dxx-rebirth/similar/main/mission.cpp

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/*
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* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Code to handle multiple missions
*
*/
#include <algorithm>
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#include <vector>
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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <limits.h>
#include "pstypes.h"
#include "strutil.h"
#include "inferno.h"
#include "window.h"
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#include "mission.h"
#include "gameseq.h"
#include "gamesave.h"
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#include "titles.h"
#include "piggy.h"
#include "console.h"
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#include "songs.h"
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#include "polyobj.h"
#include "dxxerror.h"
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#include "config.h"
#include "newmenu.h"
#include "text.h"
#include "u_mem.h"
#include "ignorecase.h"
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#include "physfsx.h"
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#include "physfs_list.h"
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#include "bm.h"
#include "event.h"
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#if defined(DXX_BUILD_DESCENT_II)
#include "movie.h"
#endif
#include "null_sentinel_iterator.h"
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#include "compiler-make_unique.h"
#include "compiler-poison.h"
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#include "compiler-range_for.h"
#include "d_enumerate.h"
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#define BIMD1_BRIEFING_FILE "briefing.txb"
using std::min;
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#define MISSION_EXTENSION_DESCENT_I ".msn"
#if defined(DXX_BUILD_DESCENT_II)
#define MISSION_EXTENSION_DESCENT_II ".mn2"
#endif
namespace {
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
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struct mle;
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using mission_candidate_search_path = array<char, PATH_MAX>;
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
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using mission_list_type = std::vector<mle>;
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//mission list entry
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struct mle : Mission_path
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{
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int builtin_hogsize; // if it's the built-in mission, used for determining the version
ntstring<75> mission_name;
#if defined(DXX_BUILD_DESCENT_II)
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descent_version_type descent_version; // descent 1 or descent 2?
#endif
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ubyte anarchy_only_flag; // if true, mission is anarchy only
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
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mission_list_type directory;
mle(Mission_path &&m) :
Mission_path(std::move(m))
{
}
mle(const char *const name, std::vector<mle> &&d);
};
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Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
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struct mission_subdir_stats
{
std::size_t immediate_directories = 0, immediate_missions = 0, total_missions = 0;
static std::size_t count_missions(const mission_list_type &directory)
{
std::size_t total_missions = 0;
range_for (auto &&i, directory)
{
if (i.directory.empty())
++ total_missions;
else
total_missions += count_missions(i.directory);
}
return total_missions;
}
void count(const mission_list_type &directory)
{
range_for (auto &&i, directory)
{
if (i.directory.empty())
{
++ total_missions;
++ immediate_missions;
}
else
{
++ immediate_directories;
total_missions += count_missions(i.directory);
}
}
}
};
const char *prepare_mission_list_count_dirbuf(array<char, 12> &dirbuf, const std::size_t immediate_directories)
{
if (immediate_directories)
{
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snprintf(dirbuf.data(), dirbuf.size(), "DIR:%zu; ", immediate_directories);
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
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return dirbuf.data();
}
return "";
}
mle::mle(const char *const name, std::vector<mle> &&d) :
Mission_path(name, 0), directory(std::move(d))
{
mission_subdir_stats ss;
ss.count(directory);
array<char, 12> dirbuf;
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snprintf(mission_name.data(), mission_name.size(), "%s/ [%sMSN:L%zu;T%zu]", name, prepare_mission_list_count_dirbuf(dirbuf, ss.immediate_directories), ss.immediate_missions, ss.total_missions);
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
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}
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}
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Mission_ptr Current_mission; // currently loaded mission
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static bool null_or_space(char c)
{
return !c || isspace(static_cast<unsigned>(c));
}
// Allocate the Level_names, Secret_level_names and Secret_level_table arrays
static int allocate_levels(void)
{
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Level_names = make_unique<d_fname[]>(Last_level);
if (Last_secret_level)
{
N_secret_levels = -Last_secret_level;
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Secret_level_names = make_unique<d_fname[]>(N_secret_levels);
Secret_level_table = make_unique<ubyte[]>(N_secret_levels);
}
return 1;
}
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//
// Special versions of mission routines for d1 builtins
//
static const char *load_mission_d1()
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{
switch (PHYSFSX_fsize("descent.hog"))
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{
case D1_SHAREWARE_MISSION_HOGSIZE:
case D1_SHAREWARE_10_MISSION_HOGSIZE:
N_secret_levels = 0;
Last_level = 7;
Last_secret_level = 0;
if (!allocate_levels())
{
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Current_mission.reset();
return "Failed to allocate level memory for Descent 1 shareware";
}
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//build level names
for (int i=0;i<Last_level;i++)
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snprintf(&Level_names[i][0u], Level_names[i].size(), "level%02d.sdl", i+1);
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Briefing_text_filename = BIMD1_BRIEFING_FILE;
Ending_text_filename = BIMD1_ENDING_FILE_SHARE;
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break;
case D1_MAC_SHARE_MISSION_HOGSIZE:
N_secret_levels = 0;
Last_level = 3;
Last_secret_level = 0;
if (!allocate_levels())
{
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Current_mission.reset();
return "Failed to allocate level memory for Descent 1 Mac shareware";
}
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//build level names
for (int i=0;i<Last_level;i++)
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snprintf(&Level_names[i][0u], Level_names[i].size(), "level%02d.sdl", i+1);
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Briefing_text_filename = BIMD1_BRIEFING_FILE;
Ending_text_filename = BIMD1_ENDING_FILE_SHARE;
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break;
case D1_OEM_MISSION_HOGSIZE:
case D1_OEM_10_MISSION_HOGSIZE:
{
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N_secret_levels = 1;
constexpr unsigned last_level = 15;
constexpr int last_secret_level = -1;
Last_level = last_level;
Last_secret_level = last_secret_level;
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if (!allocate_levels())
{
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Current_mission.reset();
return "Failed to allocate level memory for Descent 1 OEM";
}
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//build level names
for (unsigned i = 0; i < last_level - 1; ++i)
{
auto &ln = Level_names[i];
snprintf(&ln[0u], ln.size(), "level%02u.rdl", i + 1);
}
{
auto &ln = Level_names[last_level - 1];
snprintf(&ln[0u], ln.size(), "saturn%02d.rdl", last_level);
}
for (int i = 0; i < -last_secret_level; ++i)
{
auto &sn = Secret_level_names[i];
snprintf(&sn[0u], sn.size(), "levels%1d.rdl", i + 1);
}
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Secret_level_table[0] = 10;
Briefing_text_filename = "briefsat.txb";
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Ending_text_filename = BIMD1_ENDING_FILE_OEM;
}
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break;
default:
Int3();
DXX_BOOST_FALLTHROUGH;
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case D1_MISSION_HOGSIZE:
case D1_MISSION_HOGSIZE2:
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case D1_10_MISSION_HOGSIZE:
case D1_MAC_MISSION_HOGSIZE:
{
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N_secret_levels = 3;
constexpr unsigned last_level = BIMD1_LAST_LEVEL;
constexpr int last_secret_level = BIMD1_LAST_SECRET_LEVEL;
Last_level = last_level;
Last_secret_level = last_secret_level;
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if (!allocate_levels())
{
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Current_mission.reset();
return "Failed to allocate level memory for Descent 1";
}
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//build level names
for (unsigned i = 0; i < last_level; ++i)
{
auto &ln = Level_names[i];
snprintf(&ln[0u], ln.size(), "level%02u.rdl", i + 1);
}
for (int i = 0; i < -last_secret_level; ++i)
{
auto &sn = Secret_level_names[i];
snprintf(&sn[0u], sn.size(), "levels%1d.rdl", i + 1);
}
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Secret_level_table[0] = 10;
Secret_level_table[1] = 21;
Secret_level_table[2] = 24;
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Briefing_text_filename = BIMD1_BRIEFING_FILE;
Ending_text_filename = "endreg.txb";
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break;
}
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}
return nullptr;
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}
#if defined(DXX_BUILD_DESCENT_II)
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//
// Special versions of mission routines for shareware
//
static const char *load_mission_shareware()
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{
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Current_mission->mission_name.copy_if(SHAREWARE_MISSION_NAME);
Current_mission->descent_version = Mission::descent_version_type::descent2;
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Current_mission->anarchy_only_flag = 0;
switch (Current_mission->builtin_hogsize)
{
case MAC_SHARE_MISSION_HOGSIZE:
N_secret_levels = 1;
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Last_level = 4;
Last_secret_level = -1;
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if (!allocate_levels())
{
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Current_mission.reset();
return "Failed to allocate level memory for Descent 2 Mac shareware";
}
// mac demo is using the regular hog and rl2 files
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Level_names[0] = "d2leva-1.rl2";
Level_names[1] = "d2leva-2.rl2";
Level_names[2] = "d2leva-3.rl2";
Level_names[3] = "d2leva-4.rl2";
Secret_level_names[0] = "d2leva-s.rl2";
break;
default:
Int3();
DXX_BOOST_FALLTHROUGH;
case SHAREWARE_MISSION_HOGSIZE:
N_secret_levels = 0;
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Last_level = 3;
Last_secret_level = 0;
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if (!allocate_levels())
{
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Current_mission.reset();
return "Failed to allocate level memory for Descent 2 shareware";
}
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Level_names[0] = "d2leva-1.sl2";
Level_names[1] = "d2leva-2.sl2";
Level_names[2] = "d2leva-3.sl2";
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}
return nullptr;
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}
//
// Special versions of mission routines for Diamond/S3 version
//
static const char *load_mission_oem()
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{
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Current_mission->mission_name.copy_if(OEM_MISSION_NAME);
Current_mission->descent_version = Mission::descent_version_type::descent2;
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Current_mission->anarchy_only_flag = 0;
N_secret_levels = 2;
Last_level = 8;
Last_secret_level = -2;
if (!allocate_levels())
{
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Current_mission.reset();
return "Failed to allocate level memory for Descent 2 OEM";
}
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Level_names[0] = "d2leva-1.rl2";
Level_names[1] = "d2leva-2.rl2";
Level_names[2] = "d2leva-3.rl2";
Level_names[3] = "d2leva-4.rl2";
Secret_level_names[0] = "d2leva-s.rl2";
Level_names[4] = "d2levb-1.rl2";
Level_names[5] = "d2levb-2.rl2";
Level_names[6] = "d2levb-3.rl2";
Level_names[7] = "d2levb-4.rl2";
Secret_level_names[1] = "d2levb-s.rl2";
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Secret_level_table[0] = 1;
Secret_level_table[1] = 5;
return nullptr;
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}
#endif
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//compare a string for a token. returns true if match
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static int istok(const char *buf,const char *tok)
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{
return d_strnicmp(buf,tok,strlen(tok)) == 0;
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}
//returns ptr to string after '=' & white space, or NULL if no '='
//adds 0 after parm at first white space
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static char *get_value(char *buf)
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{
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char *t = strchr(buf,'=');
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if (t) {
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while (isspace(static_cast<unsigned>(*++t)));
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if (*t)
return t;
}
return NULL; //error!
}
//reads a line, returns ptr to value of passed parm. returns NULL if none
static char *get_parm_value(PHYSFSX_gets_line_t<80> &buf, const char *const parm, PHYSFS_File *const f)
2006-03-20 17:12:09 +00:00
{
if (!PHYSFSX_fgets(buf,f))
2006-03-20 17:12:09 +00:00
return NULL;
if (istok(buf,parm))
return get_value(buf);
else
return NULL;
}
2014-08-30 22:38:26 +00:00
static bool ml_sort_func(const mle &e0,const mle &e1)
2006-03-20 17:12:09 +00:00
{
2014-08-30 22:38:26 +00:00
return d_stricmp(e0.mission_name,e1.mission_name) < 0;
2006-03-20 17:12:09 +00:00
}
//returns 1 if file read ok, else 0
namespace dsx {
2016-05-22 17:49:32 +00:00
static int read_mission_file(mission_list_type &mission_list, mission_candidate_search_path &pathname)
2006-03-20 17:12:09 +00:00
{
if (const auto mfile = PHYSFSX_openReadBuffered(pathname.data()))
{
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
std::string str_pathname = pathname.data();
const auto idx_last_slash = str_pathname.find_last_of('/');
const auto idx_filename = (idx_last_slash == str_pathname.npos) ? 0 : idx_last_slash + 1;
const auto idx_file_extension = str_pathname.find_first_of('.', idx_filename);
if (idx_file_extension == str_pathname.npos)
2006-03-20 17:12:09 +00:00
return 0; //missing extension
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
str_pathname.resize(idx_file_extension);
mission_list.emplace_back(Mission_path(std::move(str_pathname), idx_filename));
2014-08-15 22:59:54 +00:00
mle *mission = &mission_list.back();
#if defined(DXX_BUILD_DESCENT_II)
2006-03-20 17:12:09 +00:00
// look if it's .mn2 or .msn
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
mission->descent_version = (pathname[idx_file_extension + 3] == MISSION_EXTENSION_DESCENT_II[3])
? Mission::descent_version_type::descent2
: Mission::descent_version_type::descent1;
#endif
2006-03-20 17:12:09 +00:00
mission->anarchy_only_flag = 0;
2014-09-07 19:48:10 +00:00
PHYSFSX_gets_line_t<80> buf;
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
auto p = get_parm_value(buf, "name",mfile);
2006-03-20 17:12:09 +00:00
#if defined(DXX_BUILD_DESCENT_II)
2006-03-20 17:12:09 +00:00
if (!p) { //try enhanced mission
PHYSFSX_fseek(mfile,0,SEEK_SET);
p = get_parm_value(buf, "xname",mfile);
2006-03-20 17:12:09 +00:00
}
if (!p) { //try super-enhanced mission!
PHYSFSX_fseek(mfile,0,SEEK_SET);
p = get_parm_value(buf, "zname",mfile);
2006-03-20 17:12:09 +00:00
}
if (!p) { //try extensible-enhanced mission!
PHYSFSX_fseek(mfile,0,SEEK_SET);
p = get_parm_value(buf, "!name",mfile);
}
#endif
2006-03-20 17:12:09 +00:00
if (p) {
char *t;
if ((t=strchr(p,';'))!=NULL)
*t=0;
t = p + strlen(p)-1;
while (isspace(*t))
*t-- = 0; // remove trailing whitespace
2014-12-22 04:35:48 +00:00
mission->mission_name.copy_if(p, mission->mission_name.size() - 1);
2006-03-20 17:12:09 +00:00
}
else {
2014-08-15 22:59:54 +00:00
mission_list.pop_back();
2006-03-20 17:12:09 +00:00
return 0;
}
2014-09-07 19:48:10 +00:00
{
PHYSFSX_gets_line_t<4096> temp;
if (PHYSFSX_fgets(temp,mfile))
{
if (istok(temp,"type"))
{
p = get_value(temp);
//get mission type
if (p)
mission->anarchy_only_flag = istok(p,"anarchy");
}
}
2014-09-07 19:48:10 +00:00
}
2006-03-20 17:12:09 +00:00
return 1;
}
return 0;
}
}
2006-03-20 17:12:09 +00:00
namespace dsx {
2016-05-22 17:49:32 +00:00
static void add_d1_builtin_mission_to_list(mission_list_type &mission_list)
2006-03-20 17:12:09 +00:00
{
int size;
size = PHYSFSX_fsize("descent.hog");
if (size == -1)
return;
2006-03-20 17:12:09 +00:00
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
mission_list.emplace_back(Mission_path(D1_MISSION_FILENAME, 0));
2014-08-15 22:59:54 +00:00
mle *mission = &mission_list.back();
2006-03-20 17:12:09 +00:00
switch (size) {
case D1_SHAREWARE_MISSION_HOGSIZE:
case D1_SHAREWARE_10_MISSION_HOGSIZE:
case D1_MAC_SHARE_MISSION_HOGSIZE:
2014-12-22 04:35:48 +00:00
mission->mission_name.copy_if(D1_SHAREWARE_MISSION_NAME);
2006-03-20 17:12:09 +00:00
mission->anarchy_only_flag = 0;
break;
case D1_OEM_MISSION_HOGSIZE:
case D1_OEM_10_MISSION_HOGSIZE:
2014-12-22 04:35:48 +00:00
mission->mission_name.copy_if(D1_OEM_MISSION_NAME);
2006-03-20 17:12:09 +00:00
mission->anarchy_only_flag = 0;
break;
default:
Warning("Unknown D1 hogsize %d\n", size);
Int3();
DXX_BOOST_FALLTHROUGH;
2006-03-20 17:12:09 +00:00
case D1_MISSION_HOGSIZE:
case D1_MISSION_HOGSIZE2:
2006-03-20 17:12:09 +00:00
case D1_10_MISSION_HOGSIZE:
case D1_MAC_MISSION_HOGSIZE:
2014-12-22 04:35:48 +00:00
mission->mission_name.copy_if(D1_MISSION_NAME);
2006-03-20 17:12:09 +00:00
mission->anarchy_only_flag = 0;
break;
}
mission->anarchy_only_flag = 0;
#if defined(DXX_BUILD_DESCENT_I)
mission->builtin_hogsize = size;
#elif defined(DXX_BUILD_DESCENT_II)
mission->descent_version = Mission::descent_version_type::descent1;
2006-03-20 17:12:09 +00:00
mission->builtin_hogsize = 0;
#endif
2006-03-20 17:12:09 +00:00
}
}
2006-03-20 17:12:09 +00:00
#if defined(DXX_BUILD_DESCENT_II)
2014-08-15 22:59:54 +00:00
template <std::size_t N1, std::size_t N2>
2016-05-22 17:49:32 +00:00
static void set_hardcoded_mission(mission_list_type &mission_list, const char (&path)[N1], const char (&mission_name)[N2])
2014-08-15 22:59:54 +00:00
{
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
mission_list.emplace_back(Mission_path(path, 0));
2014-08-15 22:59:54 +00:00
mle *mission = &mission_list.back();
2014-12-22 04:35:48 +00:00
mission->mission_name.copy_if(mission_name);
2014-08-15 22:59:54 +00:00
mission->anarchy_only_flag = 0;
}
2016-05-22 17:49:32 +00:00
static void add_builtin_mission_to_list(mission_list_type &mission_list, d_fname &name)
2006-03-20 17:12:09 +00:00
{
int size = PHYSFSX_fsize("descent2.hog");
2006-03-20 17:12:09 +00:00
if (size == -1)
size = PHYSFSX_fsize("d2demo.hog");
2006-03-20 17:12:09 +00:00
switch (size) {
case SHAREWARE_MISSION_HOGSIZE:
case MAC_SHARE_MISSION_HOGSIZE:
2014-08-15 22:59:54 +00:00
set_hardcoded_mission(mission_list, SHAREWARE_MISSION_FILENAME, SHAREWARE_MISSION_NAME);
2006-03-20 17:12:09 +00:00
break;
case OEM_MISSION_HOGSIZE:
2014-08-15 22:59:54 +00:00
set_hardcoded_mission(mission_list, OEM_MISSION_FILENAME, OEM_MISSION_NAME);
2006-03-20 17:12:09 +00:00
break;
default:
2015-10-11 22:21:00 +00:00
Warning("Unknown hogsize %d, trying %s\n", size, FULL_MISSION_FILENAME MISSION_EXTENSION_DESCENT_II);
Int3();
DXX_BOOST_FALLTHROUGH;
2006-03-20 17:12:09 +00:00
case FULL_MISSION_HOGSIZE:
case FULL_10_MISSION_HOGSIZE:
case MAC_FULL_MISSION_HOGSIZE:
2015-10-11 22:21:00 +00:00
{
mission_candidate_search_path full_mission_filename = {{FULL_MISSION_FILENAME MISSION_EXTENSION_DESCENT_II}};
if (!read_mission_file(mission_list, full_mission_filename))
Error("Could not find required mission file <%s>", FULL_MISSION_FILENAME MISSION_EXTENSION_DESCENT_II);
}
2006-03-20 17:12:09 +00:00
}
2014-08-15 22:59:54 +00:00
mle *mission = &mission_list.back();
2014-08-16 03:59:14 +00:00
name.copy_if(mission->path.c_str(), FILENAME_LEN);
2006-03-20 17:12:09 +00:00
mission->builtin_hogsize = size;
mission->descent_version = Mission::descent_version_type::descent2;
2006-03-20 17:12:09 +00:00
mission->anarchy_only_flag = 0;
}
#endif
2006-03-20 17:12:09 +00:00
namespace dsx {
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
static void add_missions_to_list(mission_list_type &mission_list, mission_candidate_search_path &path, const mission_candidate_search_path::iterator rel_path, const int anarchy_mode)
2006-03-20 17:12:09 +00:00
{
2015-10-11 22:21:00 +00:00
/* rel_path must point within the array `path`.
* rel_path must point to the null that follows a possibly empty
* directory prefix.
* If the directory prefix is not empty, it must end with a PHYSFS
* path separator, which is always slash, even on Windows.
*
* If any of these assertions fail, then the path transforms used to
* recurse into subdirectories and to open individual missions will
* not work correctly.
*/
assert(std::distance(path.begin(), rel_path) < path.size() - 1);
2015-10-11 22:21:00 +00:00
assert(!*rel_path);
assert(path.begin() == rel_path || *std::prev(rel_path) == '/');
const std::size_t space_remaining = std::distance(rel_path, path.end());
*rel_path = '.';
*std::next(rel_path) = 0;
2015-10-11 22:21:00 +00:00
range_for (const auto i, PHYSFSX_uncounted_list{PHYSFS_enumerateFiles(path.data())})
2006-03-20 17:12:09 +00:00
{
2015-10-11 22:21:00 +00:00
/* Add 1 to include the terminating null. */
const std::size_t il = strlen(i) + 1;
/* Add 2 for the slash+dot in case it is a directory. */
if (il + 2 >= space_remaining)
2006-03-20 17:12:09 +00:00
continue; // path is too long
2015-10-11 22:21:00 +00:00
auto j = std::copy_n(i, il, rel_path);
const char *ext;
if (PHYSFS_isDirectory(path.data()))
2006-03-20 17:12:09 +00:00
{
const auto null = std::prev(j);
2015-10-11 22:21:00 +00:00
*j = 0;
*null = '/';
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
mission_list_type sublist;
add_missions_to_list(sublist, path, j, anarchy_mode);
2015-10-11 22:21:00 +00:00
*null = 0;
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
const auto found = sublist.size();
if (!found)
{
/* Ignore empty directories */
}
else if (found == 1)
{
/* If only one found, promote it up to the next level so
* the user does not need to navigate into a
* single-element directory.
*/
auto &sli = sublist.front();
mission_list.emplace_back(std::move(sli));
}
else
mission_list.emplace_back(path.data(), std::move(sublist));
2006-03-20 17:12:09 +00:00
}
2015-10-11 22:21:00 +00:00
else if (il > 5 &&
((ext = &i[il - 5], !d_strnicmp(ext, MISSION_EXTENSION_DESCENT_I))
#if defined(DXX_BUILD_DESCENT_II)
|| !d_strnicmp(ext, MISSION_EXTENSION_DESCENT_II)
#endif
))
if (read_mission_file(mission_list, path))
2006-03-20 17:12:09 +00:00
{
2014-08-15 22:59:54 +00:00
if (anarchy_mode || !mission_list.back().anarchy_only_flag)
2006-03-20 17:12:09 +00:00
{
2014-08-15 22:59:54 +00:00
mission_list.back().builtin_hogsize = 0;
2006-03-20 17:12:09 +00:00
}
else
2014-08-15 22:59:54 +00:00
mission_list.pop_back();
2006-03-20 17:12:09 +00:00
}
2014-08-15 22:59:54 +00:00
if (mission_list.size() >= MAX_MISSIONS)
2006-03-20 17:12:09 +00:00
{
break;
}
2015-10-11 22:21:00 +00:00
*rel_path = 0; // chop off the entry
DXX_POISON_MEMORY(std::next(rel_path), path.end(), 0xcc);
2006-03-20 17:12:09 +00:00
}
}
}
2006-03-20 17:12:09 +00:00
/* move <mission_name> to <place> on mission list, increment <place> */
2016-05-22 17:49:32 +00:00
static void promote (mission_list_type &mission_list, const char *const name, std::size_t &top_place)
2006-03-20 17:12:09 +00:00
{
2014-08-15 22:59:54 +00:00
range_for (auto &i, partial_range(mission_list, top_place, mission_list.size()))
2014-08-16 03:59:14 +00:00
if (!d_stricmp(&*i.filename, name)) {
2006-03-20 17:12:09 +00:00
//swap mission positions
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
auto &j = mission_list[top_place++];
if (&j != &i)
std::swap(j, i);
2006-03-20 17:12:09 +00:00
break;
}
}
Mission::~Mission()
2006-03-20 17:12:09 +00:00
{
// May become more complex with the editor
2014-08-16 03:59:14 +00:00
if (!path.empty() && builtin_hogsize == 0)
{
char hogpath[PATH_MAX];
2016-12-17 18:39:18 +00:00
snprintf(hogpath, sizeof(hogpath), "%s.hog", path.c_str());
PHYSFSX_removeRelFromSearchPath(hogpath);
}
2006-03-20 17:12:09 +00:00
}
//fills in the global list of missions. Returns the number of missions
//in the list. If anarchy_mode is set, then also add anarchy-only missions.
namespace dsx {
2016-05-22 17:49:32 +00:00
static mission_list_type build_mission_list(int anarchy_mode)
2006-03-20 17:12:09 +00:00
{
//now search for levels on disk
//@@Took out this code because after this routine was called once for
//@@a list of single-player missions, a subsequent call for a list of
//@@anarchy missions would not scan again, and thus would not find the
//@@anarchy-only missions. If we retain the minimum level of install,
//@@we may want to put the code back in, having it always scan for all
//@@missions, and have the code that uses it sort out the ones it wants.
//@@ if (num_missions != -1) {
//@@ if (Current_mission_num != 0)
//@@ load_mission(0); //set built-in mission as default
//@@ return num_missions;
//@@ }
2016-05-22 17:49:32 +00:00
mission_list_type mission_list;
2006-03-20 17:12:09 +00:00
#if defined(DXX_BUILD_DESCENT_II)
d_fname builtin_mission_filename;
2014-08-15 22:59:54 +00:00
add_builtin_mission_to_list(mission_list, builtin_mission_filename); //read built-in first
#endif
2014-08-15 22:59:54 +00:00
add_d1_builtin_mission_to_list(mission_list);
2015-10-11 22:21:00 +00:00
mission_candidate_search_path search_str = {{MISSION_DIR}};
DXX_POISON_MEMORY(std::next(search_str.begin(), sizeof(MISSION_DIR)), search_str.end(), 0xcc);
2015-10-11 22:21:00 +00:00
add_missions_to_list(mission_list, search_str, search_str.begin() + sizeof(MISSION_DIR) - 1, anarchy_mode);
2006-03-20 17:12:09 +00:00
// move original missions (in story-chronological order)
// to top of mission list
2014-08-15 22:59:54 +00:00
std::size_t top_place = 0;
promote(mission_list, D1_MISSION_FILENAME, top_place); // original descent 1 mission
#if defined(DXX_BUILD_DESCENT_II)
2014-08-15 22:59:54 +00:00
promote(mission_list, builtin_mission_filename, top_place); // d2 or d2demo
promote(mission_list, "d2x", top_place); // vertigo
#endif
2006-03-20 17:12:09 +00:00
2014-08-15 22:59:54 +00:00
if (mission_list.size() > top_place)
std::sort(next(begin(mission_list), top_place), end(mission_list), ml_sort_func);
2006-03-20 17:12:09 +00:00
return mission_list;
}
}
2006-03-20 17:12:09 +00:00
#if defined(DXX_BUILD_DESCENT_II)
2006-03-20 17:12:09 +00:00
//values for built-in mission
int load_mission_ham()
{
read_hamfile();
if (Current_mission->descent_version == Mission::descent_version_type::descent2a &&
Current_mission->alternate_ham_file)
{
/*
* If an alternate HAM is specified, map a HOG of the same name
* (if it exists) so that users can reference a HAM within a
* HOG. This is required to let users reference the D2X.HAM
* file provided by Descent II: Vertigo.
*
* Try both plain NAME and missions/NAME, in that order.
*/
2014-07-23 01:52:10 +00:00
auto &altham = Current_mission->alternate_ham_file;
unsigned l = strlen(*altham);
char althog[PATH_MAX];
2014-07-23 02:27:22 +00:00
snprintf(althog, sizeof(althog), MISSION_DIR "%.*s.hog", l - 4, static_cast<const char *>(*altham));
char *p = althog + sizeof(MISSION_DIR) - 1;
2015-10-09 02:46:11 +00:00
int exists = PHYSFSX_contfile_init(p, 0);
if (!exists) {
2015-10-09 02:46:11 +00:00
exists = PHYSFSX_contfile_init(p = althog, 0);
}
bm_read_extra_robots(*altham, Mission::descent_version_type::descent2z);
if (exists)
PHYSFSX_contfile_close(p);
return 1;
}
else if (Current_mission->descent_version == Mission::descent_version_type::descent2a ||
Current_mission->descent_version == Mission::descent_version_type::descent2z ||
Current_mission->descent_version == Mission::descent_version_type::descent2x)
{
char t[50];
2014-08-16 03:59:14 +00:00
snprintf(t,sizeof(t), "%s.ham", Current_mission_filename);
bm_read_extra_robots(t, Current_mission->descent_version);
return 1;
} else
return 0;
}
#endif
2015-01-18 01:58:31 +00:00
#define tex ".tex"
static void set_briefing_filename(d_fname &f, const char *const v, std::size_t d)
{
f.copy_if(v, d);
f.copy_if(d, tex);
if (!PHYSFSX_exists(static_cast<const char *>(f), 1) && !(f.copy_if(++d, "txb"), PHYSFSX_exists(static_cast<const char *>(f), 1))) // check if this file exists ...
f = {};
}
2014-07-23 02:27:22 +00:00
static void set_briefing_filename(d_fname &f, const char *const v)
{
using std::next;
auto a = [](char c) {
return !c || c == '.';
};
auto i = std::find_if(v, next(v, f.size() - sizeof(tex)), a);
std::size_t d = std::distance(v, i);
2015-01-18 01:58:31 +00:00
set_briefing_filename(f, v, d);
2014-07-23 02:27:22 +00:00
}
static void record_briefing(d_fname &f, array<char, PATH_MAX> &buf)
2014-07-23 02:27:22 +00:00
{
const auto v = get_value(buf.data());
if (!v)
return;
const std::size_t d = std::distance(v, std::find_if(v, buf.end(), null_or_space));
if (d >= FILENAME_LEN)
return;
{
2015-01-18 01:58:31 +00:00
set_briefing_filename(f, v, std::min(d, f.size() - sizeof(tex)));
}
2014-07-23 02:27:22 +00:00
}
2015-01-18 01:58:31 +00:00
#undef tex
2014-07-23 02:27:22 +00:00
2006-03-20 17:12:09 +00:00
//loads the specfied mission from the mission list.
//build_mission_list() must have been called.
//Returns true if mission loaded ok, else false.
namespace dsx {
static const char *load_mission(const mle *const mission)
2006-03-20 17:12:09 +00:00
{
2016-05-22 17:49:31 +00:00
char *v;
2006-03-20 17:12:09 +00:00
#if defined(DXX_BUILD_DESCENT_II)
close_extra_robot_movie();
#endif
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
Current_mission = make_unique<Mission>(static_cast<const Mission_path &>(*mission));
Current_mission->builtin_hogsize = mission->builtin_hogsize;
Current_mission->mission_name.copy_if(mission->mission_name);
#if defined(DXX_BUILD_DESCENT_II)
Current_mission->descent_version = mission->descent_version;
#endif
Current_mission->anarchy_only_flag = mission->anarchy_only_flag;
Current_mission->n_secret_levels = 0;
#if defined(DXX_BUILD_DESCENT_II)
Current_mission->alternate_ham_file = NULL;
#endif
//init vars
Last_level = 0;
Last_secret_level = 0;
2014-07-23 02:27:22 +00:00
Briefing_text_filename = {};
Ending_text_filename = {};
2014-07-24 02:30:18 +00:00
Secret_level_table.reset();
2014-07-24 02:39:21 +00:00
Level_names.reset();
2014-07-24 02:35:57 +00:00
Secret_level_names.reset();
// for Descent 1 missions, load descent.hog
#if defined(DXX_BUILD_DESCENT_II)
if (EMULATING_D1)
#endif
{
if (!PHYSFSX_contfile_init("descent.hog", 0))
#if defined(DXX_BUILD_DESCENT_I)
Error("descent.hog not available!\n");
#elif defined(DXX_BUILD_DESCENT_II)
Warning("descent.hog not available, this mission may be missing some files required for briefings and exit sequence\n");
#endif
if (!d_stricmp(Current_mission_filename, D1_MISSION_FILENAME))
return load_mission_d1();
}
#if defined(DXX_BUILD_DESCENT_II)
else
PHYSFSX_contfile_close("descent.hog");
#endif
2006-03-20 17:12:09 +00:00
#if defined(DXX_BUILD_DESCENT_II)
if (PLAYING_BUILTIN_MISSION) {
2006-03-20 17:12:09 +00:00
switch (Current_mission->builtin_hogsize) {
case SHAREWARE_MISSION_HOGSIZE:
case MAC_SHARE_MISSION_HOGSIZE:
Briefing_text_filename = "brief2.txb";
2014-07-23 02:27:22 +00:00
Ending_text_filename = BIMD2_ENDING_FILE_SHARE;
2006-03-20 17:12:09 +00:00
return load_mission_shareware();
case OEM_MISSION_HOGSIZE:
Briefing_text_filename = "brief2o.txb";
2014-07-23 02:27:22 +00:00
Ending_text_filename = BIMD2_ENDING_FILE_OEM;
2006-03-20 17:12:09 +00:00
return load_mission_oem();
default:
Int3();
DXX_BOOST_FALLTHROUGH;
2006-03-20 17:12:09 +00:00
case FULL_MISSION_HOGSIZE:
case FULL_10_MISSION_HOGSIZE:
case MAC_FULL_MISSION_HOGSIZE:
Briefing_text_filename = "robot.txb";
2006-03-20 17:12:09 +00:00
// continue on... (use d2.mn2 from hogfile)
break;
}
}
#endif
2006-03-20 17:12:09 +00:00
//read mission from file
2014-08-16 03:59:14 +00:00
auto &msn_extension =
#if defined(DXX_BUILD_DESCENT_II)
(mission->descent_version == Mission::descent_version_type::descent2) ? MISSION_EXTENSION_DESCENT_II :
#endif
2015-10-11 22:21:00 +00:00
MISSION_EXTENSION_DESCENT_I;
2016-05-22 17:49:31 +00:00
array<char, PATH_MAX> mission_filename;
snprintf(mission_filename.data(), mission_filename.size(), "%s%s", mission->path.c_str(), msn_extension);
2006-03-20 17:12:09 +00:00
2016-05-22 17:49:31 +00:00
PHYSFSEXT_locateCorrectCase(mission_filename.data());
2006-03-20 17:12:09 +00:00
2016-05-22 17:49:31 +00:00
auto &&mfile = PHYSFSX_openReadBuffered(mission_filename.data());
if (!mfile) {
2014-07-20 22:13:25 +00:00
Current_mission.reset();
return "Failed to open mission file"; //error!
2006-03-20 17:12:09 +00:00
}
//for non-builtin missions, load HOG
#if defined(DXX_BUILD_DESCENT_II)
bool have_mn2_version = false;
if (!PLAYING_BUILTIN_MISSION)
#endif
{
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
strcpy(&mission_filename[mission->path.size() + 1], "hog"); //change extension
2016-05-22 17:49:31 +00:00
PHYSFSX_contfile_init(mission_filename.data(), 0);
2014-07-23 02:27:22 +00:00
set_briefing_filename(Briefing_text_filename, Current_mission_filename);
Ending_text_filename = Briefing_text_filename;
}
2006-03-20 17:12:09 +00:00
2014-10-19 17:17:54 +00:00
for (PHYSFSX_gets_line_t<PATH_MAX> buf; PHYSFSX_fgets(buf,mfile);)
2014-09-07 19:48:10 +00:00
{
#if defined(DXX_BUILD_DESCENT_II)
if (!have_mn2_version)
{
if (istok(buf,"name"))
{
Current_mission->descent_version = Mission::descent_version_type::descent2;
have_mn2_version = true;
2006-03-20 17:12:09 +00:00
continue; //already have name, go to next line
}
if (istok(buf,"xname"))
{
Current_mission->descent_version = Mission::descent_version_type::descent2x;
have_mn2_version = true;
2006-03-20 17:12:09 +00:00
continue; //already have name, go to next line
}
if (istok(buf,"zname"))
{
Current_mission->descent_version = Mission::descent_version_type::descent2z;
have_mn2_version = true;
2006-03-20 17:12:09 +00:00
continue; //already have name, go to next line
}
if (istok(buf,"!name"))
{
Current_mission->descent_version = Mission::descent_version_type::descent2a;
have_mn2_version = true;
continue; //already have name, go to next line
}
}
#endif
if (istok(buf,"type"))
2006-03-20 17:12:09 +00:00
continue; //already have name, go to next line
else if (istok(buf,"briefing")) {
2014-07-23 02:27:22 +00:00
record_briefing(Briefing_text_filename, buf);
2006-03-20 17:12:09 +00:00
}
else if (istok(buf,"ending")) {
2014-07-23 02:27:22 +00:00
record_briefing(Ending_text_filename, buf);
2006-03-20 17:12:09 +00:00
}
else if (istok(buf,"num_levels")) {
if ((v=get_value(buf))!=NULL) {
char *ip;
const auto n_levels = strtoul(v, &ip, 10);
Assert(n_levels <= MAX_LEVELS_PER_MISSION);
if (n_levels > MAX_LEVELS_PER_MISSION)
continue;
if (*ip)
{
while (isspace(static_cast<unsigned>(*ip)))
++ip;
if (*ip && *ip != ';')
continue;
}
2014-08-16 04:15:16 +00:00
Level_names = make_unique<d_fname[]>(n_levels);
range_for (auto &i, unchecked_partial_range(Level_names.get(), n_levels))
{
2015-01-12 00:26:03 +00:00
if (!PHYSFSX_fgets(buf, mfile))
break;
auto &line = buf.line();
auto s = std::find_if(line.begin(), line.end(), null_or_space);
if (i.copy_if(buf.line(), std::distance(line.begin(), s)))
{
2006-03-20 17:12:09 +00:00
Last_level++;
}
else
break;
}
}
}
else if (istok(buf,"num_secrets")) {
if ((v=get_value(buf))!=NULL) {
char *ip;
const auto n_levels = strtoul(v, &ip, 10);
Assert(n_levels <= MAX_SECRET_LEVELS_PER_MISSION);
if (n_levels > MAX_SECRET_LEVELS_PER_MISSION)
continue;
if (*ip)
{
while (isspace(static_cast<unsigned>(*ip)))
++ip;
if (*ip && *ip != ';')
continue;
}
N_secret_levels = n_levels;
Secret_level_names = make_unique<d_fname[]>(n_levels);
Secret_level_table = make_unique<uint8_t[]>(n_levels);
for (int i=0;i<N_secret_levels;i++) {
if (!PHYSFSX_fgets(buf, mfile))
2006-03-20 17:12:09 +00:00
break;
const auto &line = buf.line();
const auto lb = line.begin();
/* No auto: returned value must be type const char*
* Modern glibc maintains const-ness of the input.
* Apple libc++ and mingw32 do not.
*/
const char *const t = strchr(lb, ',');
if (!t)
break;
auto a = [](char c) {
return isspace(static_cast<unsigned>(c));
};
auto s = std::find_if(lb, t, a);
if (Secret_level_names[i].copy_if(line, std::distance(lb, s)))
{
unsigned long ls = strtoul(t + 1, &ip, 10);
if (ls < 1 || ls > Last_level)
2006-03-20 17:12:09 +00:00
break;
Secret_level_table[i] = ls;
2006-03-20 17:12:09 +00:00
Last_secret_level--;
}
else
break;
}
}
}
#if defined(DXX_BUILD_DESCENT_II)
else if (Current_mission->descent_version == Mission::descent_version_type::descent2a && buf[0] == '!') {
if (istok(buf+1,"ham")) {
2014-08-16 04:15:16 +00:00
Current_mission->alternate_ham_file = make_unique<d_fname>();
if ((v=get_value(buf))!=NULL) {
unsigned l = strlen(v);
if (l <= 4)
2014-08-16 03:59:14 +00:00
con_printf(CON_URGENT, "Mission %s has short HAM \"%s\".", Current_mission->path.c_str(), v);
else if (l >= sizeof(*Current_mission->alternate_ham_file))
2014-08-16 03:59:14 +00:00
con_printf(CON_URGENT, "Mission %s has excessive HAM \"%s\".", Current_mission->path.c_str(), v);
else {
2014-07-23 02:27:22 +00:00
Current_mission->alternate_ham_file->copy_if(v, l + 1);
2014-08-16 03:59:14 +00:00
con_printf(CON_VERBOSE, "Mission %s will use HAM %s.", Current_mission->path.c_str(), static_cast<const char *>(*Current_mission->alternate_ham_file));
}
}
else
2014-08-16 03:59:14 +00:00
con_printf(CON_URGENT, "Mission %s has no HAM.", Current_mission->path.c_str());
}
else {
con_printf(CON_URGENT, "Mission %s uses unsupported critical directive \"%s\".", Current_mission->path.c_str(), static_cast<const char *>(buf));
Last_level = 0;
break;
}
}
#endif
2006-03-20 17:12:09 +00:00
}
mfile.reset();
2006-03-20 17:12:09 +00:00
if (Last_level <= 0) {
2014-07-20 22:13:25 +00:00
Current_mission.reset(); //no valid mission loaded
return "Failed to parse mission file";
2006-03-20 17:12:09 +00:00
}
#if defined(DXX_BUILD_DESCENT_II)
// re-read default HAM file, in case this mission brings it's own version of it
free_polygon_models();
if (load_mission_ham())
init_extra_robot_movie(Current_mission_filename);
#endif
return nullptr;
2006-03-20 17:12:09 +00:00
}
}
2006-03-20 17:12:09 +00:00
//loads the named mission if exists.
//Returns nullptr if mission loaded ok, else error string.
const char *load_mission_by_name(const char *const mission_name)
2006-03-20 17:12:09 +00:00
{
2014-08-15 22:59:54 +00:00
auto mission_list = build_mission_list(1);
const char *found = nullptr;
2006-03-20 17:12:09 +00:00
2014-08-15 22:59:54 +00:00
range_for (auto &i, mission_list)
2014-08-16 03:59:14 +00:00
if (!d_stricmp(mission_name, &*i.filename))
2014-08-15 22:59:54 +00:00
{
found = load_mission(&i);
break;
}
2006-03-20 17:12:09 +00:00
return found;
}
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
namespace {
class mission_menu
{
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
mission_list_type mls;
public:
static constexpr char listbox_go_up[] = "<..>";
using callback_type = window_event_result (*)(void);
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
const mission_list_type &ml;
const std::unique_ptr<const char *[]> listbox_strings;
const RAIIdmem<char[]> title;
const callback_type when_selected;
listbox *containing_listbox = nullptr;
mission_menu *parent = nullptr;
mission_menu(mission_list_type &&rml, std::unique_ptr<const char *[]> &&mn, const char *const message, const callback_type ws) :
mls(std::move(rml)), ml(mls), listbox_strings(std::move(mn)),
title(prepare_title(message, ml)), when_selected(ws)
{
}
mission_menu(const mission_list_type *const p, std::unique_ptr<const char *[]> &&mn, const char *const message, const callback_type ws, mission_menu *const parent_menu) :
ml(*p), listbox_strings(std::move(mn)),
title(prepare_title(message, ml)), when_selected(ws),
parent(parent_menu)
{
}
bool is_submenu() const
{
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
return parent != nullptr;
}
static RAIIdmem<char[]> prepare_title(const char *const message, const mission_list_type &ml)
{
mission_subdir_stats ss;
ss.count(ml);
array<char, 12> dirbuf;
char buf[128];
2018-08-03 04:08:12 +00:00
snprintf(buf, sizeof(buf), "%s\n[%sMSN:LOCAL %zu; TOTAL %zu]", message, prepare_mission_list_count_dirbuf(dirbuf, ss.immediate_directories), ss.immediate_missions, ss.total_missions);
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
return RAIIdmem<char[]>(d_strdup(buf));
}
};
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
constexpr char mission_menu::listbox_go_up[];
struct mission_menu_create_state
{
std::unique_ptr<const char *[]> listbox_strings;
unsigned initial_selection = UINT_MAX;
std::unique_ptr<mission_menu_create_state> submenu;
mission_menu_create_state(const std::size_t len) :
listbox_strings(make_unique<const char *[]>(len))
{
}
mission_menu_create_state(mission_menu_create_state &&) = default;
};
}
static window_event_result mission_menu_handler(listbox *const lb, const d_event &event, mission_menu *const mm)
{
2014-10-04 21:47:13 +00:00
switch (event.type)
{
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
case EVENT_WINDOW_CREATED:
mm->containing_listbox = lb;
break;
case EVENT_NEWMENU_SELECTED:
{
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
const auto raw_citem = static_cast<const d_select_event &>(event).citem;
auto citem = raw_citem;
if (mm->is_submenu())
{
if (citem == 0)
{
/* Clear parent pointer so that the parent window is
* not implicitly closed during handling of
* EVENT_WINDOW_CLOSE.
*/
mm->parent = nullptr;
return window_event_result::close;
}
/* Adjust for the "Go up" placeholder item */
-- citem;
}
if (citem >= 0)
{
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
auto &mli = mm->ml[citem];
if (!mli.directory.empty())
{
auto listbox_strings = make_unique<const char *[]>(mli.directory.size() + 1);
listbox_strings[0] = mm->listbox_go_up;
const auto a = [](const mle &m) -> const char * {
return m.mission_name;
};
std::transform(mli.directory.begin(), mli.directory.end(), &listbox_strings[1], a);
const auto pls = listbox_strings.get();
auto submm = make_unique<mission_menu>(&mli.directory, std::move(listbox_strings), mli.path.c_str(), mm->when_selected, mm);
const auto pmm = submm.get();
newmenu_listbox1(pmm->title.get(), pmm->ml.size() + 1, pls, 1, 0, mission_menu_handler, std::move(submm));
return window_event_result::handled;
}
// Chose a mission
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
else if (const auto errstr = load_mission(&mli))
{
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
nm_messagebox(nullptr, 1, TXT_OK, "%s\n\n%s\n\n%s", TXT_MISSION_ERROR, errstr, mli.path.c_str());
return window_event_result::handled; // stay in listbox so user can select another one
}
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
CGameCfg.LastMission.copy_if(mm->listbox_strings[raw_citem]);
}
return (*mm->when_selected)();
}
case EVENT_WINDOW_CLOSE:
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
/* If the user dismisses the listbox by pressing ESCAPE,
* do not close the parent listbox.
*/
if (listbox_get_citem(lb) != -1)
if (const auto parent = mm->parent)
{
window_close(listbox_get_window(parent->containing_listbox));
}
std::default_delete<mission_menu>()(mm);
break;
default:
break;
}
return window_event_result::ignored;
}
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
using mission_menu_create_state_ptr = std::unique_ptr<mission_menu_create_state>;
static mission_menu_create_state_ptr prepare_mission_menu_state(const mission_list_type &mission_list, const char *const LastMission, const std::size_t extra_strings)
{
auto mission_name_to_select = LastMission;
auto p = make_unique<mission_menu_create_state>(mission_list.size() + extra_strings);
auto &create_state = *p.get();
auto listbox_strings = create_state.listbox_strings.get();
std::fill_n(listbox_strings, extra_strings, nullptr);
listbox_strings += extra_strings;
range_for (auto &&e, enumerate(mission_list))
{
auto &mli = e.value;
const char *const mission_name = mli.mission_name;
*listbox_strings++ = mission_name;
if (!mission_name_to_select)
continue;
if (!mli.directory.empty())
{
auto &&substate = prepare_mission_menu_state(mli.directory, mission_name_to_select, 1);
if (substate->initial_selection == UINT_MAX)
continue;
substate->listbox_strings[0] = mission_menu::listbox_go_up;
create_state.submenu = std::move(substate);
}
else if (strcmp(mission_name, mission_name_to_select))
continue;
create_state.initial_selection = e.idx;
mission_name_to_select = nullptr;
}
return p;
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
}
int select_mission(int anarchy_mode, const char *message, window_event_result (*when_selected)(void))
2006-03-20 17:12:09 +00:00
{
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auto mission_list = build_mission_list(anarchy_mode);
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int new_mission_num;
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if (mission_list.size() <= 1)
{
new_mission_num = !mission_list.empty() && !load_mission(&mission_list.front()) ? 0 : -1;
(*when_selected)();
return (new_mission_num >= 0);
}
else
{
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
auto &&create_state_ptr = prepare_mission_menu_state(mission_list, CGameCfg.LastMission, 0);
auto &create_state = *create_state_ptr.get();
mission_menu *parent_mission_menu;
{
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
auto mm = make_unique<mission_menu>(std::move(mission_list), std::move(create_state.listbox_strings), message, when_selected);
parent_mission_menu = mm.get();
newmenu_listbox1(message, parent_mission_menu->ml.size(), parent_mission_menu->listbox_strings.get(), 1, create_state.initial_selection == UINT_MAX ? 0 : create_state.initial_selection, mission_menu_handler, std::move(mm));
}
for (auto parent_state = &create_state; const auto substate = parent_state->submenu.get(); parent_state = substate)
{
const auto parent_initial_selection = parent_state->initial_selection;
const auto parent_mission_list_size = parent_mission_menu->ml.size();
assert(parent_initial_selection < parent_mission_list_size);
if (parent_initial_selection >= parent_mission_list_size)
break;
const auto &substate_mission_list = parent_mission_menu->ml[parent_initial_selection];
auto mm = make_unique<mission_menu>(&substate_mission_list.directory, std::move(substate->listbox_strings), substate_mission_list.path.c_str(), when_selected, parent_mission_menu);
const auto pmm = mm.get();
parent_mission_menu = pmm;
newmenu_listbox1(pmm->title.get(), pmm->ml.size() + 1, pmm->listbox_strings.get(), 1, substate->initial_selection + 1, mission_menu_handler, std::move(mm));
}
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}
return 1; // presume success
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}
#if DXX_USE_EDITOR
static int write_mission(void)
{
auto &msn_extension =
#if defined(DXX_BUILD_DESCENT_II)
(Current_mission->descent_version != Mission::descent_version_type::descent1) ? MISSION_EXTENSION_DESCENT_II :
#endif
MISSION_EXTENSION_DESCENT_I;
array<char, PATH_MAX> mission_filename;
snprintf(mission_filename.data(), mission_filename.size(), "%s%s", Current_mission->path.c_str(), msn_extension);
auto &&mfile = PHYSFSX_openWriteBuffered(mission_filename.data());
if (!mfile)
{
PHYSFS_mkdir(MISSION_DIR); //try making directory - in *write* path
mfile = PHYSFSX_openWriteBuffered(mission_filename.data());
if (!mfile)
return 0;
}
const char *prefix = "";
#if defined(DXX_BUILD_DESCENT_II)
switch (Current_mission->descent_version)
{
case Mission::descent_version_type::descent2x:
prefix = "x";
break;
case Mission::descent_version_type::descent2z:
prefix = "z";
break;
case Mission::descent_version_type::descent2a:
prefix = "!";
break;
default:
break;
}
#endif
PHYSFSX_printf(mfile, "%sname = %s\n", prefix, static_cast<const char *>(Current_mission->mission_name));
PHYSFSX_printf(mfile, "type = %s\n", Current_mission->anarchy_only_flag ? "anarchy" : "normal");
if (Briefing_text_filename[0])
PHYSFSX_printf(mfile, "briefing = %s\n", static_cast<const char *>(Briefing_text_filename));
if (Ending_text_filename[0])
PHYSFSX_printf(mfile, "ending = %s\n", static_cast<const char *>(Ending_text_filename));
PHYSFSX_printf(mfile, "num_levels = %i\n", Last_level);
range_for (auto &i, unchecked_partial_range(Level_names.get(), Last_level))
PHYSFSX_printf(mfile, "%s\n", static_cast<const char *>(i));
if (N_secret_levels)
{
PHYSFSX_printf(mfile, "num_secrets = %i\n", N_secret_levels);
for (int i = 0; i < N_secret_levels; i++)
PHYSFSX_printf(mfile, "%s,%i\n", static_cast<const char *>(Secret_level_names[i]), Secret_level_table[i]);
}
#if defined(DXX_BUILD_DESCENT_II)
if (Current_mission->alternate_ham_file)
PHYSFSX_printf(mfile, "ham = %s\n", static_cast<const char *>(*Current_mission->alternate_ham_file.get()));
#endif
return 1;
}
void create_new_mission(void)
{
Retain directory structure in New Game dialog User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
Current_mission = make_unique<Mission>(Mission_path(MISSION_DIR "new_miss", sizeof(MISSION_DIR) - 1)); // limited to eight characters because of savegame format
Current_mission->mission_name.copy_if("Untitled");
Current_mission->builtin_hogsize = 0;
Current_mission->anarchy_only_flag = 0;
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Level_names = make_unique<d_fname[]>(1);
if (!Level_names)
{
2014-07-20 22:13:25 +00:00
Current_mission.reset();
return;
}
2014-07-23 02:27:22 +00:00
Level_names[0] = "GAMESAVE.LVL";
Last_level = 1;
N_secret_levels = 0;
Last_secret_level = 0;
Briefing_text_filename = {};
Ending_text_filename = {};
Secret_level_table.reset();
Secret_level_names.reset();
#if defined(DXX_BUILD_DESCENT_II)
if (Gamesave_current_version > 3)
Current_mission->descent_version = Mission::descent_version_type::descent2; // custom ham not supported in editor (yet)
else
Current_mission->descent_version = Mission::descent_version_type::descent1;
Current_mission->alternate_ham_file = nullptr;
#endif
write_mission();
}
#endif