/* * porting.cpp * BoE * * Created by Celtic Minstrel on 22/04/09. * */ #include "porting.hpp" namespace porting { // check endian with cur_file_is_mac and is_computer_small_endian // check cur_file_is_mac to see if we need to convert RECT in Rect static void port_rect(legacy::Rect* s); bool is_computer_small_endian=true; void check_endian() { union {uint16_t x; uint8_t c;} endian; endian.x = 1; is_computer_small_endian = endian.c; } bool is_small_endian() { return is_computer_small_endian; } bool cur_file_is_mac=true; void set_current_file_type(bool isMac) { cur_file_is_mac = isMac; } void port_town(legacy::town_record_type* dummy_town_ptr){ port_rect(&dummy_town_ptr->in_town_rect); if(cur_file_is_mac != is_computer_small_endian) return; flip_short(&dummy_town_ptr->town_chop_time); flip_short(&dummy_town_ptr->town_chop_key); flip_short(&dummy_town_ptr->lighting); for(short i = 0; i < 4; i++) flip_short(&dummy_town_ptr->exit_specs[i]); for(short i = 0; i < 64; i++) { flip_short(&dummy_town_ptr->preset_items[i].item_code); flip_short(&dummy_town_ptr->preset_items[i].ability); } for(short i = 0; i < 50; i++) { flip_short(&dummy_town_ptr->preset_fields[i].field_type); } flip_short(&dummy_town_ptr->max_num_monst); flip_short(&dummy_town_ptr->spec_on_entry); flip_short(&dummy_town_ptr->spec_on_entry_if_dead); for(short i = 0; i < 8; i++) flip_short(&dummy_town_ptr->timer_spec_times[i]); for(short i = 0; i < 8; i++) flip_short(&dummy_town_ptr->timer_specs[i]); flip_short(&dummy_town_ptr->difficulty); for(short i = 0; i < 100; i++) flip_spec_node(&dummy_town_ptr->specials[i]); } void port_talk_nodes(legacy::talking_record_type* dummy_talk_ptr) { if(cur_file_is_mac != is_computer_small_endian) return; for(short i = 0; i < 60; i++) { flip_short(&dummy_talk_ptr->talk_nodes[i].personality); flip_short(&dummy_talk_ptr->talk_nodes[i].type); flip_short(&dummy_talk_ptr->talk_nodes[i].extras[0]); flip_short(&dummy_talk_ptr->talk_nodes[i].extras[1]); flip_short(&dummy_talk_ptr->talk_nodes[i].extras[2]); flip_short(&dummy_talk_ptr->talk_nodes[i].extras[3]); } } void port_t_d(legacy::big_tr_type* old) { for(short i = 0; i < 16; i++) port_rect(&old->room_rect[i]); if(cur_file_is_mac != is_computer_small_endian) return; for(short i = 0; i < 60; i++) { flip_short(&old->creatures[i].spec1); flip_short(&old->creatures[i].spec2); flip_short(&old->creatures[i].monster_time); flip_short(&old->creatures[i].personality); flip_short(&old->creatures[i].special_on_kill); flip_short(&old->creatures[i].facial_pic); } } void port_t_i(legacy::town_item_list* old) { if(cur_file_is_mac != is_computer_small_endian) return; for(short i = 0; i < 115; i++) port_item_record(&(old->items[i])); } void port_stored_items_list(legacy::stored_items_list_type *old) { if(cur_file_is_mac != is_computer_small_endian) return; for(short i = 0; i < 115; i++) port_item_record(&(old->items[i])); } void port_ave_t(legacy::ave_tr_type* old) { for(short i = 0; i < 16; i++) port_rect(&old->room_rect[i]); if(cur_file_is_mac != is_computer_small_endian) return; for(short i = 0; i < 40; i++) { flip_short(&old->creatures[i].spec1); flip_short(&old->creatures[i].spec2); flip_short(&old->creatures[i].monster_time); flip_short(&old->creatures[i].personality); flip_short(&old->creatures[i].special_on_kill); flip_short(&old->creatures[i].facial_pic); } } void port_tiny_t(legacy::tiny_tr_type* old) { for(short i = 0; i < 16; i++) port_rect(&old->room_rect[i]); if(cur_file_is_mac != is_computer_small_endian) return; for(short i = 0; i < 30; i++) { flip_short(&old->creatures[i].spec1); flip_short(&old->creatures[i].spec2); flip_short(&old->creatures[i].monster_time); flip_short(&old->creatures[i].personality); flip_short(&old->creatures[i].special_on_kill); flip_short(&old->creatures[i].facial_pic); } } void port_scenario(legacy::scenario_data_type* temp_scenario) { for(short i = 0; i < 3; i++) port_rect(&temp_scenario->store_item_rects[i]); if(cur_file_is_mac != is_computer_small_endian) return; flip_short(&temp_scenario->flag_a); flip_short(&temp_scenario->flag_b); flip_short(&temp_scenario->flag_c); flip_short(&temp_scenario->flag_d); flip_short(&temp_scenario->flag_e); flip_short(&temp_scenario->flag_f); flip_short(&temp_scenario->flag_g); flip_short(&temp_scenario->flag_h); flip_short(&temp_scenario->flag_i); flip_short(&temp_scenario->intro_mess_pic); flip_short(&temp_scenario->intro_mess_len); flip_short(&temp_scenario->which_town_start); for(short i = 0; i < 200; i++) for(short j = 0; j < 5; j++) flip_short(&temp_scenario->town_data_size[i][j]); for(short i = 0; i < 10; i++) flip_short(&temp_scenario->town_to_add_to[i]); for(short i = 0; i < 10; i++) for(short j = 0; j < 2; j++) flip_short(&temp_scenario->flag_to_add_to_town[i][j]); for(short i = 0; i < 100; i++) for(short j = 0; j < 2; j++) flip_short(&temp_scenario->out_data_size[i][j]); for(short i = 0; i < 3; i++) flip_short(&temp_scenario->store_item_towns[i]); for(auto &item : temp_scenario->special_items) flip_short(&item); for(auto &item : temp_scenario->special_item_special) flip_short(&item); flip_short(&temp_scenario->rating); flip_short(&temp_scenario->uses_custom_graphics); for(auto &monster : temp_scenario->scen_monsters) { flip_short(&monster.health); flip_short(&monster.m_health); flip_short(&monster.max_mp); flip_short(&monster.mp); flip_short(&monster.a[0]); flip_short(&monster.a[1]); flip_short(&monster.a[2]); flip_short(&monster.morale); flip_short(&monster.m_morale); flip_short(&monster.corpse_item); flip_short(&monster.corpse_item_chance); flip_short(&monster.picture_num); } for (auto &terrain : temp_scenario->ter_types) flip_short(&terrain.picture); for(auto &boat : temp_scenario->scen_boats) flip_short(&boat.which_town); for(auto &horse : temp_scenario->scen_horses) flip_short(&horse.which_town); for(auto &timer : temp_scenario->scenario_timer_times) flip_short(&timer); for(auto &timer : temp_scenario->scenario_timer_specs) flip_short(&timer); for(auto &special : temp_scenario->scen_specials) flip_spec_node(&special); for(auto &shortcut : temp_scenario->storage_shortcuts) { flip_short(&shortcut.ter_type); flip_short(&shortcut.property); for(short j = 0; j < 10; j++) { flip_short(&shortcut.item_num[j]); flip_short(&shortcut.item_odds[j]); } } flip_short(&temp_scenario->last_town_edited); } void port_item_record(legacy::item_record_type *old) { if(cur_file_is_mac != is_computer_small_endian) return; flip_short(&(old->variety)); flip_short(&(old->item_level)); flip_short(&(old->value)); } void port_item_list(legacy::scen_item_data_type* old){ if(cur_file_is_mac != is_computer_small_endian) return; for(auto &item : old->scen_items) port_item_record(&item); } void port_out(legacy::outdoor_record_type *out) { for(short i = 0; i < 8; i++) port_rect(&(out->info_rect[i])); if(cur_file_is_mac != is_computer_small_endian) return; for(short i = 0; i < 4; i++) { flip_short(&(out->wandering[i].spec_on_meet)); flip_short(&(out->wandering[i].spec_on_win)); flip_short(&(out->wandering[i].spec_on_flee)); flip_short(&(out->wandering[i].cant_flee)); flip_short(&(out->wandering[i].end_spec1)); flip_short(&(out->wandering[i].end_spec2)); flip_short(&(out->special_enc[i].spec_on_meet)); flip_short(&(out->special_enc[i].spec_on_win)); flip_short(&(out->special_enc[i].spec_on_flee)); flip_short(&(out->special_enc[i].cant_flee)); flip_short(&(out->special_enc[i].end_spec1)); flip_short(&(out->special_enc[i].end_spec2)); } for(short i = 0; i < 60; i++) flip_spec_node(&(out->specials[i])); } void port_party(legacy::party_record_type* old){ if(cur_file_is_mac != is_computer_small_endian) return; flip_long(&old->age); flip_short(&old->gold); flip_short(&old->food); flip_short(&old->light_level); for(short i = 0; i < 30; i++){ flip_short(&old->boats[i].which_town); flip_short(&old->horses[i].which_town); flip_short(&old->party_event_timers[i]); flip_short(&old->global_or_town[i]); flip_short(&old->node_to_call[i]); } for(short i = 0; i < 4; i++){ flip_short(&old->creature_save[i].which_town); flip_short(&old->creature_save[i].hostile); for(short j = 0; j < 60; j++){ flip_short(&old->creature_save[i].dudes[j].active); flip_short(&old->creature_save[i].dudes[j].attitude); flip_short(&old->creature_save[i].dudes[j].m_d.health); flip_short(&old->creature_save[i].dudes[j].m_d.m_health); flip_short(&old->creature_save[i].dudes[j].m_d.mp); flip_short(&old->creature_save[i].dudes[j].m_d.max_mp); for(short k = 0; k < 3; k++) flip_short(&old->creature_save[i].dudes[j].m_d.a[k]); flip_short(&old->creature_save[i].dudes[j].m_d.morale); flip_short(&old->creature_save[i].dudes[j].m_d.m_morale); flip_short(&old->creature_save[i].dudes[j].m_d.corpse_item); flip_short(&old->creature_save[i].dudes[j].m_d.corpse_item_chance); for(short k = 0; k < 15; k++) flip_short(&old->creature_save[i].dudes[j].m_d.status[k]); flip_short(&old->creature_save[i].dudes[j].m_d.picture_num); flip_short(&old->creature_save[i].dudes[j].summoned); flip_short(&old->creature_save[i].dudes[j].monst_start.spec1); flip_short(&old->creature_save[i].dudes[j].monst_start.spec2); flip_short(&old->creature_save[i].dudes[j].monst_start.monster_time); flip_short(&old->creature_save[i].dudes[j].monst_start.personality); flip_short(&old->creature_save[i].dudes[j].monst_start.special_on_kill); flip_short(&old->creature_save[i].dudes[j].monst_start.facial_pic); } flip_short(&old->imprisoned_monst[i]); } flip_short(&old->in_boat); flip_short(&old->in_horse); for(short i = 0; i < 10; i++){ flip_short(&old->out_c[i].direction); flip_short(&old->out_c[i].what_monst.spec_on_meet); flip_short(&old->out_c[i].what_monst.spec_on_win); flip_short(&old->out_c[i].what_monst.spec_on_flee); flip_short(&old->out_c[i].what_monst.cant_flee); flip_short(&old->out_c[i].what_monst.end_spec1); flip_short(&old->out_c[i].what_monst.end_spec2); } for(short i = 0; i < 5; i++) for(short j = 0; j < 10; j++){ flip_short(&old->magic_store_items[i][j].variety); flip_short(&old->magic_store_items[i][j].item_level); flip_short(&old->magic_store_items[i][j].value); } for(short i = 0; i < 50; i++) flip_short(&old->journal_day[i]); for(short i = 0; i < 140; i++){ flip_short(&old->special_notes_str[i][0]); flip_short(&old->special_notes_str[i][1]); } for(short i = 0; i < 120; i++){ flip_short(&old->talk_save[i].personality); flip_short(&old->talk_save[i].town_num); flip_short(&old->talk_save[i].str1); flip_short(&old->talk_save[i].str2); } flip_short(&old->direction); flip_short(&old->at_which_save_slot); for(short i = 0; i < 100; i++) flip_short(&old->key_times[i]); for(short i = 0; i < 200; i++) flip_short(&old->m_killed[i]); flip_long(&old->total_m_killed); flip_long(&old->total_dam_done); flip_long(&old->total_xp_gained); flip_long(&old->total_dam_taken); } void port_pc(legacy::pc_record_type* old){ if(cur_file_is_mac != is_computer_small_endian) return; flip_short(&old->main_status); for(short i = 0; i < 30; i++) flip_short(&old->skills[i]); flip_short(&old->max_health); flip_short(&old->cur_health); flip_short(&old->max_sp); flip_short(&old->cur_sp); flip_short(&old->experience); flip_short(&old->skill_pts); flip_short(&old->level); for(short i = 0; i < 15; i++) flip_short(&old->status[i]); for(short i = 0; i < 10; i++){ flip_short(&old->items[i].variety); flip_short(&old->items[i].item_level); flip_short(&old->items[i].value); } flip_short(&old->which_graphic); flip_short(&old->weap_poisoned); flip_short(&old->race); flip_short(&old->exp_adj); flip_short(&old->direction); } void port_c_town(legacy::current_town_type* old){ port_town(&old->town); if(cur_file_is_mac != is_computer_small_endian) return; flip_short(&old->town_num); flip_short(&old->difficulty); flip_short(&old->monst.which_town); flip_short(&old->monst.hostile); for(short j = 0; j < 60; j++){ flip_short(&old->monst.dudes[j].active); flip_short(&old->monst.dudes[j].attitude); flip_short(&old->monst.dudes[j].m_d.health); flip_short(&old->monst.dudes[j].m_d.m_health); flip_short(&old->monst.dudes[j].m_d.mp); flip_short(&old->monst.dudes[j].m_d.max_mp); for(short i = 0; i < 3; i++) flip_short(&old->monst.dudes[j].m_d.a[i]); flip_short(&old->monst.dudes[j].m_d.morale); flip_short(&old->monst.dudes[j].m_d.m_morale); flip_short(&old->monst.dudes[j].m_d.corpse_item); flip_short(&old->monst.dudes[j].m_d.corpse_item_chance); for(short i = 0; i < 15; i++) flip_short(&old->monst.dudes[j].m_d.status[i]); flip_short(&old->monst.dudes[j].m_d.picture_num); flip_short(&old->monst.dudes[j].summoned); flip_short(&old->monst.dudes[j].monst_start.spec1); flip_short(&old->monst.dudes[j].monst_start.spec2); flip_short(&old->monst.dudes[j].monst_start.monster_time); flip_short(&old->monst.dudes[j].monst_start.personality); flip_short(&old->monst.dudes[j].monst_start.special_on_kill); flip_short(&old->monst.dudes[j].monst_start.facial_pic); } } void flip_spec_node(legacy::special_node_type *spec) { flip_short(&(spec->type)); flip_short(&(spec->sd1)); flip_short(&(spec->sd2)); flip_short(&(spec->pic)); flip_short(&(spec->m1)); flip_short(&(spec->m2)); flip_short(&(spec->ex1a)); flip_short(&(spec->ex1b)); flip_short(&(spec->ex2a)); flip_short(&(spec->ex2b)); flip_short(&(spec->jumpto)); } void flip_short(int16_t *s) { char store,*s1, *s2; s1 = (char *) s; s2 = s1 + 1; store = *s1; *s1 = *s2; *s2 = store; } void flip_long(int32_t *s){ char store,*s1, *s2, *s3, *s4; s1 = (char *) s; s2 = s1 + 1; s3 = s1 + 2; s4 = s1 + 3; store = *s1; *s1 = *s4; *s4 = store; store = *s2; *s2 = *s3; *s3 = store; } // This is needed in order to load in old legacy Windows scenarios, which stored their rects in a different order than Mac scenarios static void alter_rect(legacy::Rect *r) { std::swap(r->top, r->left); std::swap(r->bottom, r->right); } void flip_rect(legacy::Rect* s) { flip_short((int16_t *) &(s->top)); flip_short((int16_t *) &(s->bottom)); flip_short((int16_t *) &(s->left)); flip_short((int16_t *) &(s->right)); } void port_rect(legacy::Rect* s) { if(cur_file_is_mac == is_computer_small_endian) { flip_short((int16_t *) &(s->top)); flip_short((int16_t *) &(s->bottom)); flip_short((int16_t *) &(s->left)); flip_short((int16_t *) &(s->right)); } if(!cur_file_is_mac) alter_rect(s); } }