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save.cpp
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save.cpp
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#include "Map/save.h"
Entity* SaveLoad::NewEntityFromID(EntityID id, int x, int y) {
switch (id) {
case EntityID::EE_Shepherd:
return new Shepherd(x, y);
case EntityID::EE_Sheep:
return new Sheep(x, y);
case EntityID::EE_Fireball:
return new Fireball(x, y, 0, 0, 0);
case EntityID::EE_Wolf:
return new Wolf(x, y);
case EntityID::EE_Crate:
return new Crate(x, y);
case EntityID::EE_Torch:
return new Torch(x, y);
case EntityID::EE_Lever:
return new Lever(x, y);
case EntityID:: EE_Spirit:
return new Spirit(x, y);
case EntityID::EE_None:
default:
return nullptr;
}
}
Entity* SaveLoad::NewEntityFromAscii(char* buffer) {
int idx = 1; // Start one character in, since char 0 is a flag for the Ascii buffer type
EntityID entityID = (EntityID) strutil::parseInt(buffer, &idx);
Entity* obj = NewEntityFromID(entityID, 0, 0); // Set current position to 0, 0--will be overridden when loading data
if (nullptr != obj) {
obj->LoadAscii(buffer, &idx);
}
return obj;
}
void SaveLoad::StateFromAscii(char* buffer, GameData* data) {
if (nullptr == data) {
return;
}
int idx = 1;
data->ticks = strutil::parseInt(buffer, &idx);
data->worldX = strutil::parseInt(buffer, &idx);
data->worldY = strutil::parseInt(buffer, &idx);
}
bool SaveLoad::LoadGame(GameData* data) {
// First, load all maps
for (int x = 0; x < WorldWidth; x++) {
for (int y = 0; y < WorldHeight; y++) {
string filename = "save/m"; // Build map name
filename.append(std::to_string(x)); // X position
strutil::appendChar(&filename, ','); // Comma
filename.append(std::to_string(y)); // Y position
data->world[x][y] = LoadMapFile(filename.c_str()); // Load map with given filename
if (nullptr == data->world[x][y]) { // If loading fails, abort load
// TODO: Delete all loaded maps when we load a fresh save
return false;
}
}
}
// Open main file
fstream state;
state.open("save/STATE");
if (!state.is_open()) {
return false;
}
// Then, load state
SaveLoad::LoadObjects(&state, data, nullptr, data->entities, MaxEntities);
for (int i = 0; i < MaxEntities; i++) { // Find the Shepherd and set him as the player
if (data->entities[i] && data->entities[i]->GetID() == EntityID::EE_Shepherd) {
data->player = dynamic_cast<Shepherd*>(data->entities[i]);
break;
}
}
if (nullptr == data->player) { // If no Shepherd was found, this save is invalid
return false;
}
return true; // If no errors occurred, we are good to go!
}
Map* SaveLoad::LoadMapFile(const char* filePath) {
std::fstream mapFile; //Creates stream to read from
mapFile.open(filePath); //Opens file path
Map* map = new Map(); //Generates new map
// Iterate through the map tiles, row by row
for (int y = 0; y < MapHeight && !mapFile.eof(); y++) {
for (int x = 0; x < MapWidth && !mapFile.eof(); x++) {
int charID;
int tileID = TileID::ET_None;
EntityID entID = EntityID::EE_None;
charID = mapFile.get(); //Get next character in line
if (charID == '\n' && !mapFile.eof()) { // If char ID is a newline, get the next character instead
charID = mapFile.get();
}
// Check character and set tile ID accordingly; defaults to 0 if none of these are present
switch (charID) {
// Entity Spawns - Any character IDs that are not used for tiles are marked as entity-spawning and redirected
case 'c': // Crate (with Empty Puzzle Piece tile beneath)
tileID = TileID::ET_Empty_Puzzle_Piece;
entID = EntityID::EE_Crate;
break;
case 'C': // Crate (with Pressure Plate tile beneath)
tileID = TileID::ET_Pressure_Plate;
entID = EntityID::EE_Crate;
break;
case 'h': // Wolf (or Hound)
entID = EntityID::EE_Wolf;
break;
case 't': // Torch
entID = EntityID::EE_Torch;
break;
case 'l': // Lever
entID = EntityID::EE_Lever;
break;
case 'S': // Spirit
entID = EntityID::EE_Spirit;
break;
default:
tileID = charID;
break;
}
if (EntityID::EE_None != entID) {
Entity* entity = NewEntityFromID(entID, x, y);
if (entity) {
entity->archivable = true;
EntityTools::AppendEntity(map->StoredEntities, entity);
}
}
SetTileID(&(map->tiles[x][y]), tileID);
}
}
mapFile.get(); // Dump last newline to get to map data
if (mapFile.eof()) { // RETURN. Todo: Use goto?? Or is that evil?
mapFile.close();
return map;
}
char digit1 = mapFile.get();
char digit2 = mapFile.get();
int mapID = ((int) (digit1 - '0')) * 10 + ((int) (digit2 - '0')); // Convert map ID to number
map->SetMapID(mapID);
char biome = mapFile.get(); // If there is a biome, get it
if (mapFile.eof()) { // RETURN
mapFile.close();
return map;
}
map->SetMapBiome((EnvironmentID) biome); // Cast char to EnvironmentID (for standardization purposes/easier to keep track of)
// After biomes, the only thing left in standard map data is scroll text, so build a string and set it using that
mapFile.get(); // Clear out newline
if (!mapFile.eof()) { // Make sure we aren't at the end of the file though
char* scrollName = (char*) calloc(sizeof(char), MaxScrollNameLength);
int scrollIndex = 0;
for (; scrollIndex < MaxScrollNameLength - 1 && !mapFile.eof(); scrollIndex++) {
char currentChar = mapFile.get();
scrollName[scrollIndex] = currentChar;
if (currentChar == '\n') { // Stop sampling on newline, character will get replaced with a terminating character
scrollIndex++;
break;
}
}
scrollName[scrollIndex - 1] = '\0'; // Terminating character
scrollIndex = 0; // Reset scroll text index
// Do not need to grab newline here--is collected within scroll name builder
if (!mapFile.eof()) {
char* scroll = (char*) calloc(sizeof(char), MaxScrollLength);
for (; scrollIndex < MaxScrollLength - 1 && !mapFile.eof(); scrollIndex++) {
char currentChar = mapFile.get();
scroll[scrollIndex] = currentChar;
if (currentChar == '\n') { // Stop sampling on newline, character will get replaced with a terminating character
scrollIndex++;
break;
}
}
scroll[scrollIndex - 1] = '\0'; // Terminating character
map->SetScroll(scroll, scrollName);
free(scroll);
}
free(scrollName);
}
// Load stored objects like entities, puzzles, and map states
SaveLoad::LoadObjects(&mapFile, nullptr, map, map->StoredEntities, MaxEntitiesStoreable);
mapFile.close();
return map;
}
void SaveLoad::LoadObjects(fstream* file, GameData* data, Map* map, Entity** entities, int maxEntities) {
// Now we are getting to save-states. Here, we pull text line-by-line until we
// Then, process each line based off of the given flag at the start of the line.
char* buffer = (char*) calloc(sizeof(char), MaxAsciiLoadBuffer);
for (int i = 0; i < MaxAsciiLoadBuffer && !file->eof(); i++) {
file->getline(buffer, MaxAsciiLoadBuffer);
int idx = 1;
switch (buffer[0]) {
case 'S':
SaveLoad::StateFromAscii(buffer, data);
break;
case 'M':
map->LoadAscii(buffer, &idx);
break;
case 'E':
EntityTools::AppendEntity(entities, SaveLoad::NewEntityFromAscii(buffer), maxEntities);
break;
case 'P':
// TODO: Load puzzle data
break;
}
}
free(buffer);
}
// SAVING //
bool SaveLoad::SaveGameValid() {
std::string filename = "save/STATE";
fstream saveFile;
saveFile.open(filename.c_str());
if (!saveFile.is_open()) {
return false;
}
char next = saveFile.get();
if (saveFile.eof() || 'S' != next) {
return false;
}
saveFile.close();
return true;
}
bool SaveLoad::Save(GameData* data) {
// TODO: Check if save folder exists
// TODO: Multiple saves?
bool valid = true;
valid = SaveState(data);
for (int x = 0; x < WorldWidth && valid; x++) {
for (int y = 0; y < WorldHeight && valid; y++) {
valid = SaveMap(data->world[x][y], x, y);
}
}
// TODO: Pack saves into one file?
return valid;
}
bool SaveLoad::SaveState(GameData* data) {
string filename = "save/STATE";
ofstream saveFile;
saveFile.open(filename.c_str(), ios::out | ios::trunc);
if (!saveFile.is_open()) {
perror("Failed to save STATE file:\n");
printf("\t%s\n", filename.c_str());
return false;
}
string* text = new string();
strutil::appendChar(text, 'S'); // Identify first line as a state
strutil::poolIntegers(text, 3, data->ticks, data->worldX, data->worldY); // Save number of ticks and currently loaded map position
strutil::appendChar(text, '\n');
for (int i = 0; i < MaxEntities; i++) { // Save and store entity data
if (data->entities[i]) {
string* entityData = data->entities[i]->Ascii();
strutil::appendChar(text, '\n');
text->append(*entityData);
delete entityData;
}
}
saveFile << text->c_str();
saveFile.close();
delete text;
return true;
}
bool SaveLoad::SaveMap(Map* map, int x, int y) {
string* data = map->Ascii();
string filename = "save/m"; // Indicate this is a map
filename.append(std::to_string(x)); // X position
strutil::appendChar(&filename, ','); // Comma
filename.append(std::to_string(y)); // Y position
// Push in Entity Data
for (int i = 0; i < MaxEntitiesStoreable; i++) {
if (nullptr != map->StoredEntities[i]) {
Entity* obj = map->StoredEntities[i];
std::string* entityData = obj->Ascii();
strutil::appendChar(data, '\n');
data->append(*entityData);
delete entityData;
}
}
// TODO: Reconfigure puzzles after loading map and entitites
for (int i = 0; i < MaxPuzzles; i++) {
// if (nullptr != map->Puzzles[i]) {
// Puzzle* puzzle = map->Puzzles[i];
// }
}
ofstream saveFile;
saveFile.open(filename.c_str(), ios::out | ios::trunc);
if (!saveFile.is_open()) {
perror("Failed to save map file:\n");
printf("\t%s, with data:\n%s\n", filename.c_str(), data->c_str());
delete data;
return false;
}
saveFile << data->c_str();
saveFile.close();
delete data;
return true;
}