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olcPixelGameEngine/Videos/CarCrimeCity/Part2/cGameSettings.cpp

156 lines
4.6 KiB

#include "cGameSettings.h"
cGameSettings::cGameSettings()
{
}
cGameSettings::~cGameSettings()
{
}
bool cGameSettings::LoadConfigFile(std::string sFile)
{
lua_State *L = luaL_newstate();
luaL_openlibs(L);
// Load game settings file
int r = luaL_loadfile(L, sFile.c_str());
if (r != LUA_OK)
{
std::string errormsg = lua_tostring(L, -1);
std::cout << errormsg << std::endl;
return false;
}
// Execute it
int i = lua_pcall(L, 0, LUA_MULTRET, 0);
if (i != LUA_OK)
{
std::string errormsg = lua_tostring(L, -1);
std::cout << errormsg << std::endl;
return false;
}
lua_getglobal(L, "PixelWidth");
if (lua_isinteger(L, -1)) cGameSettings::nPixelWidth = (int)lua_tointeger(L, -1);
lua_getglobal(L, "PixelHeight");
if (lua_isinteger(L, -1)) cGameSettings::nPixelHeight = (int)lua_tointeger(L, -1);
lua_getglobal(L, "ScreenWidth");
if (lua_isinteger(L, -1)) cGameSettings::nScreenWidth = (int)lua_tointeger(L, -1);
lua_getglobal(L, "ScreenHeight");
if (lua_isinteger(L, -1)) cGameSettings::nScreenHeight = (int)lua_tointeger(L, -1);
lua_getglobal(L, "DefaultMapWidth");
if (lua_isinteger(L, -1)) cGameSettings::nDefaultMapWidth = (int)lua_tointeger(L, -1);
lua_getglobal(L, "DefaultMapHeight");
if (lua_isinteger(L, -1)) cGameSettings::nDefaultMapHeight = (int)lua_tointeger(L, -1);
lua_getglobal(L, "DefaultCityFile");
if (lua_isstring(L, -1)) cGameSettings::sDefaultCityFile = lua_tostring(L, -1);
lua_getglobal(L, "FullScreen");
if (lua_isboolean(L, -1)) cGameSettings::bFullScreen = lua_toboolean(L, -1);
//// Load System Texture files
// Load Texture Assets
lua_getglobal(L, "Textures"); // -1 Table "Teams"
if (lua_istable(L, -1))
{
lua_pushnil(L); // -2 Key Nil : -1 Table "Teams"
while (lua_next(L, -2) != 0) // -1 Table : -2 Key "TeamName" : -3 Table "Teams"
{
sAssetTexture texture;
int stage = 0;
if (lua_istable(L, -1))
{
lua_gettable(L, -1); // -1 Table : -2 Table Value : -3 Key "TeamName" : -4 Table "Teams"
lua_pushnil(L); // -1 Key Nil : -2 Table : -3 Table Value : -4 Key "TeamName" : -5 Table "Teams"
while (lua_next(L, -2) != 0) // -1 Value "BotFile" : -2 Key Nil : -3 Table : -4 Table Value : -5 Key "TeamName" : -6 Table "Teams"
{
if (stage == 0) texture.sName = lua_tostring(L, -1);
if (stage == 1) texture.sFile = lua_tostring(L, -1);
lua_pop(L, 1); // -1 Key Nil : -2 Table : -3 Table Value : -4 Key "TeamName" : -5 Table "Teams"
stage++;
}
}
lua_pop(L, 1); // -1 Table : -2 Table Value : -3 Key "TeamName" : -4 Table "Teams"
vecAssetTextures.push_back(texture);
}
}
auto GroupLoadAssets = [L](const std::string &group, std::vector<sAssetModel> &vec)
{
lua_getglobal(L, group.c_str());
if (lua_istable(L, -1))
{
lua_pushnil(L);
while (lua_next(L, -2) != 0)
{
sAssetModel model;
int stage = 0;
if (lua_istable(L, -1))
{
lua_gettable(L, -1);
lua_pushnil(L);
while (lua_next(L, -2) != 0)
{
if (stage == 0) model.sCreator = lua_tostring(L, -1);
if (stage == 1) model.sDescription = lua_tostring(L, -1);
if (stage == 2) model.sModelOBJ = lua_tostring(L, -1);
if (stage == 3) model.sModelPNG = lua_tostring(L, -1);
if (stage == 4) model.fRotate[0] = (float)lua_tonumber(L, -1);
if (stage == 5) model.fRotate[1] = (float)lua_tonumber(L, -1);
if (stage == 6) model.fRotate[2] = (float)lua_tonumber(L, -1);
if (stage == 7) model.fScale[0] = (float)lua_tonumber(L, -1);
if (stage == 8) model.fScale[1] = (float)lua_tonumber(L, -1);
if (stage == 9) model.fScale[2] = (float)lua_tonumber(L, -1);
if (stage == 10) model.fTranslate[0] = (float)lua_tonumber(L, -1);
if (stage == 11) model.fTranslate[1] = (float)lua_tonumber(L, -1);
if (stage == 12) model.fTranslate[2] = (float)lua_tonumber(L, -1);
lua_pop(L, 1);
stage++;
}
}
lua_pop(L, 1);
vec.push_back(model);
}
}
};
// Load Building Assets
GroupLoadAssets("Buildings", vecAssetBuildings);
// Load Vehicle Assets
GroupLoadAssets("Vehicles", vecAssetVehicles);
lua_close(L);
return true;
}
int cGameSettings::nScreenWidth = 768;
int cGameSettings::nScreenHeight = 480;
int cGameSettings::nPixelWidth = 2;
int cGameSettings::nPixelHeight = 2;
bool cGameSettings::bFullScreen = false;
int cGameSettings::nDefaultMapWidth = 64;
int cGameSettings::nDefaultMapHeight = 32;
std::string cGameSettings::sDefaultCityFile = "";
std::vector<sAssetTexture> cGameSettings::vecAssetTextures;
std::vector<sAssetModel> cGameSettings::vecAssetBuildings;
std::vector<sAssetModel> cGameSettings::vecAssetVehicles;