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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"
[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
#include <algorithm>
#ifdef BBGE_BUILD_WINDOWS
#include <shellapi.h>
#endif
#ifdef _MSC_VER
# include <intrin.h>
#endif
#if defined(BBGE_BUILD_UNIX)
#include <sys/types.h>
#include <dirent.h>
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#include <sys/stat.h>
#include <errno.h>
#endif
#if defined(BBGE_BUILD_MACOSX)
#include <Carbon/Carbon.h>
#endif
#include <assert.h>
#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
Vector getDirVector(Direction dir)
{
switch(dir)
{
case DIR_DOWN:
return Vector(0, 1);
break;
case DIR_UP:
return Vector(0, -1);
break;
case DIR_LEFT:
return Vector(-1, 0);
break;
case DIR_RIGHT:
return Vector(1, 0);
break;
}
return Vector(0,0);
}
Direction getOppositeDir(Direction dir)
{
switch(dir)
{
case DIR_DOWN:
return DIR_UP;
break;
case DIR_UP:
return DIR_DOWN;
break;
case DIR_LEFT:
return DIR_RIGHT;
break;
case DIR_RIGHT:
return DIR_LEFT;
break;
}
return DIR_NONE;
}
Direction getNextDirClockwise(Direction dir)
{
switch(dir)
{
case DIR_DOWN:
return DIR_LEFT;
break;
case DIR_UP:
return DIR_RIGHT;
break;
case DIR_LEFT:
return DIR_UP;
break;
case DIR_RIGHT:
return DIR_DOWN;
break;
}
return DIR_NONE;
}
void sizePowerOf2Texture(int &v)
{
int p = 8, use=0;
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do
{
use = 1 << p;
p++;
}
while(v > use);
v = use;
}
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 (int 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 (int 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 std::map<unsigned char, unsigned char>& tab)
{
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;
}
for (std::map<unsigned char, unsigned char>::const_iterator it = tab.begin(); it != tab.end(); ++it)
{
lowerToUpperTable[it->first] = it->second;
upperToLowerTable[it->second] = it->first;
}
}
struct TransatableStaticInit
{
TransatableStaticInit()
{
std::map<unsigned char, unsigned char> dummy;
initCharTranslationTables(dummy);
}
};
static TransatableStaticInit _transtable_static_init;
static unsigned char charIsUpper(unsigned char c)
{
return c == upperToLowerTable[c];
}
static unsigned char charIsLower(unsigned char c)
{
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 (int 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, int zeroes)
{
std::ostringstream num_os;
num_os << num;
std::ostringstream os;
if (num_os.str().size() <= zeroes)
{
for (int j = 0; j < zeroes - num_os.str().size(); j++)
{
os << "0";
}
os << num;
}
return os.str();
}
bool isVectorInRect(const Vector &vec, const Vector &coord1, const Vector &coord2)
{
return (vec.x > coord1.x && vec.x < coord2.x && vec.y > coord1.y && vec.y < coord2.y);
}
void stringToUpper(std::string &s)
{
for (int i = 0; i < s.size(); i++)
s[i] = charToUpper(s[i]);
}
void stringToLower(std::string &s)
{
for (int 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] == '\\')) &&
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!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.
2012-06-01 15:52:19 +00:00
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.
2012-06-01 15:52:19 +00:00
bool e = false;
#ifdef BBGE_BUILD_VFS
if (!skipVFS)
{
e = !!vfs.GetFile(f.c_str());
}
else
#endif
if (!e)
{
[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
std::string tmp = core->adjustFilenameCase(f);
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.
2012-06-01 15:52:19 +00:00
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
}
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.
2012-06-01 15:52:19 +00:00
}
return e;
}
void drawCircle(float radius, int stepSize)
{
2016-05-05 17:40:28 +00:00
glBegin(GL_POLYGON);
{
for(int i=0;i < 360; i+=stepSize) {
const float degInRad = i*PI/180.0f;
glVertex3f(cosf(degInRad)*radius, sinf(degInRad)*radius,0.0);
}
}
glEnd();
2016-05-05 17:40:28 +00:00
}
void exit_error(const std::string &message)
{
errorLog(message);
exit(1);
}
std::string parseCommand(const std::string &line, const std::string &command)
{
int stringPos = line.find(command);
if (stringPos != std::string::npos)
{
return line.substr((command.length()), line.length());
}
return "";
}
void glColor3_256(int r, int g, int b)
{
glColor4f(float(r)/256.0f, float(g)/256.0f, float(b)/256.0f, 1.0f);
}
bool chance(int perc)
{
if (perc == 100) return true;
if (perc == 0) return false;
return ((rand()%100) <= perc);
}
bool chancef(float p)
{
if (p >= 1) return true;
if (p <= 0) return false;
return ((rand()%100) <= p*100);
}
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.
[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
char *readFile(const std::string& path, unsigned long *size_ret)
{
VFILE *f = vfopen(path.c_str(), "rb");
if (!f)
return NULL;
size_t fileSize = 0;
if(vfsize(f, &fileSize) < 0)
{
debugLog(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;
}
long 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;
}
tinyxml2::XMLError readXML(const std::string& fn, tinyxml2::XMLDocument& doc)
{
unsigned long sz = 0;
char *buf = readFile(fn, &sz);
tinyxml2::XMLError err = doc.Parse(buf, sz);
delete [] buf;
return err;
}
tinyxml2::XMLDocument *readXML(const std::string& fn, tinyxml2::XMLError *perr /* = 0 */, bool keepEmpty /* = false */)
{
tinyxml2::XMLDocument *doc = new tinyxml2::XMLDocument();
tinyxml2::XMLError err = readXML(fn, *doc);
if(perr)
*perr = err;
if(err != tinyxml2::XML_SUCCESS && !keepEmpty)
{
delete doc;
doc = NULL;
}
return doc;
}
void doSingleFile(const std::string &path, const std::string &type, std::string filename, void callback(const std::string &filename, int param), int param)
{
if (filename.size()>4)
{
std::string search = filename;
stringToLower(search);
std::string filetype = filename.substr(search.size()-4, search.size());
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debugLog("checking:" + search + " for type:" + type);
if (search.find(type)!=std::string::npos)
{
debugLog("callback");
callback(path+filename, param);
}
else
{
debugLog("not the same");
}
}
}
std::string stripEndlineForUnix(const std::string &in)
{
std::string out;
for (int i = 0; i < in.size(); i++)
{
if (int(in[i]) != 13)
{
out+= in[i];
}
}
return out;
}
[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
#ifdef BBGE_BUILD_VFS
struct vfscallback_s
{
std::string *path;
const char *ext;
intptr_t param;
void (*callback)(const std::string &filename, intptr_t param);
};
void forEachFile_vfscallback(VFILE *vf, void *user)
{
vfscallback_s *d = (vfscallback_s*)user;
if(d->ext)
{
const char *e = strrchr(vf->name(), '.');
if(e && nocasecmp(d->ext, e))
return;
}
d->callback(*(d->path) + vf->name(), d->param);
}
#endif
void forEachFile(std::string path, std::string type, void callback(const std::string &filename, intptr_t param), intptr_t param)
{
if (path.empty()) return;
[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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#ifdef BBGE_BUILD_VFS
ttvfs::DirView view;
if(!vfs.FillDirView(path.c_str(), view))
[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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{
debugLog("Path '" + path + "' does not exist");
return;
}
vfscallback_s dat;
dat.path = &path;
dat.ext = type.length() ? type.c_str() : NULL;
dat.param = param;
dat.callback = callback;
view.forEachFile(forEachFile_vfscallback, &dat, true);
[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
return;
// -------------------------------------
#endif
stringToLower(type);
[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
path = core->adjustFilenameCase(path);
debugLog("forEachFile - path: " + path + " type: " + type);
#if defined(BBGE_BUILD_UNIX)
DIR *dir=0;
dir = opendir(path.c_str());
if (dir)
{
dirent *file=0;
while ( (file=readdir(dir)) != NULL )
{
if (file->d_name && strlen(file->d_name) > 4)
{
debugLog(file->d_name);
char *extension=strrchr(file->d_name,'.');
if (extension)
{
debugLog(extension);
if (extension!=NULL)
{
if (strcasecmp(extension,type.c_str())==0)
{
callback(path + std::string(file->d_name), param);
}
}
}
}
}
closedir(dir);
}
else
{
debugLog("FAILED TO OPEN DIR");
}
#endif
#ifdef BBGE_BUILD_WINDOWS
BOOL fFinished;
HANDLE hList;
TCHAR szDir[MAX_PATH+1];
WIN32_FIND_DATA FileData;
int end = path.size()-1;
if (path[end] != '/')
path[end] += '/';
// Get the proper directory path
// \\ %s\\*
if (type.find('.')==std::string::npos)
{
type = "." + type;
}
sprintf(szDir, "%s\\*", path.c_str());
stringToUpper(type);
// Get the first file
hList = FindFirstFile(szDir, &FileData);
if (hList == INVALID_HANDLE_VALUE)
{
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debugLog("No files of type " + type + " found in path " + path);
}
else
{
// Traverse through the directory structure
fFinished = FALSE;
while (!fFinished)
{
// Check the object is a directory or not
//printf("%*s%s\n", indent, "", FileData.cFileName);
std::string filename = FileData.cFileName;
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if (filename.size()>4)
{
std::string filetype = filename.substr(filename.size()-4, filename.size());
stringToUpper(filetype);
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if (filetype==type)
{
callback(path+filename, param);
}
}
if (!FindNextFile(hList, &FileData))
{
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fFinished = TRUE;
}
}
}
FindClose(hList);
#endif
}
std::vector<std::string> getFileList(std::string path, std::string type, int param)
{
std::vector<std::string> list;
#ifdef BBGE_BUILD_WINDOWS
BOOL fFinished;
HANDLE hList;
TCHAR szDir[MAX_PATH+1];
WIN32_FIND_DATA FileData;
// Get the proper directory path
sprintf(szDir, "%s\\*", path.c_str());
// Get the first file
hList = FindFirstFile(szDir, &FileData);
if (hList == INVALID_HANDLE_VALUE)
{
printf("No files found\n\n");
}
else
{
// Traverse through the directory structure
fFinished = FALSE;
while (!fFinished)
{
// Check the object is a directory or not
//printf("%*s%s\n", indent, "", FileData.cFileName);
std::string filename = FileData.cFileName;
if (filename.size()>4 && filename.substr(filename.size()-4, filename.size())==type)
{
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list.push_back (filename);
}
if (!FindNextFile(hList, &FileData))
{
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fFinished = TRUE;
}
}
}
FindClose(hList);
#endif
return list;
}
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#if defined(BBGE_BUILD_MACOSX) && !SDL_VERSION_ATLEAST(2,0,0)
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void cocoaMessageBox(const std::string &title, const std::string &msg);
#endif
void messageBox(const std::string& title, const std::string &msg)
{
#ifdef BBGE_BUILD_WINDOWS
MessageBox (0,msg.c_str(),title.c_str(),MB_OK);
#elif SDL_VERSION_ATLEAST(2,0,0)
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT, title.c_str(),
msg.c_str(), NULL);
#elif defined(BBGE_BUILD_MACOSX)
cocoaMessageBox(title, msg);
#elif defined(BBGE_BUILD_UNIX)
// !!! FIXME: probably don't want the whole GTK+ dependency in here...
fprintf(stderr, "%s: %s\n", title.c_str(), msg.c_str());
#else
#error Please define your platform.
#endif
}
Vector getNearestPointOnLine(Vector a, Vector b, Vector c)
{
Vector nearest;
/// Local Variables ///////////////////////////////////////////////////////////
long dot_ta,dot_tb;
///////////////////////////////////////////////////////////////////////////////
// SEE IF a IS THE NEAREST POINT - ANGLE IS OBTUSE
dot_ta = (c.x - a.x)*(b.x - a.x) + (c.y - a.y)*(b.y - a.y);
if (dot_ta <= 0) // IT IS OFF THE a VERTEX
{
nearest.x = a.x;
nearest.y = a.y;
return nearest;
}
dot_tb = (c.x - b.x)*(a.x - b.x) + (c.y - b.y)*(a.y - b.y);
// SEE IF b IS THE NEAREST POINT - ANGLE IS OBTUSE
if (dot_tb <= 0)
{
nearest.x = b.x;
nearest.y = b.y;
return nearest;
}
// FIND THE REAL NEAREST POINT ON THE LINE SEGMENT - BASED ON RATIO
nearest.x = a.x + ((b.x - a.x) * dot_ta)/(dot_ta + dot_tb);
nearest.y = a.y + ((b.y - a.y) * dot_ta)/(dot_ta + dot_tb);
return nearest;
}
2016-05-05 17:40:28 +00:00
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;
}
GLuint generateEmptyTexture(int quality) // Create An Empty Texture
{
GLuint txtnumber=0; // Texture ID
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unsigned char *data; // Stored Data
// Create Storage Space For Texture Data (128x128x4)
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int size = (quality * quality) * 4;
data = new unsigned char[size];
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memset(data, 0, size); // Clear Storage Memory
glGenTextures(1, &txtnumber); // Create 1 Texture
glBindTexture(GL_TEXTURE_2D, txtnumber); // Bind The Texture
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, quality, quality, 0,
GL_RGBA, GL_UNSIGNED_BYTE, data); // Build Texture Using Information In data
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delete [] data; // Release data
return txtnumber; // Return The Texture ID
}
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(const float &v1, const 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;
}
[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 0
#include <zlib.h>
#include <assert.h>
#define CHUNK 16384
/* Compress from file source to file dest until EOF on source.
def() returns Z_OK on success, Z_MEM_ERROR if memory could not be
allocated for processing, Z_STREAM_ERROR if an invalid compression
level is supplied, Z_VERSION_ERROR if the version of zlib.h and the
version of the library linked do not match, or Z_ERRNO if there is
an error reading or writing the files. */
int packFile(const std::string &sourcef, const std::string &destf, int level)
{
FILE *source = fopen(core->adjustFilenameCase(sourcef).c_str(), "rb");
FILE *dest = fopen(core->adjustFilenameCase(destf).c_str(), "wb");
if (!source || !dest)
return 0;
int ret, flush;
unsigned have;
z_stream strm;
unsigned char in[CHUNK];
unsigned char out[CHUNK];
/* allocate deflate state */
strm.zalloc = Z_NULL;
strm.zfree = Z_NULL;
strm.opaque = Z_NULL;
ret = deflateInit(&strm, level);
if (ret != Z_OK)
return ret;
/* compress until end of file */
do {
strm.avail_in = fread(in, 1, CHUNK, source);
if (ferror(source)) {
(void)deflateEnd(&strm);
return Z_ERRNO;
}
flush = feof(source) ? Z_FINISH : Z_NO_FLUSH;
strm.next_in = in;
/* run deflate() on input until output buffer not full, finish
compression if all of source has been read in */
do {
strm.avail_out = CHUNK;
strm.next_out = out;
ret = deflate(&strm, flush); /* no bad return value */
assert(ret != Z_STREAM_ERROR); /* state not clobbered */
have = CHUNK - strm.avail_out;
if (fwrite(out, 1, have, dest) != have || ferror(dest)) {
(void)deflateEnd(&strm);
return Z_ERRNO;
}
} while (strm.avail_out == 0);
assert(strm.avail_in == 0); /* all input will be used */
/* done when last data in file processed */
} while (flush != Z_FINISH);
assert(ret == Z_STREAM_END); /* stream will be complete */
/* clean up and return */
(void)deflateEnd(&strm);
fclose(source);
fclose(dest);
return Z_OK;
}
/* Decompress from file source to file dest until stream ends or EOF.
inf() returns Z_OK on success, Z_MEM_ERROR if memory could not be
allocated for processing, Z_DATA_ERROR if the deflate data is
invalid or incomplete, Z_VERSION_ERROR if the version of zlib.h and
the version of the library linked do not match, or Z_ERRNO if there
is an error reading or writing the files. */
int unpackFile(const std::string &sourcef, const std::string &destf)
{
FILE *source = fopen(core->adjustFilenameCase(sourcef).c_str(), "rb");
FILE *dest = fopen(core->adjustFilenameCase(destf).c_str(), "wb");
if (!source || !dest)
return 0;
int ret;
unsigned have;
z_stream strm;
unsigned char in[CHUNK];
unsigned char out[CHUNK];
/* allocate inflate state */
strm.zalloc = Z_NULL;
strm.zfree = Z_NULL;
strm.opaque = Z_NULL;
strm.avail_in = 0;
strm.next_in = Z_NULL;
ret = inflateInit(&strm);
if (ret != Z_OK)
return ret;
/* decompress until deflate stream ends or end of file */
do {
strm.avail_in = fread(in, 1, CHUNK, source);
if (ferror(source)) {
(void)inflateEnd(&strm);
return Z_ERRNO;
}
if (strm.avail_in == 0)
break;
strm.next_in = in;
/* run inflate() on input until output buffer not full */
do {
strm.avail_out = CHUNK;
strm.next_out = out;
ret = inflate(&strm, Z_NO_FLUSH);
assert(ret != Z_STREAM_ERROR); /* state not clobbered */
switch (ret) {
case Z_NEED_DICT:
ret = Z_DATA_ERROR; /* and fall through */
case Z_DATA_ERROR:
case Z_MEM_ERROR:
(void)inflateEnd(&strm);
return ret;
}
have = CHUNK - strm.avail_out;
if (fwrite(out, 1, have, dest) != have || ferror(dest)) {
(void)inflateEnd(&strm);
return Z_ERRNO;
}
} while (strm.avail_out == 0);
/* done when inflate() says it's done */
} while (ret != Z_STREAM_END);
/* clean up and return */
(void)inflateEnd(&strm);
fclose(source);
fclose(dest);
return ret == Z_STREAM_END ? Z_OK : Z_DATA_ERROR;
}
[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
void openURL(const std::string &url)
{
#ifdef BBGE_BUILD_WINDOWS
ShellExecute(NULL, "open", url.c_str(), NULL, NULL, SW_SHOWNORMAL);
#endif
#if defined(BBGE_BUILD_MACOSX)
CFStringRef str = CFStringCreateWithCString (0, url.c_str(), 0);
CFURLRef ref = CFURLCreateWithString(kCFAllocatorDefault, str, NULL);
LSOpenCFURLRef(ref, 0);
CFRelease(ref);
CFRelease(str);
#elif BBGE_BUILD_UNIX
std::string cmd("PATH=$PATH:. xdg-open '");
cmd += url;
cmd += "'";
if (system(cmd.c_str()) != 0)
debugLog("system(xdg_open '" + url + "') failed");
#endif
}
void clamp256Col(int *r)
{
if (*r > 255) *r = 255;
if (*r < 0) *r = 0;
}
Vector colorRGB(int r, int g, int b)
{
Vector c;
clamp256Col(&r);
clamp256Col(&g);
clamp256Col(&b);
c.x = float(r)/255.0f;
c.y = float(g)/255.0f;
c.z = float(b)/255.0f;
return c;
}
std::string underscoresToSpaces(const std::string &str)
{
std::string s = str;
for (int 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 (int i = 0; i < s.size(); i++)
if (s[i] == ' ') s[i] = '_';
return s;
}
void triggerBreakpoint()
{
#ifdef _MSC_VER
__debugbreak();
#elif defined(__GNUC__) && ((__i386__) || (__x86_64__))
__asm__ __volatile__ ( "int $3\n\t" );
#else
raise(SIGTRAP);
#endif
}
bool createDir(const std::string& d)
{
bool success = false;
int err = 0;
#if defined(BBGE_BUILD_UNIX)
if (!mkdir(d.c_str(), S_IRWXU))
success = true;
else
{
err = errno;
if (err == EEXIST)
success = true;
}
#elif defined(BBGE_BUILD_WINDOWS)
if (CreateDirectoryA(d.c_str(), NULL))
success = true;
else
{
err = GetLastError();
if(err == ERROR_ALREADY_EXISTS)
success = true;
}
#endif
if (!success)
{
std::ostringstream os;
os << "Failed to create directory: [" << d << "], error code: " << err;
debugLog(os.str());
}
return success;
}
#include "DeflateCompressor.h"
char *readCompressedFile(std::string path, unsigned long *size_ret)
{
unsigned long 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;
}