blobwarsAttrition/src/game/game.c

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/*
Copyright (C) 2018 Parallel Realities
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; either version 2
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 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "game.h"
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static void loadMetaInfo(void);
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static void addKeyToStash(Item *item);
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static int sortItems(const void *a, const void *b);
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void destroyGame(void);
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void initGame(void)
{
memset(&game, 0, sizeof(Game));
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game.missionStatusTail = &game.missionStatusHead;
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game.trophyTail = &game.trophyHead;
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game.cells = 5;
game.hearts = 10;
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game.stats[STAT_TIME_PLAYED] = 0;
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loadMetaInfo();
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loadTrophyData();
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}
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void newGame(void)
{
destroyGame();
initGame();
}
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int addItem(Item *item, int num)
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{
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int i;
for (i = 0 ; i < MAX_ITEMS ; i++)
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{
if (item->type == ET_KEY && world.bob->items[i] != NULL && world.bob->items[i]->type == ET_KEY && strcmp(item->name, world.bob->items[i]->name) == 0)
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{
world.bob->items[i]->value++;
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "Inc. %s value (%d)(+1) - Killing", item->name, world.bob->items[i]->value);
item->alive = ALIVE_DEAD;
return 1;
}
else if (world.bob->items[i] == NULL)
{
world.bob->items[i] = item;
item->canBePickedUp = 0;
item->flags |= EF_GONE;
if (item->type == ET_KEY)
{
item->value = num;
}
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "Added %s (value=%d)", item->name, world.bob->items[i]->value);
return 1;
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}
}
return 0;
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}
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int hasItem(char *name)
{
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int i;
Item *item;
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for (i = 0 ; i < MAX_ITEMS ; i++)
{
item = world.bob->items[i];
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if (item != NULL && strcmp(item->name, name) == 0)
{
return 1;
}
}
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return 0;
}
Item *getItem(char *name)
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{
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int i;
Item *item;
for (i = 0 ; i < MAX_ITEMS ; i++)
{
item = world.bob->items[i];
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if (item != NULL && strcmp(item->name, name) == 0)
{
return world.bob->items[i];
}
}
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return NULL;
}
void removeItem(char *name)
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{
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int i;
Item *item;
for (i = 0 ; i < MAX_ITEMS ; i++)
{
item = world.bob->items[i];
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if (item != NULL && strcmp(item->name, name) == 0)
{
/* only null this, as whether to kill it is handled elsewhere */
if (item->type != ET_KEY)
{
world.bob->items[i] = NULL;
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qsort(world.bob->items, MAX_ITEMS, sizeof(Entity*), sortItems);
return;
}
else
{
if (--item->value == 0)
{
item->flags &= ~EF_GONE;
item->alive = ALIVE_DEAD;
world.bob->items[i] = NULL;
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qsort(world.bob->items, MAX_ITEMS, sizeof(Entity*), sortItems);
return;
}
}
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}
}
}
void dropCarriedItems(void)
{
int i;
Item *item;
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memset(game.keys, 0, sizeof(Tuple) * MAX_KEY_TYPES);
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for (i = 0 ; i < MAX_ITEMS ; i++)
{
item = world.bob->items[i];
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if (item != NULL)
{
if (item->type == ET_KEY)
{
addKeyToStash(item);
item->alive = ALIVE_DEAD;
}
else
{
item->flags &= ~EF_GONE;
item->x = world.bob->checkpoints[0].x;
item->y = world.bob->checkpoints[0].y;
item->collected = 1;
item->canBeCarried = 1;
item->canBePickedUp = 1;
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/* items can only be collected if they have a thinktime of 0 */
item->thinkTime = FPS * 9999;
}
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world.bob->items[i] = NULL;
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}
}
}
static void addKeyToStash(Item *item)
{
int i;
Tuple *t;
for (i = 0 ; i < MAX_KEY_TYPES ; i++)
{
t = &game.keys[i];
if (t->value.i == 0)
{
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STRNCPY(t->key, item->sprite[0]->name, MAX_NAME_LENGTH);
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t->value.i = item->value;
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "Added %s (x%d) to stash", t->key, t->value.i);
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return;
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}
}
}
void addKeysFromStash(void)
{
int i;
Tuple *t;
Item *item;
for (i = 0 ; i < MAX_KEY_TYPES ; i++)
{
t = &game.keys[i];
if (t->value.i > 0)
{
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item = (Item*)createEntity(t->key);
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self = (Entity*)item;
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item->init();
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item->animate();
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item->x = item->startX = world.bob->x;
item->y = item->startY = world.bob->y;
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addItem(item, t->value.i);
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "Added %s (x%d) to inventory", item->name, item->value);
}
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}
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}
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int getMissionStatus(char *id)
{
Tuple *t;
for (t = game.missionStatusHead.next ; t != NULL ; t = t->next)
{
if (strcmp(t->key, id) == 0)
{
return t->value.i;
}
}
return MS_LOCKED;
}
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static void loadMetaInfo(void)
{
cJSON *root;
char *text;
text = readFile("data/meta/meta.json");
root = cJSON_Parse(text);
game.totalKeys = cJSON_GetObjectItem(root, "totalKeys")->valueint;
game.totalTargets = cJSON_GetObjectItem(root, "totalTargets")->valueint;
game.totalMIAs = cJSON_GetObjectItem(root, "totalMIAs")->valueint;
game.totalHearts = cJSON_GetObjectItem(root, "totalHearts")->valueint;
game.totalCells = cJSON_GetObjectItem(root, "totalCells")->valueint;
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "Meta [keys=%d, targets=%d, mias=%d, hearts=%d, cells=%d]", game.totalKeys, game.totalTargets, game.totalMIAs, game.totalHearts, game.totalCells);
cJSON_Delete(root);
free(text);
}
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void loadGame(void)
{
cJSON *root, *node, *statsJSON;
char *text, filename[MAX_FILENAME_LENGTH], *statName;
int i;
Tuple *t;
Trophy *trophy;
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destroyGame();
initGame();
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sprintf(filename, "%s/%d/game.json", app.saveDir, game.saveSlot);
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if (fileExists(filename))
{
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Loading game '%s' ...", filename);
text = readFile(filename);
root = cJSON_Parse(text);
game.cells = cJSON_GetObjectItem(root, "cells")->valueint;
game.hearts = cJSON_GetObjectItem(root, "hearts")->valueint;
statsJSON = cJSON_GetObjectItem(root, "stats");
for (i = 0 ; i < STAT_MAX ; i++)
{
statName = getLookupName("STAT_", i);
if (cJSON_GetObjectItem(statsJSON, statName))
{
game.stats[i] = cJSON_GetObjectItem(statsJSON, statName)->valueint;
}
}
i = 0;
for (node = cJSON_GetObjectItem(root, "keys")->child ; node != NULL ; node = node->next)
{
STRNCPY(game.keys[i].key, cJSON_GetObjectItem(node, "type")->valuestring, MAX_NAME_LENGTH);
game.keys[i].value.i = cJSON_GetObjectItem(node, "num")->valueint;
i++;
}
for (node = cJSON_GetObjectItem(root, "missions")->child ; node != NULL ; node = node->next)
{
t = malloc(sizeof(Tuple));
memset(t, 0, sizeof(Tuple));
game.missionStatusTail->next = t;
game.missionStatusTail = t;
STRNCPY(t->key, cJSON_GetObjectItem(node, "id")->valuestring, MAX_NAME_LENGTH);
t->value.i = lookup(cJSON_GetObjectItem(node, "status")->valuestring);
}
for (node = cJSON_GetObjectItem(root, "trophies")->child ; node != NULL ; node = node->next)
{
trophy = getTrophy(cJSON_GetObjectItem(node, "id")->valuestring);
trophy->awardDate = cJSON_GetObjectItem(node, "awardDate")->valueint;
}
cJSON_Delete(root);
free(text);
}
}
void saveGame(void)
{
cJSON *root, *statsJSON, *keysJSON, *keyJSON, *missionsJSON, *missionJSON, *trophiesJSON, *trophyJSON;
char filename[MAX_FILENAME_LENGTH], *out;
Tuple *t;
Trophy *trophy;
int i;
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sprintf(filename, "%s/%d/game.json", app.saveDir, game.saveSlot);
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Saving game to '%s' ...", filename);
root = cJSON_CreateObject();
cJSON_AddNumberToObject(root, "cells", game.cells);
cJSON_AddNumberToObject(root, "hearts", game.hearts);
statsJSON = cJSON_CreateObject();
for (i = 0 ; i < STAT_MAX ; i++)
{
cJSON_AddNumberToObject(statsJSON, getLookupName("STAT_", i), game.stats[i]);
}
cJSON_AddItemToObject(root, "stats", statsJSON);
keysJSON = cJSON_CreateArray();
for (i = 0 ; i < MAX_KEY_TYPES ; i++)
{
keyJSON = cJSON_CreateObject();
cJSON_AddStringToObject(keyJSON, "type", game.keys[i].key);
cJSON_AddNumberToObject(keyJSON, "num", game.keys[i].value.i);
cJSON_AddItemToArray(keysJSON, keyJSON);
}
cJSON_AddItemToObject(root, "keys", keysJSON);
missionsJSON = cJSON_CreateArray();
for (t = game.missionStatusHead.next ; t != NULL ; t = t->next)
{
missionJSON = cJSON_CreateObject();
cJSON_AddStringToObject(missionJSON, "id", t->key);
cJSON_AddStringToObject(missionJSON, "status", getLookupName("MS_", t->value.i));
cJSON_AddItemToArray(missionsJSON, missionJSON);
}
cJSON_AddItemToObject(root, "missions", missionsJSON);
trophiesJSON = cJSON_CreateArray();
for (trophy = game.trophyHead.next ; trophy != NULL ; trophy = trophy->next)
{
trophyJSON = cJSON_CreateObject();
cJSON_AddStringToObject(trophyJSON, "id", trophy->id);
cJSON_AddNumberToObject(trophyJSON, "awardDate", trophy->awardDate);
cJSON_AddItemToArray(trophiesJSON, trophyJSON);
}
cJSON_AddItemToObject(root, "trophies", trophiesJSON);
out = cJSON_Print(root);
if (!writeFile(filename, out))
{
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "Failed to save game");
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exit(1);
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}
cJSON_Delete(root);
free(out);
}
/*
* If the player quits during a mission, we don't want to save the keys, etc. they have picked up,
* so instead reload the old save and cherry pick the data to keep.
*/
void restoreGameState(void)
{
cJSON *root, *node, *statsJSON;
char *text, filename[MAX_FILENAME_LENGTH];
int i;
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sprintf(filename, "%s/%d/game.json", app.saveDir, game.saveSlot);
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Restoring game from '%s' ...", filename);
text = readFile(filename);
root = cJSON_Parse(text);
game.cells = cJSON_GetObjectItem(root, "cells")->valueint;
game.hearts = cJSON_GetObjectItem(root, "hearts")->valueint;
statsJSON = cJSON_GetObjectItem(root, "stats");
game.stats[STAT_KEYS_FOUND] = cJSON_GetObjectItem(statsJSON, "STAT_KEYS_FOUND")->valueint;
game.stats[STAT_CELLS_FOUND] = cJSON_GetObjectItem(statsJSON, "STAT_CELLS_FOUND")->valueint;
game.stats[STAT_HEARTS_FOUND] = cJSON_GetObjectItem(statsJSON, "STAT_HEARTS_FOUND")->valueint;
game.stats[STAT_TARGETS_DEFEATED] = cJSON_GetObjectItem(statsJSON, "STAT_TARGETS_DEFEATED")->valueint;
game.stats[STAT_MIAS_RESCUED] = cJSON_GetObjectItem(statsJSON, "STAT_MIAS_RESCUED")->valueint;
i = 0;
memset(game.keys, 0, sizeof(Tuple) * MAX_KEY_TYPES);
for (node = cJSON_GetObjectItem(root, "keys")->child ; node != NULL ; node = node->next)
{
STRNCPY(game.keys[i].key, cJSON_GetObjectItem(node, "type")->valuestring, MAX_NAME_LENGTH);
game.keys[i].value.i = cJSON_GetObjectItem(node, "num")->valueint;
i++;
}
cJSON_Delete(root);
free(text);
}
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char *getSaveWidgetLabel(char *filename)
{
static char label[MAX_NAME_LENGTH];
cJSON *root, *statsJSON;
char *text, *statName;
int i, gameDone, gameTotal, stats[STAT_MAX];
strcpy(label, "");
sprintf(filename, "%s/%d/game.json", app.saveDir, game.saveSlot);
text = readFile(filename);
root = cJSON_Parse(text);
statsJSON = cJSON_GetObjectItem(root, "stats");
memset(stats, 0, sizeof(int) * STAT_MAX);
for (i = 0 ; i < STAT_MAX ; i++)
{
statName = getLookupName("STAT_", i);
if (cJSON_GetObjectItem(statsJSON, statName))
{
stats[i] = cJSON_GetObjectItem(statsJSON, statName)->valueint;
}
}
cJSON_Delete(root);
free(text);
gameDone = stats[STAT_MISSIONS_COMPLETE] + stats[STAT_MIAS_RESCUED] + stats[STAT_TARGETS_DEFEATED] + stats[STAT_KEYS_FOUND] + stats[STAT_HEARTS_FOUND] + stats[STAT_CELLS_FOUND];
gameTotal = game.totalMissions + game.totalMIAs + game.totalTargets + game.totalKeys + game.totalHearts + game.totalCells;
sprintf(label, "%d%% - %s", getPercent(gameDone, gameTotal), timeToString(stats[STAT_TIME_PLAYED], 1));
return label;
}
void deleteSaveSlot(int slot)
{
int i, numFiles;
char path[MAX_FILENAME_LENGTH], **filenames;
sprintf(path, "%s/%d", app.saveDir, slot);
filenames = getFileList(path, &numFiles);
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for (i = 0 ; i < numFiles ; i++)
{
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sprintf(path, "%s/%d/%s", app.saveDir, slot, filenames[i]);
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if (!deleteFile(path))
{
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "Failed to delete save file '%s'", path);
exit(1);
}
free(filenames[i]);
}
free(filenames);
}
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static int sortItems(const void *a, const void *b)
{
Entity *e1 = *((Entity**)a);
Entity *e2 = *((Entity**)b);
if (!e1)
{
return 1;
}
else if (!e2)
{
return -1;
}
else
{
return 0;
}
}
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void destroyGame(void)
{
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Tuple *t;
Trophy *trophy;
memset(game.keys, 0, sizeof(Tuple) * MAX_KEY_TYPES);
while (game.missionStatusHead.next)
{
t = game.missionStatusHead.next;
game.missionStatusHead.next = t->next;
free(t);
}
while (game.trophyHead.next)
{
trophy = game.trophyHead.next;
game.trophyHead.next = trophy->next;
free(trophy);
}
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}