Files
oboe/src/porting.cpp
2022-06-30 01:10:46 -04:00

472 lines
14 KiB
C++

/*
* 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);
}
}