Exemple #1
0
void MapObjectsTerminate(MapObjects *classes)
{
	MapObjectsClear(&classes->Classes);
	CArrayTerminate(&classes->Classes);
	MapObjectsClear(&classes->CustomClasses);
	CArrayTerminate(&classes->CustomClasses);
	CA_FOREACH(char *, s, classes->Destructibles)
		CFREE(*s);
	CA_FOREACH_END()
	CArrayTerminate(&classes->Destructibles);
	CA_FOREACH(char *, s, classes->Bloods)
		CFREE(*s);
	CA_FOREACH_END()
	CArrayTerminate(&classes->Bloods);
}
void MapObjectsTerminate(MapObjects *classes)
{
	MapObjectsClear(&classes->Classes);
	CArrayTerminate(&classes->Classes);
	MapObjectsClear(&classes->CustomClasses);
	CArrayTerminate(&classes->CustomClasses);
	for (int i = 0; i < (int)classes->Destructibles.size; i++)
	{
		char **s = CArrayGet(&classes->Destructibles, i);
		CFREE(*s);
	}
	CArrayTerminate(&classes->Destructibles);
	for (int i = 0; i < (int)classes->Bloods.size; i++)
	{
		char **s = CArrayGet(&classes->Bloods, i);
		CFREE(*s);
	}
	CArrayTerminate(&classes->Bloods);
}
Exemple #3
0
void MapObjectsLoadAmmoAndGunSpawners(
	MapObjects *classes, const AmmoClasses *ammo, const GunClasses *guns,
	const bool isCustom)
{
	if (isCustom)
	{
		// Reset custom map objects
		MapObjectsClear(&classes->CustomClasses);

		LoadAmmoSpawners(&classes->CustomClasses, &ammo->CustomAmmo);
		LoadGunSpawners(&classes->CustomClasses, &guns->CustomGuns);
	}
	else
	{
		// Load built-in classes
		LoadAmmoSpawners(&classes->Classes, &ammo->Ammo);
		LoadGunSpawners(&classes->Classes, &guns->Guns);
	}
}
int MapNewLoadArchive(const char *filename, CampaignSetting *c)
{
	LOG(LM_MAP, LL_DEBUG, "Loading archive map %s", filename);
	int err = 0;
	json_t *root = ReadArchiveJSON(filename, "campaign.json");
	if (root == NULL)
	{
		err = -1;
		goto bail;
	}
	int version;
	LoadInt(&version, root, "Version");
	if (version > MAP_VERSION || version <= 2)
	{
		err = -1;
		goto bail;
	}
	MapNewLoadCampaignJSON(root, c);
	json_free_value(&root);


	// Unload previous custom data
	SoundClear(&gSoundDevice.customSounds);
	PicManagerClearCustom(&gPicManager);
	ParticleClassesClear(&gParticleClasses.CustomClasses);
	AmmoClassesClear(&gAmmo.CustomAmmo);
	CharacterClassesClear(&gCharacterClasses.CustomClasses);
	BulletClassesClear(&gBulletClasses.CustomClasses);
	WeaponClassesClear(&gGunDescriptions.CustomGuns);
	PickupClassesClear(&gPickupClasses.CustomClasses);
	MapObjectsClear(&gMapObjects.CustomClasses);

	// Load any custom data
	LoadArchiveSounds(&gSoundDevice, filename, "sounds");

	LoadArchivePics(&gPicManager, filename, "graphics");

	root = ReadArchiveJSON(filename, "particles.json");
	if (root != NULL)
	{
		ParticleClassesLoadJSON(&gParticleClasses.CustomClasses, root);
	}

	root = ReadArchiveJSON(filename, "character_classes.json");
	if (root != NULL)
	{
		CharacterClassesLoadJSON(
			&gCharacterClasses.CustomClasses, root);
	}

	root = ReadArchiveJSON(filename, "bullets.json");
	if (root != NULL)
	{
		BulletLoadJSON(
			&gBulletClasses, &gBulletClasses.CustomClasses, root);
	}

	root = ReadArchiveJSON(filename, "ammo.json");
	if (root != NULL)
	{
		AmmoLoadJSON(&gAmmo.CustomAmmo, root);
		json_free_value(&root);
	}

	root = ReadArchiveJSON(filename, "guns.json");
	if (root != NULL)
	{
		WeaponLoadJSON(
			&gGunDescriptions, &gGunDescriptions.CustomGuns, root);
		json_free_value(&root);
	}

	BulletLoadWeapons(&gBulletClasses);

	root = ReadArchiveJSON(filename, "pickups.json");
	if (root != NULL)
	{
		PickupClassesLoadJSON(&gPickupClasses.CustomClasses, root);
	}
	PickupClassesLoadAmmo(&gPickupClasses.CustomClasses, &gAmmo.CustomAmmo);
	PickupClassesLoadGuns(
		&gPickupClasses.CustomClasses, &gGunDescriptions.CustomGuns);

	root = ReadArchiveJSON(filename, "map_objects.json");
	if (root != NULL)
	{
		MapObjectsLoadJSON(&gMapObjects.CustomClasses, root);
	}
	MapObjectsLoadAmmoAndGunSpawners(&gMapObjects, &gAmmo, &gGunDescriptions);


	root = ReadArchiveJSON(filename, "missions.json");
	if (root == NULL)
	{
		err = -1;
		goto bail;
	}
	LoadMissions(
		&c->Missions, json_find_first_label(root, "Missions")->child, version);
	json_free_value(&root);

	// Note: some campaigns don't have characters (e.g. dogfights)
	root = ReadArchiveJSON(filename, "characters.json");
	if (root != NULL)
	{
		LoadCharacters(
			&c->characters, json_find_first_label(root, "Characters")->child,
			version);
	}

bail:
	json_free_value(&root);
	return err;
}