dxx-rebirth/main/state.c

899 lines
24 KiB
C

/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Functions to save/restore game state.
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "pstypes.h"
#include "inferno.h"
#include "segment.h"
#include "textures.h"
#include "wall.h"
#include "object.h"
#include "gamemine.h"
#include "error.h"
#include "gamefont.h"
#include "gameseg.h"
#include "switch.h"
#include "game.h"
#include "newmenu.h"
#include "cfile.h"
#include "fuelcen.h"
#include "hash.h"
#include "key.h"
#include "piggy.h"
#include "player.h"
#include "cntrlcen.h"
#include "morph.h"
#include "weapon.h"
#include "render.h"
#include "gameseq.h"
#include "gauges.h"
#include "newdemo.h"
#include "automap.h"
#include "piggy.h"
#include "paging.h"
#include "titles.h"
#include "text.h"
#include "mission.h"
#include "pcx.h"
#include "u_mem.h"
#include "args.h"
#include "ai.h"
#include "state.h"
#include "multi.h"
#include "gr.h"
#ifdef OGL
#include "ogl_init.h"
#endif
#include "physfsx.h"
#define STATE_VERSION 7
#define STATE_COMPATIBLE_VERSION 6
// 0 - Put DGSS (Descent Game State Save) id at tof.
// 1 - Added Difficulty level save
// 2 - Added Cheats_enabled flag
// 3 - Added between levels save.
// 4 - Added mission support
// 5 - Mike changed ai and object structure.
// 6 - Added buggin' cheat save
// 7 - Added other cheat saves and game_id.
#define NUM_SAVES 10
#define THUMBNAIL_W 100
#define THUMBNAIL_H 50
#define DESC_LENGTH 20
extern int Do_appearance_effect;
extern fix Fusion_next_sound_time;
extern int Laser_rapid_fire, Ugly_robot_cheat, Ugly_robot_texture;
extern int Physics_cheat_flag;
extern int Lunacy;
extern void do_lunacy_on(void);
extern void do_lunacy_off(void);
int state_save_all_sub(char *filename, char *desc, int between_levels);
int state_restore_all_sub(char *filename);
int sc_last_item= 0;
char dgss_id[4] = "DGSS";
uint state_game_id;
//-------------------------------------------------------------------
int state_callback(newmenu *menu, d_event *event, grs_bitmap *sc_bmp[])
{
newmenu_item *items = newmenu_get_items(menu);
int citem = newmenu_get_citem(menu);
if ( (citem > 0) && (event->type == EVENT_NEWMENU_DRAW) )
{
if ( sc_bmp[citem-1] ) {
grs_canvas *save_canv = grd_curcanv;
grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
gr_set_current_canvas(temp_canv);
scale_bitmap(sc_bmp[citem-1], vertbuf);
gr_set_current_canvas( save_canv );
#ifndef OGL
gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-3, &temp_canv->cv_bitmap);
#else
ogl_ubitmapm_cs((grd_curcanv->cv_bitmap.bm_w/2)-FSPACX(THUMBNAIL_W/2),items[0].y-FSPACY(3),FSPACX(THUMBNAIL_W),FSPACY(THUMBNAIL_H),&temp_canv->cv_bitmap,255,F1_0);
#endif
gr_free_canvas(temp_canv);
}
return 1;
}
return 0;
}
#if 0
void rpad_string( char * string, int max_chars )
{
int i, end_found;
end_found = 0;
for( i=0; i<max_chars; i++ ) {
if ( *string == 0 )
end_found = 1;
if ( end_found )
*string = ' ';
string++;
}
*string = 0; // NULL terminate
}
#endif
int state_default_item = 0;
/* Present a menu for selection of a savegame filename.
* For saving, dsc should be a pre-allocated buffer into which the new
* savegame description will be stored.
* For restoring, dsc should be NULL, in which case empty slots will not be
* selectable and savagames descriptions will not be editable.
*/
int state_get_savegame_filename(char * fname, char * dsc, char * caption, int blind_save)
{
PHYSFS_file * fp;
int i, choice, version, nsaves;
newmenu_item m[NUM_SAVES+1];
char filename[NUM_SAVES][FILENAME_LEN + 9];
char desc[NUM_SAVES][DESC_LENGTH + 16];
grs_bitmap *sc_bmp[NUM_SAVES];
char id[5];
int valid;
nsaves=0;
m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
for (i=0;i<NUM_SAVES; i++ ) {
sc_bmp[i] = NULL;
sprintf( filename[i], GameArg.SysUsePlayersDir? "Players/%s.sg%x" : "%s.sg%x", Players[Player_num].callsign, i );
valid = 0;
fp = PHYSFSX_openReadBuffered(filename[i]);
if ( fp ) {
//Read id
PHYSFS_read(fp, id, sizeof(char) * 4, 1);
if ( !memcmp( id, dgss_id, 4 )) {
//Read version
PHYSFS_read(fp, &version, sizeof(int), 1);
if ((version >= STATE_COMPATIBLE_VERSION) || (SWAPINT(version) >= STATE_COMPATIBLE_VERSION)) {
// Read description
PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
//rpad_string( desc[i], DESC_LENGTH-1 );
if (dsc == NULL) m[i+1].type = NM_TYPE_MENU;
// Read thumbnail
sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
nsaves++;
valid = 1;
}
}
PHYSFS_close(fp);
}
if (!valid) {
strcpy( desc[i], TXT_EMPTY );
//rpad_string( desc[i], DESC_LENGTH-1 );
if (dsc == NULL) m[i+1].type = NM_TYPE_TEXT;
}
if (dsc != NULL) {
m[i+1].type = NM_TYPE_INPUT_MENU;
}
m[i+1].text_len = DESC_LENGTH-1;
m[i+1].text = desc[i];
}
if ( dsc == NULL && nsaves < 1 ) {
nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
return 0;
}
sc_last_item = -1;
if (blind_save && state_default_item < 0)
{
blind_save = 0; // haven't picked a slot yet
state_default_item = 0;
}
if (blind_save)
choice = state_default_item + 1;
else
choice = newmenu_do3( NULL, caption, NUM_SAVES+1, m, (int (*)(newmenu *, d_event *, void *))state_callback, sc_bmp, state_default_item + 1, NULL, -1, -1 );
for (i=0; i<NUM_SAVES; i++ ) {
if ( sc_bmp[i] )
gr_free_bitmap( sc_bmp[i] );
}
if (choice > 0) {
strcpy( fname, filename[choice-1] );
if ( dsc != NULL ) strcpy( dsc, desc[choice-1] );
state_default_item = choice - 1;
return choice;
}
return 0;
}
int state_get_save_file(char * fname, char * dsc, int blind_save)
{
return state_get_savegame_filename(fname, dsc, "Save Game", blind_save);
}
int state_get_restore_file(char * fname )
{
return state_get_savegame_filename(fname, NULL, "Select Game to Restore", 0);
}
int state_save_old_game(int slotnum, char * sg_name, player * sg_player,
int sg_difficulty_level, int sg_primary_weapon,
int sg_secondary_weapon, int sg_next_level_num )
{
int i;
int temp_int;
ubyte temp_byte;
char desc[DESC_LENGTH+1];
char filename[128];
grs_canvas * cnv;
PHYSFS_file * fp;
ubyte *pal;
#ifdef OGL
int j;
GLint gl_draw_buffer;
#endif
sprintf( filename, (GameArg.SysUsePlayersDir?"Players/%s.sg%d":"%s.sg%d"), sg_player->callsign, slotnum );
fp = PHYSFSX_openWriteBuffered(filename);
if ( !fp ) return 0;
//Save id
PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
//Save version
temp_int = STATE_VERSION;
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
//Save description
strncpy( desc, sg_name, DESC_LENGTH );
PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
// Save the current screen shot...
cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
if ( cnv )
{
#ifdef OGL
ubyte *buf;
int k;
#endif
grs_canvas * cnv_save;
cnv_save = grd_curcanv;
gr_set_current_canvas( cnv );
render_frame(0);
#ifdef OGL
buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
glReadBuffer(gl_draw_buffer);
glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
k = THUMBNAIL_H;
for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
if (!(j = i % THUMBNAIL_W))
k--;
cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
}
d_free(buf);
#endif
pal = gr_palette;
PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
gr_set_current_canvas(cnv_save);
gr_free_canvas( cnv );
}
else
{
ubyte color = 0;
for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
PHYSFS_write(fp, &color, sizeof(ubyte), 1);
}
// Save the Between levels flag...
temp_int = 1;
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
// Save the mission info...
#ifndef SHAREWARE
PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
#else
PHYSFS_write(fp, "\0\0\0\0\0\0\0\0", 9 * sizeof(char), 1);
#endif
//Save level info
temp_int = sg_player->level;
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
temp_int = sg_next_level_num;
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
//Save GameTime
temp_int = 0;
PHYSFS_write(fp, &temp_int, sizeof(fix), 1);
//Save player info
PHYSFS_write(fp, &sg_player, sizeof(player), 1);
// Save the current weapon info
temp_byte = sg_primary_weapon;
PHYSFS_write(fp, &temp_byte, sizeof(sbyte), 1);
temp_byte = sg_secondary_weapon;
PHYSFS_write(fp, &temp_byte, sizeof(sbyte), 1);
// Save the difficulty level
temp_int = sg_difficulty_level;
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
// Save the Cheats_enabled
temp_int = 0;
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
temp_int = 0; // turbo mode
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
PHYSFS_write( fp, &state_game_id, sizeof(uint), 1 );
PHYSFS_write( fp, &Laser_rapid_fire, sizeof(int), 1 );
PHYSFS_write( fp, &Ugly_robot_cheat, sizeof(int), 1 );
PHYSFS_write( fp, &Ugly_robot_texture, sizeof(int), 1 );
PHYSFS_write( fp, &Physics_cheat_flag, sizeof(int), 1 );
PHYSFS_write( fp, &Lunacy, sizeof(int), 1 );
PHYSFS_close(fp);
return 1;
}
// -----------------------------------------------------------------------------------
int state_save_all(int between_levels, int blind_save)
{
int rval;
char filename[128], desc[DESC_LENGTH+1];
#ifdef NETWORK
if ( Game_mode & GM_MULTI ) {
return 0;
}
#endif
stop_time();
if (!state_get_save_file(filename, desc, blind_save))
{
start_time();
return 0;
}
rval = state_save_all_sub(filename, desc, between_levels);
if (rval)
HUD_init_message("Game saved");
return rval;
}
int state_save_all_sub(char *filename, char *desc, int between_levels)
{
int i,j;
PHYSFS_file *fp;
grs_canvas * cnv;
ubyte *pal;
#ifdef OGL
GLint gl_draw_buffer;
#endif
#ifndef NDEBUG
if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8))
Int3();
#endif
fp = PHYSFSX_openWriteBuffered(filename);
if ( !fp ) {
nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
start_time();
return 0;
}
//Save id
PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
//Save version
i = STATE_VERSION;
PHYSFS_write(fp, &i, sizeof(int), 1);
//Save description
PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
// Save the current screen shot...
cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
if ( cnv )
{
#ifdef OGL
ubyte *buf;
int k;
#endif
grs_canvas * cnv_save;
cnv_save = grd_curcanv;
gr_set_current_canvas( cnv );
render_frame(0);
#if defined(OGL)
buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
glReadBuffer(gl_draw_buffer);
glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
k = THUMBNAIL_H;
for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
if (!(j = i % THUMBNAIL_W))
k--;
cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
}
d_free(buf);
#endif
pal = gr_palette;
PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
gr_set_current_canvas(cnv_save);
gr_free_canvas( cnv );
}
else
{
ubyte color = 0;
for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
PHYSFS_write(fp, &color, sizeof(ubyte), 1);
}
// Save the Between levels flag...
PHYSFS_write(fp, &between_levels, sizeof(int), 1);
// Save the mission info...
PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
//Save level info
PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
PHYSFS_write(fp, &Next_level_num, sizeof(int), 1);
//Save GameTime
PHYSFS_write(fp, &GameTime, sizeof(fix), 1);
//Save player info
PHYSFS_write(fp, &Players[Player_num], sizeof(player), 1);
// Save the current weapon info
PHYSFS_write(fp, &Primary_weapon, sizeof(sbyte), 1);
PHYSFS_write(fp, &Secondary_weapon, sizeof(sbyte), 1);
// Save the difficulty level
PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
// Save cheats enabled
PHYSFS_write(fp, &Cheats_enabled, sizeof(int), 1);
PHYSFS_write(fp, &Game_turbo_mode, sizeof(int), 1);
if ( !between_levels ) {
//Finish all morph objects
for (i=0; i<=Highest_object_index; i++ ) {
if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
morph_data *md;
md = find_morph_data(&Objects[i]);
if (md) {
md->obj->control_type = md->morph_save_control_type;
md->obj->movement_type = md->morph_save_movement_type;
md->obj->render_type = RT_POLYOBJ;
md->obj->mtype.phys_info = md->morph_save_phys_info;
md->obj = NULL;
} else { //maybe loaded half-morphed from disk
Objects[i].flags |= OF_SHOULD_BE_DEAD;
Objects[i].render_type = RT_POLYOBJ;
Objects[i].control_type = CT_NONE;
Objects[i].movement_type = MT_NONE;
}
}
}
//Save object info
i = Highest_object_index+1;
PHYSFS_write(fp, &i, sizeof(int), 1);
PHYSFS_write(fp, Objects, sizeof(object), i);
//Save wall info
i = Num_walls;
PHYSFS_write(fp, &i, sizeof(int), 1);
PHYSFS_write(fp, Walls, sizeof(wall), i);
//Save door info
i = Num_open_doors;
PHYSFS_write(fp, &i, sizeof(int), 1);
PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i);
//Save trigger info
PHYSFS_write(fp, &Num_triggers, sizeof(int), 1);
PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers);
//Save tmap info
for (i = 0; i <= Highest_segment_index; i++)
{
for (j = 0; j < 6; j++)
{
PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
}
}
// Save the fuelcen info
PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1);
PHYSFS_write(fp, &Countdown_seconds_left, sizeof(int), 1);
PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1);
PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
PHYSFS_write(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1);
PHYSFS_write(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
// Save the control cen info
PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1);
PHYSFS_write(fp, &Control_center_player_been_seen, sizeof(int), 1);
PHYSFS_write(fp, &Control_center_next_fire_time, sizeof(int), 1);
PHYSFS_write(fp, &Control_center_present, sizeof(int), 1);
PHYSFS_write(fp, &Dead_controlcen_object_num, sizeof(int), 1);
// Save the AI state
ai_save_state( fp );
// Save the automap visited info
PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
}
PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
PHYSFS_write(fp, &Laser_rapid_fire, sizeof(int), 1);
PHYSFS_write(fp, &Ugly_robot_cheat, sizeof(int), 1);
PHYSFS_write(fp, &Ugly_robot_texture, sizeof(int), 1);
PHYSFS_write(fp, &Physics_cheat_flag, sizeof(int), 1);
PHYSFS_write(fp, &Lunacy, sizeof(int), 1);
PHYSFS_close(fp);
start_time();
return 1;
}
// -----------------------------------------------------------------------------------
int state_restore_all(int in_game)
{
char filename[128];
#ifdef NETWORK
if ( Game_mode & GM_MULTI ) {
return 0;
}
#endif
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_stop_recording();
if ( Newdemo_state != ND_STATE_NORMAL )
return 0;
stop_time();
if (!state_get_restore_file(filename)) {
start_time();
return 0;
}
if ( in_game ) {
int choice;
choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
if ( choice != 0 ) {
start_time();
return 0;
}
}
start_time();
return state_restore_all_sub(filename);
}
int state_restore_all_sub(char *filename)
{
int ObjectStartLocation;
int BogusSaturnShit = 0;
int version,i, j, segnum;
object * obj;
PHYSFS_file *fp;
int swap = 0; // if file is not endian native, have to swap all shorts and ints
int current_level, next_level;
int between_levels;
char mission[16];
char desc[DESC_LENGTH+1];
char id[5];
char org_callsign[CALLSIGN_LEN+16];
#ifndef NDEBUG
if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8))
Int3();
#endif
fp = PHYSFSX_openReadBuffered(filename);
if ( !fp ) return 0;
//Read id
PHYSFS_read(fp, id, sizeof(char) * 4, 1);
if ( memcmp( id, dgss_id, 4 )) {
PHYSFS_close(fp);
return 0;
}
//Read version
//Check for swapped file here, as dgss_id is written as a string (i.e. endian independent)
PHYSFS_read(fp, &version, sizeof(int), 1);
if (version & 0xffff0000)
{
swap = 1;
version = SWAPINT(version);
}
if (version < STATE_COMPATIBLE_VERSION) {
PHYSFS_close(fp);
return 0;
}
// Read description
PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
// Skip the current screen shot...
PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
// Read the Between levels flag...
between_levels = PHYSFSX_readSXE32(fp, swap);
// Read the mission info...
PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
if (!load_mission_by_name( mission )) {
nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
PHYSFS_close(fp);
return 0;
}
//Read level info
current_level = PHYSFSX_readSXE32(fp, swap);
next_level = PHYSFSX_readSXE32(fp, swap);
//Restore GameTime
GameTime = PHYSFSX_readSXE32(fp, swap);
// Start new game....
Game_mode = GM_NORMAL;
Function_mode = FMODE_GAME;
#ifdef NETWORK
change_playernum_to(0);
#endif
strcpy( org_callsign, Players[0].callsign );
N_players = 1;
InitPlayerObject(); //make sure player's object set up
init_player_stats_game(); //clear all stats
//Read player info
if ( between_levels ) {
int saved_offset;
player_read_swap(&Players[Player_num], swap, fp);
saved_offset = PHYSFS_tell(fp);
PHYSFS_close( fp );
do_briefing_screens(Briefing_text_filename, next_level);
fp = PHYSFSX_openReadBuffered(filename);
PHYSFS_seek(fp, saved_offset);
StartNewLevelSub( next_level, 1);//use page_in_textures here to fix OGL texture precashing crash -MPM
} else {
StartNewLevelSub(current_level, 1);//use page_in_textures here to fix OGL texture precashing crash -MPM
player_read_swap(&Players[Player_num], swap, fp);
}
strcpy( Players[Player_num].callsign, org_callsign );
// Set the right level
if ( between_levels )
Players[Player_num].level = next_level;
// Restore the weapon states
PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1);
PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1);
select_weapon(Primary_weapon, 0, 0, 0);
select_weapon(Secondary_weapon, 1, 0, 0);
// Restore the difficulty level
Difficulty_level = PHYSFSX_readSXE32(fp, swap);
// Restore the cheats enabled flag
Cheats_enabled = PHYSFSX_readSXE32(fp, swap);
Game_turbo_mode = PHYSFSX_readSXE32(fp, swap);
if ( !between_levels ) {
Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
ObjectStartLocation = PHYSFS_tell(fp);
RetryObjectLoading:
//Clear out all the objects from the lvl file
for (segnum=0; segnum <= Highest_segment_index; segnum++)
Segments[segnum].objects = -1;
reset_objects(1);
//Read objects, and pop 'em into their respective segments.
i = PHYSFSX_readSXE32(fp, swap);
Highest_object_index = i-1;
if ( !BogusSaturnShit )
object_read_n_swap(Objects, i, swap, fp);
else {
ubyte tmp_object[sizeof(object)];
for (i=0; i<=Highest_object_index; i++ ) {
PHYSFS_read(fp, tmp_object, sizeof(object)-3, 1);
object_swap((object *)tmp_object, swap);
// Insert 3 bytes after the read in obj->rtype.pobj_info.alt_textures field.
memcpy( &Objects[i], tmp_object, sizeof(object)-3 );
Objects[i].rtype.pobj_info.alt_textures = -1;
}
}
for (i=0; i<=Highest_object_index; i++ ) {
obj = &Objects[i];
obj->rtype.pobj_info.alt_textures = -1;
segnum = obj->segnum;
obj->next = obj->prev = obj->segnum = -1;
if ( obj->type != OBJ_NONE ) {
// Check for a bogus Saturn version!!!!
if (!BogusSaturnShit ) {
if ( (segnum<0) || (segnum>Highest_segment_index) ) {
BogusSaturnShit = 1;
PHYSFS_seek( fp, ObjectStartLocation );
goto RetryObjectLoading;
}
}
obj_link(i,segnum);
}
// If weapon, restore the most recent hitobj to the list
if (obj->type == OBJ_WEAPON)
{
if (obj->ctype.laser_info.last_hitobj > 0 && obj->ctype.laser_info.last_hitobj < MAX_OBJECTS)
{
memset(&hitobj_list[i], 0, sizeof(ubyte)*MAX_OBJECTS);
hitobj_list[i][obj->ctype.laser_info.last_hitobj] = 1;
printf("RESTORE WEAPON[%i] LHO[%i]\n",i,obj->ctype.laser_info.last_hitobj);
}
}
}
special_reset_objects();
//Restore wall info
Num_walls = PHYSFSX_readSXE32(fp, swap);
// Check for a bogus Saturn version!!!!
if (!BogusSaturnShit ) {
if ( (Num_walls<0) || (Num_walls>MAX_WALLS) ) {
BogusSaturnShit = 1;
PHYSFS_seek( fp, ObjectStartLocation );
goto RetryObjectLoading;
}
}
wall_read_n_swap(Walls, Num_walls, swap, fp);
// Check for a bogus Saturn version!!!!
if (!BogusSaturnShit ) {
for (i=0; i<Num_walls; i++ ) {
if ( (Walls[i].segnum<0) || (Walls[i].segnum>Highest_segment_index) || (Walls[i].sidenum<-1) || (Walls[i].sidenum>5) ) {
BogusSaturnShit = 1;
PHYSFS_seek( fp, ObjectStartLocation );
goto RetryObjectLoading;
}
}
}
//Restore door info
Num_open_doors = PHYSFSX_readSXE32(fp, swap);
active_door_read_n_swap(ActiveDoors, Num_open_doors, swap, fp);
//Restore trigger info
Num_triggers = PHYSFSX_readSXE32(fp, swap);
trigger_read_n_swap(Triggers, Num_triggers, swap, fp);
//Restore tmap info
for (i=0; i<=Highest_segment_index; i++ ) {
for (j=0; j<6; j++ ) {
Segments[i].sides[j].wall_num = PHYSFSX_readSXE16(fp, swap);
Segments[i].sides[j].tmap_num = PHYSFSX_readSXE16(fp, swap);
Segments[i].sides[j].tmap_num2 = PHYSFSX_readSXE16(fp, swap);
}
}
//Restore the fuelcen info
Control_center_destroyed = PHYSFSX_readSXE32(fp, swap);
Countdown_seconds_left = PHYSFSX_readSXE32(fp, swap);
Num_robot_centers = PHYSFSX_readSXE32(fp, swap);
matcen_info_read_n_swap(RobotCenters, Num_robot_centers, swap, fp);
control_center_triggers_read_n_swap(&ControlCenterTriggers, 1, swap, fp);
Num_fuelcenters = PHYSFSX_readSXE32(fp, swap);
fuelcen_read_n_swap(Station, Num_fuelcenters, swap, fp);
// Restore the control cen info
Control_center_been_hit = PHYSFSX_readSXE32(fp, swap);
Control_center_player_been_seen = PHYSFSX_readSXE32(fp, swap);
Control_center_next_fire_time = PHYSFSX_readSXE32(fp, swap);
Control_center_present = PHYSFSX_readSXE32(fp, swap);
Dead_controlcen_object_num = PHYSFSX_readSXE32(fp, swap);
// Restore the AI state
ai_restore_state( fp, swap );
// Restore the automap visited info
PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
// Restore hacked up weapon system stuff.
Fusion_next_sound_time = GameTime;
Auto_fire_fusion_cannon_time = 0;
Next_laser_fire_time = GameTime;
Next_missile_fire_time = GameTime;
Last_laser_fired_time = GameTime;
}
state_game_id = 0;
if ( version >= 7 ) {
int tmp_Lunacy;
state_game_id = PHYSFSX_readSXE32(fp, swap);
Laser_rapid_fire = PHYSFSX_readSXE32(fp, swap);
Ugly_robot_cheat = PHYSFSX_readSXE32(fp, swap);
Ugly_robot_texture = PHYSFSX_readSXE32(fp, swap);
Physics_cheat_flag = PHYSFSX_readSXE32(fp, swap);
tmp_Lunacy = PHYSFSX_readSXE32(fp, swap);
if ( tmp_Lunacy )
do_lunacy_on();
}
PHYSFS_close(fp);
// Load in bitmaps, etc..
//!! piggy_load_level_data(); //already done by StartNewLevelSub()
return 1;
}