS_UNIX
   /* TODO get rid of this cruft ASAP. */
   int oldconfig = 0;
   if (!nfile_fileExists( buf )) {
      char *home, buf2[PATH_MAX];
      home = SDL_getenv( "HOME" );
      if (home != NULL) {
         nsnprintf( buf2, PATH_MAX, "%s/.naev/"CONF_FILE, home );
         if (nfile_fileExists( buf2 ))
            oldconfig = 1;
      }
   }
#endif /* HAS_UNIX */

   conf_loadConfig(buf); /* Lua to parse the configuration file */
   conf_parseCLI( argc, argv ); /* parse CLI arguments */

   /* Enable FPU exceptions. */
#if defined(HAVE_FEENABLEEXCEPT) && defined(DEBUGGING)
   if (conf.fpu_except)
      feenableexcept( FE_DIVBYZERO | FE_INVALID | FE_OVERFLOW );
#endif /* defined(HAVE_FEENABLEEXCEPT) && defined(DEBUGGING) */

   /* Open data. */
   if (ndata_open() != 0)
      ERR("Failed to open ndata.");

   /* Load the start info. */
   if (start_load())
      ERR("Failed to load module start data.");

   /* Load the data basics. */
   LOG(" %s", ndata_name());
   DEBUG();

   /* Display the SDL Version. */
   print_SDLversion();
   DEBUG();

   /* random numbers */
   rng_init();

   /*
    * OpenGL
    */
   if (gl_init()) { /* initializes video output */
      ERR("Initializing video output failed, exiting...");
      SDL_Quit();
      exit(EXIT_FAILURE);
   }
   window_caption();
   gl_fontInit( NULL, NULL, conf.font_size_def ); /* initializes default font to size */
   gl_fontInit( &gl_smallFont, NULL, conf.font_size_small ); /* small font */

   /* Display the load screen. */
   loadscreen_load();
   loadscreen_render( 0., "Initializing subsystems..." );
   time_ms = SDL_GetTicks();


   /*
    * Input
    */
   if ((conf.joystick_ind >= 0) || (conf.joystick_nam != NULL)) {
      if (joystick_init()) WARN("Error initializing joystick input");
      if (conf.joystick_nam != NULL) { /* use the joystick name to find a joystick */
         if (joystick_use(joystick_get(conf.joystick_nam))) {
            WARN("Failure to open any joystick, falling back to default keybinds");
            input_setDefault();
         }
         free(conf.joystick_nam);
      }
      else if (conf.joystick_ind >= 0) /* use a joystick id instead */
         if (joystick_use(conf.joystick_ind)) {
            WARN("Failure to open any joystick, falling back to default keybinds");
            input_setDefault();
         }
   }


   /*
    * OpenAL - Sound
    */
   if (conf.nosound) {
      LOG("Sound is disabled!");
      sound_disabled = 1;
      music_disabled = 1;
   }
   if (sound_init()) WARN("Problem setting up sound!");
   music_choose("load");

   /* FPS stuff. */
   fps_setPos( 15., (double)(gl_screen.h-15-gl_defFont.h) );

   /* Misc graphics init */
   if (nebu_init() != 0) { /* Initializes the nebula */
      /* An error has happened */
      ERR("Unable to initialize the Nebula subsystem!");
      /* Weirdness will occur... */
   }
   gui_init(); /* initializes the GUI graphics */
   toolkit_init(); /* initializes the toolkit */
   map_init(); /* initializes the map. */
   cond_init(); /* Initialize conditional subsystem. */
   cli_init(); /* Initialize console. */

   /* Data loading */
   load_all();

   /* Generate the CSV. */
   if (conf.devcsv)
      dev_csv();

   /* Unload load screen. */
   loadscreen_unload();

   /* Start menu. */
   menu_main();

   /* Force a minimum delay with loading screen */
   if ((SDL_GetTicks() - time_ms) < NAEV_INIT_DELAY)
      SDL_Delay( NAEV_INIT_DELAY - (SDL_GetTicks() - time_ms) );
   fps_init(); /* initializes the time_ms */

#if HAS_UNIX
   /* Tell the player to migrate their configuration files out of ~/.naev */
   /* TODO get rid of this cruft ASAP. */
   if ((oldconfig) && (!conf.datapath)) {
      char path[PATH_MAX], *script, *home;
      uint32_t scriptsize;
      int ret;

      nsnprintf( path, PATH_MAX, "%s/naev-confupdate.sh", ndata_getDirname() );
      home = SDL_getenv("HOME");
      ret = dialogue_YesNo( "Warning", "Your configuration files are in a deprecated location and must be migrated:\n"
            "   \er%s/.naev/\e0\n\n"
            "The update script can likely be found in your Naev data directory:\n"
            "   \er%s\e0\n\n"
            "Would you like to run it automatically?", home, path );

      /* Try to run the script. */
      if (ret) {
         ret = -1;
         /* Running from ndata. */
         if (ndata_getPath() != NULL) {
            script = ndata_read( "naev-confupdate.sh", &scriptsize );
            if (script != NULL)
               ret = system(script);
         }

         /* Running from laid-out files or ndata_read failed. */
         if ((nfile_fileExists(path)) && (ret == -1)) {
            script = nfile_readFile( (int*)&scriptsize, path );
            if (script != NULL)
               ret = system(script);
         }

         /* We couldn't find the script. */
         if (ret == -1) {
            dialogue_alert( "The update script was not found at:\n\er%s\e0\n\n"
                  "Please locate and run it manually.", path );
         }
         /* Restart, as the script succeeded. */
         else if (!ret) {
            dialogue_msg( "Update Completed",
                  "Configuration files were successfully migrated. Naev will now restart." );
            execv(argv[0], argv);
         }
         else { /* I sincerely hope this else is never hit. */
            dialogue_alert( "The update script encountered an error. Please exit Naev and move your config and save files manually:\n\n"
                  "\er%s/%s\e0 =>\n   \eD%s\e0\n\n"
                  "\er%s/%s\e0 =>\n   \eD%s\e0\n\n"
                  "\er%s/%s\e0 =>\n   \eD%snebula/\e0\n\n",
                  home, ".naev/conf.lua", nfile_configPath(),
                  home, ".naev/{saves,screenshots}/", nfile_dataPath(),
                  home, ".naev/gen/*.png", nfile_cachePath() );
         }
      }
      else {
コード例 #4
0
ファイル: save.c プロジェクト: isfos/naev
/**
 * @brief Saves the current game.
 *
 *    @return 0 on success.
 */
int save_all (void)
{
   char file[PATH_MAX];
   xmlDocPtr doc;
   xmlTextWriterPtr writer;

   /* Create the writer. */
   writer = xmlNewTextWriterDoc(&doc, conf.save_compress);
   if (writer == NULL) {
      ERR("testXmlwriterDoc: Error creating the xml writer");
      return -1;
   }

   /* Set the writer parameters. */
   xmlTextWriterSetIndentString(writer, (const xmlChar*)" ");
   xmlTextWriterSetIndent(writer, 1);

   /* Start element. */
   xmlw_start(writer);
   xmlw_startElem(writer,"naev_save");

   /* Save the version and such. */
   xmlw_startElem(writer,"version");
   xmlw_elem( writer, "naev", "%d.%d.%d", VMAJOR, VMINOR, VREV );
   xmlw_elem( writer, "data", "%s", ndata_name() );
   xmlw_endElem(writer); /* "version" */

   /* Save the data. */
   if (save_data(writer) < 0) {
      ERR("Trying to save game data");
      goto err_writer;
   }

   /* Finish element. */
   xmlw_endElem(writer); /* "naev_save" */
   xmlw_done(writer);

   /* Write to file. */
   if (nfile_dirMakeExist("%ssaves", nfile_basePath()) < 0) {
      WARN("Aborting save...");
      goto err_writer;
   }
   snprintf(file, PATH_MAX, "%ssaves/%s.ns", nfile_basePath(), player_name);

   /* Back up old savegame. */
   if (nfile_backupIfExists(file) < 0) {
      WARN("Aborting save...");
      goto err_writer;
   }

   /* Critical section, if crashes here player's game gets corrupted.
    * Luckily we have a copy just in case... */
   xmlFreeTextWriter(writer);
   if (xmlSaveFileEnc(file, doc, "UTF-8") < 0) {
      WARN("Failed to write savegame!  You'll most likely have to restore it by copying your backup savegame over your current savegame.");
      goto err;
   }
   xmlFreeDoc(doc);

   return 0;

err_writer:
   xmlFreeTextWriter(writer);
err:
   xmlFreeDoc(doc);
   return -1;
}
コード例 #5
0
ファイル: naev.c プロジェクト: ekrumme/naev
/**
 * @brief The entry point of NAEV.
 *
 *    @param[in] argc Number of arguments.
 *    @param[in] argv Array of argc arguments.
 *    @return EXIT_SUCCESS on success.
 */
int main( int argc, char** argv )
{
   char buf[PATH_MAX];

   /* Save the binary path. */
   binary_path = argv[0];
   
   /* Print the version */
   LOG( " "APPNAME" v%s", naev_version(0) );
#ifdef GIT_COMMIT
   DEBUG( " git HEAD at " GIT_COMMIT );
#endif /* GIT_COMMIT */

   /* Initializes SDL for possible warnings. */
   SDL_Init(0);

   /* Set up debug signal handlers. */
   debug_sigInit();

   /* Create the home directory if needed. */
   if (nfile_dirMakeExist("%s", nfile_basePath()))
      WARN("Unable to create naev directory '%s'", nfile_basePath());

   /* Must be initialized before input_init is called. */
   if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
      WARN("Unable to initialize SDL Video: %s", SDL_GetError());
      return -1;
   }

   /* Get desktop dimensions. */
#if SDL_VERSION_ATLEAST(1,2,10)
   const SDL_VideoInfo *vidinfo = SDL_GetVideoInfo();
   gl_screen.desktop_w = vidinfo->current_w;
   gl_screen.desktop_h = vidinfo->current_h;
#else /* #elif SDL_VERSION_ATLEAST(1,2,10) */
   gl_screen.desktop_w = 0;
   gl_screen.desktop_h = 0;
#endif /* #elif SDL_VERSION_ATLEAST(1,2,10) */

   /* We'll be parsing XML. */
   LIBXML_TEST_VERSION
   xmlInitParser();

   /* Input must be initialized for config to work. */
   input_init(); 

   /* Set the configuration. */
   snprintf(buf, PATH_MAX, "%s"CONF_FILE, nfile_basePath());
   conf_setDefaults(); /* set the default config values */
   conf_loadConfig(buf); /* Lua to parse the configuration file */
   conf_parseCLI( argc, argv ); /* parse CLI arguments */

   /* Enable FPU exceptions. */
#if !(HAS_WIN32) && defined(DEBUGGING)
   if (conf.fpu_except)
      feenableexcept( FE_DIVBYZERO | FE_INVALID | FE_OVERFLOW );
#endif /* DEBUGGING */

   /* Open data. */
   if (ndata_open() != 0)
      ERR("Failed to open ndata.");

   /* Load the data basics. */
   LOG(" %s", ndata_name());
   DEBUG();

   /* Display the SDL Version. */
   print_SDLversion();
   DEBUG();

   /* random numbers */
   rng_init();


   /*
    * OpenGL
    */
   if (gl_init()) { /* initializes video output */
      ERR("Initializing video output failed, exiting...");
      SDL_Quit();
      exit(EXIT_FAILURE);
   }
   window_caption();
   gl_fontInit( NULL, NULL, FONT_SIZE ); /* initializes default font to size */
   gl_fontInit( &gl_smallFont, NULL, FONT_SIZE_SMALL ); /* small font */

   /* Display the load screen. */
   loadscreen_load();
   loadscreen_render( 0., "Initializing subsystems..." );
   time = SDL_GetTicks();


   /*
    * Input
    */
   if ((conf.joystick_ind >= 0) || (conf.joystick_nam != NULL)) {
      if (joystick_init()) WARN("Error initializing joystick input");
      if (conf.joystick_nam != NULL) { /* use the joystick name to find a joystick */
         if (joystick_use(joystick_get(conf.joystick_nam))) {
            WARN("Failure to open any joystick, falling back to default keybinds");
            input_setDefault();
         }
         free(conf.joystick_nam);
      }
      else if (conf.joystick_ind >= 0) /* use a joystick id instead */
         if (joystick_use(conf.joystick_ind)) {
            WARN("Failure to open any joystick, falling back to default keybinds");
            input_setDefault();
         }
   }


   /*
    * OpenAL - Sound
    */
   if (conf.nosound) {
      LOG("Sound is disabled!");
      sound_disabled = 1;
      music_disabled = 1;
   }
   if (sound_init()) WARN("Problem setting up sound!");
   music_choose("load");


   /* Misc graphics init */
   if (nebu_init() != 0) { /* Initializes the nebula */
      /* An error has happened */
      ERR("Unable to initialize the Nebula subsystem!");
      /* Weirdness will occur... */
   }
   gui_init(); /* initializes the GUI graphics */
   toolkit_init(); /* initializes the toolkit */
   map_init(); /* initializes the map. */
   cond_init(); /* Initialize conditional subsystem. */

   /* Data loading */
   load_all();

   /* Unload load screen. */
   loadscreen_unload();

   /* Start menu. */
   menu_main();

   /* Force a minimum delay with loading screen */
   if ((SDL_GetTicks() - time) < NAEV_INIT_DELAY)
      SDL_Delay( NAEV_INIT_DELAY - (SDL_GetTicks() - time) );
   time = SDL_GetTicks(); /* initializes the time */
   /* 
    * main loop
    */
   SDL_Event event;
   /* flushes the event loop since I noticed that when the joystick is loaded it
    * creates button events that results in the player starting out acceling */
   while (SDL_PollEvent(&event));
   /* primary loop */
   while (!quit) {
      while (SDL_PollEvent(&event)) { /* event loop */
         if (event.type == SDL_QUIT)
            quit = 1; /* quit is handled here */

         input_handle(&event); /* handles all the events and player keybinds */
      }

      main_loop();
   }


   /* Save configuration. */
   conf_saveConfig(buf);

   /* cleanup some stuff */
   player_cleanup(); /* cleans up the player stuff */
   gui_free(); /* cleans up the player's GUI */
   weapon_exit(); /* destroys all active weapons */
   pilots_free(); /* frees the pilots, they were locked up :( */
   cond_exit(); /* destroy conditional subsystem. */
   land_exit(); /* Destroys landing vbo and friends. */

   /* data unloading */
   unload_all();

   /* cleanup opengl fonts */
   gl_freeFont(NULL);
   gl_freeFont(&gl_smallFont);

   /* Close data. */
   ndata_close();

   /* Destroy conf. */
   conf_cleanup(); /* Frees some memory the configuration allocated. */

   /* exit subsystems */
   map_exit(); /* destroys the map. */
   toolkit_exit(); /* kills the toolkit */
   ai_exit(); /* stops the Lua AI magic */
   joystick_exit(); /* releases joystick */
   input_exit(); /* cleans up keybindings */
   nebu_exit(); /* destroys the nebula */
   gl_exit(); /* kills video output */
   sound_exit(); /* kills the sound */
   news_exit(); /* destroys the news. */

   /* Free the icon. */
   if (naev_icon)
      free(naev_icon);

   SDL_Quit(); /* quits SDL */

   /* all is well */
   exit(EXIT_SUCCESS);
}