dxx-rebirth/main/state.c

924 lines
24 KiB
C
Executable file

/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Functions to save/restore game state.
*
*/
#ifdef RCS
#pragma off (unreferenced)
static char rcsid[] = "$Id: state.c,v 1.1.1.1 2006/03/17 19:42:43 zicodxx Exp $";
#pragma on (unreferenced)
#endif
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "mono.h"
#include "inferno.h"
#include "segment.h"
#include "textures.h"
#include "wall.h"
#include "object.h"
#include "gamemine.h"
#include "error.h"
#include "gameseg.h"
#include "switch.h"
#include "game.h"
#include "newmenu.h"
#include "cfile.h"
#include "fuelcen.h"
#include "hash.h"
#include "key.h"
#include "piggy.h"
#include "player.h"
#include "cntrlcen.h"
#include "morph.h"
#include "weapon.h"
#include "render.h"
#include "gameseq.h"
#include "gauges.h"
#include "newdemo.h"
#include "automap.h"
#include "piggy.h"
#include "paging.h"
#include "titles.h"
#include "text.h"
#include "mission.h"
#include "pcx.h"
#include "u_mem.h"
#include "network.h"
#include "args.h"
//added 6/15/99 - Owen Evans
#include "strutil.h"
//end added
#include "gamefont.h"
#ifdef OGL
#include "ogl_init.h"
#endif
#define STATE_VERSION 7
#define STATE_COMPATIBLE_VERSION 6
// 0 - Put DGSS (Descent Game State Save) id at tof.
// 1 - Added Difficulty level save
// 2 - Added Cheats_enabled flag
// 3 - Added between levels save.
// 4 - Added mission support
// 5 - Mike changed ai and object structure.
// 6 - Added buggin' cheat save
// 7 - Added other cheat saves and game_id.
#define NUM_SAVES 10
#define THUMBNAIL_W 100
#define THUMBNAIL_H 50
#define DESC_LENGTH 20
extern int ai_save_state( FILE * fp );
extern int ai_restore_state( FILE * fp );
extern void multi_initiate_save_game();
extern void multi_initiate_restore_game();
extern int Do_appearance_effect;
extern fix Fusion_next_sound_time;
extern int Laser_rapid_fire, Ugly_robot_cheat, Ugly_robot_texture;
extern int Physics_cheat_flag;
extern int Lunacy;
extern void do_lunacy_on(void);
extern void do_lunacy_off(void);
int state_save_all_sub(char *filename, char *desc, int between_levels);
int state_restore_all_sub(char *filename, int multi);
int sc_last_item= 0;
grs_bitmap *sc_bmp[NUM_SAVES];
char dgss_id[4] = "DGSS";
int state_default_item = 0;
uint state_game_id;
void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
{
nitems = nitems;
last_key = last_key;
if ( citem > 0 ) {
if ( sc_bmp[citem-1] ) {
if (grd_curcanv->cv_bitmap.bm_w > 320) {
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);
gr_set_current_canvas( save_canv );
#ifndef OGL
gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
#else
ogl_ubitmapm_cs((grd_curcanv->cv_bitmap.bm_w/2)-FONTSCALE_X(grd_curcanv->cv_font->ft_h*5),items[0].y-10,FONTSCALE_X(grd_curcanv->cv_font->ft_h*10),FONTSCALE_Y(grd_curcanv->cv_font->ft_h*5),&temp_canv->cv_bitmap,255,F1_0);
#endif
gr_free_canvas(temp_canv);
}
else {
gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
}
}
}
}
#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
/* 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, int multi, char * caption )
{
FILE * fp;
int i, choice, version, nsaves;
newmenu_item m[NUM_SAVES+1];
char filename[NUM_SAVES][20];
char desc[NUM_SAVES][DESC_LENGTH + 16];
char id[5];
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;
if (!multi)
sprintf( filename[i], "%s.sg%d", Players[Player_num].callsign, i );
else
sprintf( filename[i], "%s.mg%d", Players[Player_num].callsign, i );
//added on 9/30/98 by Matt Mueller to fix savegames in linux
strlwr(filename[i]);
//end addition -MM
valid = 0;
fp = fopen( filename[i], "rb" );
if ( fp ) {
//Read id
fread( id, sizeof(char)*4, 1, fp );
if ( !memcmp( id, dgss_id, 4 )) {
//Read version
fread( &version, sizeof(int), 1, fp );
if (version >= STATE_COMPATIBLE_VERSION) {
// Read description
fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
//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 );
fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
nsaves++;
valid = 1;
}
}
fclose(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;
choice = newmenu_do3( NULL, caption, NUM_SAVES+1, m, state_callback, state_default_item+1, NULL, -1, -1 );
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_default_item = choice - 1;
return choice;
}
return 0;
}
int state_get_save_file(char * fname, char * dsc, int multi )
{
return state_get_savegame_filename(fname, dsc, multi, "Save Game");
}
int state_get_restore_file(char * fname, int multi )
{
return state_get_savegame_filename(fname, NULL, multi, "Select Game to Restore");
}
int state_save_old_game(int slotnum, char * sg_name, player * sg_player,
int sg_difficulty_level, int sg_primary_weapon,
int sg_secondary_weapon, int sg_next_level_num )
{
int i,j;
int temp_int;
ubyte temp_byte;
char desc[DESC_LENGTH+1];
char filename[128];
grs_canvas * cnv;
FILE * fp;
ubyte *pal;
#ifdef OGL
GLint gl_draw_buffer;
#endif
sprintf( filename, "%s.sg%d", sg_player->callsign, slotnum );
//added on 9/30/98 by Matt Mueller to fix savegames in linux
strlwr(filename);
//end addition -MM
fp = fopen( filename, "wb" );
if ( !fp ) return 0;
//Save id
fwrite( dgss_id, sizeof(char)*4, 1, fp );
//Save version
temp_int = STATE_VERSION;
fwrite( &temp_int, sizeof(int), 1, fp );
//Save description
strncpy( desc, sg_name, DESC_LENGTH );
fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp );
// 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 = malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
glReadBuffer(gl_draw_buffer);
glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, 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[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
}
free(buf);
#endif
pal = gr_palette;
fwrite(cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
gr_set_current_canvas(cnv_save);
gr_free_canvas( cnv );
}
else
{
ubyte color = 0;
for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
fwrite(&color, sizeof(ubyte), 1, fp);
}
// Save the Between levels flag...
temp_int = 1;
fwrite( &temp_int, sizeof(int), 1, fp );
// Save the mission info...
#ifndef SHAREWARE
fwrite( &Mission_list[0], sizeof(char)*9, 1, fp );
#else
fwrite( "\0\0\0\0\0\0\0\0", sizeof(char)*9, 1, fp );
#endif
//Save level info
temp_int = sg_player->level;
fwrite( &temp_int, sizeof(int), 1, fp );
temp_int = sg_next_level_num;
fwrite( &temp_int, sizeof(int), 1, fp );
//Save GameTime
temp_int = 0;
fwrite( &temp_int, sizeof(fix), 1, fp );
//Save player info
fwrite( sg_player, sizeof(player), 1, fp );
// Save the current weapon info
temp_byte = sg_primary_weapon;
fwrite( &temp_byte, sizeof(sbyte), 1, fp );
temp_byte = sg_secondary_weapon;
fwrite( &temp_byte, sizeof(sbyte), 1, fp );
// Save the difficulty level
temp_int = sg_difficulty_level;
fwrite( &temp_int, sizeof(int), 1, fp );
// Save the Cheats_enabled
temp_int = 0;
fwrite( &temp_int, sizeof(int), 1, fp );
temp_int = 0; // turbo mode
fwrite( &temp_int, sizeof(int), 1, fp );
fwrite( &state_game_id, sizeof(uint), 1, fp );
fwrite( &Laser_rapid_fire, sizeof(int), 1, fp );
fwrite( &Ugly_robot_cheat, sizeof(int), 1, fp );
fwrite( &Ugly_robot_texture, sizeof(int), 1, fp );
fwrite( &Physics_cheat_flag, sizeof(int), 1, fp );
fwrite( &Lunacy, sizeof(int), 1, fp );
fclose(fp);
return 1;
}
int state_save_all(int between_levels)
{
char filename[128], desc[DESC_LENGTH+1];
#ifndef SHAREWARE
if ( Game_mode & GM_MULTI ) {
#ifdef MULTI_SAVE
if ( FindArg( "-multisave" ) )
multi_initiate_save_game();
else
#endif
hud_message( MSGC_GAME_FEEDBACK, "Can't save in a multiplayer game!" );
return 0;
}
#endif
mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
stop_time();
if (!state_get_save_file(filename,desc,0)) {
start_time();
return 0;
}
return state_save_all_sub(filename, desc, between_levels);
}
int state_save_all_sub(char *filename, char *desc, int between_levels)
{
int i,j;
FILE * fp;
grs_canvas * cnv;
ubyte *pal;
#ifdef OGL
GLint gl_draw_buffer;
#endif
#ifndef SHAREWARE
if ( Game_mode & GM_MULTI ) {
#ifdef MULTI_SAVE
if ( !FindArg( "-multisave" ) )
#endif
return 0;
}
#endif
fp = fopen( filename, "wb" );
if ( !fp ) {
start_time();
return 0;
}
//Save id
fwrite( dgss_id, sizeof(char)*4, 1, fp );
//Save version
i = STATE_VERSION;
fwrite( &i, sizeof(int), 1, fp );
//Save description
fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp );
// 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 = malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
glReadBuffer(gl_draw_buffer);
glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, 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[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
}
free(buf);
#endif
pal = gr_palette;
fwrite(cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
gr_set_current_canvas(cnv_save);
gr_free_canvas( cnv );
}
else
{
ubyte color = 0;
for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
fwrite(&color, sizeof(ubyte), 1, fp);
}
// Save the Between levels flag...
fwrite( &between_levels, sizeof(int), 1, fp );
// Save the mission info...
#ifndef SHAREWARE
fwrite( &Mission_list[Current_mission_num], sizeof(char)*9, 1, fp );
#else
fwrite( "\0\0\0\0\0\0\0\0", sizeof(char)*9, 1, fp );
#endif
//Save level info
fwrite( &Current_level_num, sizeof(int), 1, fp );
fwrite( &Next_level_num, sizeof(int), 1, fp );
//Save GameTime
fwrite( &GameTime, sizeof(fix), 1, fp );
//Save player info
fwrite( &Players[Player_num], sizeof(player), 1, fp );
// Save the current weapon info
fwrite( &Primary_weapon, sizeof(sbyte), 1, fp );
fwrite( &Secondary_weapon, sizeof(sbyte), 1, fp );
// Save the difficulty level
fwrite( &Difficulty_level, sizeof(int), 1, fp );
// Save the Cheats_enabled
fwrite( &Cheats_enabled, sizeof(int), 1, fp );
fwrite( &Game_turbo_mode, sizeof(int), 1, fp );
if ( !between_levels ) {
//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;
fwrite( &i, sizeof(int), 1, fp );
fwrite( Objects, sizeof(object)*i, 1, fp );
//Save wall info
i = Num_walls;
fwrite( &i, sizeof(int), 1, fp );
fwrite( Walls, sizeof(wall)*i, 1, fp );
//Save door info
i = Num_open_doors;
fwrite( &i, sizeof(int), 1, fp );
fwrite( ActiveDoors, sizeof(active_door)*i, 1, fp );
//Save trigger info
fwrite( &Num_triggers, sizeof(int), 1, fp );
fwrite( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
//Save tmap info
for (i=0; i<=Highest_segment_index; i++ ) {
for (j=0; j<6; j++ ) {
fwrite( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
fwrite( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
fwrite( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
}
}
// Save the fuelcen info
fwrite( &Fuelcen_control_center_destroyed, sizeof(int), 1, fp );
fwrite( &Fuelcen_seconds_left, sizeof(int), 1, fp );
fwrite( &Num_robot_centers, sizeof(int), 1, fp );
fwrite( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
fwrite( &Num_fuelcenters, sizeof(int), 1, fp );
fwrite( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
// Save the control cen info
fwrite( &Control_center_been_hit, sizeof(int), 1, fp );
fwrite( &Control_center_player_been_seen, sizeof(int), 1, fp );
fwrite( &Control_center_next_fire_time, sizeof(int), 1, fp );
fwrite( &Control_center_present, sizeof(int), 1, fp );
fwrite( &Dead_controlcen_object_num, sizeof(int), 1, fp );
// Save the AI state
ai_save_state( fp );
// Save the automap visited info
fwrite( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
}
fwrite( &state_game_id, sizeof(uint), 1, fp );
fwrite( &Laser_rapid_fire, sizeof(int), 1, fp );
fwrite( &Ugly_robot_cheat, sizeof(int), 1, fp );
fwrite( &Ugly_robot_texture, sizeof(int), 1, fp );
fwrite( &Physics_cheat_flag, sizeof(int), 1, fp );
fwrite( &Lunacy, sizeof(int), 1, fp );
fclose(fp);
start_time();
return 1;
}
int state_restore_all(int in_game)
{
char filename[128];
if ( Game_mode & GM_MULTI ) {
#ifdef MULTI_SAVE
if ( FindArg( "-multisave" ) )
multi_initiate_restore_game();
else
#endif
hud_message( MSGC_GAME_FEEDBACK, "Can't restore in a multiplayer game!" );
return 0;
}
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_stop_recording();
if ( Newdemo_state != ND_STATE_NORMAL )
return 0;
stop_time();
if (!state_get_restore_file(filename,0)) {
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, 0);
}
int state_restore_all_sub(char *filename, int multi)
{
int ObjectStartLocation;
int BogusSaturnShit = 0;
int version,i, j, segnum;
object * obj;
FILE *fp;
int current_level, next_level;
int between_levels;
char mission[16];
char desc[DESC_LENGTH+1];
char id[5];
char org_callsign[CALLSIGN_LEN+16];
if ( Game_mode & GM_MULTI ) {
#ifdef MULTI_SAVE
if ( !FindArg( "-multisave" ) )
#endif
return 0;
}
fp = fopen( filename, "rb" );
if ( !fp ) return 0;
//Read id
fread( id, sizeof(char)*4, 1, fp );
if ( memcmp( id, dgss_id, 4 )) {
fclose(fp);
return 0;
}
//Read version
fread( &version, sizeof(int), 1, fp );
if (version < STATE_COMPATIBLE_VERSION) {
fclose(fp);
return 0;
}
// Read description
fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
// Skip the current screen shot...
fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
// Read the Between levels flag...
fread( &between_levels, sizeof(int), 1, fp );
// Read the mission info...
fread( mission, sizeof(char)*9, 1, fp );
#ifndef SHAREWARE
if (!load_mission_by_name( mission )) {
nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
fclose(fp);
return 0;
}
#else
if (mission[0]) {
nm_messagebox( NULL, 1, "Ok", "Error!\nCannot load mission '%s'\nThe shareware version only supports savegames of the shareware mission!", mission );
fclose(fp);
return 0;
}
#endif
//Read level info
fread( &current_level, sizeof(int), 1, fp );
fread( &next_level, sizeof(int), 1, fp );
#ifdef SHAREWARE
if (current_level < 1 || current_level > Last_level ||
next_level < 0 || next_level > Last_level) {
nm_messagebox( NULL, 1, "Ok", "Error!\nCannot load level %d\nThe shareware version only supports savegames of shareware levels!",
between_levels? next_level:current_level);
fclose(fp);
return 0;
}
#endif
//Restore GameTime
fread( &GameTime, sizeof(fix), 1, fp );
// Start new game....
if (!multi) {
Game_mode = GM_NORMAL;
Function_mode = FMODE_GAME;
#ifdef NETWORK
change_playernum_to(0);
#endif
strcpy( org_callsign, Players[0].callsign );
N_players = 1;
InitPlayerObject(); //make sure player's object set up
init_player_stats_game(); //clear all stats
} else {
strcpy( org_callsign, Players[Player_num].callsign );
}
//Read player info
if ( between_levels ) {
int saved_offset;
fread( &Players[Player_num], sizeof(player), 1, fp );
saved_offset = ftell(fp);
fclose( fp );
do_briefing_screens(next_level);
fp = fopen( filename, "rb" );
fseek( fp, saved_offset, SEEK_SET );
StartNewLevelSub( next_level, 1);//use page_in_textures here to fix OGL texture precashing crash -MPM
} else {
StartNewLevelSub(current_level, 1);//use page_in_textures here to fix OGL texture precashing crash -MPM
fread( &Players[Player_num], sizeof(player), 1, fp );
}
strcpy( Players[Player_num].callsign, org_callsign );
// Set the right level
if ( between_levels )
Players[Player_num].level = next_level;
// Restore the weapon states
fread( &Primary_weapon, sizeof(sbyte), 1, fp );
fread( &Secondary_weapon, sizeof(sbyte), 1, fp );
select_weapon(Primary_weapon, 0, 0, 0);
select_weapon(Secondary_weapon, 1, 0, 0);
// Restore the difficulty level
fread( &Difficulty_level, sizeof(int), 1, fp );
// Restore the cheats enabled flag
fread( &Cheats_enabled, sizeof(int), 1, fp );
fread( &Game_turbo_mode, sizeof(int), 1, fp );
if ( !between_levels ) {
Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
ObjectStartLocation = ftell( 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.
fread( &i, sizeof(int), 1, fp );
Highest_object_index = i-1;
if ( !BogusSaturnShit )
fread( Objects, sizeof(object)*i, 1, fp );
else {
ubyte tmp_object[sizeof(object)];
for (i=0; i<=Highest_object_index; i++ ) {
fread( tmp_object, sizeof(object)-3, 1, fp );
// Insert 3 bytes after the read in obj->rtype.pobj_info.alt_textures field.
memcpy( &Objects[i], tmp_object, sizeof(object)-3 );
Objects[i].rtype.pobj_info.alt_textures = -1;
}
}
Object_next_signature = 0;
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;
mprintf(( 1, "READING BOGUS SATURN VERSION OBJECTS!!! (Object:%d)\n", i ));
fseek( fp, ObjectStartLocation, SEEK_SET );
goto RetryObjectLoading;
}
}
obj_link(i,segnum);
if ( obj->signature > Object_next_signature )
Object_next_signature = obj->signature;
}
}
special_reset_objects();
Object_next_signature++;
//Restore wall info
fread( &i, sizeof(int), 1, fp );
Num_walls = i;
// Check for a bogus Saturn version!!!!
if (!BogusSaturnShit ) {
if ( (Num_walls<0) || (Num_walls>MAX_WALLS) ) {
BogusSaturnShit = 1;
mprintf(( 1, "READING BOGUS SATURN VERSION OBJECTS!!! (Num_walls)\n" ));
fseek( fp, ObjectStartLocation, SEEK_SET );
goto RetryObjectLoading;
}
}
fread( Walls, sizeof(wall)*Num_walls, 1, 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;
mprintf(( 1, "READING BOGUS SATURN VERSION OBJECTS!!! (Wall %d)\n", i ));
fseek( fp, ObjectStartLocation, SEEK_SET );
goto RetryObjectLoading;
}
}
}
//Restore door info
fread( &i, sizeof(int), 1, fp );
Num_open_doors = i;
fread( ActiveDoors, sizeof(active_door)*Num_open_doors, 1, fp );
//Restore trigger info
fread( &Num_triggers, sizeof(int), 1, fp );
fread( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
//Restore tmap info
for (i=0; i<=Highest_segment_index; i++ ) {
for (j=0; j<6; j++ ) {
fread( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
fread( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
fread( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
}
}
//Restore the fuelcen info
fread( &Fuelcen_control_center_destroyed, sizeof(int), 1, fp );
fread( &Fuelcen_seconds_left, sizeof(int), 1, fp );
fread( &Num_robot_centers, sizeof(int), 1, fp );
fread( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
fread( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
fread( &Num_fuelcenters, sizeof(int), 1, fp );
fread( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
// Restore the control cen info
fread( &Control_center_been_hit, sizeof(int), 1, fp );
fread( &Control_center_player_been_seen, sizeof(int), 1, fp );
fread( &Control_center_next_fire_time, sizeof(int), 1, fp );
fread( &Control_center_present, sizeof(int), 1, fp );
fread( &Dead_controlcen_object_num, sizeof(int), 1, fp );
// Restore the AI state
ai_restore_state( fp );
// Restore the automap visited info
fread( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
// Restore hacked up weapon system stuff.
Fusion_next_sound_time = GameTime;
Auto_fire_fusion_cannon_time = 0;
Next_laser_fire_time = GameTime;
Next_missile_fire_time = GameTime;
Last_laser_fired_time = GameTime;
}
state_game_id = 0;
if ( version >= 7 ) {
int tmp_Lunacy;
fread( &state_game_id, sizeof(uint), 1, fp );
fread( &Laser_rapid_fire, sizeof(int), 1, fp );
fread( &Ugly_robot_cheat, sizeof(int), 1, fp );
fread( &Ugly_robot_texture, sizeof(int), 1, fp );
fread( &Physics_cheat_flag, sizeof(int), 1, fp );
fread( &tmp_Lunacy, sizeof(int), 1, fp );
if ( tmp_Lunacy )
do_lunacy_on();
}
fclose(fp);
// Load in bitmaps, etc..
// piggy_load_level_data();//already used page_in_textures in StartNewLevelSub, so no need for this here. -MPM
return 1;
}