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https://github.com/kevinbentley/Descent3.git
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3af18dadc3
Simplifies code related to UpdatePrimitive().
387 lines
12 KiB
C++
387 lines
12 KiB
C++
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <cstring>
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#include <filesystem>
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#include "cfile.h"
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#include "manage.h"
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#include "mono.h"
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#include "pserror.h"
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#include "ddio.h"
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#include "gamefile.h"
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#include "gamefilepage.h"
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#include "args.h"
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// gamefilepage commands that are read/written
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// A command is followed by a byte count describing how many bytes
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// are in the data for the command
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#define GAMEFILEPAGE_COMMAND_NAME 1
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#define GAMEFILEPAGE_COMMAND_DIR_NAME 2
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#define GAMEFILEPAGE_COMMAND_END 3
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#define GAMEFILE_VERSION 2
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extern char *TablefileNameOverride;
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// Given an open file pointer and a gamefile_page struct, writes that gamefile page out
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void mng_WriteGamefilePage(CFILE *outfile, mngs_gamefile_page *gamefilepage) {
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ASSERT(outfile != NULL);
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ASSERT(gamefilepage != NULL);
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cf_WriteByte(outfile, PAGETYPE_GAMEFILE);
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cf_WriteByte(outfile, GAMEFILEPAGE_COMMAND_NAME); // write out gamefile name
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cf_WriteByte(outfile, strlen(gamefilepage->gamefile_struct.name) + 1);
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cf_WriteString(outfile, gamefilepage->gamefile_struct.name);
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cf_WriteByte(outfile, GAMEFILEPAGE_COMMAND_DIR_NAME); // write out gamefile name
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cf_WriteByte(outfile, strlen(gamefilepage->gamefile_struct.dir_name) + 1);
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cf_WriteString(outfile, gamefilepage->gamefile_struct.dir_name);
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cf_WriteByte(outfile, GAMEFILEPAGE_COMMAND_END); // we're all done
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cf_WriteByte(outfile, 0);
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}
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// Given an open file pointer and a gamefile_page struct, writes that gamefile page out
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void mng_WriteNewGamefilePage(CFILE *outfile, mngs_gamefile_page *gamefilepage) {
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ASSERT(outfile != NULL);
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ASSERT(gamefilepage != NULL);
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int offset = StartManagePage(outfile, PAGETYPE_GAMEFILE);
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cf_WriteShort(outfile, GAMEFILE_VERSION);
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cf_WriteString(outfile, gamefilepage->gamefile_struct.name);
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cf_WriteString(outfile, gamefilepage->gamefile_struct.dir_name);
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EndManagePage(outfile, offset);
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}
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// Reads a gamefile page from an open file. Returns 0 on error.
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int mng_ReadNewGamefilePage(CFILE *infile, mngs_gamefile_page *gamefilepage) {
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ASSERT(infile != NULL);
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memset(gamefilepage, 0, sizeof(mngs_gamefile_page));
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int version = cf_ReadShort(infile);
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cf_ReadString(gamefilepage->gamefile_struct.name, PAGENAME_LEN, infile);
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cf_ReadString(gamefilepage->gamefile_struct.dir_name, PAGENAME_LEN, infile);
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// This is a valid new page
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gamefilepage->gamefile_struct.used = 1;
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return 1; // successfully read
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}
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// Reads a gamefile page from an open file. Returns 0 on error.
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int mng_ReadGamefilePage(CFILE *infile, mngs_gamefile_page *gamefilepage) {
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int done = 0;
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char command;
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uint16_t len;
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int i;
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if (!Old_table_method)
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return mng_ReadNewGamefilePage(infile, gamefilepage);
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ASSERT(infile != NULL);
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memset(gamefilepage, 0, sizeof(mngs_gamefile_page));
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while (!done) {
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// Read in command byte then read in the length of that commands data
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command = cf_ReadByte(infile);
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len = cf_ReadByte(infile);
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switch (command) {
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case GAMEFILEPAGE_COMMAND_END:
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done = 1;
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break;
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case GAMEFILEPAGE_COMMAND_NAME: // the name of the gamefile model
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cf_ReadString(gamefilepage->gamefile_struct.name, len + 1, infile);
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break;
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case GAMEFILEPAGE_COMMAND_DIR_NAME:
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cf_ReadString(gamefilepage->gamefile_struct.dir_name, len + 1, infile);
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break;
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default:
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// Ignore the ones we don't know
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for (i = 0; i < len; i++)
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cf_ReadByte(infile);
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break;
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}
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}
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// This is a valid new page
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gamefilepage->gamefile_struct.used = 1;
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return 1; // successfully read
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}
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// Reads in the gamefile named "name" into gamefilepage struct
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// Returns 0 on error or couldn't find, else 1 if all is good
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int mng_FindSpecificGamefilePage(char *name, mngs_gamefile_page *gamefilepage, int offset) {
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CFILE *infile;
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uint8_t pagetype;
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int done = 0, found = 0;
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std::filesystem::path tablename;
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if (Loading_locals) {
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infile = cfopen(LocalTableFilename, "rb");
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} else if (Loading_addon_table != -1) {
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infile = cfopen(AddOnDataTables[Loading_addon_table].AddOnTableFilename, "rb");
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} else {
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if (Network_up && Starting_editor) {
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int farg = FindArg("-filter");
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if (farg)
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tablename = GameArgs[farg + 1];
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else
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tablename = LocalTableDir / NET_TABLE;
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infile = cfopen(tablename, "rb");
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} else {
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infile = NULL;
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if (TablefileNameOverride) {
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infile = cfopen(TablefileNameOverride, "rb");
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}
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if (!infile)
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infile = cfopen(TableFilename, "rb");
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}
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}
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if (!infile)
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Error("Cannot open table file.");
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// Read in the entire page file until we find the page we want
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while (!done) {
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if (cfeof(infile)) {
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done = 1;
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continue;
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}
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pagetype = cf_ReadByte(infile);
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int len = cf_ReadInt(infile);
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// If not a gamefile page, just read it in and ignore it
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if (pagetype != PAGETYPE_GAMEFILE) {
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cfseek(infile, len - 4, SEEK_CUR);
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continue;
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}
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mng_ReadNewGamefilePage(infile, gamefilepage);
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if (!stricmp(name, gamefilepage->gamefile_struct.name)) {
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// This is the page we want
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found = 1;
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done = 1;
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}
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}
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cfclose(infile);
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return found; // successful!
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}
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// Given a gamefile page, allocs a gamefile and calls AssignGamefilePageToGamefile to actually
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// load models and values. Rturns gamefile handle on success, -1 if fail
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int mng_SetAndLoadGamefile(mngs_gamefile_page *gamefilepage) {
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int n;
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n = AllocGamefile();
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if (n < 0)
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return -1;
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if (!mng_AssignGamefilePageToGamefile(gamefilepage, n))
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return -1;
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return n;
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}
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// Given a gamefilepage and a gamefile handle, attempts to make gamefile n correspond to
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// to the gamefilepage.
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// Returns 1 on success, 0 otherwise
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int mng_AssignGamefilePageToGamefile(mngs_gamefile_page *gamefilepage, int n) {
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gamefile *gamefilepointer = &Gamefiles[n];
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// copy our values
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memcpy(gamefilepointer, &gamefilepage->gamefile_struct, sizeof(gamefile));
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strcpy(gamefilepointer->name, gamefilepage->gamefile_struct.name);
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strcpy(gamefilepointer->dir_name, gamefilepage->gamefile_struct.dir_name);
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// First see if our image differs from the one on the net
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// If it is, make a copy
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// If its a release version, don't do any of this
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#ifndef RELEASE
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if (Network_up) {
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std::filesystem::path str =
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std::filesystem::path(LocalD3Dir) / "data" / gamefilepointer->dir_name / gamefilepointer->name;
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std::filesystem::path netstr =
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std::filesystem::path(NetD3Dir) / "data" / gamefilepointer->dir_name / gamefilepointer->name;
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UpdatePrimitive(str, netstr, gamefilepointer->name, PAGETYPE_GAMEFILE, gamefilepointer->name);
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if (!Starting_editor) {
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if (cf_Diff(str, netstr)) {
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ASSERT(1); // Get Jason Immediately...versions between local and net don't match!
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// Do it again so we can trace to see what is wrong
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UpdatePrimitive(str, netstr, gamefilepointer->name, PAGETYPE_GAMEFILE, gamefilepointer->name);
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}
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}
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}
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#endif
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return 1;
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}
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// Copies values from a gamefile into a gamefile_page
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void mng_AssignGamefileToGamefilePage(int n, mngs_gamefile_page *gamefilepage) {
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gamefile *gamefilepointer = &Gamefiles[n];
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// Assign the values
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memcpy(&gamefilepage->gamefile_struct, gamefilepointer, sizeof(gamefile));
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strcpy(gamefilepage->gamefile_struct.name, gamefilepointer->name);
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strcpy(gamefilepage->gamefile_struct.dir_name, gamefilepointer->dir_name);
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}
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// Loads a gamefile found in the net table file. It then allocs a gamefile and
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// then calls SetAndLoadGamefile to actually load in any images/models associated
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// with it
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void mng_LoadNetGamefilePage(CFILE *infile, bool overlay) {
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mngs_gamefile_page gamefilepage;
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memset(&gamefilepage, 0, sizeof(mngs_gamefile_page));
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if (mng_ReadNewGamefilePage(infile, &gamefilepage)) {
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int n = FindGamefileName(gamefilepage.gamefile_struct.name);
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if (n != -1) {
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if (overlay) {
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mprintf(0, "OVERLAYING GAMEFILE %s\n", gamefilepage.gamefile_struct.name);
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mng_FreePagetypePrimitives(PAGETYPE_GAMEFILE, gamefilepage.gamefile_struct.name, 0);
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mng_AssignGamefilePageToGamefile(&gamefilepage, n);
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}
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return;
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}
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int ret = mng_SetAndLoadGamefile(&gamefilepage);
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ASSERT(ret >= 0);
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} else
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mprintf(0, "Could not load gamefilepage named %s!\n", gamefilepage.gamefile_struct.name);
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}
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// Reads a gamefile page from a local table file. It then allocs a gamefile and
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// loads any images/models associated with that gamefile
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void mng_LoadLocalGamefilePage(CFILE *infile) {
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mngs_gamefile_page gamefilepage;
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int ok = 0;
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memset(&gamefilepage, 0, sizeof(mngs_gamefile_page));
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if (mng_ReadNewGamefilePage(infile, &gamefilepage)) {
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// Check to see if this is a local copy that is supposed
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// to go over a network copy (supersede the net copy)
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int i = FindGamefileName(gamefilepage.gamefile_struct.name);
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if (i != -1) {
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// Make sure we really have this page checked out
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mngs_Pagelock pl;
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strcpy(pl.name, gamefilepage.gamefile_struct.name);
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pl.pagetype = PAGETYPE_GAMEFILE;
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/*if (Network_up && Stand_alone==0)
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{
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int locked=mng_CheckIfPageOwned(&pl,TableUser);
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if (locked!=1)
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Int3(); // Your local vs net copies of the lock file do not match
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}*/
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ok = 1;
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bool need_to_load_page = true;
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if (Loading_addon_table != -1) {
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AddOnTablefile *addon;
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int tidx;
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// see if we really need to load this page
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// check to see if we already have loaded this page (because it was
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// a dependancy of another)
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addon = &AddOnDataTables[Loading_addon_table];
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for (tidx = 0; tidx < addon->Num_addon_tracklocks; tidx++) {
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if (addon->Addon_tracklocks[tidx].pagetype == PAGETYPE_GAMEFILE &&
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!stricmp(addon->Addon_tracklocks[tidx].name, gamefilepage.gamefile_struct.name)) {
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// found it!!
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mprintf(0, "GamefilePage: %s previously loaded\n", gamefilepage.gamefile_struct.name);
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need_to_load_page = false;
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break;
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}
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}
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}
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if (need_to_load_page) {
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mng_FreePagetypePrimitives(PAGETYPE_GAMEFILE, gamefilepage.gamefile_struct.name, 0);
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mng_AssignGamefilePageToGamefile(&gamefilepage, i);
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// For addon data
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if (Loading_addon_table != -1) {
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// this is an overlay of some sort..see which we are overlaying
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int overlay = 1;
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int addidx, tidx;
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bool found = false;
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for (addidx = Num_addon_tables - 1; addidx >= 0; addidx--) {
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if (addidx == Loading_addon_table)
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continue;
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AddOnTablefile *addon = &AddOnDataTables[addidx];
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// look for the page in this table file
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for (tidx = 0; tidx < addon->Num_addon_tracklocks; tidx++) {
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if (addon->Addon_tracklocks[tidx].pagetype == PAGETYPE_GAMEFILE &&
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!stricmp(addon->Addon_tracklocks[tidx].name, gamefilepage.gamefile_struct.name)) {
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// found it!!
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found = true;
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overlay = addidx + 2;
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break;
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}
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}
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if (found)
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break;
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}
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mng_PushAddonPage(PAGETYPE_GAMEFILE, gamefilepage.gamefile_struct.name, overlay);
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}
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}
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} else {
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// This is a local gamefile that has never been checked in
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if (mng_SetAndLoadGamefile(&gamefilepage) < 0)
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ok = 0;
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else
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ok = 1;
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// For addon data
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if (ok && Loading_addon_table != -1)
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mng_PushAddonPage(PAGETYPE_GAMEFILE, gamefilepage.gamefile_struct.name, 0);
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}
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ASSERT(ok == 1); // There was problem loading a page!
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if (Loading_addon_table == -1)
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mng_AllocTrackLock(gamefilepage.gamefile_struct.name, PAGETYPE_GAMEFILE);
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} else
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mprintf(0, "Could not load gamefilepage named %s!\n", gamefilepage.gamefile_struct.name);
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}
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