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Aquaria/BBGE/Base.cpp

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "Base.h"
#include "Core.h"
#include <assert.h>
#include "OSFunctions.h"
#if SDL_VERSION_ATLEAST(2,0,0)
#include "SDL_filesystem.h"
#endif
#ifdef BBGE_BUILD_VFS
# include "ttvfs.h"
# ifndef VFS_IGNORE_CASE
# error Must define VFS_IGNORE_CASE, see VFSDefines.h
# endif
ttvfs::Root vfs; // extern
#endif
#include "ttvfs_stdio.h"
int randAngle360()
{
return rand()%360;
}
int randRange(int n1, int n2)
{
int r = rand()%(n2-1);
r += n1;
return r;
}
std::string removeSpaces(const std::string &input)
{
std::string result;
for (size_t i = 0; i < input.size(); i++)
{
if (input[i] != ' ')
{
result.push_back(input[i]);
}
}
return result;
}
unsigned hash(const std::string &string)
{
unsigned hash = 5381;
for (size_t i = 0; i < string.size(); i++)
hash = ((hash << 5) + hash) + (unsigned char)string[i];
return hash;
}
static unsigned char lowerToUpperTable[256];
static unsigned char upperToLowerTable[256];
void initCharTranslationTables(const CharTranslationTable *ptab)
{
for (unsigned int i = 0; i < 256; ++i)
{
lowerToUpperTable[i] = i;
upperToLowerTable[i] = i;
}
for (unsigned char i = 'a'; i <= 'z'; ++i)
{
lowerToUpperTable[i] = i - 'a' + 'A';
upperToLowerTable[i - 'a' + 'A'] = i;
}
if(ptab)
for (unsigned int i = 0; i < 256; ++i)
{
int to = (*ptab)[i];
if(to > 0)
{
lowerToUpperTable[i] = to;
upperToLowerTable[to] = i;
}
}
}
struct TransatableStaticInit
{
TransatableStaticInit()
{
initCharTranslationTables(NULL);
}
};
static TransatableStaticInit _transtable_static_init;
static unsigned char charIsUpper(unsigned char c)
{
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return c == lowerToUpperTable[c];
}
static unsigned char charToLower(unsigned char c)
{
return upperToLowerTable[c];
}
static unsigned char charToUpper(unsigned char c)
{
return lowerToUpperTable[c];
}
std::string splitCamelCase(const std::string &input)
{
std::string result;
int last = 0;
for (size_t i = 0; i < input.size(); i++)
{
if (last == 1)
{
if (charIsUpper(input[i]))
{
result += ' ';
}
}
result += input[i];
if (charIsUpper(input[i]))
{
last = 2;
}
else
last = 1;
}
return result;
}
std::string numToZeroString(int num, size_t zeroes)
{
std::ostringstream num_os;
num_os << num;
std::ostringstream os;
if (num_os.str().size() <= zeroes)
{
for (size_t j = 0; j < zeroes - num_os.str().size(); j++)
{
os << "0";
}
os << num;
}
return os.str();
}
void stringToUpper(std::string &s)
{
for (size_t i = 0; i < s.size(); i++)
s[i] = charToUpper(s[i]);
}
void stringToLower(std::string &s)
{
for (size_t i = 0; i < s.size(); i++)
s[i] = charToLower(s[i]);
}
void stringToLowerUserData(std::string &s)
{
// don't lowercase the userdata path.
const std::string userdata = core->getUserDataFolder();
const size_t len = userdata.length();
const bool match = (s.length() > len) &&
((s[len] == '/') || (s[len] == '\\')) &&
!strncmp(userdata.c_str(), s.c_str(), len);
if (!match)
stringToLower(s);
else
{
s = s.substr(len);
stringToLower(s);
s = userdata + s;
}
}
#ifndef HAVE_STRCASECMP
int nocasecmp(const std::string &s1, const std::string &s2)
{
const char *it1 = s1.c_str();
const char *it2 = s2.c_str();
//stop when either string's end has been reached
while ( *it1 && *it2 )
{
if(charToUpper(*it1) != charToUpper(*it2)) //letters differ?
// return -1 to indicate smaller than, 1 otherwise
return (charToUpper(*it1) < charToUpper(*it2)) ? -1 : 1;
//proceed to the next character in each string
++it1;
++it2;
}
size_t size1=s1.size(), size2=s2.size();// cache lengths
//return -1,0 or 1 according to strings' lengths
if (size1==size2)
return 0;
return (size1<size2) ? -1 : 1;
}
#endif // #if !HAVE_STRCASECMP
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
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bool exists(const std::string &f, bool makeFatal, bool skipVFS)
{
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
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bool e = false;
#ifdef BBGE_BUILD_VFS
if (!skipVFS)
{
e = !!vfgetfile(f.c_str());
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
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}
else
{
std::string tmp = adjustFilenameCase(f);
e = ttvfs::FileExists(tmp.c_str());
}
#else
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
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if (!e)
{
std::string tmp = adjustFilenameCase(f);
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
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FILE *file = fopen(tmp.c_str(), "rb");
if (file)
{
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
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e = true;
fclose(file);
}
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
2012-06-01 15:52:19 +00:00
}
#endif
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
2012-06-01 15:52:19 +00:00
if (makeFatal && !e)
{
exit_error("Could not open [" + f + "]");
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
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}
return e;
}
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std::string getPathInfoStr()
{
std::ostringstream os;
os << "Working dir (expecting game data there):\n" << getWorkingDir() << "\n";
if(core)
{
os << "Preferences folder:\n" << core->getPreferencesFolder() << "\n";
os << "User data folder:\n" << core->getUserDataFolder() << "\n";
os << "Debug log path:\n" << core->getDebugLogPath() << "\n";
}
#if SDL_VERSION_ATLEAST(2,0,1)
char *base = SDL_GetBasePath();
os << "SDL_GetBasePath():\n" << base << "\n";
SDL_free(base);
#endif
return os.str();
}
void exit_error(const std::string &message)
{
std::string out = message + "\n\n++ Path info for debugging aid: ++\n" + getPathInfoStr();
fprintf(stderr, "FATAL: %s\n", out.c_str());
errorLog(out);
exit(1);
}
bool chance(int perc)
{
if (perc == 100) return true;
if (perc == 0) return false;
return ((rand()%100) <= perc);
}
void errorLog(const std::string &s)
{
if (core)
{
core->_errorLog(s);
}
else
{
messageBox("Error!", s);
}
}
void debugLog(const std::string &s)
{
if (core)
core->_debugLog(s);
else
{
//MessageBox(0, s.c_str(), "DebugLog (Core Not Initalized)", MB_OK);
}
}
// Read the given file into memory and return a pointer to the allocated
// buffer. The buffer will be null-terminated, like a C string; you can
// also obtain the data length by passing a pointer to an unsigned long
// as the (optional) second parameter. The buffer should be freed with
// delete[] when no longer needed.
char *readFile(const char *path, size_t *size_ret)
{
VFILE *f = vfopen(path, "rb");
if (!f)
return NULL;
size_t fileSize = 0;
if(vfsize(f, &fileSize) < 0)
{
debugLog(std::string(path) + ": Failed to get file size");
vfclose(f);
return NULL;
}
char *buffer = new char[fileSize + 1];
if (!buffer)
{
std::ostringstream os;
os << path << ": Not enough memory for file ("
<< (fileSize+1) << " bytes)";
debugLog(os.str());
vfclose(f);
return NULL;
}
size_t bytesRead = vfread(buffer, 1, fileSize, f);
if (bytesRead != fileSize)
{
std::ostringstream os;
os << path << ": Failed to read file (only got "
<< bytesRead << " of " << fileSize << " bytes)";
debugLog(os.str());
vfclose(f);
return NULL;
}
vfclose(f);
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
2012-06-01 15:52:19 +00:00
buffer[fileSize] = 0;
if (size_ret)
*size_ret = fileSize;
return buffer;
}
std::string stripEndlineForUnix(const std::string &in)
{
std::string out;
for (size_t i = 0; i < in.size(); i++)
{
if (int(in[i]) != 13)
{
out+= in[i];
}
}
return out;
}
bool isTouchingLine(Vector lineStart, Vector lineEnd, Vector point, int radius, Vector *closestP)
{
Vector dir = lineEnd - lineStart;
Vector diff = point - lineStart;
Vector closest;
if (!dir.isZero()) {
float t = diff.dot2D(dir) / dir.dot2D(dir);
if (t < 0.0f)
t = 0.0f;
if (t > 1.0f)
t = 1.0f;
closest = lineStart + t * dir;
} else {
closest = lineStart;
}
Vector d = point - closest;
float distsqr = d.dot2D(d);
if (closestP)
(*closestP) = closest;
return distsqr <= radius*radius;
}
Vector randVector(float mag)
{
float angle = (rand() / (float)RAND_MAX) * 2.0f * PI;
float x = sinf(angle), y = cosf(angle);
return Vector(x*mag, y*mag);
}
float lerp(float v1, float v2, float dt, int lerpType)
{
switch(lerpType)
{
case LERP_EASE:
{
// ease in and out
return v1*(2*(dt*dt*dt)-3*sqr(dt)+1) + v2*(3*sqr(dt) - 2*(dt*dt*dt));
}
case LERP_EASEIN:
{
float t = 1 - dt;
return (v2-v1)*(sinf(-t*PI_HALF)+1)+v1;
}
case LERP_EASEOUT:
{
return (v2-v1)*-sinf(-dt*PI_HALF)+v1;
}
}
return (v2-v1)*dt+v1;
}
std::string underscoresToSpaces(const std::string &str)
{
std::string s = str;
for (size_t i = 0; i < s.size(); i++)
if (s[i] == '_') s[i] = ' ';
return s;
}
std::string spacesToUnderscores(const std::string &str)
{
std::string s = str;
for (size_t i = 0; i < s.size(); i++)
if (s[i] == ' ') s[i] = '_';
return s;
}
#include "DeflateCompressor.h"
char *readCompressedFile(const char *path, size_t *size_ret)
{
size_t size = 0;
char *buf = readFile(path, &size);
if(!buf)
return NULL;
ZlibCompressor z; // allocates with new[] by default
z.init(buf, size, ByteBuffer::TAKE_OVER);
z.Compressed(true);
z.Decompress();
if(!z.Compressed())
{
if (size_ret)
*size_ret = z.size();
z.wpos(z.size());
z << '\0'; // be sure the buffer is null-terminated
buf = (char*)z.ptr();
z._setPtr(NULL);
return buf;
}
return NULL;
}