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Copy pathTR2SaveGame.h
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412 lines (314 loc) · 12 KB
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#pragma once
#include "TR123SaveGame.h"
#include "TRXTools.h"
//
/////////////////////////////////////////////////////////////////////////////
// TR2SaveGame.h : header file
//
/////////////////////////////////////////////////////////////////////////////
// CTR2SaveGame document
//
/////////////////////////////////////////////////////////////////////////////
/*
* ------------------------------------------------
* Definition.
* ------------------------------------------------
*/
#define TR2MAXLEVEL 23
#define TR2BUFFEREND 6030
#define TR2LEVELMINSIZE 7442
#define TR2LEVELMAXSIZE 7443
#define TR2LEVELALT1SIZE 17682
#define TR2LEVELALT2SIZE 1768300
#define TR2LEVELBUFSIZE 80*1024
/*
* ------------------------------------------------
* Structures.
* ------------------------------------------------
*/
#pragma pack(push, pack1, 1)
struct TR2Ammos
{
// Air
WORD iAir;
//
BYTE cFiller1 [ 18 ];
// Burning
BYTE cState;
//
char cFiller2 [ 145 ];
//
WORD m_iGunAmmos;
WORD iFiller1;
//
WORD m_iDesertEagle;
WORD iFiller2;
WORD m_iUzis;
WORD iFiller3;
WORD m_iRiotGun;
WORD iFiller4;
WORD m_iHarpoon;
WORD iFiller5;
WORD m_iGrenades;
WORD iFiller6;
WORD m_iM16Gun;
WORD iFiller7;
WORD m_iUnknownGun;
WORD iFiller8;
};
typedef struct TR2Ammos TR2AMMOS;
struct TR20Struct
{
WORD m_iGunAmmos;
// Magnum
WORD m_iDesertEagleAmmos;
// Uzis
WORD m_iUziAmmos;
// Riot Gun
WORD m_iRiotGunAmmos;
// M16
WORD m_iM16GunAmmos;
// Greande
WORD m_iGrenadeAmmos;
// Harpoon
WORD m_iHarpoonAmmos;
// SDmall Pack
BYTE cSmallPack;
/// Large Pack
BYTE cLargePack;
//
BYTE cUnknown;
// Flare
BYTE cFlare;
BYTE cFiller1;
BYTE cFiller3;
// Guns
BYTE cGunBitmap;
BYTE cFillers [ 21 ];
// Secrets
BYTE cSecrets;
BYTE cUnknownEnd;
};
typedef struct TR20Struct TR20STRUCT;
struct TR2Save
{
union
{
struct
{
char szSavename [ 24 ];
char cFiller0 [ 1 ];
BYTE ind1;
BYTE ind2;
char cFiller1 [ 48 ];
WORD iSaveNumber;
char cFiller2 [ 46 ];
TR20STRUCT trTable [ TR2MAXLEVEL ];
char cFiller3 [ 18 ];
BYTE cSecrets;
char cFiller31;
BYTE cLevel;
BYTE cSub;
BYTE cUnlimited;
BYTE cObject_P1;
BYTE cObject_P2;
BYTE cObjectP1;
BYTE cObjectP2;
BYTE cObjectP3;
BYTE cObjectP4;
BYTE cObjectK1;
BYTE cObjectK2;
BYTE cObjectK3;
BYTE cObjectK4;
char cFiller6 [ 244 ];
BYTE szRemain [ TR2BUFFEREND ];
};
struct
{
char cFullBuffer [ TR2LEVELBUFSIZE ];
};
};
};
typedef struct TR2Save TR2SAVE;
#pragma pack(pop, pack1)
class CTR2SaveGame : public CTR123SaveGame
{
DECLARE_DYNAMIC(CTR2SaveGame)
friend class CTRSaveGame;
protected:
CTR2SaveGame();
public:
virtual ~CTR2SaveGame();
// Attributes
protected :
TR2SAVE *m_pBuffer;
TR2SAVE *m_pBufferBackup;
protected :
TR2AMMOS *m_pGun;
// Mask
BYTE iMaskCompass;
BYTE iMaskPistol;
BYTE iMaskDesertEagle;
BYTE iMaskUzi;
BYTE iMaskShotGun;
BYTE iMaskHarpoon;
BYTE iMaskM16;
BYTE iMaskGrenade;
// Operations
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CTR2SaveGame)
public:
//}}AFX_VIRTUAL
// Implementation
public:
char *getBufferAddress ();
char *getBufferBackupAddress ();
size_t getBufferLength();
BOOL BufferModified();
void discard();
int GetMap1 ();
int GetMap2 ();
int GetItem1 ();
int GetItem2 ();
int GetItem3 ();
int GetItem4 ();
int GetKey1 ();
int GetKey2 ();
int GetKey3 ();
int GetKey4 ();
int GetTreasure1 ( int iX );
int GetTreasure2 ( int iX );
int GetTreasure3 ( int iX );
int GetTreasure4 ( int iX );
void SetMap1 ( char *szString );
void SetMap2 ( char *szString );
void SetItem1 ( char *szString );
void SetItem2 ( char *szString );
void SetItem3 ( char *szString );
void SetItem4 ( char *szString );
void SetKey1 ( char *szString );
void SetKey2 ( char *szString );
void SetKey3 ( char *szString );
void SetKey4 ( char *szString );
void SetTreasure1 ( char *szString, int iX );
void SetTreasure2 ( char *szString, int iX );
void SetTreasure3 ( char *szString, int iX );
void SetTreasure4 ( char *szString, int iX );
void SetAllObjects ();
int GetLaraState ( );
int IsLaraBurning ();
void SetLaraBurning (int state = -1);
void SetLaraNoBurning (int state = -1);
char *GetSaveName ();
int GetSaveNumber ();
int GetCurrentSecrets ( );
void SetCurrentSecrets ( char *szString, int iX = -1 );
void SetAllSecrets ( );
int GetMaximumSecrets ( int iX );
int GetUnlimitedAmmos();
void SetUnlimitedAmmos ( int iMask );
int GetGunAmmos ( );
int GetSmallMedipak ( int iX );
int GetLargeMedipak ( int iX );
int GetFlares ( int iX );
int GetAir ( );
void SetSaveNumber ( int number );
void SetGunAmmos ( const char *szGunAmmos );
void SetSmallMedipak ( const char *szString, int iX );
void SetLargeMedipak ( const char *szString, int iX );
void SetFlares ( const char *szString, int iX );
void SetAir ( const char *szString );
int CheckWeapon1 ( int iX );
int CheckWeapon2 ( int iX );
int CheckWeapon3 ( int iX );
int CheckWeapon4 ( int iX );
int CheckWeapon5 ( int iX );
int CheckWeapon6 ( int iX );
int CheckWeapon7 ( int iX );
int CheckWeapon8 ( int iX );
BYTE GrabWeapon0 ( int iX, bool bAdd = true, bool bChange = true );
virtual BOOL HasWeapon0 () { return TRUE; };
virtual BOOL HasAmmmos0 () { return FALSE; };
BYTE GrabWeapon1 ( int iX, bool bAdd = true, bool bChange = true );
virtual BOOL HasWeapon1 () { return CTRXTools::IsEnablePistol(getFullVersion(),getLevel() ); };
virtual BOOL HasAmmos1 () { return FALSE; };
virtual const char *GetLabel1() { return "Guns / Pistols"; };
virtual UINT GetBitmap1 ( ) { return IDB_GUNS; };
// Desert Eagle
BYTE GrabWeapon2 ( int iX, bool bAdd = true, bool bChange = true );
virtual BOOL HasWeapon2 () { return CTRXTools::IsEnableMagnum(getFullVersion(),getLevel() ); };
virtual BOOL HasAmmos2 () { return CTRXTools::IsAmmosMagnum(getFullVersion(),getLevel() ); };
virtual const char *GetLabel2() { return "Desert Eagle"; };
virtual UINT GetBitmap2 ( ) { return IDB_DESERT_EAGLE; };
// Uzi
BYTE GrabWeapon3 ( int iX, bool bAdd = true, bool bChange = true );
virtual BOOL HasWeapon3 () { return CTRXTools::IsEnableUzi(getFullVersion(),getLevel() ); };
virtual BOOL HasAmmos3 () { return CTRXTools::IsAmmosUzi(getFullVersion(),getLevel() ); };
// Shotgun
BYTE GrabWeapon4 ( int iX, bool bAdd = true, bool bChange = true );
virtual BOOL HasWeapon4 () { return CTRXTools::IsEnableRiotgun(getFullVersion(),getLevel() ); };
virtual BOOL HasAmmos4 () { return CTRXTools::IsAmmosRiotgun(getFullVersion(),getLevel() ); };
// M16
BYTE GrabWeapon5 ( int iX, bool bAdd = true, bool bChange = true );
virtual BOOL HasWeapon5 () { return CTRXTools::IsEnableM16(getFullVersion(),getLevel() ); };
virtual BOOL HasAmmos5 () { return CTRXTools::IsAmmosM16(getFullVersion(),getLevel() ); };
virtual const char *GetLabel5() { return "M16"; };
virtual UINT GetBitmap5 ( ) { return IDB_MP5; };
// Rocket Launcher
BYTE GrabWeapon6 ( int iX, bool bAdd = true, bool bChange = true );
virtual BOOL HasWeapon6 () { return CTRXTools::IsEnableRocket(getFullVersion(),getLevel() ); };
virtual BOOL HasAmmos6 () { return CTRXTools::IsAmmosRocket(getFullVersion(),getLevel() ); };
// Grenade Launcher
BYTE GrabWeapon7 ( int iX, bool bAdd = true, bool bChange = true );
virtual BOOL HasWeapon7 () { return CTRXTools::IsEnableGrenade(getFullVersion(),getLevel() ); };
virtual BOOL HasAmmos7 () { return CTRXTools::IsAmmosGrenade(getFullVersion(),getLevel() ); };
// Harpoon
BYTE GrabWeapon8 ( int iX, bool bAdd = true, bool bChange = true );
virtual BOOL HasWeapon8 () { return CTRXTools::IsEnableHarpoon(getFullVersion(),getLevel() ); };
virtual BOOL HasAmmos8 () { return CTRXTools::IsAmmosHarpoon(getFullVersion(),getLevel() ); };
//
virtual BOOL HasWeapon9 () { return FALSE; };
virtual BOOL HaAmmos9 () { return FALSE; };
//
int GetAmmos1( int iX );
//
int GetAmmos2( int iX );
void SetAmmos2 ( const char *szString, int iX );
int GetAmmos3( int iX );
void SetAmmos3 ( const char *szString, int iX );
int GetAmmos4a ( int iX );
void SetAmmos4a ( const char *szString, int iX );
int GetAmmos5 ( int iX );
void SetAmmos5 ( const char *szString, int iX );
int GetAmmos6( int iX );
void SetAmmos6 ( const char *szString, int iX );
int GetAmmos7a( int iX );
void SetAmmos7a ( const char *szString, int iX );
int GetAmmos8a( int iX );
void SetAmmos8a ( const char *szString, int iX );
// For TR2 and below check pointer
int Valid ();
void SetInvalid ();
virtual int getLevelIndex();
virtual int getLevel();
const char *GetStatus ();
void GetDetailedInfo ( char *szGame, size_t iSize, int *iGame, int *iLevel,
char *szTitle, size_t iSizeTile );
void writeSaveGame();
int ReadSavegame( const char *pFilename );
void RetrieveInformation( const char *pFilename );
TR2AMMOS *SearchGunStructure ( WORD m_iHealth, WORD gunBitmap, int *iPos );
int CheckIfAmmosMatch ( TR2AMMOS *pGun, WORD gunBitmap );
void RetrieveHeader();
void GetAmmosValues ( );
int ConvertSecretBack ( int iSecret );
int ConvertSecret ( int iSecret );
const TR_POSITION *GetPosition ( );
BOOL SetPosition ( DWORD dwWestToEast, DWORD dwVertical, DWORD dwSouthToNorth, WORD wDirection, WORD wRoom );
// Generated message map functions
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
// The savegame object.