New script.dat loader; Fixed gameflow; Refactored code for cleaning resources on renderer shutdown and level switch; Removed some legacy code;

This commit is contained in:
MontyTRC89 2019-03-15 23:03:54 +01:00
parent 2030841e1b
commit fee77b4bd9
28 changed files with 2746 additions and 430 deletions

View file

@ -5,6 +5,24 @@
#include "..\Game\sound.h"
#include "..\Game\savegame.h"
ChunkId* ChunkGameFlowFlags = ChunkId::FromString("Tr5MainFlags");
ChunkId* ChunkGameFlowLevel = ChunkId::FromString("Tr5MainLevel");
ChunkId* ChunkGameFlowLevelFlags = ChunkId::FromString("Tr5MainLevelFlags");
ChunkId* ChunkGameFlowLevelInfo = ChunkId::FromString("Tr5MainLevelInfo");
ChunkId* ChunkGameFlowLevelPuzzle = ChunkId::FromString("Tr5MainLevelPuzzle");
ChunkId* ChunkGameFlowLevelKey = ChunkId::FromString("Tr5MainLevelKey");
ChunkId* ChunkGameFlowLevelPuzzleCombo = ChunkId::FromString("Tr5MainLevelPuzzleCombo");
ChunkId* ChunkGameFlowLevelKeyCombo = ChunkId::FromString("Tr5MainLevelKeyCombo");
ChunkId* ChunkGameFlowLevelPickup = ChunkId::FromString("Tr5MainLevelPickup");
ChunkId* ChunkGameFlowLevelPickupCombo = ChunkId::FromString("Tr5MainLevelPickupCombo");
ChunkId* ChunkGameFlowLevelExamine = ChunkId::FromString("Tr5MainLevelExamine");
ChunkId* ChunkGameFlowLevelLayer = ChunkId::FromString("Tr5MainLevelLayer");
ChunkId* ChunkGameFlowLevelLuaEvent = ChunkId::FromString("Tr5MainLevelLuaEvent");
ChunkId* ChunkGameFlowLevelLegend = ChunkId::FromString("Tr5MainLevelLegend");
ChunkId* ChunkGameFlowStrings = ChunkId::FromString("Tr5MainStrings");
ChunkReader* g_ScriptChunkIO;
GameFlow::GameFlow(sol::state* lua)
{
m_lua = lua;
@ -72,29 +90,6 @@ GameFlow::GameFlow(sol::state* lua)
"mirror", &GameScriptLevel::Mirror
);
// Item type
m_lua->new_usertype<ITEM_INFO>("ItemInfo",
"hitPoints", &ITEM_INFO::hitPoints
);
// Gameflow type
m_lua->new_usertype<GameFlow>("GameFlow",
"levels", &GameFlow::m_levels,
"settings", &GameFlow::m_settings,
"strings", &GameFlow::m_strings,
"AddLevel", &GameFlow::AddLevel
);
m_strings.resize(NUM_STRINGS);
// define some constants
(*m_lua)["LaraType"] = m_lua->create_table_with(
"Normal", LARA_DRAW_TYPE::LARA_NORMAL,
"Young", LARA_DRAW_TYPE::LARA_YOUNG,
"DiveSuit", LARA_DRAW_TYPE::LARA_DIVESUIT,
"CatSuit", LARA_DRAW_TYPE::LARA_CATSUIT
);
(*m_lua)["Gameflow"] = this;
}
@ -103,6 +98,211 @@ GameFlow::~GameFlow()
}
bool __cdecl readGameFlowFlags()
{
g_GameFlow->EnableLoadSave = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
g_GameFlow->PlayAnyLevel = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
g_GameFlow->FlyCheat = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
g_GameFlow->DebugMode = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
g_GameFlow->LevelFarView = LEB128::ReadInt32(g_ScriptChunkIO->GetRawStream());
return true;
}
bool __cdecl readGameFlowStrings()
{
char* name;
g_ScriptChunkIO->GetRawStream()->ReadString(&name);
LanguageScript* lang = new LanguageScript(name);
free(name);
int numStrings = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (int i = 0; i < numStrings; i++)
{
char* str;
g_ScriptChunkIO->GetRawStream()->ReadString(&str);
lang->Strings.push_back(string(str));
free(str);
}
g_GameFlow->Strings.push_back(lang);
return true;
}
bool __cdecl readGameFlowLevelChunks(ChunkId* chunkId, __int32 maxSize, __int32 arg)
{
GameScriptLevel* level = g_GameFlow->Levels[arg];
if (chunkId->EqualsTo(ChunkGameFlowLevelInfo))
{
char* str;
g_ScriptChunkIO->GetRawStream()->ReadString(&str);
level->FileName = string(str);
free(str);
g_ScriptChunkIO->GetRawStream()->ReadString(&str);
level->LoadScreenFileName = string(str);
free(str);
level->NameStringIndex = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
level->Soundtrack = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
return true;
}
else if (chunkId->EqualsTo(ChunkGameFlowLevelFlags))
{
level->Horizon = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->Sky = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->ColAddHorizon = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->Storm = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->ResetHub = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->LaraType = (LARA_DRAW_TYPE)LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->UVRotate = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->LevelFarView = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
return true;
}
else if (chunkId->EqualsTo(ChunkGameFlowLevelFlags))
{
level->Horizon = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->Sky = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->ColAddHorizon = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->Storm = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->ResetHub = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->LaraType = (LARA_DRAW_TYPE)LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->UVRotate = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->LevelFarView = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
return true;
}
else if (chunkId->EqualsTo(ChunkGameFlowLevelPuzzle))
{
int itemIndex = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int itemStringIndex = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < 6; i++)
LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
return true;
}
else if (chunkId->EqualsTo(ChunkGameFlowLevelKey))
{
int itemIndex = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int itemStringIndex = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < 6; i++)
LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
return true;
}
else if (chunkId->EqualsTo(ChunkGameFlowLevelPickup))
{
int itemIndex = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int itemStringIndex = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < 6; i++)
LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
return true;
}
else if (chunkId->EqualsTo(ChunkGameFlowLevelExamine))
{
int itemIndex = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int itemStringIndex = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < 6; i++)
LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
return true;
}
else if (chunkId->EqualsTo(ChunkGameFlowLevelPuzzleCombo))
{
int itemIndex = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int piece = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int itemStringIndex = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < 6; i++)
LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
return true;
}
else if (chunkId->EqualsTo(ChunkGameFlowLevelKeyCombo))
{
int itemIndex = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int piece = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int itemStringIndex = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < 6; i++)
LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
return true;
}
else if (chunkId->EqualsTo(ChunkGameFlowLevelPickupCombo))
{
int itemIndex = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int piece = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int itemStringIndex = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < 6; i++)
LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
return true;
}
else if (chunkId->EqualsTo(ChunkGameFlowLevelLayer))
{
int layerIndex = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
if (layerIndex == 1)
{
level->Layer1.R = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->Layer1.G = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->Layer1.B = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->Layer1.CloudSpeed = LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
}
else
{
level->Layer2.R = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->Layer2.G = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->Layer2.B = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
level->Layer2.CloudSpeed = LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
}
return true;
}
return false;
}
bool __cdecl readGameFlowLevel()
{
g_GameFlow->Levels.push_back(new GameScriptLevel());
return g_ScriptChunkIO->ReadChunks(readGameFlowLevelChunks, g_GameFlow->Levels.size() - 1);
}
bool __cdecl readGameFlowChunks(ChunkId* chunkId, __int32 maxSize, __int32 arg)
{
if (chunkId->EqualsTo(ChunkGameFlowFlags))
return readGameFlowFlags();
else if (chunkId->EqualsTo(ChunkGameFlowStrings))
return readGameFlowStrings();
else if (chunkId->EqualsTo(ChunkGameFlowLevel))
return readGameFlowLevel();
return false;
}
bool __cdecl LoadScript()
{
// Initialise an empty legacy GAMEFLOW object for avoiding exceptions in the few functions left that use it
LegacyGameFlow = (GAMEFLOW*)malloc(sizeof(GAMEFLOW));
// Load the new script file
FileStream stream("Script.dat", true, false);
g_ScriptChunkIO = new ChunkReader(0x4D355254, &stream);
if (!g_ScriptChunkIO->IsValid())
return false;
g_ScriptChunkIO->ReadChunks(readGameFlowChunks, 0);
g_GameFlow->CurrentStrings = g_GameFlow->Strings[0];
return true;
}
string GameFlow::loadScriptFromFile(char* luaFilename)
{
ifstream ifs(luaFilename, ios::in | ios::binary | ios::ate);
@ -142,7 +342,7 @@ bool GameFlow::ExecuteScript(char* luaFilename)
char* GameFlow::GetString(__int32 id)
{
return ((char*)m_strings[id - 1].c_str());
return (char*)(CurrentStrings->Strings[id].c_str());
}
GameScriptSettings* GameFlow::GetSettings()
@ -152,7 +352,7 @@ GameScriptSettings* GameFlow::GetSettings()
GameScriptLevel* GameFlow::GetLevel(__int32 id)
{
return m_levels[id];
return Levels[id];
}
void GameFlow::SetHorizon(bool horizon, bool colAddHorizon)
@ -198,12 +398,7 @@ void GameFlow::SetFog(byte r, byte g, byte b, __int16 startDistance, __int16 end
__int32 GameFlow::GetNumLevels()
{
return m_levels.size();
}
void GameFlow::AddLevel(GameScriptLevel* level)
{
m_levels.push_back(level);
return Levels.size();
}
bool GameFlow::DoGameflow()
@ -215,19 +410,19 @@ bool GameFlow::DoGameflow()
SaveGameHeader header;
// DEBUG: test
CurrentLevel = 3;
/*CurrentLevel = 1;
SelectedLevelForNewGame = 0;
gfInitialiseGame = true;
DoLevel(CurrentLevel, 126, false);
return true;
return true;*/
// We loop indefinitely, looking for return values of DoTitle or DoLevel
bool loadFromSavegame = false;
while (true)
{
// First we need to fill some legacy variables in PCTomb5.exe
GameScriptLevel* level = m_levels[CurrentLevel];
GameScriptLevel* level = Levels[CurrentLevel];
CurrentAtmosphere = level->Soundtrack;
@ -292,7 +487,7 @@ bool GameFlow::DoGameflow()
break;
case GAME_STATUS::GAME_STATUS_LEVEL_COMPLETED:
if (LevelComplete == m_levels.size())
if (LevelComplete == Levels.size())
{
// TODO: final credits
}