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fs2open.github.com/code/pilotfile/pilotfile.h
T

212 lines
5.9 KiB
C++

#ifndef _PILOTFILE_H
#define _PILOTFILE_H
#include "cfile/cfile.h"
#include "globalincs/pstypes.h"
#include "stats/scoring.h"
#include "pilotfile/FileHandler.h"
#include <memory>
class player;
struct sexp_container;
// current pilot constants
static const unsigned int PLR_FILE_ID = 0x5f524c50; // "PLR_" in file
static const unsigned int CSG_FILE_ID = 0x5f475343; // "CSG_" in file
// NOTE: Version should be bumped only for adding/removing sections or section
// content. It should *NOT* be bumped for limit bumps or anything of
// that sort!
// 0 - initial version
// 1 - Adding support for the player is multi flag
// 2 - Add language in use when pilot was created
// (due to intel entries using translated text as the primary key)
static const ubyte PRE_CONTAINERS_PLR_VERSION = 2;
// 3 - Add SEXP containers
static const ubyte PLR_VERSION = 3;
// 0 - initial version
// 1 - re-add recent missions
// 2 - separate single/multi squad name & pic
// 3 - remove separate detail settings for campaigns
// 4 - add CPV rollback for Red Alert missions
// 5 - save rank to flags for quick access
static const ubyte PRE_CONTAINERS_CSG_VERSION = 5;
// 6 - add SEXP containers
static const ubyte CSG_VERSION = 6;
typedef struct index_list_t {
SCP_string name;
int index{ -1 };
int val{ 0 };
} index_list_t;
// special stats struct, since our use here is not content specific
typedef struct scoring_special_t {
int score{ 0 };
int rank{ RANK_ENSIGN };
int assists{ 0 };
int kill_count{ 0 };
int kill_count_ok{ 0 };
int bonehead_kills{ 0 };
unsigned int p_shots_fired{ 0 };
unsigned int p_shots_hit{ 0 };
unsigned int p_bonehead_hits{ 0 };
unsigned int s_shots_fired{ 0 };
unsigned int s_shots_hit{ 0 };
unsigned int s_bonehead_hits{ 0 };
unsigned int missions_flown{ 0 };
unsigned int flight_time{ 0 };
_fs_time_t last_flown{ 0 };
_fs_time_t last_backup{ 0 };
SCP_vector<index_list_t> ship_kills;
SCP_vector<index_list_t> medals_earned;
} scoring_special_t;
class pilotfile {
public:
pilotfile();
~pilotfile();
bool load_player(const char *callsign, player *_p = nullptr, bool force_binary = false);
bool load_savefile(player *_p, const char *campaign);
bool save_player(player *_p = nullptr);
bool save_savefile();
// updating stats, multi and/or all-time
void update_stats(scoring_struct *stats, bool training = false);
void update_stats_backout(scoring_struct *stats, bool training = false);
void reset_stats();
// for checking to see if a PLR file is basically valid
bool verify(const char *fname, int *rank = nullptr, char *valid_language = nullptr);
// whether current campaign savefile has valid data to work with
bool is_invalid()
{
return m_data_invalid;
}
private:
// --------------------------------------------------------------------
// info shared between PLR and CSG ...
// --------------------------------------------------------------------
CFILE *cfp;
std::unique_ptr<pilot::FileHandler> handler;
SCP_string filename;
player *p;
int version;
ubyte csg_ver;
// some sections are required before others...
bool m_have_flags;
bool m_have_info;
// set in case data appears wrong, so we can avoid loading/saving campaign savefile
bool m_data_invalid;
// overall content list, can include reference to more than current
// mod/campaign provides
// NOTE: order of each list **must be preserved**
SCP_vector<index_list_t> ship_list;
SCP_vector<index_list_t> weapon_list;
SCP_vector<index_list_t> intel_list;
SCP_vector<index_list_t> medals_list;
scoring_special_t all_time_stats;
scoring_special_t multi_stats;
// for writing files, sets/updates section info
void startSection(Section section_id);
void endSection();
// file offset of the size value for the current section (set with startSection())
size_t m_size_offset;
// --------------------------------------------------------------------
// PLR specific
// --------------------------------------------------------------------
void plr_reset_data(bool reset_all);
void plr_close();
void plr_read_flags();
void plr_read_info();
void plr_read_settings();
void plr_read_stats();
void plr_read_stats_multi();
void plr_read_multiplayer();
void plr_read_variables();
void plr_read_containers();
void plr_read_hud();
void plr_read_controls();
void plr_write_flags();
void plr_write_info();
void plr_write_settings();
void plr_write_stats();
void plr_write_stats_multi();
void plr_write_multiplayer();
void plr_write_variables();
bool plr_has_persistent_containers() const;
void plr_write_containers();
void plr_write_hud();
void plr_write_controls();
// --------------------------------------------------------------------
// CSG specific
// --------------------------------------------------------------------
void csg_reset_data();
void csg_close();
void csg_read_flags();
void csg_read_info();
void csg_read_missions();
void csg_read_techroom();
void csg_read_loadout();
void csg_read_stats();
void csg_read_redalert();
void csg_read_hud();
void csg_read_variables();
void csg_read_settings();
void csg_read_controls();
void csg_read_cutscenes();
void csg_read_lastmissions();
void csg_read_containers();
void csg_read_container(sexp_container& container);
void csg_write_flags();
void csg_write_info();
void csg_write_missions();
void csg_write_techroom();
void csg_write_loadout();
void csg_write_stats();
void csg_write_redalert();
void csg_write_hud();
void csg_write_variables();
void csg_write_settings();
void csg_write_controls();
void csg_write_cutscenes();
void csg_write_lastmissions();
static bool csg_has_persistent_containers();
void csg_write_containers();
void csg_write_container(const sexp_container& container);
// similar to PLR verify, except we only want the rank
bool get_csg_rank(int *rank);
};
extern pilotfile Pilot;
extern void convert_pilot_files();
#endif // _PILOTFILE_H