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LevelInfo.cpp
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424 lines (331 loc) · 11.1 KB
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/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
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, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include "StdH.h"
#include "LevelInfo.h"
#include <io.h>
CListHead _lhAutoDemos;
CListHead _lhAllLevels;
CListHead _lhFilteredLevels;
extern INDEX sam_bShowAllLevels;
// [Cecil] Categories with level lists
CStaticArray<CFileList> _aLevelCategories;
CLevelInfo::CLevelInfo(void) {
li_fnLevel = CTString("Levels\\Default.wld");
li_strName = LOCALIZE("<invalid level>");
li_ulSpawnFlags = 0x0;
li_eFormat = E_LF_CURRENT; // [Cecil]
}
CLevelInfo::CLevelInfo(const CLevelInfo &li) {
li_fnLevel = li.li_fnLevel;
li_strName = li.li_strName;
li_ulSpawnFlags = li.li_ulSpawnFlags;
li_eFormat = li.li_eFormat; // [Cecil]
}
void CLevelInfo::operator=(const CLevelInfo &li) {
li_fnLevel = li.li_fnLevel;
li_strName = li.li_strName;
li_ulSpawnFlags = li.li_ulSpawnFlags;
li_eFormat = li.li_eFormat; // [Cecil]
}
// Get level info for given filename
BOOL GetLevelInfo(CLevelInfo &li, const CTFileName &fnm) {
try {
// open the world file
CTFileStream strm;
strm.Open_t(fnm);
// [Cecil] Mark levels from the TFE directory
#if TSE_FUSION_MODE
if (IsFileFromDir(GAME_DIR_TFE, fnm)) {
li.li_eFormat = E_LF_TFE;
}
#endif
// skip initial chunk ids
strm.ExpectID_t("BUIV"); // 'build version'
INDEX iDummy;
strm >> iDummy; // the version number
// [Cecil] Levels from other games
if (iDummy != 10000) {
li.li_eFormat = E_LF_150;
}
strm.ExpectID_t("WRLD"); // 'world'
strm.ExpectID_t("WLIF"); // 'world info'
// [Cecil] "DTRS" in the EXE as is gets picked up by the Depend utility
static const CChunkID chnkDTRS(CTString("DT") + "RS");
if (strm.PeekID_t() == chnkDTRS) {
strm.ExpectID_t(chnkDTRS);
}
// [Cecil] Prevent game from crashing from parsing SSR levels
if (strm.PeekID_t() == CChunkID("LDRB")) {
strm.ExpectID_t("LDRB");
CTString strDummy;
strm >> strDummy;
li.li_eFormat = E_LF_SSR;
}
if (strm.PeekID_t() == CChunkID("Plv0")) {
strm.ExpectID_t("Plv0");
UBYTE aDummy[12];
strm.Read_t(aDummy, sizeof(aDummy));
li.li_eFormat = E_LF_SSR;
}
// read the name
strm >> li.li_strName;
// read the flags
strm >> li.li_ulSpawnFlags;
// [Cecil] Prevent game from crashing from parsing SSR levels
if (strm.PeekID_t() == CChunkID("SpGM")) {
strm.ExpectID_t("SpGM");
li.li_eFormat = E_LF_SSR;
}
// translate name
li.li_strName = TRANSV(li.li_strName);
// if dummy name
if (li.li_strName == "") {
// use filename
li.li_strName = fnm.FileName();
}
// remember filename
li.li_fnLevel = fnm;
// succeed
return TRUE;
// if failed
} catch (char *strError) {
(void)strError;
//CPrintF("Invalid world file '%s': %s\n", (const char*) fnm, strError);
// set dummy info
li = CLevelInfo();
// fail
return FALSE;
}
}
int qsort_CompareLevels(const void *elem1, const void *elem2) {
const CLevelInfo &li1 = **(CLevelInfo **)elem1;
const CLevelInfo &li2 = **(CLevelInfo **)elem2;
return strcmp(li1.li_fnLevel, li2.li_fnLevel);
}
// Init level-info subsystem
void LoadLevelsList(void) {
CPutString(LOCALIZE("Reading levels directory...\n"));
#define LIST_LEVELS_BASE_FLAGS (FLF_RECURSIVE | FLF_SEARCHCD | FLF_SEARCHMOD)
// list the levels directory with subdirs
CFileList afnmDir;
ListGameFiles(afnmDir, "Levels\\", "*.wld", LIST_LEVELS_BASE_FLAGS | FLF_SEARCHGAMES);
#if SE1_GAME == SS_REV
// [Cecil] Rev: List downloaded levels
ListGameFiles(afnmDir, "Downloaded\\Levels\\", "*.wld", LIST_LEVELS_BASE_FLAGS | FLF_REUSELIST);
#endif
// for each file in the directory
for (INDEX i = 0; i < afnmDir.Count(); i++) {
CTFileName fnm = afnmDir[i];
CPrintF(LOCALIZE(" file '%s' : "), (const char *)fnm);
// try to load its info, and if valid
CLevelInfo li;
if (GetLevelInfo(li, fnm)) {
// Mark as a TFE level in the log
if (li.li_eFormat == E_LF_TFE) {
CPutString("(TFE) ");
}
CPrintF(LOCALIZE("'%s' spawn=0x%08x\n"), li.li_strName, li.li_ulSpawnFlags);
// create new info for that file
CLevelInfo *pliNew = new CLevelInfo;
*pliNew = li;
// add it to list of all levels
_lhAllLevels.AddTail(pliNew->li_lnNode);
} else {
CPutString(LOCALIZE("invalid level\n"));
}
}
// sort the list
_lhAllLevels.Sort(qsort_CompareLevels, offsetof(CLevelInfo, li_lnNode));
}
// Cleanup level-info subsystem
void ClearLevelsList(void) {
// delete list of levels
FORDELETELIST(CLevelInfo, li_lnNode, _lhAllLevels, itli) {
delete &itli.Current();
}
}
// [Cecil] Convert all characters to lowercase
static inline void ToLower(CTString &str) {
char *pch = str.str_String;
while (*pch != '\0') {
*pch = tolower(*pch);
pch++;
}
};
// [Cecil] Check if a level fits a specific category
static BOOL LevelFitsCategory(const CLevelInfo &li, INDEX iCategory) {
// No categories, everything fits in one list
if (!sam_bLevelCategories) return TRUE;
const INDEX ct = _aLevelCategories.Count();
if (iCategory < 0 || iCategory >= ct) {
// Go through existing categories (if any)
for (INDEX i = 0; i < ct; i++) {
// If the level already fits any category, it doesn't fit others
if (IFiles::MatchesList(_aLevelCategories[i], li.li_fnLevel) != -1) {
return FALSE;
}
}
// Fits other levels
return TRUE;
}
const CFileList &aList = _aLevelCategories[iCategory];
return IFiles::MatchesList(aList, li.li_fnLevel) != -1;
};
// Find all levels that match given flags
void FilterLevels(ULONG ulSpawnFlags, INDEX iCategory) {
// delete list of filtered levels
{FORDELETELIST(CLevelInfo, li_lnNode, _lhFilteredLevels, itli) {
delete &itli.Current();
}}
// for each level in main list
FOREACHINLIST(CLevelInfo, li_lnNode, _lhAllLevels, itli) {
CLevelInfo &li = *itli;
// initially, the level is not visible in list
BOOL bVisible = FALSE;
// if all levels are shown, it is visible
if (sam_bShowAllLevels) {
bVisible = TRUE;
// if it satisfies the spawn flags
} else if (li.li_ulSpawnFlags & ulSpawnFlags) {
// if spawn flags include single player
if (ulSpawnFlags & SPF_SINGLEPLAYER) {
// visibile only if visited already
bVisible = FileExists(li.li_fnLevel.NoExt() + ".vis");
// if not single player
} else {
// it is visibile
bVisible = TRUE;
}
}
// if visible
if (bVisible) {
// [Cecil] Only show levels that fit the format
if (sam_iShowLevelFormat != -1) {
if (li.li_eFormat != sam_iShowLevelFormat) continue;
}
// [Cecil] Filter by display title
if (sam_strLevelTitleFilter != "") {
CTString strName = li.li_strName.Undecorated();
CTString strFilter = sam_strLevelTitleFilter;
ToLower(strName);
ToLower(strFilter);
if (strName.FindSubstr(strFilter) == -1) continue;
}
// [Cecil] Skip unfit levels
if (!LevelFitsCategory(li, iCategory)) continue;
// make a copy
CLevelInfo *pliNew = new CLevelInfo;
*pliNew = li;
// add it to the list of filtered levels
_lhFilteredLevels.AddTail(pliNew->li_lnNode);
}
}
}
// If level doesn't support given flags, find one that does
void ValidateLevelForFlags(ULONG ulSpawnFlags) {
// [Cecil] All levels are supported
if (sam_bShowAllLevels) return;
// for each level in main list
{FOREACHINLIST(CLevelInfo, li_lnNode, _lhAllLevels, itli) {
CLevelInfo &li = *itli;
// if found
if (li.li_fnLevel == GetGameAPI()->GetCustomLevel()) {
// if it satisfies the flags
if (li.li_ulSpawnFlags & ulSpawnFlags) {
// all ok
return;
}
}
}}
// for each level in main list
{FOREACHINLIST(CLevelInfo, li_lnNode, _lhAllLevels, itli) {
CLevelInfo &li = *itli;
// if it satisfies the flags
if (li.li_ulSpawnFlags & ulSpawnFlags) {
// use that one
GetGameAPI()->SetCustomLevel(li.li_fnLevel);
return;
}
}}
// if nothing found, use default invalid level
GetGameAPI()->SetCustomLevel(CLevelInfo().li_fnLevel);
}
// get level info for its filename
CLevelInfo FindLevelByFileName(const CTFileName &fnm) {
// for each level in main list
FOREACHINLIST(CLevelInfo, li_lnNode, _lhAllLevels, itli) {
CLevelInfo &li = *itli;
// if found
if (li.li_fnLevel == fnm) {
// return it
return li;
}
}
// if none found, return dummy
return CLevelInfo();
}
// [Cecil] Display list of available levels
void ListLevels(SHELL_FUNC_ARGS) {
BEGIN_SHELL_FUNC;
const CTString &strMatchNames = *NEXT_ARG(CTString *);
INDEX iLevel = 1;
FOREACHINLIST(CLevelInfo, li_lnNode, _lhAllLevels, itli) {
CLevelInfo &li = *itli;
// Replace slashes for convenience
CTString strFile = li.li_fnLevel;
IData::ReplaceChar(strFile.str_String, '\\', '/');
strFile.RemovePrefix("Levels/");
// Matches the wildcard
if (strMatchNames == "" || strFile.Matches(strMatchNames)) {
CPrintF("%d. %s\n", iLevel, strFile.str_String);
iLevel++;
}
}
};
int qsort_CompareDemos(const void *elem1, const void *elem2) {
const CLevelInfo &li1 = **(CLevelInfo **)elem1;
const CLevelInfo &li2 = **(CLevelInfo **)elem2;
return strcmp(li1.li_fnLevel, li2.li_fnLevel);
}
// Init list of autoplay demos
void LoadDemosList(void) {
CPutString(LOCALIZE("Reading demos directory...\n"));
// list the levels directory with subdirs
CFileList afnmDir;
ListGameFiles(afnmDir, "Demos\\", "Demos\\Auto-*.dem", FLF_RECURSIVE | FLF_SEARCHMOD);
// for each file in the directory
for (INDEX i = 0; i < afnmDir.Count(); i++) {
CTFileName fnm = afnmDir[i];
// create new info for that file
CLevelInfo *pli = new CLevelInfo;
pli->li_fnLevel = fnm;
CPrintF(" %s\n", (const char *)pli->li_fnLevel);
// add it to list
_lhAutoDemos.AddTail(pli->li_lnNode);
}
// sort the list
_lhAutoDemos.Sort(qsort_CompareDemos, offsetof(CLevelInfo, li_lnNode));
// add the intro to the start
if (sam_strIntroLevel != "") {
CLevelInfo *pli = new CLevelInfo;
pli->li_fnLevel = sam_strIntroLevel;
CPrintF(" %s\n", (const char *)pli->li_fnLevel);
_lhAutoDemos.AddHead(pli->li_lnNode);
}
}
// Clear list of autoplay demos
void ClearDemosList(void) {
// delete list of levels
FORDELETELIST(CLevelInfo, li_lnNode, _lhAllLevels, itli) {
delete &itli.Current();
}
}