Start reorganising for multiple games

This commit is contained in:
2020-06-01 01:08:53 +01:00
parent 59baf20c35
commit c1268e8d57
15 changed files with 257 additions and 145 deletions

View File

@@ -7,6 +7,7 @@ import (
"path/filepath"
"strings"
"code.ur.gs/lupine/ordoor/internal/config"
"code.ur.gs/lupine/ordoor/internal/data"
"code.ur.gs/lupine/ordoor/internal/fonts"
"code.ur.gs/lupine/ordoor/internal/idx"
@@ -16,29 +17,38 @@ import (
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
skipObj = flag.Bool("skip-obj", true, "Skip loading .obj files")
configFile = flag.String("config", "config.toml", "Config file")
engine = flag.String("engine", "", "Override engine to use")
skipObj = flag.Bool("skip-obj", true, "Skip loading .obj files")
)
// FIXME: all these paths are hardcoded with Chaos Gate in mind
func main() {
flag.Parse()
loadData()
cfg, err := config.Load(*configFile, *engine)
if err != nil {
log.Fatalf("Failed to load config: %v", err)
}
engine := cfg.DefaultEngine()
gamePath := engine.DataDir
loadData(filepath.Join(gamePath, "Data"))
if !*skipObj {
loadObj()
loadObj(filepath.Join(gamePath, "Obj"))
}
loadMapsFrom("Maps")
loadMapsFrom("MultiMaps")
loadSets()
loadMenus()
loadFonts()
loadIdx()
loadMapsFrom(filepath.Join(gamePath, "Maps"))
loadMapsFrom(filepath.Join(gamePath, "MultiMaps"))
loadSets(filepath.Join(gamePath, "Sets"))
loadMenus(filepath.Join(gamePath, "Menu"))
loadFonts(filepath.Join(gamePath, "Fonts"))
loadIdx(filepath.Join(gamePath, "Idx", "WarHammer.idx"))
}
func loadData() {
dataPath := filepath.Join(*gamePath, "Data")
func loadData(dataPath string) {
accountingPath := filepath.Join(dataPath, "Accounting.dat")
aniObDefPath := filepath.Join(dataPath, "AniObDef.dat")
genericDataPath := filepath.Join(dataPath, "GenericData.dat")
@@ -84,9 +94,7 @@ func loadData() {
ha.Print()
}
func loadObj() {
objDataPath := filepath.Join(*gamePath, "Obj")
func loadObj(objDataPath string) {
// TODO: Obj/cpiece.rec isn't loaded by this. Do we need it? How do we know?
log.Printf("Loading %s...", objDataPath)
objects, err := data.LoadObjects(objDataPath)
@@ -116,8 +124,7 @@ func loadObj() {
}
}
func loadMapsFrom(part string) {
mapsPath := filepath.Join(*gamePath, part)
func loadMapsFrom(mapsPath string) {
log.Printf("Loading maps from %s", mapsPath)
gameMaps, err := maps.LoadGameMaps(mapsPath)
@@ -140,8 +147,7 @@ func loadMapsFrom(part string) {
}
}
func loadSets() {
setsPath := filepath.Join(*gamePath, "Sets")
func loadSets(setsPath string) {
log.Printf("Loading sets from %s", setsPath)
mapSets, err := sets.LoadSets(setsPath)
@@ -157,8 +163,8 @@ func loadSets() {
}
}
func loadMenus() {
menusPath := filepath.Join(*gamePath, "Menu")
func loadMenus(menusPath string) {
log.Printf("Loading menus from %s", menusPath)
menus, err := menus.LoadMenus(menusPath)
if err != nil {
@@ -187,8 +193,8 @@ func displayRecord(record *menus.Record, depth int) {
fmt.Printf("%s* %s\n", strings.Repeat(" ", depth), content)
}
func loadFonts() {
fontsPath := filepath.Join(*gamePath, "Fonts")
func loadFonts(fontsPath string) {
log.Printf("Loading fonts from %s", fontsPath)
fonts, err := fonts.LoadFonts(fontsPath)
if err != nil {
@@ -200,8 +206,9 @@ func loadFonts() {
}
}
func loadIdx() {
idxPath := filepath.Join(*gamePath, "Idx", "WarHammer.idx")
func loadIdx(idxPath string) {
log.Printf("Loading idx from %s", idxPath)
idx, err := idx.Load(idxPath)
if err != nil {
log.Fatalf("Failed to parse %s as idx: %v", idxPath, err)