#include #include #include "Engine.h" #include "Controller.h" #include "View.h" #include "Model.h" #include "Physics.h" #include "EntityFactory.h" #include #ifdef WIN32 #include #endif 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 paths; paths.push_back("."); paths.push_back("/usr/local/share/fysxasteroids"); paths.push_back("/usr/share/fysxasteroids"); std::vector::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; } int main (int argc, char* argv[]) { cout << "Game Start" << endl; #ifdef WIN32 HWND hWnd = GetConsoleWindow(); ShowWindow( hWnd, SW_HIDE ); #endif 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::LogLevelMessage); // we assume the user path to be local folder std::string user_path = create_user_path(); std::string log_file_path = user_path; log_file_path += "/game.log"; cout << "User Data Dir = " << user_path << endl; engine.SetUserDataPath (user_path); Engine::SetLogFilename (log_file_path.c_str()); std::string game_data_path = find_game_data_dir(); engine.SetGameDataPath (game_data_path); cout << "Game Data Dir = " << game_data_path << endl; if (engine.Init (argc, argv) != 0) { cout << "Could not start engine!" << endl; exit (-1); } // Load the icon Uint32 colorkey; SDL_Surface *image = NULL; image = SDL_LoadBMP("./data/textures/icon.bmp"); if (!image) Engine::LogWarning("Could not load icon: ./data/textures/icon.bmp"); else SDL_WM_SetIcon(image,NULL); SDL_WM_SetCaption("Asteroids -BETA1-","Asteroids -BETA 1-"); engine.GetView()->SetGridSize (8,8); dynamic_cast(engine.GetPhysics())->SetWorldSize (26, 20); // run the default commands and load the configuration Engine::RunCommand ("exec asteroids.rc"); Engine::RunCommand ("exec config.rc"); 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.close(); SDL_WM_SetIcon(NULL,NULL); SDL_FreeSurface (image); engine.Destroy (); cout << "Game Quit" << endl; return 0; }