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ArxGame.cpp
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ArxGame.cpp
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/*
* Copyright 2011-2017 Arx Libertatis Team (see the AUTHORS file)
*
* This file is part of Arx Libertatis.
*
* Arx Libertatis 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.
*
* Arx Libertatis 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 Arx Libertatis. If not, see <http://www.gnu.org/licenses/>.
*/
/* Based on:
===========================================================================
ARX FATALIS GPL Source Code
Copyright (C) 1999-2010 Arkane Studios SA, a ZeniMax Media company.
This file is part of the Arx Fatalis GPL Source Code ('Arx Fatalis Source Code').
Arx Fatalis Source Code 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.
Arx Fatalis Source Code 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 Arx Fatalis Source Code. If not, see
<http://www.gnu.org/licenses/>.
In addition, the Arx Fatalis Source Code is also subject to certain additional terms. You should have received a copy of these
additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Arx
Fatalis Source Code. If not, please request a copy in writing from Arkane Studios at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing Arkane Studios, c/o
ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "core/ArxGame.h"
#include <stddef.h>
#include <cstdio>
#include <cstring>
#include <algorithm>
#include <sstream>
#include <boost/algorithm/string/case_conv.hpp>
#include <boost/foreach.hpp>
#include "ai/PathFinderManager.h"
#include "ai/Paths.h"
#include "animation/Animation.h"
#include "animation/AnimationRender.h"
#include "animation/Intro.h"
#include "cinematic/Cinematic.h"
#include "cinematic/CinematicController.h"
#include "core/Benchmark.h"
#include "core/Config.h"
#include "core/Core.h"
#include "core/GameTime.h"
#include "core/Localisation.h"
#include "core/SaveGame.h"
#include "core/URLConstants.h"
#include "core/Version.h"
#include "game/Damage.h"
#include "game/EntityManager.h"
#include "game/Equipment.h"
#include "game/Inventory.h"
#include "game/Levels.h"
#include "game/Missile.h"
#include "game/NPC.h"
#include "game/Player.h"
#include "game/Spells.h"
#include "game/spell/FlyingEye.h"
#include "game/spell/Cheat.h"
#include "game/effect/ParticleSystems.h"
#include "game/effect/Quake.h"
#include "graphics/BaseGraphicsTypes.h"
#include "graphics/Color.h"
#include "graphics/Draw.h"
#include "graphics/DrawDebug.h"
#include "graphics/GlobalFog.h"
#include "graphics/GraphicsTypes.h"
#include "graphics/Math.h"
#include "graphics/Vertex.h"
#include "graphics/VertexBuffer.h"
#include "graphics/data/FTL.h"
#include "graphics/data/Mesh.h"
#include "graphics/data/TextureContainer.h"
#include "graphics/effects/Fade.h"
#include "graphics/effects/Fog.h"
#include "graphics/effects/LightFlare.h"
#include "graphics/font/Font.h"
#include "graphics/opengl/GLDebug.h"
#include "graphics/particle/ParticleEffects.h"
#include "graphics/particle/ParticleManager.h"
#include "graphics/particle/MagicFlare.h"
#include "graphics/particle/Spark.h"
#include "graphics/texture/TextureStage.h"
#include "gui/Console.h"
#include "gui/Cursor.h"
#include "gui/DebugHud.h"
#include "gui/Hud.h"
#include "gui/Interface.h"
#include "gui/LoadLevelScreen.h"
#include "gui/Menu.h"
#include "gui/MenuPublic.h"
#include "gui/MenuWidgets.h"
#include "gui/MiniMap.h"
#include "gui/Speech.h"
#include "gui/Text.h"
#include "gui/TextManager.h"
#include "input/Input.h"
#include "input/Keyboard.h"
#include "math/Angle.h"
#include "math/Types.h"
#include "math/Rectangle.h"
#include "math/Vector.h"
#include "physics/Attractors.h"
#include "io/fs/FilePath.h"
#include "io/fs/Filesystem.h"
#include "io/fs/SystemPaths.h"
#include "io/resource/PakReader.h"
#include "io/Screenshot.h"
#include "io/log/CriticalLogger.h"
#include "io/log/Logger.h"
#include "platform/Dialog.h"
#include "platform/Platform.h"
#include "platform/Process.h"
#include "platform/ProgramOptions.h"
#include "platform/profiler/Profiler.h"
#include "platform/Time.h"
#include "platform/Thread.h"
#include "scene/ChangeLevel.h"
#include "scene/Interactive.h"
#include "scene/GameSound.h"
#include "scene/Light.h"
#include "scene/LoadLevel.h"
#include "scene/Object.h"
#include "scene/Scene.h"
#include "script/ScriptEvent.h"
#include "Configure.h"
#include "window/RenderWindow.h"
#if ARX_HAVE_SDL2
#include "window/SDL2Window.h"
#endif
#if ARX_HAVE_SDL1
#include "window/SDL1Window.h"
#endif
InfoPanels g_debugInfo = InfoPanelNone;
extern bool START_NEW_QUEST;
SavegameHandle LOADQUEST_SLOT = SavegameHandle(); // OH NO, ANOTHER GLOBAL! - TEMP PATCH TO CLEAN CODE FLOW
static fs::path g_saveToLoad;
static const float CURRENT_BASE_FOCAL = 310.f;
static const float defaultCameraFocal = 350.f;
static const PlatformDuration runeDrawPointInterval = PlatformDurationMs(16); // ~60fps
extern EERIE_3DOBJ * arrowobj;
extern CircularVertexBuffer<TexturedVertex> * pDynamicVertexBuffer_TLVERTEX; // VB using TLVERTEX format.
extern CircularVertexBuffer<SMY_VERTEX3> * pDynamicVertexBuffer;
bool EXTERNALVIEW = false;
bool SHOW_INGAME_MINIMAP = true;
bool ARX_FLARES_Block = true;
Vec3f LASTCAMPOS;
Anglef LASTCAMANGLE;
// ArxGame constructor. Sets attributes for the app.
ArxGame::ArxGame()
: m_wasResized(false)
, m_gameInitialized(false)
{}
ArxGame::~ArxGame() {
}
bool ArxGame::initialize()
{
bool init;
init = initConfig();
if(!init) {
LogCritical << "Failed to initialize the config subsystem";
return false;
}
init = initWindow();
if(!init) {
return false;
}
init = initGameData();
if(!init) {
return false;
}
init = initInput();
if(!init) {
return false;
}
init = initSound();
if(!init) {
return false;
}
init = initLocalisation();
if(!init) {
LogCritical << "Failed to initialize the localisation subsystem";
return false;
}
init = initGame();
if(!init) {
LogCritical << "Failed to initialize game";
return false;
}
return true;
}
static bool migrateFilenames(fs::path path, bool is_dir) {
std::string name = path.filename();
std::string lowercase = boost::to_lower_copy(name);
bool migrated = true;
if(lowercase != name) {
fs::path dst = path.parent() / lowercase;
LogInfo << "Renaming " << path << " to " << dst.filename();
if(fs::rename(path, dst)) {
path = dst;
} else {
migrated = false;
}
}
if(is_dir) {
for(fs::directory_iterator it(path); !it.end(); ++it) {
migrated &= migrateFilenames(path / it.name(), it.is_directory());
}
}
return migrated;
}
static bool migrateFilenames(const fs::path & configFile) {
LogInfo << "Changing filenames to lowercase...";
static const char * files[] = { "cfg.ini", "cfg_default.ini",
"sfx.pak", "loc.pak", "data2.pak", "data.pak", "speech.pak", "loc_default.pak", "speech_default.pak",
"save", "editor", "game", "graph", "localisation", "misc", "sfx", "speech" };
std::set<std::string> fileset;
for(size_t i = 0; i < ARRAY_SIZE(files); i++) {
fileset.insert(files[i]);
}
bool migrated = true;
for(fs::directory_iterator it(fs::getUserDir()); !it.end(); ++it) {
std::string file = it.name();
if(fileset.find(boost::to_lower_copy(file)) != fileset.end()) {
migrated &= migrateFilenames(fs::getUserDir() / file, it.is_directory());
}
}
if(!migrated) {
LogCritical << "Could not rename all files to lowercase, please do so manually and set migration=1 under [misc] in " << configFile;
}
return migrated;
}
bool ArxGame::initConfig() {
// Initialize config first, before anything else.
fs::path configFile = fs::getConfigDir() / "cfg.ini";
config.setOutputFile(configFile);
bool migrated = false;
if(!fs::exists(configFile)) {
migrated = migrateFilenames(configFile);
if(!migrated) {
return false;
}
fs::path oldConfigFile = fs::getUserDir() / "cfg.ini";
if(fs::exists(oldConfigFile)) {
if(!fs::rename(oldConfigFile, configFile)) {
LogWarning << "Could not move " << oldConfigFile << " to "
<< configFile;
} else {
LogInfo << "Moved " << oldConfigFile << " to " << configFile;
}
}
}
LogInfo << "Using config file " << configFile;
if(!config.init(configFile)) {
fs::path file = fs::findDataFile("cfg_default.ini");
if(!config.init(file)) {
LogWarning << "Could not read config files cfg.ini and cfg_default.ini,"
<< " using defaults";
}
// Save a default config file so users have a chance to edit it even if we crash.
config.save();
}
Logger::configure(config.misc.debug);
if(!migrated && config.misc.migration < Config::CaseSensitiveFilenames) {
migrated = migrateFilenames(configFile);
if(!migrated) {
return false;
}
}
if(migrated) {
config.misc.migration = Config::CaseSensitiveFilenames;
}
if(!fs::create_directories(fs::getUserDir() / "save")) {
LogWarning << "Failed to create save directory";
}
return true;
}
void ArxGame::setWindowSize(bool fullscreen) {
if(fullscreen) {
// Clamp to a sane resolution!
if(config.video.resolution != Vec2i_ZERO) {
config.video.resolution = glm::max(config.video.resolution, Vec2i(640, 480));
}
getWindow()->setFullscreenMode(config.video.resolution);
} else {
// Clamp to a sane window size!
config.window.size = glm::max(config.window.size, Vec2i(640, 480));
getWindow()->setWindowSize(config.window.size);
}
}
bool ArxGame::initWindow(RenderWindow * window) {
arx_assert(m_MainWindow == NULL);
m_MainWindow = window;
if(!m_MainWindow->initializeFramework()) {
m_MainWindow = NULL;
return false;
}
// Register ourself as a listener for this window messages
m_MainWindow->addListener(this);
m_MainWindow->getRenderer()->addListener(this);
// Find the next best available fullscreen mode.
if(config.video.resolution != Vec2i_ZERO) {
const RenderWindow::DisplayModes & modes = window->getDisplayModes();
DisplayMode mode = config.video.resolution;
RenderWindow::DisplayModes::const_iterator i;
i = std::lower_bound(modes.begin(), modes.end(), mode);
if(i == modes.end()) {
mode = *modes.rbegin();
} else {
mode = *i;
}
if(config.video.resolution != mode.resolution) {
LogWarning << "Fullscreen mode " << config.video.resolution.x << 'x'
<< config.video.resolution.y
<< " not supported, using " << mode.resolution.x << 'x'
<< mode.resolution.y << " instead";
config.video.resolution = mode.resolution;
}
}
m_MainWindow->setTitle(arx_name + " " + arx_version);
m_MainWindow->setMinimizeOnFocusLost(config.window.minimizeOnFocusLost);
m_MainWindow->setMinTextureUnits(3);
m_MainWindow->setMaxMSAALevel(config.video.antialiasing ? 8 : 1);
m_MainWindow->setVSync(benchmark::isEnabled() ? 0 : config.video.vsync);
setWindowSize(config.video.fullscreen);
if(!m_MainWindow->initialize()) {
m_MainWindow = NULL;
return false;
}
if(GRenderer == NULL) {
// We could not initialize all resources in onRendererInit().
m_MainWindow = NULL;
return false;
}
return true;
}
bool ArxGame::initWindow() {
arx_assert(m_MainWindow == NULL);
#if ARX_HAVE_SDL2
if(!m_MainWindow) {
RenderWindow * window = new SDL2Window;
if(!initWindow(window)) {
delete window;
}
}
#endif
#if ARX_HAVE_SDL1
if(!m_MainWindow) {
RenderWindow * window = new SDL1Window;
if(!initWindow(window)) {
delete window;
}
}
#endif
if(!m_MainWindow) {
LogCritical << "Graphics initialization failed";
return false;
}
return true;
}
bool ArxGame::initInput() {
LogDebug("Input init");
bool init = ARX_INPUT_Init(m_MainWindow);
if(!init) {
LogCritical << "Input initialization failed";
}
return init;
}
bool ArxGame::initSound() {
LogDebug("Sound init");
bool init = ARX_SOUND_Init();
if(!init) {
LogWarning << "Sound initialization failed";
}
return true;
}
bool ArxGame::initGameData() {
bool init = addPaks();
if(!init) {
LogCritical << "Failed to initialize the game data";
return false;
}
savegames.update(true);
return init;
}
TextureContainer * enviro = NULL;
TextureContainer * ombrignon = NULL;
TextureContainer * TC_fire = NULL;
TextureContainer * TC_fire2 = NULL;
TextureContainer * TC_smoke = NULL;
TextureContainer * Boom = NULL;
TextureContainer * arx_logo_tc = NULL;
static void LoadSysTextures() {
MagicFlareLoadTextures();
spellDataInit();
enviro = TextureContainer::LoadUI("graph/particles/enviro");
ARX_INTERFACE_DrawNumberInit();
init2DFX();
ombrignon = TextureContainer::LoadUI("graph/particles/ombrignon");
TC_fire = TextureContainer::LoadUI("graph/particles/fire");
TC_fire2 = TextureContainer::LoadUI("graph/particles/fire2");
TC_smoke = TextureContainer::LoadUI("graph/particles/smoke");
Boom = TextureContainer::LoadUI("graph/particles/boom");
arx_logo_tc = TextureContainer::LoadUI("graph/interface/icons/arx_logo_32");
TextureContainer::LoadUI("graph/particles/fire_hit");
TextureContainer::LoadUI("graph/particles/light");
g_hudRoot.init();
// Load book textures and text
g_bookResouces.init();
}
class GameFlow {
public:
enum Transition {
FirstLogo,
SecondLogo,
LoadingScreen,
InGame
};
static void setTransition(Transition newTransition) {
s_currentTransition = newTransition;
}
static Transition getTransition() {
return s_currentTransition;
}
private:
static Transition s_currentTransition;
};
GameFlow::Transition GameFlow::s_currentTransition = GameFlow::FirstLogo;
enum LevelNumber {
LEVEL0 = 0,
LEVEL1 = 1,
LEVEL2 = 2,
LEVEL3 = 3,
LEVEL4 = 4,
LEVEL5 = 5,
LEVEL6 = 6,
LEVEL7 = 7,
LEVEL8 = 8,
LEVEL9 = 9,
LEVEL10 = 10,
LEVEL11 = 11,
LEVEL12 = 12,
LEVEL13 = 13,
LEVEL14 = 14,
LEVEL15 = 15,
LEVEL16 = 16,
LEVEL17 = 17,
LEVEL18 = 18,
LEVEL19 = 19,
LEVEL20 = 20,
LEVEL21 = 21,
LEVEL22 = 22,
LEVEL23 = 23,
LEVEL24 = 24,
LEVEL25 = 25,
LEVEL26 = 26,
LEVEL27 = 27,
LEVELDEMO = 28,
LEVELDEMO2 = 29,
LEVELDEMO3 = 30,
LEVELDEMO4 = 31,
NOLEVEL = 32
};
LevelNumber LEVEL_TO_LOAD = LEVEL10;
static void loadLevel(u32 lvl) {
if(lvl < NOLEVEL) {
if(GameFlow::getTransition() != GameFlow::LoadingScreen) {
LEVEL_TO_LOAD = static_cast<LevelNumber>(lvl);
GameFlow::setTransition(GameFlow::LoadingScreen);
}
}
}
ARX_PROGRAM_OPTION_ARG("loadlevel", "", "Load a specific level", &loadLevel, "LEVELID")
static void loadSlot(u32 saveSlot) {
LOADQUEST_SLOT = SavegameHandle(saveSlot);
GameFlow::setTransition(GameFlow::InGame);
}
ARX_PROGRAM_OPTION_ARG("loadslot", "", "Load a specific savegame slot", &loadSlot, "SAVESLOT")
static void loadSave(const std::string & saveFile) {
g_saveToLoad = saveFile;
GameFlow::setTransition(GameFlow::InGame);
}
ARX_PROGRAM_OPTION_ARG("loadsave", "", "Load a specific savegame file", &loadSave, "SAVEFILE")
static void skipLogo() {
loadLevel(LEVEL10);
}
ARX_PROGRAM_OPTION("skiplogo", "", "Skip logos at startup", &skipLogo)
static bool HandleGameFlowTransitions() {
const PlatformDuration TRANSITION_DURATION = PlatformDurationMs(3600);
static PlatformInstant TRANSITION_START = 0;
if(GameFlow::getTransition() == GameFlow::InGame) {
return false;
}
if(GInput->isAnyKeyPressed()) {
ARXmenu.requestMode(Mode_MainMenu);
ARX_MENU_Launch(false);
GameFlow::setTransition(GameFlow::InGame);
}
if(GameFlow::getTransition() == GameFlow::FirstLogo) {
benchmark::begin(benchmark::Splash);
if(TRANSITION_START == 0) {
if(!ARX_INTERFACE_InitFISHTANK()) {
GameFlow::setTransition(GameFlow::SecondLogo);
return true;
}
TRANSITION_START = g_platformTime.frameStart();
}
ARX_INTERFACE_ShowFISHTANK();
PlatformDuration elapsed = g_platformTime.frameStart() - TRANSITION_START;
if(elapsed > TRANSITION_DURATION) {
TRANSITION_START = 0;
GameFlow::setTransition(GameFlow::SecondLogo);
}
return true;
}
if(GameFlow::getTransition() == GameFlow::SecondLogo) {
benchmark::begin(benchmark::Splash);
if(TRANSITION_START == 0) {
if(!ARX_INTERFACE_InitARKANE()) {
GameFlow::setTransition(GameFlow::LoadingScreen);
return true;
}
TRANSITION_START = g_platformTime.frameStart();
ARX_SOUND_PlayInterface(SND_PLAYER_HEART_BEAT);
}
ARX_INTERFACE_ShowARKANE();
PlatformDuration elapsed = g_platformTime.frameStart() - TRANSITION_START;
if(elapsed > TRANSITION_DURATION) {
TRANSITION_START = 0;
GameFlow::setTransition(GameFlow::LoadingScreen);
}
return true;
}
if(GameFlow::getTransition() == GameFlow::LoadingScreen) {
ARX_INTERFACE_KillFISHTANK();
ARX_INTERFACE_KillARKANE();
benchmark::begin(benchmark::LoadLevel);
ARX_CHANGELEVEL_StartNew();
std::ostringstream oss;
oss << "graph/levels/level" << LEVEL_TO_LOAD << "/level" << LEVEL_TO_LOAD << ".dlf";
progressBarReset();
progressBarSetTotal(108);
LoadLevelScreen(LEVEL_TO_LOAD);
DanaeLoadLevel(oss.str());
GameFlow::setTransition(GameFlow::InGame);
return false;
}
return false;
}
Vec3f PUSH_PLAYER_FORCE;
bool ArxGame::initGame()
{
// Check if the game will be able to use the current game directory.
if(!ARX_Changelevel_CurGame_Clear()) {
LogCritical << "Error accessing current game directory";
return false;
}
ScriptEvent::init();
CalcFPS(true);
g_miniMap.mapMarkerInit();
ARX_SPELLS_CancelSpellTarget();
LogDebug("Danae Start");
LogDebug("Project Init");
PUSH_PLAYER_FORCE = Vec3f_ZERO;
ARX_SPECIAL_ATTRACTORS_Reset();
LogDebug("Attractors Init");
ARX_SPELLS_Precast_Reset();
LogDebug("Spell Init");
for(size_t t = 0; t < MAX_GOLD_COINS_VISUALS; t++) {
GoldCoinsObj[t] = NULL;
GoldCoinsTC[t] = NULL;
}
LogDebug("LSV Init");
TELEPORT_TO_LEVEL.clear();
TELEPORT_TO_POSITION.clear();
LogDebug("Mset");
LogDebug("AnimManager Init");
ARX_SCRIPT_EventStackInit();
LogDebug("EventStack Init");
ARX_EQUIPMENT_Init();
LogDebug("AEQ Init");
ARX_SCRIPT_Timer_ClearAll();
LogDebug("Timer Init");
ARX_FOGS_Clear();
LogDebug("Fogs Init");
EERIE_LIGHT_GlobalInit();
LogDebug("Lights Init");
LogDebug("Svars Init");
entities.init();
player = ARXCHARACTER();
ARX_PLAYER_InitPlayer();
CleanInventory();
ARX_SPEECH_FirstInit();
ARX_SPEECH_Init();
ARX_SPEECH_ClearAll();
RemoveQuakeFX();
LogDebug("Launching DANAE");
if(!AdjustUI()) {
return false;
}
ARXMenu_Options_Video_SetFogDistance(config.video.fogDistance);
ARXMenu_Options_Video_SetDetailsQuality(config.video.levelOfDetail);
ARXMenu_Options_Video_SetGamma(config.video.gamma);
ARXMenu_Options_Audio_SetMasterVolume(config.audio.volume);
ARXMenu_Options_Audio_SetSfxVolume(config.audio.sfxVolume);
ARXMenu_Options_Audio_SetSpeechVolume(config.audio.speechVolume);
ARXMenu_Options_Audio_SetAmbianceVolume(config.audio.ambianceVolume);
ARXMenu_Options_Audio_ApplyGameVolumes();
GInput->setMouseSensitivity(config.input.mouseSensitivity);
GInput->setMouseAcceleration(config.input.mouseAcceleration);
GInput->setInvertMouseY(config.input.invertMouse);
GInput->setRawMouseInput(config.input.rawMouseInput);
g_miniMap.firstInit(&player, g_resources, &entities);
player.m_torchColor = Color3f(1.f, 0.8f, 0.66666f);
LogDebug("InitializeDanae");
InitTileLights();
ARX_MISSILES_ClearAll();
spells.init();
ARX_SPELLS_ClearAllSymbolDraw();
ARX_PARTICLES_ClearAll();
ParticleSparkClear();
ARX_MAGICAL_FLARES_FirstInit();
LastLoadedScene.clear();
ACTIVEBKG = new BackgroundData();
InitBkg(ACTIVEBKG);
player.size = Vec3f(player.baseRadius(), -player.baseHeight(), player.baseRadius());
player.desiredangle = player.angle = Anglef(3.f, 268.f, 0.f);
g_playerCamera.angle = player.angle;
g_playerCamera.m_pos = Vec3f(900.f, player.baseHeight(), 4340.f);
g_playerCamera.focal = defaultCameraFocal;
g_playerCamera.cdepth = 2100.f;
SetActiveCamera(&g_playerCamera);
LoadSysTextures();
cursorTexturesInit();
PakReader::ReleaseFlags release = g_resources->getReleaseType();
if((release & PakReader::Demo) && (release & PakReader::FullGame)) {
LogWarning << "Mixed demo and full game data files!";
CrashHandler::setVariable("Data files", "mixed");
} else if(release & PakReader::Demo) {
LogInfo << "Initialized Arx Fatalis (demo)";
CrashHandler::setVariable("Data files", "demo");
} else if(release & PakReader::FullGame) {
LogInfo << "Initialized Arx Fatalis (full game)";
CrashHandler::setVariable("Data files", "full");
} else {
LogWarning << "Neither demo nor full game data files loaded!";
CrashHandler::setVariable("Data files", "unknown");
}
LogDebug("Before Run...");
cinematicInit();
long old = GLOBAL_EERIETEXTUREFLAG_LOADSCENE_RELEASE;
GLOBAL_EERIETEXTUREFLAG_LOADSCENE_RELEASE = -1;
gui::NecklaceInit();
drawDebugInitialize();
FlyingEye_Init();
LoadSpellModels();
particleParametersInit();
cameraobj = loadObject("graph/obj3d/interactive/system/camera/camera.teo");
markerobj = loadObject("graph/obj3d/interactive/system/marker/marker.teo");
arrowobj = loadObject("graph/obj3d/interactive/items/weapons/arrow/arrow.teo");
for(size_t i = 0; i < MAX_GOLD_COINS_VISUALS; i++) {
std::ostringstream oss;
if(i == 0) {
oss << "graph/obj3d/interactive/items/jewelry/gold_coin/gold_coin.teo";
} else {
oss << "graph/obj3d/interactive/items/jewelry/gold_coin/gold_coin" << (i + 1) << ".teo";
}
GoldCoinsObj[i] = loadObject(oss.str());
oss.str(std::string());
if(i == 0) {
oss << "graph/obj3d/interactive/items/jewelry/gold_coin/gold_coin[icon]";
} else {
oss << "graph/obj3d/interactive/items/jewelry/gold_coin/gold_coin" << (i + 1) << "[icon]";
}
GoldCoinsTC[i] = TextureContainer::LoadUI(oss.str());
}
ARX_PLAYER_LoadHeroAnimsAndMesh();
GLOBAL_EERIETEXTUREFLAG_LOADSCENE_RELEASE = old;
m_gameInitialized = true;
return true;
}
static const char * default_paks[][2] = {
{ "data.pak", NULL },
{ "loc.pak", "loc_default.pak" },
{ "data2.pak", NULL },
{ "sfx.pak", NULL },
{ "speech.pak", "speech_default.pak" },
};
#if ARX_PLATFORM != ARX_PLATFORM_WIN32
static void runDataFilesInstaller() {
static const char * const command[] = { "arx-install-data", "--gui", NULL };
if(platform::runHelper(command, true) < 0) {
std::ostringstream error;
error << "Could not run `" << command[0] << "`.";
platform::showErrorDialog(error.str(), "Critical Error - " + arx_name);
}
}
#endif
bool ArxGame::addPaks() {
arx_assert(!g_resources);
g_resources = new PakReader;
// Load required pak files
bool missing = false;
for(size_t i = 0; i < ARRAY_SIZE(default_paks); i++) {
if(g_resources->addArchive(fs::findDataFile(default_paks[i][0]))) {
continue;
}
if(default_paks[i][1] && g_resources->addArchive(fs::findDataFile(default_paks[i][1]))) {
continue;
}
std::ostringstream oss;
oss << "Missing required data file: \"" << default_paks[i][0] << "\"";
if(default_paks[i][1]) {
oss << " (or \"" << default_paks[i][1] << "\")";
}
LogError << oss.str();
missing = true;
}
if(missing) {
// Print the search path to the log
std::ostringstream oss;
oss << "Searched in these locations:\n";
std::vector<fs::path> search = fs::getDataSearchPaths();
BOOST_FOREACH(const fs::path & dir, search) {
oss << " * " << dir.string() << fs::path::dir_sep << "\n";
}
oss << "See " << url::help_install_data << " or `arx --list-dirs` for details.";
LogInfo << oss.str();
// Try to launch the data file installer on non-Windows systems
#if ARX_PLATFORM != ARX_PLATFORM_WIN32
const char * question = "Install the Arx Fatalis data files now?";
logger::CriticalErrorDialog::setExitQuestion(question, runDataFilesInstaller);
#endif
// Construct an informative error message about missing files
oss.str(std::string());
oss << "Could not load required data files!\n";
oss << "\nSee " << url::help_get_data << " for help.\n";
LogCritical << oss.str();
return false;
}
// Load optional patch files
BOOST_REVERSE_FOREACH(const fs::path & base, fs::getDataDirs()) {
g_resources->addFiles(base / "editor", "editor");
g_resources->addFiles(base / "game", "game");
g_resources->addFiles(base / "graph", "graph");
g_resources->addFiles(base / "localisation", "localisation");
g_resources->addFiles(base / "misc", "misc");
g_resources->addFiles(base / "sfx", "sfx");
g_resources->addFiles(base / "speech", "speech");
}
return true;
}
static void ReleaseSystemObjects() {
delete hero, hero = NULL;
if(entities.size() > 0 && entities.player() != NULL) {
entities.player()->obj = NULL; // already deleted above (hero)
delete entities.player();
arx_assert(entities.size() > 0 && entities.player() == NULL);