Descent3/manage/gamefilepage.cpp
2024-09-10 03:00:25 +03:00

388 lines
12 KiB
C++

/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <cstring>
#include <filesystem>
#include "args.h"
#include "cfile.h"
#include "gamefile.h"
#include "gamefilepage.h"
#include "log.h"
#include "manage.h"
#include "pserror.h"
// gamefilepage commands that are read/written
// A command is followed by a byte count describing how many bytes
// are in the data for the command
#define GAMEFILEPAGE_COMMAND_NAME 1
#define GAMEFILEPAGE_COMMAND_DIR_NAME 2
#define GAMEFILEPAGE_COMMAND_END 3
#define GAMEFILE_VERSION 2
extern char *TablefileNameOverride;
// Given an open file pointer and a gamefile_page struct, writes that gamefile page out
void mng_WriteGamefilePage(CFILE *outfile, mngs_gamefile_page *gamefilepage) {
ASSERT(outfile != NULL);
ASSERT(gamefilepage != NULL);
cf_WriteByte(outfile, PAGETYPE_GAMEFILE);
cf_WriteByte(outfile, GAMEFILEPAGE_COMMAND_NAME); // write out gamefile name
cf_WriteByte(outfile, strlen(gamefilepage->gamefile_struct.name) + 1);
cf_WriteString(outfile, gamefilepage->gamefile_struct.name);
cf_WriteByte(outfile, GAMEFILEPAGE_COMMAND_DIR_NAME); // write out gamefile name
cf_WriteByte(outfile, strlen(gamefilepage->gamefile_struct.dir_name) + 1);
cf_WriteString(outfile, gamefilepage->gamefile_struct.dir_name);
cf_WriteByte(outfile, GAMEFILEPAGE_COMMAND_END); // we're all done
cf_WriteByte(outfile, 0);
}
// Given an open file pointer and a gamefile_page struct, writes that gamefile page out
void mng_WriteNewGamefilePage(CFILE *outfile, mngs_gamefile_page *gamefilepage) {
ASSERT(outfile != NULL);
ASSERT(gamefilepage != NULL);
int offset = StartManagePage(outfile, PAGETYPE_GAMEFILE);
cf_WriteShort(outfile, GAMEFILE_VERSION);
cf_WriteString(outfile, gamefilepage->gamefile_struct.name);
cf_WriteString(outfile, gamefilepage->gamefile_struct.dir_name);
EndManagePage(outfile, offset);
}
// Reads a gamefile page from an open file. Returns 0 on error.
int mng_ReadNewGamefilePage(CFILE *infile, mngs_gamefile_page *gamefilepage) {
ASSERT(infile != NULL);
memset(gamefilepage, 0, sizeof(mngs_gamefile_page));
int version = cf_ReadShort(infile);
cf_ReadString(gamefilepage->gamefile_struct.name, PAGENAME_LEN, infile);
cf_ReadString(gamefilepage->gamefile_struct.dir_name, PAGENAME_LEN, infile);
// This is a valid new page
gamefilepage->gamefile_struct.used = 1;
return 1; // successfully read
}
// Reads a gamefile page from an open file. Returns 0 on error.
int mng_ReadGamefilePage(CFILE *infile, mngs_gamefile_page *gamefilepage) {
int done = 0;
char command;
uint16_t len;
int i;
if (!Old_table_method)
return mng_ReadNewGamefilePage(infile, gamefilepage);
ASSERT(infile != NULL);
memset(gamefilepage, 0, sizeof(mngs_gamefile_page));
while (!done) {
// Read in command byte then read in the length of that commands data
command = cf_ReadByte(infile);
len = cf_ReadByte(infile);
switch (command) {
case GAMEFILEPAGE_COMMAND_END:
done = 1;
break;
case GAMEFILEPAGE_COMMAND_NAME: // the name of the gamefile model
cf_ReadString(gamefilepage->gamefile_struct.name, len + 1, infile);
break;
case GAMEFILEPAGE_COMMAND_DIR_NAME:
cf_ReadString(gamefilepage->gamefile_struct.dir_name, len + 1, infile);
break;
default:
// Ignore the ones we don't know
for (i = 0; i < len; i++)
cf_ReadByte(infile);
break;
}
}
// This is a valid new page
gamefilepage->gamefile_struct.used = 1;
return 1; // successfully read
}
// Reads in the gamefile named "name" into gamefilepage struct
// Returns 0 on error or couldn't find, else 1 if all is good
int mng_FindSpecificGamefilePage(char *name, mngs_gamefile_page *gamefilepage, int offset) {
CFILE *infile;
uint8_t pagetype;
int done = 0, found = 0;
std::filesystem::path tablename;
if (Loading_locals) {
infile = cfopen(LocalTableFilename, "rb");
} else if (Loading_addon_table != -1) {
infile = cfopen(AddOnDataTables[Loading_addon_table].AddOnTableFilename, "rb");
} else {
if (Network_up && Starting_editor) {
int farg = FindArg("-filter");
if (farg)
tablename = GameArgs[farg + 1];
else
tablename = LocalTableDir / NET_TABLE;
infile = cfopen(tablename, "rb");
} else {
infile = NULL;
if (TablefileNameOverride) {
infile = cfopen(TablefileNameOverride, "rb");
}
if (!infile)
infile = cfopen(TableFilename, "rb");
}
}
if (!infile)
Error("Cannot open table file.");
// Read in the entire page file until we find the page we want
while (!done) {
if (cfeof(infile)) {
done = 1;
continue;
}
pagetype = cf_ReadByte(infile);
int len = cf_ReadInt(infile);
// If not a gamefile page, just read it in and ignore it
if (pagetype != PAGETYPE_GAMEFILE) {
cfseek(infile, len - 4, SEEK_CUR);
continue;
}
mng_ReadNewGamefilePage(infile, gamefilepage);
if (!stricmp(name, gamefilepage->gamefile_struct.name)) {
// This is the page we want
found = 1;
done = 1;
}
}
cfclose(infile);
return found; // successful!
}
// Given a gamefile page, allocs a gamefile and calls AssignGamefilePageToGamefile to actually
// load models and values. Rturns gamefile handle on success, -1 if fail
int mng_SetAndLoadGamefile(mngs_gamefile_page *gamefilepage) {
int n;
n = AllocGamefile();
if (n < 0)
return -1;
if (!mng_AssignGamefilePageToGamefile(gamefilepage, n))
return -1;
return n;
}
// Given a gamefilepage and a gamefile handle, attempts to make gamefile n correspond to
// to the gamefilepage.
// Returns 1 on success, 0 otherwise
int mng_AssignGamefilePageToGamefile(mngs_gamefile_page *gamefilepage, int n) {
gamefile *gamefilepointer = &Gamefiles[n];
// copy our values
memcpy(gamefilepointer, &gamefilepage->gamefile_struct, sizeof(gamefile));
strcpy(gamefilepointer->name, gamefilepage->gamefile_struct.name);
strcpy(gamefilepointer->dir_name, gamefilepage->gamefile_struct.dir_name);
// First see if our image differs from the one on the net
// If it is, make a copy
// If it is a release version, don't do any of this
#ifndef RELEASE
if (Network_up) {
std::filesystem::path str =
std::filesystem::path(LocalD3Dir) / "data" / gamefilepointer->dir_name / gamefilepointer->name;
std::filesystem::path netstr =
std::filesystem::path(NetD3Dir) / "data" / gamefilepointer->dir_name / gamefilepointer->name;
UpdatePrimitive(str, netstr, gamefilepointer->name, PAGETYPE_GAMEFILE, gamefilepointer->name);
if (!Starting_editor) {
if (cf_Diff(str, netstr)) {
ASSERT(1); // Get Jason Immediately...versions between local and net don't match!
// Do it again so we can trace to see what is wrong
UpdatePrimitive(str, netstr, gamefilepointer->name, PAGETYPE_GAMEFILE, gamefilepointer->name);
}
}
}
#endif
return 1;
}
// Copies values from a gamefile into a gamefile_page
void mng_AssignGamefileToGamefilePage(int n, mngs_gamefile_page *gamefilepage) {
gamefile *gamefilepointer = &Gamefiles[n];
// Assign the values
memcpy(&gamefilepage->gamefile_struct, gamefilepointer, sizeof(gamefile));
strcpy(gamefilepage->gamefile_struct.name, gamefilepointer->name);
strcpy(gamefilepage->gamefile_struct.dir_name, gamefilepointer->dir_name);
}
// Loads a gamefile found in the net table file. It then allocs a gamefile and
// then calls SetAndLoadGamefile to actually load in any images/models associated
// with it
void mng_LoadNetGamefilePage(CFILE *infile, bool overlay) {
mngs_gamefile_page gamefilepage;
memset(&gamefilepage, 0, sizeof(mngs_gamefile_page));
if (mng_ReadNewGamefilePage(infile, &gamefilepage)) {
int n = FindGamefileName(gamefilepage.gamefile_struct.name);
if (n != -1) {
if (overlay) {
LOG_DEBUG.printf("OVERLAYING GAMEFILE %s", gamefilepage.gamefile_struct.name);
mng_FreePagetypePrimitives(PAGETYPE_GAMEFILE, gamefilepage.gamefile_struct.name, 0);
mng_AssignGamefilePageToGamefile(&gamefilepage, n);
}
return;
}
int ret = mng_SetAndLoadGamefile(&gamefilepage);
ASSERT(ret >= 0);
} else {
LOG_ERROR.printf("Could not load gamefilepage named %s!", gamefilepage.gamefile_struct.name);
}
}
// Reads a gamefile page from a local table file. It then allocs a gamefile and
// loads any images/models associated with that gamefile
void mng_LoadLocalGamefilePage(CFILE *infile) {
mngs_gamefile_page gamefilepage;
int ok = 0;
memset(&gamefilepage, 0, sizeof(mngs_gamefile_page));
if (mng_ReadNewGamefilePage(infile, &gamefilepage)) {
// Check to see if this is a local copy that is supposed
// to go over a network copy (supersede the net copy)
int i = FindGamefileName(gamefilepage.gamefile_struct.name);
if (i != -1) {
// Make sure we really have this page checked out
mngs_Pagelock pl;
strcpy(pl.name, gamefilepage.gamefile_struct.name);
pl.pagetype = PAGETYPE_GAMEFILE;
/*if (Network_up && Stand_alone==0)
{
int locked=mng_CheckIfPageOwned(&pl,TableUser);
if (locked!=1)
Int3(); // Your local vs net copies of the lock file do not match
}*/
ok = 1;
bool need_to_load_page = true;
if (Loading_addon_table != -1) {
AddOnTablefile *addon;
int tidx;
// see if we really need to load this page
// check to see if we already have loaded this page (because it was
// a dependancy of another)
addon = &AddOnDataTables[Loading_addon_table];
for (tidx = 0; tidx < addon->Num_addon_tracklocks; tidx++) {
if (addon->Addon_tracklocks[tidx].pagetype == PAGETYPE_GAMEFILE &&
!stricmp(addon->Addon_tracklocks[tidx].name, gamefilepage.gamefile_struct.name)) {
// found it!!
LOG_DEBUG.printf("GamefilePage: %s previously loaded", gamefilepage.gamefile_struct.name);
need_to_load_page = false;
break;
}
}
}
if (need_to_load_page) {
mng_FreePagetypePrimitives(PAGETYPE_GAMEFILE, gamefilepage.gamefile_struct.name, 0);
mng_AssignGamefilePageToGamefile(&gamefilepage, i);
// For addon data
if (Loading_addon_table != -1) {
// this is an overlay of some sort..see which we are overlaying
int overlay = 1;
int addidx, tidx;
bool found = false;
for (addidx = Num_addon_tables - 1; addidx >= 0; addidx--) {
if (addidx == Loading_addon_table)
continue;
AddOnTablefile *addon = &AddOnDataTables[addidx];
// look for the page in this table file
for (tidx = 0; tidx < addon->Num_addon_tracklocks; tidx++) {
if (addon->Addon_tracklocks[tidx].pagetype == PAGETYPE_GAMEFILE &&
!stricmp(addon->Addon_tracklocks[tidx].name, gamefilepage.gamefile_struct.name)) {
// found it!!
found = true;
overlay = addidx + 2;
break;
}
}
if (found)
break;
}
mng_PushAddonPage(PAGETYPE_GAMEFILE, gamefilepage.gamefile_struct.name, overlay);
}
}
} else {
// This is a local gamefile that has never been checked in
if (mng_SetAndLoadGamefile(&gamefilepage) < 0)
ok = 0;
else
ok = 1;
// For addon data
if (ok && Loading_addon_table != -1)
mng_PushAddonPage(PAGETYPE_GAMEFILE, gamefilepage.gamefile_struct.name, 0);
}
ASSERT(ok == 1); // There was problem loading a page!
if (Loading_addon_table == -1)
mng_AllocTrackLock(gamefilepage.gamefile_struct.name, PAGETYPE_GAMEFILE);
} else {
LOG_ERROR.printf("Could not load gamefilepage named %s!", gamefilepage.gamefile_struct.name);
}
}