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/* $Header: /fridge/cvs/xscorch/sgame/scffile.c,v 1.30 2009-04-26 17:39:38 jacob Exp $ */
/*
xscorch - scffile.c Copyright(c) 2000-2003 Justin David Smith
justins(at)chaos2.org http://chaos2.org/
Configuration file processing
This program 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, version 2 of the License ONLY.
This program 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 this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include <sys/stat.h>
#include <unistd.h>
#include <scffile.h>
#include <saddconf.h>
#include <sconfig.h>
#include <seconomy.h>
#include <sland.h>
#include <sphysics.h>
#include <splayer.h>
#include <stankpro.h>
#include <sweapon.h>
#include <sai/sai.h>
#include <libj/jreg/libjreg.h>
#include <libj/jstr/libjstr.h>
/* Old loaders */
int sc_old_config_file_load(sc_config *c);
/* Config class definitions */
static const reg_class_data _reg_file_class[] = {
{ "accessoryDefs", REG_STRING, NULL },
{ "economyDefs", REG_STRING, NULL },
{ "tankProfiles", REG_STRING, NULL },
{ "weaponDefs", REG_STRING, NULL },
{ 0, 0, 0 }
};
static const reg_class_data _reg_font_class[] = {
{ "fixedFont", REG_STRING, NULL },
{ "italicFixedFont", REG_STRING, NULL },
{ "boldFixedFont", REG_STRING, NULL },
{ 0, 0, 0 }
};
static const reg_class_data _reg_options_class[] = {
{ "mode", REG_STRING, NULL },
{ "interleave", REG_BOOLEAN, NULL },
{ "teams", REG_STRING, NULL },
{ "order", REG_STRING, NULL },
{ "talkMode", REG_STRING, NULL },
{ "talkProbability", REG_INTEGER, NULL },
{ "extendedStatus", REG_BOOLEAN, NULL },
{ "tooltips", REG_BOOLEAN, NULL },
{ 0, 0, 0 }
};
static const reg_class_data _reg_player_class[] = {
{ "playerType", REG_STRING, NULL },
{ "playerName", REG_STRING, NULL },
{ 0, 0, 0 }
};
static const reg_class_data _reg_players_class[] = {
{ "numPlayers", REG_INTEGER, NULL },
{ "numRounds", REG_INTEGER, NULL },
{ 0, 0, 0 }
};
static const reg_class_data _reg_graphics_class[] = {
{ "fieldWidth", REG_INTEGER, NULL },
{ "fieldHeight", REG_INTEGER, NULL },
{ "maxHeight", REG_INTEGER, NULL },
{ "dithering", REG_BOOLEAN, NULL },
{ "animation", REG_BOOLEAN, NULL },
{ "graphicsFast", REG_BOOLEAN, NULL },
{ "computersFast", REG_BOOLEAN, NULL },
{ 0, 0, 0 }
};
static const reg_class_data _reg_economics_class[] = {
{ "interestRate", REG_DOUBLEV, NULL },
{ "dynamicInterest", REG_BOOLEAN, NULL },
{ "initialCash", REG_INTEGER, NULL },
{ "computersBuy", REG_BOOLEAN, NULL },
{ "computersAggressive",REG_BOOLEAN,NULL },
{ "freeMarket", REG_BOOLEAN, NULL },
{ "lottery", REG_BOOLEAN, NULL },
{ "scoring", REG_STRING, NULL }, /* TEMP - OBSOLETE */
{ "economy", REG_STRING, NULL },
{ 0, 0, 0 }
};
static const reg_class_data _reg_physics_class[] = {
{ "airViscosity", REG_DOUBLEV, NULL },
{ "gravity", REG_DOUBLEV, NULL },
{ "groundDamping", REG_DOUBLEV, NULL },
{ "maxWindSpeed", REG_DOUBLEV, NULL },
{ "dynamicWind", REG_BOOLEAN, NULL },
{ "suspendDirt", REG_INTEGER, NULL },
{ "tanksFall", REG_INTEGER, NULL },
{ "bordersExtend", REG_INTEGER, NULL },
{ "walls", REG_STRING, NULL },
{ 0, 0, 0 }
};
static const reg_class_data _reg_weapons_class[] = {
{ "armsLevel", REG_INTEGER, NULL },
{ "bombIconSize", REG_INTEGER, NULL },
{ "tunneling", REG_BOOLEAN, NULL },
{ "scaling", REG_DOUBLEV, NULL },
{ "tracePaths", REG_BOOLEAN, NULL },
{ "uselessItems", REG_BOOLEAN, NULL },
{ 0, 0, 0 }
};
static const reg_class_data _reg_landscape_class[] = {
{ "sky", REG_STRING, NULL },
{ "hostile", REG_BOOLEAN, NULL },
{ "generator", REG_STRING, NULL },
{ "bumpiness", REG_DOUBLEV, NULL },
{ 0, 0, 0 }
};
static const reg_class_data _reg_ai_controller_class[] = {
{ "humanTargets", REG_BOOLEAN, NULL },
{ "allowOffsets", REG_BOOLEAN, NULL },
{ "alwaysOffset", REG_BOOLEAN, NULL },
{ "enableScan", REG_BOOLEAN, NULL },
{ "noBudget", REG_BOOLEAN, NULL },
{ 0, 0, 0 }
};
static const reg_class_data _reg_sound_class[] = {
{ "enableSound", REG_BOOLEAN, NULL },
{ "useHQMixer", REG_BOOLEAN, NULL },
{ 0, 0, 0 }
};
/* Configuration class names */
static const reg_class_list _reg_class_dataes[] = {
{ "file_class", _reg_file_class },
{ "font_class", _reg_font_class },
{ "player_class", _reg_player_class },
{ "players_class", _reg_players_class },
{ "options_class", _reg_options_class },
{ "graphics_class", _reg_graphics_class },
{ "economics_class", _reg_economics_class },
{ "physics_class", _reg_physics_class },
{ "weapons_class", _reg_weapons_class },
{ "landscape_class", _reg_landscape_class },
{ "aicontroller_class",_reg_ai_controller_class },
{ "sound_class", _reg_sound_class },
{ 0, 0 }
};
/* Expected toplevel variables */
static const reg_class_data _reg_top_class[] = {
{ "files", REG_BLOCK, "file_class" },
{ "fonts", REG_BLOCK, "font_class" },
{ "players", REG_BLOCK, "players_class" },
{ "options", REG_BLOCK, "options_class" },
{ "graphics", REG_BLOCK, "graphics_class" },
{ "economics", REG_BLOCK, "economics_class" },
{ "physics", REG_BLOCK, "physics_class" },
{ "weapons", REG_BLOCK, "weapons_class" },
{ "landscape", REG_BLOCK, "landscape_class" },
{ "aicontroller", REG_BLOCK, "aicontroller_class" },
{ "sound", REG_BLOCK, "sound_class" },
{ 0, 0, 0 }
};
static int _sc_config_make_directory(void) {
/* sc_config_make_directory
Construct a new local directory for config files, etc. */
char dirname[SC_FILENAME_LENGTH]; /* Name of the directory */
struct stat s; /* For the stat() calls */
/* Figure out the appropriate directory name */
sbprintf(dirname, sizeof(dirname), "%s/%s", getenv("HOME"), SC_LOCAL_CONFIG_DIR);
/* Check if the directory exists; try to make it otherwise. */
if(stat(dirname, &s) < 0) {
if(mkdir(dirname, 0755) < 0) {
fprintf(stderr, "warning: cannot create configuration directory \"%s\"\n", dirname);
return(false);
} /* Made a new directory? */
} /* Did the directory exist? */
/* Return success */
return(true);
}
int sc_config_file_init(sc_config *c) {
/* sc_config_file_init
Initialise a registry database. This function only initialises
the registry structure with the classes and variables defined
above; it does not (yet) read the configuration file. */
char buf[REG_BUFFER]; /* Random buffer */
reg *r; /* New registry DB */
int i; /* Player iterator */
/* Make sure the local directory exists. */
if(!_sc_config_make_directory()) return(false);
/* Figure out the filename for the conf file, and allocate the
new registry database now. */
sbprintf(buf, sizeof(buf), "%s/%s/%s", getenv("HOME"), SC_LOCAL_CONFIG_DIR, SC_LOCAL_CONFIGURATION);
c->cfreg = reg_new(buf);
if(c->cfreg == NULL) return(false);
/* Setup the class listing */
r = c->cfreg;
reg_class_register_list(r, _reg_class_dataes);
/* Register required toplevel variables, by setting a
default type for the variables. */
reg_class_register_vars(r, REG_TOP, _reg_top_class);
for(i = 0; _reg_top_class[i].name != NULL; ++i) {
reg_set_block(r, NULL, _reg_top_class[i].name, _reg_top_class[i].klass);
}
/* Setup the players class, which has to be constructed dynamically
(because we don't know the number of players available). */
for(i = 0; i < SC_MAX_PLAYERS; ++i) {
sbprintf(buf, sizeof(buf), "player_%d", i + 1);
reg_class_register_var(r, "players_class", buf, REG_BLOCK, "player_class");
sbprintf(buf, sizeof(buf), "players/player_%d", i + 1);
reg_set_block(r, NULL, buf, "player_class");
}
/* Success */
return(true);
}
int sc_config_file_load(sc_config *c) {
/* sc_config_file_load
Load the registry from user's config file. */
int version; /* Version of the config file */
char buf[REG_BUFFER]; /* A temporary buffer */
reg *r; /* Registry database */
reg_var *player; /* Player structure */
int i; /* Player iterator */
/* Load the registry */
r = c->cfreg;
if(!reg_load(r)) {
printf("Didn't find a configuration file, will use game defaults.\n");
return(true);
}
/* Find out what version we're playing with */
version = 0;
reg_get_integer(r, NULL, "version", &version);
if(version < SC_CONFIG_VERSION) {
fprintf(stderr, "config_file_load: failed to load registry version %d\n", SC_CONFIG_VERSION);
fprintf(stderr, "config_file_load: trying to load using older reader.\n");
fprintf(stderr, "config_file_load: please update your config file by resaving it.\n");
return(sc_old_config_file_load(c));
}
/* Get the file datum */
reg_get_string(r, NULL, "files/accessoryDefs", c->accessory_file, SC_FILENAME_LENGTH);
reg_get_string(r, NULL, "files/tankProfiles", c->profile_file, SC_FILENAME_LENGTH);
reg_get_string(r, NULL, "files/scoringDefs", c->scoring_file, SC_FILENAME_LENGTH);
reg_get_string(r, NULL, "files/weaponDefs", c->weapon_file, SC_FILENAME_LENGTH);
/* Get the font datum */
reg_get_string(r, NULL, "fonts/fixedFont", c->fixed_font, SC_FONT_LENGTH);
reg_get_string(r, NULL, "fonts/italicFixedFont", c->italic_fixed_font, SC_FONT_LENGTH);
reg_get_string(r, NULL, "fonts/boldFixedFont", c->bold_fixed_font, SC_FONT_LENGTH);
/* Load the auxiliary files here */
if(*c->accessory_file != '\0' && !sc_addconf_append_file(SC_ADDCONF_ACCESSORIES, c->accessory_file, c->accessories)) {
fprintf(stderr, "Failed to load additional accessories data from \"%s\"\n", c->accessory_file);
} /* Loading accessories... */
if(*c->profile_file != '\0' && !sc_tank_profile_add(&c->tanks, c->profile_file)) {
fprintf(stderr, "Failed to load additional tank profile data from \"%s\"\n", c->profile_file);
} /* Loading tank profiles... */
if(*c->scoring_file != '\0' && !sc_addconf_append_file(SC_ADDCONF_SCORINGS, c->scoring_file, c->economics)) {
fprintf(stderr, "Failed to load additional economy scoring data from \"%s\"\n", c->scoring_file);
} /* Loading economy scoring... */
if(*c->weapon_file != '\0' && !sc_addconf_append_file(SC_ADDCONF_WEAPONS, c->weapon_file, c->weapons)) {
fprintf(stderr, "Failed to load additional weapons data from \"%s\"\n", c->weapon_file);
} /* Loading weapons... */
/* Load player data */
reg_get_integer(r, NULL, "players/numPlayers", &c->numplayers);
reg_get_integer(r, NULL, "players/numRounds", &c->numrounds);
for(i = 0; i < SC_MAX_PLAYERS; ++i) {
sbprintf(buf, sizeof(buf), "players/player_%d", i + 1);
player = reg_get_var(r, NULL, buf);
c->players[i]->aitype = reg_get_integer_from_values(r, player, "playerType", c->players[i]->aitype, sc_ai_names(), sc_ai_types());
reg_get_string(r, player, "playerName", c->players[i]->name, SC_PLAYER_NAME_LENGTH);
}
/* Load basic options */
c->options.mode = reg_get_integer_from_values(r, NULL, "options/mode", c->options.mode, sc_config_mode_names(), sc_config_mode_types());
c->options.team = reg_get_integer_from_values(r, NULL, "options/teams", c->options.team, sc_config_team_names(), sc_config_team_types());
c->options.order = reg_get_integer_from_values(r, NULL, "options/order", c->options.order, sc_config_order_names(), sc_config_order_types());
c->options.talk = reg_get_integer_from_values(r, NULL, "options/talkMode", c->options.talk, sc_config_talk_names(), sc_config_talk_types());
reg_get_integer(r, NULL, "options/talkProbability", &c->options.talkprob);
reg_get_boolean(r, NULL, "options/extendedStatus", &c->options.extstatus);
reg_get_boolean(r, NULL, "options/tooltips", &c->options.tooltips);
reg_get_boolean(r, NULL, "options/interleave", &c->options.interleave);
/* Load graphics settings */
reg_get_integer(r, NULL, "graphics/fieldWidth", &c->fieldwidth);
reg_get_integer(r, NULL, "graphics/fieldHeight", &c->fieldheight);
reg_get_integer(r, NULL, "graphics/maxHeight", &c->maxheight);
reg_get_boolean(r, NULL, "graphics/dithering", &c->graphics.gfxdither);
reg_get_boolean(r, NULL, "graphics/animation", &c->graphics.gfxanimate);
reg_get_boolean(r, NULL, "graphics/graphicsFast", &c->graphics.gfxfast);
reg_get_boolean(r, NULL, "graphics/computersFast", &c->graphics.gfxcompfast);
sc_land_setup(c->land, c->fieldwidth, c->fieldheight, sc_land_flags(c));
/* Load economy options */
reg_get_doublev(r, NULL, "economics/interestRate", &c->economics->interestrate);
reg_get_boolean(r, NULL, "economics/dynamicInterest", &c->economics->dynamicinterest);
reg_get_integer(r, NULL, "economics/initialCash", &c->economics->initialcash);
reg_get_boolean(r, NULL, "economics/computersBuy", &c->economics->computersbuy);
reg_get_boolean(r, NULL, "economics/computersAggressive", &c->economics->computersaggressive);
reg_get_boolean(r, NULL, "economics/freeMarket", &c->economics->freemarket);
reg_get_boolean(r, NULL, "economics/lottery", &c->economics->lottery);
reg_get_string( r, NULL, "economics/scoring", c->economics->scoringname, SC_ECONOMY_MAX_NAME_LEN);
/* Load physics options */
reg_get_doublev(r, NULL, "physics/airViscosity", &c->physics->airviscosity);
reg_get_doublev(r, NULL, "physics/gravity", &c->physics->gravity);
reg_get_doublev(r, NULL, "physics/tunnelDamping", &c->physics->damping);
reg_get_doublev(r, NULL, "physics/maxWindSpeed", &c->physics->maxwind);
reg_get_boolean(r, NULL, "physics/dynamicWind", &c->physics->dynamicwind);
reg_get_integer(r, NULL, "physics/suspendDirt", &c->physics->suspenddirt);
reg_get_integer(r, NULL, "physics/tanksFall", &c->physics->tanksfall);
reg_get_integer(r, NULL, "physics/bordersExtend", &c->physics->bordersextend);
c->physics->walls = reg_get_integer_from_values(r, NULL, "physics/walls", c->physics->walls, sc_physics_wall_names(), sc_physics_wall_types());
/* Load weapons options */
reg_get_integer(r, NULL, "weapons/armsLevel", &c->weapons->armslevel);
reg_get_integer(r, NULL, "weapons/bombIconSize", &c->weapons->bombiconsize);
reg_get_boolean(r, NULL, "weapons/tunneling", &c->weapons->tunneling);
reg_get_doublev(r, NULL, "weapons/scaling", &c->weapons->scaling);
reg_get_boolean(r, NULL, "weapons/tracePaths", &c->weapons->tracepaths);
reg_get_boolean(r, NULL, "weapons/uselessItems", &c->weapons->uselessitems);
/* Load AI Controller options */
reg_get_boolean(r, NULL, "aicontroller/humanTargets", &c->aicontrol->humantargets);
reg_get_boolean(r, NULL, "aicontroller/allowOffsets", &c->aicontrol->allowoffsets);
reg_get_boolean(r, NULL, "aicontroller/alwaysOffset", &c->aicontrol->alwaysoffset);
reg_get_boolean(r, NULL, "aicontroller/enableScan", &c->aicontrol->enablescan);
reg_get_boolean(r, NULL, "aicontroller/noBudget", &c->aicontrol->nobudget);
/* Load sound settings */
reg_get_boolean(r, NULL, "sound/enableSound", &c->enablesound);
reg_get_boolean(r, NULL, "sound/useHQMixer", &c->usehqmixer);
/* Load landscaping options */
c->land->sky = reg_get_integer_from_values(r, NULL, "landscape/sky", c->land->sky, sc_land_sky_names(), sc_land_sky_types());
reg_get_boolean(r, NULL, "landscape/hostile", &c->land->hostileenv);
c->land->generator = reg_get_integer_from_values(r, NULL, "landscape/generator", c->land->generator, sc_land_generator_names(), sc_land_generator_types());
reg_get_doublev(r, NULL, "landscape/bumpiness", &c->land->bumpiness);
/* Success */
return(true);
}
int sc_config_file_save(sc_config *c) {
/* sc_config_file_save
Save the user options. */
char buf[REG_BUFFER]; /* A temporary buffer */
reg *r; /* Registry database */
reg_var *player; /* Player variable */
int i; /* Player iterator */
/* Get the registry DB */
r = c->cfreg;
/* Save the proper version number. */
reg_set_integer(r, NULL, "version", SC_CONFIG_VERSION);
/* Save the file datum */
reg_set_string(r, NULL, "files/accessoryDefs", c->accessory_file);
reg_set_string(r, NULL, "files/tankProfiles", c->profile_file);
reg_set_string(r, NULL, "files/scoringDefs", c->scoring_file);
reg_set_string(r, NULL, "files/weaponDefs", c->weapon_file);
/* Save the font datum */
reg_set_string(r, NULL, "fonts/fixedFont", c->fixed_font);
reg_set_string(r, NULL, "fonts/italicFixedFont", c->italic_fixed_font);
reg_set_string(r, NULL, "fonts/boldFixedFont", c->bold_fixed_font);
/* Save the current player data. */
reg_set_integer(r, NULL, "players/numPlayers", c->numplayers);
reg_set_integer(r, NULL, "players/numRounds", c->numrounds);
for(i = 0; i < SC_MAX_PLAYERS; ++i) {
sbprintf(buf, sizeof(buf), "players/player_%d", i + 1);
player = reg_get_var(r, NULL, buf);
reg_set_string_from_values(r, player, "playerType", c->players[i]->aitype, sc_ai_names(), sc_ai_types());
reg_set_string(r, player, "playerName", c->players[i]->name);
}
/* Save the basic options */
reg_set_string_from_values(r, NULL, "options/mode", c->options.mode, sc_config_mode_names(), sc_config_mode_types());
reg_set_string_from_values(r, NULL, "options/teams", c->options.team, sc_config_team_names(), sc_config_team_types());
reg_set_string_from_values(r, NULL, "options/order", c->options.order, sc_config_order_names(), sc_config_order_types());
reg_set_string_from_values(r, NULL, "options/talkMode", c->options.talk, sc_config_talk_names(), sc_config_talk_types());
reg_set_integer(r, NULL, "options/talkProbability", c->options.talkprob);
reg_set_boolean(r, NULL, "options/extendedStatus", c->options.extstatus);
reg_set_boolean(r, NULL, "options/tooltips", c->options.tooltips);
reg_set_boolean(r, NULL, "options/interleave", c->options.interleave);
/* Save the graphics options */
reg_set_integer(r, NULL, "graphics/fieldWidth", c->fieldwidth);
reg_set_integer(r, NULL, "graphics/fieldHeight", c->fieldheight);
reg_set_integer(r, NULL, "graphics/maxHeight", c->maxheight);
reg_set_boolean(r, NULL, "graphics/dithering", c->graphics.gfxdither);
reg_set_boolean(r, NULL, "graphics/animation", c->graphics.gfxanimate);
reg_set_boolean(r, NULL, "graphics/graphicsFast", c->graphics.gfxfast);
reg_set_boolean(r, NULL, "graphics/computersFast", c->graphics.gfxcompfast);
/* Save the economics options */
reg_set_doublev(r, NULL, "economics/interestRate", c->economics->interestrate);
reg_set_boolean(r, NULL, "economics/dynamicInterest", c->economics->dynamicinterest);
reg_set_integer(r, NULL, "economics/initialCash", c->economics->initialcash);
reg_set_boolean(r, NULL, "economics/computersBuy", c->economics->computersbuy);
reg_set_boolean(r, NULL, "economics/computersAggressive", c->economics->computersaggressive);
reg_set_boolean(r, NULL, "economics/freeMarket", c->economics->freemarket);
reg_set_boolean(r, NULL, "economics/lottery", c->economics->lottery);
reg_set_string( r, NULL, "economics/scoring", c->economics->scoringname);
/* Save the physics options */
reg_set_doublev(r, NULL, "physics/airViscosity", c->physics->airviscosity);
reg_set_doublev(r, NULL, "physics/gravity", c->physics->gravity);
reg_set_doublev(r, NULL, "physics/tunnelDamping", c->physics->damping);
reg_set_doublev(r, NULL, "physics/maxWindSpeed", c->physics->maxwind);
reg_set_boolean(r, NULL, "physics/dynamicWind", c->physics->dynamicwind);
reg_set_integer(r, NULL, "physics/suspendDirt", c->physics->suspenddirt);
reg_set_integer(r, NULL, "physics/tanksFall", c->physics->tanksfall);
reg_set_integer(r, NULL, "physics/bordersExtend", c->physics->bordersextend);
reg_set_string_from_values(r, NULL, "physics/walls", c->physics->walls, sc_physics_wall_names(), sc_physics_wall_types());
/* Save the weapons options */
reg_set_integer(r, NULL, "weapons/armsLevel", c->weapons->armslevel);
reg_set_integer(r, NULL, "weapons/bombIconSize", c->weapons->bombiconsize);
reg_set_boolean(r, NULL, "weapons/tunneling", c->weapons->tunneling);
reg_set_doublev(r, NULL, "weapons/scaling", c->weapons->scaling);
reg_set_boolean(r, NULL, "weapons/tracePaths", c->weapons->tracepaths);
reg_set_boolean(r, NULL, "weapons/uselessItems", c->weapons->uselessitems);
/* Save AI controller options */
reg_set_boolean(r, NULL, "aicontroller/humanTargets", c->aicontrol->humantargets);
reg_set_boolean(r, NULL, "aicontroller/allowOffsets", c->aicontrol->allowoffsets);
reg_set_boolean(r, NULL, "aicontroller/alwaysOffset", c->aicontrol->alwaysoffset);
reg_set_boolean(r, NULL, "aicontroller/enableScan", c->aicontrol->enablescan);
reg_set_boolean(r, NULL, "aicontroller/noBudget", c->aicontrol->nobudget);
/* Save sound settings */
reg_set_boolean(r, NULL, "sound/enableSound", c->enablesound);
reg_set_boolean(r, NULL, "sound/useHQMixer", c->usehqmixer);
/* Save landscaping options */
reg_set_string_from_values(r, NULL, "landscape/sky", c->land->sky, sc_land_sky_names(), sc_land_sky_types());
reg_set_boolean(r, NULL, "landscape/hostile", c->land->hostileenv);
reg_set_string_from_values(r, NULL, "landscape/generator", c->land->generator, sc_land_generator_names(), sc_land_generator_types());
reg_set_doublev(r, NULL, "landscape/bumpiness", c->land->bumpiness);
/* Write everything to a file. */
return(reg_save(r));
}
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