value = getMappedElement(value);
if (data_type == TYPE_BOOLEAN)
- *(boolean *)(conf[i].value) = value;
+ *(boolean *)(conf[i].value) = (value ? TRUE : FALSE);
else
*(int *) (conf[i].value) = value;
char *level_name = getEscapedJSON(level.name);
char *level_author = getEscapedJSON(level.author);
char *player_name = getEscapedJSON(score_entry->name);
+ char *player_uuid = getEscapedJSON(setup.player_uuid);
+ char *system_uuid = getEscapedJSON(setup.system_uuid);
snprintf(request->body, MAX_HTTP_BODY_SIZE,
"{\n"
" \"level_author\": \"%s\",\n"
" \"rate_time_over_score\": \"%d\",\n"
" \"player_name\": \"%s\",\n"
+ " \"player_uuid\": \"%s\",\n"
+ " \"system_uuid\": \"%s\",\n"
" \"score\": \"%d\",\n"
" \"time\": \"%d\",\n"
" \"tape_basename\": \"%s\",\n"
level_author,
level.rate_time_over_score,
player_name,
+ player_uuid,
+ system_uuid,
score_entry->score,
score_entry->time,
score_entry->tape_basename,
checked_free(level_name);
checked_free(level_author);
checked_free(player_name);
+ checked_free(player_uuid);
+ checked_free(system_uuid);
ConvertHttpRequestBodyToServerEncoding(request);
TYPE_STRING,
&setup.player_name, "player_name"
},
+ {
+ TYPE_STRING,
+ &setup.player_uuid, "player_uuid"
+ },
+ {
+ TYPE_STRING,
+ &setup.system_uuid, "system_uuid"
+ },
{
TYPE_SWITCH,
&setup.multiple_users, "multiple_users"
},
{
TYPE_SWITCH,
- &setup.show_snapshot_buttons, "show_snapshot_buttons"
+ &setup.show_load_save_buttons, "show_load_save_buttons"
},
{
TYPE_SWITCH,
si->player_name = getStringCopy(getDefaultUserName(user.nr));
+ si->player_uuid = NULL; // (will be set later)
+ si->system_uuid = NULL; // (will be set later)
+
si->multiple_users = TRUE;
si->sound = TRUE;
si->game_frame_delay = GAME_FRAME_DELAY;
si->sp_show_border_elements = FALSE;
si->small_game_graphics = FALSE;
- si->show_snapshot_buttons = FALSE;
+ si->show_load_save_buttons = FALSE;
si->show_undo_redo_buttons = FALSE;
si->only_show_local_scores = FALSE;
// make sure that scroll delay value stays inside valid range
setup.scroll_delay_value =
MIN(MAX(MIN_SCROLL_DELAY, setup.scroll_delay_value), MAX_SCROLL_DELAY);
+
+ if (setup.player_uuid == NULL ||
+ setup.system_uuid == NULL)
+ {
+ if (setup.player_uuid == NULL)
+ setup.player_uuid = getStringCopy(GetPlayerUUID());
+
+ if (setup.system_uuid == NULL)
+ setup.system_uuid = getStringCopy(GetSystemUUID());
+
+ SaveSetup();
+ }
+
+ SetSystemUUID(setup.system_uuid);
}
void LoadSetup(void)
for (i = 0; i < ARRAY_SIZE(global_setup_tokens); i++)
{
// just to make things nicer :)
- if (global_setup_tokens[i].value == &setup.multiple_users ||
+ if (global_setup_tokens[i].value == &setup.player_uuid ||
+ global_setup_tokens[i].value == &setup.multiple_users ||
global_setup_tokens[i].value == &setup.sound ||
global_setup_tokens[i].value == &setup.graphics_set ||
global_setup_tokens[i].value == &setup.volume_simple ||
Print("converting level ... ");
+#if 0
+ // special case: conversion of some EMC levels as requested by ACME
+ level.game_engine_type = GAME_ENGINE_TYPE_RND;
+#endif
+
level_filename = getDefaultLevelFilename(level_nr);
new_level = !fileExists(level_filename);