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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "main.h"
#include "util.h"
#include "util.h"
void *player_new(struct entities *entities);
int player_property(void *const restrict entity, char const *const restrict property, char const *const restrict value);
int game_save(FILE *file) {
fwrite(game_level, 1, strlen(game_level) + 1, file);
char buf[12] = {0};
snprintf(buf, sizeof (buf) - 1, "%i", from_fixed(entities.player[0].x));
fwrite(buf, 1, strlen(buf) + 1, file);
snprintf(buf, sizeof (buf) - 1, "%i", from_fixed(entities.player[0].y));
fwrite(buf, 1, strlen(buf) + 1, file);
fclose(file);
return 0;
}
static char *level = NULL; // hack to not leak memory
int game_load(FILE *file) {
size_t filesize, len;
char *filedata = util_loadFile(file, &filesize);
fclose(file);
free(level);
level = filedata;
len = strnlen(filedata, filesize);
if (len == filesize) {
fputs("invalid save format\n", stderr);
return 1;
}
filedata += len + 1;
len = strnlen(filedata, filesize);
if (len == filesize) {
fputs("invalid save format\n", stderr);
return 1;
}
player_property(next_entities.player, "x", filedata);
filedata += len + 1;
len = strnlen(filedata, filesize);
if (len == filesize) {
fputs("invalid save format\n", stderr);
return 1;
}
player_property(next_entities.player, "y", filedata);
level = realloc(level, strlen(level) + 1); // this line looks fucking stupid out of context
return game_load_level(level);
}
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