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use openFilePath to open data files

This commit is contained in:
dan 2016-08-31 00:51:17 +01:00 committed by Daniel Evans
parent 23e25ed751
commit 810c6658d0
6 changed files with 20 additions and 22 deletions

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@ -52,8 +52,8 @@ void GameData::load()
index.indexGameDirectory(datpath);
index.indexTree(datpath);
// Initalize all the archives.
loadIMG("models/gta3.img");
/// @todo cuts.img files should be loaded differently to gta3.img
loadIMG("anim/cuts.img");
parseDAT("data/default.dat");
@ -101,8 +101,7 @@ void GameData::parseDAT(const std::string& path)
if(cmd == "IDE")
{
auto path = line.substr(space+1);
auto systempath = index.findFilePath(path).native();
loadIDE(systempath);
loadIDE(path);
}
else if(cmd == "SPLASH")
{
@ -111,14 +110,13 @@ void GameData::parseDAT(const std::string& path)
else if(cmd == "COLFILE")
{
int zone = atoi(line.substr(space+1,1).c_str());
std::string file = line.substr(space+3);
loadCOL(zone, file);
auto path = line.substr(space+3);
loadCOL(zone, path);
}
else if(cmd == "IPL")
{
auto path = line.substr(space+1);
auto systempath = index.findFilePath(path).native();
loadIPL(systempath);
loadIPL(path);
}
else if(cmd == "TEXDICTION")
{
@ -135,9 +133,10 @@ void GameData::parseDAT(const std::string& path)
void GameData::loadIDE(const std::string& path)
{
auto systempath = index.findFilePath(path).native();
LoaderIDE idel;
if(idel.load(path)) {
if(idel.load(systempath)) {
objectTypes.insert(idel.objects.begin(), idel.objects.end());
}
else {
@ -182,9 +181,10 @@ void GameData::loadIMG(const std::string& name)
index.indexArchive(syspath);
}
void GameData::loadIPL(const std::string& name)
void GameData::loadIPL(const std::string& path)
{
iplLocations.insert({name, name});
auto systempath = index.findFilePath(path).native();
iplLocations.insert({path, systempath});
}
bool GameData::loadZone(const std::string& path)
@ -281,9 +281,9 @@ void GameData::loadHandling(const std::string& path)
l.loadHandling(syspath, vehicleInfo);
}
SCMFile *GameData::loadSCM(const std::string &name)
SCMFile *GameData::loadSCM(const std::string &path)
{
auto scm_h = openFile(name);
auto scm_h = index.openFilePath(path);
SCMFile* scm = new SCMFile;
scm->loadFile(scm_h->data, scm_h->length);
scm_h.reset();
@ -292,11 +292,11 @@ SCMFile *GameData::loadSCM(const std::string &name)
void GameData::loadGXT(const std::string &name)
{
auto d = openFile(name);
auto file = index.openFilePath(name);
LoaderGXT loader;
loader.load( texts, d );
loader.load( texts, file );
}
void GameData::loadWaterpro(const std::string& path)

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@ -87,7 +87,7 @@ public:
*/
void loadIMG(const std::string& name);
void loadIPL(const std::string& name);
void loadIPL(const std::string& path);
/**
* Loads the Zones from a zon/IPL file
@ -100,7 +100,7 @@ public:
void loadHandling(const std::string& path);
SCMFile* loadSCM(const std::string& name);
SCMFile* loadSCM(const std::string& path);
void loadGXT(const std::string& name);

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@ -119,7 +119,7 @@ RWGame::RWGame(int argc, char* argv[])
data->loadDynamicObjects(config.getGameDataPath() + "/data/object.dat");
data->loadGXT(config.getGameLanguage() + ".gxt");
data->loadGXT("text/" + config.getGameLanguage() + ".gxt");
getRenderer()->water.setWaterTable(data->waterHeights, 48, data->realWater, 128*128);
@ -230,7 +230,7 @@ void RWGame::loadGame(const std::string& savename)
newGame();
startScript("main.scm");
startScript("data/main.scm");
if(! SaveGame::loadGame(*state, savename) )
{

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@ -138,7 +138,7 @@ void IngameState::startTest()
void IngameState::startGame()
{
game->startScript("main.scm");
game->startScript("data/main.scm");
game->getScript()->startThread(0);
getWorld()->sound.playBackground( getWorld()->data->getDataPath() + "/audio/City.wav" );
}

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@ -12,8 +12,6 @@ BOOST_AUTO_TEST_CASE(test_object_data)
gd.load();
gd.loadIDE(Global::getGamePath() + "/data/maps/generic.ide");
{
auto def = gd.findObjectType<ObjectData>(1100);

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@ -12,7 +12,7 @@ BOOST_AUTO_TEST_SUITE(TextTests)
BOOST_AUTO_TEST_CASE(load_test)
{
{
auto d = Global::get().e->data->openFile("english.gxt");
auto d = Global::get().e->data->index.openFilePath("text/english.gxt");
GameTexts texts;