minor simplification of conditions for not spawning a visual gear - also allows lua to spawn clouds critically or non-critically. We probably shouldn't even exempt clouds from this, and just spawn them once synced, but, eh, probably isn't a significant hit since sheepluva made the motion more efficient.
/*
* 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 "weapon.h"
#include "../util/inihelper.h"
#include "../util/logging.h"
#include "../util/util.h"
#include "../util/list.h"
#include <stdlib.h>
#include <ctype.h>
#include <string.h>
static void setField(char field[WEAPONS_COUNT+1], const char *line, int lineLen, bool no9) {
if(lineLen>WEAPONS_COUNT) {
lineLen = WEAPONS_COUNT;
}
char min = '0';
char max = no9 ? '8' : '9';
for(int i=0; i<lineLen; i++) {
if(line[i] >= min && line[i] <= max) {
field[i] = line[i];
} else {
flib_log_w("Invalid character in weapon config string \"%.*s\", position %i", lineLen, line, i);
field[i] = '0';
}
}
for(int i=lineLen; i<WEAPONS_COUNT; i++) {
field[i] = '0';
}
field[WEAPONS_COUNT] = 0;
}
flib_weaponset *flib_weaponset_create(const char *name) {
flib_weaponset *result = NULL;
if(!log_badargs_if(name==NULL)) {
flib_weaponset *newSet = flib_calloc(1, sizeof(flib_weaponset));
if(newSet) {
newSet->name = flib_strdupnull(name);
if(newSet->name) {
setField(newSet->loadout, "", 0, false);
setField(newSet->crateprob, "", 0, false);
setField(newSet->crateammo, "", 0, false);
setField(newSet->delay, "", 0, false);
result = newSet;
newSet = NULL;
}
}
flib_weaponset_destroy(newSet);
}
return result;
}
void flib_weaponset_destroy(flib_weaponset *cfg) {
if(cfg) {
free(cfg->name);
free(cfg);
}
}
flib_weaponset *flib_weaponset_copy(const flib_weaponset *weaponset) {
if(!weaponset) {
return NULL;
}
flib_weaponset *result = flib_weaponset_create(weaponset->name);
if(result) {
memcpy(result->loadout, weaponset->loadout, WEAPONS_COUNT+1);
memcpy(result->crateprob, weaponset->crateprob, WEAPONS_COUNT+1);
memcpy(result->delay, weaponset->delay, WEAPONS_COUNT+1);
memcpy(result->crateammo, weaponset->crateammo, WEAPONS_COUNT+1);
}
return result;
}
void flib_weaponsetlist_destroy(flib_weaponsetlist *list) {
if(list) {
for(int i=0; i<list->weaponsetCount; i++) {
flib_weaponset_destroy(list->weaponsets[i]);
}
free(list->weaponsets);
free(list);
}
}
flib_weaponset *flib_weaponset_from_ammostring(const char *name, const char *ammostring) {
flib_weaponset *result = NULL;
if(!log_badargs_if2(name==NULL, ammostring==NULL)) {
result = flib_weaponset_create(name);
if(result) {
int fieldlen = strlen(ammostring)/4;
setField(result->loadout, ammostring, fieldlen, false);
setField(result->crateprob, ammostring + fieldlen, fieldlen, true);
setField(result->delay, ammostring + 2*fieldlen, fieldlen, true);
setField(result->crateammo, ammostring + 3*fieldlen, fieldlen, true);
}
}
return result;
}
static int fillWeaponsetFromIni(flib_weaponsetlist *list, flib_ini *ini, int index) {
int result = -1;
char *keyname = flib_ini_get_keyname(ini, index);
char *decodedKeyname = flib_urldecode(keyname);
char *ammostring = NULL;
if(decodedKeyname && !flib_ini_get_str(ini, &ammostring, keyname)) {
flib_weaponset *set = flib_weaponset_from_ammostring(decodedKeyname, ammostring);
if(set) {
result = flib_weaponsetlist_insert(list, set, list->weaponsetCount);
if(result) {
flib_weaponset_destroy(set);
}
}
}
free(ammostring);
free(decodedKeyname);
free(keyname);
return result;
}
static int fillWeaponsetsFromIni(flib_weaponsetlist *list, flib_ini *ini) {
bool error = false;
int weaponsets = flib_ini_get_keycount(ini);
for(int i=0; i<weaponsets && !error; i++) {
error |= fillWeaponsetFromIni(list, ini, i);
}
return error;
}
flib_weaponsetlist *flib_weaponsetlist_from_ini(const char *filename) {
flib_weaponsetlist *result = NULL;
if(!log_badargs_if(filename==NULL)) {
flib_ini *ini = flib_ini_load(filename);
if(!ini) {
flib_log_e("Missing file %s.", filename);
} else if(flib_ini_enter_section(ini, "General")) {
flib_log_e("Missing section \"General\" in file %s.", filename);
} else {
flib_weaponsetlist *tmpList = flib_weaponsetlist_create();
if(tmpList && !fillWeaponsetsFromIni(tmpList, ini)) {
result = tmpList;
tmpList = NULL;
}
flib_weaponsetlist_destroy(tmpList);
}
flib_ini_destroy(ini);
}
return result;
}
static bool needsEscape(char c) {
return !((c>='0' && c<='9') || (c>='a' && c <='z'));
}
static int writeWeaponsetToIni(flib_ini *ini, flib_weaponset *set) {
int result = -1;
char weaponstring[WEAPONS_COUNT*4+1];
strcpy(weaponstring, set->loadout);
strcat(weaponstring, set->crateprob);
strcat(weaponstring, set->delay);
strcat(weaponstring, set->crateammo);
char *escapedname = flib_urlencode_pred(set->name, needsEscape);
if(escapedname) {
result = flib_ini_set_str(ini, escapedname, weaponstring);
}
free(escapedname);
return result;
}
int flib_weaponsetlist_to_ini(const char *filename, const flib_weaponsetlist *list) {
int result = -1;
if(!log_badargs_if2(filename==NULL, list==NULL)) {
flib_ini *ini = flib_ini_create(NULL);
if(ini && !flib_ini_create_section(ini, "General")) {
bool error = false;
for(int i=0; i<list->weaponsetCount && !error; i++) {
error |= writeWeaponsetToIni(ini, list->weaponsets[i]);
}
if(!error) {
result = flib_ini_save(ini, filename);
}
}
flib_ini_destroy(ini);
}
return result;
}
flib_weaponsetlist *flib_weaponsetlist_create() {
return flib_calloc(1, sizeof(flib_weaponsetlist));
}
GENERATE_STATIC_LIST_INSERT(insertWeaponset, flib_weaponset*)
GENERATE_STATIC_LIST_DELETE(deleteWeaponset, flib_weaponset*)
int flib_weaponsetlist_insert(flib_weaponsetlist *list, flib_weaponset *set, int pos) {
if(!log_badargs_if2(list==NULL, set==NULL)
&& !insertWeaponset(&list->weaponsets, &list->weaponsetCount, set, pos)) {
return 0;
}
return -1;
}
int flib_weaponsetlist_delete(flib_weaponsetlist *list, int pos) {
if(!log_badargs_if(list==NULL)) {
flib_weaponset *elem = list->weaponsets[pos];
if(!deleteWeaponset(&list->weaponsets, &list->weaponsetCount, pos)) {
flib_weaponset_destroy(elem);
return 0;
}
}
return -1;
}