mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
265 lines
6.7 KiB
C++
265 lines
6.7 KiB
C++
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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "StdH.h"
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#include "LevelInfo.h"
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#include <io.h>
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CListHead _lhAutoDemos;
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CListHead _lhAllLevels;
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CListHead _lhFilteredLevels;
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extern INDEX sam_bShowAllLevels;
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CLevelInfo::CLevelInfo(void)
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{
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li_fnLevel = CTString("Levels\\Default.wld");
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li_strName = TRANS("<invalid level>");
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li_ulSpawnFlags = 0x0;
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}
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CLevelInfo::CLevelInfo(const CLevelInfo &li)
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{
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li_fnLevel = li.li_fnLevel;
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li_strName = li.li_strName;
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li_ulSpawnFlags = li.li_ulSpawnFlags;
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}
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void CLevelInfo::operator=(const CLevelInfo &li)
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{
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li_fnLevel = li.li_fnLevel;
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li_strName = li.li_strName;
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li_ulSpawnFlags = li.li_ulSpawnFlags;
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}
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// get level info for given filename
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BOOL GetLevelInfo(CLevelInfo &li, const CTFileName &fnm)
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{
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// try to
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try {
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// open the world file
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CTFileStream strm;
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strm.Open_t(fnm);
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// skip initial chunk ids
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strm.ExpectID_t("BUIV"); // 'build version'
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INDEX iDummy;
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strm>>iDummy; // the version number
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strm.ExpectID_t("WRLD"); // 'world'
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strm.ExpectID_t("WLIF"); // 'world info'
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if (strm.PeekID_t()==CChunkID("DTRS")) {
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strm.ExpectID_t("DTRS"); // 'world info'
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}
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// read the name
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strm>>li.li_strName;
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// read the flags
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strm>>li.li_ulSpawnFlags;
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// translate name
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li.li_strName = TranslateConst(li.li_strName, 0);
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// if dummy name
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if (li.li_strName=="") {
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// use filename
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li.li_strName = fnm.FileName();
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}
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// remember filename
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li.li_fnLevel = fnm;
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// succeed
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return TRUE;
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// if failed
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} catch (char *strError) {
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(void) strError;
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//CPrintF("Invalid world file '%s': %s\n", (const char*) fnm, strError);
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// set dummy info
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li = CLevelInfo();
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// fail
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return FALSE;
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}
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}
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int qsort_CompareLevels(const void *elem1, const void *elem2 )
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{
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const CLevelInfo &li1 = **(CLevelInfo **)elem1;
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const CLevelInfo &li2 = **(CLevelInfo **)elem2;
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return strcmp(li1.li_fnLevel, li2.li_fnLevel);
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}
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// init level-info subsystem
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void LoadLevelsList(void)
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{
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CPrintF(TRANS("Reading levels directory...\n"));
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// list the levels directory with subdirs
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CDynamicStackArray<CTFileName> afnmDir;
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MakeDirList(afnmDir, CTString("Levels\\"), "*.wld", DLI_RECURSIVE|DLI_SEARCHCD);
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// for each file in the directory
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for (INDEX i=0; i<afnmDir.Count(); i++) {
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CTFileName fnm = afnmDir[i];
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CPrintF(TRANS(" file '%s' : "), (const char *)fnm);
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// try to load its info, and if valid
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CLevelInfo li;
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if (GetLevelInfo(li, fnm)) {
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CPrintF(TRANS("'%s' spawn=0x%08x\n"), li.li_strName, li.li_ulSpawnFlags);
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// create new info for that file
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CLevelInfo *pliNew = new CLevelInfo;
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*pliNew = li;
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// add it to list of all levels
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_lhAllLevels.AddTail(pliNew->li_lnNode);
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} else {
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CPrintF(TRANS("invalid level\n"));
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}
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}
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// sort the list
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_lhAllLevels.Sort(qsort_CompareLevels, offsetof(CLevelInfo, li_lnNode));
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}
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// cleanup level-info subsystem
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void ClearLevelsList(void)
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{
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// delete list of levels
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FORDELETELIST(CLevelInfo, li_lnNode, _lhAllLevels, itli) {
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delete &itli.Current();
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}
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}
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// find all levels that match given flags
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void FilterLevels(ULONG ulSpawnFlags)
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{
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// delete list of filtered levels
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{FORDELETELIST(CLevelInfo, li_lnNode, _lhFilteredLevels, itli) {
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delete &itli.Current();
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}}
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// for each level in main list
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FOREACHINLIST(CLevelInfo, li_lnNode, _lhAllLevels, itli) {
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CLevelInfo &li = *itli;
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// initially, the level is not visible in list
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BOOL bVisible = FALSE;
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// if all levels are shown, it is visible
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if (sam_bShowAllLevels) {
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bVisible = TRUE;
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// if it satisfies the spawn flags
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} else if (li.li_ulSpawnFlags&ulSpawnFlags) {
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// if spawn flags include single player
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if (ulSpawnFlags&SPF_SINGLEPLAYER) {
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// visibile only if visited already
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bVisible = FileExists(li.li_fnLevel.NoExt()+".vis");
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// if not single player
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} else {
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// it is visibile
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bVisible = TRUE;
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}
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}
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// if visible
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if (bVisible) {
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// make a copy
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CLevelInfo *pliNew = new CLevelInfo;
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*pliNew = li;
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// add it to the list of filtered levels
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_lhFilteredLevels.AddTail(pliNew->li_lnNode);
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}
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}
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}
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// if level doesn't support given flags, find one that does
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void ValidateLevelForFlags(CTString &fnm, ULONG ulSpawnFlags)
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{
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// for each level in main list
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{FOREACHINLIST(CLevelInfo, li_lnNode, _lhAllLevels, itli) {
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CLevelInfo &li = *itli;
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// if found
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if (li.li_fnLevel == fnm) {
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// if it satisfies the flags
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if (li.li_ulSpawnFlags&ulSpawnFlags) {
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// all ok
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return;
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}
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}
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}}
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// for each level in main list
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{FOREACHINLIST(CLevelInfo, li_lnNode, _lhAllLevels, itli) {
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CLevelInfo &li = *itli;
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// if it satisfies the flags
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if (li.li_ulSpawnFlags&ulSpawnFlags) {
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// use that one
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fnm = li.li_fnLevel;
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return;
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}
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}}
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// if nothing found, use default invalid level
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fnm = CLevelInfo().li_fnLevel;
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}
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// get level info for its filename
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CLevelInfo FindLevelByFileName(const CTFileName &fnm)
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{
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// for each level in main list
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FOREACHINLIST(CLevelInfo, li_lnNode, _lhAllLevels, itli) {
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CLevelInfo &li = *itli;
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// if found
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if (li.li_fnLevel == fnm) {
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// return it
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return li;
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}
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}
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// if none found, return dummy
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return CLevelInfo();
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}
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int qsort_CompareDemos(const void *elem1, const void *elem2 )
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{
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const CLevelInfo &li1 = **(CLevelInfo **)elem1;
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const CLevelInfo &li2 = **(CLevelInfo **)elem2;
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return strcmp(li1.li_fnLevel, li2.li_fnLevel);
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}
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// init list of autoplay demos
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void LoadDemosList(void)
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{
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CPrintF(TRANS("Reading demos directory...\n"));
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// list the levels directory with subdirs
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CDynamicStackArray<CTFileName> afnmDir;
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MakeDirList(afnmDir, CTString("Demos\\"), "Demos\\Auto-*.dem", DLI_RECURSIVE);
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// for each file in the directory
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for (INDEX i=0; i<afnmDir.Count(); i++) {
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CTFileName fnm = afnmDir[i];
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// create new info for that file
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CLevelInfo *pli = new CLevelInfo;
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pli->li_fnLevel = fnm;
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CPrintF(" %s\n", (const char *)pli->li_fnLevel);
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// add it to list
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_lhAutoDemos.AddTail(pli->li_lnNode);
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}
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// sort the list
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_lhAutoDemos.Sort(qsort_CompareDemos, offsetof(CLevelInfo, li_lnNode));
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// add the intro to the start
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extern CTString sam_strIntroLevel;
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if (sam_strIntroLevel!="") {
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CLevelInfo *pli = new CLevelInfo;
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pli->li_fnLevel = sam_strIntroLevel;
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CPrintF(" %s\n", (const char *)pli->li_fnLevel);
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_lhAutoDemos.AddHead(pli->li_lnNode);
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}
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}
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// clear list of autoplay demos
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void ClearDemosList(void)
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{
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// delete list of levels
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FORDELETELIST(CLevelInfo, li_lnNode, _lhAllLevels, itli) {
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delete &itli.Current();
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}
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}
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