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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser 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 "subgame.h"
#include "porting.h"
#include "filesys.h"
#include "settings.h"
#include "log.h"
#include "util/string.h"
bool getGameConfig(const std::string &game_path, Settings &conf)
{
std::string conf_path = game_path + DIR_DELIM + "game.conf";
return conf.readConfigFile(conf_path.c_str());
}
std::string getGameName(const std::string &game_path)
{
Settings conf;
if(!getGameConfig(game_path, conf))
return "";
if(!conf.exists("name"))
return "";
return conf.get("name");
}
struct GameFindPath
{
std::string path;
bool user_specific;
GameFindPath(const std::string &path, bool user_specific):
path(path),
user_specific(user_specific)
{}
};
SubgameSpec findSubgame(const std::string &id)
{
if(id == "")
return SubgameSpec();
std::string share = porting::path_share;
std::string user = porting::path_user;
std::vector<GameFindPath> find_paths;
find_paths.push_back(GameFindPath(
user + DIR_DELIM + "games" + DIR_DELIM + id + "_game", true));
find_paths.push_back(GameFindPath(
user + DIR_DELIM + "games" + DIR_DELIM + id, true));
find_paths.push_back(GameFindPath(
share + DIR_DELIM + "games" + DIR_DELIM + id + "_game", false));
find_paths.push_back(GameFindPath(
share + DIR_DELIM + "games" + DIR_DELIM + id, false));
// Find game directory
std::string game_path;
bool user_game = true; // Game is in user's directory
for(u32 i=0; i<find_paths.size(); i++){
const std::string &try_path = find_paths[i].path;
if(fs::PathExists(try_path)){
game_path = try_path;
user_game = find_paths[i].user_specific;
break;
}
}
if(game_path == "")
return SubgameSpec();
std::string gamemod_path = game_path + DIR_DELIM + "mods";
// Find mod directories
std::set<std::string> mods_paths;
if(!user_game)
mods_paths.insert(share + DIR_DELIM + "mods" + DIR_DELIM + id);
if(user != share || user_game)
mods_paths.insert(user + DIR_DELIM + "mods" + DIR_DELIM + id);
std::string game_name = getGameName(game_path);
if(game_name == "")
game_name = id;
return SubgameSpec(id, game_path, gamemod_path, mods_paths, game_name);
}
SubgameSpec findWorldSubgame(const std::string &world_path)
{
std::string world_gameid = getWorldGameId(world_path, true);
// See if world contains an embedded game; if so, use it.
std::string world_gamepath = world_path + DIR_DELIM + "game";
if(fs::PathExists(world_gamepath)){
SubgameSpec gamespec;
gamespec.id = world_gameid;
gamespec.path = world_gamepath;
gamespec.gamemods_path= world_gamepath + DIR_DELIM + "mods";
gamespec.name = getGameName(world_gamepath);
if(gamespec.name == "")
gamespec.name = "unknown";
return gamespec;
}
return findSubgame(world_gameid);
}
std::set<std::string> getAvailableGameIds()
{
std::set<std::string> gameids;
std::set<std::string> gamespaths;
gamespaths.insert(porting::path_share + DIR_DELIM + "games");
gamespaths.insert(porting::path_user + DIR_DELIM + "games");
for(std::set<std::string>::const_iterator i = gamespaths.begin();
i != gamespaths.end(); i++){
std::vector<fs::DirListNode> dirlist = fs::GetDirListing(*i);
for(u32 j=0; j<dirlist.size(); j++){
if(!dirlist[j].dir)
continue;
// If configuration file is not found or broken, ignore game
Settings conf;
if(!getGameConfig(*i + DIR_DELIM + dirlist[j].name, conf))
continue;
// Add it to result
const char *ends[] = {"_game", NULL};
std::string shorter = removeStringEnd(dirlist[j].name, ends);
if(shorter != "")
gameids.insert(shorter);
else
gameids.insert(dirlist[j].name);
}
}
return gameids;
}
std::vector<SubgameSpec> getAvailableGames()
{
std::vector<SubgameSpec> specs;
std::set<std::string> gameids = getAvailableGameIds();
for(std::set<std::string>::const_iterator i = gameids.begin();
i != gameids.end(); i++)
specs.push_back(findSubgame(*i));
return specs;
}
#define LEGACY_GAMEID "minetest"
bool getWorldExists(const std::string &world_path)
{
return (fs::PathExists(world_path + DIR_DELIM + "map_meta.txt") ||
fs::PathExists(world_path + DIR_DELIM + "world.mt"));
}
std::string getWorldGameId(const std::string &world_path, bool can_be_legacy)
{
std::string conf_path = world_path + DIR_DELIM + "world.mt";
Settings conf;
bool succeeded = conf.readConfigFile(conf_path.c_str());
if(!succeeded){
if(can_be_legacy){
// If map_meta.txt exists, it is probably an old minetest world
if(fs::PathExists(world_path + DIR_DELIM + "map_meta.txt"))
return LEGACY_GAMEID;
}
return "";
}
if(!conf.exists("gameid"))
return "";
// The "mesetint" gameid has been discarded
if(conf.get("gameid") == "mesetint")
return "minetest";
return conf.get("gameid");
}
std::vector<WorldSpec> getAvailableWorlds()
{
std::vector<WorldSpec> worlds;
std::set<std::string> worldspaths;
worldspaths.insert(porting::path_user + DIR_DELIM + "worlds");
infostream<<"Searching worlds..."<<std::endl;
for(std::set<std::string>::const_iterator i = worldspaths.begin();
i != worldspaths.end(); i++){
infostream<<" In "<<(*i)<<": "<<std::endl;
std::vector<fs::DirListNode> dirvector = fs::GetDirListing(*i);
for(u32 j=0; j<dirvector.size(); j++){
if(!dirvector[j].dir)
continue;
std::string fullpath = *i + DIR_DELIM + dirvector[j].name;
std::string name = dirvector[j].name;
// Just allow filling in the gameid always for now
bool can_be_legacy = true;
std::string gameid = getWorldGameId(fullpath, can_be_legacy);
WorldSpec spec(fullpath, name, gameid);
if(!spec.isValid()){
infostream<<"(invalid: "<<name<<") ";
} else {
infostream<<name<<" ";
worlds.push_back(spec);
}
}
infostream<<std::endl;
}
// Check old world location
do{
std::string fullpath = porting::path_user + DIR_DELIM + "world";
if(!fs::PathExists(fullpath))
break;
std::string name = "Old World";
std::string gameid = getWorldGameId(fullpath, true);
WorldSpec spec(fullpath, name, gameid);
infostream<<"Old world found."<<std::endl;
worlds.push_back(spec);
}while(0);
infostream<<worlds.size()<<" found."<<std::endl;
return worlds;
}
bool initializeWorld(const std::string &path, const std::string &gameid)
{
infostream<<"Initializing world at "<<path<<std::endl;
// Create world.mt if does not already exist
std::string worldmt_path = path + DIR_DELIM + "world.mt";
if(!fs::PathExists(worldmt_path)){
infostream<<"Creating world.mt ("<<worldmt_path<<")"<<std::endl;
fs::CreateAllDirs(path);
std::ofstream of(worldmt_path.c_str(), std::ios::binary);
of<<"gameid = "<<gameid<<"\n";
}
return true;
}
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