/* Copyright (C) 2015 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 "save.h" static void saveStarSystems(cJSON *gameJSON); static cJSON *getMissionsJSON(StarSystem *starSystem); static cJSON *getChallengesJSON(Mission *mission); static void saveStats(cJSON *gameJSON); void saveGame(void) { char *out; cJSON *root, *gameJSON; SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Saving Game ..."); root = cJSON_CreateObject(); gameJSON = cJSON_CreateObject(); cJSON_AddItemToObject(root, "game", gameJSON); cJSON_AddStringToObject(gameJSON, "selectedStarSystem", game.selectedStarSystem); saveStarSystems(gameJSON); saveStats(gameJSON); out = cJSON_Print(root); writeFile(getSaveFilePath("game.save"), out); cJSON_Delete(root); free(out); } static void saveStarSystems(cJSON *gameJSON) { cJSON *starSystemJSON, *starSystemsJSON; StarSystem *starSystem; starSystemsJSON = cJSON_CreateArray(); for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next) { starSystemJSON = cJSON_CreateObject(); cJSON_AddStringToObject(starSystemJSON, "name", starSystem->name); cJSON_AddItemToObject(starSystemJSON, "missions", getMissionsJSON(starSystem)); cJSON_AddItemToArray(starSystemsJSON, starSystemJSON); } cJSON_AddItemToObject(gameJSON, "starSystems", starSystemsJSON); } static cJSON *getMissionsJSON(StarSystem *starSystem) { cJSON *missionJSON, *missionsJSON; Mission *mission; missionsJSON = cJSON_CreateArray(); for (mission = starSystem->missionHead.next ; mission != NULL ; mission = mission->next) { missionJSON = cJSON_CreateObject(); cJSON_AddStringToObject(missionJSON, "filename", mission->filename); cJSON_AddNumberToObject(missionJSON, "completed", mission->completed); if (mission->challengeHead.next) { cJSON_AddItemToObject(missionJSON, "challenges", getChallengesJSON(mission)); } cJSON_AddItemToArray(missionsJSON, missionJSON); } return missionsJSON; } static cJSON *getChallengesJSON(Mission *mission) { cJSON *challengesJSON, *challengeJSON; Challenge *challenge; challengesJSON = cJSON_CreateArray(); for (challenge = mission->challengeHead.next ; challenge != NULL ; challenge = challenge->next) { challengeJSON = cJSON_CreateObject(); cJSON_AddStringToObject(challengeJSON, "type", getLookupName("CHALLENGE_", challenge->type)); cJSON_AddNumberToObject(challengeJSON, "targetValue", challenge->targetValue); cJSON_AddNumberToObject(challengeJSON, "passed", challenge->passed); cJSON_AddItemToArray(challengesJSON, challengeJSON); } return challengesJSON; } static void saveStats(cJSON *gameJSON) { int i; cJSON *stats = cJSON_CreateObject(); for (i = 0 ; i < STAT_MAX ; i++) { cJSON_AddNumberToObject(stats, getLookupName("STAT_", i), game.stats[i]); } cJSON_AddItemToObject(gameJSON, "stats", stats); }