warzone2100/src/scores.c

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
Scores.c Deals with all the mission results gubbins.
Alex W. McLean
*/
#include <string.h>
// --------------------------------------------------------------------
#include "lib/framework/frame.h"
#include "lib/framework/strres.h"
#include "lib/gamelib/gtime.h"
#include "console.h"
#include "scores.h"
#include "lib/ivis_common/piedef.h"
#include "lib/ivis_common/piefunc.h"
#include "lib/ivis_common/piemode.h"
#include "lib/ivis_common/piestate.h"
#include "lib/ivis_common/rendmode.h"
#include "lib/ivis_common/piepalette.h"
#include "objects.h"
#include "droiddef.h"
#include "basedef.h"
#include "statsdef.h"
#include "hci.h"
#include "miscimd.h"
#include "lib/ivis_opengl/piematrix.h"
#include "display3d.h"
#include "mission.h"
#include "game.h"
#include "lib/sound/audio.h"
#include "lib/sound/audio_id.h"
#include "intimage.h"
#define BAR_CRAWL_TIME (GAME_TICKS_PER_SEC*3)
#define MT_X_POS (MISSIONRES_TITLE_X + D_W + 140)
#define MT_Y_POS (MISSIONRES_TITLE_Y + D_H + 80)
#define DROID_LEVELS 9
#define MAX_BAR_LENGTH 100
#define LC_UPPER 100
#define LC_X 32
#define RC_X 320+32
#define RANK_BAR_WIDTH 100
#define STAT_BAR_WIDTH 100
enum
{
STR_MR_UNITS_LOST,
STR_MR_UNITS_KILLED,
STR_MR_STR_LOST,
STR_MR_STR_BLOWN_UP,
STR_MR_UNITS_BUILT,
STR_MR_UNITS_NOW,
STR_MR_STR_BUILT,
STR_MR_STR_NOW,
STR_MR_LEVEL_ROOKIE,
STR_MR_LEVEL_GREEN,
STR_MR_LEVEL_TRAINED,
STR_MR_LEVEL_REGULAR,
STR_MR_LEVEL_VETERAN,
STR_MR_LEVEL_CRACK,
STR_MR_LEVEL_ELITE,
STR_MR_LEVEL_SPECIAL,
STR_MR_LEVEL_ACE
};
// return translated string
const char *getDescription(int id)
{
switch ( id )
{
case STR_MR_UNITS_LOST : return _("Own Units: %u");
case STR_MR_UNITS_KILLED : return _("Enemy Units: %u");
case STR_MR_STR_LOST : return _("Own Structures: %u");
case STR_MR_STR_BLOWN_UP : return _("Enemy Structures: %u");
case STR_MR_UNITS_BUILT : return _("Units Manufactured: %u");
case STR_MR_UNITS_NOW : return _("Total Units: %u");
case STR_MR_STR_BUILT : return _("Structures Built: %u");
case STR_MR_STR_NOW : return _("Total Structures: %u");
case STR_MR_LEVEL_ROOKIE : return _("Rookie: %u");
case STR_MR_LEVEL_GREEN : return _("Green: %u");
case STR_MR_LEVEL_TRAINED: return _("Trained: %u");
case STR_MR_LEVEL_REGULAR: return _("Regular: %u");
case STR_MR_LEVEL_VETERAN: return _("Professional: %u");
case STR_MR_LEVEL_CRACK : return _("Veteran: %u");
case STR_MR_LEVEL_ELITE : return _("Elite: %u");
case STR_MR_LEVEL_SPECIAL: return _("Special: %u");
case STR_MR_LEVEL_ACE : return _("Hero: %u");
default: return ""; // make compiler shut up
}
}
STAT_BAR infoBars[]=
{
{LC_X,100,STAT_BAR_WIDTH,16,10,STR_MR_UNITS_LOST,0,FALSE,TRUE,0,165}, // left column STAT_UNIT_LOST
{LC_X,120,STAT_BAR_WIDTH,16,20,STR_MR_UNITS_KILLED,0,FALSE,TRUE,0,81}, // STAT_UNIT_KILLED
{LC_X,160,STAT_BAR_WIDTH,16,30,STR_MR_STR_LOST,0,FALSE,TRUE,0,165}, // STAT_STR_LOST
{LC_X,180,STAT_BAR_WIDTH,16,40,STR_MR_STR_BLOWN_UP,0,FALSE,TRUE,0,81}, // STAT_STR_BLOWN_UP
{LC_X,220,STAT_BAR_WIDTH,16,50,STR_MR_UNITS_BUILT,0,FALSE,TRUE,0,185}, // STAT_UNITS_BUILT
{LC_X,240,STAT_BAR_WIDTH,16,60,STR_MR_UNITS_NOW,0,FALSE,TRUE,0,185}, // STAT_UNITS_NOW
{LC_X,260,STAT_BAR_WIDTH,16,70,STR_MR_STR_BUILT,0,FALSE,TRUE,0,185}, // STAT_STR_BUILT
{LC_X,280,STAT_BAR_WIDTH,16,80,STR_MR_STR_NOW,0,FALSE,FALSE,0,185}, // STAT_STR_NOW
{RC_X,100,RANK_BAR_WIDTH,16,10,STR_MR_LEVEL_ROOKIE,0,FALSE,TRUE,0,117}, // right column // STAT_ROOKIE
{RC_X,120,RANK_BAR_WIDTH,16,20,STR_MR_LEVEL_GREEN,0,FALSE,TRUE,0,117}, // STAT_GREEN
{RC_X,140,RANK_BAR_WIDTH,16,30,STR_MR_LEVEL_TRAINED,0,FALSE,TRUE,0,117}, // STAT_TRAINED
{RC_X,160,RANK_BAR_WIDTH,16,40,STR_MR_LEVEL_REGULAR,0,FALSE,TRUE,0,117}, // STAT_REGULAR
{RC_X,180,RANK_BAR_WIDTH,16,50,STR_MR_LEVEL_VETERAN,0,FALSE,TRUE,0,117}, // STAT_VETERAN
{RC_X,200,RANK_BAR_WIDTH,16,60,STR_MR_LEVEL_CRACK,0,FALSE,TRUE,0,117}, // STAT_CRACK
{RC_X,220,RANK_BAR_WIDTH,16,70,STR_MR_LEVEL_ELITE,0,FALSE,TRUE,0,117}, // STAT_ELITE
{RC_X,240,RANK_BAR_WIDTH,16,80,STR_MR_LEVEL_SPECIAL,0,FALSE,TRUE,0,117}, // STAT_SPECIAL
{RC_X,260,RANK_BAR_WIDTH,16,90,STR_MR_LEVEL_ACE,0,FALSE,TRUE,0,117}, // STAT_ACE
{0, 0, 0, 0, 0, 0, 0, FALSE, FALSE, 0, 0 }
};
// --------------------------------------------------------------------
void constructTime(char *psText, UDWORD hours, UDWORD minutes, UDWORD seconds);
void drawDroidBars( void );
void drawUnitBars( void );
void drawStatBars( void );
void fillUpStats( void );
void dispAdditionalInfo( void );
// --------------------------------------------------------------------
/* The present mission data */
static MISSION_DATA missionData;
static UDWORD dispST;
static BOOL bDispStarted = FALSE;
static char text[255];
static char text2[255];
// --------------------------------------------------------------------
/* Initialise the mission data info - done before each mission */
BOOL scoreInitSystem( void )
{
missionData.unitsBuilt = 0;
missionData.unitsKilled = 0;
missionData.unitsLost = 0;
missionData.strBuilt = 0;
missionData.strKilled = 0;
missionData.strLost = 0;
missionData.artefactsFound = 0;
missionData.missionStarted = gameTime; // total game time is just gameTime
missionData.shotsOnTarget = 0;
missionData.shotsOffTarget = 0;
missionData.babasMowedDown = 0;
bDispStarted = FALSE;
return(TRUE);
}
// --------------------------------------------------------------------
// Updates a game statistic - more can be added if we need 'em
void scoreUpdateVar( DATA_INDEX var )
{
switch(var)
{
case WD_UNITS_BUILT:
missionData.unitsBuilt++; // We've built another unit
break;
case WD_UNITS_KILLED:
missionData.unitsKilled++; // We've destroyed an enemy unit
break;
case WD_UNITS_LOST:
missionData.unitsLost++; // We've lost a unit
break;
case WD_STR_BUILT:
missionData.strBuilt++; // Built a structure
break;
case WD_STR_KILLED:
missionData.strKilled++; // Destroyed an enemy structure
break;
case WD_STR_LOST:
missionData.strLost++; // Lost a structure
break;
case WD_ARTEFACTS_FOUND:
missionData.artefactsFound++; // Got an artefact
break;
case WD_MISSION_STARTED:
missionData.missionStarted = gameTime; // Init the mission start time
break; // Should be called once per mission
case WD_SHOTS_ON_TARGET:
missionData.shotsOnTarget++; // We hit something
break;
case WD_SHOTS_OFF_TARGET:
missionData.shotsOffTarget++; // Missed something
break;
case WD_BARBARIANS_MOWED_DOWN:
missionData.babasMowedDown++; // Ran over a barbarian
break;
default:
debug( LOG_ERROR, "Weirdy variable request from scoreUpdateVar" );
abort();
break;
}
}
// --------------------------------------------------------------------
void scoreDataToScreen(void)
{
drawStatBars();
}
// --------------------------------------------------------------------
/* Builds an ascii string for the passed in components 04:02:23 for example */
void constructTime(char *psText, UDWORD hours, UDWORD minutes, UDWORD seconds)
{
UDWORD index;
UDWORD div;
index = 0;
// Hours do not have trailing zeros
if(hours!=0)
{
if(hours<10)
{
// Less than 10 hours
psText[index++] = (UBYTE)('0'+ hours%10);
}
else if(hours<100)
{
// Over ten hours
psText[index++] = (UBYTE)('0'+ hours/10);
psText[index++] = (UBYTE)('0'+ hours%10);
}
else
{
// Over 100 hours - go outside people!!!!
// build hours
psText[index++] = (UBYTE)('0' + (hours/100)); // hmmmmmm....
div = hours/100;
psText[index++] = (UBYTE)('0' + (hours-(div*100))/10); // nice
psText[index++] = (UBYTE)('0' + hours%10);
}
// Put in the hrs/mins separator - only for non-zero hours
psText[index++] = (UBYTE)(':');
}
// put in the minutes
psText[index++] = (UBYTE)('0' + minutes/10);
psText[index++] = (UBYTE)('0' + minutes%10);
// mins/secs separator
psText[index++] = (UBYTE)(':');
// Put in the seconds
psText[index++] = (UBYTE)('0' + seconds/10);
psText[index++] = (UBYTE)('0' + seconds%10);
// terminate the string
psText[index] = '\0';
}
// --------------------------------------------------------------------
/* Builds an ascii string for the passed in time */
void getAsciiTime( char *psText, UDWORD time )
{
UDWORD hours,minutes,seconds;
getTimeComponents(time,&hours,&minutes,&seconds);
constructTime(psText,hours,minutes,seconds);
}
// -----------------------------------------------------------------------------------
void drawStatBars( void )
{
UDWORD index;
BOOL bMoreBars;
UDWORD x,y;
UDWORD width,height;
if(!bDispStarted)
{
bDispStarted = TRUE;
dispST = gameTime2;
audio_PlayTrack(ID_SOUND_BUTTON_CLICK_5);
}
fillUpStats();
pie_UniTransBoxFill(16 + D_W, MT_Y_POS - 16, pie_GetVideoBufferWidth() - D_W - 16, MT_Y_POS + 256, WZCOL_SCORE_BOX);
iV_Box(16 + D_W, MT_Y_POS - 16, pie_GetVideoBufferWidth() - D_W - 16, MT_Y_POS + 256, WZCOL_SCORE_BOX_BORDER);
iV_DrawText( _("Unit Losses"), LC_X + D_W, 80 + 16 + D_H );
iV_DrawText( _("Structure Losses"), LC_X + D_W, 140 + 16 + D_H );
iV_DrawText( _("Force Information"), LC_X + D_W, 200 + 16 + D_H );
index = 0;
bMoreBars = TRUE;
while(bMoreBars)
{
/* Is it time to display this bar? */
if( infoBars[index].bActive)
{
/* Has it been queued before? */
if(infoBars[index].bQueued == FALSE)
{
/* Don't do this next time...! */
infoBars[index].bQueued = TRUE;
/* Play a sound */
// audio_PlayTrack(ID_SOUND_BUTTON_CLICK_5);
}
x = infoBars[index].topX+D_W;
y = infoBars[index].topY+D_H;
width = infoBars[index].width;
height = infoBars[index].height;
iV_Box(x, y, x + width, y + height, WZCOL_BLACK);
/* Draw the background border box */
pie_BoxFill(x - 1, y - 1, x + width + 1, y + height + 1, WZCOL_MENU_BACKGROUND);
/* Draw the interior grey */
pie_BoxFill(x, y, x + width, y + height, WZCOL_MENU_SCORES_INTERIOR);
if( ((gameTime2 - dispST) > infoBars[index].queTime) )
{
/* Now draw amount filled */
const float mul = (gameTime2 - dispST < BAR_CRAWL_TIME) ?
(float)(gameTime2 - dispST) / (float)BAR_CRAWL_TIME
: 1.f;
const float length = (float)infoBars[index].percent / 100.f * (float)infoBars[index].width * mul;
if(MAKEINT(length) > 4)
{
/* Black shadow */
pie_BoxFill(x + 1, y + 3, x + MAKEINT(length) - 1, y + height - 1, WZCOL_MENU_BACKGROUND);
/* Solid coloured bit */
pie_BoxFillIndex(x + 1, y + 2, x + MAKEINT(length) - 4, y + height - 4, (UBYTE)infoBars[index].colour);
}
}
/* Now render the text by the bar */
sprintf(text, getDescription(infoBars[index].stringID), infoBars[index].number);
iV_DrawText(text, x + width + 16, y + 12);
/* If we're beyond STAT_ROOKIE, then we're on rankings */
if(index>=STAT_GREEN && index <= STAT_ACE)
{
iV_DrawImage(IntImages,(UWORD)(IMAGE_LEV_0 + (index - STAT_GREEN)),x-8,y+2);
}
}
/* Move onto the next bar */
index++;
if(infoBars[index].topX == 0 && infoBars[index].topY == 0)
{
bMoreBars = FALSE;
}
}
dispAdditionalInfo();
}
// -----------------------------------------------------------------------------------
void dispAdditionalInfo( void )
{
/* We now need to display the mission time, game time,
average unit experience level an number of artefacts found */
/* Firstly, top of the screen, number of artefacts found */
sprintf( text, _("ARTIFACTS RECOVERED: %d"), missionData.artefactsFound );
iV_DrawText( text, (pie_GetVideoBufferWidth() - iV_GetTextWidth(text))/2, 300 + D_H );
/* Get the mission result time in a string - and write it out */
getAsciiTime( (char*)&text2, gameTime - missionData.missionStarted );
sprintf( text, _("Mission Time - %s"), text2 );
iV_DrawText( text, (pie_GetVideoBufferWidth() - iV_GetTextWidth(text))/2, 320 + D_H);
/* Write out total game time so far */
getAsciiTime( (char*)&text2, gameTime );
sprintf( text, _("Total Game Time - %s"), text2 );
iV_DrawText( text, (pie_GetVideoBufferWidth() - iV_GetTextWidth(text))/2, 340 + D_H );
}
// -----------------------------------------------------------------------------------
void fillUpStats( void )
{
UDWORD i;
UDWORD maxi,num;
float scaleFactor;
UDWORD length;
UDWORD numUnits;
DROID *psDroid;
/* Do rankings first cos they're easier */
for(i=0,maxi=0; i<DROID_LEVELS; i++)
{
num = getNumDroidsForLevel(i);
if(num>maxi)
{
maxi = num;
}
}
/* Make sure we got something */
if(maxi == 0)
{
scaleFactor = 0.f;
}
else
{
scaleFactor = (float)RANK_BAR_WIDTH / maxi;
}
/* Scale for percent */
for(i=0; i<DROID_LEVELS; i++)
{
length = MAKEINT((scaleFactor*getNumDroidsForLevel(i)));
infoBars[STAT_ROOKIE+i].percent = PERCENT(length,RANK_BAR_WIDTH);
infoBars[STAT_ROOKIE+i].number = getNumDroidsForLevel(i);
}
/* Now do the other stuff... */
/* Units killed and lost... */
maxi = MAX(missionData.unitsLost, missionData.unitsKilled);
if (maxi == 0)
{
scaleFactor = 0.f;
}
else
{
scaleFactor = (float)STAT_BAR_WIDTH / maxi;
}
length = MAKEINT(scaleFactor*missionData.unitsLost);
infoBars[STAT_UNIT_LOST].percent = PERCENT(length,STAT_BAR_WIDTH);
length = MAKEINT(scaleFactor*missionData.unitsKilled);
infoBars[STAT_UNIT_KILLED].percent = PERCENT(length,STAT_BAR_WIDTH);
/* Now do the structure losses */
maxi = MAX(missionData.strLost, missionData.strKilled);
if (maxi == 0)
{
scaleFactor = 0.f;
}
else
{
scaleFactor = (float)STAT_BAR_WIDTH / maxi;
}
length = MAKEINT(scaleFactor*missionData.strLost);
infoBars[STAT_STR_LOST].percent = PERCENT(length,STAT_BAR_WIDTH);
length = MAKEINT(scaleFactor*missionData.strKilled);
infoBars[STAT_STR_BLOWN_UP].percent = PERCENT(length,STAT_BAR_WIDTH);
/* Finally the force information - need amount of droids as well*/
for(psDroid = apsDroidLists[selectedPlayer],numUnits = 0;
psDroid; psDroid = psDroid->psNext,numUnits++);
for(psDroid = mission.apsDroidLists[selectedPlayer];
psDroid; psDroid = psDroid->psNext,numUnits++);
maxi = MAX(missionData.unitsBuilt, missionData.strBuilt);
maxi = MAX(maxi, numUnits);
if (maxi == 0)
{
scaleFactor = 0.f;
}
else
{
scaleFactor = (float)STAT_BAR_WIDTH / maxi;
}
length = MAKEINT(scaleFactor*missionData.unitsBuilt);
infoBars[STAT_UNITS_BUILT].percent = PERCENT(length,STAT_BAR_WIDTH);
length = MAKEINT(scaleFactor*numUnits);
infoBars[STAT_UNITS_NOW].percent = PERCENT(length,STAT_BAR_WIDTH);
length = MAKEINT(scaleFactor*missionData.strBuilt);
infoBars[STAT_STR_BUILT].percent = PERCENT(length,STAT_BAR_WIDTH);
/* Finally the numbers themselves */
infoBars[STAT_UNIT_LOST].number = missionData.unitsLost;
infoBars[STAT_UNIT_KILLED].number = missionData.unitsKilled;
infoBars[STAT_STR_LOST].number = missionData.strLost;
infoBars[STAT_STR_BLOWN_UP].number = missionData.strKilled;
infoBars[STAT_UNITS_BUILT].number = missionData.unitsBuilt;
infoBars[STAT_UNITS_NOW].number = numUnits;
infoBars[STAT_STR_BUILT].number = missionData.strBuilt;
}
/** Write the given MISSION_DATA to the given file with endianness swapped correctly
* \param fileHandle a PhysicsFS file handle of the file to write to
* \param serializeScore a pointer to the MISSION_DATA to write serialized into the file
* \return true on success or false on the first encounterd error
*/
static bool serializeScoreData(PHYSFS_file* fileHandle, const MISSION_DATA* serializeScore)
{
return (PHYSFS_writeUBE32(fileHandle, serializeScore->unitsBuilt)
&& PHYSFS_writeUBE32(fileHandle, serializeScore->unitsKilled)
&& PHYSFS_writeUBE32(fileHandle, serializeScore->unitsLost)
&& PHYSFS_writeUBE32(fileHandle, serializeScore->strBuilt)
&& PHYSFS_writeUBE32(fileHandle, serializeScore->strKilled)
&& PHYSFS_writeUBE32(fileHandle, serializeScore->strLost)
&& PHYSFS_writeUBE32(fileHandle, serializeScore->artefactsFound)
&& PHYSFS_writeUBE32(fileHandle, serializeScore->missionStarted)
&& PHYSFS_writeUBE32(fileHandle, serializeScore->shotsOnTarget)
&& PHYSFS_writeUBE32(fileHandle, serializeScore->shotsOffTarget)
&& PHYSFS_writeUBE32(fileHandle, serializeScore->babasMowedDown));
}
/** Read a MISSION_DATA from the given file with endianness swapped correctly
* \param fileHandle a PhysicsFS file handle of the file to read from
* \param serializeScore a pointer to a MISSION_DATA to write the deserialized data from the file into
* \return true on success or false on the first encounterd error
*/
static bool deserializeScoreData(PHYSFS_file* fileHandle, MISSION_DATA* serializeScore)
{
return (PHYSFS_readUBE32(fileHandle, &serializeScore->unitsBuilt)
&& PHYSFS_readUBE32(fileHandle, &serializeScore->unitsKilled)
&& PHYSFS_readUBE32(fileHandle, &serializeScore->unitsLost)
&& PHYSFS_readUBE32(fileHandle, &serializeScore->strBuilt)
&& PHYSFS_readUBE32(fileHandle, &serializeScore->strKilled)
&& PHYSFS_readUBE32(fileHandle, &serializeScore->strLost)
&& PHYSFS_readUBE32(fileHandle, &serializeScore->artefactsFound)
&& PHYSFS_readUBE32(fileHandle, &serializeScore->missionStarted)
&& PHYSFS_readUBE32(fileHandle, &serializeScore->shotsOnTarget)
&& PHYSFS_readUBE32(fileHandle, &serializeScore->shotsOffTarget)
&& PHYSFS_readUBE32(fileHandle, &serializeScore->babasMowedDown));
}
// -----------------------------------------------------------------------------------
/* This will save out the score data */
bool writeScoreData(const char* fileName)
{
SCORE_SAVEHEADER fileHeader;
PHYSFS_file* fileHandle = openSaveFile(fileName);
if (!fileHandle)
{
return false;
}
fileHeader.aFileType[0] = 's';
fileHeader.aFileType[1] = 'c';
fileHeader.aFileType[2] = 'd';
fileHeader.aFileType[3] = 'a';
fileHeader.version = CURRENT_VERSION_NUM;
fileHeader.entries = 1; // always for score save?
// Write out the current file header
if (PHYSFS_write(fileHandle, fileHeader.aFileType, sizeof(fileHeader.aFileType), 1) != 1
|| !PHYSFS_writeUBE32(fileHandle, fileHeader.version)
|| !PHYSFS_writeUBE32(fileHandle, fileHeader.entries))
{
debug(LOG_ERROR, "writeScoreData: could not write header to %s; PHYSFS error: %s", fileName, PHYSFS_getLastError());
PHYSFS_close(fileHandle);
return false;
}
// Write out the score data
if (!serializeScoreData(fileHandle, &missionData))
{
debug(LOG_ERROR, "writeScoreData: could not write to %s; PHYSFS error: %s", fileName, PHYSFS_getLastError());
PHYSFS_close(fileHandle);
return false;
}
// Close the file
PHYSFS_close(fileHandle);
// Everything is just fine!
return true;
}
// -----------------------------------------------------------------------------------
/* This will read in the score data */
bool readScoreData(const char* fileName)
{
SCORE_SAVEHEADER fileHeader;
unsigned int expectedFileSize, fileSize;
PHYSFS_file* fileHandle = openLoadFile(fileName, false);
if (!fileHandle)
{
// Failure to open the file is no failure to read it
return true;
}
// Read the header from the file
if (PHYSFS_read(fileHandle, fileHeader.aFileType, sizeof(fileHeader.aFileType), 1) != 1
|| !PHYSFS_readUBE32(fileHandle, &fileHeader.version)
|| !PHYSFS_readUBE32(fileHandle, &fileHeader.entries))
{
debug(LOG_ERROR, "readScoreData: error while reading header from file: %s", PHYSFS_getLastError());
PHYSFS_close(fileHandle);
return false;
}
// Check the header to see if we've been given a file of the right type
if (fileHeader.aFileType[0] != 's'
|| fileHeader.aFileType[1] != 'c'
|| fileHeader.aFileType[2] != 'd'
|| fileHeader.aFileType[3] != 'a')
{
debug(LOG_ERROR, "readScoreData: Weird file type found? Has header letters - '%c' '%c' '%c' '%c' (should be 's' 'c' 'd' 'a')",
fileHeader.aFileType[0],
fileHeader.aFileType[1],
fileHeader.aFileType[2],
fileHeader.aFileType[3]);
PHYSFS_close(fileHandle);
return false;
}
// Validate the filesize
expectedFileSize = sizeof(fileHeader.aFileType) + sizeof(fileHeader.version) + sizeof(fileHeader.entries) + fileHeader.entries * sizeof(MISSION_DATA);
fileSize = PHYSFS_fileLength(fileHandle);
if (fileSize != expectedFileSize)
{
PHYSFS_close(fileHandle);
ASSERT(!"readScoreData: unexpected filesize", "readScoreData: unexpected filesize; should be %u, but is %u", expectedFileSize, fileSize);
abort();
return false;
}
// Write out the score data
if (!deserializeScoreData(fileHandle, &missionData))
{
debug(LOG_ERROR, "readScoreData: could not read from %s; PHYSFS error: %s", fileName, PHYSFS_getLastError());
PHYSFS_close(fileHandle);
return false;
}
// Close the file
PHYSFS_close(fileHandle);
/* Hopefully everything's just fine by now */
return true;
}
// -----------------------------------------------------------------------------------