From a47e932024ff322d700e7d39648213c8489a7724 Mon Sep 17 00:00:00 2001 From: Steve Date: Thu, 15 Feb 2018 21:37:43 +0000 Subject: [PATCH] Load / save game. --- src/game/game.c | 181 +++++++++++++++++++++++++++++++++++++++++++++++- src/game/game.h | 6 ++ 2 files changed, 185 insertions(+), 2 deletions(-) diff --git a/src/game/game.c b/src/game/game.c index 21aeb22..0db1084 100644 --- a/src/game/game.c +++ b/src/game/game.c @@ -28,6 +28,7 @@ void initGame(void) memset(&game, 0, sizeof(Game)); game.missionStatusTail = &game.missionStatusHead; + game.trophyTail = &game.trophyHead; game.cells = 5; game.hearts = 10; @@ -203,7 +204,7 @@ static void addKeyToStash(Item *item) STRNCPY(t->key, item->name, MAX_NAME_LENGTH); t->value.i = item->value; - SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "Added %s (%d) to stash", t->key, t->value.i); + SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "Added %s (x%d) to stash", t->key, t->value.i); return; } @@ -228,7 +229,7 @@ void addKeysFromStash(void) addItem(item); - SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "Added %s (%d) to inventory", item->name, item->value); + SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "Added %s (x%d) to inventory", item->name, item->value); } } } @@ -255,6 +256,182 @@ static void loadMetaInfo(void) free(text); } +void loadGame(void) +{ + cJSON *root, *node, *statsJSON; + char *text, filename[MAX_FILENAME_LENGTH], *statName; + int i; + Tuple *t; + Trophy *trophy; + + sprintf(filename, "%s/game.json", app.saveDir); + + 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; + + sprintf(filename, "%s/game.json", app.saveDir); + + 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"); + } + + 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; + + sprintf(filename, "%s/game.json", app.saveDir); + + 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); +} + void destroyGame(void) { } diff --git a/src/game/game.h b/src/game/game.h index f59d6eb..9e44cb8 100644 --- a/src/game/game.h +++ b/src/game/game.h @@ -23,6 +23,12 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. extern char *readFile(const char *filename); extern Entity *createEntity(char *name); +extern Trophy *getTrophy(char *id); +extern char *getLookupName(const char *prefix, long num); +extern int writeFile(const char *filename, const char *data); +extern int fileExists(const char *filename); +extern int lookup(char *name); +extern App app; extern Game game; extern World world;