Files
oboe/src/porting.cpp
ALONSO Laurent 3e6c657f8e porting.cpp[legacy]: try to always convert RECT to mac Rect when reading a Windows scenario
note: this may be succeptible to break the loading of some legacy save, but there are already broken....
2024-09-21 20:57:22 -04:00

428 lines
14 KiB
C++

/*
* porting.cpp
* BoE
*
* Created by Celtic Minstrel on 22/04/09.
*
*/
#include "porting.hpp"
extern bool cur_scen_is_mac, mac_is_intel();
// check endian with cur_scen_is_mac and mac_is_intel
// check cur_scen_is_mac to see if we need to convert RECT in Rect
static void port_rect(legacy::Rect* s);
void port_town(legacy::town_record_type* dummy_town_ptr){
port_rect(&dummy_town_ptr->in_town_rect);
if(cur_scen_is_mac != mac_is_intel())
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_scen_is_mac != mac_is_intel())
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_scen_is_mac != mac_is_intel())
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_ave_t(legacy::ave_tr_type* old) {
for(short i = 0; i < 16; i++)
port_rect(&old->room_rect[i]);
if(cur_scen_is_mac != mac_is_intel())
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_scen_is_mac != mac_is_intel())
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_scen_is_mac != mac_is_intel())
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(short i = 0; i < 50; i++)
flip_short(&temp_scenario->special_items[i]);
for(short i = 0; i < 50; i++)
flip_short(&temp_scenario->special_item_special[i]);
flip_short(&temp_scenario->rating);
flip_short(&temp_scenario->uses_custom_graphics);
for(short i = 0; i < 256; i++) {
flip_short(&temp_scenario->scen_monsters[i].health);
flip_short(&temp_scenario->scen_monsters[i].m_health);
flip_short(&temp_scenario->scen_monsters[i].max_mp);
flip_short(&temp_scenario->scen_monsters[i].mp);
flip_short(&temp_scenario->scen_monsters[i].a[1]);
flip_short(&temp_scenario->scen_monsters[i].a[0]);
flip_short(&temp_scenario->scen_monsters[i].a[2]);
flip_short(&temp_scenario->scen_monsters[i].morale);
flip_short(&temp_scenario->scen_monsters[i].m_morale);
flip_short(&temp_scenario->scen_monsters[i].corpse_item);
flip_short(&temp_scenario->scen_monsters[i].corpse_item_chance);
flip_short(&temp_scenario->scen_monsters[i].picture_num);
}
for(short i = 0; i < 256; i++) {
flip_short(&temp_scenario->ter_types[i].picture);
}
for(short i = 0; i < 30; i++) {
flip_short(&temp_scenario->scen_boats[i].which_town);
}
for(short i = 0; i < 30; i++) {
flip_short(&temp_scenario->scen_horses[i].which_town);
}
for(short i = 0; i < 20; i++)
flip_short(&temp_scenario->scenario_timer_times[i]);
for(short i = 0; i < 20; i++)
flip_short(&temp_scenario->scenario_timer_specs[i]);
for(short i = 0; i < 256; i++) {
flip_spec_node(&temp_scenario->scen_specials[i]);
}
for(short i = 0; i < 10; i++) {
flip_short(&temp_scenario->storage_shortcuts[i].ter_type);
flip_short(&temp_scenario->storage_shortcuts[i].property);
for(short j = 0; j < 10; j++) {
flip_short(&temp_scenario->storage_shortcuts[i].item_num[j]);
flip_short(&temp_scenario->storage_shortcuts[i].item_odds[j]);
}
}
flip_short(&temp_scenario->last_town_edited);
}
void port_item_list(legacy::scen_item_data_type* old){
if(cur_scen_is_mac != mac_is_intel())
return;
for(short i = 0; i < 400; i++) {
flip_short(&(old->scen_items[i].variety));
flip_short(&(old->scen_items[i].item_level));
flip_short(&(old->scen_items[i].value));
}
}
void port_out(legacy::outdoor_record_type *out) {
for(short i = 0; i < 8; i++)
port_rect(&(out->info_rect[i]));
if(cur_scen_is_mac != mac_is_intel())
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){
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){
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){
flip_short(&old->town_num);
flip_short(&old->difficulty);
port_town(&old->town);
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_scen_is_mac == mac_is_intel()) {
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_scen_is_mac) alter_rect(s);
}