Пример #1
0
void LoadColor(color_t *c, json_t *node, const char *name)
{
	if (json_find_first_label(node, name) == NULL)
	{
		return;
	}
	if (!TryLoadValue(&node, name))
	{
		return;
	}
	*c = StrColor(node->text);
}
Пример #2
0
			hsv.s = 1.0;
			hsv.v = 1.0;
			color_t result = ColorTint(c, hsv);

		THEN("the result should be the same as the original color")
			SHOULD_MEM_EQUAL(&result, &c, sizeof result);
	SCENARIO_END
FEATURE_END

FEATURE(StrColor, "String conversion")
	SCENARIO("Convert from hex")
		GIVEN("a hex string")
			const char *str = "6495ED";

		WHEN("I convert it into a color")
			color_t result = StrColor(str);

		THEN("the result should be the expected color")
			color_t expected = { 100, 149, 237, 255 };
			SHOULD_BE_TRUE(ColorEquals(result, expected));
	SCENARIO_END
	
	SCENARIO("Convert invalid string")
		GIVEN("an invalid string")
			const char *str = "unknown";

		WHEN("I convert it into a color")
			color_t result = StrColor(str);

		THEN("the result should be black")
			SHOULD_BE_TRUE(ColorEquals(result, colorBlack));
Пример #3
0
static void LoadBullet(
	BulletClass *b, json_t *node, const BulletClass *defaultBullet)
{
	memset(b, 0, sizeof *b);
	if (defaultBullet != NULL)
	{
		memcpy(b, defaultBullet, sizeof *b);
		if (defaultBullet->HitSound.Object != NULL)
		{
			CSTRDUP(b->HitSound.Object, defaultBullet->HitSound.Object);
		}
		if (defaultBullet->HitSound.Flesh != NULL)
		{
			CSTRDUP(b->HitSound.Flesh, defaultBullet->HitSound.Flesh);
		}
		if (defaultBullet->HitSound.Wall != NULL)
		{
			CSTRDUP(b->HitSound.Wall, defaultBullet->HitSound.Wall);
		}
		// TODO: enable default bullet guns?
		memset(&b->Falling.DropGuns, 0, sizeof b->Falling.DropGuns);
		memset(&b->OutOfRangeGuns, 0, sizeof b->OutOfRangeGuns);
		memset(&b->HitGuns, 0, sizeof b->HitGuns);
		memset(&b->ProximityGuns, 0, sizeof b->ProximityGuns);
	}
	char *tmp;

	LoadStr(&b->Name, node, "Name");
	if (json_find_first_label(node, "Pic"))
	{
		json_t *pic = json_find_first_label(node, "Pic")->child;
		tmp = GetString(pic, "Type");
		b->CPic.Type = StrPicType(tmp);
		CFREE(tmp);
		bool picLoaded = false;
		switch (b->CPic.Type)
		{
		case PICTYPE_NORMAL:
			tmp = GetString(pic, "Pic");
			b->CPic.u.Pic = PicManagerGetPic(&gPicManager, tmp);
			CFREE(tmp);
			picLoaded = b->CPic.u.Pic != NULL;
			break;
		case PICTYPE_DIRECTIONAL:
			tmp = GetString(pic, "Sprites");
			b->CPic.u.Sprites =
				&PicManagerGetSprites(&gPicManager, tmp)->pics;
			CFREE(tmp);
			picLoaded = b->CPic.u.Sprites != NULL;
			break;
		case PICTYPE_ANIMATED:	// fallthrough
		case PICTYPE_ANIMATED_RANDOM:
			tmp = GetString(pic, "Sprites");
			b->CPic.u.Animated.Sprites =
				&PicManagerGetSprites(&gPicManager, tmp)->pics;
			CFREE(tmp);
			LoadInt(&b->CPic.u.Animated.Count, pic, "Count");
			LoadInt(&b->CPic.u.Animated.TicksPerFrame, pic, "TicksPerFrame");
			// Set safe default ticks per frame 1;
			// if 0 then this leads to infinite loop when animating
			b->CPic.u.Animated.TicksPerFrame = MAX(
				b->CPic.u.Animated.TicksPerFrame, 1);
			picLoaded = b->CPic.u.Animated.Sprites != NULL;
			break;
		default:
			CASSERT(false, "unknown pic type");
			break;
		}
		b->CPic.UseMask = true;
		b->CPic.u1.Mask = colorWhite;
		if (json_find_first_label(pic, "Mask"))
		{
			tmp = GetString(pic, "Mask");
			b->CPic.u1.Mask = StrColor(tmp);
			CFREE(tmp);
		}
		else if (json_find_first_label(pic, "Tint"))
		{
			b->CPic.UseMask = false;
			json_t *tint = json_find_first_label(pic, "Tint")->child->child;
			b->CPic.u1.Tint.h = atof(tint->text);
			tint = tint->next;
			b->CPic.u1.Tint.s = atof(tint->text);
			tint = tint->next;
			b->CPic.u1.Tint.v = atof(tint->text);
		}
		if ((json_find_first_label(pic, "OldPic") &&
			ConfigGetBool(&gConfig, "Graphics.OriginalPics")) ||
			!picLoaded)
		{
			int oldPic = PIC_UZIBULLET;
			LoadInt(&oldPic, pic, "OldPic");
			b->CPic.Type = PICTYPE_NORMAL;
			b->CPic.u.Pic = PicManagerGetFromOld(&gPicManager, oldPic);
		}
	}
	LoadVec2i(&b->ShadowSize, node, "ShadowSize");
	LoadInt(&b->Delay, node, "Delay");
	if (json_find_first_label(node, "Speed"))
	{
		LoadInt(&b->SpeedLow, node, "Speed");
		b->SpeedHigh = b->SpeedLow;
	}
	if (json_find_first_label(node, "SpeedLow"))
	{
		LoadInt(&b->SpeedLow, node, "SpeedLow");
	}
	if (json_find_first_label(node, "SpeedHigh"))
	{
		LoadInt(&b->SpeedHigh, node, "SpeedHigh");
	}
	b->SpeedLow = MIN(b->SpeedLow, b->SpeedHigh);
	b->SpeedHigh = MAX(b->SpeedLow, b->SpeedHigh);
	LoadBool(&b->SpeedScale, node, "SpeedScale");
	LoadInt(&b->Friction, node, "Friction");
	if (json_find_first_label(node, "Range"))
	{
		LoadInt(&b->RangeLow, node, "Range");
		b->RangeHigh = b->RangeLow;
	}
	if (json_find_first_label(node, "RangeLow"))
	{
		LoadInt(&b->RangeLow, node, "RangeLow");
	}
	if (json_find_first_label(node, "RangeHigh"))
	{
		LoadInt(&b->RangeHigh, node, "RangeHigh");
	}
	b->RangeLow = MIN(b->RangeLow, b->RangeHigh);
	b->RangeHigh = MAX(b->RangeLow, b->RangeHigh);
	LoadInt(&b->Power, node, "Power");
	LoadVec2i(&b->Size, node, "Size");
	if (json_find_first_label(node, "Special"))
	{
		tmp = GetString(node, "Special");
		b->Special = StrSpecialDamage(tmp);
		CFREE(tmp);
	}
	LoadBool(&b->HurtAlways, node, "HurtAlways");
	LoadBool(&b->Persists, node, "Persists");
	if (json_find_first_label(node, "Spark"))
	{
		tmp = GetString(node, "Spark");
		b->Spark = StrParticleClass(&gParticleClasses, tmp);
		CFREE(tmp);
	}
	if (json_find_first_label(node, "HitSounds"))
	{
		json_t *hitSounds = json_find_first_label(node, "HitSounds")->child;
		CFREE(b->HitSound.Object);
		b->HitSound.Object = NULL;
		LoadStr(&b->HitSound.Object, hitSounds, "Object");
		CFREE(b->HitSound.Flesh);
		b->HitSound.Flesh = NULL;
		LoadStr(&b->HitSound.Flesh, hitSounds, "Flesh");
		CFREE(b->HitSound.Wall);
		b->HitSound.Wall = NULL;
		LoadStr(&b->HitSound.Wall, hitSounds, "Wall");
	}
	LoadBool(&b->WallBounces, node, "WallBounces");
	LoadBool(&b->HitsObjects, node, "HitsObjects");
	if (json_find_first_label(node, "Falling"))
	{
		json_t *falling = json_find_first_label(node, "Falling")->child;
		LoadInt(&b->Falling.GravityFactor, falling, "GravityFactor");
		LoadBool(&b->Falling.FallsDown, falling, "FallsDown");
		LoadBool(&b->Falling.DestroyOnDrop, falling, "DestroyOnDrop");
		LoadBool(&b->Falling.Bounces, falling, "Bounces");
	}
	LoadInt(&b->SeekFactor, node, "SeekFactor");
	LoadBool(&b->Erratic, node, "Erratic");

	b->node = node;
}