1511 lines
51 KiB
C
1511 lines
51 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Functions to save/restore game state.
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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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#include "wall.h"
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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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#include "newmenu.h"
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#include "cfile.h"
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#include "fuelcen.h"
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#include "hash.h"
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#include "key.h"
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#include "piggy.h"
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#include "player.h"
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#include "cntrlcen.h"
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#include "morph.h"
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#include "weapon.h"
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#include "render.h"
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#include "gameseq.h"
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#include "gauges.h"
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#include "newdemo.h"
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#include "automap.h"
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#include "piggy.h"
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#include "paging.h"
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#include "titles.h"
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#include "text.h"
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#include "mission.h"
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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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#include "ai.h"
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#include "state.h"
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#include "multi.h"
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#include "gr.h"
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#ifdef OGL
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#include "ogl_init.h"
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#endif
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#include "physfsx.h"
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#define STATE_VERSION 7
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#define STATE_COMPATIBLE_VERSION 6
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// 0 - Put DGSS (Descent Game State Save) id at tof.
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// 1 - Added Difficulty level save
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// 2 - Added cheats.enabled flag
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// 3 - Added between levels save.
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// 4 - Added mission support
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// 5 - Mike changed ai and object structure.
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// 6 - Added buggin' cheat save
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// 7 - Added other cheat saves and game_id.
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#define NUM_SAVES 10
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#define THUMBNAIL_W 100
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#define THUMBNAIL_H 50
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#define DESC_LENGTH 20
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extern int Do_appearance_effect;
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int state_save_all_sub(char *filename, char *desc);
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int state_restore_all_sub(char *filename);
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int sc_last_item= 0;
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char dgss_id[4] = "DGSS";
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uint state_game_id;
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// Following functions convert object to object_rw and back to be written to/read from Savegames. Mostly object differs to object_rw in terms of timer values (fix/fix64). as we reset GameTime64 for writing so it can fit into fix it's not necessary to increment savegame version. But if we once store something else into object which might be useful after restoring, it might be handy to increment Savegame version and actually store these new infos.
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// turn object to object_rw to be saved to Savegame.
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void state_object_to_object_rw(object *obj, object_rw *obj_rw)
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{
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obj_rw->signature = obj->signature;
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obj_rw->type = obj->type;
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obj_rw->id = obj->id;
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obj_rw->next = obj->next;
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obj_rw->prev = obj->prev;
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obj_rw->control_type = obj->control_type;
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obj_rw->movement_type = obj->movement_type;
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obj_rw->render_type = obj->render_type;
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obj_rw->flags = obj->flags;
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obj_rw->segnum = obj->segnum;
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obj_rw->attached_obj = obj->attached_obj;
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obj_rw->pos.x = obj->pos.x;
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obj_rw->pos.y = obj->pos.y;
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obj_rw->pos.z = obj->pos.z;
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obj_rw->orient.rvec.x = obj->orient.rvec.x;
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obj_rw->orient.rvec.y = obj->orient.rvec.y;
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obj_rw->orient.rvec.z = obj->orient.rvec.z;
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obj_rw->orient.fvec.x = obj->orient.fvec.x;
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obj_rw->orient.fvec.y = obj->orient.fvec.y;
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obj_rw->orient.fvec.z = obj->orient.fvec.z;
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obj_rw->orient.uvec.x = obj->orient.uvec.x;
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obj_rw->orient.uvec.y = obj->orient.uvec.y;
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obj_rw->orient.uvec.z = obj->orient.uvec.z;
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obj_rw->size = obj->size;
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obj_rw->shields = obj->shields;
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obj_rw->last_pos.x = obj->last_pos.x;
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obj_rw->last_pos.y = obj->last_pos.y;
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obj_rw->last_pos.z = obj->last_pos.z;
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obj_rw->contains_type = obj->contains_type;
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obj_rw->contains_id = obj->contains_id;
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obj_rw->contains_count= obj->contains_count;
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obj_rw->matcen_creator= obj->matcen_creator;
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obj_rw->lifeleft = obj->lifeleft;
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switch (obj_rw->movement_type)
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{
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case MT_PHYSICS:
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obj_rw->mtype.phys_info.velocity.x = obj->mtype.phys_info.velocity.x;
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obj_rw->mtype.phys_info.velocity.y = obj->mtype.phys_info.velocity.y;
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obj_rw->mtype.phys_info.velocity.z = obj->mtype.phys_info.velocity.z;
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obj_rw->mtype.phys_info.thrust.x = obj->mtype.phys_info.thrust.x;
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obj_rw->mtype.phys_info.thrust.y = obj->mtype.phys_info.thrust.y;
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obj_rw->mtype.phys_info.thrust.z = obj->mtype.phys_info.thrust.z;
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obj_rw->mtype.phys_info.mass = obj->mtype.phys_info.mass;
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obj_rw->mtype.phys_info.drag = obj->mtype.phys_info.drag;
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obj_rw->mtype.phys_info.brakes = obj->mtype.phys_info.brakes;
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obj_rw->mtype.phys_info.rotvel.x = obj->mtype.phys_info.rotvel.x;
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obj_rw->mtype.phys_info.rotvel.y = obj->mtype.phys_info.rotvel.y;
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obj_rw->mtype.phys_info.rotvel.z = obj->mtype.phys_info.rotvel.z;
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obj_rw->mtype.phys_info.rotthrust.x = obj->mtype.phys_info.rotthrust.x;
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obj_rw->mtype.phys_info.rotthrust.y = obj->mtype.phys_info.rotthrust.y;
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obj_rw->mtype.phys_info.rotthrust.z = obj->mtype.phys_info.rotthrust.z;
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obj_rw->mtype.phys_info.turnroll = obj->mtype.phys_info.turnroll;
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obj_rw->mtype.phys_info.flags = obj->mtype.phys_info.flags;
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break;
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case MT_SPINNING:
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obj_rw->mtype.spin_rate.x = obj->mtype.spin_rate.x;
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obj_rw->mtype.spin_rate.y = obj->mtype.spin_rate.y;
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obj_rw->mtype.spin_rate.z = obj->mtype.spin_rate.z;
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break;
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}
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switch (obj_rw->control_type)
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{
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case CT_WEAPON:
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obj_rw->ctype.laser_info.parent_type = obj->ctype.laser_info.parent_type;
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obj_rw->ctype.laser_info.parent_num = obj->ctype.laser_info.parent_num;
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obj_rw->ctype.laser_info.parent_signature = obj->ctype.laser_info.parent_signature;
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if (obj->ctype.laser_info.creation_time - GameTime64 < F1_0*(-18000))
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obj_rw->ctype.laser_info.creation_time = F1_0*(-18000);
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else
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obj_rw->ctype.laser_info.creation_time = obj->ctype.laser_info.creation_time - GameTime64;
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obj_rw->ctype.laser_info.last_hitobj = obj->ctype.laser_info.last_hitobj;
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obj_rw->ctype.laser_info.track_goal = obj->ctype.laser_info.track_goal;
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obj_rw->ctype.laser_info.multiplier = obj->ctype.laser_info.multiplier;
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break;
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case CT_EXPLOSION:
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obj_rw->ctype.expl_info.spawn_time = obj->ctype.expl_info.spawn_time;
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obj_rw->ctype.expl_info.delete_time = obj->ctype.expl_info.delete_time;
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obj_rw->ctype.expl_info.delete_objnum = obj->ctype.expl_info.delete_objnum;
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obj_rw->ctype.expl_info.attach_parent = obj->ctype.expl_info.attach_parent;
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obj_rw->ctype.expl_info.prev_attach = obj->ctype.expl_info.prev_attach;
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obj_rw->ctype.expl_info.next_attach = obj->ctype.expl_info.next_attach;
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break;
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case CT_AI:
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{
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int i;
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obj_rw->ctype.ai_info.behavior = obj->ctype.ai_info.behavior;
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for (i = 0; i < MAX_AI_FLAGS; i++)
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obj_rw->ctype.ai_info.flags[i] = obj->ctype.ai_info.flags[i];
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obj_rw->ctype.ai_info.hide_segment = obj->ctype.ai_info.hide_segment;
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obj_rw->ctype.ai_info.hide_index = obj->ctype.ai_info.hide_index;
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obj_rw->ctype.ai_info.path_length = obj->ctype.ai_info.path_length;
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obj_rw->ctype.ai_info.cur_path_index = obj->ctype.ai_info.cur_path_index;
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obj_rw->ctype.ai_info.follow_path_start_seg = obj->ctype.ai_info.follow_path_start_seg;
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obj_rw->ctype.ai_info.follow_path_end_seg = obj->ctype.ai_info.follow_path_end_seg;
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obj_rw->ctype.ai_info.danger_laser_signature = obj->ctype.ai_info.danger_laser_signature;
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obj_rw->ctype.ai_info.danger_laser_num = obj->ctype.ai_info.danger_laser_num;
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break;
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}
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case CT_LIGHT:
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obj_rw->ctype.light_info.intensity = obj->ctype.light_info.intensity;
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break;
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case CT_POWERUP:
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obj_rw->ctype.powerup_info.count = obj->ctype.powerup_info.count;
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break;
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}
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switch (obj_rw->render_type)
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{
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case RT_MORPH:
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case RT_POLYOBJ:
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case RT_NONE: // HACK below
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{
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int i;
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if (obj->render_type == RT_NONE && obj->type != OBJ_GHOST) // HACK: when a player is dead or not connected yet, clients still expect to get polyobj data - even if render_type == RT_NONE at this time. Here it's not important, but it might be for Multiplayer Savegames.
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break;
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obj_rw->rtype.pobj_info.model_num = obj->rtype.pobj_info.model_num;
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for (i=0;i<MAX_SUBMODELS;i++)
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{
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obj_rw->rtype.pobj_info.anim_angles[i].p = obj->rtype.pobj_info.anim_angles[i].p;
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obj_rw->rtype.pobj_info.anim_angles[i].b = obj->rtype.pobj_info.anim_angles[i].b;
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obj_rw->rtype.pobj_info.anim_angles[i].h = obj->rtype.pobj_info.anim_angles[i].h;
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}
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obj_rw->rtype.pobj_info.subobj_flags = obj->rtype.pobj_info.subobj_flags;
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obj_rw->rtype.pobj_info.tmap_override = obj->rtype.pobj_info.tmap_override;
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obj_rw->rtype.pobj_info.alt_textures = obj->rtype.pobj_info.alt_textures;
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break;
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}
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case RT_WEAPON_VCLIP:
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case RT_HOSTAGE:
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case RT_POWERUP:
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case RT_FIREBALL:
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obj_rw->rtype.vclip_info.vclip_num = obj->rtype.vclip_info.vclip_num;
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obj_rw->rtype.vclip_info.frametime = obj->rtype.vclip_info.frametime;
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obj_rw->rtype.vclip_info.framenum = obj->rtype.vclip_info.framenum;
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break;
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case RT_LASER:
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break;
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}
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}
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// turn object_rw to object after reading from Savegame
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void state_object_rw_to_object(object_rw *obj_rw, object *obj)
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{
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obj->signature = obj_rw->signature;
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obj->type = obj_rw->type;
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obj->id = obj_rw->id;
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obj->next = obj_rw->next;
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obj->prev = obj_rw->prev;
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obj->control_type = obj_rw->control_type;
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obj->movement_type = obj_rw->movement_type;
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obj->render_type = obj_rw->render_type;
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obj->flags = obj_rw->flags;
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obj->segnum = obj_rw->segnum;
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obj->attached_obj = obj_rw->attached_obj;
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obj->pos.x = obj_rw->pos.x;
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obj->pos.y = obj_rw->pos.y;
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obj->pos.z = obj_rw->pos.z;
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obj->orient.rvec.x = obj_rw->orient.rvec.x;
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obj->orient.rvec.y = obj_rw->orient.rvec.y;
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obj->orient.rvec.z = obj_rw->orient.rvec.z;
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obj->orient.fvec.x = obj_rw->orient.fvec.x;
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obj->orient.fvec.y = obj_rw->orient.fvec.y;
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obj->orient.fvec.z = obj_rw->orient.fvec.z;
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obj->orient.uvec.x = obj_rw->orient.uvec.x;
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obj->orient.uvec.y = obj_rw->orient.uvec.y;
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obj->orient.uvec.z = obj_rw->orient.uvec.z;
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obj->size = obj_rw->size;
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obj->shields = obj_rw->shields;
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obj->last_pos.x = obj_rw->last_pos.x;
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obj->last_pos.y = obj_rw->last_pos.y;
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obj->last_pos.z = obj_rw->last_pos.z;
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obj->contains_type = obj_rw->contains_type;
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obj->contains_id = obj_rw->contains_id;
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obj->contains_count= obj_rw->contains_count;
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obj->matcen_creator= obj_rw->matcen_creator;
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obj->lifeleft = obj_rw->lifeleft;
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switch (obj->movement_type)
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{
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case MT_PHYSICS:
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obj->mtype.phys_info.velocity.x = obj_rw->mtype.phys_info.velocity.x;
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obj->mtype.phys_info.velocity.y = obj_rw->mtype.phys_info.velocity.y;
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obj->mtype.phys_info.velocity.z = obj_rw->mtype.phys_info.velocity.z;
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obj->mtype.phys_info.thrust.x = obj_rw->mtype.phys_info.thrust.x;
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obj->mtype.phys_info.thrust.y = obj_rw->mtype.phys_info.thrust.y;
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obj->mtype.phys_info.thrust.z = obj_rw->mtype.phys_info.thrust.z;
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obj->mtype.phys_info.mass = obj_rw->mtype.phys_info.mass;
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obj->mtype.phys_info.drag = obj_rw->mtype.phys_info.drag;
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obj->mtype.phys_info.brakes = obj_rw->mtype.phys_info.brakes;
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obj->mtype.phys_info.rotvel.x = obj_rw->mtype.phys_info.rotvel.x;
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obj->mtype.phys_info.rotvel.y = obj_rw->mtype.phys_info.rotvel.y;
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obj->mtype.phys_info.rotvel.z = obj_rw->mtype.phys_info.rotvel.z;
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obj->mtype.phys_info.rotthrust.x = obj_rw->mtype.phys_info.rotthrust.x;
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obj->mtype.phys_info.rotthrust.y = obj_rw->mtype.phys_info.rotthrust.y;
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obj->mtype.phys_info.rotthrust.z = obj_rw->mtype.phys_info.rotthrust.z;
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obj->mtype.phys_info.turnroll = obj_rw->mtype.phys_info.turnroll;
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obj->mtype.phys_info.flags = obj_rw->mtype.phys_info.flags;
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break;
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case MT_SPINNING:
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obj->mtype.spin_rate.x = obj_rw->mtype.spin_rate.x;
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obj->mtype.spin_rate.y = obj_rw->mtype.spin_rate.y;
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obj->mtype.spin_rate.z = obj_rw->mtype.spin_rate.z;
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break;
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}
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switch (obj->control_type)
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{
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case CT_WEAPON:
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obj->ctype.laser_info.parent_type = obj_rw->ctype.laser_info.parent_type;
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obj->ctype.laser_info.parent_num = obj_rw->ctype.laser_info.parent_num;
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obj->ctype.laser_info.parent_signature = obj_rw->ctype.laser_info.parent_signature;
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obj->ctype.laser_info.creation_time = obj_rw->ctype.laser_info.creation_time;
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obj->ctype.laser_info.last_hitobj = obj_rw->ctype.laser_info.last_hitobj;
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obj->ctype.laser_info.hitobj_list[obj->ctype.laser_info.last_hitobj] = 1; // restore most recent hitobj to hitobj_list
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obj->ctype.laser_info.track_goal = obj_rw->ctype.laser_info.track_goal;
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obj->ctype.laser_info.multiplier = obj_rw->ctype.laser_info.multiplier;
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break;
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case CT_EXPLOSION:
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obj->ctype.expl_info.spawn_time = obj_rw->ctype.expl_info.spawn_time;
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obj->ctype.expl_info.delete_time = obj_rw->ctype.expl_info.delete_time;
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obj->ctype.expl_info.delete_objnum = obj_rw->ctype.expl_info.delete_objnum;
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obj->ctype.expl_info.attach_parent = obj_rw->ctype.expl_info.attach_parent;
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obj->ctype.expl_info.prev_attach = obj_rw->ctype.expl_info.prev_attach;
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obj->ctype.expl_info.next_attach = obj_rw->ctype.expl_info.next_attach;
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break;
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case CT_AI:
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{
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int i;
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obj->ctype.ai_info.behavior = obj_rw->ctype.ai_info.behavior;
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for (i = 0; i < MAX_AI_FLAGS; i++)
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obj->ctype.ai_info.flags[i] = obj_rw->ctype.ai_info.flags[i];
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obj->ctype.ai_info.hide_segment = obj_rw->ctype.ai_info.hide_segment;
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obj->ctype.ai_info.hide_index = obj_rw->ctype.ai_info.hide_index;
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obj->ctype.ai_info.path_length = obj_rw->ctype.ai_info.path_length;
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obj->ctype.ai_info.cur_path_index = obj_rw->ctype.ai_info.cur_path_index;
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obj->ctype.ai_info.follow_path_start_seg = obj_rw->ctype.ai_info.follow_path_start_seg;
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obj->ctype.ai_info.follow_path_end_seg = obj_rw->ctype.ai_info.follow_path_end_seg;
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obj->ctype.ai_info.danger_laser_signature = obj_rw->ctype.ai_info.danger_laser_signature;
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obj->ctype.ai_info.danger_laser_num = obj_rw->ctype.ai_info.danger_laser_num;
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break;
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}
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case CT_LIGHT:
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obj->ctype.light_info.intensity = obj_rw->ctype.light_info.intensity;
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break;
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case CT_POWERUP:
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obj->ctype.powerup_info.count = obj_rw->ctype.powerup_info.count;
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break;
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}
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switch (obj->render_type)
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{
|
|
case RT_MORPH:
|
|
case RT_POLYOBJ:
|
|
case RT_NONE: // HACK below
|
|
{
|
|
int i;
|
|
if (obj->render_type == RT_NONE && obj->type != OBJ_GHOST) // HACK: when a player is dead or not connected yet, clients still expect to get polyobj data - even if render_type == RT_NONE at this time. Here it's not important, but it might be for Multiplayer Savegames.
|
|
break;
|
|
obj->rtype.pobj_info.model_num = obj_rw->rtype.pobj_info.model_num;
|
|
for (i=0;i<MAX_SUBMODELS;i++)
|
|
{
|
|
obj->rtype.pobj_info.anim_angles[i].p = obj_rw->rtype.pobj_info.anim_angles[i].p;
|
|
obj->rtype.pobj_info.anim_angles[i].b = obj_rw->rtype.pobj_info.anim_angles[i].b;
|
|
obj->rtype.pobj_info.anim_angles[i].h = obj_rw->rtype.pobj_info.anim_angles[i].h;
|
|
}
|
|
obj->rtype.pobj_info.subobj_flags = obj_rw->rtype.pobj_info.subobj_flags;
|
|
obj->rtype.pobj_info.tmap_override = obj_rw->rtype.pobj_info.tmap_override;
|
|
obj->rtype.pobj_info.alt_textures = obj_rw->rtype.pobj_info.alt_textures;
|
|
obj->rtype.pobj_info.lrgb.r = obj->rtype.pobj_info.lrgb.g = obj->rtype.pobj_info.lrgb.b = -1;
|
|
break;
|
|
}
|
|
|
|
case RT_WEAPON_VCLIP:
|
|
case RT_HOSTAGE:
|
|
case RT_POWERUP:
|
|
case RT_FIREBALL:
|
|
obj->rtype.vclip_info.vclip_num = obj_rw->rtype.vclip_info.vclip_num;
|
|
obj->rtype.vclip_info.frametime = obj_rw->rtype.vclip_info.frametime;
|
|
obj->rtype.vclip_info.framenum = obj_rw->rtype.vclip_info.framenum;
|
|
obj->rtype.vclip_info.lrgb.r = obj->rtype.vclip_info.lrgb.g = obj->rtype.vclip_info.lrgb.b = -1;
|
|
break;
|
|
|
|
case RT_LASER:
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
// Following functions convert player to player_rw and back to be written to/read from Savegames. player only differ to player_rw in terms of timer values (fix/fix64). as we reset GameTime64 for writing so it can fit into fix it's not necessary to increment savegame version. But if we once store something else into object which might be useful after restoring, it might be handy to increment Savegame version and actually store these new infos.
|
|
// turn player to player_rw to be saved to Savegame.
|
|
void state_player_to_player_rw(player *pl, player_rw *pl_rw)
|
|
{
|
|
int i=0;
|
|
memcpy(pl_rw->callsign, pl->callsign, CALLSIGN_LEN+1);
|
|
memcpy(pl_rw->net_address, pl->net_address, 6);
|
|
pl_rw->connected = pl->connected;
|
|
pl_rw->objnum = pl->objnum;
|
|
pl_rw->n_packets_got = pl->n_packets_got;
|
|
pl_rw->n_packets_sent = pl->n_packets_sent;
|
|
pl_rw->flags = pl->flags;
|
|
pl_rw->energy = pl->energy;
|
|
pl_rw->shields = pl->shields;
|
|
pl_rw->lives = pl->lives;
|
|
pl_rw->level = pl->level;
|
|
pl_rw->laser_level = pl->laser_level;
|
|
pl_rw->starting_level = pl->starting_level;
|
|
pl_rw->killer_objnum = pl->killer_objnum;
|
|
pl_rw->primary_weapon_flags = pl->primary_weapon_flags;
|
|
pl_rw->secondary_weapon_flags = pl->secondary_weapon_flags;
|
|
for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
|
|
pl_rw->primary_ammo[i] = pl->primary_ammo[i];
|
|
for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
|
|
pl_rw->secondary_ammo[i] = pl->secondary_ammo[i];
|
|
pl_rw->last_score = pl->last_score;
|
|
pl_rw->score = pl->score;
|
|
pl_rw->time_level = pl->time_level;
|
|
pl_rw->time_total = pl->time_total;
|
|
if (pl->cloak_time - GameTime64 < F1_0*(-18000))
|
|
pl_rw->cloak_time = F1_0*(-18000);
|
|
else
|
|
pl_rw->cloak_time = pl->cloak_time - GameTime64;
|
|
if (pl->invulnerable_time - GameTime64 < F1_0*(-18000))
|
|
pl_rw->invulnerable_time = F1_0*(-18000);
|
|
else
|
|
pl_rw->invulnerable_time = pl->invulnerable_time - GameTime64;
|
|
pl_rw->net_killed_total = pl->net_killed_total;
|
|
pl_rw->net_kills_total = pl->net_kills_total;
|
|
pl_rw->num_kills_level = pl->num_kills_level;
|
|
pl_rw->num_kills_total = pl->num_kills_total;
|
|
pl_rw->num_robots_level = pl->num_robots_level;
|
|
pl_rw->num_robots_total = pl->num_robots_total;
|
|
pl_rw->hostages_rescued_total = pl->hostages_rescued_total;
|
|
pl_rw->hostages_total = pl->hostages_total;
|
|
pl_rw->hostages_on_board = pl->hostages_on_board;
|
|
pl_rw->hostages_level = pl->hostages_level;
|
|
pl_rw->homing_object_dist = pl->homing_object_dist;
|
|
pl_rw->hours_level = pl->hours_level;
|
|
pl_rw->hours_total = pl->hours_total;
|
|
}
|
|
|
|
// turn player_rw to player after reading from Savegame
|
|
void state_player_rw_to_player(player_rw *pl_rw, player *pl)
|
|
{
|
|
int i=0;
|
|
memcpy(pl->callsign, pl_rw->callsign, CALLSIGN_LEN+1);
|
|
memcpy(pl->net_address, pl_rw->net_address, 6);
|
|
pl->connected = pl_rw->connected;
|
|
pl->objnum = pl_rw->objnum;
|
|
pl->n_packets_got = pl_rw->n_packets_got;
|
|
pl->n_packets_sent = pl_rw->n_packets_sent;
|
|
pl->flags = pl_rw->flags;
|
|
pl->energy = pl_rw->energy;
|
|
pl->shields = pl_rw->shields;
|
|
pl->lives = pl_rw->lives;
|
|
pl->level = pl_rw->level;
|
|
pl->laser_level = pl_rw->laser_level;
|
|
pl->starting_level = pl_rw->starting_level;
|
|
pl->killer_objnum = pl_rw->killer_objnum;
|
|
pl->primary_weapon_flags = pl_rw->primary_weapon_flags;
|
|
pl->secondary_weapon_flags = pl_rw->secondary_weapon_flags;
|
|
for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
|
|
pl->primary_ammo[i] = pl_rw->primary_ammo[i];
|
|
for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
|
|
pl->secondary_ammo[i] = pl_rw->secondary_ammo[i];
|
|
pl->last_score = pl_rw->last_score;
|
|
pl->score = pl_rw->score;
|
|
pl->time_level = pl_rw->time_level;
|
|
pl->time_total = pl_rw->time_total;
|
|
pl->cloak_time = pl_rw->cloak_time;
|
|
pl->invulnerable_time = pl_rw->invulnerable_time;
|
|
pl->net_killed_total = pl_rw->net_killed_total;
|
|
pl->net_kills_total = pl_rw->net_kills_total;
|
|
pl->num_kills_level = pl_rw->num_kills_level;
|
|
pl->num_kills_total = pl_rw->num_kills_total;
|
|
pl->num_robots_level = pl_rw->num_robots_level;
|
|
pl->num_robots_total = pl_rw->num_robots_total;
|
|
pl->hostages_rescued_total = pl_rw->hostages_rescued_total;
|
|
pl->hostages_total = pl_rw->hostages_total;
|
|
pl->hostages_on_board = pl_rw->hostages_on_board;
|
|
pl->hostages_level = pl_rw->hostages_level;
|
|
pl->homing_object_dist = pl_rw->homing_object_dist;
|
|
pl->hours_level = pl_rw->hours_level;
|
|
pl->hours_total = pl_rw->hours_total;
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
int state_callback(newmenu *menu, d_event *event, grs_bitmap *sc_bmp[])
|
|
{
|
|
newmenu_item *items = newmenu_get_items(menu);
|
|
int citem = newmenu_get_citem(menu);
|
|
|
|
if ( (citem > 0) && (event->type == EVENT_NEWMENU_DRAW) )
|
|
{
|
|
if ( sc_bmp[citem-1] ) {
|
|
grs_canvas *save_canv = grd_curcanv;
|
|
grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
|
|
grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
|
|
gr_set_current_canvas(temp_canv);
|
|
scale_bitmap(sc_bmp[citem-1], vertbuf, 0);
|
|
gr_set_current_canvas( save_canv );
|
|
#ifndef OGL
|
|
gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-3, &temp_canv->cv_bitmap);
|
|
#else
|
|
ogl_ubitmapm_cs((grd_curcanv->cv_bitmap.bm_w/2)-FSPACX(THUMBNAIL_W/2),items[0].y-FSPACY(3),FSPACX(THUMBNAIL_W),FSPACY(THUMBNAIL_H),&temp_canv->cv_bitmap,-1,F1_0);
|
|
#endif
|
|
gr_free_canvas(temp_canv);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
#if 0
|
|
void rpad_string( char * string, int max_chars )
|
|
{
|
|
int i, end_found;
|
|
|
|
end_found = 0;
|
|
for( i=0; i<max_chars; i++ ) {
|
|
if ( *string == 0 )
|
|
end_found = 1;
|
|
if ( end_found )
|
|
*string = ' ';
|
|
string++;
|
|
}
|
|
*string = 0; // NULL terminate
|
|
}
|
|
#endif
|
|
|
|
static int state_default_item = 0;
|
|
//Since state_default_item should ALWAYS point to a valid savegame slot, we use this to check if we once already actually SAVED a game. If yes, state_quick_item will be equal state_default_item, otherwise it should be -1 on every new mission and tell us we need to select a slot for quicksave.
|
|
int state_quick_item = -1;
|
|
|
|
|
|
/* Present a menu for selection of a savegame filename.
|
|
* For saving, dsc should be a pre-allocated buffer into which the new
|
|
* savegame description will be stored.
|
|
* For restoring, dsc should be NULL, in which case empty slots will not be
|
|
* selectable and savagames descriptions will not be editable.
|
|
*/
|
|
int state_get_savegame_filename(char * fname, char * dsc, char * caption, int blind_save)
|
|
{
|
|
PHYSFS_file * fp;
|
|
int i, choice, version, dummy_state_game_id, nsaves;
|
|
newmenu_item m[NUM_SAVES+1];
|
|
char filename[NUM_SAVES][PATH_MAX];
|
|
char desc[NUM_SAVES][DESC_LENGTH + 16];
|
|
grs_bitmap *sc_bmp[NUM_SAVES];
|
|
char id[5], dummy_callsign[CALLSIGN_LEN];
|
|
int valid;
|
|
|
|
nsaves=0;
|
|
m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
|
|
for (i=0;i<NUM_SAVES; i++ ) {
|
|
sc_bmp[i] = NULL;
|
|
sprintf( filename[i], GameArg.SysUsePlayersDir? "Players/%s.%sg%x" : "%s.%sg%x", Players[Player_num].callsign, (Game_mode & GM_MULTI_COOP)?"m":"s", i );
|
|
valid = 0;
|
|
fp = PHYSFSX_openReadBuffered(filename[i]);
|
|
if ( fp ) {
|
|
//Read id
|
|
PHYSFS_read(fp, id, sizeof(char) * 4, 1);
|
|
if ( !memcmp( id, dgss_id, 4 )) {
|
|
//Read version
|
|
PHYSFS_read(fp, &version, sizeof(int), 1);
|
|
// In case it's Coop, read state_game_id & callsign as well
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
{
|
|
dummy_state_game_id = PHYSFSX_readSXE32(fp, 0);
|
|
PHYSFS_read(fp, &dummy_callsign, sizeof(char)*CALLSIGN_LEN, 1);
|
|
}
|
|
if ((version >= STATE_COMPATIBLE_VERSION) || (SWAPINT(version) >= STATE_COMPATIBLE_VERSION)) {
|
|
// Read description
|
|
PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
|
|
//rpad_string( desc[i], DESC_LENGTH-1 );
|
|
if (dsc == NULL) m[i+1].type = NM_TYPE_MENU;
|
|
// Read thumbnail
|
|
sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
|
|
PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
|
|
nsaves++;
|
|
valid = 1;
|
|
}
|
|
}
|
|
PHYSFS_close(fp);
|
|
}
|
|
if (!valid) {
|
|
strcpy( desc[i], TXT_EMPTY );
|
|
//rpad_string( desc[i], DESC_LENGTH-1 );
|
|
if (dsc == NULL) m[i+1].type = NM_TYPE_TEXT;
|
|
}
|
|
if (dsc != NULL) {
|
|
m[i+1].type = NM_TYPE_INPUT_MENU;
|
|
}
|
|
m[i+1].text_len = DESC_LENGTH-1;
|
|
m[i+1].text = desc[i];
|
|
}
|
|
|
|
if ( dsc == NULL && nsaves < 1 ) {
|
|
nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
|
|
return 0;
|
|
}
|
|
|
|
sc_last_item = -1;
|
|
|
|
if (blind_save && state_quick_item < 0)
|
|
blind_save = 0; // haven't picked a slot yet
|
|
|
|
if (blind_save)
|
|
choice = state_default_item + 1;
|
|
else
|
|
choice = newmenu_do2( NULL, caption, NUM_SAVES+1, m, (int (*)(newmenu *, d_event *, void *))state_callback, sc_bmp, state_default_item + 1, NULL );
|
|
|
|
for (i=0; i<NUM_SAVES; i++ ) {
|
|
if ( sc_bmp[i] )
|
|
gr_free_bitmap( sc_bmp[i] );
|
|
}
|
|
|
|
if (choice > 0) {
|
|
strcpy( fname, filename[choice-1] );
|
|
if ( dsc != NULL ) strcpy( dsc, desc[choice-1] );
|
|
state_quick_item = state_default_item = choice - 1;
|
|
return choice;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int state_get_save_file(char * fname, char * dsc, int blind_save)
|
|
{
|
|
return state_get_savegame_filename(fname, dsc, "Save Game", blind_save);
|
|
}
|
|
|
|
int state_get_restore_file(char * fname)
|
|
{
|
|
return state_get_savegame_filename(fname, NULL, "Select Game to Restore", 0);
|
|
}
|
|
|
|
int state_save_old_game(int slotnum, char * sg_name, player_rw * sg_player,
|
|
int sg_difficulty_level, int sg_primary_weapon,
|
|
int sg_secondary_weapon, int sg_next_level_num )
|
|
{
|
|
int i;
|
|
int temp_int;
|
|
ubyte temp_byte;
|
|
char desc[DESC_LENGTH+1];
|
|
char filename[128];
|
|
grs_canvas * cnv;
|
|
PHYSFS_file * fp;
|
|
ubyte *pal;
|
|
#ifdef OGL
|
|
int j;
|
|
GLint gl_draw_buffer;
|
|
#endif
|
|
|
|
sprintf( filename, (GameArg.SysUsePlayersDir?"Players/%s.sg%d":"%s.sg%d"), sg_player->callsign, slotnum );
|
|
fp = PHYSFSX_openWriteBuffered(filename);
|
|
if ( !fp ) return 0;
|
|
|
|
//Save id
|
|
PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
|
|
|
|
//Save version
|
|
temp_int = STATE_VERSION;
|
|
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
|
|
|
|
//Save description
|
|
strncpy( desc, sg_name, DESC_LENGTH );
|
|
PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
|
|
|
|
// Save the current screen shot...
|
|
cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
|
|
if ( cnv )
|
|
{
|
|
#ifdef OGL
|
|
ubyte *buf;
|
|
int k;
|
|
#endif
|
|
grs_canvas * cnv_save;
|
|
cnv_save = grd_curcanv;
|
|
|
|
gr_set_current_canvas( cnv );
|
|
|
|
render_frame(0);
|
|
|
|
#ifdef OGL
|
|
buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 4);
|
|
#ifndef OGLES
|
|
glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
|
|
glReadBuffer(gl_draw_buffer);
|
|
#endif
|
|
glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGBA, GL_UNSIGNED_BYTE, buf);
|
|
k = THUMBNAIL_H;
|
|
for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
|
|
if (!(j = i % THUMBNAIL_W))
|
|
k--;
|
|
cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
|
|
gr_find_closest_color(buf[4*i]/4, buf[4*i+1]/4, buf[4*i+2]/4);
|
|
}
|
|
d_free(buf);
|
|
#endif
|
|
pal = gr_palette;
|
|
|
|
PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
|
|
|
|
gr_set_current_canvas(cnv_save);
|
|
gr_free_canvas( cnv );
|
|
}
|
|
else
|
|
{
|
|
ubyte color = 0;
|
|
for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
|
|
PHYSFS_write(fp, &color, sizeof(ubyte), 1);
|
|
}
|
|
|
|
// Save the Between levels flag...
|
|
temp_int = 1;
|
|
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
|
|
|
|
// Save the mission info...
|
|
#ifndef SHAREWARE
|
|
PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
|
|
#else
|
|
PHYSFS_write(fp, "\0\0\0\0\0\0\0\0", 9 * sizeof(char), 1);
|
|
#endif
|
|
|
|
//Save level info
|
|
temp_int = sg_player->level;
|
|
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
|
|
temp_int = sg_next_level_num;
|
|
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
|
|
|
|
//Save GameTime
|
|
temp_int = 0;
|
|
PHYSFS_write(fp, &temp_int, sizeof(fix), 1);
|
|
|
|
//Save player info
|
|
PHYSFS_write(fp, &sg_player, sizeof(player_rw), 1);
|
|
|
|
// Save the current weapon info
|
|
temp_byte = sg_primary_weapon;
|
|
PHYSFS_write(fp, &temp_byte, sizeof(sbyte), 1);
|
|
temp_byte = sg_secondary_weapon;
|
|
PHYSFS_write(fp, &temp_byte, sizeof(sbyte), 1);
|
|
|
|
// Save the difficulty level
|
|
temp_int = sg_difficulty_level;
|
|
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
|
|
|
|
// Save the cheats.enabled
|
|
temp_int = 0;
|
|
PHYSFS_write(fp, &cheats.enabled, sizeof(int), 1);
|
|
PHYSFS_write( fp, &cheats.turbo, sizeof(int), 1);
|
|
PHYSFS_write( fp, &state_game_id, sizeof(uint), 1 );
|
|
PHYSFS_write( fp, &cheats.rapidfire, sizeof(int), 1 );
|
|
PHYSFS_write( fp, &temp_int, sizeof(int), 1 ); // was Ugly_robot_cheat
|
|
PHYSFS_write( fp, &temp_int, sizeof(int), 1 ); // Ugly_robot_texture
|
|
PHYSFS_write( fp, &cheats.ghostphysics, sizeof(int), 1 );
|
|
PHYSFS_write( fp, &temp_int, sizeof(int), 1 ); // was Lunacy
|
|
|
|
PHYSFS_close(fp);
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
int state_save_all(int blind_save)
|
|
{
|
|
int rval;
|
|
char filename[PATH_MAX], desc[DESC_LENGTH+1];
|
|
|
|
if ( Game_mode & GM_MULTI )
|
|
{
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
multi_initiate_save_game();
|
|
return 0;
|
|
}
|
|
|
|
stop_time();
|
|
|
|
memset(&filename, '\0', PATH_MAX);
|
|
memset(&desc, '\0', DESC_LENGTH+1);
|
|
if (!state_get_save_file(filename, desc, blind_save))
|
|
{
|
|
start_time();
|
|
return 0;
|
|
}
|
|
|
|
rval = state_save_all_sub(filename, desc);
|
|
|
|
if (rval)
|
|
HUD_init_message(HM_DEFAULT, "Game saved");
|
|
|
|
return rval;
|
|
}
|
|
|
|
int state_save_all_sub(char *filename, char *desc)
|
|
{
|
|
int i,j;
|
|
PHYSFS_file *fp;
|
|
grs_canvas * cnv;
|
|
ubyte *pal;
|
|
#ifdef OGL
|
|
GLint gl_draw_buffer;
|
|
#endif
|
|
fix tmptime32 = 0;
|
|
|
|
#ifndef NDEBUG
|
|
if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8))
|
|
Int3();
|
|
#endif
|
|
|
|
fp = PHYSFSX_openWriteBuffered(filename);
|
|
if ( !fp ) {
|
|
nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
|
|
start_time();
|
|
return 0;
|
|
}
|
|
|
|
//Save id
|
|
PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
|
|
|
|
//Save version
|
|
i = STATE_VERSION;
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
|
|
// Save Coop state_game_id and this Player's callsign. Oh the redundancy... we have this one later on but Coop games want to read this before loading a state so for easy access save this here, too
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
{
|
|
PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
|
|
PHYSFS_write(fp, &Players[Player_num].callsign, sizeof(char)*CALLSIGN_LEN, 1);
|
|
}
|
|
|
|
//Save description
|
|
PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
|
|
|
|
// Save the current screen shot...
|
|
|
|
cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
|
|
if ( cnv )
|
|
{
|
|
#ifdef OGL
|
|
ubyte *buf;
|
|
int k;
|
|
#endif
|
|
grs_canvas * cnv_save;
|
|
cnv_save = grd_curcanv;
|
|
|
|
gr_set_current_canvas( cnv );
|
|
|
|
render_frame(0);
|
|
|
|
#if defined(OGL)
|
|
buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 4);
|
|
#ifndef OGLES
|
|
glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
|
|
glReadBuffer(gl_draw_buffer);
|
|
#endif
|
|
glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGBA, GL_UNSIGNED_BYTE, buf);
|
|
k = THUMBNAIL_H;
|
|
for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
|
|
if (!(j = i % THUMBNAIL_W))
|
|
k--;
|
|
cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
|
|
gr_find_closest_color(buf[4*i]/4, buf[4*i+1]/4, buf[4*i+2]/4);
|
|
}
|
|
d_free(buf);
|
|
#endif
|
|
|
|
pal = gr_palette;
|
|
|
|
PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
|
|
|
|
gr_set_current_canvas(cnv_save);
|
|
gr_free_canvas( cnv );
|
|
}
|
|
else
|
|
{
|
|
ubyte color = 0;
|
|
for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
|
|
PHYSFS_write(fp, &color, sizeof(ubyte), 1);
|
|
}
|
|
|
|
// Save the Between levels flag...
|
|
i = 0;
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
|
|
// Save the mission info...
|
|
PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
|
|
|
|
//Save level info
|
|
PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
|
|
PHYSFS_write(fp, &Next_level_num, sizeof(int), 1);
|
|
|
|
//Save GameTime
|
|
// NOTE: GameTime now is GameTime64 with fix64 since GameTime could only last 9 hrs. To even help old Savegames, we do not increment Savegame version but rather RESET GameTime64 to 0 on every save! ALL variables based on GameTime64 now will get the current GameTime64 value substracted and saved to fix size as well.
|
|
tmptime32 = 0;
|
|
PHYSFS_write(fp, &tmptime32, sizeof(fix), 1);
|
|
|
|
//Save player info
|
|
//PHYSFS_write(fp, &Players[Player_num], sizeof(player), 1);
|
|
{
|
|
player_rw *pl_rw;
|
|
MALLOC(pl_rw, player_rw, 1);
|
|
memset(pl_rw, 0, sizeof(player_rw));
|
|
state_player_to_player_rw(&Players[Player_num], pl_rw);
|
|
PHYSFS_write(fp, pl_rw, sizeof(player_rw), 1);
|
|
d_free(pl_rw);
|
|
}
|
|
|
|
// Save the current weapon info
|
|
PHYSFS_write(fp, &Primary_weapon, sizeof(sbyte), 1);
|
|
PHYSFS_write(fp, &Secondary_weapon, sizeof(sbyte), 1);
|
|
|
|
// Save the difficulty level
|
|
PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
|
|
|
|
// Save cheats enabled
|
|
PHYSFS_write(fp, &cheats.enabled, sizeof(int), 1);
|
|
PHYSFS_write(fp, &cheats.turbo, sizeof(int), 1);
|
|
|
|
//Finish all morph objects
|
|
for (i=0; i<=Highest_object_index; i++ ) {
|
|
if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
|
|
morph_data *md;
|
|
md = find_morph_data(&Objects[i]);
|
|
if (md) {
|
|
md->obj->control_type = md->morph_save_control_type;
|
|
md->obj->movement_type = md->morph_save_movement_type;
|
|
md->obj->render_type = RT_POLYOBJ;
|
|
md->obj->mtype.phys_info = md->morph_save_phys_info;
|
|
md->obj = NULL;
|
|
} else { //maybe loaded half-morphed from disk
|
|
Objects[i].flags |= OF_SHOULD_BE_DEAD;
|
|
Objects[i].render_type = RT_POLYOBJ;
|
|
Objects[i].control_type = CT_NONE;
|
|
Objects[i].movement_type = MT_NONE;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Save object info
|
|
i = Highest_object_index+1;
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
//PHYSFS_write(fp, Objects, sizeof(object), i);
|
|
for (i = 0; i <= Highest_object_index; i++)
|
|
{
|
|
object_rw *obj_rw;
|
|
MALLOC(obj_rw, object_rw, 1);
|
|
memset(obj_rw, 0, sizeof(object_rw));
|
|
state_object_to_object_rw(&Objects[i], obj_rw);
|
|
PHYSFS_write(fp, obj_rw, sizeof(object_rw), 1);
|
|
d_free(obj_rw);
|
|
}
|
|
|
|
//Save wall info
|
|
i = Num_walls;
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
PHYSFS_write(fp, Walls, sizeof(wall), i);
|
|
|
|
//Save door info
|
|
i = Num_open_doors;
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i);
|
|
|
|
//Save trigger info
|
|
PHYSFS_write(fp, &Num_triggers, sizeof(int), 1);
|
|
PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers);
|
|
|
|
//Save tmap info
|
|
for (i = 0; i <= Highest_segment_index; i++)
|
|
{
|
|
for (j = 0; j < 6; j++)
|
|
{
|
|
PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
|
|
PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
|
|
PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
|
|
}
|
|
}
|
|
|
|
// Save the fuelcen info
|
|
PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1);
|
|
PHYSFS_write(fp, &Countdown_seconds_left, sizeof(int), 1);
|
|
PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1);
|
|
PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
|
|
PHYSFS_write(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
|
|
PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1);
|
|
for (i = 0; i < Num_fuelcenters; i++)
|
|
{
|
|
// NOTE: Usually Descent1 handles countdown by Timer value of the Reactor Station. Since we now use Descent2 code to handle countdown (which we do in case there IS NO Reactor Station which causes potential trouble in Multiplayer), let's find the Reactor here and store the timer in it.
|
|
if (Station[i].Type == SEGMENT_IS_CONTROLCEN)
|
|
Station[i].Timer = Countdown_timer;
|
|
PHYSFS_write(fp, &Station[i], sizeof(FuelCenter), 1);
|
|
}
|
|
// PHYSFS_write(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
|
|
|
|
// Save the control cen info
|
|
PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1);
|
|
PHYSFS_write(fp, &Control_center_player_been_seen, sizeof(int), 1);
|
|
PHYSFS_write(fp, &Control_center_next_fire_time, sizeof(int), 1);
|
|
PHYSFS_write(fp, &Control_center_present, sizeof(int), 1);
|
|
PHYSFS_write(fp, &Dead_controlcen_object_num, sizeof(int), 1);
|
|
|
|
// Save the AI state
|
|
ai_save_state( fp );
|
|
|
|
// Save the automap visited info
|
|
PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
|
|
|
|
PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
|
|
i = 0;
|
|
PHYSFS_write(fp, &cheats.rapidfire, sizeof(int), 1);
|
|
PHYSFS_write(fp, &i, sizeof(int), 1); // was Ugly_robot_cheat
|
|
PHYSFS_write(fp, &i, sizeof(int), 1); // was Ugly_robot_texture
|
|
PHYSFS_write(fp, &cheats.ghostphysics, sizeof(int), 1);
|
|
PHYSFS_write(fp, &i, sizeof(int), 1); // was Lunacy
|
|
|
|
// Save Coop Info
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
{
|
|
for (i = 0; i < MAX_PLAYERS; i++)
|
|
{
|
|
player_rw *pl_rw;
|
|
MALLOC(pl_rw, player_rw, 1);
|
|
memset(pl_rw, 0, sizeof(player_rw));
|
|
state_player_to_player_rw(&Players[i], pl_rw);
|
|
PHYSFS_write(fp, pl_rw, sizeof(player_rw), 1);
|
|
d_free(pl_rw);
|
|
}
|
|
PHYSFS_write(fp, &Netgame.mission_title, sizeof(char), MISSION_NAME_LEN+1);
|
|
PHYSFS_write(fp, &Netgame.mission_name, sizeof(char), 9);
|
|
PHYSFS_write(fp, &Netgame.levelnum, sizeof(int), 1);
|
|
PHYSFS_write(fp, &Netgame.difficulty, sizeof(ubyte), 1);
|
|
PHYSFS_write(fp, &Netgame.game_status, sizeof(ubyte), 1);
|
|
PHYSFS_write(fp, &Netgame.numplayers, sizeof(ubyte), 1);
|
|
PHYSFS_write(fp, &Netgame.max_numplayers, sizeof(ubyte), 1);
|
|
PHYSFS_write(fp, &Netgame.numconnected, sizeof(ubyte), 1);
|
|
for (i = 0; i < MAX_PLAYERS; i++)
|
|
PHYSFS_write(fp, &Netgame.killed[i], sizeof(short), 1);
|
|
PHYSFS_write(fp, &Netgame.level_time, sizeof(int), 1);
|
|
for (i = 0; i < MAX_PLAYERS; i++)
|
|
PHYSFS_write(fp, &Netgame.player_score[i], sizeof(int), 1);
|
|
for (i = 0; i < MAX_PLAYERS; i++)
|
|
PHYSFS_write(fp, &Netgame.player_flags[i], sizeof(ubyte), 1);
|
|
}
|
|
|
|
PHYSFS_close(fp);
|
|
|
|
start_time();
|
|
|
|
return 1;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
int state_restore_all(int in_game)
|
|
{
|
|
char filename[PATH_MAX];
|
|
|
|
if ( Newdemo_state == ND_STATE_RECORDING )
|
|
newdemo_stop_recording();
|
|
|
|
if ( Newdemo_state != ND_STATE_NORMAL )
|
|
return 0;
|
|
|
|
if ( Game_mode & GM_MULTI )
|
|
{
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
multi_initiate_restore_game();
|
|
return 0;
|
|
}
|
|
|
|
stop_time();
|
|
if (!state_get_restore_file(filename)) {
|
|
start_time();
|
|
return 0;
|
|
}
|
|
|
|
if ( in_game ) {
|
|
int choice;
|
|
choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
|
|
if ( choice != 0 ) {
|
|
start_time();
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
start_time();
|
|
|
|
return state_restore_all_sub(filename);
|
|
}
|
|
|
|
int state_restore_all_sub(char *filename)
|
|
{
|
|
int ObjectStartLocation;
|
|
int BogusSaturnShit = 0;
|
|
int version,i, j, segnum, coop_player_got[MAX_PLAYERS];
|
|
object * obj;
|
|
PHYSFS_file *fp;
|
|
int swap = 0; // if file is not endian native, have to swap all shorts and ints
|
|
int current_level, next_level;
|
|
char mission[16];
|
|
char desc[DESC_LENGTH+1];
|
|
char id[5];
|
|
char org_callsign[CALLSIGN_LEN+16];
|
|
fix tmptime32 = 0;
|
|
player_rw *pl_rw;
|
|
|
|
#ifndef NDEBUG
|
|
if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8))
|
|
Int3();
|
|
#endif
|
|
|
|
fp = PHYSFSX_openReadBuffered(filename);
|
|
if ( !fp ) return 0;
|
|
|
|
//Read id
|
|
PHYSFS_read(fp, id, sizeof(char) * 4, 1);
|
|
if ( memcmp( id, dgss_id, 4 )) {
|
|
PHYSFS_close(fp);
|
|
return 0;
|
|
}
|
|
|
|
//Read version
|
|
//Check for swapped file here, as dgss_id is written as a string (i.e. endian independent)
|
|
PHYSFS_read(fp, &version, sizeof(int), 1);
|
|
if (version & 0xffff0000)
|
|
{
|
|
swap = 1;
|
|
version = SWAPINT(version);
|
|
}
|
|
|
|
if (version < STATE_COMPATIBLE_VERSION) {
|
|
PHYSFS_close(fp);
|
|
return 0;
|
|
}
|
|
|
|
// Read Coop state_game_id. Oh the redundancy... we have this one later on but Coop games want to read this before loading a state so for easy access we have this here
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
{
|
|
char saved_callsign[CALLSIGN_LEN];
|
|
state_game_id = PHYSFSX_readSXE32(fp, swap);
|
|
PHYSFS_read(fp, &saved_callsign, sizeof(char)*CALLSIGN_LEN, 1);
|
|
if (strcmp(saved_callsign, Players[Player_num].callsign)) // check the callsign of the palyer who saved this state. It MUST match. If we transferred this savegame from pilot A to pilot B, others won't be able to restore us. So bail out here if this is the case.
|
|
{
|
|
PHYSFS_close(fp);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// Read description
|
|
PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
|
|
|
|
// Skip the current screen shot...
|
|
PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
|
|
|
|
// Read the Between levels flag...
|
|
i = PHYSFSX_readSXE32(fp, swap);
|
|
i = 0;
|
|
|
|
// Read the mission info...
|
|
PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
|
|
|
|
if (!load_mission_by_name( mission )) {
|
|
nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
|
|
PHYSFS_close(fp);
|
|
return 0;
|
|
}
|
|
|
|
//Read level info
|
|
current_level = PHYSFSX_readSXE32(fp, swap);
|
|
next_level = PHYSFSX_readSXE32(fp, swap);
|
|
|
|
//Restore GameTime
|
|
tmptime32 = PHYSFSX_readSXE32(fp, swap);
|
|
GameTime64 = (fix64)tmptime32;
|
|
|
|
// Start new game....
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
{
|
|
Game_mode = GM_NORMAL;
|
|
#ifdef NETWORK
|
|
change_playernum_to(0);
|
|
#endif
|
|
N_players = 1;
|
|
strcpy( org_callsign, Players[0].callsign );
|
|
InitPlayerObject(); //make sure player's object set up
|
|
init_player_stats_game(); //clear all stats
|
|
}
|
|
else // in coop we want to stay the player we are already.
|
|
{
|
|
strcpy( org_callsign, Players[Player_num].callsign );
|
|
init_player_stats_game();
|
|
}
|
|
|
|
if (Game_wind)
|
|
window_set_visible(Game_wind, 0);
|
|
|
|
//Read player info
|
|
|
|
StartNewLevelSub(current_level, 1);//use page_in_textures here to fix OGL texture precashing crash -MPM
|
|
MALLOC(pl_rw, player_rw, 1);
|
|
PHYSFS_read(fp, pl_rw, sizeof(player_rw), 1);
|
|
player_rw_swap(pl_rw, swap);
|
|
state_player_rw_to_player(pl_rw, &Players[Player_num]);
|
|
d_free(pl_rw);
|
|
strcpy( Players[Player_num].callsign, org_callsign );
|
|
|
|
// Restore the weapon states
|
|
PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1);
|
|
PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1);
|
|
|
|
select_weapon(Primary_weapon, 0, 0, 0);
|
|
select_weapon(Secondary_weapon, 1, 0, 0);
|
|
|
|
// Restore the difficulty level
|
|
Difficulty_level = PHYSFSX_readSXE32(fp, swap);
|
|
|
|
// Restore the cheats enabled flag
|
|
|
|
cheats.enabled = PHYSFSX_readSXE32(fp, swap);
|
|
cheats.turbo = PHYSFSX_readSXE32(fp, swap);
|
|
|
|
Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
|
|
|
|
ObjectStartLocation = PHYSFS_tell(fp);
|
|
RetryObjectLoading:
|
|
//Clear out all the objects from the lvl file
|
|
for (segnum=0; segnum <= Highest_segment_index; segnum++)
|
|
Segments[segnum].objects = -1;
|
|
reset_objects(1);
|
|
|
|
//Read objects, and pop 'em into their respective segments.
|
|
i = PHYSFSX_readSXE32(fp, swap);
|
|
Highest_object_index = i-1;
|
|
if ( !BogusSaturnShit )
|
|
//object_read_n_swap(Objects, i, swap, fp);
|
|
for (i=0; i<=Highest_object_index; i++ )
|
|
{
|
|
object_rw *obj_rw;
|
|
MALLOC(obj_rw, object_rw, 1);
|
|
PHYSFS_read(fp, obj_rw, sizeof(object_rw), 1);
|
|
object_rw_swap(obj_rw, swap);
|
|
state_object_rw_to_object(obj_rw, &Objects[i]);
|
|
d_free(obj_rw);
|
|
}
|
|
else {
|
|
for (i=0; i<=Highest_object_index; i++ )
|
|
{
|
|
object_rw *obj_rw;
|
|
MALLOC(obj_rw, object_rw, 1);
|
|
// Insert 3 bytes after the read in obj->rtype.pobj_info.alt_textures field.
|
|
PHYSFS_read(fp, obj_rw, sizeof(object_rw)-3, 1);
|
|
object_rw_swap(obj_rw, swap);
|
|
state_object_rw_to_object(obj_rw, &Objects[i]);
|
|
d_free(obj_rw);
|
|
Objects[i].rtype.pobj_info.alt_textures = -1;
|
|
}
|
|
}
|
|
|
|
for (i=0; i<=Highest_object_index; i++ ) {
|
|
obj = &Objects[i];
|
|
obj->rtype.pobj_info.alt_textures = -1;
|
|
segnum = obj->segnum;
|
|
obj->next = obj->prev = obj->segnum = -1;
|
|
if ( obj->type != OBJ_NONE ) {
|
|
// Check for a bogus Saturn version!!!!
|
|
if (!BogusSaturnShit ) {
|
|
if ( (segnum<0) || (segnum>Highest_segment_index) ) {
|
|
BogusSaturnShit = 1;
|
|
PHYSFS_seek( fp, ObjectStartLocation );
|
|
goto RetryObjectLoading;
|
|
}
|
|
}
|
|
obj_link(i,segnum);
|
|
}
|
|
}
|
|
special_reset_objects();
|
|
|
|
//Restore wall info
|
|
Num_walls = PHYSFSX_readSXE32(fp, swap);
|
|
// Check for a bogus Saturn version!!!!
|
|
if (!BogusSaturnShit ) {
|
|
if ( (Num_walls<0) || (Num_walls>MAX_WALLS) ) {
|
|
BogusSaturnShit = 1;
|
|
PHYSFS_seek( fp, ObjectStartLocation );
|
|
goto RetryObjectLoading;
|
|
}
|
|
}
|
|
|
|
wall_read_n_swap(Walls, Num_walls, swap, fp);
|
|
// Check for a bogus Saturn version!!!!
|
|
if (!BogusSaturnShit ) {
|
|
for (i=0; i<Num_walls; i++ ) {
|
|
if ( (Walls[i].segnum<0) || (Walls[i].segnum>Highest_segment_index) || (Walls[i].sidenum<-1) || (Walls[i].sidenum>5) ) {
|
|
BogusSaturnShit = 1;
|
|
PHYSFS_seek( fp, ObjectStartLocation );
|
|
goto RetryObjectLoading;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Restore door info
|
|
Num_open_doors = PHYSFSX_readSXE32(fp, swap);
|
|
active_door_read_n_swap(ActiveDoors, Num_open_doors, swap, fp);
|
|
|
|
//Restore trigger info
|
|
Num_triggers = PHYSFSX_readSXE32(fp, swap);
|
|
trigger_read_n_swap(Triggers, Num_triggers, swap, fp);
|
|
|
|
//Restore tmap info
|
|
for (i=0; i<=Highest_segment_index; i++ ) {
|
|
for (j=0; j<6; j++ ) {
|
|
Segments[i].sides[j].wall_num = PHYSFSX_readSXE16(fp, swap);
|
|
Segments[i].sides[j].tmap_num = PHYSFSX_readSXE16(fp, swap);
|
|
Segments[i].sides[j].tmap_num2 = PHYSFSX_readSXE16(fp, swap);
|
|
}
|
|
}
|
|
|
|
//Restore the fuelcen info
|
|
Control_center_destroyed = PHYSFSX_readSXE32(fp, swap);
|
|
Countdown_seconds_left = PHYSFSX_readSXE32(fp, swap);
|
|
Num_robot_centers = PHYSFSX_readSXE32(fp, swap);
|
|
matcen_info_read_n_swap(RobotCenters, Num_robot_centers, swap, fp);
|
|
control_center_triggers_read_n_swap(&ControlCenterTriggers, 1, swap, fp);
|
|
Num_fuelcenters = PHYSFSX_readSXE32(fp, swap);
|
|
fuelcen_read_n_swap(Station, Num_fuelcenters, swap, fp);
|
|
Countdown_timer = 0;
|
|
for (i = 0; i < Num_fuelcenters; i++)
|
|
{
|
|
// NOTE: Usually Descent1 handles countdown by Timer value of the Reactor Station. Since we now use Descent2 code to handle countdown (which we do in case there IS NO Reactor Station which causes potential trouble in Multiplayer), let's find the Reactor here and read the timer from it.
|
|
if (Station[i].Type == SEGMENT_IS_CONTROLCEN)
|
|
Countdown_timer = Station[i].Timer;
|
|
}
|
|
|
|
// Restore the control cen info
|
|
Control_center_been_hit = PHYSFSX_readSXE32(fp, swap);
|
|
Control_center_player_been_seen = PHYSFSX_readSXE32(fp, swap);
|
|
Control_center_next_fire_time = PHYSFSX_readSXE32(fp, swap);
|
|
Control_center_present = PHYSFSX_readSXE32(fp, swap);
|
|
Dead_controlcen_object_num = PHYSFSX_readSXE32(fp, swap);
|
|
if (Control_center_destroyed)
|
|
Total_countdown_time = Countdown_timer/F0_5; // we do not need to know this, but it should not be 0 either...
|
|
|
|
// Restore the AI state
|
|
ai_restore_state( fp, swap );
|
|
|
|
// Restore the automap visited info
|
|
PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
|
|
|
|
// Restore hacked up weapon system stuff.
|
|
Auto_fire_fusion_cannon_time = 0;
|
|
Next_laser_fire_time = GameTime64;
|
|
Next_missile_fire_time = GameTime64;
|
|
Last_laser_fired_time = GameTime64;
|
|
|
|
state_game_id = 0;
|
|
|
|
if ( version >= 7 ) {
|
|
int stub;
|
|
state_game_id = PHYSFSX_readSXE32(fp, swap);
|
|
cheats.rapidfire = PHYSFSX_readSXE32(fp, swap);
|
|
stub = PHYSFSX_readSXE32(fp, swap); // was Ugly_robot_cheat
|
|
stub = PHYSFSX_readSXE32(fp, swap); // Ugly_robot_texture
|
|
cheats.ghostphysics = PHYSFSX_readSXE32(fp, swap);
|
|
stub = PHYSFSX_readSXE32(fp, swap); // was Lunacy
|
|
}
|
|
|
|
// Read Coop Info
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
{
|
|
player restore_players[MAX_PLAYERS];
|
|
int coop_player_slot_remap[MAX_PLAYERS], coop_got_nplayers = 0;
|
|
|
|
for (i = 0; i < MAX_PLAYERS; i++)
|
|
{
|
|
player_rw *pl_rw;
|
|
object *obj;
|
|
|
|
// prepare arrays for mapping our players below
|
|
coop_player_slot_remap[i] = -1;
|
|
coop_player_got[i] = 0;
|
|
|
|
// read the stored players
|
|
MALLOC(pl_rw, player_rw, 1);
|
|
PHYSFS_read(fp, pl_rw, sizeof(player_rw), 1);
|
|
player_rw_swap(pl_rw, swap);
|
|
state_player_rw_to_player(pl_rw, &restore_players[i]);
|
|
d_free(pl_rw);
|
|
|
|
// make all (previous) player objects to ghosts
|
|
obj = &Objects[restore_players[i].objnum];
|
|
obj->type = OBJ_GHOST;
|
|
multi_reset_player_object(obj);
|
|
|
|
}
|
|
for (i = 0; i < MAX_PLAYERS; i++) // copy restored players to the current slots
|
|
{
|
|
for (j = 0; j < MAX_PLAYERS; j++)
|
|
{
|
|
// map stored players to current players depending on their unique (which we made sure) callsign
|
|
if (Players[i].connected == CONNECT_PLAYING && restore_players[j].connected == CONNECT_PLAYING && !strcmp(Players[i].callsign, restore_players[j].callsign))
|
|
{
|
|
object *obj;
|
|
memcpy(&Players[i], &restore_players[j], sizeof(player));
|
|
coop_player_slot_remap[i] = j;
|
|
coop_player_got[i] = 1;
|
|
coop_got_nplayers++;
|
|
obj = &Objects[Players[i].objnum];
|
|
obj->id = i; // assign player object id to player number
|
|
// make this restored player object an actual player again
|
|
obj->type = OBJ_PLAYER;
|
|
multi_reset_player_object(obj);
|
|
}
|
|
}
|
|
}
|
|
PHYSFS_read(fp, &Netgame.mission_title, sizeof(char), MISSION_NAME_LEN+1);
|
|
PHYSFS_read(fp, &Netgame.mission_name, sizeof(char), 9);
|
|
Netgame.levelnum = PHYSFSX_readSXE32(fp, swap);
|
|
PHYSFS_read(fp, &Netgame.difficulty, sizeof(ubyte), 1);
|
|
PHYSFS_read(fp, &Netgame.game_status, sizeof(ubyte), 1);
|
|
PHYSFS_read(fp, &Netgame.numplayers, sizeof(ubyte), 1);
|
|
PHYSFS_read(fp, &Netgame.max_numplayers, sizeof(ubyte), 1);
|
|
MaxNumNetPlayers = Netgame.max_numplayers;
|
|
PHYSFS_read(fp, &Netgame.numconnected, sizeof(ubyte), 1);
|
|
for (i = 0; i < MAX_PLAYERS; i++)
|
|
Netgame.killed[coop_player_slot_remap[i]] = PHYSFSX_readSXE16(fp, swap);
|
|
Netgame.level_time = PHYSFSX_readSXE32(fp, swap);
|
|
for (i = 0; i < MAX_PLAYERS; i++)
|
|
Netgame.player_score[coop_player_slot_remap[i]] = PHYSFSX_readSXE32(fp, swap);
|
|
for (i = 0; i < MAX_PLAYERS; i++)
|
|
PHYSFS_read(fp, &Netgame.player_flags[coop_player_slot_remap[i]], sizeof(ubyte), 1);
|
|
for (i = 0; i < MAX_PLAYERS; i++) // Disconnect connected players not available in this Savegame
|
|
if (!coop_player_got[i] && Players[i].connected == CONNECT_PLAYING)
|
|
multi_disconnect_player(i);
|
|
Viewer = ConsoleObject = &Objects[Players[Player_num].objnum]; // make sure Viewer and ConsoleObject are set up (which we skipped by not using InitPlayerObject but we need since objects changed while loading)
|
|
}
|
|
|
|
PHYSFS_close(fp);
|
|
|
|
if (Game_wind)
|
|
if (!window_is_visible(Game_wind))
|
|
window_set_visible(Game_wind, 1);
|
|
reset_time();
|
|
|
|
return 1;
|
|
}
|
|
|
|
int state_get_game_id(char *filename)
|
|
{
|
|
int version;
|
|
PHYSFS_file *fp;
|
|
int swap = 0; // if file is not endian native, have to swap all shorts and ints
|
|
char id[5], saved_callsign[CALLSIGN_LEN];
|
|
|
|
#ifndef NDEBUG
|
|
if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8))
|
|
Int3();
|
|
#endif
|
|
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
return 0;
|
|
|
|
fp = PHYSFSX_openReadBuffered(filename);
|
|
if ( !fp ) return 0;
|
|
|
|
//Read id
|
|
PHYSFS_read(fp, id, sizeof(char) * 4, 1);
|
|
if ( memcmp( id, dgss_id, 4 )) {
|
|
PHYSFS_close(fp);
|
|
return 0;
|
|
}
|
|
|
|
//Read version
|
|
//Check for swapped file here, as dgss_id is written as a string (i.e. endian independent)
|
|
PHYSFS_read(fp, &version, sizeof(int), 1);
|
|
if (version & 0xffff0000)
|
|
{
|
|
swap = 1;
|
|
version = SWAPINT(version);
|
|
}
|
|
|
|
if (version < STATE_COMPATIBLE_VERSION) {
|
|
PHYSFS_close(fp);
|
|
return 0;
|
|
}
|
|
|
|
// Read Coop state_game_id to validate the savegame we are about to load matches the others
|
|
state_game_id = PHYSFSX_readSXE32(fp, swap);
|
|
PHYSFS_read(fp, &saved_callsign, sizeof(char)*CALLSIGN_LEN, 1);
|
|
if (strcmp(saved_callsign, Players[Player_num].callsign)) // check the callsign of the palyer who saved this state. It MUST match. If we transferred this savegame from pilot A to pilot B, others won't be able to restore us. So bail out here if this is the case.
|
|
return 0;
|
|
|
|
return state_game_id;
|
|
}
|
|
|