コード例 #1
0
ファイル: menu.c プロジェクト: zid/naev
/**
 * @brief Player death menu, appears when player got creamed.
 */
void menu_death (void)
{
   unsigned int wid;
   
   wid = window_create( "Death", -1, -1, DEATH_WIDTH, DEATH_HEIGHT );

   /* Propose the player to continue if the samegame exist, if not, propose to restart */
   char path[PATH_MAX];
   snprintf(path, PATH_MAX, "%ssaves/%s.ns", nfile_basePath(), player_name);
   if (nfile_fileExists(path))
      window_addButton( wid, 20, 20 + BUTTON_HEIGHT*2 + 20*2, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnContinue", "Continue", menu_death_continue );
   else
      window_addButton( wid, 20, 20 + BUTTON_HEIGHT*2 + 20*2, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnRestart", "Restart", menu_death_restart );

   window_addButton( wid, 20, 20 + (BUTTON_HEIGHT+20),
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnMain", "Main Menu", menu_death_main );
   window_addButton( wid, 20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnExit", "Exit Game", menu_exit );
   menu_Open(MENU_DEATH);

   /* Makes it all look cooler since everything still goes on. */
   unpause_game();
}
コード例 #2
0
ファイル: nebula.c プロジェクト: Kinniken/NoxImperii
/**
 * @brief Checks the validity of a nebula.
 *
 *    @param file Path of the nebula to check (relative to base directory).
 *    @return 0 on success.
 */
static int nebu_checkCompat( const char* file )
{
   /* first check to see if file exists */
   if (nfile_fileExists("%s"NEBULA_PATH"%s", nfile_cachePath(), file) == 0)
      return -1;
   return 0;
}
コード例 #3
0
ファイル: nfile.c プロジェクト: MetaAmbience/naev
/**
 * @brief Backup a file, if it exists.
 *
 *    @param path printf formatted string pointing to the file to backup.
 *    @return 0 on success, or if file does not exist, -1 on error.
 */
int nfile_backupIfExists( const char* path, ... )
{
   char file[PATH_MAX];
   va_list ap;
   char backup[PATH_MAX];
   FILE *f_in, *f_out;
   char buf[ 8*1024 ];
   size_t lr, lw;

   if (path == NULL)
      return -1;

   va_start(ap, path);
   vsnprintf(file, PATH_MAX, path, ap);
   va_end(ap);

   if (!nfile_fileExists(file))
      return 0;

   nsnprintf(backup, PATH_MAX, "%s.backup", file);

   /* Open files. */
   f_in  = fopen( file, "rb" );
   f_out = fopen( backup, "wb" );
   if ((f_in==NULL) || (f_out==NULL)) {
      WARN( "Failure to create back up of '%s': %s", file, strerror(errno) );
      if (f_in!=NULL)
         fclose(f_in);
      return -1;
   }

   /* Copy data over. */
   do {
      lr = fread( buf, 1, sizeof(buf), f_in );
      if (ferror(f_in))
         goto err;
      else if (!lr) {
         if (feof(f_in))
            break;
         goto err;
      }

      lw = fwrite( buf, 1, lr, f_out );
      if (ferror(f_out) || (lr != lw))
         goto err;
   } while (lr > 0);

   /* Close files. */
   fclose( f_in );
   fclose( f_out );

   return 0;

err:
   WARN( "Failure to create back up of '%s': %s", file, strerror(errno) );
   fclose( f_in );
   fclose( f_out );

   return -1;
}
コード例 #4
0
ファイル: menu.c プロジェクト: naev/naev
/**
 * @brief Player death menu, appears when player got creamed.
 */
void menu_death (void)
{
   unsigned int wid;
   char path[PATH_MAX];

   wid = window_create( "Death", -1, -1, DEATH_WIDTH, DEATH_HEIGHT );
   window_onClose( wid, menu_death_close );

   /* Allow the player to continue if the savegame exists, if not, propose to restart */
   nsnprintf(path, PATH_MAX, "%ssaves/%s.ns", nfile_dataPath(), player.name);
   if (!player_isTut() && nfile_fileExists(path))
      window_addButtonKey( wid, 20, 20 + BUTTON_HEIGHT*2 + 20*2, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnContinue", _("Continue"), menu_death_continue, SDLK_c );
   else
      window_addButtonKey( wid, 20, 20 + BUTTON_HEIGHT*2 + 20*2, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnRestart", _("Restart"), menu_death_restart, SDLK_r );

   window_addButtonKey( wid, 20, 20 + (BUTTON_HEIGHT+20),
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnMain", _("Main Menu"), menu_death_main, SDLK_m );
   window_addButtonKey( wid, 20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnExit", _("Exit Game"), menu_exit, SDLK_x );
   menu_Open(MENU_DEATH);

   /* Makes it all look cooler since everything still goes on. */
   unpause_game();
}
コード例 #5
0
ファイル: save.c プロジェクト: isfos/naev
/**
 * @brief Actually loads a new game based on file.
 *
 *    @param file File that contains the new game.
 *    @return 0 on success.
 */
static int load_game( const char* file )
{
   xmlNodePtr node;
   xmlDocPtr doc;

   /* Make sure it exists. */
   if (!nfile_fileExists(file)) {
      dialogue_alert("Savegame file seems to have been deleted.");
      return -1;
   }

   /* Load the XML. */
   doc   = xmlParseFile(file);
   if (doc == NULL)
      goto err;
   node  = doc->xmlChildrenNode; /* base node */
   if (node == NULL)
      goto err_doc;

   /* Clean up possible stuff that should be cleaned. */
   player_cleanup();
   diff_clear();
   var_cleanup();
   missions_cleanup();
   events_cleanup();

   /* Welcome message - must be before space_init. */
   player_message( "\egWelcome to "APPNAME"!" );
   player_message( "\eg v%d.%d.%d", VMAJOR, VMINOR, VREV );

   /* Now begin to load. */
   diff_load(node); /* Must load first to work properly. */
   pfaction_load(node); /* Must be loaded before player so the messages show up properly. */
   player_load(node);
   var_load(node);
   missions_loadActive(node);
   hook_load(node);
   space_sysLoad(node);

   /* Initialize the economy. */
   economy_init();

   /* Need to run takeoff hooks since player just "took off" */
   hooks_run("takeoff");
   player_addEscorts();
   hooks_run("enter");
   events_trigger( EVENT_TRIGGER_ENTER );

   xmlFreeDoc(doc);
   xmlCleanupParser();
   
   return 0;

err_doc:
   xmlFreeDoc(doc);
   xmlCleanupParser();
err:
   WARN("Savegame '%s' invalid!", file);
   return -1;
}
コード例 #6
0
ファイル: console.c プロジェクト: Superkoop/naev
/**
 * @brief Would be like "dofile" from the base Lua lib.
 */
static int cli_script( lua_State *L )
{
   const char *fname;
   char buf[PATH_MAX], *bbuf;
   int n;

   /* Handle parameters. */
   fname = luaL_optstring(L, 1, NULL);
   n     = lua_gettop(L);

   /* Try to find the file if it exists. */
   if (nfile_fileExists(fname))
      snprintf( buf, sizeof(buf), "%s", fname );
   else {
      bbuf = strdup( naev_binary() );
      snprintf( buf, sizeof(buf), "%s/%s", nfile_dirname( bbuf ), fname );
      free(bbuf);
   }

   /* Do the file. */
   if (luaL_loadfile(L, buf) != 0)
      lua_error(L);

   /* Return the stuff. */
   lua_call(L, 0, LUA_MULTRET);
   return lua_gettop(L) - n;
}
コード例 #7
0
ファイル: nfile.c プロジェクト: MetaAmbience/naev
/**
 * @brief Renames a file.
 *
 *    @param oldname Old name of the file.
 *    @param newname New name to set the file to.
 *    @return 0 on success.
 */
int nfile_rename( const char* oldname, const char* newname )
{
   if (!nfile_fileExists(oldname)) {
      WARN("Can not rename non existant file %s",oldname);
      return -1;
   }
   if (newname == NULL) {
      WARN("Can not rename to NULL file name");
      return -1;
   }
   if (nfile_fileExists( newname )) {
      WARN("Error renaming %s to %s. %s already exists",oldname,newname,newname);
      return -1;
   }
   if (rename(oldname,newname))
      WARN("Error renaming %s to %s",oldname,newname);
   return 0;
}
コード例 #8
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 #9
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 {