Better datadir mod support

dev-mp
krzys-h 2014-05-18 12:12:47 +02:00
parent f71658e38d
commit f0d97bfdb9
19 changed files with 288 additions and 195 deletions

2
data

@ -1 +1 @@
Subproject commit fc8f515b615235a236641700cc3fcde403548b4f
Subproject commit 3aa20285393ba9be6b5db7bc4559f2c90f2155bf

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@ -61,11 +61,12 @@ endif()
# Source files
set(SOURCES
app/app.cpp
app/gamedata.cpp
app/main.cpp
app/pausemanager.cpp
app/system.cpp
app/${SYSTEM_CPP_MODULE}
app/system_other.cpp
app/pausemanager.cpp
common/event.cpp
common/image.cpp
common/iman.cpp

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@ -19,6 +19,7 @@
#include "app/app.h"
#include "app/gamedata.h"
#include "app/system.h"
#include "common/logger.h"
@ -100,6 +101,7 @@ CApplication::CApplication()
m_objMan = new CObjectManager();
m_eventQueue = new CEventQueue();
m_profile = new CProfile();
m_gameData = new CGameData();
m_engine = nullptr;
m_device = nullptr;
@ -149,7 +151,6 @@ CApplication::CApplication()
m_dataPath = GetSystemUtils()->GetDataPath();
m_langPath = GetSystemUtils()->GetLangPath();
m_texPackPath = "";
m_runSceneName = "";
m_runSceneRank = 0;
@ -161,19 +162,6 @@ CApplication::CApplication()
m_lowCPU = true;
m_protoMode = false;
for (int i = 0; i < DIR_MAX; ++i)
m_standardDataDirs[i] = nullptr;
m_standardDataDirs[DIR_AI] = "ai";
m_standardDataDirs[DIR_FONT] = "fonts";
m_standardDataDirs[DIR_HELP] = "help";
m_standardDataDirs[DIR_ICON] = "icons";
m_standardDataDirs[DIR_LEVEL] = "levels";
m_standardDataDirs[DIR_MODEL] = "models";
m_standardDataDirs[DIR_MUSIC] = "music";
m_standardDataDirs[DIR_SOUND] = "sounds";
m_standardDataDirs[DIR_TEXTURE] = "textures";
}
CApplication::~CApplication()
@ -231,8 +219,8 @@ ParseArgsStatus CApplication::ParseArguments(int argc, char *argv[])
OPT_LOGLEVEL,
OPT_LANGUAGE,
OPT_DATADIR,
OPT_MOD,
OPT_LANGDIR,
OPT_TEXPACK,
OPT_VBO
};
@ -245,9 +233,8 @@ ParseArgsStatus CApplication::ParseArguments(int argc, char *argv[])
{ "loglevel", required_argument, nullptr, OPT_LOGLEVEL },
{ "language", required_argument, nullptr, OPT_LANGUAGE },
{ "datadir", required_argument, nullptr, OPT_DATADIR },
{ "game", required_argument, nullptr, OPT_DATADIR },
{ "mod", required_argument, nullptr, OPT_MOD },
{ "langdir", required_argument, nullptr, OPT_LANGDIR },
{ "texpack", required_argument, nullptr, OPT_TEXPACK },
{ "vbo", required_argument, nullptr, OPT_VBO },
{ nullptr, 0, nullptr, 0}
};
@ -286,9 +273,8 @@ ParseArgsStatus CApplication::ParseArguments(int argc, char *argv[])
GetLogger()->Message(" -loglevel level set log level to level (one of: trace, debug, info, warn, error, none)\n");
GetLogger()->Message(" -language lang set language (one of: en, de, fr, pl, ru)\n");
GetLogger()->Message(" -datadir path set custom data directory path\n");
GetLogger()->Message(" -game modid run mod\n");
GetLogger()->Message(" -mod path run mod\n");
GetLogger()->Message(" -langdir path set custom language directory path\n");
GetLogger()->Message(" -texpack path set path to custom texture pack\n");
GetLogger()->Message(" -vbo mode set OpenGL VBO mode (one of: auto, enable, disable)\n");
return PARSE_ARGS_HELP;
}
@ -355,19 +341,19 @@ ParseArgsStatus CApplication::ParseArguments(int argc, char *argv[])
{
m_dataPath = optarg;
m_customDataPath = true;
GetLogger()->Info("Using custom datadir or running mod: '%s'\n", m_dataPath.c_str());
GetLogger()->Info("Using datadir: '%s'\n", optarg);
break;
}
case OPT_MOD:
{
m_gameData->AddMod(std::string(optarg));
GetLogger()->Info("Running mod from path: '%s'\n", optarg);
break;
}
case OPT_LANGDIR:
{
m_langPath = optarg;
GetLogger()->Info("Using custom language dir: '%s'\n", m_langPath.c_str());
break;
}
case OPT_TEXPACK:
{
m_texPackPath = optarg;
GetLogger()->Info("Using texturepack: '%s'\n", m_texPackPath.c_str());
GetLogger()->Info("Using language dir: '%s'\n", m_langPath.c_str());
break;
}
case OPT_VBO:
@ -424,6 +410,9 @@ bool CApplication::Create()
m_exitCode = 1;
return false;
}
m_gameData->SetDataDir(std::string(m_dataPath));
m_gameData->Init();
if (GetProfile().GetLocalProfileString("Language", "Lang", path)) {
Language language;
@ -446,24 +435,8 @@ bool CApplication::Create()
#endif
m_sound->Create();
if (!m_customDataPath && GetProfile().GetLocalProfileString("Resources", "Sound", path))
{
m_sound->CacheAll(path);
}
else
{
m_sound->CacheAll(GetDataSubdirPath(DIR_SOUND));
}
if (!m_customDataPath && GetProfile().GetLocalProfileString("Resources", "Music", path))
{
m_sound->AddMusicFiles(path);
}
else
{
m_sound->AddMusicFiles(GetDataSubdirPath(DIR_MUSIC));
}
m_sound->CacheAll();
m_sound->AddMusicFiles();
GetLogger()->Info("CApplication created successfully\n");
@ -1606,59 +1579,6 @@ bool CApplication::GetJoystickEnabled() const
return m_joystickEnabled;
}
std::string CApplication::GetDataDirPath() const
{
return m_dataPath;
}
std::string CApplication::GetDataSubdirPath(DataDir stdDir) const
{
int index = static_cast<int>(stdDir);
assert(index >= 0 && index < DIR_MAX);
std::stringstream str;
str << m_dataPath;
str << "/";
str << m_standardDataDirs[index];
return str.str();
}
std::string CApplication::GetDataFilePath(DataDir stdDir, const std::string& subpath) const
{
int index = static_cast<int>(stdDir);
assert(index >= 0 && index < DIR_MAX);
std::stringstream str;
str << m_dataPath;
str << "/";
str << m_standardDataDirs[index];
if (stdDir == DIR_HELP)
{
str << "/";
str << GetLanguageChar();
}
str << "/";
str << subpath;
return str.str();
}
std::string CApplication::GetTexPackFilePath(const std::string& textureName) const
{
std::stringstream str;
if (! m_texPackPath.empty())
{
str << m_texPackPath;
str << "/";
str << textureName;
if (! boost::filesystem::exists(str.str()))
{
GetLogger()->Trace("Texture '%s' not in texpack\n", textureName.c_str());
str.str("");
}
}
return str.str();
}
Language CApplication::GetLanguage() const
{
return m_language;

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@ -42,6 +42,7 @@ class CInstanceManager;
class CEventQueue;
class CRobotMain;
class CSoundInterface;
class CGameData;
namespace Gfx {
class CModelManager;
@ -328,18 +329,6 @@ public:
static bool ParseDebugModes(const std::string& str, int& debugModes);
//@}
//! Returns the full path to data directory
std::string GetDataDirPath() const;
//! Returns the full path to a standard dir in data directory
std::string GetDataSubdirPath(DataDir stdDir) const;
//! Returns the full path to a file in data directory given standard dir and subpath
std::string GetDataFilePath(DataDir stdDir, const std::string &subpath) const;
//! Returns the full path to a file in texture pack directory
std::string GetTexPackFilePath(const std::string& textureName) const;
//! Management of language
//@{
Language GetLanguage() const;
@ -413,6 +402,8 @@ protected:
CRobotMain* m_robotMain;
//! Profile (INI) reader/writer
CProfile* m_profile;
//! Game data
CGameData* m_gameData;
//! Code to return at exit
int m_exitCode;
@ -485,10 +476,7 @@ protected:
//! Path to directory with language files
std::string m_langPath;
//! Path to directory with user texture pack
std::string m_texPackPath;
//@{
//! Scene to run on startup
std::string m_runSceneName;
@ -498,8 +486,6 @@ protected:
//! Scene test mode
bool m_sceneTest;
const char* m_standardDataDirs[DIR_MAX];
//! Application language
Language m_language;

123
src/app/gamedata.cpp Normal file
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@ -0,0 +1,123 @@
// * This file is part of the COLOBOT source code
// * Copyright (C) 2014, Polish Portal of Colobot (PPC)
// *
// * This program 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 3 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, see http://www.gnu.org/licenses/.
#include "app/gamedata.h"
#include "app/app.h"
#include <boost/filesystem.hpp>
template<> CGameData* CSingleton<CGameData>::m_instance = nullptr;
CGameData::CGameData()
{
m_dataDirSet = false;
for (int i = 0; i < DIR_MAX; ++i)
m_standardDataDirs[i] = nullptr;
m_standardDataDirs[DIR_AI] = "ai";
m_standardDataDirs[DIR_FONT] = "fonts";
m_standardDataDirs[DIR_HELP] = "help";
m_standardDataDirs[DIR_ICON] = "icons";
m_standardDataDirs[DIR_LEVEL] = "levels";
m_standardDataDirs[DIR_MODEL] = "models";
m_standardDataDirs[DIR_MUSIC] = "music";
m_standardDataDirs[DIR_SOUND] = "sounds";
m_standardDataDirs[DIR_TEXTURE] = "textures";
}
CGameData::~CGameData()
{
}
void CGameData::SetDataDir(std::string path)
{
assert(!m_dataDirSet);
m_dataDirSet = true;
m_dataDirs.insert(m_dataDirs.begin(), path);
}
void CGameData::AddMod(std::string path)
{
m_dataDirs.push_back(path);
}
void CGameData::Init()
{
std::string out = "Using datadirs: ";
bool first = true;
for(std::vector<std::string>::reverse_iterator rit = m_dataDirs.rbegin(); rit != m_dataDirs.rend(); ++rit) {
if(!first) out += ", ";
first = false;
out += *rit;
}
out += "\n";
CLogger::GetInstancePointer()->Info(out.c_str());
}
std::string CGameData::GetFilePath(DataDir dir, const std::string& subpath)
{
int index = static_cast<int>(dir);
assert(index >= 0 && index < DIR_MAX);
for(std::vector<std::string>::reverse_iterator rit = m_dataDirs.rbegin(); rit != m_dataDirs.rend(); ++rit) {
std::stringstream str;
str << *rit;
str << "/";
str << m_standardDataDirs[index];
if (dir == DIR_HELP)
{
str << "/";
str << CApplication::GetInstancePointer()->GetLanguageChar();
}
str << "/";
str << subpath;
boost::filesystem::path path(str.str());
if(boost::filesystem::exists(path))
{
return str.str();
}
}
std::stringstream str;
str << m_dataDirs[0];
str << "/";
str << m_standardDataDirs[index];
if (dir == DIR_HELP)
{
str << "/";
str << CApplication::GetInstancePointer()->GetLanguageChar();
}
str << "/";
str << subpath;
return str.str();
}
std::string CGameData::GetDataPath(const std::string &subpath)
{
for(std::vector<std::string>::reverse_iterator rit = m_dataDirs.rbegin(); rit != m_dataDirs.rend(); ++rit) {
std::string path = *rit + "/" + subpath;
boost::filesystem::path boostPath(path);
if(boost::filesystem::exists(boostPath))
{
return path;
}
}
return m_dataDirs[0] + "/" + subpath;
}

66
src/app/gamedata.h Normal file
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@ -0,0 +1,66 @@
// * This file is part of the COLOBOT source code
// * Copyright (C) 2014, Polish Portal of Colobot (PPC)
// *
// * This program 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 3 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, see http://www.gnu.org/licenses/.
/**
* \file app/gamedata.h
* \brief Game data
*/
#pragma once
#include "common/singleton.h"
#include <string>
#include <vector>
/**
* \enum DataDir
* \brief Directories in data directory
*/
enum DataDir
{
DIR_AI, //! < ai scripts
DIR_FONT, //! < fonts
DIR_HELP, //! < help files
DIR_ICON, //! < icons & images
DIR_LEVEL, //! < levels
DIR_MODEL, //! < models
DIR_MUSIC, //! < music
DIR_SOUND, //! < sounds
DIR_TEXTURE, //! < textures
DIR_MAX //! < number of dirs
};
class CGameData : public CSingleton<CGameData>
{
public:
CGameData();
~CGameData();
void Init();
void SetDataDir(std::string path);
void AddMod(std::string path);
std::string GetFilePath(DataDir dir, const std::string &subpath);
std::string GetDataPath(const std::string &subpath);
private:
bool m_dataDirSet;
std::vector<std::string> m_dataDirs;
const char* m_standardDataDirs[DIR_MAX];
};

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@ -178,25 +178,6 @@ enum Language
LANGUAGE_RUSSIAN = 4
};
/**
* \enum DataDir
* \brief Directories in data directory
*/
enum DataDir
{
DIR_AI, //! < ai scripts
DIR_FONT, //! < fonts
DIR_HELP, //! < help files
DIR_ICON, //! < icons & images
DIR_LEVEL, //! < levels
DIR_MODEL, //! < models
DIR_MUSIC, //! < music
DIR_SOUND, //! < sounds
DIR_TEXTURE, //! < textures
DIR_MAX //! < number of dirs
};
/**
* \enum BuildType

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@ -19,6 +19,7 @@
#include "graphics/engine/engine.h"
#include "app/app.h"
#include "app/gamedata.h"
#include "common/image.h"
#include "common/key.h"
@ -2246,33 +2247,12 @@ Texture CEngine::CreateTexture(const std::string& texName, const TextureCreatePa
if (image == nullptr)
{
bool loadedFromTexPack = false;
std::string texPackName = m_app->GetTexPackFilePath(texName);
if (! texPackName.empty())
if (! img.Load(CGameData::GetInstancePointer()->GetFilePath(DIR_TEXTURE, texName)))
{
if (img.Load(texPackName))
{
loadedFromTexPack = true;
}
else
{
std::string error = img.GetError();
GetLogger()->Error("Couldn't load texture '%s' from texpack: %s, blacklisting the texpack path\n",
texName.c_str(), error.c_str());
m_texBlacklist.insert(texPackName);
}
}
if (!loadedFromTexPack)
{
if (! img.Load(m_app->GetDataFilePath(DIR_TEXTURE, texName)))
{
std::string error = img.GetError();
GetLogger()->Error("Couldn't load texture '%s': %s, blacklisting\n", texName.c_str(), error.c_str());
m_texBlacklist.insert(texName);
return Texture(); // invalid texture
}
std::string error = img.GetError();
GetLogger()->Error("Couldn't load texture '%s': %s, blacklisting\n", texName.c_str(), error.c_str());
m_texBlacklist.insert(texName);
return Texture(); // invalid texture
}
image = &img;
@ -2435,7 +2415,7 @@ bool CEngine::ChangeTextureColor(const std::string& texName,
CImage img;
if (! img.Load(m_app->GetDataFilePath(DIR_TEXTURE, texName)))
if (! img.Load(CGameData::GetInstancePointer()->GetFilePath(DIR_TEXTURE, texName)))
{
std::string error = img.GetError();
GetLogger()->Error("Couldn't load texture '%s': %s, blacklisting\n", texName.c_str(), error.c_str());

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@ -1,6 +1,24 @@
// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// * Copyright (C) 2012-2014, Polish Portal of Colobot (PPC)
// *
// * This program 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 3 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, see http://www.gnu.org/licenses/.
#include "graphics/engine/modelmanager.h"
#include "app/app.h"
#include "app/gamedata.h"
#include "common/logger.h"
@ -30,7 +48,7 @@ bool CModelManager::LoadModel(const std::string& fileName, bool mirrored)
if (CApplication::GetInstance().IsDebugModeActive(DEBUG_MODELS))
modelFile.SetPrintDebugInfo(true);
std::string filePath = CApplication::GetInstance().GetDataFilePath(DIR_MODEL, fileName);
std::string filePath = CGameData::GetInstancePointer()->GetFilePath(DIR_MODEL, fileName);
if (!modelFile.ReadModel(filePath))
{

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@ -1,3 +1,20 @@
// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// * Copyright (C) 2012-2014, Polish Portal of Colobot (PPC)
// *
// * This program 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 3 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, see http://www.gnu.org/licenses/.
#pragma once
#include "common/singleton.h"

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@ -19,6 +19,7 @@
#include "graphics/engine/terrain.h"
#include "app/app.h"
#include "app/gamedata.h"
#include "common/image.h"
#include "common/logger.h"
@ -189,7 +190,7 @@ void CTerrain::AddMaterial(int id, const std::string& texName, const Math::Point
bool CTerrain::LoadResources(const std::string& fileName)
{
CImage img;
std::string path = CApplication::GetInstance().GetDataFilePath(DIR_TEXTURE, fileName);
std::string path = CGameData::GetInstancePointer()->GetFilePath(DIR_TEXTURE, fileName);
if (! img.Load(path))
{
GetLogger()->Error("Cannot load resource file: '%s'\n", path.c_str());
@ -286,7 +287,7 @@ bool CTerrain::LoadRelief(const std::string &fileName, float scaleRelief,
m_scaleRelief = scaleRelief;
CImage img;
std::string path = CApplication::GetInstance().GetDataFilePath(DIR_TEXTURE, fileName);
std::string path = CGameData::GetInstancePointer()->GetFilePath(DIR_TEXTURE, fileName);
if (! img.Load(path))
{
GetLogger()->Error("Could not load relief file: '%s'!\n", path.c_str());

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@ -19,6 +19,7 @@
#include "graphics/engine/text.h"
#include "app/app.h"
#include "app/gamedata.h"
#include "common/image.h"
#include "common/logger.h"
@ -865,7 +866,7 @@ CachedFont* CText::GetOrOpenFont(FontType font, float size)
return m_lastCachedFont;
}
std::string path = CApplication::GetInstance().GetDataFilePath(DIR_FONT, mf->fileName);
std::string path = CGameData::GetInstancePointer()->GetFilePath(DIR_FONT, mf->fileName);
m_lastCachedFont = new CachedFont();
m_lastCachedFont->font = TTF_OpenFont(path.c_str(), pointSize);

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@ -20,6 +20,7 @@
#include "CBot/CBotDll.h"
#include "app/app.h"
#include "app/gamedata.h"
#include "common/event.h"
#include "common/global.h"
@ -4081,7 +4082,7 @@ void CRobotMain::CreateScene(bool soluce, bool fixScene, bool resetObject)
if (Cmd(line, "Instructions") && !resetObject)
{
OpString(line, "name", name);
std::string path = m_app->GetDataFilePath(DIR_HELP, name);
std::string path = CGameData::GetInstancePointer()->GetFilePath(DIR_HELP, name);
strcpy(m_infoFilename[SATCOM_HUSTON], path.c_str());
m_immediatSatCom = OpInt(line, "immediat", 0);
@ -4093,7 +4094,7 @@ void CRobotMain::CreateScene(bool soluce, bool fixScene, bool resetObject)
if (Cmd(line, "Satellite") && !resetObject)
{
OpString(line, "name", name);
std::string path = m_app->GetDataFilePath(DIR_HELP, name);
std::string path = CGameData::GetInstancePointer()->GetFilePath(DIR_HELP, name);
strcpy(m_infoFilename[SATCOM_SAT], path.c_str());
continue;
}
@ -4101,7 +4102,7 @@ void CRobotMain::CreateScene(bool soluce, bool fixScene, bool resetObject)
if (Cmd(line, "Loading") && !resetObject)
{
OpString(line, "name", name);
std::string path = m_app->GetDataFilePath(DIR_HELP, name);
std::string path = CGameData::GetInstancePointer()->GetFilePath(DIR_HELP, name);
strcpy(m_infoFilename[SATCOM_LOADING], path.c_str());
continue;
}
@ -4109,14 +4110,14 @@ void CRobotMain::CreateScene(bool soluce, bool fixScene, bool resetObject)
if (Cmd(line, "HelpFile") && !resetObject)
{
OpString(line, "name", name);
std::string path = m_app->GetDataFilePath(DIR_HELP, name);
std::string path = CGameData::GetInstancePointer()->GetFilePath(DIR_HELP, name);
strcpy(m_infoFilename[SATCOM_PROG], path.c_str());
continue;
}
if (Cmd(line, "SoluceFile") && !resetObject)
{
OpString(line, "name", name);
std::string path = m_app->GetDataFilePath(DIR_HELP, name);
std::string path = CGameData::GetInstancePointer()->GetFilePath(DIR_HELP, name);
strcpy(m_infoFilename[SATCOM_SOLUCE], path.c_str());
continue;
}

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@ -18,6 +18,7 @@
#include "script/script.h"
#include "app/app.h"
#include "app/gamedata.h"
#include "common/global.h"
#include "common/iman.h"
@ -4406,7 +4407,7 @@ void CScript::New(Ui::CEdit* edit, const char* name)
sf = m_main->GetScriptFile();
if ( sf[0] != 0 ) // Load an empty program specific?
{
std::string filename = CApplication::GetInstancePointer()->GetDataFilePath(DIR_AI, sf);
std::string filename = CGameData::GetInstancePointer()->GetFilePath(DIR_AI, sf);
file = fopen(filename.c_str(), "rb");
if ( file != NULL )
{
@ -4500,7 +4501,7 @@ bool CScript::ReadScript(const char* filename)
if ( strchr(filename, '/') == 0 ) //we're reading non user script
{
name = CApplication::GetInstancePointer()->GetDataFilePath(DIR_AI, filename);
name = CGameData::GetInstancePointer()->GetFilePath(DIR_AI, filename);
}
else
{
@ -4534,7 +4535,7 @@ bool CScript::WriteScript(const char* filename)
if ( strchr(filename, '/') == 0 ) //we're writing non user script
{
name = CApplication::GetInstancePointer()->GetDataFilePath(DIR_AI, filename);
name = CGameData::GetInstancePointer()->GetFilePath(DIR_AI, filename);
}
else
{

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@ -18,6 +18,8 @@
#include "sound/oalsound/alsound.h"
#include "app/gamedata.h"
#include <algorithm>
#include <iomanip>
@ -163,7 +165,7 @@ int ALSound::GetMusicVolume()
bool ALSound::Cache(Sound sound, const std::string &filename)
{
Buffer *buffer = new Buffer();
if (buffer->LoadFromFile(filename, sound))
if (buffer->LoadFromFile(CGameData::GetInstancePointer()->GetFilePath(DIR_SOUND, filename), sound))
{
m_sounds[sound] = buffer;
return true;
@ -176,9 +178,7 @@ bool ALSound::CacheMusic(const std::string &filename)
if (m_music.find(filename) == m_music.end())
{
Buffer *buffer = new Buffer();
std::stringstream file;
file << m_soundPath << "/" << filename;
if (buffer->LoadFromFile(file.str(), static_cast<Sound>(-1)))
if (buffer->LoadFromFile(CGameData::GetInstancePointer()->GetFilePath(DIR_MUSIC, filename), static_cast<Sound>(-1)))
{
m_music[filename] = buffer;
return true;
@ -635,22 +635,21 @@ bool ALSound::PlayMusic(const std::string &filename, bool bRepeat, float fadeTim
return false;
}
std::stringstream file;
file << m_soundPath << "/" << filename;
std::string file = CGameData::GetInstancePointer()->GetFilePath(DIR_MUSIC, filename);
Buffer *buffer;
// check if we have music in cache
if (m_music.find(filename) == m_music.end())
{
GetLogger()->Debug("Music %s was not cached!\n", filename.c_str());
if (!boost::filesystem::exists(file.str()))
if (!boost::filesystem::exists(file))
{
GetLogger()->Debug("Requested music %s was not found.\n", filename.c_str());
return false;
}
buffer = new Buffer();
if (!buffer->LoadFromFile(file.str(), static_cast<Sound>(-1)))
if (!buffer->LoadFromFile(file, static_cast<Sound>(-1)))
{
return false;
}

View File

@ -41,20 +41,19 @@ bool CSoundInterface::Create()
return true;
}
void CSoundInterface::CacheAll(const std::string &path)
void CSoundInterface::CacheAll()
{
for ( int i = 1; i < SOUND_MAX; i++ )
{
std::stringstream filename;
filename << path << "/sound" << std::setfill('0') << std::setw(3) << i << ".wav";
filename << "sound" << std::setfill('0') << std::setw(3) << i << ".wav";
if ( !Cache(static_cast<Sound>(i), filename.str()) )
GetLogger()->Warn("Unable to load audio: %s\n", filename.str().c_str());
}
}
void CSoundInterface::AddMusicFiles(const std::string &path)
void CSoundInterface::AddMusicFiles()
{
m_soundPath = path;
CacheMusic("Intro1.ogg");
CacheMusic("Intro2.ogg");
CacheMusic("music010.ogg");

View File

@ -159,10 +159,10 @@ public:
/** Function called to cache all sound effect files.
* Function calls \link CSoundInterface::Cache() \endlink for each file
*/
void CacheAll(const std::string &path);
void CacheAll();
/** Function called to add all music files to list */
void AddMusicFiles(const std::string &path);
void AddMusicFiles();
/** Function called to cache sound effect file.
* This function is called by plugin interface for each file.
@ -327,8 +327,5 @@ public:
* \return nothing
*/
virtual void StopPauseMusic();
protected:
std::string m_soundPath;
};

View File

@ -19,6 +19,7 @@
#include "ui/edit.h"
#include "app/app.h"
#include "app/gamedata.h"
#include "clipboard/clipboard.h"
@ -1462,7 +1463,7 @@ bool CEdit::ReadText(std::string filename, int addSize)
std::string path = filename;
if (!fs::exists(path))
{
path = CApplication::GetInstancePointer()->GetDataDirPath() + "/" + filename;
path = CGameData::GetInstancePointer()->GetDataPath(filename);
}
file = fopen(fs::path(path).make_preferred().string().c_str(), "rb");

View File

@ -18,6 +18,7 @@
#include "ui/maindialog.h"
#include "app/app.h"
#include "app/gamedata.h"
#include "app/system.h"
#include "common/config.h"
@ -3588,7 +3589,7 @@ void CMainDialog::BuildSceneName(std::string &filename, char *base, int rank)
{
rankStream << std::setfill('0') << std::setw(3) << rank;
filename = base + rankStream.str() + ".txt";
filename = CApplication::GetInstance().GetDataFilePath(DIR_LEVEL, filename);
filename = CGameData::GetInstancePointer()->GetFilePath(DIR_LEVEL, filename);
}
}