RingRacers/src/k_profiles.c
2023-01-04 14:22:04 +00:00

546 lines
13 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file k_profiles.c
/// \brief implements methods for profiles etc.
#include "doomtype.h"
#include "d_main.h" // pandf
#include "byteptr.h" // READ/WRITE macros
#include "p_saveg.h" // savebuffer_t
#include "m_misc.h" //FIL_WriteFile()
#include "k_profiles.h"
#include "z_zone.h"
#include "r_skins.h"
// List of all the profiles.
static profile_t *profilesList[MAXPROFILES+1]; // +1 because we're gonna add a default "GUEST' profile.
static UINT8 numprofiles = 0; // # of loaded profiles
INT32 PR_GetNumProfiles(void)
{
return numprofiles;
}
profile_t* PR_MakeProfile(
const char *prname,
const char *pname,
const char *sname, const UINT16 col,
const char *fname, const UINT16 fcol,
INT32 controlarray[num_gamecontrols][MAXINPUTMAPPING],
boolean guest)
{
profile_t *new = Z_Malloc(sizeof(profile_t), PU_STATIC, NULL);
UINT8 i;
new->version = PROFILEVER;
strcpy(new->profilename, prname);
new->profilename[sizeof new->profilename - 1] = '\0';
strcpy(new->skinname, sname);
strcpy(new->playername, pname);
new->color = col;
strcpy(new->follower, fname);
new->followercolor = fcol;
new->kickstartaccel = false;
// Copy from gamecontrol directly as we'll be setting controls up directly in the profile.
memcpy(new->controls, controlarray, sizeof(new->controls));
// Init both power levels
for (i = 0; i < PWRLV_NUMTYPES; i++)
{
new->powerlevels[i] = (guest ? 0 : PWRLVRECORD_START);
}
return new;
}
profile_t* PR_MakeProfileFromPlayer(const char *prname, const char *pname, const char *sname, const UINT16 col, const char *fname, UINT16 fcol, UINT8 pnum)
{
// Generate profile using the player's gamecontrol, as we set them directly when making profiles from menus.
profile_t *new = PR_MakeProfile(prname, pname, sname, col, fname, fcol, gamecontrol[pnum], false);
// Player bound cvars:
new->kickstartaccel = cv_kickstartaccel[pnum].value;
return new;
}
boolean PR_AddProfile(profile_t *p)
{
if (numprofiles < MAXPROFILES+1)
{
profilesList[numprofiles] = p;
numprofiles++;
CONS_Printf("Profile '%s' added\n", p->profilename);
return true;
}
else
return false;
}
profile_t* PR_GetProfile(INT32 num)
{
if (num < numprofiles)
return profilesList[num];
else
return NULL;
}
boolean PR_DeleteProfile(INT32 num)
{
UINT8 i;
profile_t* sacrifice;
if (num <= 0 || num > numprofiles)
{
return false;
}
sacrifice = profilesList[num];
// If we're deleting inbetween profiles, move everything.
if (num < numprofiles)
{
for (i = num; i < numprofiles-1; i++)
{
profilesList[i] = profilesList[i+1];
}
// Make sure to move cv_lastprofile (and title/current profile) values as well!
for (i = 0; i < MAXSPLITSCREENPLAYERS+2; i++)
{
consvar_t *cv;
if (i < MAXSPLITSCREENPLAYERS)
cv = &cv_lastprofile[i];
else if (i == MAXSPLITSCREENPLAYERS)
cv = &cv_ttlprofilen;
else
cv = &cv_currprofile;
if (cv->value < num)
{
// Not affected.
continue;
}
if (cv->value > num)
{
// Shift our lastprofile number down to match the new order.
CV_StealthSetValue(cv, cv->value-1);
continue;
}
if (cv != &cv_currprofile)
{
// There's no hope for it. If we were on the deleted profile, default back to guest.
CV_StealthSetValue(cv, PROFILE_GUEST);
continue;
}
// Oh boy, now we're really in for it.
CV_StealthSetValue(cv, -1);
}
}
// In any case, delete the last profile as well.
profilesList[numprofiles] = NULL;
numprofiles--;
PR_SaveProfiles();
// Finally, clear up our memory!
Z_Free(sacrifice);
return true;
}
void PR_InitNewProfile(void)
{
char pname[PROFILENAMELEN+1] = "PRF";
profile_t *dprofile;
UINT8 usenum = numprofiles-1;
UINT8 i;
boolean nameok = false;
pname[4] = '\0';
// When deleting profile, it's possible to do some pretty wacko stuff that would lead a new fresh profile to share the same name as another profile we have never changed the name of.
// This could become an infinite loop if MAXPROFILES >= 26.
while (!nameok)
{
pname[3] = 'A'+usenum;
for (i = 0; i < numprofiles; i++)
{
profile_t *pr = PR_GetProfile(i);
if (!strcmp(pr->profilename, pname))
{
usenum++;
if (pname[3] == 'Z')
usenum = 0;
break;
}
// if we got here, then it means the name is okay!
if (i == numprofiles-1)
nameok = true;
}
}
dprofile = PR_MakeProfile(
pname,
PROFILEDEFAULTPNAME,
PROFILEDEFAULTSKIN, PROFILEDEFAULTCOLOR,
PROFILEDEFAULTFOLLOWER, PROFILEDEFAULTFOLLOWERCOLOR,
gamecontroldefault,
false
);
PR_AddProfile(dprofile);
}
void PR_SaveProfiles(void)
{
size_t length = 0;
const size_t headerlen = strlen(PROFILEHEADER);
UINT8 i, j, k;
savebuffer_t save = {0};
if (P_SaveBufferAlloc(&save, sizeof(UINT32) + (numprofiles * sizeof(profile_t))) == false)
{
I_Error("No more free memory for saving profiles\n");
return;
}
// Add header.
WRITESTRINGN(save.p, PROFILEHEADER, headerlen);
WRITEUINT8(save.p, PROFILEVER);
WRITEUINT8(save.p, numprofiles);
for (i = 1; i < numprofiles; i++)
{
// Names.
WRITESTRINGN(save.p, profilesList[i]->profilename, PROFILENAMELEN);
WRITESTRINGN(save.p, profilesList[i]->playername, MAXPLAYERNAME);
// Character and colour.
WRITESTRINGN(save.p, profilesList[i]->skinname, SKINNAMESIZE);
WRITEUINT16(save.p, profilesList[i]->color);
// Follower and colour.
WRITESTRINGN(save.p, profilesList[i]->follower, SKINNAMESIZE);
WRITEUINT16(save.p, profilesList[i]->followercolor);
// PWR.
for (j = 0; j < PWRLV_NUMTYPES; j++)
{
WRITEUINT16(save.p, profilesList[i]->powerlevels[j]);
}
// Consvars.
WRITEUINT8(save.p, profilesList[i]->kickstartaccel);
// Controls.
for (j = 0; j < num_gamecontrols; j++)
{
for (k = 0; k < MAXINPUTMAPPING; k++)
{
WRITEINT32(save.p, profilesList[i]->controls[j][k]);
}
}
}
length = save.p - save.buffer;
if (!FIL_WriteFile(va(pandf, srb2home, PROFILESFILE), save.buffer, length))
{
P_SaveBufferFree(&save);
I_Error("Couldn't save profiles. Are you out of Disk space / playing in a protected folder?");
}
P_SaveBufferFree(&save);
}
void PR_LoadProfiles(void)
{
const size_t headerlen = strlen(PROFILEHEADER);
UINT8 i, j, k, version;
profile_t *dprofile = PR_MakeProfile(
PROFILEDEFAULTNAME,
PROFILEDEFAULTPNAME,
PROFILEDEFAULTSKIN, PROFILEDEFAULTCOLOR,
PROFILEDEFAULTFOLLOWER, PROFILEDEFAULTFOLLOWERCOLOR,
gamecontroldefault,
true
);
savebuffer_t save = {0};
if (P_SaveBufferFromFile(&save, va(pandf, srb2home, PROFILESFILE)) == false)
{
// No profiles. Add the default one.
PR_AddProfile(dprofile);
return;
}
if (strncmp(PROFILEHEADER, (const char *)save.buffer, headerlen))
{
const char *gdfolder = "the Ring Racers folder";
if (strcmp(srb2home,"."))
gdfolder = srb2home;
P_SaveBufferFree(&save);
I_Error("Not a valid Profile file.\nDelete %s (maybe in %s) and try again.", PROFILESFILE, gdfolder);
}
save.p += headerlen;
version = READUINT8(save.p);
if (version > PROFILEVER)
{
P_SaveBufferFree(&save);
I_Error("Existing %s is from the future! (expected %d, got %d)", PROFILESFILE, PROFILEVER, version);
}
numprofiles = READUINT8(save.p);
if (numprofiles > MAXPROFILES)
numprofiles = MAXPROFILES;
for (i = 1; i < numprofiles; i++)
{
profilesList[i] = Z_Malloc(sizeof(profile_t), PU_STATIC, NULL);
// Version. (We always update this on successful forward step)
profilesList[i]->version = PROFILEVER;
// Names.
READSTRINGN(save.p, profilesList[i]->profilename, PROFILENAMELEN);
READSTRINGN(save.p, profilesList[i]->playername, MAXPLAYERNAME);
// Character and colour.
READSTRINGN(save.p, profilesList[i]->skinname, SKINNAMESIZE);
profilesList[i]->color = READUINT16(save.p);
if (profilesList[i]->color == SKINCOLOR_NONE)
{
; // Valid, even outside the bounds
}
else if (profilesList[i]->color >= numskincolors
|| skincolors[profilesList[i]->color].accessible == false)
{
profilesList[i]->color = PROFILEDEFAULTCOLOR;
}
// Follower and colour.
READSTRINGN(save.p, profilesList[i]->follower, SKINNAMESIZE);
profilesList[i]->followercolor = READUINT16(save.p);
if (profilesList[i]->followercolor == FOLLOWERCOLOR_MATCH
|| profilesList[i]->followercolor == FOLLOWERCOLOR_OPPOSITE)
{
; // Valid, even outside the bounds
}
else if (profilesList[i]->followercolor >= numskincolors
|| profilesList[i]->followercolor == SKINCOLOR_NONE
|| skincolors[profilesList[i]->followercolor].accessible == false)
{
profilesList[i]->followercolor = PROFILEDEFAULTFOLLOWERCOLOR;
}
// PWR.
for (j = 0; j < PWRLV_NUMTYPES; j++)
{
profilesList[i]->powerlevels[j] = READUINT16(save.p);
if (profilesList[i]->powerlevels[j] < PWRLVRECORD_MIN
|| profilesList[i]->powerlevels[j] > PWRLVRECORD_MAX)
{
// invalid, reset
profilesList[i]->powerlevels[j] = PWRLVRECORD_START;
}
}
// Consvars.
profilesList[i]->kickstartaccel = (boolean)READUINT8(save.p);
// Controls.
for (j = 0; j < num_gamecontrols; j++)
{
#ifdef DEVELOP
// Profile update 1-->2: Add gc_rankings.
if (j == gc_rankings && version < 2)
{
for (k = 0; k < MAXINPUTMAPPING; k++)
{
profilesList[i]->controls[j][k] = gamecontroldefault[j][k];
}
continue;
}
#endif
for (k = 0; k < MAXINPUTMAPPING; k++)
{
profilesList[i]->controls[j][k] = READINT32(save.p);
}
}
}
// Add the the default profile directly to avoid letting anyone tamper with it.
profilesList[PROFILE_GUEST] = dprofile;
}
skincolornum_t PR_GetProfileColor(profile_t *p)
{
if (p->color == SKINCOLOR_NONE)
{
// Get skin's prefcolor.
INT32 foundskin = R_SkinAvailable(p->skinname);
if (foundskin == -1)
{
// Return random default value
return SKINCOLOR_RED;
}
return skins[foundskin].prefcolor;
}
// Get exact color.
return p->color;
}
static void PR_ApplyProfile_Appearance(profile_t *p, UINT8 playernum)
{
CV_StealthSet(&cv_skin[playernum], p->skinname);
CV_StealthSetValue(&cv_playercolor[playernum], PR_GetProfileColor(p));
CV_StealthSet(&cv_playername[playernum], p->playername);
// Followers
CV_StealthSet(&cv_follower[playernum], p->follower);
CV_StealthSetValue(&cv_followercolor[playernum], p->followercolor);
}
static void PR_ApplyProfile_Settings(profile_t *p, UINT8 playernum)
{
// toggles
CV_StealthSetValue(&cv_kickstartaccel[playernum], p->kickstartaccel);
// set controls...
memcpy(&gamecontrol[playernum], p->controls, sizeof(gamecontroldefault));
}
static void PR_ApplyProfile_Memory(UINT8 profilenum, UINT8 playernum)
{
// set memory cvar
CV_StealthSetValue(&cv_lastprofile[playernum], profilenum);
// If we're doing this on P1, also change current profile.
if (playernum == 0)
{
CV_StealthSetValue(&cv_currprofile, profilenum);
}
}
void PR_ApplyProfile(UINT8 profilenum, UINT8 playernum)
{
profile_t *p = PR_GetProfile(profilenum);
// this CAN happen!!
if (dedicated || p == NULL)
{
if (!dedicated)
CONS_Printf("Profile '%d' could not be loaded as it does not exist. Guest Profile will be loaded instead.\n", profilenum);
profilenum = 0; // make sure to set this so that the cvar is set properly.
p = PR_GetProfile(profilenum);
}
PR_ApplyProfile_Appearance(p, playernum);
PR_ApplyProfile_Settings(p, playernum);
PR_ApplyProfile_Memory(profilenum, playernum);
}
void PR_ApplyProfileLight(UINT8 profilenum, UINT8 playernum)
{
profile_t *p = PR_GetProfile(profilenum);
// this CAN happen!!
if (p == NULL)
{
// no need to be as loud...
profilenum = 0; // make sure to set this so that the cvar is set properly.
p = PR_GetProfile(profilenum);
}
PR_ApplyProfile_Appearance(p, playernum);
}
void PR_ApplyProfilePretend(UINT8 profilenum, UINT8 playernum)
{
profile_t *p = PR_GetProfile(profilenum);
// this CAN happen!!
if (dedicated || p == NULL)
{
if (!dedicated)
CONS_Printf("Profile '%d' could not be loaded as it does not exist. Guest Profile will be loaded instead.\n", profilenum);
profilenum = 0; // make sure to set this so that the cvar is set properly.
p = PR_GetProfile(profilenum);
}
PR_ApplyProfile_Memory(profilenum, playernum);
}
UINT8 PR_GetProfileNum(profile_t *p)
{
UINT8 i;
for (i = 0; i < MAXPROFILES+1; i++)
{
profile_t *comp = PR_GetProfile(i);
if (comp == p)
return i;
}
return 0;
}
SINT8 PR_ProfileUsedBy(profile_t *p)
{
UINT8 i;
UINT8 prn = PR_GetProfileNum(p);
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
if (prn == cv_lastprofile[i].value)
return i;
}
return -1;
}
profile_t *PR_GetPlayerProfile(player_t *player)
{
const UINT8 playerNum = (player - players);
UINT8 i;
if (demo.playback)
{
return NULL;
}
for (i = 0; i <= splitscreen; i++)
{
if (playerNum == g_localplayers[i])
{
return PR_GetProfile(cv_lastprofile[i].value);
}
}
return NULL;
}