Make state.c more similar between D1X and D2X
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@ -1,5 +1,9 @@
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D1X-Rebirth Changelog
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20090822
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--------
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main/ai.h, main/state.c: Make state.c more similar between D1X and D2X
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20090810
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--------
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arch/sdl/window.c, main/automap.c, main/game.c, main/inferno.c, main/multi.c: Make the game screen into a 'window', handling events through event_process
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@ -96,4 +96,7 @@ extern void ai_init_boss_for_ship(void);
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extern int Boss_been_hit;
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extern fix AI_proc_time;
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extern int ai_save_state(PHYSFS_file * fp);
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extern int ai_restore_state(PHYSFS_file *fp, int version);
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#endif
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79
main/state.c
79
main/state.c
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@ -17,12 +17,12 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <string.h>
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#include "pstypes.h"
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#include "inferno.h"
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#include "segment.h"
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#include "textures.h"
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@ -30,6 +30,7 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "object.h"
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#include "gamemine.h"
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#include "error.h"
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#include "gamefont.h"
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#include "gameseg.h"
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#include "switch.h"
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#include "game.h"
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@ -56,13 +57,11 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "pcx.h"
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#include "u_mem.h"
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#include "args.h"
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//added 6/15/99 - Owen Evans
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#include "strutil.h"
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//end added
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#include "gamefont.h"
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#include "ai.h"
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#include "state.h"
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#include "multi.h"
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#ifdef OGL
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#include "ogl_init.h"
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#include "gr.h"
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#endif
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#include "physfsx.h"
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@ -83,9 +82,6 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#define THUMBNAIL_H 50
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#define DESC_LENGTH 20
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extern int ai_save_state( PHYSFS_file * fp );
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extern int ai_restore_state( PHYSFS_file * fp );
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extern int Do_appearance_effect;
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extern fix Fusion_next_sound_time;
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@ -105,6 +101,7 @@ char dgss_id[4] = "DGSS";
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uint state_game_id;
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//-------------------------------------------------------------------
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void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
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{
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nitems = nitems;
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@ -216,7 +213,7 @@ int state_get_savegame_filename(char * fname, char * dsc, char * caption )
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}
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if (choice > 0) {
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sprintf( fname, filename[choice-1] );
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strcpy( fname, filename[choice-1] );
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if ( dsc != NULL ) strcpy( dsc, desc[choice-1] );
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state_default_item = choice - 1;
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return choice;
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@ -362,12 +359,13 @@ int state_save_old_game(int slotnum, char * sg_name, player * sg_player,
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}
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// -----------------------------------------------------------------------------------
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int state_save_all(int between_levels)
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{
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int rval;
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char filename[128], desc[DESC_LENGTH+1];
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#ifndef SHAREWARE
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#ifdef NETWORK
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if ( Game_mode & GM_MULTI ) {
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return 0;
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}
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@ -398,8 +396,14 @@ int state_save_all_sub(char *filename, char *desc, int between_levels)
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GLint gl_draw_buffer;
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#endif
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#ifndef NDEBUG
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if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8))
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Int3();
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#endif
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fp = PHYSFSX_openWriteBuffered(filename);
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if ( !fp ) {
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nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
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start_time();
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return 0;
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}
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@ -415,6 +419,7 @@ int state_save_all_sub(char *filename, char *desc, int between_levels)
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PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
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// Save the current screen shot...
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cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
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if ( cnv )
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{
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@ -429,7 +434,7 @@ int state_save_all_sub(char *filename, char *desc, int between_levels)
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render_frame(0);
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#ifdef OGL
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#if defined(OGL)
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buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
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glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
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glReadBuffer(gl_draw_buffer);
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@ -443,6 +448,7 @@ int state_save_all_sub(char *filename, char *desc, int between_levels)
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}
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d_free(buf);
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#endif
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pal = gr_palette;
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PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
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@ -461,11 +467,7 @@ int state_save_all_sub(char *filename, char *desc, int between_levels)
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PHYSFS_write(fp, &between_levels, sizeof(int), 1);
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// Save the mission info...
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#ifndef SHAREWARE
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PHYSFS_write( fp, Current_mission_filename, sizeof(char)*9, 1 );
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#else
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PHYSFS_write( fp, "\0\0\0\0\0\0\0\0", sizeof(char)*9, 1 );
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#endif
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PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
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//Save level info
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PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
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@ -484,11 +486,10 @@ int state_save_all_sub(char *filename, char *desc, int between_levels)
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// Save the difficulty level
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PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
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// Save the Cheats_enabled
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// Save cheats enabled
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PHYSFS_write(fp, &Cheats_enabled, sizeof(int), 1);
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PHYSFS_write(fp, &Game_turbo_mode, sizeof(int), 1);
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if ( !between_levels ) {
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//Finish all morph objects
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@ -514,7 +515,7 @@ int state_save_all_sub(char *filename, char *desc, int between_levels)
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//Save object info
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i = Highest_object_index+1;
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PHYSFS_write(fp, &i, sizeof(int), 1);
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PHYSFS_write( fp, Objects, sizeof(object)*i, 1 );
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PHYSFS_write(fp, Objects, sizeof(object), i);
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//Save wall info
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i = Num_walls;
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@ -531,8 +532,10 @@ int state_save_all_sub(char *filename, char *desc, int between_levels)
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PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers);
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//Save tmap info
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for (i=0; i<=Highest_segment_index; i++ ) {
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for (j=0; j<6; j++ ) {
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for (i = 0; i <= Highest_segment_index; i++)
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{
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for (j = 0; j < 6; j++)
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{
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PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
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PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
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PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
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@ -559,7 +562,8 @@ int state_save_all_sub(char *filename, char *desc, int between_levels)
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ai_save_state( fp );
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// Save the automap visited info
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PHYSFS_write( fp, Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1 );
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PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
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}
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PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
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PHYSFS_write(fp, &Laser_rapid_fire, sizeof(int), 1);
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@ -575,11 +579,12 @@ int state_save_all_sub(char *filename, char *desc, int between_levels)
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return 1;
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}
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// -----------------------------------------------------------------------------------
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int state_restore_all(int in_game)
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{
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char filename[128];
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#ifndef SHAREWARE
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#ifdef NETWORK
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if ( Game_mode & GM_MULTI ) {
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return 0;
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}
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@ -625,10 +630,16 @@ int state_restore_all_sub(char *filename)
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char id[5];
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char org_callsign[CALLSIGN_LEN+16];
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#ifndef NDEBUG
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if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8))
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Int3();
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#endif
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fp = PHYSFSX_openReadBuffered(filename);
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if ( !fp ) return 0;
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//Read id
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//FIXME: check for swapped file, react accordingly...
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PHYSFS_read(fp, id, sizeof(char) * 4, 1);
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if ( memcmp( id, dgss_id, 4 )) {
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PHYSFS_close(fp);
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// Read the mission info...
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PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
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#ifndef SHAREWARE
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if (!load_mission_by_name( mission )) {
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nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
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PHYSFS_close(fp);
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return 0;
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}
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#else
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if (mission[0]) {
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nm_messagebox( NULL, 1, "Ok", "Error!\nCannot load mission '%s'\nThe shareware version only supports savegames of the shareware mission!", mission );
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PHYSFS_close(fp);
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return 0;
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}
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#endif
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//Read level info
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PHYSFS_read(fp, ¤t_level, sizeof(int), 1);
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PHYSFS_read(fp, &next_level, sizeof(int), 1);
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#ifdef SHAREWARE
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if (current_level < 1 || current_level > Last_level ||
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next_level < 0 || next_level > Last_level) {
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nm_messagebox( NULL, 1, "Ok", "Error!\nCannot load level %d\nThe shareware version only supports savegames of shareware levels!",
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between_levels? next_level:current_level);
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PHYSFS_close(fp);
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return 0;
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}
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#endif
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//Restore GameTime
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PHYSFS_read(fp, &GameTime, sizeof(fix), 1);
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PHYSFS_read(fp, &Difficulty_level, sizeof(int), 1);
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// Restore the cheats enabled flag
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PHYSFS_read(fp, &Cheats_enabled, sizeof(int), 1);
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PHYSFS_read(fp, &Game_turbo_mode, sizeof(int), 1);
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PHYSFS_close(fp);
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// Load in bitmaps, etc..
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// piggy_load_level_data();//already used page_in_textures in StartNewLevelSub, so no need for this here. -MPM
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//!! piggy_load_level_data(); //already done by StartNewLevelSub()
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return 1;
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}
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