Set autosave interval to 10 minutes, unless specified in the player's configuration file. Players can change the autosave to 0 minutes to disable it.
2377 lines
83 KiB
C++
2377 lines
83 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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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 1993-1999 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 "dxxerror.h"
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#include "console.h"
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#include "config.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 "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 "playsave.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 "event.h"
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#include "robot.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 "collide.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 "fireball.h"
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#include "controls.h"
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#include "laser.h"
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#include "hudmsg.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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#if DXX_USE_OGL
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#include "ogl_init.h"
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#endif
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#if DXX_USE_EDITOR
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#include "editor/editor.h"
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#endif
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#include "compiler-exchange.h"
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#include "compiler-range_for.h"
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#include "d_enumerate.h"
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#include "d_range.h"
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#include "partial_range.h"
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#if defined(DXX_BUILD_DESCENT_I)
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#define STATE_VERSION 7
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#define STATE_MATCEN_VERSION 25 // specific version of metcen info written into D1 savegames. Currenlty equal to GAME_VERSION (see gamesave.cpp). If changed, then only along with STATE_VERSION.
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#define STATE_COMPATIBLE_VERSION 6
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#elif defined(DXX_BUILD_DESCENT_II)
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#define STATE_VERSION 22
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#define STATE_COMPATIBLE_VERSION 20
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#endif
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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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// 8 - Added AI stuff for escort and thief.
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// 9 - Save palette with screen shot
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// 12- Saved last_was_super array
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// 13- Saved palette flash stuff
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// 14- Save cloaking wall stuff
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// 15- Save additional ai info
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// 16- Save Light_subtracted
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// 17- New marker save
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// 18- Took out saving of old cheat status
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// 19- Saved cheats.enabled flag
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// 20- First_secret_visit
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// 22- Omega_charge
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constexpr unsigned NUM_SAVES = 11;
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#define THUMBNAIL_W 100
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#define THUMBNAIL_H 50
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constexpr char dgss_id[4] = {'D', 'G', 'S', 'S'};
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unsigned state_game_id;
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namespace {
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struct relocated_player_data
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{
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fix shields;
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int16_t num_robots_level;
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int16_t num_robots_total;
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uint16_t hostages_total;
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uint8_t hostages_level;
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};
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struct savegame_mission_path {
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array<char, 9> original;
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array<char, DXX_MAX_MISSION_PATH_LENGTH> full;
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};
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enum class savegame_mission_name_abi : uint8_t
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{
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original,
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pathname,
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};
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static_assert(sizeof(savegame_mission_path) == sizeof(savegame_mission_path::original) + sizeof(savegame_mission_path::full), "padding error");
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}
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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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namespace dsx {
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static void state_object_to_object_rw(const object &obj, object_rw *const obj_rw)
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{
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const auto otype = obj.type;
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obj_rw->type = otype;
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obj_rw->signature = obj.signature.get();
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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 = obj.pos;
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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.obsolete_brakes = 0;
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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.get();
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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.get_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 = static_cast<uint8_t>(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.danger_laser_num = obj.ctype.ai_info.danger_laser_num;
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if (obj.ctype.ai_info.danger_laser_num != object_none)
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obj_rw->ctype.ai_info.danger_laser_signature = obj.ctype.ai_info.danger_laser_signature.get();
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else
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obj_rw->ctype.ai_info.danger_laser_signature = 0;
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#if defined(DXX_BUILD_DESCENT_I)
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obj_rw->ctype.ai_info.follow_path_start_seg = segment_none;
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obj_rw->ctype.ai_info.follow_path_end_seg = segment_none;
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#elif defined(DXX_BUILD_DESCENT_II)
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obj_rw->ctype.ai_info.dying_sound_playing = obj.ctype.ai_info.dying_sound_playing;
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if (obj.ctype.ai_info.dying_start_time == 0) // if bot not dead, anything but 0 will kill it
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obj_rw->ctype.ai_info.dying_start_time = 0;
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else
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obj_rw->ctype.ai_info.dying_start_time = obj.ctype.ai_info.dying_start_time - GameTime64;
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#endif
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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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#if defined(DXX_BUILD_DESCENT_II)
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if (obj.ctype.powerup_info.creation_time - GameTime64 < F1_0*(-18000))
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obj_rw->ctype.powerup_info.creation_time = F1_0*(-18000);
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else
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obj_rw->ctype.powerup_info.creation_time = obj.ctype.powerup_info.creation_time - GameTime64;
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obj_rw->ctype.powerup_info.flags = obj.ctype.powerup_info.flags;
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#endif
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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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// turn object_rw to object after reading from Savegame
|
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static void state_object_rw_to_object(const object_rw *const obj_rw, object &obj)
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{
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obj = {};
|
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DXX_POISON_VAR(obj, 0xfd);
|
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set_object_type(obj, obj_rw->type);
|
|
if (obj.type == OBJ_NONE)
|
|
{
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|
obj.signature = object_signature_t{0};
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|
return;
|
|
}
|
|
|
|
obj.signature = object_signature_t{static_cast<uint16_t>(obj_rw->signature)};
|
|
obj.id = obj_rw->id;
|
|
obj.next = obj_rw->next;
|
|
obj.prev = obj_rw->prev;
|
|
obj.control_type = obj_rw->control_type;
|
|
set_object_movement_type(obj, obj_rw->movement_type);
|
|
obj.render_type = obj_rw->render_type;
|
|
obj.flags = obj_rw->flags;
|
|
obj.segnum = obj_rw->segnum;
|
|
obj.attached_obj = obj_rw->attached_obj;
|
|
obj.pos.x = obj_rw->pos.x;
|
|
obj.pos.y = obj_rw->pos.y;
|
|
obj.pos.z = obj_rw->pos.z;
|
|
obj.orient.rvec.x = obj_rw->orient.rvec.x;
|
|
obj.orient.rvec.y = obj_rw->orient.rvec.y;
|
|
obj.orient.rvec.z = obj_rw->orient.rvec.z;
|
|
obj.orient.fvec.x = obj_rw->orient.fvec.x;
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|
obj.orient.fvec.y = obj_rw->orient.fvec.y;
|
|
obj.orient.fvec.z = obj_rw->orient.fvec.z;
|
|
obj.orient.uvec.x = obj_rw->orient.uvec.x;
|
|
obj.orient.uvec.y = obj_rw->orient.uvec.y;
|
|
obj.orient.uvec.z = obj_rw->orient.uvec.z;
|
|
obj.size = obj_rw->size;
|
|
obj.shields = obj_rw->shields;
|
|
obj.contains_type = obj_rw->contains_type;
|
|
obj.contains_id = obj_rw->contains_id;
|
|
obj.contains_count= obj_rw->contains_count;
|
|
obj.matcen_creator= obj_rw->matcen_creator;
|
|
obj.lifeleft = obj_rw->lifeleft;
|
|
|
|
switch (obj.movement_type)
|
|
{
|
|
case MT_NONE:
|
|
break;
|
|
case MT_PHYSICS:
|
|
obj.mtype.phys_info.velocity.x = obj_rw->mtype.phys_info.velocity.x;
|
|
obj.mtype.phys_info.velocity.y = obj_rw->mtype.phys_info.velocity.y;
|
|
obj.mtype.phys_info.velocity.z = obj_rw->mtype.phys_info.velocity.z;
|
|
obj.mtype.phys_info.thrust.x = obj_rw->mtype.phys_info.thrust.x;
|
|
obj.mtype.phys_info.thrust.y = obj_rw->mtype.phys_info.thrust.y;
|
|
obj.mtype.phys_info.thrust.z = obj_rw->mtype.phys_info.thrust.z;
|
|
obj.mtype.phys_info.mass = obj_rw->mtype.phys_info.mass;
|
|
obj.mtype.phys_info.drag = obj_rw->mtype.phys_info.drag;
|
|
obj.mtype.phys_info.rotvel.x = obj_rw->mtype.phys_info.rotvel.x;
|
|
obj.mtype.phys_info.rotvel.y = obj_rw->mtype.phys_info.rotvel.y;
|
|
obj.mtype.phys_info.rotvel.z = obj_rw->mtype.phys_info.rotvel.z;
|
|
obj.mtype.phys_info.rotthrust.x = obj_rw->mtype.phys_info.rotthrust.x;
|
|
obj.mtype.phys_info.rotthrust.y = obj_rw->mtype.phys_info.rotthrust.y;
|
|
obj.mtype.phys_info.rotthrust.z = obj_rw->mtype.phys_info.rotthrust.z;
|
|
obj.mtype.phys_info.turnroll = obj_rw->mtype.phys_info.turnroll;
|
|
obj.mtype.phys_info.flags = obj_rw->mtype.phys_info.flags;
|
|
break;
|
|
|
|
case MT_SPINNING:
|
|
obj.mtype.spin_rate.x = obj_rw->mtype.spin_rate.x;
|
|
obj.mtype.spin_rate.y = obj_rw->mtype.spin_rate.y;
|
|
obj.mtype.spin_rate.z = obj_rw->mtype.spin_rate.z;
|
|
break;
|
|
}
|
|
|
|
switch (obj.control_type)
|
|
{
|
|
case CT_WEAPON:
|
|
obj.ctype.laser_info.parent_type = obj_rw->ctype.laser_info.parent_type;
|
|
obj.ctype.laser_info.parent_num = obj_rw->ctype.laser_info.parent_num;
|
|
obj.ctype.laser_info.parent_signature = object_signature_t{static_cast<uint16_t>(obj_rw->ctype.laser_info.parent_signature)};
|
|
obj.ctype.laser_info.creation_time = obj_rw->ctype.laser_info.creation_time;
|
|
obj.ctype.laser_info.reset_hitobj(obj_rw->ctype.laser_info.last_hitobj);
|
|
obj.ctype.laser_info.track_goal = obj_rw->ctype.laser_info.track_goal;
|
|
obj.ctype.laser_info.multiplier = obj_rw->ctype.laser_info.multiplier;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
obj.ctype.laser_info.last_afterburner_time = 0;
|
|
#endif
|
|
break;
|
|
|
|
case CT_EXPLOSION:
|
|
obj.ctype.expl_info.spawn_time = obj_rw->ctype.expl_info.spawn_time;
|
|
obj.ctype.expl_info.delete_time = obj_rw->ctype.expl_info.delete_time;
|
|
obj.ctype.expl_info.delete_objnum = obj_rw->ctype.expl_info.delete_objnum;
|
|
obj.ctype.expl_info.attach_parent = obj_rw->ctype.expl_info.attach_parent;
|
|
obj.ctype.expl_info.prev_attach = obj_rw->ctype.expl_info.prev_attach;
|
|
obj.ctype.expl_info.next_attach = obj_rw->ctype.expl_info.next_attach;
|
|
break;
|
|
|
|
case CT_AI:
|
|
{
|
|
int i;
|
|
obj.ctype.ai_info.behavior = static_cast<ai_behavior>(obj_rw->ctype.ai_info.behavior);
|
|
for (i = 0; i < MAX_AI_FLAGS; i++)
|
|
obj.ctype.ai_info.flags[i] = obj_rw->ctype.ai_info.flags[i];
|
|
obj.ctype.ai_info.hide_segment = obj_rw->ctype.ai_info.hide_segment;
|
|
obj.ctype.ai_info.hide_index = obj_rw->ctype.ai_info.hide_index;
|
|
obj.ctype.ai_info.path_length = obj_rw->ctype.ai_info.path_length;
|
|
obj.ctype.ai_info.cur_path_index = obj_rw->ctype.ai_info.cur_path_index;
|
|
obj.ctype.ai_info.danger_laser_num = obj_rw->ctype.ai_info.danger_laser_num;
|
|
if (obj.ctype.ai_info.danger_laser_num != object_none)
|
|
obj.ctype.ai_info.danger_laser_signature = object_signature_t{static_cast<uint16_t>(obj_rw->ctype.ai_info.danger_laser_signature)};
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
obj.ctype.ai_info.dying_sound_playing = obj_rw->ctype.ai_info.dying_sound_playing;
|
|
obj.ctype.ai_info.dying_start_time = obj_rw->ctype.ai_info.dying_start_time;
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
case CT_LIGHT:
|
|
obj.ctype.light_info.intensity = obj_rw->ctype.light_info.intensity;
|
|
break;
|
|
|
|
case CT_POWERUP:
|
|
obj.ctype.powerup_info.count = obj_rw->ctype.powerup_info.count;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
obj.ctype.powerup_info.creation_time = 0;
|
|
obj.ctype.powerup_info.flags = 0;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
obj.ctype.powerup_info.creation_time = obj_rw->ctype.powerup_info.creation_time;
|
|
obj.ctype.powerup_info.flags = obj_rw->ctype.powerup_info.flags;
|
|
#endif
|
|
break;
|
|
case CT_CNTRLCEN:
|
|
{
|
|
if (obj.type == OBJ_GHOST)
|
|
{
|
|
/* Boss missions convert the reactor into OBJ_GHOST
|
|
* instead of freeing it. Old releases (before
|
|
* ed46a05296f9d480f934d8c951c4755ebac1d5e7 ("Update
|
|
* control_type when ghosting reactor")) did not update
|
|
* `control_type`, so games saved by those releases have an
|
|
* object with obj->type == OBJ_GHOST and obj->control_type ==
|
|
* CT_CNTRLCEN. That inconsistency triggers an assertion down
|
|
* in `calc_controlcen_gun_point` because obj->type !=
|
|
* OBJ_CNTRLCEN.
|
|
*
|
|
* Add a special case here to correct this
|
|
* inconsistency.
|
|
*/
|
|
obj.control_type = CT_NONE;
|
|
break;
|
|
}
|
|
// gun points of reactor now part of the object but of course not saved in object_rw and overwritten due to reset_objects(). Let's just recompute them.
|
|
calc_controlcen_gun_point(obj);
|
|
break;
|
|
}
|
|
}
|
|
|
|
switch (obj.render_type)
|
|
{
|
|
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;
|
|
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;
|
|
break;
|
|
|
|
case RT_LASER:
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
deny_save_result deny_save_game(fvcobjptr &vcobjptr, const d_level_unique_control_center_state &LevelUniqueControlCenterState, const d_game_unique_state &GameUniqueState)
|
|
{
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
(void)GameUniqueState;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if (Current_level_num < 0)
|
|
return deny_save_result::denied;
|
|
if (GameUniqueState.Final_boss_countdown_time) //don't allow save while final boss is dying
|
|
return deny_save_result::denied;
|
|
#endif
|
|
return ::dcx::deny_save_game(vcobjptr, LevelUniqueControlCenterState);
|
|
}
|
|
|
|
namespace {
|
|
|
|
// 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.
|
|
static void state_player_to_player_rw(const relocated_player_data &rpd, const player *pl, player_rw *pl_rw, const player_info &pl_info)
|
|
{
|
|
int i=0;
|
|
pl_rw->callsign = pl->callsign;
|
|
memset(pl_rw->net_address, 0, 6);
|
|
pl_rw->connected = pl->connected;
|
|
pl_rw->objnum = pl->objnum;
|
|
pl_rw->n_packets_got = 0;
|
|
pl_rw->n_packets_sent = 0;
|
|
pl_rw->flags = pl_info.powerup_flags.get_player_flags();
|
|
pl_rw->energy = pl_info.energy;
|
|
pl_rw->shields = rpd.shields;
|
|
/*
|
|
* The savegame only allocates a uint8_t for this value. If the
|
|
* player has exceeded the maximum representable value, cap at that
|
|
* value. This is better than truncating the value, since the
|
|
* player will get to keep more lives this way than with truncation.
|
|
*/
|
|
pl_rw->lives = std::min<unsigned>(pl->lives, std::numeric_limits<uint8_t>::max());
|
|
pl_rw->level = pl->level;
|
|
pl_rw->laser_level = pl_info.laser_level;
|
|
pl_rw->starting_level = pl->starting_level;
|
|
pl_rw->killer_objnum = pl_info.killer_objnum;
|
|
pl_rw->primary_weapon_flags = pl_info.primary_weapon_flags;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
// make sure no side effects for Mac demo
|
|
pl_rw->secondary_weapon_flags = 0x0f | (pl_info.secondary_ammo[MEGA_INDEX] > 0) << MEGA_INDEX;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
// make sure no side effects for PC demo
|
|
pl_rw->secondary_weapon_flags = 0xef | (pl_info.secondary_ammo[MEGA_INDEX] > 0) << MEGA_INDEX
|
|
| (pl_info.secondary_ammo[SMISSILE4_INDEX] > 0) << SMISSILE4_INDEX // mercury missile
|
|
| (pl_info.secondary_ammo[SMISSILE5_INDEX] > 0) << SMISSILE5_INDEX; // earthshaker missile
|
|
#endif
|
|
pl_rw->obsolete_primary_ammo = {};
|
|
pl_rw->vulcan_ammo = pl_info.vulcan_ammo;
|
|
for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
|
|
pl_rw->secondary_ammo[i] = pl_info.secondary_ammo[i];
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
pl_rw->pad = 0;
|
|
#endif
|
|
pl_rw->last_score = pl_info.mission.last_score;
|
|
pl_rw->score = pl_info.mission.score;
|
|
pl_rw->time_level = pl->time_level;
|
|
pl_rw->time_total = pl->time_total;
|
|
if (!(pl_info.powerup_flags & PLAYER_FLAGS_CLOAKED) || pl_info.cloak_time - GameTime64 < F1_0*(-18000))
|
|
pl_rw->cloak_time = F1_0*(-18000);
|
|
else
|
|
pl_rw->cloak_time = pl_info.cloak_time - GameTime64;
|
|
if (!(pl_info.powerup_flags & PLAYER_FLAGS_INVULNERABLE) || pl_info.invulnerable_time - GameTime64 < F1_0*(-18000))
|
|
pl_rw->invulnerable_time = F1_0*(-18000);
|
|
else
|
|
pl_rw->invulnerable_time = pl_info.invulnerable_time - GameTime64;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
pl_rw->KillGoalCount = pl_info.KillGoalCount;
|
|
#endif
|
|
pl_rw->net_killed_total = pl_info.net_killed_total;
|
|
pl_rw->net_kills_total = pl_info.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 = LevelUniqueObjectState.accumulated_robots;
|
|
pl_rw->num_robots_total = GameUniqueState.accumulated_robots;
|
|
pl_rw->hostages_rescued_total = pl_info.mission.hostages_rescued_total;
|
|
pl_rw->hostages_total = GameUniqueState.total_hostages;
|
|
pl_rw->hostages_on_board = pl_info.mission.hostages_on_board;
|
|
pl_rw->hostages_level = LevelUniqueObjectState.total_hostages;
|
|
pl_rw->homing_object_dist = pl_info.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
|
|
|
|
static void state_player_rw_to_player(const player_rw *pl_rw, player *pl, player_info &pl_info, relocated_player_data &rpd)
|
|
{
|
|
int i=0;
|
|
pl->callsign = pl_rw->callsign;
|
|
pl->connected = pl_rw->connected;
|
|
pl->objnum = pl_rw->objnum;
|
|
pl_info.powerup_flags = player_flags(pl_rw->flags);
|
|
pl_info.energy = pl_rw->energy;
|
|
rpd.shields = pl_rw->shields;
|
|
pl->lives = pl_rw->lives;
|
|
pl->level = pl_rw->level;
|
|
pl_info.laser_level = stored_laser_level(pl_rw->laser_level);
|
|
pl->starting_level = pl_rw->starting_level;
|
|
pl_info.killer_objnum = pl_rw->killer_objnum;
|
|
pl_info.primary_weapon_flags = pl_rw->primary_weapon_flags;
|
|
pl_info.vulcan_ammo = pl_rw->vulcan_ammo;
|
|
for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
|
|
pl_info.secondary_ammo[i] = pl_rw->secondary_ammo[i];
|
|
pl_info.mission.last_score = pl_rw->last_score;
|
|
pl_info.mission.score = pl_rw->score;
|
|
pl->time_level = pl_rw->time_level;
|
|
pl->time_total = pl_rw->time_total;
|
|
pl_info.cloak_time = pl_rw->cloak_time;
|
|
pl_info.invulnerable_time = pl_rw->invulnerable_time;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
pl_info.KillGoalCount = 0;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
pl_info.KillGoalCount = pl_rw->KillGoalCount;
|
|
#endif
|
|
pl_info.net_killed_total = pl_rw->net_killed_total;
|
|
pl_info.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;
|
|
rpd.num_robots_level = pl_rw->num_robots_level;
|
|
rpd.num_robots_total = pl_rw->num_robots_total;
|
|
pl_info.mission.hostages_rescued_total = pl_rw->hostages_rescued_total;
|
|
rpd.hostages_total = pl_rw->hostages_total;
|
|
pl_info.mission.hostages_on_board = pl_rw->hostages_on_board;
|
|
rpd.hostages_level = pl_rw->hostages_level;
|
|
pl_info.homing_object_dist = pl_rw->homing_object_dist;
|
|
pl->hours_level = pl_rw->hours_level;
|
|
pl->hours_total = pl_rw->hours_total;
|
|
}
|
|
|
|
static void state_write_player(PHYSFS_File *fp, const player &pl, const relocated_player_data &rpd, const player_info &pl_info)
|
|
{
|
|
player_rw pl_rw;
|
|
state_player_to_player_rw(rpd, &pl, &pl_rw, pl_info);
|
|
PHYSFS_write(fp, &pl_rw, sizeof(pl_rw), 1);
|
|
}
|
|
|
|
static void state_read_player(PHYSFS_File *fp, player &pl, int swap, player_info &pl_info, relocated_player_data &rpd)
|
|
{
|
|
player_rw pl_rw;
|
|
PHYSFS_read(fp, &pl_rw, sizeof(pl_rw), 1);
|
|
player_rw_swap(&pl_rw, swap);
|
|
state_player_rw_to_player(&pl_rw, &pl, pl_info, rpd);
|
|
}
|
|
|
|
void state_format_savegame_filename(d_game_unique_state::savegame_file_path &filename, const unsigned i)
|
|
{
|
|
snprintf(filename.data(), filename.size(), PLAYER_DIRECTORY_STRING("%.8s.%cg%x"), static_cast<const char *>(InterfaceUniqueState.PilotName), (Game_mode & GM_MULTI_COOP) ? 'm' : 's', i);
|
|
}
|
|
|
|
void state_autosave_game(const int multiplayer)
|
|
{
|
|
d_game_unique_state::savegame_description desc;
|
|
const char *p;
|
|
time_t t = time(nullptr);
|
|
if (struct tm *ptm = (t == -1) ? nullptr : localtime(&t))
|
|
{
|
|
p = desc.data();
|
|
strftime(desc.data(), desc.size(), "auto %m-%d %H:%M:%S", ptm);
|
|
}
|
|
else
|
|
p = "<autosave>";
|
|
if (multiplayer)
|
|
{
|
|
const auto &&player_range = partial_const_range(Players, N_players);
|
|
multi_execute_save_game(NUM_SAVES - 1, desc, player_range);
|
|
}
|
|
else
|
|
{
|
|
d_game_unique_state::savegame_file_path filename;
|
|
state_format_savegame_filename(filename, NUM_SAVES - 1);
|
|
if (state_save_all_sub(filename.data(), p))
|
|
con_printf(CON_NORMAL, "Autosave written to \"%s\"", filename.data());
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void state_set_immediate_autosave(d_game_unique_state &GameUniqueState)
|
|
{
|
|
GameUniqueState.Next_autosave = {};
|
|
}
|
|
|
|
void state_set_next_autosave(d_game_unique_state &GameUniqueState, const std::chrono::steady_clock::time_point now, const autosave_interval_type interval)
|
|
{
|
|
GameUniqueState.Next_autosave = now + interval;
|
|
}
|
|
|
|
void state_set_next_autosave(d_game_unique_state &GameUniqueState, const autosave_interval_type interval)
|
|
{
|
|
const auto now = std::chrono::steady_clock::now();
|
|
state_set_next_autosave(GameUniqueState, now, interval);
|
|
}
|
|
|
|
void state_poll_autosave_game(d_game_unique_state &GameUniqueState, const d_level_unique_object_state &LevelUniqueObjectState)
|
|
{
|
|
const auto multiplayer = Game_mode & GM_MULTI;
|
|
if (multiplayer && !multi_i_am_master())
|
|
return;
|
|
const auto interval = (multiplayer ? static_cast<const d_gameplay_options &>(Netgame.MPGameplayOptions) : PlayerCfg.SPGameplayOptions).AutosaveInterval;
|
|
if (interval.count() <= 0)
|
|
/* Autosave is disabled */
|
|
return;
|
|
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
if (deny_save_game(Objects.vcptr, LevelUniqueControlCenterState, GameUniqueState) != deny_save_result::allowed)
|
|
return;
|
|
const auto now = std::chrono::steady_clock::now();
|
|
if (now < GameUniqueState.Next_autosave)
|
|
return;
|
|
state_set_next_autosave(GameUniqueState, now, interval);
|
|
state_autosave_game(multiplayer);
|
|
}
|
|
|
|
}
|
|
|
|
namespace {
|
|
|
|
//-------------------------------------------------------------------
|
|
struct state_userdata
|
|
{
|
|
int citem;
|
|
array<grs_bitmap_ptr, NUM_SAVES> sc_bmp;
|
|
};
|
|
|
|
}
|
|
|
|
static int state_callback(newmenu *menu,const d_event &event, state_userdata *const userdata)
|
|
{
|
|
array<grs_bitmap_ptr, NUM_SAVES> &sc_bmp = userdata->sc_bmp;
|
|
newmenu_item *items = newmenu_get_items(menu);
|
|
int citem;
|
|
if (event.type == EVENT_NEWMENU_SELECTED)
|
|
userdata->citem = static_cast<const d_select_event &>(event).citem;
|
|
if (event.type == EVENT_NEWMENU_DRAW && (citem = newmenu_get_citem(menu)) > 0)
|
|
{
|
|
if ( sc_bmp[citem-1] ) {
|
|
const auto &&fspacx = FSPACX();
|
|
const auto &&fspacy = FSPACY();
|
|
#if !DXX_USE_OGL
|
|
auto temp_canv = gr_create_canvas(fspacx(THUMBNAIL_W), fspacy(THUMBNAIL_H));
|
|
#else
|
|
auto temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
|
|
#endif
|
|
const array<grs_point, 3> vertbuf{{
|
|
{0,0},
|
|
{0,0},
|
|
{i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)}
|
|
}};
|
|
scale_bitmap(*sc_bmp[citem-1].get(), vertbuf, 0, temp_canv->cv_bitmap);
|
|
#if !DXX_USE_OGL
|
|
gr_bitmap(*grd_curcanv, (grd_curcanv->cv_bitmap.bm_w / 2) - fspacx(THUMBNAIL_W / 2), items[0].y - 3, temp_canv->cv_bitmap);
|
|
#else
|
|
ogl_ubitmapm_cs(*grd_curcanv, (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, ogl_colors::white, F1_0);
|
|
#endif
|
|
}
|
|
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;
|
|
|
|
namespace dsx {
|
|
|
|
/* 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.
|
|
*/
|
|
static int state_get_savegame_filename(d_game_unique_state::savegame_file_path &fname, d_game_unique_state::savegame_description *const dsc, const char *const caption, blind_save blind)
|
|
{
|
|
int choice, version, nsaves;
|
|
array<newmenu_item, NUM_SAVES + 1> m;
|
|
array<d_game_unique_state::savegame_file_path, NUM_SAVES> filename;
|
|
array<d_game_unique_state::savegame_description, NUM_SAVES> desc;
|
|
state_userdata userdata;
|
|
auto &sc_bmp = userdata.sc_bmp;
|
|
char id[4];
|
|
int valid;
|
|
|
|
nsaves=0;
|
|
nm_set_item_text(m[0], "\n\n\n");
|
|
/* Always subtract 1 for the fixed text leader. Conditionally
|
|
* subtract another 1 if the call is for saving, since interactive
|
|
* saves should not access the last slot. The last slot is reserved
|
|
* for autosaves.
|
|
*/
|
|
const unsigned max_slots_shown = dsc ? m.size() - 2 : m.size() - 1;
|
|
range_for (const unsigned i, xrange(max_slots_shown))
|
|
{
|
|
state_format_savegame_filename(filename[i], i);
|
|
valid = 0;
|
|
if (const auto fp = PHYSFSX_openReadBuffered(filename[i].data()))
|
|
{
|
|
//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)
|
|
{
|
|
PHYSFS_seek(fp, PHYSFS_tell(fp) + sizeof(PHYSFS_sint32) + sizeof(char)*CALLSIGN_LEN+1); // skip state_game_id, callsign
|
|
}
|
|
if ((version >= STATE_COMPATIBLE_VERSION) || (SWAPINT(version) >= STATE_COMPATIBLE_VERSION)) {
|
|
// Read description
|
|
PHYSFS_read(fp, desc[i].data(), desc[i].size(), 1);
|
|
desc[i].back() = 0;
|
|
if (!dsc)
|
|
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]->get_bitmap_data(), THUMBNAIL_W * THUMBNAIL_H, 1);
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (version >= 9) {
|
|
palette_array_t pal;
|
|
PHYSFS_read(fp, &pal[0], sizeof(pal[0]), pal.size());
|
|
gr_remap_bitmap_good(*sc_bmp[i].get(), pal, -1, -1);
|
|
}
|
|
#endif
|
|
nsaves++;
|
|
valid = 1;
|
|
}
|
|
}
|
|
}
|
|
auto &mi = m[i + 1];
|
|
if (!valid) {
|
|
strcpy(desc[i].data(), TXT_EMPTY);
|
|
if (!dsc)
|
|
mi.type = NM_TYPE_TEXT;
|
|
}
|
|
mi.text = desc[i].data();
|
|
if (dsc)
|
|
{
|
|
mi.type = NM_TYPE_INPUT_MENU;
|
|
mi.imenu().text_len = desc[i].size() - 1;
|
|
}
|
|
}
|
|
|
|
if (!dsc && nsaves < 1)
|
|
{
|
|
nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
|
|
return 0;
|
|
}
|
|
|
|
if (blind != blind_save::no && state_quick_item < 0)
|
|
blind = blind_save::no; // haven't picked a slot yet
|
|
|
|
if (blind != blind_save::no)
|
|
choice = state_default_item + 1;
|
|
else
|
|
{
|
|
userdata.citem = 0;
|
|
newmenu_do2(nullptr, caption, max_slots_shown + 1, m.data(), state_callback, &userdata, state_default_item + 1, nullptr);
|
|
choice = userdata.citem;
|
|
}
|
|
|
|
if (choice > 0) {
|
|
fname = filename[choice - 1];
|
|
if (dsc)
|
|
*dsc = desc[choice - 1];
|
|
state_quick_item = state_default_item = choice - 1;
|
|
return choice;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int state_get_save_file(d_game_unique_state::savegame_file_path &fname, d_game_unique_state::savegame_description *const dsc, const blind_save blind_save)
|
|
{
|
|
return state_get_savegame_filename(fname, dsc, "Save Game", blind_save);
|
|
}
|
|
|
|
int state_get_restore_file(d_game_unique_state::savegame_file_path &fname, const blind_save blind_save)
|
|
{
|
|
return state_get_savegame_filename(fname, NULL, "Select Game to Restore", blind_save);
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
// Imagine if C had a function to copy a file...
|
|
static int copy_file(const char *old_file, const char *new_file)
|
|
{
|
|
int buf_size;
|
|
RAIIPHYSFS_File in_file{PHYSFS_openRead(old_file)};
|
|
if (!in_file)
|
|
return -2;
|
|
RAIIPHYSFS_File out_file{PHYSFS_openWrite(new_file)};
|
|
if (!out_file)
|
|
return -1;
|
|
|
|
buf_size = PHYSFS_fileLength(in_file);
|
|
RAIIdmem<sbyte[]> buf;
|
|
for (;;) {
|
|
if (buf_size == 0)
|
|
return -5; // likely to be an empty file
|
|
if (MALLOC(buf, sbyte[], buf_size))
|
|
break;
|
|
buf_size /= 2;
|
|
}
|
|
|
|
while (!PHYSFS_eof(in_file))
|
|
{
|
|
int bytes_read;
|
|
|
|
bytes_read = PHYSFS_read(in_file, buf, 1, buf_size);
|
|
if (bytes_read < 0)
|
|
Error("Cannot read from file <%s>: %s", old_file, PHYSFS_getLastError());
|
|
|
|
Assert(bytes_read == buf_size || PHYSFS_eof(in_file));
|
|
|
|
if (PHYSFS_write(out_file, buf, 1, bytes_read) < bytes_read)
|
|
Error("Cannot write to file <%s>: %s", new_file, PHYSFS_getLastError());
|
|
}
|
|
if (!out_file.close())
|
|
return -4;
|
|
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
int state_save_all(const blind_save blind_save)
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
int state_save_all(const secret_save secret, const blind_save blind_save)
|
|
#endif
|
|
{
|
|
int filenum = -1;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
static constexpr std::integral_constant<secret_save, secret_save::none> secret{};
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
|
|
if (Current_level_num < 0 && secret == secret_save::none)
|
|
{
|
|
HUD_init_message_literal(HM_DEFAULT, "Can't save in secret level!" );
|
|
return 0;
|
|
}
|
|
|
|
if (GameUniqueState.Final_boss_countdown_time) //don't allow save while final boss is dying
|
|
return 0;
|
|
#endif
|
|
|
|
if ( Game_mode & GM_MULTI )
|
|
{
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
multi_initiate_save_game();
|
|
return 0;
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// If this is a secret save and the control center has been destroyed, don't allow
|
|
// return to the base level.
|
|
if (secret != secret_save::none && LevelUniqueControlCenterState.Control_center_destroyed)
|
|
{
|
|
PHYSFS_delete(SECRETB_FILENAME);
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
d_game_unique_state::savegame_file_path filename_storage;
|
|
const char *filename;
|
|
d_game_unique_state::savegame_description desc{};
|
|
{
|
|
pause_game_world_time p;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (secret == secret_save::b) {
|
|
filename = SECRETB_FILENAME;
|
|
} else if (secret == secret_save::c) {
|
|
filename = SECRETC_FILENAME;
|
|
} else
|
|
#endif
|
|
{
|
|
if (!(filenum = state_get_save_file(filename_storage, &desc, blind_save)))
|
|
{
|
|
return 0;
|
|
}
|
|
filename = filename_storage.data();
|
|
}
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// MK, 1/1/96
|
|
// Do special secret level stuff.
|
|
// If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
|
|
// If it doesn't exist, then delete Nsecret.sgc
|
|
if (secret == secret_save::none && !(Game_mode & GM_MULTI_COOP)) {
|
|
char temp_fname[PATH_MAX], fc;
|
|
|
|
if (filenum != -1) {
|
|
|
|
if (filenum >= 10)
|
|
fc = (filenum-10) + 'a';
|
|
else
|
|
fc = '0' + filenum;
|
|
|
|
snprintf(temp_fname, sizeof(temp_fname), PLAYER_DIRECTORY_STRING("%csecret.sgc"), fc);
|
|
|
|
if (PHYSFSX_exists(temp_fname,0))
|
|
{
|
|
if (!PHYSFS_delete(temp_fname))
|
|
Error("Cannot delete file <%s>: %s", temp_fname, PHYSFS_getLastError());
|
|
}
|
|
|
|
if (PHYSFSX_exists(SECRETC_FILENAME,0))
|
|
{
|
|
const int rval = copy_file(SECRETC_FILENAME, temp_fname);
|
|
Assert(rval == 0); // Oops, error copying secret.sgc to temp_fname!
|
|
(void)rval;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
const int rval = state_save_all_sub(filename, desc.data());
|
|
|
|
if (rval && secret == secret_save::none)
|
|
HUD_init_message_literal(HM_DEFAULT, "Game saved");
|
|
|
|
return rval;
|
|
}
|
|
|
|
int state_save_all_sub(const char *filename, const char *desc)
|
|
{
|
|
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &vcobjptr = Objects.vcptr;
|
|
auto &vmobjptr = Objects.vmptr;
|
|
auto &LevelUniqueMorphObjectState = LevelUniqueObjectState.MorphObjectState;
|
|
auto &RobotCenters = LevelSharedRobotcenterState.RobotCenters;
|
|
auto &Station = LevelUniqueFuelcenterState.Station;
|
|
fix tmptime32 = 0;
|
|
|
|
#ifndef NDEBUG
|
|
if (CGameArg.SysUsePlayersDir && strncmp(filename, PLAYER_DIRECTORY_TEXT, sizeof(PLAYER_DIRECTORY_TEXT) - 1))
|
|
Int3();
|
|
#endif
|
|
|
|
auto fp = PHYSFSX_openWriteBuffered(filename);
|
|
if ( !fp ) {
|
|
con_printf(CON_URGENT, "Failed to open %s: %s", filename, PHYSFS_getLastError());
|
|
nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
|
|
return 0;
|
|
}
|
|
|
|
pause_game_world_time p;
|
|
|
|
//Save id
|
|
PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
|
|
|
|
//Save version
|
|
{
|
|
const int 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(unsigned), 1);
|
|
PHYSFS_write(fp, &get_local_player().callsign, sizeof(char)*CALLSIGN_LEN+1, 1);
|
|
}
|
|
|
|
//Save description
|
|
PHYSFS_write(fp, desc, 20, 1);
|
|
|
|
// Save the current screen shot...
|
|
|
|
auto cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
|
|
{
|
|
render_frame(*cnv, 0);
|
|
|
|
{
|
|
#if DXX_USE_OGL
|
|
RAIIdmem<uint8_t[]> buf;
|
|
MALLOC(buf, uint8_t[], THUMBNAIL_W * THUMBNAIL_H * 4);
|
|
#if !DXX_USE_OGLES
|
|
GLint gl_draw_buffer;
|
|
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.get());
|
|
int k;
|
|
k = THUMBNAIL_H;
|
|
for (unsigned i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++)
|
|
{
|
|
int j;
|
|
if (!(j = i % THUMBNAIL_W))
|
|
k--;
|
|
cnv->cv_bitmap.get_bitmap_data()[THUMBNAIL_W * k + j] =
|
|
gr_find_closest_color(buf[4*i]/4, buf[4*i+1]/4, buf[4*i+2]/4);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
PHYSFS_write(fp, &gr_palette[0], sizeof(gr_palette[0]), gr_palette.size());
|
|
#endif
|
|
}
|
|
|
|
// Save the Between levels flag...
|
|
{
|
|
const int i = 0;
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
}
|
|
|
|
// Save the mission info...
|
|
savegame_mission_path mission_pathname{};
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
mission_pathname.original[1] = static_cast<uint8_t>(Current_mission->descent_version);
|
|
#endif
|
|
mission_pathname.original.back() = static_cast<uint8_t>(savegame_mission_name_abi::pathname);
|
|
auto Current_mission_pathname = Current_mission->path.c_str();
|
|
// Current_mission_filename is not necessarily 9 bytes long so for saving we use a proper string - preventing corruptions
|
|
snprintf(mission_pathname.full.data(), mission_pathname.full.size(), "%s", Current_mission_pathname);
|
|
PHYSFS_write(fp, &mission_pathname, sizeof(mission_pathname), 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);
|
|
const auto &plrobj = get_local_plrobj();
|
|
auto &player_info = plrobj.ctype.player_info;
|
|
state_write_player(fp, get_local_player(), relocated_player_data{
|
|
plrobj.shields,
|
|
static_cast<int16_t>(LevelUniqueObjectState.accumulated_robots),
|
|
static_cast<int16_t>(GameUniqueState.accumulated_robots),
|
|
static_cast<uint16_t>(GameUniqueState.total_hostages),
|
|
static_cast<uint8_t>(LevelUniqueObjectState.total_hostages)
|
|
}, player_info);
|
|
|
|
// Save the current weapon info
|
|
{
|
|
int8_t v = static_cast<int8_t>(static_cast<primary_weapon_index_t>(player_info.Primary_weapon));
|
|
PHYSFS_write(fp, &v, sizeof(int8_t), 1);
|
|
}
|
|
{
|
|
int8_t v = static_cast<int8_t>(static_cast<secondary_weapon_index_t>(player_info.Secondary_weapon));
|
|
PHYSFS_write(fp, &v, sizeof(int8_t), 1);
|
|
}
|
|
|
|
// Save the difficulty level
|
|
{
|
|
const int Difficulty_level = GameUniqueState.Difficulty_level;
|
|
PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
|
|
}
|
|
|
|
// Save cheats enabled
|
|
PHYSFS_write(fp, &cheats.enabled, sizeof(int), 1);
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
PHYSFS_write(fp, &cheats.turbo, sizeof(int), 1);
|
|
#endif
|
|
|
|
//Finish all morph objects
|
|
range_for (const auto &&objp, vmobjptr)
|
|
{
|
|
if (objp->type != OBJ_NONE && objp->render_type == RT_MORPH)
|
|
{
|
|
if (const auto umd = find_morph_data(LevelUniqueMorphObjectState, objp))
|
|
{
|
|
const auto md = umd->get();
|
|
md->obj->control_type = md->morph_save_control_type;
|
|
set_object_movement_type(*md->obj, md->morph_save_movement_type);
|
|
md->obj->render_type = RT_POLYOBJ;
|
|
md->obj->mtype.phys_info = md->morph_save_phys_info;
|
|
umd->reset();
|
|
} else { //maybe loaded half-morphed from disk
|
|
objp->flags |= OF_SHOULD_BE_DEAD;
|
|
objp->render_type = RT_POLYOBJ;
|
|
objp->control_type = CT_NONE;
|
|
objp->movement_type = MT_NONE;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Save object info
|
|
{
|
|
const int i = Highest_object_index+1;
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
}
|
|
{
|
|
object_rw None{};
|
|
None.type = OBJ_NONE;
|
|
range_for (const auto &&objp, vcobjptr)
|
|
{
|
|
object_rw obj_rw;
|
|
auto &obj = *objp;
|
|
PHYSFS_write(fp, obj.type == OBJ_NONE ? &None : (state_object_to_object_rw(objp, &obj_rw), &obj_rw), sizeof(obj_rw), 1);
|
|
}
|
|
}
|
|
|
|
//Save wall info
|
|
{
|
|
auto &Walls = LevelUniqueWallSubsystemState.Walls;
|
|
auto &vcwallptr = Walls.vcptr;
|
|
{
|
|
const int i = Walls.get_count();
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
}
|
|
range_for (const auto &&w, vcwallptr)
|
|
wall_write(fp, *w, 0x7fff);
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
//Save exploding wall info
|
|
expl_wall_write(Walls.vmptr, fp);
|
|
#endif
|
|
}
|
|
|
|
//Save door info
|
|
{
|
|
auto &ActiveDoors = LevelUniqueWallSubsystemState.ActiveDoors;
|
|
{
|
|
const int i = ActiveDoors.get_count();
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
}
|
|
range_for (auto &&ad, ActiveDoors.vcptr)
|
|
active_door_write(fp, ad);
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
//Save cloaking wall info
|
|
{
|
|
auto &CloakingWalls = LevelUniqueWallSubsystemState.CloakingWalls;
|
|
{
|
|
const int i = CloakingWalls.get_count();
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
}
|
|
range_for (auto &&w, CloakingWalls.vcptr)
|
|
cloaking_wall_write(w, fp);
|
|
}
|
|
#endif
|
|
|
|
//Save trigger info
|
|
{
|
|
auto &Triggers = LevelUniqueWallSubsystemState.Triggers;
|
|
{
|
|
unsigned num_triggers = Triggers.get_count();
|
|
PHYSFS_write(fp, &num_triggers, sizeof(int), 1);
|
|
}
|
|
range_for (const trigger &vt, Triggers.vcptr)
|
|
trigger_write(fp, vt);
|
|
}
|
|
|
|
//Save tmap info
|
|
range_for (const auto &&segp, vcsegptr)
|
|
{
|
|
range_for (const auto &e, enumerate(segp->shared_segment::sides)) // d_zip
|
|
{
|
|
segment_side_wall_tmap_write(fp, e.value, segp->unique_segment::sides[e.idx]);
|
|
}
|
|
}
|
|
|
|
// Save the fuelcen info
|
|
{
|
|
const int Control_center_destroyed = LevelUniqueControlCenterState.Control_center_destroyed;
|
|
PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1);
|
|
}
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
PHYSFS_write(fp, &LevelUniqueControlCenterState.Countdown_seconds_left, sizeof(int), 1);
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
PHYSFS_write(fp, &LevelUniqueControlCenterState.Countdown_timer, sizeof(int), 1);
|
|
#endif
|
|
const unsigned Num_robot_centers = LevelSharedRobotcenterState.Num_robot_centers;
|
|
PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1);
|
|
range_for (auto &r, partial_const_range(RobotCenters, Num_robot_centers))
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
matcen_info_write(fp, r, STATE_MATCEN_VERSION);
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
matcen_info_write(fp, r, 0x7f);
|
|
#endif
|
|
control_center_triggers_write(&ControlCenterTriggers, fp);
|
|
const auto Num_fuelcenters = LevelUniqueFuelcenterState.Num_fuelcenters;
|
|
PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1);
|
|
range_for (auto &s, partial_range(Station, Num_fuelcenters))
|
|
{
|
|
#if defined(DXX_BUILD_DESCENT_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 (s.Type == SEGMENT_IS_CONTROLCEN)
|
|
s.Timer = LevelUniqueControlCenterState.Countdown_timer;
|
|
#endif
|
|
fuelcen_write(fp, s);
|
|
}
|
|
|
|
// Save the control cen info
|
|
{
|
|
const int Control_center_been_hit = LevelUniqueControlCenterState.Control_center_been_hit;
|
|
PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1);
|
|
}
|
|
{
|
|
const auto cc = static_cast<int>(LevelUniqueControlCenterState.Control_center_player_been_seen);
|
|
PHYSFS_write(fp, &cc, sizeof(int), 1);
|
|
}
|
|
PHYSFS_write(fp, &LevelUniqueControlCenterState.Frametime_until_next_fire, sizeof(int), 1);
|
|
{
|
|
const int Control_center_present = LevelUniqueControlCenterState.Control_center_present;
|
|
PHYSFS_write(fp, &Control_center_present, sizeof(int), 1);
|
|
}
|
|
{
|
|
const auto Dead_controlcen_object_num = LevelUniqueControlCenterState.Dead_controlcen_object_num;
|
|
int dead_controlcen_object_num = Dead_controlcen_object_num == object_none ? -1 : Dead_controlcen_object_num;
|
|
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, LevelUniqueAutomapState.Automap_visited.data(), sizeof(uint8_t), std::max<std::size_t>(Highest_segment_index + 1, MAX_SEGMENTS_ORIGINAL));
|
|
|
|
PHYSFS_write(fp, &state_game_id, sizeof(unsigned), 1);
|
|
{
|
|
const int i = 0;
|
|
PHYSFS_write(fp, &cheats.rapidfire, sizeof(int), 1);
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
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);
|
|
#endif
|
|
PHYSFS_write(fp, &i, sizeof(int), 1); // was Lunacy
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
PHYSFS_write(fp, &i, sizeof(int), 1); // was Lunacy, too... and one was Ugly robot stuff a long time ago...
|
|
|
|
// Save automap marker info
|
|
|
|
range_for (int m, MarkerState.imobjidx)
|
|
{
|
|
if (m == object_none)
|
|
m = -1;
|
|
PHYSFS_write(fp, &m, sizeof(m), 1);
|
|
}
|
|
PHYSFS_seek(fp, PHYSFS_tell(fp) + (NUM_MARKERS)*(CALLSIGN_LEN+1)); // PHYSFS_write(fp, MarkerOwner, sizeof(MarkerOwner), 1); MarkerOwner is obsolete
|
|
range_for (const auto &m, MarkerState.message)
|
|
PHYSFS_write(fp, m.data(), m.size(), 1);
|
|
|
|
PHYSFS_write(fp, &Afterburner_charge, sizeof(fix), 1);
|
|
|
|
//save last was super information
|
|
{
|
|
auto &Primary_last_was_super = player_info.Primary_last_was_super;
|
|
array<uint8_t, MAX_PRIMARY_WEAPONS> last_was_super{};
|
|
/* Descent 2 shipped with Primary_last_was_super and
|
|
* Secondary_last_was_super each sized to contain MAX_*_WEAPONS,
|
|
* but only the first half of those are ever used.
|
|
* Unfortunately, the save file format is defined as saving
|
|
* MAX_*_WEAPONS for each. Copy into a temporary, then write
|
|
* the temporary to the file.
|
|
*/
|
|
for (uint_fast32_t j = primary_weapon_index_t::VULCAN_INDEX; j != primary_weapon_index_t::SUPER_LASER_INDEX; ++j)
|
|
{
|
|
if (Primary_last_was_super & (1 << j))
|
|
last_was_super[j] = 1;
|
|
}
|
|
PHYSFS_write(fp, &last_was_super, MAX_PRIMARY_WEAPONS, 1);
|
|
auto &Secondary_last_was_super = player_info.Secondary_last_was_super;
|
|
for (uint_fast32_t j = secondary_weapon_index_t::CONCUSSION_INDEX; j != secondary_weapon_index_t::SMISSILE1_INDEX; ++j)
|
|
{
|
|
if (Secondary_last_was_super & (1 << j))
|
|
last_was_super[j] = 1;
|
|
}
|
|
PHYSFS_write(fp, &last_was_super, MAX_SECONDARY_WEAPONS, 1);
|
|
}
|
|
|
|
// Save flash effect stuff
|
|
PHYSFS_write(fp, &Flash_effect, sizeof(int), 1);
|
|
if (Time_flash_last_played - GameTime64 < F1_0*(-18000))
|
|
tmptime32 = F1_0*(-18000);
|
|
else
|
|
tmptime32 = Time_flash_last_played - GameTime64;
|
|
PHYSFS_write(fp, &tmptime32, sizeof(fix), 1);
|
|
PHYSFS_write(fp, &PaletteRedAdd, sizeof(int), 1);
|
|
PHYSFS_write(fp, &PaletteGreenAdd, sizeof(int), 1);
|
|
PHYSFS_write(fp, &PaletteBlueAdd, sizeof(int), 1);
|
|
{
|
|
union {
|
|
array<uint8_t, MAX_SEGMENTS> light_subtracted;
|
|
array<uint8_t, MAX_SEGMENTS_ORIGINAL> light_subtracted_original;
|
|
};
|
|
const auto &&r = make_range(vcsegptr);
|
|
const unsigned count = (Highest_segment_index + 1 > MAX_SEGMENTS_ORIGINAL)
|
|
? vcsegptr.count()
|
|
: (light_subtracted_original = {}, MAX_SEGMENTS_ORIGINAL);
|
|
auto j = light_subtracted.begin();
|
|
range_for (const auto &&segp, r)
|
|
*j++ = segp->light_subtracted;
|
|
PHYSFS_write(fp, light_subtracted.data(), sizeof(uint8_t), count);
|
|
}
|
|
PHYSFS_write(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
|
|
auto &Omega_charge = player_info.Omega_charge;
|
|
PHYSFS_write(fp, &Omega_charge, sizeof(Omega_charge), 1);
|
|
#endif
|
|
}
|
|
|
|
// Save Coop Info
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
{
|
|
/* Write local player's shields for everyone. Remote players'
|
|
* shields are ignored, and using local everywhere is cheaper
|
|
* than using it only for the one slot where it may matter.
|
|
*/
|
|
const auto shields = plrobj.shields;
|
|
const relocated_player_data rpd{shields, 0, 0, 0, 0};
|
|
// I know, I know we only allow 4 players in coop. I screwed that up. But if we ever allow 8 players in coop, who's gonna laugh then?
|
|
range_for (auto &i, partial_const_range(Players, MAX_PLAYERS))
|
|
{
|
|
state_write_player(fp, i, rpd, player_info);
|
|
}
|
|
PHYSFS_write(fp, Netgame.mission_title.data(), Netgame.mission_title.size(), 1);
|
|
PHYSFS_write(fp, Netgame.mission_name.data(), Netgame.mission_name.size(), 1);
|
|
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);
|
|
PHYSFS_write(fp, &Netgame.level_time, sizeof(int), 1);
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
// Set the player's position from the globals Secret_return_segment and Secret_return_orient.
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
void set_pos_from_return_segment(void)
|
|
{
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &vmobjptr = Objects.vmptr;
|
|
auto &vmobjptridx = Objects.vmptridx;
|
|
const auto &&plobjnum = vmobjptridx(get_local_player().objnum);
|
|
const auto &&segp = vmsegptridx(LevelSharedSegmentState.Secret_return_segment);
|
|
auto &Vertices = LevelSharedVertexState.get_vertices();
|
|
auto &vcvertptr = Vertices.vcptr;
|
|
compute_segment_center(vcvertptr, plobjnum->pos, segp);
|
|
obj_relink(vmobjptr, vmsegptr, plobjnum, segp);
|
|
reset_player_object();
|
|
plobjnum->orient = LevelSharedSegmentState.Secret_return_orient;
|
|
}
|
|
#endif
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
int state_restore_all(const int in_game, std::nullptr_t, const blind_save blind)
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
int state_restore_all(const int in_game, const secret_restore secret, const char *const filename_override, const blind_save blind)
|
|
#endif
|
|
{
|
|
int filenum = -1;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
static constexpr std::integral_constant<secret_restore, secret_restore::none> secret{};
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if (in_game && Current_level_num < 0 && secret == secret_restore::none)
|
|
{
|
|
HUD_init_message_literal(HM_DEFAULT, "Can't restore in secret level!" );
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
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;
|
|
}
|
|
|
|
d_game_unique_state::savegame_file_path filename_storage;
|
|
const char *filename;
|
|
{
|
|
pause_game_world_time p;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (filename_override) {
|
|
filename = filename_override;
|
|
filenum = NUM_SAVES+1; // place outside of save slots
|
|
} else
|
|
#endif
|
|
{
|
|
if (!(filenum = state_get_restore_file(filename_storage, blind)))
|
|
{
|
|
return 0;
|
|
}
|
|
filename = filename_storage.data();
|
|
}
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// MK, 1/1/96
|
|
// Do special secret level stuff.
|
|
// If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
|
|
// If it doesn't exist, then delete secret.sgc
|
|
if (secret == secret_restore::none)
|
|
{
|
|
int rval;
|
|
char temp_fname[PATH_MAX], fc;
|
|
|
|
if (filenum != -1) {
|
|
if (filenum >= 10)
|
|
fc = (filenum-10) + 'a';
|
|
else
|
|
fc = '0' + filenum;
|
|
|
|
snprintf(temp_fname, sizeof(temp_fname), PLAYER_DIRECTORY_STRING("%csecret.sgc"), fc);
|
|
|
|
if (PHYSFSX_exists(temp_fname,0))
|
|
{
|
|
rval = copy_file(temp_fname, SECRETC_FILENAME);
|
|
Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
|
|
(void)rval;
|
|
} else
|
|
PHYSFS_delete(SECRETC_FILENAME);
|
|
}
|
|
}
|
|
#endif
|
|
if (secret == secret_restore::none && in_game && blind == blind_save::no)
|
|
{
|
|
int choice;
|
|
choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
|
|
if ( choice != 0 ) {
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
return state_restore_all_sub(
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
LevelSharedSegmentState.DestructibleLights, secret,
|
|
#endif
|
|
filename);
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
int state_restore_all_sub(const char *filename)
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
int state_restore_all_sub(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const secret_restore secret, const char *const filename)
|
|
#endif
|
|
{
|
|
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &vmobjptr = Objects.vmptr;
|
|
auto &vmobjptridx = Objects.vmptridx;
|
|
auto &RobotCenters = LevelSharedRobotcenterState.RobotCenters;
|
|
auto &Station = LevelUniqueFuelcenterState.Station;
|
|
int version, coop_player_got[MAX_PLAYERS], coop_org_objnum = get_local_player().objnum;
|
|
int swap = 0; // if file is not endian native, have to swap all shorts and ints
|
|
int current_level;
|
|
char id[5];
|
|
fix tmptime32 = 0;
|
|
array<array<short, MAX_SIDES_PER_SEGMENT>, MAX_SEGMENTS> TempTmapNum, TempTmapNum2;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
static constexpr std::integral_constant<secret_restore, secret_restore::none> secret{};
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
|
|
fix64 old_gametime = GameTime64;
|
|
#endif
|
|
|
|
#ifndef NDEBUG
|
|
if (CGameArg.SysUsePlayersDir && strncmp(filename, PLAYER_DIRECTORY_TEXT, sizeof(PLAYER_DIRECTORY_TEXT) - 1))
|
|
Int3();
|
|
#endif
|
|
|
|
auto fp = PHYSFSX_openReadBuffered(filename);
|
|
if ( !fp ) return 0;
|
|
|
|
//Read id
|
|
PHYSFS_read(fp, id, sizeof(char) * 4, 1);
|
|
if ( memcmp( id, dgss_id, 4 )) {
|
|
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) {
|
|
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)
|
|
{
|
|
callsign_t saved_callsign;
|
|
state_game_id = PHYSFSX_readSXE32(fp, swap);
|
|
PHYSFS_read(fp, &saved_callsign, sizeof(char)*CALLSIGN_LEN+1, 1);
|
|
if (!(saved_callsign == get_local_player().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;
|
|
}
|
|
}
|
|
|
|
// Read description
|
|
d_game_unique_state::savegame_description desc;
|
|
PHYSFS_read(fp, desc.data(), 20, 1);
|
|
desc.back() = 0;
|
|
|
|
// Skip the current screen shot...
|
|
PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// And now...skip the goddamn palette stuff that somebody forgot to add
|
|
PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
|
|
#endif
|
|
// Read the Between levels flag...
|
|
PHYSFSX_readSXE32(fp, swap);
|
|
|
|
// Read the mission info...
|
|
savegame_mission_path mission_pathname{};
|
|
PHYSFS_read(fp, mission_pathname.original.data(), mission_pathname.original.size(), 1);
|
|
mission_name_type name_match_mode;
|
|
mission_entry_predicate mission_predicate;
|
|
switch (static_cast<savegame_mission_name_abi>(mission_pathname.original.back()))
|
|
{
|
|
case savegame_mission_name_abi::original: /* Save game without the ability to do extended mission names */
|
|
name_match_mode = mission_name_type::basename;
|
|
mission_predicate.filesystem_name = mission_pathname.original.data();
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
mission_predicate.check_version = false;
|
|
#endif
|
|
break;
|
|
case savegame_mission_name_abi::pathname: /* Save game with extended mission name */
|
|
{
|
|
PHYSFS_read(fp, mission_pathname.full.data(), mission_pathname.full.size(), 1);
|
|
if (mission_pathname.full.back())
|
|
{
|
|
nm_messagebox("ERROR", 1, TXT_OK, "Unable to load game\nUnrecognized mission name format");
|
|
return 0;
|
|
}
|
|
}
|
|
name_match_mode = mission_name_type::pathname;
|
|
mission_predicate.filesystem_name = mission_pathname.full.data();
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
mission_predicate.check_version = true;
|
|
mission_predicate.descent_version = static_cast<Mission::descent_version_type>(mission_pathname.original[1]);
|
|
#endif
|
|
break;
|
|
default: /* Save game written by a future version of Rebirth. ABI unknown. */
|
|
nm_messagebox("ERROR", 1, TXT_OK, "Unable to load game\nUnrecognized save game format");
|
|
return 0;
|
|
}
|
|
|
|
if (const auto errstr = load_mission_by_name(mission_predicate, name_match_mode))
|
|
{
|
|
nm_messagebox("ERROR", 1, TXT_OK, "Unable to load mission\n'%s'\n\n%s", mission_pathname.full.data(), errstr);
|
|
return 0;
|
|
}
|
|
|
|
//Read level info
|
|
current_level = PHYSFSX_readSXE32(fp, swap);
|
|
PHYSFS_seek(fp, PHYSFS_tell(fp) + sizeof(PHYSFS_sint32)); // skip Next_level_num
|
|
|
|
//Restore GameTime
|
|
tmptime32 = PHYSFSX_readSXE32(fp, swap);
|
|
GameTime64 = static_cast<fix64>(tmptime32);
|
|
|
|
// Start new game....
|
|
callsign_t org_callsign;
|
|
LevelUniqueObjectState.accumulated_robots = 0;
|
|
LevelUniqueObjectState.total_hostages = 0;
|
|
GameUniqueState.accumulated_robots = 0;
|
|
GameUniqueState.total_hostages = 0;
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
{
|
|
Game_mode = GM_NORMAL;
|
|
change_playernum_to(0);
|
|
N_players = 1;
|
|
auto &callsign = vmplayerptr(0u)->callsign;
|
|
callsign = InterfaceUniqueState.PilotName;
|
|
org_callsign = callsign;
|
|
if (secret == secret_restore::none)
|
|
{
|
|
InitPlayerObject(); //make sure player's object set up
|
|
init_player_stats_game(0); //clear all stats
|
|
}
|
|
}
|
|
else // in coop we want to stay the player we are already.
|
|
{
|
|
org_callsign = get_local_player().callsign;
|
|
if (secret == secret_restore::none)
|
|
init_player_stats_game(Player_num);
|
|
}
|
|
|
|
if (Game_wind)
|
|
window_set_visible(Game_wind, 0);
|
|
|
|
//Read player info
|
|
|
|
{
|
|
player_info pl_info;
|
|
relocated_player_data rpd;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
player_info ret_pl_info;
|
|
ret_pl_info.mission.hostages_on_board = get_local_plrobj().ctype.player_info.mission.hostages_on_board;
|
|
#endif
|
|
{
|
|
#if DXX_USE_EDITOR
|
|
// Don't bother with the other game sequence stuff if loading saved game in editor
|
|
if (EditorWindow)
|
|
LoadLevel(current_level, 1);
|
|
else
|
|
#endif
|
|
StartNewLevelSub(current_level, 1, secret);
|
|
|
|
auto &plr = get_local_player();
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
auto &plrobj = get_local_plrobj();
|
|
if (secret != secret_restore::none) {
|
|
player dummy_player;
|
|
state_read_player(fp, dummy_player, swap, pl_info, rpd);
|
|
if (secret == secret_restore::survived) { // This means he didn't die, so he keeps what he got in the secret level.
|
|
const auto hostages_on_board = ret_pl_info.mission.hostages_on_board;
|
|
ret_pl_info = plrobj.ctype.player_info;
|
|
ret_pl_info.mission.hostages_on_board = hostages_on_board;
|
|
rpd.shields = plrobj.shields;
|
|
plr.level = dummy_player.level;
|
|
plr.time_level = dummy_player.time_level;
|
|
|
|
ret_pl_info.homing_object_dist = -1;
|
|
plr.hours_level = dummy_player.hours_level;
|
|
plr.hours_total = dummy_player.hours_total;
|
|
do_cloak_invul_secret_stuff(old_gametime, ret_pl_info);
|
|
} else {
|
|
plr = dummy_player;
|
|
// Keep keys even if they died on secret level (otherwise game becomes impossible)
|
|
// Example: Cameron 'Stryker' Fultz's Area 51
|
|
pl_info.powerup_flags |= (plrobj.ctype.player_info.powerup_flags &
|
|
(PLAYER_FLAGS_BLUE_KEY |
|
|
PLAYER_FLAGS_RED_KEY |
|
|
PLAYER_FLAGS_GOLD_KEY));
|
|
}
|
|
} else
|
|
#endif
|
|
{
|
|
state_read_player(fp, plr, swap, pl_info, rpd);
|
|
}
|
|
LevelUniqueObjectState.accumulated_robots = rpd.num_robots_level;
|
|
LevelUniqueObjectState.total_hostages = rpd.hostages_level;
|
|
GameUniqueState.accumulated_robots = rpd.num_robots_total;
|
|
GameUniqueState.total_hostages = rpd.hostages_total;
|
|
}
|
|
{
|
|
auto &plr = get_local_player();
|
|
plr.callsign = org_callsign;
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
plr.objnum = coop_org_objnum;
|
|
}
|
|
|
|
auto &Primary_weapon = pl_info.Primary_weapon;
|
|
// Restore the weapon states
|
|
{
|
|
int8_t v;
|
|
PHYSFS_read(fp, &v, sizeof(int8_t), 1);
|
|
Primary_weapon = static_cast<primary_weapon_index_t>(v);
|
|
}
|
|
auto &Secondary_weapon = pl_info.Secondary_weapon;
|
|
{
|
|
int8_t v;
|
|
PHYSFS_read(fp, &v, sizeof(int8_t), 1);
|
|
Secondary_weapon = static_cast<secondary_weapon_index_t>(v);
|
|
}
|
|
|
|
select_primary_weapon(pl_info, nullptr, Primary_weapon, 0);
|
|
select_secondary_weapon(pl_info, nullptr, Secondary_weapon, 0);
|
|
|
|
// Restore the difficulty level
|
|
{
|
|
const unsigned u = PHYSFSX_readSXE32(fp, swap);
|
|
GameUniqueState.Difficulty_level = cast_clamp_difficulty(u);
|
|
}
|
|
|
|
// Restore the cheats enabled flag
|
|
game_disable_cheats(); // disable cheats first
|
|
cheats.enabled = PHYSFSX_readSXE32(fp, swap);
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
cheats.turbo = PHYSFSX_readSXE32(fp, swap);
|
|
#endif
|
|
|
|
Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
|
|
|
|
//Clear out all the objects from the lvl file
|
|
range_for (const auto &&segp, vmsegptr)
|
|
{
|
|
segp->objects = object_none;
|
|
}
|
|
reset_objects(LevelUniqueObjectState, 1);
|
|
|
|
//Read objects, and pop 'em into their respective segments.
|
|
{
|
|
const int i = PHYSFSX_readSXE32(fp, swap);
|
|
Objects.set_count(i);
|
|
}
|
|
range_for (const auto &&objp, vmobjptr)
|
|
{
|
|
object_rw obj_rw;
|
|
PHYSFS_read(fp, &obj_rw, sizeof(obj_rw), 1);
|
|
object_rw_swap(&obj_rw, swap);
|
|
state_object_rw_to_object(&obj_rw, objp);
|
|
}
|
|
|
|
range_for (const auto &&obj, vmobjptridx)
|
|
{
|
|
obj->rtype.pobj_info.alt_textures = -1;
|
|
if ( obj->type != OBJ_NONE ) {
|
|
const auto segnum = obj->segnum;
|
|
obj_link_unchecked(Objects.vmptr, obj, Segments.vmptridx(segnum));
|
|
}
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
//look for, and fix, boss with bogus shields
|
|
if (obj->type == OBJ_ROBOT && Robot_info[get_robot_id(obj)].boss_flag) {
|
|
fix save_shields = obj->shields;
|
|
|
|
copy_defaults_to_robot(obj); //calculate starting shields
|
|
|
|
//if in valid range, use loaded shield value
|
|
if (save_shields > 0 && save_shields <= obj->shields)
|
|
obj->shields = save_shields;
|
|
else
|
|
obj->shields /= 2; //give player a break
|
|
}
|
|
#endif
|
|
}
|
|
special_reset_objects(LevelUniqueObjectState);
|
|
/* Reload plrobj reference. The player's object number may have
|
|
* been changed by the state_object_rw_to_object call.
|
|
*/
|
|
auto &plrobj = get_local_plrobj();
|
|
plrobj.shields = rpd.shields;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (secret == secret_restore::survived)
|
|
{ // This means he didn't die, so he keeps what he got in the secret level.
|
|
ret_pl_info.mission.last_score = pl_info.mission.last_score;
|
|
plrobj.ctype.player_info = ret_pl_info;
|
|
}
|
|
else
|
|
#endif
|
|
plrobj.ctype.player_info = pl_info;
|
|
}
|
|
/* Reload plrobj reference. This is unnecessary for correctness,
|
|
* but is required by scoping rules, since the previous correct copy
|
|
* goes out of scope when pl_info goes out of scope, and that needs
|
|
* to be removed from scope to avoid a shadow warning when
|
|
* cooperative players are loaded below.
|
|
*/
|
|
auto &plrobj = get_local_plrobj();
|
|
|
|
// 1 = Didn't die on secret level.
|
|
// 2 = Died on secret level.
|
|
if (secret != secret_restore::none && (Current_level_num >= 0)) {
|
|
set_pos_from_return_segment();
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (secret == secret_restore::died)
|
|
init_player_stats_new_ship(Player_num);
|
|
#endif
|
|
}
|
|
|
|
//Restore wall info
|
|
init_exploding_walls();
|
|
{
|
|
auto &Walls = LevelUniqueWallSubsystemState.Walls;
|
|
Walls.set_count(PHYSFSX_readSXE32(fp, swap));
|
|
range_for (const auto &&w, Walls.vmptr)
|
|
wall_read(fp, *w);
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
//now that we have the walls, check if any sounds are linked to
|
|
//walls that are now open
|
|
range_for (const auto &&wp, Walls.vcptr)
|
|
{
|
|
auto &w = *wp;
|
|
if (w.type == WALL_OPEN)
|
|
digi_kill_sound_linked_to_segment(w.segnum,w.sidenum,-1); //-1 means kill any sound
|
|
}
|
|
|
|
//Restore exploding wall info
|
|
if (version >= 10) {
|
|
unsigned i = PHYSFSX_readSXE32(fp, swap);
|
|
expl_wall_read_n_swap(Walls.vmptr, fp, swap, i);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//Restore door info
|
|
{
|
|
auto &ActiveDoors = LevelUniqueWallSubsystemState.ActiveDoors;
|
|
ActiveDoors.set_count(PHYSFSX_readSXE32(fp, swap));
|
|
range_for (auto &&ad, ActiveDoors.vmptr)
|
|
active_door_read(fp, ad);
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (version >= 14) { //Restore cloaking wall info
|
|
unsigned num_cloaking_walls = PHYSFSX_readSXE32(fp, swap);
|
|
auto &CloakingWalls = LevelUniqueWallSubsystemState.CloakingWalls;
|
|
CloakingWalls.set_count(num_cloaking_walls);
|
|
range_for (auto &&w, CloakingWalls.vmptr)
|
|
cloaking_wall_read(w, fp);
|
|
}
|
|
#endif
|
|
|
|
//Restore trigger info
|
|
{
|
|
auto &Triggers = LevelUniqueWallSubsystemState.Triggers;
|
|
Triggers.set_count(PHYSFSX_readSXE32(fp, swap));
|
|
range_for (trigger &t, Triggers.vmptr)
|
|
trigger_read(fp, t);
|
|
}
|
|
|
|
//Restore tmap info (to temp values so we can use compiled-in tmap info to compute static_light
|
|
range_for (const auto &&segp, vmsegptridx)
|
|
{
|
|
range_for (const unsigned j, xrange(6u))
|
|
{
|
|
segp->shared_segment::sides[j].wall_num = PHYSFSX_readSXE16(fp, swap);
|
|
TempTmapNum[segp][j] = PHYSFSX_readSXE16(fp, swap);
|
|
TempTmapNum2[segp][j] = PHYSFSX_readSXE16(fp, swap);
|
|
}
|
|
}
|
|
|
|
//Restore the fuelcen info
|
|
LevelUniqueControlCenterState.Control_center_destroyed = PHYSFSX_readSXE32(fp, swap);
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
LevelUniqueControlCenterState.Countdown_seconds_left = PHYSFSX_readSXE32(fp, swap);
|
|
LevelUniqueControlCenterState.Countdown_timer = 0;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
LevelUniqueControlCenterState.Countdown_timer = PHYSFSX_readSXE32(fp, swap);
|
|
#endif
|
|
const unsigned Num_robot_centers = PHYSFSX_readSXE32(fp, swap);
|
|
LevelSharedRobotcenterState.Num_robot_centers = Num_robot_centers;
|
|
range_for (auto &r, partial_range(RobotCenters, Num_robot_centers))
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
matcen_info_read(fp, r, STATE_MATCEN_VERSION);
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
matcen_info_read(fp, r);
|
|
#endif
|
|
control_center_triggers_read(&ControlCenterTriggers, fp);
|
|
const unsigned Num_fuelcenters = PHYSFSX_readSXE32(fp, swap);
|
|
LevelUniqueFuelcenterState.Num_fuelcenters = Num_fuelcenters;
|
|
range_for (auto &s, partial_range(Station, Num_fuelcenters))
|
|
{
|
|
fuelcen_read(fp, s);
|
|
#if defined(DXX_BUILD_DESCENT_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 (s.Type == SEGMENT_IS_CONTROLCEN)
|
|
LevelUniqueControlCenterState.Countdown_timer = s.Timer;
|
|
#endif
|
|
}
|
|
|
|
// Restore the control cen info
|
|
LevelUniqueControlCenterState.Control_center_been_hit = PHYSFSX_readSXE32(fp, swap);
|
|
{
|
|
const int cc = PHYSFSX_readSXE32(fp, swap);
|
|
LevelUniqueControlCenterState.Control_center_player_been_seen = static_cast<player_visibility_state>(cc);
|
|
}
|
|
LevelUniqueControlCenterState.Frametime_until_next_fire = PHYSFSX_readSXE32(fp, swap);
|
|
LevelUniqueControlCenterState.Control_center_present = PHYSFSX_readSXE32(fp, swap);
|
|
LevelUniqueControlCenterState.Dead_controlcen_object_num = PHYSFSX_readSXE32(fp, swap);
|
|
if (LevelUniqueControlCenterState.Control_center_destroyed)
|
|
LevelUniqueControlCenterState.Total_countdown_time = LevelUniqueControlCenterState.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, version, swap );
|
|
|
|
{
|
|
auto &Automap_visited = LevelUniqueAutomapState.Automap_visited;
|
|
// Restore the automap visited info
|
|
Automap_visited = {};
|
|
DXX_MAKE_MEM_UNDEFINED(Automap_visited.begin(), Automap_visited.end());
|
|
PHYSFS_read(fp, Automap_visited.data(), sizeof(uint8_t), std::max<std::size_t>(Highest_segment_index + 1, MAX_SEGMENTS_ORIGINAL));
|
|
}
|
|
|
|
{
|
|
// Restore hacked up weapon system stuff.
|
|
auto &player_info = plrobj.ctype.player_info;
|
|
/* These values were never saved, so coerce them to a sane default.
|
|
*/
|
|
player_info.Fusion_charge = 0;
|
|
player_info.Player_eggs_dropped = false;
|
|
player_info.FakingInvul = false;
|
|
player_info.lavafall_hiss_playing = false;
|
|
player_info.missile_gun = 0;
|
|
player_info.Spreadfire_toggle = 0;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
player_info.Helix_orientation = 0;
|
|
#endif
|
|
player_info.Last_bumped_local_player = 0;
|
|
auto &Next_laser_fire_time = player_info.Next_laser_fire_time;
|
|
auto &Next_missile_fire_time = player_info.Next_missile_fire_time;
|
|
player_info.Auto_fire_fusion_cannon_time = 0;
|
|
player_info.Next_flare_fire_time = GameTime64;
|
|
Next_laser_fire_time = GameTime64;
|
|
Next_missile_fire_time = GameTime64;
|
|
|
|
state_game_id = 0;
|
|
|
|
if ( version >= 7 ) {
|
|
state_game_id = PHYSFSX_readSXE32(fp, swap);
|
|
cheats.rapidfire = PHYSFSX_readSXE32(fp, swap);
|
|
PHYSFS_seek(fp, PHYSFS_tell(fp) + sizeof(PHYSFS_sint32)); // PHYSFSX_readSXE32(fp, swap); // was Lunacy
|
|
PHYSFS_seek(fp, PHYSFS_tell(fp) + sizeof(PHYSFS_sint32)); // PHYSFSX_readSXE32(fp, swap); // was Lunacy, too... and one was Ugly robot stuff a long time ago...
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
cheats.ghostphysics = PHYSFSX_readSXE32(fp, swap);
|
|
PHYSFS_seek(fp, PHYSFS_tell(fp) + sizeof(PHYSFS_sint32)); // PHYSFSX_readSXE32(fp, swap);
|
|
#endif
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (version >= 17) {
|
|
range_for (auto &i, MarkerState.imobjidx)
|
|
i = PHYSFSX_readSXE32(fp, swap);
|
|
PHYSFS_seek(fp, PHYSFS_tell(fp) + (NUM_MARKERS)*(CALLSIGN_LEN+1)); // PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1); // skip obsolete MarkerOwner
|
|
range_for (auto &i, MarkerState.message)
|
|
{
|
|
array<char, MARKER_MESSAGE_LEN> a;
|
|
PHYSFS_read(fp, a.data(), a.size(), 1);
|
|
i.copy_if(a);
|
|
}
|
|
}
|
|
else {
|
|
int num;
|
|
|
|
// skip dummy info
|
|
|
|
num = PHYSFSX_readSXE32(fp, swap); // was NumOfMarkers
|
|
PHYSFS_seek(fp, PHYSFS_tell(fp) + sizeof(PHYSFS_sint32)); // PHYSFSX_readSXE32(fp, swap); // was CurMarker
|
|
|
|
PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40));
|
|
|
|
range_for (auto &i, MarkerState.imobjidx)
|
|
i = object_none;
|
|
}
|
|
|
|
if (version>=11) {
|
|
if (secret != secret_restore::survived)
|
|
Afterburner_charge = PHYSFSX_readSXE32(fp, swap);
|
|
else {
|
|
PHYSFSX_readSXE32(fp, swap);
|
|
}
|
|
}
|
|
if (version>=12) {
|
|
//read last was super information
|
|
auto &Primary_last_was_super = player_info.Primary_last_was_super;
|
|
array<uint8_t, MAX_PRIMARY_WEAPONS> last_was_super;
|
|
/* Descent 2 shipped with Primary_last_was_super and
|
|
* Secondary_last_was_super each sized to contain MAX_*_WEAPONS,
|
|
* but only the first half of those are ever used.
|
|
* Unfortunately, the save file format is defined as saving
|
|
* MAX_*_WEAPONS for each. Read into a temporary, then copy the
|
|
* meaningful elements to the live data.
|
|
*/
|
|
PHYSFS_read(fp, &last_was_super, MAX_PRIMARY_WEAPONS, 1);
|
|
Primary_last_was_super = 0;
|
|
for (uint_fast32_t j = primary_weapon_index_t::VULCAN_INDEX; j != primary_weapon_index_t::SUPER_LASER_INDEX; ++j)
|
|
{
|
|
if (last_was_super[j])
|
|
Primary_last_was_super |= 1 << j;
|
|
}
|
|
PHYSFS_read(fp, &last_was_super, MAX_SECONDARY_WEAPONS, 1);
|
|
auto &Secondary_last_was_super = player_info.Secondary_last_was_super;
|
|
Secondary_last_was_super = 0;
|
|
for (uint_fast32_t j = secondary_weapon_index_t::CONCUSSION_INDEX; j != secondary_weapon_index_t::SMISSILE1_INDEX; ++j)
|
|
{
|
|
if (last_was_super[j])
|
|
Secondary_last_was_super |= 1 << j;
|
|
}
|
|
}
|
|
|
|
if (version >= 12) {
|
|
Flash_effect = PHYSFSX_readSXE32(fp, swap);
|
|
tmptime32 = PHYSFSX_readSXE32(fp, swap);
|
|
Time_flash_last_played = static_cast<fix64>(tmptime32);
|
|
PaletteRedAdd = PHYSFSX_readSXE32(fp, swap);
|
|
PaletteGreenAdd = PHYSFSX_readSXE32(fp, swap);
|
|
PaletteBlueAdd = PHYSFSX_readSXE32(fp, swap);
|
|
} else {
|
|
Flash_effect = 0;
|
|
Time_flash_last_played = 0;
|
|
PaletteRedAdd = 0;
|
|
PaletteGreenAdd = 0;
|
|
PaletteBlueAdd = 0;
|
|
}
|
|
|
|
// Load Light_subtracted
|
|
if (version >= 16) {
|
|
if ( Highest_segment_index+1 > MAX_SEGMENTS_ORIGINAL )
|
|
{
|
|
range_for (const auto &&segp, vmsegptr)
|
|
{
|
|
PHYSFS_read(fp, &segp->light_subtracted, sizeof(segp->light_subtracted), 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
range_for (unique_segment &i, partial_range(Segments, MAX_SEGMENTS_ORIGINAL))
|
|
{
|
|
PHYSFS_read(fp, &i.light_subtracted, sizeof(i.light_subtracted), 1);
|
|
}
|
|
}
|
|
apply_all_changed_light(LevelSharedDestructibleLightState, Segments.vmptridx);
|
|
} else {
|
|
range_for (const auto &&segp, vmsegptr)
|
|
{
|
|
segp->light_subtracted = 0;
|
|
}
|
|
}
|
|
|
|
if (secret == secret_restore::none)
|
|
{
|
|
if (version >= 20) {
|
|
First_secret_visit = PHYSFSX_readSXE32(fp, swap);
|
|
} else
|
|
First_secret_visit = 1;
|
|
} else
|
|
First_secret_visit = 0;
|
|
|
|
if (secret != secret_restore::survived)
|
|
{
|
|
player_info.Omega_charge = 0;
|
|
/* The savegame does not record this, so pick a value. Be
|
|
* nice to the player: let the cannon recharge immediately.
|
|
*/
|
|
player_info.Omega_recharge_delay = 0;
|
|
}
|
|
if (version >= 22)
|
|
{
|
|
auto i = PHYSFSX_readSXE32(fp, swap);
|
|
if (secret != secret_restore::survived)
|
|
{
|
|
player_info.Omega_charge = i;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// static_light should now be computed - now actually set tmap info
|
|
range_for (const auto &&segp, vmsegptridx)
|
|
{
|
|
range_for (const unsigned j, xrange(6u))
|
|
{
|
|
auto &uside = segp->unique_segment::sides[j];
|
|
uside.tmap_num = TempTmapNum[segp][j];
|
|
uside.tmap_num2 = TempTmapNum2[segp][j];
|
|
}
|
|
}
|
|
|
|
// Read Coop Info
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
{
|
|
player restore_players[MAX_PLAYERS];
|
|
object restore_objects[MAX_PLAYERS];
|
|
int coop_got_nplayers = 0;
|
|
|
|
for (playernum_t i = 0; i < MAX_PLAYERS; i++)
|
|
{
|
|
// prepare arrays for mapping our players below
|
|
coop_player_got[i] = 0;
|
|
|
|
// read the stored players
|
|
player_info pl_info;
|
|
relocated_player_data rpd;
|
|
/* No need to reload num_robots_level again. It was already
|
|
* restored above when the local player was restored.
|
|
*/
|
|
state_read_player(fp, restore_players[i], swap, pl_info, rpd);
|
|
|
|
// make all (previous) player objects to ghosts but store them first for later remapping
|
|
const auto &&obj = vmobjptr(restore_players[i].objnum);
|
|
if (restore_players[i].connected == CONNECT_PLAYING && obj->type == OBJ_PLAYER)
|
|
{
|
|
obj->ctype.player_info = pl_info;
|
|
obj->shields = rpd.shields;
|
|
restore_objects[i] = *obj;
|
|
obj->type = OBJ_GHOST;
|
|
multi_reset_player_object(obj);
|
|
}
|
|
}
|
|
for (playernum_t i = 0; i < MAX_PLAYERS; i++) // copy restored players to the current slots
|
|
{
|
|
for (unsigned j = 0; j < MAX_PLAYERS; j++)
|
|
{
|
|
// map stored players to current players depending on their unique (which we made sure) callsign
|
|
if (vcplayerptr(i)->connected == CONNECT_PLAYING && restore_players[j].connected == CONNECT_PLAYING && vcplayerptr(i)->callsign == restore_players[j].callsign)
|
|
{
|
|
auto &p = *vmplayerptr(i);
|
|
const auto sav_objnum = p.objnum;
|
|
p = restore_players[j];
|
|
p.objnum = sav_objnum;
|
|
coop_player_got[i] = 1;
|
|
coop_got_nplayers++;
|
|
|
|
const auto &&obj = vmobjptridx(vcplayerptr(i)->objnum);
|
|
// since a player always uses the same object, we just have to copy the saved object properties to the existing one. i hate you...
|
|
obj->control_type = restore_objects[j].control_type;
|
|
obj->movement_type = restore_objects[j].movement_type;
|
|
obj->render_type = restore_objects[j].render_type;
|
|
obj->flags = restore_objects[j].flags;
|
|
obj->pos = restore_objects[j].pos;
|
|
obj->orient = restore_objects[j].orient;
|
|
obj->size = restore_objects[j].size;
|
|
obj->shields = restore_objects[j].shields;
|
|
obj->lifeleft = restore_objects[j].lifeleft;
|
|
obj->mtype.phys_info = restore_objects[j].mtype.phys_info;
|
|
obj->rtype.pobj_info = restore_objects[j].rtype.pobj_info;
|
|
// make this restored player object an actual player again
|
|
obj->type = OBJ_PLAYER;
|
|
set_player_id(obj, i); // assign player object id to player number
|
|
multi_reset_player_object(obj);
|
|
update_object_seg(vmobjptr, LevelSharedSegmentState, LevelUniqueSegmentState, obj);
|
|
}
|
|
}
|
|
}
|
|
{
|
|
array<char, MISSION_NAME_LEN + 1> a;
|
|
PHYSFS_read(fp, a.data(), a.size(), 1);
|
|
Netgame.mission_title.copy_if(a);
|
|
}
|
|
{
|
|
array<char, 9> a;
|
|
PHYSFS_read(fp, a.data(), a.size(), 1);
|
|
Netgame.mission_name.copy_if(a);
|
|
}
|
|
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);
|
|
PHYSFS_read(fp, &Netgame.numconnected, sizeof(ubyte), 1);
|
|
Netgame.level_time = PHYSFSX_readSXE32(fp, swap);
|
|
for (playernum_t i = 0; i < MAX_PLAYERS; i++)
|
|
{
|
|
const auto &&objp = vmobjptr(vcplayerptr(i)->objnum);
|
|
auto &pi = objp->ctype.player_info;
|
|
Netgame.killed[i] = pi.net_killed_total;
|
|
Netgame.player_score[i] = pi.mission.score;
|
|
Netgame.net_player_flags[i] = pi.powerup_flags;
|
|
}
|
|
for (playernum_t i = 0; i < MAX_PLAYERS; i++) // Disconnect connected players not available in this Savegame
|
|
if (!coop_player_got[i] && vcplayerptr(i)->connected == CONNECT_PLAYING)
|
|
multi_disconnect_player(i);
|
|
Viewer = ConsoleObject = &get_local_plrobj(); // make sure Viewer and ConsoleObject are set up (which we skipped by not using InitPlayerObject but we need since objects changed while loading)
|
|
special_reset_objects(LevelUniqueObjectState); // since we juggled around with objects to remap coop players rebuild the index of free objects
|
|
}
|
|
if (Game_wind)
|
|
if (!window_is_visible(Game_wind))
|
|
window_set_visible(Game_wind, 1);
|
|
reset_time();
|
|
|
|
return 1;
|
|
}
|
|
|
|
}
|
|
|
|
namespace dcx {
|
|
|
|
deny_save_result deny_save_game(fvcobjptr &vcobjptr, const d_level_unique_control_center_state &LevelUniqueControlCenterState)
|
|
{
|
|
if (LevelUniqueControlCenterState.Control_center_destroyed)
|
|
return deny_save_result::denied;
|
|
if (Game_mode & GM_MULTI)
|
|
{
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
/* Deathmatch games can never be saved */
|
|
return deny_save_result::denied;
|
|
if (multi_common_deny_save_game(vcobjptr, partial_const_range(Players, N_players)))
|
|
return deny_save_result::denied;
|
|
}
|
|
return deny_save_result::allowed;
|
|
}
|
|
|
|
int state_get_game_id(const d_game_unique_state::savegame_file_path &filename)
|
|
{
|
|
int version;
|
|
int swap = 0; // if file is not endian native, have to swap all shorts and ints
|
|
char id[5];
|
|
callsign_t saved_callsign;
|
|
|
|
#ifndef NDEBUG
|
|
if (CGameArg.SysUsePlayersDir && strncmp(filename.data(), PLAYER_DIRECTORY_TEXT, sizeof(PLAYER_DIRECTORY_TEXT) - 1))
|
|
Int3();
|
|
#endif
|
|
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
return 0;
|
|
|
|
auto fp = PHYSFSX_openReadBuffered(filename.data());
|
|
if ( !fp ) return 0;
|
|
|
|
//Read id
|
|
PHYSFS_read(fp, id, sizeof(char) * 4, 1);
|
|
if ( memcmp( id, dgss_id, 4 )) {
|
|
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) {
|
|
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, 1);
|
|
if (!(saved_callsign == get_local_player().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;
|
|
}
|
|
|
|
}
|