| 1 | /* |
| 2 | * LegacyClonk |
| 3 | * |
| 4 | * Copyright (c) 1998-2000, Matthes Bender (RedWolf Design) |
| 5 | * Copyright (c) 2017-2022, The LegacyClonk Team and contributors |
| 6 | * |
| 7 | * Distributed under the terms of the ISC license; see accompanying file |
| 8 | * "COPYING" for details. |
| 9 | * |
| 10 | * "Clonk" is a registered trademark of Matthes Bender, used with permission. |
| 11 | * See accompanying file "TRADEMARK" for details. |
| 12 | * |
| 13 | * To redistribute this file separately, substitute the full license texts |
| 14 | * for the above references. |
| 15 | */ |
| 16 | |
| 17 | /* Holds crew member information */ |
| 18 | |
| 19 | #include <C4Include.h> |
| 20 | #include <C4ObjectInfo.h> |
| 21 | |
| 22 | #include <C4Wrappers.h> |
| 23 | #include <C4Random.h> |
| 24 | #include <C4Components.h> |
| 25 | #include <C4Game.h> |
| 26 | #include <C4Config.h> |
| 27 | #include <C4Application.h> |
| 28 | #include <C4RankSystem.h> |
| 29 | #include <C4Log.h> |
| 30 | #include <C4Player.h> |
| 31 | |
| 32 | C4ObjectInfo::C4ObjectInfo() |
| 33 | { |
| 34 | Default(); |
| 35 | } |
| 36 | |
| 37 | C4ObjectInfo::~C4ObjectInfo() |
| 38 | { |
| 39 | Clear(); |
| 40 | } |
| 41 | |
| 42 | void C4ObjectInfo::Default() |
| 43 | { |
| 44 | WasInAction = false; |
| 45 | InAction = false; |
| 46 | InActionTime = 0; |
| 47 | HasDied = false; |
| 48 | ControlCount = 0; |
| 49 | Filename[0] = 0; |
| 50 | Next = nullptr; |
| 51 | pDef = nullptr; |
| 52 | Portrait.Default(); |
| 53 | pNewPortrait = nullptr; |
| 54 | pCustomPortrait = nullptr; |
| 55 | } |
| 56 | |
| 57 | bool C4ObjectInfo::Load(C4Group &hMother, const char *szEntryname, bool fLoadPortrait) |
| 58 | { |
| 59 | // New version |
| 60 | if (SEqualNoCase(szStr1: GetExtension(fname: szEntryname), szStr2: "c4i" )) |
| 61 | { |
| 62 | C4Group hChild; |
| 63 | if (hChild.OpenAsChild(pMother: &hMother, szEntryName: szEntryname)) |
| 64 | { |
| 65 | if (!C4ObjectInfo::Load(hGroup&: hChild, fLoadPortrait)) |
| 66 | { |
| 67 | hChild.Close(); return false; |
| 68 | } |
| 69 | // resolve definition, if possible |
| 70 | pDef = C4Id2Def(id); |
| 71 | hChild.Close(); |
| 72 | return true; |
| 73 | } |
| 74 | } |
| 75 | |
| 76 | return false; |
| 77 | } |
| 78 | |
| 79 | bool C4ObjectInfo::Load(C4Group &hGroup, bool fLoadPortrait) |
| 80 | { |
| 81 | // Store group file name |
| 82 | SCopy(szSource: GetFilename(path: hGroup.GetName()), sTarget: Filename, _MAX_FNAME); |
| 83 | // Load core |
| 84 | if (!C4ObjectInfoCore::Load(hGroup)) return false; |
| 85 | // Load portrait - always try linking, even if fLoadPortrait is false (doesn't cost mem anyway) |
| 86 | // evaluate portrait string in info |
| 87 | bool fPortraitFileChecked = false; |
| 88 | if (*PortraitFile) |
| 89 | { |
| 90 | // custom portrait? |
| 91 | if (SEqual(szStr1: PortraitFile, C4Portrait_Custom)) |
| 92 | { |
| 93 | // try to load it |
| 94 | delete pCustomPortrait; |
| 95 | pCustomPortrait = new C4Portrait(); |
| 96 | if (pCustomPortrait->Load(rGrp&: hGroup, C4CFN_Portrait_Old, C4CFN_Portrait, C4CFN_PortraitOverlay)) |
| 97 | { |
| 98 | // link portrait to custom portrait |
| 99 | Portrait.Link(pGfxPortrait: pCustomPortrait->GetGfx()); |
| 100 | } |
| 101 | else |
| 102 | { |
| 103 | // load failure: reset portrait info |
| 104 | *PortraitFile = 0; |
| 105 | delete pCustomPortrait; pCustomPortrait = nullptr; |
| 106 | // do not try to load a custom portrait again |
| 107 | fPortraitFileChecked = true; |
| 108 | } |
| 109 | } |
| 110 | else if (SEqual(szStr1: PortraitFile, C4Portrait_None)) |
| 111 | { |
| 112 | // no portrait |
| 113 | // nothing to be done here :D |
| 114 | } |
| 115 | else |
| 116 | { |
| 117 | // get portrait by info string |
| 118 | const char *szPortraitName; C4ID idPortraitID; |
| 119 | szPortraitName = C4Portrait::EvaluatePortraitString(szPortrait: PortraitFile, rIDOut&: idPortraitID, idDefaultID: id, pdwClrOut: nullptr); |
| 120 | // get portrait def |
| 121 | C4Def *pPortraitDef = Game.Defs.ID2Def(id: idPortraitID); |
| 122 | // def found? |
| 123 | if (pPortraitDef && pPortraitDef->Portraits) |
| 124 | { |
| 125 | // find portrait by name |
| 126 | C4DefGraphics *pDefPortraitGfx = pPortraitDef->Portraits->Get(szGrpName: szPortraitName); |
| 127 | C4PortraitGraphics *pPortraitGfx = pDefPortraitGfx ? pDefPortraitGfx->IsPortrait() : nullptr; |
| 128 | // link if found |
| 129 | if (pPortraitGfx) |
| 130 | Portrait.Link(pGfxPortrait: pPortraitGfx); |
| 131 | else |
| 132 | { |
| 133 | // portrait not found? Either the specification has been deleted (bad), or this is some scenario with custom portraits |
| 134 | // assume the latter, and temp-assign a random portrait for the duration of this round |
| 135 | if (Config.Graphics.AddNewCrewPortraits) SetRandomPortrait(idSourceDef: 0, fAssignPermanently: false, fCopyFile: false); |
| 136 | } |
| 137 | } |
| 138 | } |
| 139 | } |
| 140 | // portrait not defined or invalid (custom w/o file or invalid file) |
| 141 | // assign a new one (local players only) |
| 142 | if (!*PortraitFile && fLoadPortrait) |
| 143 | // try to load a custom portrait |
| 144 | if (!fPortraitFileChecked && Portrait.Load(rGrp&: hGroup, C4CFN_Portrait_Old, C4CFN_Portrait, C4CFN_PortraitOverlay)) |
| 145 | // assign it as custom portrait |
| 146 | SCopy(C4Portrait_Custom, sTarget: PortraitFile); |
| 147 | else if (Config.Graphics.AddNewCrewPortraits) |
| 148 | // assign a new random crew portrait |
| 149 | SetRandomPortrait(idSourceDef: 0, fAssignPermanently: true, fCopyFile: false); |
| 150 | |
| 151 | return true; |
| 152 | } |
| 153 | |
| 154 | bool C4ObjectInfo::Save(C4Group &hGroup, bool fStoreTiny, C4DefList *pDefs) |
| 155 | { |
| 156 | // Set group file name; rename if necessary |
| 157 | char szTempGroup[_MAX_PATH + 1]; |
| 158 | SCopy(szSource: Name, sTarget: szTempGroup, _MAX_PATH); |
| 159 | MakeFilenameFromTitle(szTitle: szTempGroup); |
| 160 | SAppend(szSource: ".c4i" , szTarget: szTempGroup, _MAX_PATH); |
| 161 | if (!SEqualNoCase(szStr1: Filename, szStr2: szTempGroup)) |
| 162 | { |
| 163 | if (!Filename[0]) |
| 164 | { |
| 165 | // first time creation of file - make sure it's not a duplicate |
| 166 | SCopy(szSource: szTempGroup, sTarget: Filename, _MAX_PATH); |
| 167 | while (hGroup.FindEntry(szWildCard: Filename)) |
| 168 | { |
| 169 | // if a crew info of that name exists already, rename! |
| 170 | RemoveExtension(szFileName: Filename); |
| 171 | int32_t iFinNum = GetTrailingNumber(strString: Filename), iLen = SLen(sptr: Filename); |
| 172 | while (iLen && Inside(ival: Filename[iLen - 1], lbound: '0', rbound: '9')) --iLen; |
| 173 | if (iLen > _MAX_PATH - 22) { LogNTr(level: spdlog::level::err, fmt: "Error generating unique filename for {}({}): Path overflow" , args: +Name, args: hGroup.GetFullName().getData()); break; } |
| 174 | *std::to_chars(first: Filename + iLen, last: Filename + std::size(Filename) - 1, value: iFinNum + 1).ptr = '\0'; |
| 175 | EnforceExtension(szFileName: Filename, szExtension: "c4i" ); |
| 176 | } |
| 177 | } |
| 178 | else |
| 179 | { |
| 180 | // Crew was renamed; file rename necessary, if the name is not blocked by another crew info |
| 181 | if (!hGroup.FindEntry(szWildCard: szTempGroup)) |
| 182 | if (hGroup.Rename(szFile: Filename, szNewName: szTempGroup)) |
| 183 | SCopy(szSource: szTempGroup, sTarget: Filename, _MAX_PATH); |
| 184 | else |
| 185 | { |
| 186 | // could not rename. Not fatal; just use old file |
| 187 | LogNTr(level: spdlog::level::err, fmt: "Error adjusting crew info for {} into {}: Rename error from {} to {}!" , args: +Name, args: hGroup.GetFullName().getData(), args: +Filename, args: +szTempGroup); |
| 188 | } |
| 189 | } |
| 190 | } |
| 191 | // Set temp group file name |
| 192 | SCopy(szSource: Filename, sTarget: szTempGroup); |
| 193 | MakeTempFilename(szFileName: szTempGroup); |
| 194 | // If object info group exists, copy to temp group file |
| 195 | hGroup.Extract(szFiles: Filename, szExtractTo: szTempGroup); |
| 196 | // Open temp group |
| 197 | C4Group hTemp; |
| 198 | if (!hTemp.Open(szGroupName: szTempGroup, fCreate: true)) |
| 199 | return false; |
| 200 | |
| 201 | // New portrait present, or old portrait not saved yet (old player begin updated)? |
| 202 | if (!fStoreTiny && Config.Graphics.SaveDefaultPortraits) if (pNewPortrait || (Config.Graphics.AddNewCrewPortraits && Portrait.GetGfx() && !hTemp.FindEntry(C4CFN_Portrait))) |
| 203 | { |
| 204 | C4Portrait *pSavePortrait = pNewPortrait ? pNewPortrait : &Portrait; |
| 205 | C4DefGraphics *pPortraitGfx; |
| 206 | // erase any old-style portrait |
| 207 | hGroup.Delete(C4CFN_Portrait_Old, fRecursive: false); |
| 208 | // save new |
| 209 | if (pSavePortrait->GetGfx()) pSavePortrait->SavePNG(rGroup&: hTemp, C4CFN_Portrait, C4CFN_PortraitOverlay); |
| 210 | // save spec |
| 211 | if (pNewPortrait) |
| 212 | { |
| 213 | // owned portrait? |
| 214 | if (pNewPortrait->IsOwnedGfx()) |
| 215 | // use saved portrait |
| 216 | SCopy(C4Portrait_Custom, sTarget: PortraitFile); |
| 217 | else |
| 218 | { |
| 219 | if ((pPortraitGfx = pNewPortrait->GetGfx()) && pPortraitGfx->pDef) |
| 220 | { |
| 221 | // same ID: save portrait name only |
| 222 | if (pPortraitGfx->pDef->id == id) |
| 223 | SCopy(szSource: pPortraitGfx->GetName(), sTarget: PortraitFile); |
| 224 | else |
| 225 | { |
| 226 | // different ID (crosslinked portrait) |
| 227 | SCopy(szSource: C4IdText(id: pPortraitGfx->pDef->id), sTarget: PortraitFile); |
| 228 | SAppend(szSource: "::" , szTarget: PortraitFile); |
| 229 | SAppend(szSource: pPortraitGfx->GetName(), szTarget: PortraitFile); |
| 230 | } |
| 231 | } |
| 232 | else |
| 233 | // No portrait |
| 234 | SCopy(C4Portrait_None, sTarget: PortraitFile); |
| 235 | } |
| 236 | } |
| 237 | // portrait synced |
| 238 | } |
| 239 | |
| 240 | // delete default portraits if they are not desired |
| 241 | if (!fStoreTiny && !Config.Graphics.SaveDefaultPortraits && hTemp.FindEntry(C4CFN_Portrait)) |
| 242 | { |
| 243 | if (!SEqual(szStr1: PortraitFile, C4Portrait_Custom)) |
| 244 | { |
| 245 | hTemp.Delete(C4CFN_Portrait); |
| 246 | hTemp.Delete(C4CFN_PortraitOverlay); |
| 247 | } |
| 248 | } |
| 249 | |
| 250 | // custom rank image present? |
| 251 | if (pDefs && !fStoreTiny) |
| 252 | { |
| 253 | C4Def *pDef = pDefs->ID2Def(id); |
| 254 | if (pDef) |
| 255 | { |
| 256 | if (pDef->pRankSymbols) |
| 257 | { |
| 258 | C4FacetExSurface fctRankSymbol; |
| 259 | if (C4RankSystem::DrawRankSymbol(fctSymbol: &fctRankSymbol, iRank: Rank, pfctRankSymbols: pDef->pRankSymbols, iRankSymbolCount: pDef->iNumRankSymbols, fOwnSurface: true)) |
| 260 | { |
| 261 | fctRankSymbol.GetFace().SavePNG(hGroup&: hTemp, C4CFN_ClonkRank); |
| 262 | } |
| 263 | } |
| 264 | else |
| 265 | { |
| 266 | // definition does not have custom rank symbols: Remove any rank image from Clonk |
| 267 | hTemp.Delete(C4CFN_ClonkRank); |
| 268 | } |
| 269 | } |
| 270 | } |
| 271 | |
| 272 | // Save info to temp group |
| 273 | if (!C4ObjectInfoCore::Save(hGroup&: hTemp, pDefs)) |
| 274 | { |
| 275 | hTemp.Close(); return false; |
| 276 | } |
| 277 | // Close temp group |
| 278 | hTemp.Sort(C4FLS_Object); |
| 279 | if (!hTemp.Close()) |
| 280 | return false; |
| 281 | // Move temp group to mother group |
| 282 | if (!hGroup.Move(szFile: szTempGroup, szAddAs: Filename)) |
| 283 | return false; |
| 284 | // Success |
| 285 | return true; |
| 286 | } |
| 287 | |
| 288 | void C4ObjectInfo::Evaluate() |
| 289 | { |
| 290 | Retire(); |
| 291 | if (WasInAction) Rounds++; |
| 292 | } |
| 293 | |
| 294 | void C4ObjectInfo::Clear() |
| 295 | { |
| 296 | Portrait.Clear(); |
| 297 | delete pNewPortrait; pNewPortrait = nullptr; |
| 298 | delete pCustomPortrait; pCustomPortrait = nullptr; |
| 299 | pDef = nullptr; |
| 300 | } |
| 301 | |
| 302 | void C4ObjectInfo::Draw(C4Facet &cgo, bool fShowPortrait, bool fCaptain, C4Object *pOfObj) |
| 303 | { |
| 304 | const auto hideElements = pOfObj ? pOfObj->Def->HideHUDElements : 0; |
| 305 | int iX = 0; |
| 306 | |
| 307 | // Portrait |
| 308 | if (fShowPortrait && !(hideElements & C4DefCore::HH_Portrait)) |
| 309 | { |
| 310 | C4DefGraphics *pPortraitGfx; |
| 311 | if (pPortraitGfx = Portrait.GetGfx()) if (pPortraitGfx->Bitmap->Wdt) |
| 312 | { |
| 313 | C4Facet ccgo; ccgo.Set(nsfc: cgo.Surface, nx: cgo.X + iX, ny: cgo.Y, nwdt: 4 * cgo.Hgt / 3 + 10, nhgt: cgo.Hgt + 10); |
| 314 | uint32_t dwColor = 0xFFFFFFFF; |
| 315 | if (pOfObj && Game.Players.Get(iPlayer: pOfObj->Owner)) |
| 316 | dwColor = Game.Players.Get(iPlayer: pOfObj->Owner)->ColorDw; |
| 317 | pPortraitGfx->DrawClr(cgo&: ccgo, fAspect: true, dwClr: dwColor); |
| 318 | iX += 4 * cgo.Hgt / 3; |
| 319 | } |
| 320 | } |
| 321 | |
| 322 | // Captain symbol |
| 323 | if (fCaptain && !(hideElements & C4DefCore::HH_Captain)) |
| 324 | { |
| 325 | Game.GraphicsResource.fctCaptain.Draw(sfcTarget: cgo.Surface, iX: cgo.X + iX, iY: cgo.Y, iPhaseX: 0, iPhaseY: 0); |
| 326 | iX += Game.GraphicsResource.fctCaptain.Wdt; |
| 327 | } |
| 328 | |
| 329 | // Rank symbol |
| 330 | C4RankSystem *pRankSys = &Game.Rank; |
| 331 | C4FacetEx *pRankRes = &Game.GraphicsResource.fctRank; |
| 332 | int iRankCnt = Game.GraphicsResource.iNumRanks; |
| 333 | if (pOfObj) |
| 334 | { |
| 335 | C4Def *pDef = pOfObj->Def; |
| 336 | if (pDef->pRankSymbols) |
| 337 | { |
| 338 | pRankRes = pDef->pRankSymbols; |
| 339 | iRankCnt = pDef->iNumRankSymbols; |
| 340 | } |
| 341 | if (pDef->pRankNames) |
| 342 | { |
| 343 | pRankSys = pDef->pRankNames; |
| 344 | } |
| 345 | } |
| 346 | if (!(hideElements & C4DefCore::HH_RankImage)) |
| 347 | { |
| 348 | pRankSys->DrawRankSymbol(fctSymbol: nullptr, iRank: Rank, pfctRankSymbols: pRankRes, iRankSymbolCount: iRankCnt, fOwnSurface: false, iXOff: iX, cgoDrawDirect: &cgo); |
| 349 | iX += Game.GraphicsResource.fctRank.Wdt; |
| 350 | } |
| 351 | |
| 352 | std::string nameAndRank; |
| 353 | if (Rank > 0 && !(hideElements & C4DefCore::HH_Rank)) |
| 354 | { |
| 355 | nameAndRank += sRankName.getData(); |
| 356 | } |
| 357 | if (!(hideElements & C4DefCore::HH_Name)) |
| 358 | { |
| 359 | if (!nameAndRank.empty()) |
| 360 | { |
| 361 | nameAndRank += '|'; |
| 362 | } |
| 363 | nameAndRank += pOfObj->GetName(); |
| 364 | } |
| 365 | // Rank & Name |
| 366 | if (!nameAndRank.empty()) |
| 367 | { |
| 368 | Application.DDraw->TextOut(szText: nameAndRank.c_str(), |
| 369 | rFont&: Game.GraphicsResource.FontRegular, fZoom: 1.0, sfcDest: cgo.Surface, iTx: cgo.X + iX, iTy: cgo.Y, dwFCol: CStdDDraw::DEFAULT_MESSAGE_COLOR, byForm: ALeft); |
| 370 | } |
| 371 | } |
| 372 | |
| 373 | void C4ObjectInfo::Recruit() |
| 374 | { |
| 375 | // already recruited? |
| 376 | if (InAction) return; |
| 377 | WasInAction = true; |
| 378 | InAction = true; |
| 379 | InActionTime = Game.Time; |
| 380 | // rank name overload by def? |
| 381 | C4Def *pDef = Game.Defs.ID2Def(id); |
| 382 | if (pDef) if (pDef->pRankNames) |
| 383 | { |
| 384 | StdStrBuf sRank(pDef->pRankNames->GetRankName(iRank: Rank, fReturnLastIfOver: true)); |
| 385 | if (sRank) sRankName.Copy(Buf2: sRank); |
| 386 | } |
| 387 | } |
| 388 | |
| 389 | void C4ObjectInfo::Retire() |
| 390 | { |
| 391 | // not recruited? |
| 392 | if (!InAction) return; |
| 393 | // retire |
| 394 | InAction = false; |
| 395 | TotalPlayingTime += (Game.Time - InActionTime); |
| 396 | } |
| 397 | |
| 398 | bool C4ObjectInfo::SetRandomPortrait(C4ID idSourceDef, bool fAssignPermanently, bool fCopyFile) |
| 399 | { |
| 400 | // No source def specified: use own def |
| 401 | if (!idSourceDef) |
| 402 | idSourceDef = id; |
| 403 | // Get source def |
| 404 | C4Def *pPortraitDef = Game.Defs.ID2Def(id: idSourceDef); |
| 405 | // Portrait source def not loaded: do not assign a portrait now, so the clonk can get |
| 406 | // the correct portrait later when the source def is available (assuming this clonk is |
| 407 | // not going to be used in this round anyway) |
| 408 | if (!pPortraitDef) |
| 409 | return false; |
| 410 | // Portrait def is loaded but does not have any portraits |
| 411 | if (!pPortraitDef->PortraitCount) |
| 412 | { |
| 413 | // Then use CLNK portraits (2do: base on include chains in latter case)? |
| 414 | pPortraitDef = Game.Defs.ID2Def(id: C4ID_Clonk); |
| 415 | // Assign permanently, assuming it is some kind of normal clonk here... |
| 416 | fAssignPermanently = true; |
| 417 | fCopyFile = false; |
| 418 | // No CLNK loaded or no portraits present? forget it, then |
| 419 | if (!pPortraitDef || !pPortraitDef->PortraitCount) return false; |
| 420 | } |
| 421 | // shouldn't happen if PortraitCount is != 0 |
| 422 | if (!pPortraitDef->Portraits) return false; |
| 423 | // set a random portrait (note: not net synced!) |
| 424 | return SetPortrait(pNewPortraitGfx: pPortraitDef->Portraits->GetByIndex(iIndex: SafeRandom(range: pPortraitDef->PortraitCount)), fAssignPermanently, fCopyFile); |
| 425 | } |
| 426 | |
| 427 | bool C4ObjectInfo::SetPortrait(const char *szPortraitName, C4Def *pSourceDef, bool fAssignPermanently, bool fCopyFile) |
| 428 | { |
| 429 | // safety |
| 430 | if (!szPortraitName || !pSourceDef || !pSourceDef->Portraits) return false; |
| 431 | // Special case: custom portrait |
| 432 | if (SEqual(szStr1: szPortraitName, C4Portrait_Custom)) |
| 433 | // does the info really have a custom portrait? |
| 434 | if (pCustomPortrait) |
| 435 | // set the custom portrait - we're just re-linking the custom portrait (fAssignPermanently or fCopyFile have nothing to do here) |
| 436 | return Portrait.Link(pGfxPortrait: pCustomPortrait->GetGfx()); |
| 437 | // set desired portrait |
| 438 | return SetPortrait(pNewPortraitGfx: pSourceDef->Portraits->Get(szGrpName: szPortraitName), fAssignPermanently, fCopyFile); |
| 439 | } |
| 440 | |
| 441 | bool C4ObjectInfo::SetPortrait(C4PortraitGraphics *pNewPortraitGfx, bool fAssignPermanently, bool fCopyFile) |
| 442 | { |
| 443 | // safety |
| 444 | if (!pNewPortraitGfx) return false; |
| 445 | // assign portrait |
| 446 | if (fCopyFile) Portrait.CopyFrom(rCopyGfx&: *pNewPortraitGfx); else Portrait.Link(pGfxPortrait: pNewPortraitGfx); |
| 447 | // store permanently? |
| 448 | if (fAssignPermanently) |
| 449 | { |
| 450 | if (!pNewPortrait) pNewPortrait = new C4Portrait(); |
| 451 | pNewPortrait->CopyFrom(rCopy&: Portrait); |
| 452 | } |
| 453 | // done, success |
| 454 | return true; |
| 455 | } |
| 456 | |
| 457 | bool C4ObjectInfo::ClearPortrait(bool fPermanently) |
| 458 | { |
| 459 | // no portrait |
| 460 | Portrait.Clear(); |
| 461 | // clear new portrait; do not delete class (because empty class means no-portrait-as-new-setting) |
| 462 | if (fPermanently) if (pNewPortrait) pNewPortrait->Clear(); else pNewPortrait = new C4Portrait(); |
| 463 | // done, success |
| 464 | return true; |
| 465 | } |
| 466 | |