Added a (registry object name -> registry object pointer) map to the save method so that registry reference by name can have their actor, sprite, spritesheet, and character references reset
This commit is contained in:
@@ -1,7 +1,7 @@
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#ifndef _SDL_GAMECONTROLLERDB_H_
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#ifndef _SDL_GAMECONTROLLERDB_H_
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#define _SDL_GAMECONTROLLERDB_H_
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#define _SDL_GAMECONTROLLERDB_H_
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Fri May 8 11:47:47 PM EDT 2026
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Sat May 9 02:26:29 PM EDT 2026
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#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2227
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#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2227
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@@ -12,11 +12,11 @@ typedef struct akgl_Character {
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uint8_t refcount;
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uint8_t refcount;
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char name[AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH];
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char name[AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH];
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SDL_PropertiesID state_sprites;
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SDL_PropertiesID state_sprites;
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akerr_ErrorContext AKERR_NOIGNORE *(*sprite_add)(struct akgl_Character *, akgl_Sprite *, int);
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akerr_ErrorContext AKERR_NOIGNORE *(*sprite_get)(struct akgl_Character *, int, akgl_Sprite **);
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uint64_t movementspeed;
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uint64_t movementspeed;
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float32_t vx;
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float32_t vx;
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float32_t vy;
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float32_t vy;
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akerr_ErrorContext AKERR_NOIGNORE *(*sprite_add)(struct akgl_Character *, akgl_Sprite *, int);
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akerr_ErrorContext AKERR_NOIGNORE *(*sprite_get)(struct akgl_Character *, int, akgl_Sprite **);
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} akgl_Character;
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} akgl_Character;
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@@ -5,9 +5,9 @@
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extern SDL_PropertiesID AKGL_REGISTRY_ACTOR;
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extern SDL_PropertiesID AKGL_REGISTRY_ACTOR;
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extern SDL_PropertiesID AKGL_REGISTRY_SPRITE;
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extern SDL_PropertiesID AKGL_REGISTRY_SPRITE;
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extern SDL_PropertiesID AKGL_AKGL_REGISTRY_SPRITESHEET;
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extern SDL_PropertiesID AKGL_REGISTRY_SPRITESHEET;
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extern SDL_PropertiesID AKGL_REGISTRY_CHARACTER;
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extern SDL_PropertiesID AKGL_REGISTRY_CHARACTER;
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extern SDL_PropertiesID AKGL_AKGL_REGISTRY_ACTOR_STATE_STRINGS;
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extern SDL_PropertiesID AKGL_REGISTRY_ACTOR_STATE_STRINGS;
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extern SDL_PropertiesID AKGL_REGISTRY_FONT;
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extern SDL_PropertiesID AKGL_REGISTRY_FONT;
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extern SDL_PropertiesID AKGL_REGISTRY_MUSIC;
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extern SDL_PropertiesID AKGL_REGISTRY_MUSIC;
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extern SDL_PropertiesID AKGL_REGISTRY_PROPERTIES;
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extern SDL_PropertiesID AKGL_REGISTRY_PROPERTIES;
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@@ -24,7 +24,6 @@ typedef struct {
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typedef struct {
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typedef struct {
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uint8_t refcount;
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uint8_t refcount;
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akgl_SpriteSheet *sheet;
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uint8_t frameids[AKGL_SPRITE_MAX_FRAMES]; // which IDs on the spritesheet belong to our frames
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uint8_t frameids[AKGL_SPRITE_MAX_FRAMES]; // which IDs on the spritesheet belong to our frames
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uint32_t frames; // how many frames are in this animation
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uint32_t frames; // how many frames are in this animation
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uint32_t width;
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uint32_t width;
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@@ -33,6 +32,7 @@ typedef struct {
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bool loop; // when this sprite is done playing, it should immediately start again
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bool loop; // when this sprite is done playing, it should immediately start again
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bool loopReverse; // when this sprite is done playing, it should go in reverse order through its frames
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bool loopReverse; // when this sprite is done playing, it should go in reverse order through its frames
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char name[AKGL_SPRITE_MAX_NAME_LENGTH];
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char name[AKGL_SPRITE_MAX_NAME_LENGTH];
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akgl_SpriteSheet *sheet;
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} akgl_Sprite;
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} akgl_Sprite;
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// initializes a new sprite to use the given sheet and otherwise sets to zero
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// initializes a new sprite to use the given sheet and otherwise sets to zero
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@@ -98,7 +98,7 @@ static akerr_ErrorContext *akgl_character_load_json_state_int_from_strings(json_
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CATCH(errctx, akgl_heap_next_string(&tmpstring));
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CATCH(errctx, akgl_heap_next_string(&tmpstring));
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for ( i = 0; i < json_array_size((json_t *)states) ; i++ ) {
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for ( i = 0; i < json_array_size((json_t *)states) ; i++ ) {
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CATCH(errctx, akgl_get_json_array_index_string(states, i, &tmpstring));
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CATCH(errctx, akgl_get_json_array_index_string(states, i, &tmpstring));
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newstate = (long)SDL_GetNumberProperty(AKGL_AKGL_REGISTRY_ACTOR_STATE_STRINGS, (char *)&tmpstring->data, 0);
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newstate = (long)SDL_GetNumberProperty(AKGL_REGISTRY_ACTOR_STATE_STRINGS, (char *)&tmpstring->data, 0);
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FAIL_ZERO_BREAK(errctx, newstate, AKERR_KEY, "Unknown actor state %s", (char *)&tmpstring->data);
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FAIL_ZERO_BREAK(errctx, newstate, AKERR_KEY, "Unknown actor state %s", (char *)&tmpstring->data);
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*dest = (*dest | (int)(newstate));
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*dest = (*dest | (int)(newstate));
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}
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}
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215
src/game.c
215
src/game.c
@@ -123,26 +123,181 @@ void akgl_game_updateFPS()
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game.lastIterTime = curTime;
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game.lastIterTime = curTime;
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}
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}
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/*
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* entity name -> pointer map tables
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*/
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void akgl_game_save_actorname_iterator(void *userdata, SDL_PropertiesID props, const char *name)
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{
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FILE *fp = (FILE *)userdata;
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akgl_Actor *actor = NULL;
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PREPARE_ERROR(errctx);
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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fwrite((char *)name, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp);
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actor = SDL_GetPointerProperty(props, name, NULL);
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fwrite(&actor, 1, sizeof(akgl_Actor *), fp);
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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}
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void akgl_game_save_spritename_iterator(void *userdata, SDL_PropertiesID props, const char *name)
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{
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FILE *fp = (FILE *)userdata;
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akgl_Sprite *sprite = NULL;
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PREPARE_ERROR(errctx);
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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sprite = SDL_GetPointerProperty(props, name, NULL);
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fwrite((char *)name, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp);
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fwrite(&sprite, 1, sizeof(akgl_Sprite *), fp);
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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}
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void akgl_game_save_spritesheetname_iterator(void *userdata, SDL_PropertiesID props, const char *name)
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{
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FILE *fp = (FILE *)userdata;
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akgl_SpriteSheet *spritesheet = NULL;
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PREPARE_ERROR(errctx);
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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spritesheet = SDL_GetPointerProperty(props, name, NULL);
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fwrite((char *)name, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp);
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fwrite(&spritesheet, 1, sizeof(akgl_SpriteSheet *), fp);
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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}
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void akgl_game_save_charactername_iterator(void *userdata, SDL_PropertiesID props, const char *name)
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{
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FILE *fp = (FILE *)userdata;
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PREPARE_ERROR(errctx);
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akgl_Character *character = NULL;
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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character = SDL_GetPointerProperty(props, name, NULL);
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fwrite((char *)name, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp);
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fwrite(&character, 1, sizeof(akgl_Character *), fp);
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save_actors(FILE *fp)
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{
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PREPARE_ERROR(errctx);
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char nullval = 0x00;
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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// write the actor name pointer table
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SDL_EnumerateProperties(
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AKGL_REGISTRY_ACTOR,
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&akgl_game_save_actorname_iterator,
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(void *)fp);
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fwrite((void *)&nullval, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp);
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fwrite((void *)&nullval, 1, sizeof(akgl_Actor *), fp);
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// write the sprite name pointer table
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SDL_EnumerateProperties(
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AKGL_REGISTRY_SPRITE,
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&akgl_game_save_spritename_iterator,
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(void *)fp);
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fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp);
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fwrite((void *)&nullval, 1, sizeof(akgl_Sprite *), fp);
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// write the spritesheet name pointer table
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SDL_EnumerateProperties(
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AKGL_REGISTRY_SPRITESHEET,
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&akgl_game_save_spritesheetname_iterator,
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(void *)fp);
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fwrite((void *)&nullval, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp);
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fwrite((void *)&nullval, 1, sizeof(akgl_SpriteSheet *), fp);
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// write the character name pointer table
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SDL_EnumerateProperties(
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AKGL_REGISTRY_CHARACTER,
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&akgl_game_save_charactername_iterator,
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(void *)fp);
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fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp);
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fwrite((void *)&nullval, 1, sizeof(akgl_Character *), fp);
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save(char *fpath)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save(char *fpath)
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{
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{
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FILE *fp = NULL;
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FILE *fp = NULL;
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PREPARE_ERROR(errctx);
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, fpath, AKERR_NULLPOINTER, "NULL file path");
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fpath, AKERR_NULLPOINTER, "NULL file path");
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fp = fopen(fpath, "wb");
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fp = fopen(fpath, "wb");
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FAIL_ZERO_RETURN(errctx, fp, errno, "%s", fpath);
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FAIL_ZERO_BREAK(errctx, fp, errno, "%s", fpath);
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fwrite(&game, 1, sizeof(akgl_Game), fp);
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fwrite(&game, 1, sizeof(akgl_Game), fp);
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CATCH(errctx, akgl_game_save_actors(fp));
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} PROCESS(errctx) {
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} CLEANUP {
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if ( fp != NULL )
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fclose(fp);
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fclose(fp);
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx); // SUCCEED_NORETURN if in main().
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SUCCEED_RETURN(errctx); // SUCCEED_NORETURN if in main().
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}
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_versioncmp(FILE *fp, const char *versiontype, char *curversion)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_objectnamemap(FILE *fp, SDL_PropertiesID map, int namelength, int ptrlength, SDL_PropertiesID registry)
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{
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void *ptr = NULL;
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char ptrstring[32];
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char objname[namelength];
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int retval = 0;
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PREPARE_ERROR(errctx);
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while ( 1 ) {
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retval = fread((void *)&objname, 1, namelength, fp);
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FAIL_NONZERO_RETURN(
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errctx,
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(retval != namelength),
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AKERR_IO,
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"Corrupt save file");
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retval = fread((void *)&ptr, 1, ptrlength, fp);
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FAIL_NONZERO_RETURN(
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errctx,
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(retval != ptrlength),
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AKERR_IO,
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"Corrupt save file");
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// End of the map
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if ( ptr == 0x00 && objname[0] == 0x00 ) {
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break;
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}
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// The map allows us to say "Object X has a reference to object Y at
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// address Z. The object they had at address Z was named A. Our current
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// instance of object named A is at address B. So we map address Z to
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// address B, so that we can reconnect function pointers on objects loaded
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// from the save game state."
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// SDL_Properties objects can only use string keys, so we can't use the
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// old pointer as a key without first converting it to a string.
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memset((void *)&ptrstring, 0x00, 32);
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snprintf((char *)&ptrstring, 32, "%p", ptr);
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SDL_SetPointerProperty(
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map,
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ptrstring,
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SDL_GetPointerProperty(registry, objname, NULL));
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};
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_versioncmp(char *versiontype, char *newversion, char *curversion)
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{
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{
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char versionstr[32];
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semver_t current_version = {};
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semver_t current_version = {};
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semver_t compare_version = {};
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semver_t compare_version = {};
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PREPARE_ERROR(errctx);
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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FAIL_ZERO_RETURN(errctx, versiontype, AKERR_NULLPOINTER, "NULL argument");
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FAIL_ZERO_RETURN(errctx, curversion, AKERR_NULLPOINTER, "NULL argument");
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FAIL_ZERO_RETURN(errctx, newversion, AKERR_NULLPOINTER, "NULL argument");
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ATTEMPT {
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ATTEMPT {
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// Check save game library version
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// Check save game library version
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@@ -155,24 +310,19 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_versioncmp(FILE *fp, const cha
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(char *)curversion);
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(char *)curversion);
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FAIL_NONZERO_BREAK(
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FAIL_NONZERO_BREAK(
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errctx,
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errctx,
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(fread((void *)&versionstr, 1, 32, fp) < 32),
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semver_parse((const char *)newversion, &compare_version),
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AKERR_IO,
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"Corrupt save file");
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FAIL_NONZERO_BREAK(
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errctx,
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semver_parse((const char *)&versionstr, &compare_version),
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AKERR_VALUE,
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AKERR_VALUE,
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"Invalid semantic %s version in save game: %s",
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"Invalid semantic %s version in save game: %s",
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versiontype,
|
versiontype,
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(char *)&versionstr);
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(char *)&newversion);
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FAIL_ZERO_BREAK(
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FAIL_ZERO_BREAK(
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errctx,
|
errctx,
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semver_satisfies(compare_version, current_version, "="),
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semver_satisfies(compare_version, current_version, "="),
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AKERR_API,
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AKERR_API,
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"Incompatible save game %s version (%s ^ %s)",
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"Incompatible save game %s version (%s != %s)",
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versiontype,
|
versiontype,
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curversion,
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curversion,
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(char *)&versionstr);
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(char *)&newversion);
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} CLEANUP {
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} CLEANUP {
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semver_free(¤t_version);
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semver_free(¤t_version);
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semver_free(&compare_version);
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semver_free(&compare_version);
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@@ -183,6 +333,11 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_versioncmp(FILE *fp, const cha
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath)
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath)
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{
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{
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akgl_Game savegame;
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SDL_PropertiesID actormap;
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SDL_PropertiesID spritemap;
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SDL_PropertiesID spritesheetmap;
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SDL_PropertiesID charactermap;
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FILE *fp = NULL;
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FILE *fp = NULL;
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||||||
PREPARE_ERROR(errctx);
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PREPARE_ERROR(errctx);
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||||||
@@ -191,14 +346,38 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath)
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ATTEMPT {
|
ATTEMPT {
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fp = fopen(fpath, "rb");
|
fp = fopen(fpath, "rb");
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FAIL_ZERO_BREAK(errctx, fp, errno, "%s", fpath);
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FAIL_ZERO_BREAK(errctx, fp, errno, "%s", fpath);
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CATCH(errctx, akgl_game_load_versioncmp(fp, "library", (char *)AKGL_VERSION));
|
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CATCH(errctx, akgl_game_load_versioncmp(fp, "game", (char *)&game.version));
|
|
||||||
rewind(fp);
|
|
||||||
FAIL_NONZERO_BREAK(
|
FAIL_NONZERO_BREAK(
|
||||||
errctx,
|
errctx,
|
||||||
(fread((void *)&game, 1, sizeof(akgl_Game), fp) < sizeof(akgl_Game)),
|
(fread((void *)&savegame, 1, sizeof(akgl_Game), fp) < sizeof(akgl_Game)),
|
||||||
AKERR_IO,
|
AKERR_IO,
|
||||||
"Corrupt save file");
|
"Corrupt save file");
|
||||||
|
CATCH(errctx, akgl_game_load_versioncmp("library", (char *)&savegame.libversion, (char *)AKGL_VERSION));
|
||||||
|
CATCH(errctx, akgl_game_load_versioncmp("game", (char *)&savegame.version, (char *)&game.version));
|
||||||
|
FAIL_NONZERO_RETURN(
|
||||||
|
errctx,
|
||||||
|
strncmp((char *)&savegame.name, (char *)&game.name, 256),
|
||||||
|
AKERR_API,
|
||||||
|
"Savegame is not compatible with this game");
|
||||||
|
FAIL_NONZERO_RETURN(
|
||||||
|
errctx,
|
||||||
|
strncmp((char *)&savegame.uri, (char *)&game.uri, 256),
|
||||||
|
AKERR_API,
|
||||||
|
"Savegame is not compatible with this game");
|
||||||
|
|
||||||
|
memcpy((void *)&game, (void *)&savegame, sizeof(akgl_Game));
|
||||||
|
// Load actor name map
|
||||||
|
actormap = SDL_CreateProperties();
|
||||||
|
CATCH(errctx, akgl_game_load_objectnamemap(fp, actormap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Actor *), AKGL_REGISTRY_ACTOR));
|
||||||
|
// Load sprite name map
|
||||||
|
spritemap = SDL_CreateProperties();
|
||||||
|
CATCH(errctx, akgl_game_load_objectnamemap(fp, spritemap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Sprite *), AKGL_REGISTRY_SPRITE));
|
||||||
|
// Load spritesheet name map
|
||||||
|
spritesheetmap = SDL_CreateProperties();
|
||||||
|
CATCH(errctx, akgl_game_load_objectnamemap(fp, spritesheetmap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_SpriteSheet *), AKGL_REGISTRY_SPRITESHEET));
|
||||||
|
// Load character name map
|
||||||
|
charactermap = SDL_CreateProperties();
|
||||||
|
CATCH(errctx, akgl_game_load_objectnamemap(fp, charactermap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Character *), AKGL_REGISTRY_CHARACTER));
|
||||||
|
// Now that we have all of our pointer maps built, we can load the actual binary objects and reset their pointers
|
||||||
} CLEANUP {
|
} CLEANUP {
|
||||||
if ( fp != NULL ) {
|
if ( fp != NULL ) {
|
||||||
fclose(fp);
|
fclose(fp);
|
||||||
|
|||||||
@@ -171,7 +171,7 @@ akerr_ErrorContext *akgl_heap_release_spritesheet(akgl_SpriteSheet *ptr)
|
|||||||
}
|
}
|
||||||
if ( ptr->refcount == 0 ) {
|
if ( ptr->refcount == 0 ) {
|
||||||
// TODO : If we go threaded, make sure this is only happening on the main thread
|
// TODO : If we go threaded, make sure this is only happening on the main thread
|
||||||
SDL_ClearProperty(AKGL_AKGL_REGISTRY_SPRITESHEET, (char *)&ptr->name);
|
SDL_ClearProperty(AKGL_REGISTRY_SPRITESHEET, (char *)&ptr->name);
|
||||||
if ( ptr-> texture != NULL )
|
if ( ptr-> texture != NULL )
|
||||||
SDL_DestroyTexture(ptr->texture);
|
SDL_DestroyTexture(ptr->texture);
|
||||||
ptr->texture = NULL;
|
ptr->texture = NULL;
|
||||||
|
|||||||
@@ -10,9 +10,9 @@
|
|||||||
#include <akgl/json_helpers.h>
|
#include <akgl/json_helpers.h>
|
||||||
|
|
||||||
SDL_PropertiesID AKGL_REGISTRY_ACTOR;
|
SDL_PropertiesID AKGL_REGISTRY_ACTOR;
|
||||||
SDL_PropertiesID AKGL_AKGL_REGISTRY_ACTOR_STATE_STRINGS;
|
SDL_PropertiesID AKGL_REGISTRY_ACTOR_STATE_STRINGS;
|
||||||
SDL_PropertiesID AKGL_REGISTRY_SPRITE;
|
SDL_PropertiesID AKGL_REGISTRY_SPRITE;
|
||||||
SDL_PropertiesID AKGL_AKGL_REGISTRY_SPRITESHEET;
|
SDL_PropertiesID AKGL_REGISTRY_SPRITESHEET;
|
||||||
SDL_PropertiesID AKGL_REGISTRY_CHARACTER;
|
SDL_PropertiesID AKGL_REGISTRY_CHARACTER;
|
||||||
SDL_PropertiesID AKGL_REGISTRY_MUSIC;
|
SDL_PropertiesID AKGL_REGISTRY_MUSIC;
|
||||||
SDL_PropertiesID AKGL_REGISTRY_FONT;
|
SDL_PropertiesID AKGL_REGISTRY_FONT;
|
||||||
@@ -72,12 +72,12 @@ akerr_ErrorContext *akgl_registry_init_actor_state_strings()
|
|||||||
int i = 0;
|
int i = 0;
|
||||||
int flag = 0;
|
int flag = 0;
|
||||||
PREPARE_ERROR(errctx);
|
PREPARE_ERROR(errctx);
|
||||||
AKGL_AKGL_REGISTRY_ACTOR_STATE_STRINGS = SDL_CreateProperties();
|
AKGL_REGISTRY_ACTOR_STATE_STRINGS = SDL_CreateProperties();
|
||||||
FAIL_ZERO_RETURN(errctx, AKGL_AKGL_REGISTRY_ACTOR_STATE_STRINGS, AKERR_NULLPOINTER, "Error initializing actor state strings registry");
|
FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_ACTOR_STATE_STRINGS, AKERR_NULLPOINTER, "Error initializing actor state strings registry");
|
||||||
for ( i = 0 ; i < AKGL_ACTOR_MAX_STATES; i++ ) {
|
for ( i = 0 ; i < AKGL_ACTOR_MAX_STATES; i++ ) {
|
||||||
flag = (1 << i);
|
flag = (1 << i);
|
||||||
SDL_SetNumberProperty(
|
SDL_SetNumberProperty(
|
||||||
AKGL_AKGL_REGISTRY_ACTOR_STATE_STRINGS,
|
AKGL_REGISTRY_ACTOR_STATE_STRINGS,
|
||||||
AKGL_ACTOR_STATE_STRING_NAMES[i],
|
AKGL_ACTOR_STATE_STRING_NAMES[i],
|
||||||
flag);
|
flag);
|
||||||
}
|
}
|
||||||
@@ -95,8 +95,8 @@ akerr_ErrorContext *akgl_registry_init_sprite()
|
|||||||
akerr_ErrorContext *akgl_registry_init_spritesheet()
|
akerr_ErrorContext *akgl_registry_init_spritesheet()
|
||||||
{
|
{
|
||||||
PREPARE_ERROR(errctx);
|
PREPARE_ERROR(errctx);
|
||||||
AKGL_AKGL_REGISTRY_SPRITESHEET = SDL_CreateProperties();
|
AKGL_REGISTRY_SPRITESHEET = SDL_CreateProperties();
|
||||||
FAIL_ZERO_RETURN(errctx, AKGL_AKGL_REGISTRY_SPRITESHEET, AKERR_NULLPOINTER, "Error initializing spritesheet registry");
|
FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_SPRITESHEET, AKERR_NULLPOINTER, "Error initializing spritesheet registry");
|
||||||
SUCCEED_RETURN(errctx);
|
SUCCEED_RETURN(errctx);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -33,7 +33,7 @@ static akerr_ErrorContext *akgl_sprite_load_json_spritesheet(json_t *json, akgl_
|
|||||||
SDL_snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s", ss_filename->data);
|
SDL_snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s", ss_filename->data);
|
||||||
}
|
}
|
||||||
*sheet = SDL_GetPointerProperty(
|
*sheet = SDL_GetPointerProperty(
|
||||||
AKGL_AKGL_REGISTRY_SPRITESHEET,
|
AKGL_REGISTRY_SPRITESHEET,
|
||||||
(char *)&tmpstr->data,
|
(char *)&tmpstr->data,
|
||||||
NULL
|
NULL
|
||||||
);
|
);
|
||||||
@@ -161,7 +161,7 @@ akerr_ErrorContext *akgl_spritesheet_initialize(akgl_SpriteSheet *sheet, int spr
|
|||||||
|
|
||||||
FAIL_ZERO_BREAK(
|
FAIL_ZERO_BREAK(
|
||||||
errctx,
|
errctx,
|
||||||
SDL_SetPointerProperty(AKGL_AKGL_REGISTRY_SPRITESHEET, (char *)sheet->name, (void *)sheet),
|
SDL_SetPointerProperty(AKGL_REGISTRY_SPRITESHEET, (char *)sheet->name, (void *)sheet),
|
||||||
AKERR_KEY,
|
AKERR_KEY,
|
||||||
"Unable to add spritesheet to registry: %s",
|
"Unable to add spritesheet to registry: %s",
|
||||||
SDL_GetError());
|
SDL_GetError());
|
||||||
|
|||||||
@@ -51,7 +51,7 @@ akerr_ErrorContext *test_akgl_spritesheet_initialize(void)
|
|||||||
|
|
||||||
FAIL_ZERO_BREAK(
|
FAIL_ZERO_BREAK(
|
||||||
errctx,
|
errctx,
|
||||||
SDL_GetPointerProperty(AKGL_AKGL_REGISTRY_SPRITESHEET, "assets/spritesheet.png", NULL),
|
SDL_GetPointerProperty(AKGL_REGISTRY_SPRITESHEET, "assets/spritesheet.png", NULL),
|
||||||
AKERR_KEY,
|
AKERR_KEY,
|
||||||
"Spritesheet was not placed in the registry");
|
"Spritesheet was not placed in the registry");
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user