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/*
* XBoing - An X11 blockout style computer game
*
* (c) Copyright 1993, 1994, 1995, Justin C. Kibell, All Rights Reserved
*
* The X Consortium, and any party obtaining a copy of these files from
* the X Consortium, directly or indirectly, is granted, free of charge, a
* full and unrestricted irrevocable, world-wide, paid up, royalty-free,
* nonexclusive right and license to deal in this software and
* documentation files (the "Software"), including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons who receive
* copies from any such party to do so. This license includes without
* limitation a license to do the foregoing actions under any patents of
* the party supplying this software to the X Consortium.
*
* In no event shall the author be liable to any party for direct, indirect,
* special, incidental, or consequential damages arising out of the use of
* this software and its documentation, even if the author has been advised
* of the possibility of such damage.
*
* The author specifically disclaims any warranties, including, but not limited
* to, the implied warranties of merchantability and fitness for a particular
* purpose. The software provided hereunder is on an "AS IS" basis, and the
* author has no obligation to provide maintenance, support, updates,
* enhancements, or modifications.
*/
/*
* =========================================================================
*
* $Id: file.c,v 1.1.1.1 1994/12/16 01:36:43 jck Exp $
* $Source: /usr5/legends/jck/xb/master/xboing/file.c,v $
* $Revision: 1.1.1.1 $
* $Date: 1994/12/16 01:36:43 $
*
* $Log: file.c,v $
* Revision 1.1.1.1 1994/12/16 01:36:43 jck
* The XBoing distribution requires configuration management. This is why the
* cvs utility is being used. This is the initial import of all source etc..
*
*
* =========================================================================
*/
/*
* Include file dependencies:
*/
#include <stdio.h>
#include <stdlib.h>
#include <stddef.h>
#include <time.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xos.h>
#include <xpm.h>
#include "audio.h"
#include "misc.h"
#include "mess.h"
#include "gun.h"
#include "error.h"
#include "bonus.h"
#include "special.h"
#include "main.h"
#include "init.h"
#include "stage.h"
#include "ball.h"
#include "score.h"
#include "paddle.h"
#include "level.h"
#include "sfx.h"
#include "blocks.h"
#include "eyedude.h"
#include "file.h"
/*
* Internal macro definitions:
*/
#define BUF_SIZE 1024
/*
* Internal type declarations:
*/
/*
* Internal variable declarations:
*/
saveGameStruct saveGame;
#if NeedFunctionPrototypes
void SetupStage(Display *display, Window window)
#else
void SetupStage(display, window)
Display *display;
Window window;
#endif
{
char levelPath[1024];
char *str;
char str2[1024];
static int bgrnd = 1;
u_long newLevel;
bgrnd++;
if (bgrnd == 6) bgrnd = 2;
DrawStageBackground(display, window, bgrnd, True);
ClearAllBalls();
currentPaddleSize = PADDLE_HUGE;
ResetPaddleStart(display, window);
ResetBallStart(display, playWindow);
SetTiltsZero();
SetUnlimitedBullets(False);
ClearBullets();
SetNumberBullets(NUMBER_OF_BULLETS_NEW_LEVEL);
ResetNumberBonus();
ChangeEyeDudeMode(EYEDUDE_NONE);
TurnSpecialsOff(display);
SetReverseOff();
DisplayScore(display, scoreWindow, score);
DisplayLevelInfo(display, levelWindow, level);
DrawSpecials(display);
/*
* map the level number for the filename so that after the maximum
* level is reached it will wrap around to 1 again but will not
* affect the level number
*/
newLevel = level % (MAX_NUM_LEVELS);
if (newLevel == 0) newLevel = MAX_NUM_LEVELS;
/* Construct the level filename */
if ((str = getenv("XBOING_LEVELS_DIR")) != NULL)
snprintf(levelPath,sizeof(levelPath), "%s/level%02ld.data", str, newLevel);
else
sprintf(levelPath, "%s/level%02ld.data", LEVEL_INSTALL_DIR, newLevel);
if (ReadNextLevel(display, window, levelPath, True) == False)
{
sprintf(str2, "Level%2d = %s", (int) newLevel, GetLevelName());
ShutDown(display, 1, str2);
}
/* Display level name for all to see */
sprintf(str2, "- %s -", GetLevelName());
SetCurrentMessage(display, messWindow, str2, True);
XFlush(display);
}
#if NeedFunctionPrototypes
int LoadSavedGame(Display *display, Window window)
#else
int LoadSavedGame(display, window)
Display *display;
Window window;
#endif
{
/*
* This routine will load the last saved game.
* It will load the level data and other data such as scores and
* livesleft etc from another file. The game is then setup and
* started like usual.
*/
FILE *saveFile;
char levelPath[1024];
char str[80];
static int bgrnd = 1;
/* Save the file in home directory - construct path */
snprintf(levelPath, sizeof(levelPath)-1, "%s/.xboing-saveinfo", GetHomeDir());
/* Open the save file info for reading */
if ((saveFile = fopen(levelPath, "r+")) == NULL)
{
/* Cannot open the save file */
SetCurrentMessage(display, messWindow, "Unable to load game", True);
return False;
}
/* Read the save game info header */
if (fread((char*)&saveGame, sizeof(saveGameStruct), 1, saveFile) != 1)
{
/* Cannot load game file */
SetCurrentMessage(display, messWindow, "Unable to load game", True);
WarningMessage("Cannot read save game info file.");
if (fclose(saveFile) < 0)
WarningMessage("Cannot close save game info file.");
return False;
}
if (fclose(saveFile) < 0)
WarningMessage("Cannot close save game info file.");
/* Check the version of the save file format */
if (saveGame.version != (u_long) SAVE_VERSION)
{
SetCurrentMessage(display, messWindow, "Unable to load game", True);
WarningMessage("Incorrect save game info version.");
return False;
}
/* Setup the game using header information */
SetTheScore(saveGame.score);
SetLevelNumber(saveGame.level);
SetLevelTimeBonus(display, timeWindow, saveGame.levelTime);
SetLivesLeft(saveGame.livesLeft);
SetStartingLevel(saveGame.startLevel);
currentPaddleSize = saveGame.paddleSize;
/*saveGame.gameTime;*/
bgrnd++;
if (bgrnd == 7) bgrnd = 2;
DrawStageBackground(display, window, bgrnd, True);
ClearAllBalls();
ResetPaddleStart(display, window);
ResetBallStart(display, playWindow);
SetUnlimitedBullets(False);
ClearBullets();
SetNumberBullets(saveGame.numBullets);
ResetNumberBonus();
ChangeEyeDudeMode(EYEDUDE_NONE);
TurnSpecialsOff(display);
SetReverseOff();
DisplayScore(display, scoreWindow, score);
DisplayLevelInfo(display, levelWindow, level);
/* Load the saved file in home directory - construct path */
snprintf(levelPath, sizeof(levelPath)-1, "%s/.xboing-savelevel", GetHomeDir());
/* Read in the saved level data */
if (ReadNextLevel(display, window, levelPath, True) == False)
ShutDown(display, 1, "trying to read saved level data");
/* Display level name for all to see */
sprintf(str, "Resuming: %s", GetLevelName());
SetCurrentMessage(display, messWindow, str, True);
XFlush(display);
return True;
}
#if NeedFunctionPrototypes
int SaveCurrentGame(Display *display, Window window)
#else
int SaveCurrentGame(display, window)
Display *display;
Window window;
#endif
{
/*
* This routine will save the current state of the game for loading
* at a later date. It will save the level data in one file and the
* other data such as scores and livesleft etc in another file.
*/
FILE *saveFile;
char levelPath[1024];
/* Setup the save game header */
saveGame.version = (u_long) SAVE_VERSION;
saveGame.score = score;
saveGame.level = level;
saveGame.levelTime = GetLevelTimeBonus();
saveGame.gameTime = time(NULL);
saveGame.livesLeft = GetNumberLife();
saveGame.startLevel = GetStartingLevel();
saveGame.paddleSize = currentPaddleSize;
saveGame.numBullets = GetNumberBullets();
/* Save the file in home directory - construct path */
snprintf(levelPath, sizeof(levelPath)-1, "%s/.xboing-saveinfo", GetHomeDir());
/* Open the save file info for writing */
if ((saveFile = fopen(levelPath, "w+")) == NULL)
{
/* Cannot open the save file */
SetCurrentMessage(display, messWindow, "Unable to save game", True);
return False;
}
/* Write the save game info header */
if (fwrite((char*)&saveGame, sizeof(saveGameStruct), 1, saveFile) != 1)
{
/* Cannot save game file */
SetCurrentMessage(display, messWindow, "Unable to save game", True);
WarningMessage("Cannot write save game info file.");
if (fclose(saveFile) < 0)
WarningMessage("Cannot close save game info file.");
return False;
}
if (fclose(saveFile) < 0)
WarningMessage("Cannot close save game info file.");
/* Save the file in home directory - construct path */
snprintf(levelPath, sizeof(levelPath)-1, "%s/.xboing-savelevel", GetHomeDir());
if (SaveLevelDataFile(display, levelPath) == True)
{
/* The level did save successfully */
SetCurrentMessage(display, messWindow,
"Game saved", True);
/* Only one chance to save buddy */
ToggleSaving(display, False);
DrawSpecials(display);
return True;
}
/* The level didn't save successfully */
SetCurrentMessage(display, messWindow,
"Unable to save game", True);
return False;
}
#if NeedFunctionPrototypes
int ReadNextLevel(Display *display, Window window, char *levelName, int draw)
#else
int ReadNextLevel(display, window, levelName, draw)
Display *display;
Window window;
char *levelName;
int draw;
#endif
{
FILE *levelFile;
int row, col, type;
int timeLimit = 180;
char str[BUF_SIZE];
char *temp;
/* Clear all existing mess in structures */
ClearBlockArray();
/* Setup the new level data */
blocksExploding = 0;
colWidth = PLAY_WIDTH / MAX_COL;
rowHeight = PLAY_HEIGHT / MAX_ROW;
bonusBlock = False;
ResetNumberBonus();
/* Open the new level data file for reading */
if ((levelFile = fopen(levelName, "r")) == NULL)
{
/* Cannot open the level data file */
perror(levelName);
ErrorMessage("Cannot load level data - check level directory path.");
return False;
}
/* Obtain the title string */
fgets(levelTitle, BUF_SIZE, levelFile);
/* Remove the carriage return in the title */
temp = strchr(levelTitle, '\n');
*temp = '\0';
if (debug == True) sprintf(str, "level #%ld : <%s>", level, levelTitle);
DEBUG(str)
/* Now get the time bonus from the level file */
fgets(str, BUF_SIZE, levelFile);
if (sscanf(str, "%d", &timeLimit) != 1)
{
/* Error in the time limit of the level data file */
ErrorMessage("Cannot parse level data - time bonus error.");
return False;
}
/* Set and draw the time limit for the level */
SetLevelTimeBonus(display, timeWindow, timeLimit);
/* Loop through all rows and cols */
for (row = 0; row < (MAX_ROW - 3); row++)
{
for (col = 0; col < MAX_COL; col++)
{
/* Get the next character from the level data file */
type = fgetc(levelFile);
switch (type)
{
case 'H' : /* hyperspace block - walls are now gone */
AddNewBlock(display, window, row, col, HYPERSPACE_BLK, 0,
draw);
break;
case 'B' : /* bullet block - ammo */
AddNewBlock(display, window, row, col, BULLET_BLK, 0, draw);
break;
case 'c' : /* maximum ammo bullet block */
AddNewBlock(display, window, row, col, MAXAMMO_BLK, 0,
draw);
break;
case 'r' : /* A red block */
AddNewBlock(display, window, row, col, RED_BLK, 0, draw);
break;
case 'g' : /* A green block */
AddNewBlock(display, window, row, col, GREEN_BLK, 0, draw);
break;
case 'b' : /* A blue block */
AddNewBlock(display, window, row, col, BLUE_BLK, 0, draw);
break;
case 't' : /* A tan block */
AddNewBlock(display, window, row, col, TAN_BLK, 0, draw);
break;
case 'p' : /* A purple block */
AddNewBlock(display, window, row, col, PURPLE_BLK, 0, draw);
break;
case 'y' : /* A yellow block */
AddNewBlock(display, window, row, col, YELLOW_BLK, 0, draw);
break;
case 'w' : /* A solid wall block */
AddNewBlock(display, window, row, col, BLACK_BLK, 0, draw);
break;
case '0' : /* A counter block - no number */
AddNewBlock(display, window, row, col, COUNTER_BLK, 0,
draw);
break;
case '1' : /* A counter block level 1 */
AddNewBlock(display, window, row, col, COUNTER_BLK, 1,
draw);
break;
case '2' : /* A counter block level 2 */
AddNewBlock(display, window, row, col, COUNTER_BLK, 2,
draw);
break;
case '3' : /* A counter block level 3 */
AddNewBlock(display, window, row, col, COUNTER_BLK, 3,
draw);
break;
case '4' : /* A counter block level 4 */
AddNewBlock(display, window, row, col, COUNTER_BLK, 4,
draw);
break;
case '5' : /* A counter block level 5 - highest */
AddNewBlock(display, window, row, col, COUNTER_BLK, 5,
draw);
break;
case '+' : /* A roamer block */
AddNewBlock(display, window, row, col, ROAMER_BLK, 0, draw);
break;
case 'X' : /* A bomb block - arggh! */
AddNewBlock(display, window, row, col, BOMB_BLK, 0, draw);
break;
case 'D' : /* A death block */
AddNewBlock(display, window, row, col, DEATH_BLK,
SHOTS_TO_KILL_SPECIAL, draw);
break;
case 'L' : /* An extra ball block */
AddNewBlock(display, window, row, col, EXTRABALL_BLK, 0,
draw);
break;
case 'M' : /* A machine gun block */
AddNewBlock(display, window, row, col, MGUN_BLK,
SHOTS_TO_KILL_SPECIAL, draw);
break;
case 'W' : /* A wall off block */
AddNewBlock(display, window, row, col, WALLOFF_BLK,
SHOTS_TO_KILL_SPECIAL, draw);
break;
case '?' : /* A random changing block */
AddNewBlock(display, window, row, col, RANDOM_BLK, 0, draw);
break;
case 'd' : /* A dropping block */
AddNewBlock(display, window, row, col, DROP_BLK, 0, draw);
break;
case 'T' : /* A extra time block */
AddNewBlock(display, window, row, col, TIMER_BLK, 0, draw);
break;
case 'm' : /* A multiple ball block */
AddNewBlock(display, window, row, col, MULTIBALL_BLK,
SHOTS_TO_KILL_SPECIAL, draw);
break;
case 's' : /* A sticky block */
AddNewBlock(display, window, row, col, STICKY_BLK,
SHOTS_TO_KILL_SPECIAL, draw);
break;
case 'R' : /* reverse block - switch paddle control */
AddNewBlock(display, window, row, col, REVERSE_BLK,
SHOTS_TO_KILL_SPECIAL, draw);
break;
case '<' : /* shrink paddle block - make paddle smaller */
AddNewBlock(display, window, row, col, PAD_SHRINK_BLK,
SHOTS_TO_KILL_SPECIAL, draw);
break;
case '>' : /* expand paddle block - make paddle bigger */
AddNewBlock(display, window, row, col, PAD_EXPAND_BLK,
SHOTS_TO_KILL_SPECIAL, draw);
break;
default:
break;
}
}
/* Get the newline */
type = fgetc(levelFile);
}
/* Close our level data file */
if (fclose(levelFile) < 0)
WarningMessage("Cannot close level data file.");
/* Success */
return True;
}
#if NeedFunctionPrototypes
int SaveLevelDataFile(Display *display, char *levelName)
#else
int SaveLevelDataFile(display, levelName)
Display *display;
char *levelName;
#endif
{
FILE *levelFile;
int row, col;
char str[BUF_SIZE];
struct aBlock *blockP;
/* Open the new level data file for reading */
if ((levelFile = fopen(levelName, "w")) == NULL)
{
/* Cannot open the level data file */
perror(levelName);
ErrorMessage("Cannot save level data - check level directory path.");
return False;
}
/* Write the title string and carriage return */
sprintf(str, "%s\n", levelTitle);
fputs(str, levelFile);
if (debug == True) sprintf(str, "level #%ld : <%s>", level, levelTitle);
DEBUG(str)
/* Now put the time bonus into the level file */
sprintf(str, "%d\n", GetLevelTimeBonus());
fputs(str, levelFile);
/* Loop through all rows and cols */
for (row = 0; row < (MAX_ROW - 3); row++)
{
for (col = 0; col < MAX_COL; col++)
{
blockP = &blocks[row][col];
/* Switch on the type of block */
switch (blockP->blockType)
{
case HYPERSPACE_BLK: fputc('H', levelFile); break;
case BULLET_BLK:
if (blockP->random) fputc('?', levelFile);
else fputc('B', levelFile); break;
case MAXAMMO_BLK: fputc('c', levelFile); break;
case RED_BLK:
if (blockP->random) fputc('?', levelFile);
else fputc('r', levelFile); break;
case GREEN_BLK:
if (blockP->random) fputc('?', levelFile);
else fputc('g', levelFile); break;
case BLUE_BLK:
if (blockP->random) fputc('?', levelFile);
else fputc('b', levelFile); break;
case TAN_BLK:
if (blockP->random) fputc('?', levelFile);
else fputc('t', levelFile); break;
case PURPLE_BLK:
if (blockP->random) fputc('?', levelFile);
else fputc('p', levelFile); break;
case YELLOW_BLK:
if (blockP->random) fputc('?', levelFile);
else fputc('y', levelFile); break;
case BLACK_BLK: fputc('w', levelFile); break;
case ROAMER_BLK: fputc('+', levelFile); break;
case BOMB_BLK: fputc('X', levelFile); break;
case DEATH_BLK: fputc('D', levelFile); break;
case EXTRABALL_BLK: fputc('L', levelFile); break;
case MGUN_BLK: fputc('M', levelFile); break;
case WALLOFF_BLK: fputc('W', levelFile); break;
case RANDOM_BLK: fputc('?', levelFile); break;
case DROP_BLK: fputc('d', levelFile); break;
case TIMER_BLK: fputc('T', levelFile); break;
case MULTIBALL_BLK: fputc('m', levelFile); break;
case STICKY_BLK: fputc('s', levelFile); break;
case REVERSE_BLK: fputc('R', levelFile); break;
case PAD_SHRINK_BLK: fputc('<', levelFile); break;
case PAD_EXPAND_BLK: fputc('>', levelFile); break;
case COUNTER_BLK:
switch (blockP->counterSlide)
{
/* The current slide of the counter */
case 0: fputc('0', levelFile); break;
case 1: fputc('1', levelFile); break;
case 2: fputc('2', levelFile); break;
case 3: fputc('3', levelFile); break;
case 4: fputc('4', levelFile); break;
case 5: fputc('5', levelFile); break;
}
break;
default:
/* Nothing in the block so put dot */
fputc('.', levelFile); break;
break;
}
}
/* New line */
fputs("\n", levelFile);
}
/* Close our level data file */
if (fclose(levelFile) < 0)
WarningMessage("Cannot close level data file.");
/* Success */
return True;
}
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