Ejemplo n.º 1
0
/**
 * \brief __newindex function of the environment of the savegame file.
 *
 * This special __newindex function catches declaration of global variables
 * to store them into the savegame.
 *
 * \param l The Lua context that is calling this function.
 * \return Number of values to return to Lua.
 */
int Savegame::l_newindex(lua_State* l) {

  return LuaTools::exception_boundary_handle(l, [&] {
    lua_getfield(l, LUA_REGISTRYINDEX, "savegame");
    Savegame* savegame = static_cast<Savegame*>(lua_touserdata(l, -1));
    lua_pop(l, 1);

    const std::string& key = LuaTools::check_string(l, 2);

    switch (lua_type(l, 3)) {

    case LUA_TBOOLEAN:
      savegame->set_boolean(key, lua_toboolean(l, 3));
      break;

    case LUA_TNUMBER:
      savegame->set_integer(key, (int) lua_tointeger(l, 3));
      break;

    case LUA_TSTRING:
      savegame->set_string(key, lua_tostring(l, 3));
      break;

    default:
      LuaTools::type_error(l, 3, "string, number or boolean");
    }

    return 0;
  });
}
Ejemplo n.º 2
0
/**
 * \brief __newindex function of the environment of the savegame file.
 *
 * This special __newindex function catches declaration of global variables
 * to store them into the savegame.
 *
 * \param l The Lua context that is calling this function.
 * \return Number of values to return to Lua.
 */
int Savegame::l_newindex(lua_State* l) {

  lua_getfield(l, LUA_REGISTRYINDEX, "savegame");
  Savegame* savegame = static_cast<Savegame*>(lua_touserdata(l, -1));
  lua_pop(l, 1);

  const std::string& key = luaL_checkstring(l, 2);

  switch (lua_type(l, 3)) {

    case LUA_TBOOLEAN:
      savegame->set_boolean(key, lua_toboolean(l, 3));
      break;

    case LUA_TNUMBER:
      savegame->set_integer(key, int(lua_tointeger(l, 3)));
      break;

    case LUA_TSTRING:
      savegame->set_string(key, lua_tostring(l, 3));
      break;

   default:
      luaL_typerror(l, 3, "string, number or boolean");
  }

  return 0;
}
Ejemplo n.º 3
0
/**
 * \brief Converts this savegame v1 into a savegame v2.
 * \param savegame_v2 The savegame to fill.
 */
void SavegameConverterV1::convert_to_v2(Savegame& savegame_v2) {

  // 1. Built-in values.
  savegame_v2.set_string(Savegame::KEY_STARTING_POINT, get_string(STARTING_POINT));
  if (!get_string(STARTING_MAP).empty()) {
    savegame_v2.set_string(Savegame::KEY_STARTING_MAP, get_string(STARTING_MAP));
  }
  else {
    // Older v1 savegames used integers to identify maps.
    std::ostringstream oss;
    oss << get_integer(STARTING_MAP_INT);
    savegame_v2.set_string(Savegame::KEY_STARTING_MAP, oss.str());
  }
  savegame_v2.set_integer(Savegame::KEY_CURRENT_LIFE, get_integer(CURRENT_LIFE));
  savegame_v2.set_integer(Savegame::KEY_CURRENT_MONEY, get_integer(CURRENT_MONEY));
  savegame_v2.set_integer(Savegame::KEY_CURRENT_MAGIC, get_integer(CURRENT_MAGIC));
  savegame_v2.set_integer(Savegame::KEY_MAX_LIFE, get_integer(MAX_LIFE));
  savegame_v2.set_integer(Savegame::KEY_MAX_MONEY, get_integer(MAX_MONEY));
  savegame_v2.set_integer(Savegame::KEY_MAX_MAGIC, get_integer(MAX_MAGIC));
  savegame_v2.set_string(Savegame::KEY_ITEM_SLOT_1, get_string(ITEM_SLOT_0));
  savegame_v2.set_string(Savegame::KEY_ITEM_SLOT_2, get_string(ITEM_SLOT_1));

  savegame_v2.set_string(Savegame::KEY_KEYBOARD_ACTION, InputEvent::get_keyboard_key_name(
      InputEvent::KeyboardKey(get_integer(KEYBOARD_ACTION_KEY))));
  savegame_v2.set_string(Savegame::KEY_KEYBOARD_ATTACK, InputEvent::get_keyboard_key_name(
      InputEvent::KeyboardKey(get_integer(KEYBOARD_SWORD_KEY))));
  savegame_v2.set_string(Savegame::KEY_KEYBOARD_ITEM_1, InputEvent::get_keyboard_key_name(
      InputEvent::KeyboardKey(get_integer(KEYBOARD_ITEM_1_KEY))));
  savegame_v2.set_string(Savegame::KEY_KEYBOARD_ITEM_2, InputEvent::get_keyboard_key_name(
      InputEvent::KeyboardKey(get_integer(KEYBOARD_ITEM_2_KEY))));
  savegame_v2.set_string(Savegame::KEY_KEYBOARD_PAUSE, InputEvent::get_keyboard_key_name(
      InputEvent::KeyboardKey(get_integer(KEYBOARD_PAUSE_KEY))));
  savegame_v2.set_string(Savegame::KEY_KEYBOARD_RIGHT, InputEvent::get_keyboard_key_name(
      InputEvent::KeyboardKey(get_integer(KEYBOARD_RIGHT_KEY))));
  savegame_v2.set_string(Savegame::KEY_KEYBOARD_UP, InputEvent::get_keyboard_key_name(
      InputEvent::KeyboardKey(get_integer(KEYBOARD_UP_KEY))));
  savegame_v2.set_string(Savegame::KEY_KEYBOARD_LEFT, InputEvent::get_keyboard_key_name(
      InputEvent::KeyboardKey(get_integer(KEYBOARD_LEFT_KEY))));
  savegame_v2.set_string(Savegame::KEY_KEYBOARD_DOWN, InputEvent::get_keyboard_key_name(
      InputEvent::KeyboardKey(get_integer(KEYBOARD_DOWN_KEY))));
  savegame_v2.set_string(Savegame::KEY_JOYPAD_ACTION, get_string(JOYPAD_ACTION_KEY));
  savegame_v2.set_string(Savegame::KEY_JOYPAD_ATTACK, get_string(JOYPAD_SWORD_KEY));
  savegame_v2.set_string(Savegame::KEY_JOYPAD_ITEM_1, get_string(JOYPAD_ITEM_1_KEY));
  savegame_v2.set_string(Savegame::KEY_JOYPAD_ITEM_2, get_string(JOYPAD_ITEM_2_KEY));
  savegame_v2.set_string(Savegame::KEY_JOYPAD_PAUSE, get_string(JOYPAD_PAUSE_KEY));
  savegame_v2.set_string(Savegame::KEY_JOYPAD_RIGHT, get_string(JOYPAD_RIGHT_KEY));
  savegame_v2.set_string(Savegame::KEY_JOYPAD_UP, get_string(JOYPAD_UP_KEY));
  savegame_v2.set_string(Savegame::KEY_JOYPAD_LEFT, get_string(JOYPAD_LEFT_KEY));
  savegame_v2.set_string(Savegame::KEY_JOYPAD_DOWN, get_string(JOYPAD_DOWN_KEY));
  savegame_v2.set_integer(Savegame::KEY_ABILITY_RESISTANCE, get_integer(ABILITY_TUNIC));
  savegame_v2.set_integer(Savegame::KEY_ABILITY_SWORD, get_integer(ABILITY_SWORD));
  savegame_v2.set_integer(Savegame::KEY_ABILITY_SHIELD, get_integer(ABILITY_SHIELD));
  savegame_v2.set_integer(Savegame::KEY_ABILITY_LIFT, get_integer(ABILITY_LIFT));
  savegame_v2.set_integer(Savegame::KEY_ABILITY_SWIM, get_integer(ABILITY_SWIM));
  savegame_v2.set_integer(Savegame::KEY_ABILITY_SWORD_KNOWLEDGE, get_integer(ABILITY_SWORD_KNOWLEDGE));
  savegame_v2.set_integer(Savegame::KEY_ABILITY_DETECT_WEAK_WALLS, get_integer(ABILITY_DETECT_WEAK_WALLS));
  savegame_v2.set_integer(Savegame::KEY_ABILITY_GET_BACK_FROM_DEATH, get_integer(ABILITY_GET_BACK_FROM_DEATH));
  savegame_v2.set_integer(Savegame::KEY_ABILITY_RUN, get_integer(ABILITY_RUN));

  // 2. Values that used to be built-in in v1 and become pure data in v2.
  savegame_v2.set_string("player_name", get_string(PLAYER_NAME));
  savegame_v2.set_integer("pause_last_submenu", get_integer(PAUSE_LAST_SUBMENU) + 1);
  savegame_v2.set_integer("pause_inventory_last_item_index", get_integer(INVENTORY_LAST_ITEM_INDEX) + 1);

  for (int i = 0; i < 40; i++) {
    int index = 200 + i * 10;

    std::ostringstream oss;
    oss << "dungeon_" << (i + 1);
    const std::string& dungeon_number = oss.str();

    // Dungeon finished (integer replaced by a boolean).
    if (get_integer(index) > 0) {
      savegame_v2.set_boolean(dungeon_number + "_finished", true);
    }

    // Got the map? (integer replaced by a boolean).
    ++index;
    if (get_integer(index) > 0) {
      savegame_v2.set_boolean(dungeon_number + "_map", true);
    }

    // Got the compass? (integer replaced by a boolean).
    ++index;
    if (get_integer(index) > 0) {
      savegame_v2.set_boolean(dungeon_number + "_compass", true);
    }

    // Got the big key? (integer replaced by a boolean).
    ++index;
    if (get_integer(index) > 0) {
      savegame_v2.set_boolean(dungeon_number + "_big_key", true);
    }

    // Got the boss key? (integer replaced by a boolean).
    ++index;
    if (get_integer(index) > 0) {
      savegame_v2.set_boolean(dungeon_number + "_boss_key", true);
    }

    // Number of small keys.
    ++index;
    int nb_small_keys = get_integer(index);
    if (nb_small_keys > 0) {
      savegame_v2.set_integer(dungeon_number + "_small_keys", nb_small_keys);
    }
  }

  // 3. Custom values.
  int i;
  for (i = 32; i < 64; i++) {
    const std::string& value = get_string(i);
    if (!value.empty()) {
      std::ostringstream oss;
      oss << "s" << i;
      savegame_v2.set_string(oss.str(), value);
    }
  }

  for (i = 1024; i < 2048; i++) {
    int value = get_integer(i);
    if (value != 0) {
      std::ostringstream oss;
      oss << "i" << i;
      savegame_v2.set_integer(oss.str(), value);
    }
  }

  for (i = 0; i < 32768; i++) {
    bool value = get_boolean(i);
    if (value) {
      std::ostringstream oss;
      oss << "b" << i;
      savegame_v2.set_boolean(oss.str(), value);
    }
  }
}