mirror of
https://github.com/cxong/cdogs-sdl.git
synced 2025-07-23 07:23:01 +02:00
Show face in high scores #151
This commit is contained in:
@@ -39,6 +39,14 @@
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#define CHARACTER_VERSION 14
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#define YAJL_CHECK(func) \
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if (func != yajl_gen_status_ok) \
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{ \
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LOG(LM_MAIN, LL_ERROR, "JSON generator error for character\n"); \
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res = false; \
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goto bail; \
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}
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static void CharacterInit(Character *c)
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{
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memset(c, 0, sizeof *c);
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@@ -82,22 +90,7 @@ void CharacterStoreCopy(
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CharacterStoreInit(dst);
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CArrayCopy(&dst->OtherChars, &src->OtherChars);
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CA_FOREACH(Character, c, dst->OtherChars)
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const CharBot *cb = c->bot;
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CMALLOC(c->bot, sizeof *c->bot);
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memcpy(c->bot, cb, sizeof *cb);
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for (HeadPart hp = HEAD_PART_HAIR; hp < HEAD_PART_COUNT; hp++)
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{
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if (c->HeadParts[hp] != NULL)
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{
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char *hpCopy = NULL;
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CSTRDUP(hpCopy, c->HeadParts[hp]);
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c->HeadParts[hp] = hpCopy;
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}
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}
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if (c->PlayerTemplateName != NULL)
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{
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PlayerTemplateAddCharacter(playerTemplates, c);
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}
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CharacterCopy(c, CArrayGet(&src->OtherChars, _ca_index), playerTemplates);
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CA_FOREACH_END()
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CArrayCopy(&dst->prisonerIds, &src->prisonerIds);
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CArrayCopy(&dst->baddieIds, &src->baddieIds);
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@@ -249,7 +242,7 @@ void CharacterLoadJSON(
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}
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}
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bool CharacterSave(CharacterStore *s, const char *path)
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bool CharacterStoreSave(CharacterStore *s, const char *path)
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{
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bool res = true;
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yajl_gen g = yajl_gen_alloc(NULL);
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@@ -261,77 +254,18 @@ bool CharacterSave(CharacterStore *s, const char *path)
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goto bail;
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}
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#define YAJL_CHECK(func) \
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if (func != yajl_gen_status_ok) \
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{ \
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LOG(LM_MAIN, LL_ERROR, "JSON generator error for character\n"); \
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res = false; \
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goto bail; \
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}
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YAJL_CHECK(yajl_gen_map_open(g));
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YAJL_CHECK(YAJLAddIntPair(g, "Version", CHARACTER_VERSION));
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YAJL_CHECK(yajl_gen_string(g, (const unsigned char *)"Characters", strlen("Characters")));
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YAJL_CHECK(yajl_gen_string(
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g, (const unsigned char *)"Characters", strlen("Characters")));
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YAJL_CHECK(yajl_gen_array_open(g));
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CA_FOREACH(Character, c, s->OtherChars)
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YAJL_CHECK(yajl_gen_map_open(g));
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YAJL_CHECK(YAJLAddStringPair(g, "Class", c->Class->Name));
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if (c->PlayerTemplateName)
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if (!CharacterSave(g, c))
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{
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YAJL_CHECK(
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YAJLAddStringPair(g, "PlayerTemplateName", c->PlayerTemplateName));
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res = false;
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goto bail;
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}
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if (c->HeadParts[HEAD_PART_HAIR])
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{
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YAJL_CHECK(
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YAJLAddStringPair(g, "HairType", c->HeadParts[HEAD_PART_HAIR]));
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}
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if (c->HeadParts[HEAD_PART_FACEHAIR])
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{
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YAJL_CHECK(YAJLAddStringPair(
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g, "FacehairType", c->HeadParts[HEAD_PART_FACEHAIR]));
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}
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if (c->HeadParts[HEAD_PART_HAT])
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{
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YAJL_CHECK(
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YAJLAddStringPair(g, "HatType", c->HeadParts[HEAD_PART_HAT]));
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}
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if (c->HeadParts[HEAD_PART_GLASSES])
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{
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YAJL_CHECK(YAJLAddStringPair(
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g, "GlassesType", c->HeadParts[HEAD_PART_GLASSES]));
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}
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YAJL_CHECK(YAJLAddColorPair(g, "Skin", c->Colors.Skin));
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YAJL_CHECK(YAJLAddColorPair(g, "Arms", c->Colors.Arms));
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YAJL_CHECK(YAJLAddColorPair(g, "Body", c->Colors.Body));
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YAJL_CHECK(YAJLAddColorPair(g, "Legs", c->Colors.Legs));
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YAJL_CHECK(YAJLAddColorPair(g, "Hair", c->Colors.Hair));
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YAJL_CHECK(YAJLAddColorPair(g, "Feet", c->Colors.Feet));
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YAJL_CHECK(YAJLAddColorPair(g, "Facehair", c->Colors.Facehair));
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YAJL_CHECK(YAJLAddColorPair(g, "Hat", c->Colors.Hat));
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YAJL_CHECK(YAJLAddColorPair(g, "Glasses", c->Colors.Glasses));
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YAJL_CHECK(YAJLAddIntPair(g, "speed", (int)(c->speed * 256)));
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YAJL_CHECK(YAJLAddStringPair(g, "Gun", c->Gun->name));
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if (c->Melee != NULL)
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{
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YAJL_CHECK(YAJLAddStringPair(g, "Melee", c->Melee->name));
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}
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YAJL_CHECK(YAJLAddIntPair(g, "maxHealth", c->maxHealth));
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YAJL_CHECK(YAJLAddIntPair(g, "excessHealth", c->excessHealth));
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YAJL_CHECK(YAJLAddIntPair(g, "flags", c->flags));
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if (c->Drop != NULL)
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{
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YAJL_CHECK(YAJLAddStringPair(g, "Drop", c->Drop->Name));
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}
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YAJL_CHECK(
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YAJLAddIntPair(g, "probabilityToMove", c->bot->probabilityToMove));
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YAJL_CHECK(
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YAJLAddIntPair(g, "probabilityToTrack", c->bot->probabilityToTrack));
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YAJL_CHECK(
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YAJLAddIntPair(g, "probabilityToShoot", c->bot->probabilityToShoot));
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YAJL_CHECK(YAJLAddIntPair(g, "actionDelay", c->bot->actionDelay));
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YAJL_CHECK(yajl_gen_map_close(g));
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CA_FOREACH_END()
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YAJL_CHECK(yajl_gen_array_close(g));
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@@ -411,6 +345,103 @@ int CharacterStoreGetRandomSpecialId(const CharacterStore *store)
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return *(int *)CArrayGet(&store->specialIds, idx);
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}
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void CharacterCopy(
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Character *dst, const Character *src, CArray *playerTemplates)
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{
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memcpy(dst, src, sizeof *dst);
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const CharBot *cb = dst->bot;
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if (cb)
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{
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CMALLOC(dst->bot, sizeof *dst->bot);
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memcpy(dst->bot, cb, sizeof *cb);
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}
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for (HeadPart hp = HEAD_PART_HAIR; hp < HEAD_PART_COUNT; hp++)
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{
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if (dst->HeadParts[hp] != NULL)
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{
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char *hpCopy = NULL;
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CSTRDUP(hpCopy, dst->HeadParts[hp]);
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dst->HeadParts[hp] = hpCopy;
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}
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}
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if (dst->PlayerTemplateName != NULL && playerTemplates)
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{
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PlayerTemplateAddCharacter(playerTemplates, dst);
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}
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}
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bool CharacterSave(yajl_gen g, const Character *c)
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{
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bool res = true;
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YAJL_CHECK(yajl_gen_map_open(g));
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YAJL_CHECK(YAJLAddStringPair(g, "Class", c->Class->Name));
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if (c->PlayerTemplateName)
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{
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YAJL_CHECK(
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YAJLAddStringPair(g, "PlayerTemplateName", c->PlayerTemplateName));
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}
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if (c->HeadParts[HEAD_PART_HAIR])
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{
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YAJL_CHECK(
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YAJLAddStringPair(g, "HairType", c->HeadParts[HEAD_PART_HAIR]));
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}
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if (c->HeadParts[HEAD_PART_FACEHAIR])
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{
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YAJL_CHECK(YAJLAddStringPair(
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g, "FacehairType", c->HeadParts[HEAD_PART_FACEHAIR]));
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}
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if (c->HeadParts[HEAD_PART_HAT])
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{
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YAJL_CHECK(
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YAJLAddStringPair(g, "HatType", c->HeadParts[HEAD_PART_HAT]));
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}
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if (c->HeadParts[HEAD_PART_GLASSES])
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{
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YAJL_CHECK(YAJLAddStringPair(
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g, "GlassesType", c->HeadParts[HEAD_PART_GLASSES]));
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}
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YAJL_CHECK(YAJLAddColorPair(g, "Skin", c->Colors.Skin));
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YAJL_CHECK(YAJLAddColorPair(g, "Arms", c->Colors.Arms));
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YAJL_CHECK(YAJLAddColorPair(g, "Body", c->Colors.Body));
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YAJL_CHECK(YAJLAddColorPair(g, "Legs", c->Colors.Legs));
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YAJL_CHECK(YAJLAddColorPair(g, "Hair", c->Colors.Hair));
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YAJL_CHECK(YAJLAddColorPair(g, "Feet", c->Colors.Feet));
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YAJL_CHECK(YAJLAddColorPair(g, "Facehair", c->Colors.Facehair));
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YAJL_CHECK(YAJLAddColorPair(g, "Hat", c->Colors.Hat));
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YAJL_CHECK(YAJLAddColorPair(g, "Glasses", c->Colors.Glasses));
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YAJL_CHECK(YAJLAddIntPair(g, "speed", (int)(c->speed * 256)));
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if (c->Gun)
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{
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YAJL_CHECK(YAJLAddStringPair(g, "Gun", c->Gun->name));
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}
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if (c->Melee != NULL)
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{
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YAJL_CHECK(YAJLAddStringPair(g, "Melee", c->Melee->name));
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}
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YAJL_CHECK(YAJLAddIntPair(g, "maxHealth", c->maxHealth));
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YAJL_CHECK(YAJLAddIntPair(g, "excessHealth", c->excessHealth));
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YAJL_CHECK(YAJLAddIntPair(g, "flags", c->flags));
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if (c->Drop != NULL)
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{
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YAJL_CHECK(YAJLAddStringPair(g, "Drop", c->Drop->Name));
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}
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if (c->bot)
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{
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YAJL_CHECK(
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YAJLAddIntPair(g, "probabilityToMove", c->bot->probabilityToMove));
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YAJL_CHECK(YAJLAddIntPair(
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g, "probabilityToTrack", c->bot->probabilityToTrack));
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YAJL_CHECK(YAJLAddIntPair(
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g, "probabilityToShoot", c->bot->probabilityToShoot));
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YAJL_CHECK(YAJLAddIntPair(g, "actionDelay", c->bot->actionDelay));
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}
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YAJL_CHECK(yajl_gen_map_close(g));
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bail:
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return res;
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}
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bool CharacterIsPrisoner(const CharacterStore *store, const Character *c)
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{
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for (int i = 0; i < (int)store->prisonerIds.size; i++)
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@@ -2,7 +2,7 @@
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C-Dogs SDL
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A port of the legendary (and fun) action/arcade cdogs.
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Copyright (c) 2013-2014, 2016, 2019-2021, 2023 Cong Xu
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Copyright (c) 2013-2014, 2016, 2019-2021, 2023, 2025 Cong Xu
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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@@ -33,6 +33,7 @@
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#include "character_class.h"
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#include "pickup_class.h"
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#include "weapon.h"
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#include "yajl/api/yajl_gen.h"
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typedef struct
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{
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@@ -76,7 +77,7 @@ void CharacterStoreCopy(
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void CharacterStoreResetOthers(CharacterStore *store);
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void CharacterLoadJSON(
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CharacterStore *c, CArray *playerTemplates, json_t *root, int version);
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bool CharacterSave(CharacterStore *s, const char *path);
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bool CharacterStoreSave(CharacterStore *s, const char *path);
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Character *CharacterStoreAddOther(CharacterStore *store);
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Character *CharacterStoreInsertOther(CharacterStore *store, const size_t idx);
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void CharacterStoreDeleteOther(CharacterStore *store, int idx);
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@@ -90,6 +91,10 @@ int CharacterStoreGetSpecialId(const CharacterStore *store, const int i);
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int CharacterStoreGetRandomBaddieId(const CharacterStore *store);
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int CharacterStoreGetRandomSpecialId(const CharacterStore *store);
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void CharacterCopy(
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Character *dst, const Character *src, CArray *playerTemplates);
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bool CharacterSave(yajl_gen g, const Character *c);
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bool CharacterIsPrisoner(const CharacterStore *store, const Character *c);
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void CharacterSetHeadPart(Character *c, const HeadPart hp, const char *name);
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|
@@ -224,7 +224,8 @@ static void LoadArchivePics(PicManager *pm, map_t cc, const char *archive)
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{
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char path[CDOGS_PATH_MAX];
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sprintf(path, "%s/graphics", archive);
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PicManagerLoadDir(pm, path, NULL, pm->customPics, pm->customSprites, false);
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PicManagerLoadDir(
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pm, path, NULL, pm->customPics, pm->customSprites, false);
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sprintf(path, "%s/graphics_hd", archive);
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PicManagerLoadDir(pm, path, NULL, pm->customPics, pm->customSprites, true);
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CharSpriteClassesLoadDir(cc, archive);
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@@ -286,7 +287,7 @@ int MapArchiveSave(const char *filename, CampaignSetting *c)
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goto bail;
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}
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if (!CharacterSave(&c->characters, buf))
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if (!CharacterStoreSave(&c->characters, buf))
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{
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res = 0;
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goto bail;
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@@ -337,8 +338,7 @@ static json_t *SaveMissions(CArray *a)
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json_t *pcsNode = json_new_array();
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for (int j = 0; j < (int)mission->PickupCounts.size; j++)
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{
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const PickupCount *pc =
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CArrayGet(&mission->PickupCounts, j);
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const PickupCount *pc = CArrayGet(&mission->PickupCounts, j);
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json_t *pcNode = json_new_object();
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AddStringPair(pcNode, "Pickup", pc->P->Name);
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AddIntPair(pcNode, "Count", pc->Count);
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|
145
src/hiscores.c
145
src/hiscores.c
@@ -57,6 +57,7 @@
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#include <sys/stat.h>
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#include <sys/types.h>
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#include <cdogs/draw/draw_actor.h>
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#include <cdogs/events.h>
|
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#include <cdogs/files.h>
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#include <cdogs/font.h>
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@@ -73,8 +74,7 @@ typedef struct
|
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{
|
||||
char *Name;
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time_t Time;
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CharacterClass Character;
|
||||
CharColors Colors;
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Character Character;
|
||||
NPlayerStats Stats;
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int Missions;
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int LastMission;
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@@ -204,8 +204,7 @@ static bool EnterHighScore(const PlayerData *data, CArray *scores)
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||||
}
|
||||
// TODO: get existing entry
|
||||
CSTRDUP(entry->Name, data->name);
|
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CharacterClassCopy(&entry->Character, data->Char.Class);
|
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entry->Colors = data->Char.Colors;
|
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CharacterCopy(&entry->Character, &data->Char, NULL);
|
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entry->Stats = data->Totals;
|
||||
entry->Missions = data->missions;
|
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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};
|
||||
|
Reference in New Issue
Block a user