static int token_value_position = TOKEN_VALUE_POSITION_DEFAULT;
static int token_comment_position = TOKEN_COMMENT_POSITION_DEFAULT;
+static SetupFileHash *level_artwork_info_hash = NULL;
+
/* ------------------------------------------------------------------------- */
/* file functions */
char *getUserGameDataDir(void)
{
- if (program.userdata_path == NULL)
- program.userdata_path = getPath2(getPersonalDataDir(),
- program.userdata_subdir);
+ static char *user_game_data_dir = NULL;
+
+ if (user_game_data_dir == NULL)
+ user_game_data_dir = getPath2(getPersonalDataDir(),
+ program.userdata_subdir);
- return program.userdata_path;
+ return user_game_data_dir;
}
void updateUserGameDataDir()
{
#if defined(PLATFORM_MACOSX)
char *userdata_dir_old = getPath2(getHomeDir(), program.userdata_subdir_unix);
- char *userdata_dir_new = getUserGameDataDir();
+ char *userdata_dir_new = getUserGameDataDir(); /* do not free() this */
/* convert old Unix style game data directory to Mac OS X style, if needed */
if (fileExists(userdata_dir_old) && !fileExists(userdata_dir_new))
}
free(userdata_dir_old);
- free(userdata_dir_new);
#endif
}
return setup_file_data;
}
+void saveSetupFileHash(SetupFileHash *hash, char *filename)
+{
+ FILE *file;
+
+ if (!(file = fopen(filename, MODE_WRITE)))
+ {
+ Error(ERR_WARN, "cannot write configuration file '%s'", filename);
+
+ return;
+ }
+
+ BEGIN_HASH_ITERATION(hash, itr)
+ {
+ fprintf(file, "%s\n", getFormattedSetupEntry(HASH_ITERATION_TOKEN(itr),
+ HASH_ITERATION_VALUE(itr)));
+ }
+ END_HASH_ITERATION(hash, itr)
+
+ fclose(file);
+}
+
SetupFileList *loadSetupFileList(char *filename)
{
return (SetupFileList *)loadSetupFileData(filename, FALSE);
{
DrawInitText("Looking for custom level artwork:", 120, FC_GREEN);
+#if 0
+ if (level_artwork_info_hash == NULL)
+ {
+ char *filename = getPath2(getSetupDir(), "test.conf");
+
+ level_artwork_info_hash = loadSetupFileHash(filename);
+
+ if (level_artwork_info_hash == NULL)
+ level_artwork_info_hash = newSetupFileHash();
+
+ free(filename);
+ }
+#endif
+
LoadArtworkInfoFromLevelInfo(&artwork.gfx_first, leveldir_first_all);
LoadArtworkInfoFromLevelInfo(&artwork.snd_first, leveldir_first_all);
LoadArtworkInfoFromLevelInfo(&artwork.mus_first, leveldir_first_all);