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77 lines
2.6 KiB
C
77 lines
2.6 KiB
C
/*
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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) 2013-2015, 2021-2023 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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modification, are permitted provided that the following conditions are met:
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Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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POSSIBILITY OF SUCH DAMAGE.
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*/
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#pragma once
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#include <stddef.h>
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#include <cdogs/campaigns.h>
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#include <cdogs/player.h>
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#include <cdogs/sys_config.h>
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#define AUTOSAVE_FILE "autosave.json"
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typedef struct
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{
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char *Guns[MAX_WEAPONS];
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CArray ammo; // of int
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int Lives;
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int HP;
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int Score;
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} PlayerSave;
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typedef struct
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{
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CampaignEntry Campaign;
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bool IsValid;
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int NextMission;
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CArray MissionsCompleted; // of int
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CArray Players; // of PlayerSave
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} CampaignSave;
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void CampaignSaveInit(CampaignSave *ms);
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bool CampaignSaveIsValid(const CampaignSave *cs);
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typedef struct
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{
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int LastCampaignIndex;
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CArray Campaigns; // of CampaignSave
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} Autosave;
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extern Autosave gAutosave;
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void AutosaveInit(Autosave *autosave);
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void AutosaveTerminate(Autosave *autosave);
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void AutosaveLoad(Autosave *autosave, const char *filename);
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void AutosaveSave(Autosave *autosave, const char *filename);
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void AutosaveAdd(Autosave *a, const CampaignEntry *ce, const int missionIndex, const int nextMission, const CArray *playerDatas);
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void AutosaveAddCampaign(Autosave *autosave, CampaignSave *cs);
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const CampaignSave *AutosaveGetCampaign(
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Autosave *autosave, const char *path);
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const CampaignSave *AutosaveGetLastCampaign(const Autosave *a);
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void PlayerSavesApply(const CArray *playerSaves, const bool weaponPersist);
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