Load / save game.

This commit is contained in:
Steve 2018-02-15 21:37:43 +00:00
parent 48abf156d8
commit a47e932024
2 changed files with 185 additions and 2 deletions

View File

@ -28,6 +28,7 @@ void initGame(void)
memset(&game, 0, sizeof(Game)); memset(&game, 0, sizeof(Game));
game.missionStatusTail = &game.missionStatusHead; game.missionStatusTail = &game.missionStatusHead;
game.trophyTail = &game.trophyHead;
game.cells = 5; game.cells = 5;
game.hearts = 10; game.hearts = 10;
@ -203,7 +204,7 @@ static void addKeyToStash(Item *item)
STRNCPY(t->key, item->name, MAX_NAME_LENGTH); STRNCPY(t->key, item->name, MAX_NAME_LENGTH);
t->value.i = item->value; 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; return;
} }
@ -228,7 +229,7 @@ void addKeysFromStash(void)
addItem(item); 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); 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) void destroyGame(void)
{ {
} }

View File

@ -23,6 +23,12 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
extern char *readFile(const char *filename); extern char *readFile(const char *filename);
extern Entity *createEntity(char *name); 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 Game game;
extern World world; extern World world;