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/* File: modules.c */
/* Purpose: T-engine modules */
/*
* Copyright (c) 2003 DarkGod
*
* This software may be copied and distributed for educational, research, and
* not for profit purposes provided that this copyright and statement are
* included in all such copies.
*/
#include "angband.h"
static void module_reset_dir_aux(cptr *dir, cptr new_path)
{
char buf[1024];
/* Build the new path */
strnfmt(buf, sizeof (buf), "%s%s%s", *dir, PATH_SEP, new_path);
string_free(*dir);
*dir = string_make(buf);
/* Make it if needed */
if (!private_check_user_directory(*dir))
quit(format("Unable to create module dir %s\n", *dir));
}
void module_reset_dir(cptr dir, cptr new_path)
{
cptr *d = 0;
char buf[1025];
if (!strcmp(dir, "apex")) d = &ANGBAND_DIR_APEX;
if (!strcmp(dir, "core")) d = &ANGBAND_DIR_CORE;
if (!strcmp(dir, "dngn")) d = &ANGBAND_DIR_DNGN;
if (!strcmp(dir, "data")) d = &ANGBAND_DIR_DATA;
if (!strcmp(dir, "edit")) d = &ANGBAND_DIR_EDIT;
if (!strcmp(dir, "file")) d = &ANGBAND_DIR_FILE;
if (!strcmp(dir, "help")) d = &ANGBAND_DIR_HELP;
if (!strcmp(dir, "info")) d = &ANGBAND_DIR_INFO;
if (!strcmp(dir, "scpt")) d = &ANGBAND_DIR_SCPT;
if (!strcmp(dir, "patch")) d = &ANGBAND_DIR_PATCH;
if (!strcmp(dir, "pref")) d = &ANGBAND_DIR_PREF;
if (!strcmp(dir, "xtra")) d = &ANGBAND_DIR_XTRA;
if (!strcmp(dir, "user")) d = &ANGBAND_DIR_USER;
if (!strcmp(dir, "note")) d = &ANGBAND_DIR_NOTE;
if (!strcmp(dir, "cmov")) d = &ANGBAND_DIR_CMOV;
if (
#ifdef PRIVATE_USER_PATH_APEX
!strcmp(dir, "apex") ||
#endif
!strcmp(dir, "user") ||
!strcmp(dir, "note") ||
!strcmp(dir, "cmov"))
{
char user_path[1024];
/* copied from init_file_paths */
path_parse(user_path, 1024, PRIVATE_USER_PATH);
strcat(user_path, USER_PATH_VERSION);
strnfmt(buf, 1024, "%s%s%s", user_path, PATH_SEP, new_path);
string_free(*d);
*d = string_make(buf);
}
#ifdef PRIVATE_USER_PATH_DATA
else if (!strcmp(dir, "data"))
{
module_reset_dir_aux(&ANGBAND_DIR_DATA, new_path);
}
#endif
else if (!strcmp(dir, "save"))
{
module_reset_dir_aux(&ANGBAND_DIR_SAVE, new_path);
}
else
{
/* Build the new path */
strnfmt(buf, 1024, "%s%s%s%s%s", ANGBAND_DIR_MODULES, PATH_SEP, new_path, PATH_SEP, dir);
string_free(*d);
*d = string_make(buf);
}
}
static void dump_modules(int sel, int max)
{
int i;
char buf[40], pre = ' ', post = ')';
cptr name;
char ind;
for (i = 0; i < max; i++)
{
ind = I2A(i % 26);
if (i >= 26) ind = toupper(ind);
if (sel == i)
{
pre = '[';
post = ']';
}
else
{
pre = ' ';
post = ')';
}
call_lua("get_module_name", "(d)", "s", i, &name);
strnfmt(buf, 40, "%c%c%c %s", pre, ind, post, name);
if (sel == i)
{
call_lua("get_module_desc", "(d)", "s", i, &name);
print_desc_aux(name, 5, 0);
c_put_str(TERM_L_BLUE, buf, 10 + (i / 4), 20 * (i % 4));
}
else
put_str(buf, 10 + (i / 4), 20 * (i % 4));
}
}
static void activate_module()
{
/* Initialize the module table */
call_lua("assign_current_module", "(s)", "", game_module);
/* Do misc inits */
call_lua("get_module_info", "(s)", "d", "max_plev", &max_plev);
call_lua("get_module_info", "(s)", "d", "death_dungeon", &DUNGEON_DEATH);
call_lua("get_module_info", "(s)", "d", "random_artifact_weapon_chance", &RANDART_WEAPON);
call_lua("get_module_info", "(s)", "d", "random_artifact_armor_chance", &RANDART_ARMOR);
call_lua("get_module_info", "(s)", "d", "random_artifact_jewelry_chance", &RANDART_JEWEL);
call_lua("get_module_info", "(s,d)", "d", "version", 1, &VERSION_MAJOR);
call_lua("get_module_info", "(s,d)", "d", "version", 2, &VERSION_MINOR);
call_lua("get_module_info", "(s,d)", "d", "version", 3, &VERSION_PATCH);
version_major = VERSION_MAJOR;
version_minor = VERSION_MINOR;
version_patch = VERSION_PATCH;
/* Change window name if needed */
if (strcmp(game_module, "ToME"))
{
strnfmt(angband_term_name[0], 79, "T-Engine: %s", game_module);
Term_xtra(TERM_XTRA_RENAME_MAIN_WIN, 0);
}
/* Reprocess the player name, just in case */
process_player_base();
}
/* Did the player force a module on command line */
cptr force_module = NULL;
/* Display possible modules and select one */
bool_ select_module()
{
s32b k, sel, max;
/* Init some lua */
init_lua();
/* Some ports need to separate the module scripts from the installed mods,
so we need to check for these in two different places */
if(!tome_dofile_anywhere(ANGBAND_DIR_CORE, "mods_aux.lua", FALSE))
tome_dofile_anywhere(ANGBAND_DIR_MODULES, "mods_aux.lua", TRUE);
if(!tome_dofile_anywhere(ANGBAND_DIR_CORE, "modules.lua", FALSE))
tome_dofile_anywhere(ANGBAND_DIR_MODULES, "modules.lua", TRUE);
/* Grab the savefiles */
call_lua("max_modules", "()", "d", &max);
/* No need to bother the player if there is only one module */
sel = -1;
if (force_module)
call_lua("find_module", "(s)", "d", force_module, &sel);
if (max == 1)
sel = 0;
if (sel != -1)
{
cptr tmp;
/* Process the module */
call_lua("init_module", "(d)", "", sel);
call_lua("get_module_name", "(d)", "s", sel, &tmp);
game_module = string_make(tmp);
activate_module();
return FALSE;
}
sel = 0;
/* Preprocess the basic prefs, we need them to have movement keys */
process_pref_file("pref.prf");
while (TRUE)
{
/* Clear screen */
Term_clear();
/* Let the user choose */
c_put_str(TERM_YELLOW, "Welcome to ToME, you must select a module to play,", 1, 12);
c_put_str(TERM_YELLOW, "either ToME official module or third party ones.", 2, 13);
put_str("Press 8/2/4/6 to move, Return to select and Esc to quit.", 4, 3);
dump_modules(sel, max);
k = inkey();
if (k == ESCAPE)
{
quit(NULL);
}
if (k == '6')
{
sel++;
if (sel >= max) sel = 0;
continue;
}
else if (k == '4')
{
sel--;
if (sel < 0) sel = max - 1;
continue;
}
else if (k == '2')
{
sel += 4;
if (sel >= max) sel = sel % max;
continue;
}
else if (k == '8')
{
sel -= 4;
if (sel < 0) sel = (sel + max - 1) % max;
continue;
}
else if (k == '\r')
{
if (sel < 26) k = I2A(sel);
else k = toupper(I2A(sel));
}
{
int x;
cptr tmp;
if (islower(k)) x = A2I(k);
else x = A2I(tolower(k)) + 26;
if ((x < 0) || (x >= max)) continue;
/* Process the module */
call_lua("init_module", "(d)", "", x);
call_lua("get_module_name", "(d)", "s", x, &tmp);
game_module = string_make(tmp);
activate_module();
return (FALSE);
}
}
/* Shouldnt happen */
return (FALSE);
}
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