Show face in high scores #151

This commit is contained in:
Cong
2025-02-18 21:34:32 +11:00
parent 46b293ebe9
commit 6f4a180383
4 changed files with 175 additions and 180 deletions

View File

@@ -39,6 +39,14 @@
#define CHARACTER_VERSION 14
#define YAJL_CHECK(func) \
if (func != yajl_gen_status_ok) \
{ \
LOG(LM_MAIN, LL_ERROR, "JSON generator error for character\n"); \
res = false; \
goto bail; \
}
static void CharacterInit(Character *c)
{
memset(c, 0, sizeof *c);
@@ -82,22 +90,7 @@ void CharacterStoreCopy(
CharacterStoreInit(dst);
CArrayCopy(&dst->OtherChars, &src->OtherChars);
CA_FOREACH(Character, c, dst->OtherChars)
const CharBot *cb = c->bot;
CMALLOC(c->bot, sizeof *c->bot);
memcpy(c->bot, cb, sizeof *cb);
for (HeadPart hp = HEAD_PART_HAIR; hp < HEAD_PART_COUNT; hp++)
{
if (c->HeadParts[hp] != NULL)
{
char *hpCopy = NULL;
CSTRDUP(hpCopy, c->HeadParts[hp]);
c->HeadParts[hp] = hpCopy;
}
}
if (c->PlayerTemplateName != NULL)
{
PlayerTemplateAddCharacter(playerTemplates, c);
}
CharacterCopy(c, CArrayGet(&src->OtherChars, _ca_index), playerTemplates);
CA_FOREACH_END()
CArrayCopy(&dst->prisonerIds, &src->prisonerIds);
CArrayCopy(&dst->baddieIds, &src->baddieIds);
@@ -249,7 +242,7 @@ void CharacterLoadJSON(
}
}
bool CharacterSave(CharacterStore *s, const char *path)
bool CharacterStoreSave(CharacterStore *s, const char *path)
{
bool res = true;
yajl_gen g = yajl_gen_alloc(NULL);
@@ -261,77 +254,18 @@ bool CharacterSave(CharacterStore *s, const char *path)
goto bail;
}
#define YAJL_CHECK(func) \
if (func != yajl_gen_status_ok) \
{ \
LOG(LM_MAIN, LL_ERROR, "JSON generator error for character\n"); \
res = false; \
goto bail; \
}
YAJL_CHECK(yajl_gen_map_open(g));
YAJL_CHECK(YAJLAddIntPair(g, "Version", CHARACTER_VERSION));
YAJL_CHECK(yajl_gen_string(g, (const unsigned char *)"Characters", strlen("Characters")));
YAJL_CHECK(yajl_gen_string(
g, (const unsigned char *)"Characters", strlen("Characters")));
YAJL_CHECK(yajl_gen_array_open(g));
CA_FOREACH(Character, c, s->OtherChars)
YAJL_CHECK(yajl_gen_map_open(g));
YAJL_CHECK(YAJLAddStringPair(g, "Class", c->Class->Name));
if (c->PlayerTemplateName)
if (!CharacterSave(g, c))
{
YAJL_CHECK(
YAJLAddStringPair(g, "PlayerTemplateName", c->PlayerTemplateName));
res = false;
goto bail;
}
if (c->HeadParts[HEAD_PART_HAIR])
{
YAJL_CHECK(
YAJLAddStringPair(g, "HairType", c->HeadParts[HEAD_PART_HAIR]));
}
if (c->HeadParts[HEAD_PART_FACEHAIR])
{
YAJL_CHECK(YAJLAddStringPair(
g, "FacehairType", c->HeadParts[HEAD_PART_FACEHAIR]));
}
if (c->HeadParts[HEAD_PART_HAT])
{
YAJL_CHECK(
YAJLAddStringPair(g, "HatType", c->HeadParts[HEAD_PART_HAT]));
}
if (c->HeadParts[HEAD_PART_GLASSES])
{
YAJL_CHECK(YAJLAddStringPair(
g, "GlassesType", c->HeadParts[HEAD_PART_GLASSES]));
}
YAJL_CHECK(YAJLAddColorPair(g, "Skin", c->Colors.Skin));
YAJL_CHECK(YAJLAddColorPair(g, "Arms", c->Colors.Arms));
YAJL_CHECK(YAJLAddColorPair(g, "Body", c->Colors.Body));
YAJL_CHECK(YAJLAddColorPair(g, "Legs", c->Colors.Legs));
YAJL_CHECK(YAJLAddColorPair(g, "Hair", c->Colors.Hair));
YAJL_CHECK(YAJLAddColorPair(g, "Feet", c->Colors.Feet));
YAJL_CHECK(YAJLAddColorPair(g, "Facehair", c->Colors.Facehair));
YAJL_CHECK(YAJLAddColorPair(g, "Hat", c->Colors.Hat));
YAJL_CHECK(YAJLAddColorPair(g, "Glasses", c->Colors.Glasses));
YAJL_CHECK(YAJLAddIntPair(g, "speed", (int)(c->speed * 256)));
YAJL_CHECK(YAJLAddStringPair(g, "Gun", c->Gun->name));
if (c->Melee != NULL)
{
YAJL_CHECK(YAJLAddStringPair(g, "Melee", c->Melee->name));
}
YAJL_CHECK(YAJLAddIntPair(g, "maxHealth", c->maxHealth));
YAJL_CHECK(YAJLAddIntPair(g, "excessHealth", c->excessHealth));
YAJL_CHECK(YAJLAddIntPair(g, "flags", c->flags));
if (c->Drop != NULL)
{
YAJL_CHECK(YAJLAddStringPair(g, "Drop", c->Drop->Name));
}
YAJL_CHECK(
YAJLAddIntPair(g, "probabilityToMove", c->bot->probabilityToMove));
YAJL_CHECK(
YAJLAddIntPair(g, "probabilityToTrack", c->bot->probabilityToTrack));
YAJL_CHECK(
YAJLAddIntPair(g, "probabilityToShoot", c->bot->probabilityToShoot));
YAJL_CHECK(YAJLAddIntPair(g, "actionDelay", c->bot->actionDelay));
YAJL_CHECK(yajl_gen_map_close(g));
CA_FOREACH_END()
YAJL_CHECK(yajl_gen_array_close(g));
@@ -411,6 +345,103 @@ int CharacterStoreGetRandomSpecialId(const CharacterStore *store)
return *(int *)CArrayGet(&store->specialIds, idx);
}
void CharacterCopy(
Character *dst, const Character *src, CArray *playerTemplates)
{
memcpy(dst, src, sizeof *dst);
const CharBot *cb = dst->bot;
if (cb)
{
CMALLOC(dst->bot, sizeof *dst->bot);
memcpy(dst->bot, cb, sizeof *cb);
}
for (HeadPart hp = HEAD_PART_HAIR; hp < HEAD_PART_COUNT; hp++)
{
if (dst->HeadParts[hp] != NULL)
{
char *hpCopy = NULL;
CSTRDUP(hpCopy, dst->HeadParts[hp]);
dst->HeadParts[hp] = hpCopy;
}
}
if (dst->PlayerTemplateName != NULL && playerTemplates)
{
PlayerTemplateAddCharacter(playerTemplates, dst);
}
}
bool CharacterSave(yajl_gen g, const Character *c)
{
bool res = true;
YAJL_CHECK(yajl_gen_map_open(g));
YAJL_CHECK(YAJLAddStringPair(g, "Class", c->Class->Name));
if (c->PlayerTemplateName)
{
YAJL_CHECK(
YAJLAddStringPair(g, "PlayerTemplateName", c->PlayerTemplateName));
}
if (c->HeadParts[HEAD_PART_HAIR])
{
YAJL_CHECK(
YAJLAddStringPair(g, "HairType", c->HeadParts[HEAD_PART_HAIR]));
}
if (c->HeadParts[HEAD_PART_FACEHAIR])
{
YAJL_CHECK(YAJLAddStringPair(
g, "FacehairType", c->HeadParts[HEAD_PART_FACEHAIR]));
}
if (c->HeadParts[HEAD_PART_HAT])
{
YAJL_CHECK(
YAJLAddStringPair(g, "HatType", c->HeadParts[HEAD_PART_HAT]));
}
if (c->HeadParts[HEAD_PART_GLASSES])
{
YAJL_CHECK(YAJLAddStringPair(
g, "GlassesType", c->HeadParts[HEAD_PART_GLASSES]));
}
YAJL_CHECK(YAJLAddColorPair(g, "Skin", c->Colors.Skin));
YAJL_CHECK(YAJLAddColorPair(g, "Arms", c->Colors.Arms));
YAJL_CHECK(YAJLAddColorPair(g, "Body", c->Colors.Body));
YAJL_CHECK(YAJLAddColorPair(g, "Legs", c->Colors.Legs));
YAJL_CHECK(YAJLAddColorPair(g, "Hair", c->Colors.Hair));
YAJL_CHECK(YAJLAddColorPair(g, "Feet", c->Colors.Feet));
YAJL_CHECK(YAJLAddColorPair(g, "Facehair", c->Colors.Facehair));
YAJL_CHECK(YAJLAddColorPair(g, "Hat", c->Colors.Hat));
YAJL_CHECK(YAJLAddColorPair(g, "Glasses", c->Colors.Glasses));
YAJL_CHECK(YAJLAddIntPair(g, "speed", (int)(c->speed * 256)));
if (c->Gun)
{
YAJL_CHECK(YAJLAddStringPair(g, "Gun", c->Gun->name));
}
if (c->Melee != NULL)
{
YAJL_CHECK(YAJLAddStringPair(g, "Melee", c->Melee->name));
}
YAJL_CHECK(YAJLAddIntPair(g, "maxHealth", c->maxHealth));
YAJL_CHECK(YAJLAddIntPair(g, "excessHealth", c->excessHealth));
YAJL_CHECK(YAJLAddIntPair(g, "flags", c->flags));
if (c->Drop != NULL)
{
YAJL_CHECK(YAJLAddStringPair(g, "Drop", c->Drop->Name));
}
if (c->bot)
{
YAJL_CHECK(
YAJLAddIntPair(g, "probabilityToMove", c->bot->probabilityToMove));
YAJL_CHECK(YAJLAddIntPair(
g, "probabilityToTrack", c->bot->probabilityToTrack));
YAJL_CHECK(YAJLAddIntPair(
g, "probabilityToShoot", c->bot->probabilityToShoot));
YAJL_CHECK(YAJLAddIntPair(g, "actionDelay", c->bot->actionDelay));
}
YAJL_CHECK(yajl_gen_map_close(g));
bail:
return res;
}
bool CharacterIsPrisoner(const CharacterStore *store, const Character *c)
{
for (int i = 0; i < (int)store->prisonerIds.size; i++)

View File

@@ -2,7 +2,7 @@
C-Dogs SDL
A port of the legendary (and fun) action/arcade cdogs.
Copyright (c) 2013-2014, 2016, 2019-2021, 2023 Cong Xu
Copyright (c) 2013-2014, 2016, 2019-2021, 2023, 2025 Cong Xu
All rights reserved.
Redistribution and use in source and binary forms, with or without
@@ -33,6 +33,7 @@
#include "character_class.h"
#include "pickup_class.h"
#include "weapon.h"
#include "yajl/api/yajl_gen.h"
typedef struct
{
@@ -76,7 +77,7 @@ void CharacterStoreCopy(
void CharacterStoreResetOthers(CharacterStore *store);
void CharacterLoadJSON(
CharacterStore *c, CArray *playerTemplates, json_t *root, int version);
bool CharacterSave(CharacterStore *s, const char *path);
bool CharacterStoreSave(CharacterStore *s, const char *path);
Character *CharacterStoreAddOther(CharacterStore *store);
Character *CharacterStoreInsertOther(CharacterStore *store, const size_t idx);
void CharacterStoreDeleteOther(CharacterStore *store, int idx);
@@ -90,6 +91,10 @@ int CharacterStoreGetSpecialId(const CharacterStore *store, const int i);
int CharacterStoreGetRandomBaddieId(const CharacterStore *store);
int CharacterStoreGetRandomSpecialId(const CharacterStore *store);
void CharacterCopy(
Character *dst, const Character *src, CArray *playerTemplates);
bool CharacterSave(yajl_gen g, const Character *c);
bool CharacterIsPrisoner(const CharacterStore *store, const Character *c);
void CharacterSetHeadPart(Character *c, const HeadPart hp, const char *name);

View File

@@ -224,7 +224,8 @@ static void LoadArchivePics(PicManager *pm, map_t cc, const char *archive)
{
char path[CDOGS_PATH_MAX];
sprintf(path, "%s/graphics", archive);
PicManagerLoadDir(pm, path, NULL, pm->customPics, pm->customSprites, false);
PicManagerLoadDir(
pm, path, NULL, pm->customPics, pm->customSprites, false);
sprintf(path, "%s/graphics_hd", archive);
PicManagerLoadDir(pm, path, NULL, pm->customPics, pm->customSprites, true);
CharSpriteClassesLoadDir(cc, archive);
@@ -286,7 +287,7 @@ int MapArchiveSave(const char *filename, CampaignSetting *c)
goto bail;
}
if (!CharacterSave(&c->characters, buf))
if (!CharacterStoreSave(&c->characters, buf))
{
res = 0;
goto bail;
@@ -337,8 +338,7 @@ static json_t *SaveMissions(CArray *a)
json_t *pcsNode = json_new_array();
for (int j = 0; j < (int)mission->PickupCounts.size; j++)
{
const PickupCount *pc =
CArrayGet(&mission->PickupCounts, j);
const PickupCount *pc = CArrayGet(&mission->PickupCounts, j);
json_t *pcNode = json_new_object();
AddStringPair(pcNode, "Pickup", pc->P->Name);
AddIntPair(pcNode, "Count", pc->Count);

View File

@@ -57,6 +57,7 @@
#include <sys/stat.h>
#include <sys/types.h>
#include <cdogs/draw/draw_actor.h>
#include <cdogs/events.h>
#include <cdogs/files.h>
#include <cdogs/font.h>
@@ -73,8 +74,7 @@ typedef struct
{
char *Name;
time_t Time;
CharacterClass Character;
CharColors Colors;
Character Character;
NPlayerStats Stats;
int Missions;
int LastMission;
@@ -204,8 +204,7 @@ static bool EnterHighScore(const PlayerData *data, CArray *scores)
}
// TODO: get existing entry
CSTRDUP(entry->Name, data->name);
CharacterClassCopy(&entry->Character, data->Char.Class);
entry->Colors = data->Char.Colors;
CharacterCopy(&entry->Character, &data->Char, NULL);
entry->Stats = data->Totals;
entry->Missions = data->missions;
entry->LastMission = data->lastMission;
@@ -219,26 +218,24 @@ static void DisplayAt(int x, int y, const char *s, int hilite)
FontStrMask(s, svec2i(x, y), mask);
}
#define INDEX_OFFSET 15
#define SCORE_OFFSET 40
#define FACE_OFFSET 70
#define NAME_OFFSET 85
static int DisplayEntry(
const int x, const int y, const int idx, const HighScoreEntry *e,
const bool hilite)
{
char s[10];
#define INDEX_OFFSET 15
#define SCORE_OFFSET 40
#define MISSIONS_OFFSET 60
#define MISSION_OFFSET 80
#define NAME_OFFSET 85
sprintf(s, "%d.", idx + 1);
DisplayAt(x + INDEX_OFFSET - FontStrW(s), y, s, hilite);
sprintf(s, "%d", (int)e->Stats.Score);
DisplayAt(x + SCORE_OFFSET - FontStrW(s), y, s, hilite);
sprintf(s, "%d", e->Missions);
DisplayAt(x + MISSIONS_OFFSET - FontStrW(s), y, s, hilite);
sprintf(s, "(%d)", e->LastMission + 1);
DisplayAt(x + MISSION_OFFSET - FontStrW(s), y, s, hilite);
DrawHead(
gGraphicsDevice.gameWindow.renderer, &e->Character, DIRECTION_DOWN,
svec2i(x + FACE_OFFSET, y + 4));
DisplayAt(x + NAME_OFFSET, y, e->Name, hilite);
// TODO: show other columns: kills, time, favourite weapon, character body
@@ -252,6 +249,16 @@ static void DisplayPage(const CArray *entries)
FontStr("High Scores:", svec2i(5, 5));
// Display headings
const char *s;
s = "Rank";
DisplayAt(x + INDEX_OFFSET - FontStrW(s), y, s, false);
s = "Score";
DisplayAt(x + SCORE_OFFSET - FontStrW(s), y, s, false);
s = "Name";
DisplayAt(x + NAME_OFFSET, y, s, false);
y += 5 + FontH();
// Find all the high scores for local players
int localScores[MAX_LOCAL_PLAYERS];
memset(localScores, 0, sizeof localScores);
@@ -360,33 +367,10 @@ static int SaveHighScoreEntries(any_t data, any_t key)
YAJL_CHECK(yajl_gen_string(
g, (const unsigned char *)"Character", strlen("Character")));
YAJL_CHECK(yajl_gen_map_open(g));
YAJL_CHECK(YAJLAddStringPair(g, "Name", entry->Character.Name));
YAJL_CHECK(YAJLAddStringPair(g, "Head", entry->Character.HeadSprites));
YAJL_CHECK(YAJLAddStringPair(g, "Body", entry->Character.Body));
YAJL_CHECK(YAJLAddBoolPair(
g, "HasHair", entry->Character.HasHeadParts[HEAD_PART_HAIR]));
YAJL_CHECK(YAJLAddBoolPair(
g, "HasFacehair", entry->Character.HasHeadParts[HEAD_PART_FACEHAIR]));
YAJL_CHECK(YAJLAddBoolPair(
g, "HasHat", entry->Character.HasHeadParts[HEAD_PART_HAT]));
YAJL_CHECK(YAJLAddBoolPair(
g, "HasGlasses", entry->Character.HasHeadParts[HEAD_PART_GLASSES]));
YAJL_CHECK(yajl_gen_map_close(g));
YAJL_CHECK(
yajl_gen_string(g, (const unsigned char *)"Colors", strlen("Colors")));
YAJL_CHECK(yajl_gen_map_open(g));
YAJL_CHECK(YAJLAddColorPair(g, "Skin", entry->Colors.Skin));
YAJL_CHECK(YAJLAddColorPair(g, "Arms", entry->Colors.Arms));
YAJL_CHECK(YAJLAddColorPair(g, "Body", entry->Colors.Body));
YAJL_CHECK(YAJLAddColorPair(g, "Legs", entry->Colors.Legs));
YAJL_CHECK(YAJLAddColorPair(g, "Hair", entry->Colors.Hair));
YAJL_CHECK(YAJLAddColorPair(g, "Feet", entry->Colors.Feet));
YAJL_CHECK(YAJLAddColorPair(g, "Facehair", entry->Colors.Facehair));
YAJL_CHECK(YAJLAddColorPair(g, "Hat", entry->Colors.Hat));
YAJL_CHECK(YAJLAddColorPair(g, "Glasses", entry->Colors.Glasses));
YAJL_CHECK(yajl_gen_map_close(g));
if (!CharacterSave(g, &entry->Character))
{
return MAP_MISSING;
}
// TODO: base64 encode
YAJL_CHECK(
@@ -416,7 +400,6 @@ static int SaveHighScoreEntries(any_t data, any_t key)
}
void SaveHighScores(void)
{
FILE *f = NULL;
yajl_gen g = yajl_gen_alloc(NULL);
if (g == NULL)
{
@@ -441,23 +424,11 @@ void SaveHighScores(void)
}
YAJL_CHECK(yajl_gen_map_close(g));
const char *buf;
size_t len;
yajl_gen_get_buf(g, (const unsigned char **)&buf, &len);
const char *path = GetConfigFilePath(SCORES_FILE);
f = fopen(path, "w");
if (f == NULL)
if (!YAJLTrySaveJSONFile(g, path))
{
LOG(LM_MAIN, LL_ERROR, "Unable to save %s\n", path);
goto bail;
}
fwrite(buf, 1, len, f);
#ifdef __EMSCRIPTEN__
EM_ASM(
// persist changes
FS.syncfs(false, function(err) { assert(!err); }););
#endif
bail:
if (g)
@@ -465,10 +436,6 @@ bail:
yajl_gen_clear(g);
yajl_gen_free(g);
}
if (f != NULL)
{
fclose(f);
}
}
static void LoadHighScores(void)
@@ -517,40 +484,32 @@ static void LoadHighScores(void)
"Unexpected format for high score entry %s %d\n", path, j);
continue;
}
YAJLStr(&entry.Character.Name, charNode, "Name");
YAJLStr(&entry.Character.HeadSprites, charNode, "Head");
YAJLStr(&entry.Character.Body, charNode, "Body");
YAJLBool(
&entry.Character.HasHeadParts[HEAD_PART_HAIR], charNode,
"HasHair");
YAJLBool(
&entry.Character.HasHeadParts[HEAD_PART_FACEHAIR], charNode,
"HasFacehair");
YAJLBool(
&entry.Character.HasHeadParts[HEAD_PART_HAT], charNode,
"HasHat");
YAJLBool(
&entry.Character.HasHeadParts[HEAD_PART_GLASSES], charNode,
"HasGlasses");
const char *colorPath[] = {"Colors", NULL};
yajl_val colorNode =
yajl_tree_get(entryNode, colorPath, yajl_t_object);
if (!colorNode)
{
LOG(LM_MAIN, LL_ERROR,
"Unexpected format for high score entry %s %d\n", path, j);
continue;
}
YAJLLoadColor(&entry.Colors.Skin, colorNode, "Skin");
YAJLLoadColor(&entry.Colors.Arms, colorNode, "Arms");
YAJLLoadColor(&entry.Colors.Body, colorNode, "Body");
YAJLLoadColor(&entry.Colors.Legs, colorNode, "Legs");
YAJLLoadColor(&entry.Colors.Hair, colorNode, "Hair");
YAJLLoadColor(&entry.Colors.Feet, colorNode, "Feet");
YAJLLoadColor(&entry.Colors.Facehair, colorNode, "Facehair");
YAJLLoadColor(&entry.Colors.Hat, colorNode, "Hat");
YAJLLoadColor(&entry.Colors.Glasses, colorNode, "Glasses");
char *tmp = YAJLGetStr(charNode, "Class");
entry.Character.Class = StrCharacterClass(tmp);
CFREE(tmp);
YAJLStr(
&entry.Character.HeadParts[HEAD_PART_HAIR], charNode,
"HairType");
YAJLStr(
&entry.Character.HeadParts[HEAD_PART_FACEHAIR], charNode,
"FacehairType");
YAJLStr(
&entry.Character.HeadParts[HEAD_PART_HAT], charNode,
"HatType");
YAJLStr(
&entry.Character.HeadParts[HEAD_PART_GLASSES], charNode,
"GlassesType");
YAJLLoadColor(&entry.Character.Colors.Skin, charNode, "Skin");
YAJLLoadColor(&entry.Character.Colors.Arms, charNode, "Arms");
YAJLLoadColor(&entry.Character.Colors.Body, charNode, "Body");
YAJLLoadColor(&entry.Character.Colors.Legs, charNode, "Legs");
YAJLLoadColor(&entry.Character.Colors.Hair, charNode, "Hair");
YAJLLoadColor(&entry.Character.Colors.Feet, charNode, "Feet");
YAJLLoadColor(
&entry.Character.Colors.Facehair, charNode, "Facehair");
YAJLLoadColor(&entry.Character.Colors.Hat, charNode, "Hat");
YAJLLoadColor(
&entry.Character.Colors.Glasses, charNode, "Glasses");
// TODO: base64 decode
const char *statsPath[] = {"Stats", NULL};