tbftss/src/system/save.c

133 lines
3.6 KiB
C

/*
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_AddStringToObject(starSystemJSON, "side", getLookupName("SIDE_", starSystem->side));
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);
}