project_files/frontlib/model/scheme.c
author nemo
Thu, 04 Apr 2013 08:10:59 -0400
changeset 8848 e9ebd63f8a03
parent 7497 7e1d72fc03c7
child 10017 de822cd3df3a
permissions -rw-r--r--
So. Some themes have objects that seem to be large natural extensions of the landscape. Masks allow maintaining that. Lemme know if it doesn't look good. If it doesn't, can still use for ice/bounce/indestructible. Indestructible bunker object for example.

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com>
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 */

#include "scheme.h"

#include "../util/inihelper.h"
#include "../util/logging.h"
#include "../util/util.h"

#include <stdio.h>
#include <stdlib.h>
#include <limits.h>
#include <string.h>

flib_scheme *flib_scheme_create(const char *schemeName) {
	flib_scheme *result = flib_calloc(1, sizeof(flib_scheme));
	if(log_badargs_if(schemeName==NULL) || result==NULL) {
		return NULL;
	}

	result->name = flib_strdupnull(schemeName);
	result->mods = flib_calloc(flib_meta.modCount, sizeof(*result->mods));
	result->settings = flib_calloc(flib_meta.settingCount, sizeof(*result->settings));

	if(!result->mods || !result->settings || !result->name) {
		flib_scheme_destroy(result);
		return NULL;
	}

	for(int i=0; i<flib_meta.settingCount; i++) {
		result->settings[i] = flib_meta.settings[i].def;
	}
	return result;
}

flib_scheme *flib_scheme_copy(const flib_scheme *scheme) {
	flib_scheme *result = NULL;
	if(scheme) {
		result = flib_scheme_create(scheme->name);
		if(result) {
			memcpy(result->mods, scheme->mods, flib_meta.modCount * sizeof(*scheme->mods));
			memcpy(result->settings, scheme->settings, flib_meta.settingCount * sizeof(*scheme->settings));
		}
	}
	return result;
}

void flib_scheme_destroy(flib_scheme* scheme) {
	if(scheme) {
		free(scheme->mods);
		free(scheme->settings);
		free(scheme->name);
		free(scheme);
	}
}

bool flib_scheme_get_mod(const flib_scheme *scheme, const char *name) {
	if(!log_badargs_if2(scheme==NULL, name==NULL)) {
		for(int i=0; i<flib_meta.modCount; i++) {
			if(!strcmp(flib_meta.mods[i].name, name)) {
				return scheme->mods[i];
			}
		}
		flib_log_e("Unable to find game mod %s", name);
	}
	return false;
}

int flib_scheme_get_setting(const flib_scheme *scheme, const char *name, int def) {
	if(!log_badargs_if2(scheme==NULL, name==NULL)) {
		for(int i=0; i<flib_meta.settingCount; i++) {
			if(!strcmp(flib_meta.settings[i].name, name)) {
				return scheme->settings[i];
			}
		}
		flib_log_e("Unable to find game setting %s", name);
	}
	return def;
}