fysxasteroids/asteroids/main.cc

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#include <cstdlib>
#include <iostream>
#include "Engine.h"
#include "Controller.h"
#include "View.h"
#include "Model.h"
#include "Physics.h"
#include "EntityFactory.h"
#include "Game.h"
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#include <boost/filesystem.hpp>
#ifdef WIN32
#include <Windows.h>
#endif
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using namespace std;
/* Returns a path where files such as logs and config files can be
* written to
*/
std::string create_user_path () {
std::string result_dir = ".";
std::string test_file_path = result_dir;
// first we check in $HOME/.fysxasteroids
char* env_home_dir = getenv("HOME");
result_dir = env_home_dir;
result_dir += "/.fysxasteroids";
boost::filesystem::path result_dir_path(result_dir);
if(!boost::filesystem::is_directory (result_dir_path)) {
if (!boost::filesystem::create_directory(result_dir_path)) {
cerr << "Warning: could not create user data directory " << result_dir<< endl;
result_dir = "";
}
}
test_file_path = result_dir;
test_file_path += "/game.log";
ofstream test_file (test_file_path.c_str(), ios_base::app);
if (!test_file) {
test_file.close();
cerr << "Warning: user data directory not writable! " << result_dir << endl;
result_dir = "";
} else {
test_file.close();
return result_dir;
}
// then we check the local directory
result_dir = ".";
test_file_path = result_dir;
test_file_path += "/game.log";
test_file.open (test_file_path.c_str(), ios_base::out);
if (test_file) {
test_file.close();
return result_dir;
} else {
cerr << "Warning could not find suitable user data directory" << endl;
result_dir = "";
}
test_file.close();
return result_dir;
}
std::string find_game_data_dir () {
std::string result;
std::vector<std::string> paths;
paths.push_back(".");
paths.push_back("/usr/local/share/fysxasteroids");
paths.push_back("/usr/share/fysxasteroids");
std::vector<std::string>::iterator iter = paths.begin();
for (iter; iter != paths.end(); iter++) {
std::string test_path = *iter;
if (!boost::filesystem::is_directory(test_path + "/data/fonts"))
continue;
if (!boost::filesystem::is_directory(test_path + "/data/levels"))
continue;
if (!boost::filesystem::is_directory(test_path + "/data/sounds"))
continue;
if (!boost::filesystem::is_directory(test_path + "/data/textures"))
continue;
break;
}
if (iter != paths.end())
return *iter;
cerr << "Could not find game data" << endl;
return result;
}
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int main (int argc, char* argv[]) {
cout << "Game Start" << endl;
#ifdef WIN32
HWND hWnd = GetConsoleWindow();
ShowWindow( hWnd, SW_HIDE );
#endif
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Engine::Engine engine;
engine.SetEntityFactory (new asteroids::EntityFactory);
engine.SetController (new asteroids::Controller);
engine.SetModel (new asteroids::Model);
engine.SetPhysics (new asteroids::Physics);
engine.SetView (new asteroids::View);
SetLogPrintLevel (Engine::LogLevelWarning);
// find the path for game data and user data
std::string user_path = "";
std::string game_data_path = "";
// use the current path as default
boost::filesystem::path cpath = boost::filesystem::initial_path<boost::filesystem::path>();
user_path = boost::filesystem::path(cpath.string() + user_path).file_string();
game_data_path = boost::filesystem::path(cpath.string() + game_data_path).file_string();
#ifndef WIN32
// on linux et al we check more thoroughly at the possible directories
user_path = create_user_path();
game_data_path = find_game_data_dir();
#endif
// we assume the user path to be local folder
std::string log_file_path = user_path;
log_file_path += "/game.log";
log_file_path = boost::filesystem::path (log_file_path).file_string();
cout << "User Data Dir = " << user_path << endl;
engine.SetUserDataPath (user_path);
Engine::SetLogFilename (log_file_path);
engine.SetGameDataPath (game_data_path);
cout << "Game Data Dir = " << game_data_path << endl;
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if (engine.Init (argc, argv) != 0) {
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cout << "Could not start engine!" << endl;
exit (-1);
}
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// Load the icon
Uint32 colorkey;
SDL_Surface *image = NULL;
image = SDL_LoadBMP(Engine::GetResourceFullPath("/data/textures/icon.bmp").c_str());
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if (!image)
Engine::LogWarning("Could not load icon: data/textures/icon.bmp");
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else
SDL_WM_SetIcon(image,NULL);
std::string version_string = "fysxasteroids ";
version_string += FYSXASTEROIDS_VERSION;
SDL_WM_SetCaption(version_string.c_str(), version_string.c_str());
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engine.GetView()->SetGridSize (8,8);
/// \todo get rid of the world settings in asteroids
dynamic_cast<asteroids::Physics*>(engine.GetPhysics())->SetWorldSize (26, 20);
engine.GetPhysics()->SetWorldBounds (vector3d (-13, 0, -10), vector3d (13, 0, 10));
engine.GetPhysics()->EnableWorldWarp(Engine::PhysicsBase::WorldWarpModeX);
engine.GetPhysics()->EnableWorldWarp(Engine::PhysicsBase::WorldWarpModeZ);
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// run the default commands and load the configuration
Engine::RunCommand ("exec asteroids.rc");
Engine::RunCommand ("exec config.rc");
Engine::PlayMusic (Engine::GetResourceFullPath("/data/sounds/intro_music.ogg"));
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Engine::LoadSound(Engine::GetResourceFullPath("/data/sounds/thrust.wav"));
Engine::LoadSound(Engine::GetResourceFullPath("/data/sounds/ship_destroyed.wav"));
Engine::LoadSound(Engine::GetResourceFullPath("/data/sounds/rock_destroyed.wav"));
// load highscore list (either remote or local, depending on settings)
asteroids::GetModel()->LoadHighscoreList();
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engine.MainLoop ();
// save the configuration
std::ofstream config_file (engine.GetUserDirFullPath("/config.rc").c_str());
config_file << "set effects_volume " << Engine::GetEffectsVolume() << std::endl;
config_file << "set music_volume " << Engine::GetMusicVolume() << std::endl;
config_file << "set use_server_highscore " << Engine::GetVariableString("use_server_highscore") << std::endl;
config_file << "set use_server_highscore_asked " << Engine::GetVariableString ("use_server_highscore_asked") << std::endl;
if (Engine::GetVariableBool("cheat_mode"))
config_file << "set cheat_mode " << true << std::endl;
config_file.close();
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SDL_WM_SetIcon(NULL,NULL);
SDL_FreeSurface (image);
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engine.Destroy ();
cout << "Game Quit" << endl;
return 0;
}