1852 lines
63 KiB
C++
1852 lines
63 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 "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 "cntrlcen.h"
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#include "morph.h"
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#include "weapon.h"
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#include "render.h"
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#include "gameseq.h"
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#include "gauges.h"
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#include "newdemo.h"
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#include "automap.h"
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#include "piggy.h"
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#include "paging.h"
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#include "titles.h"
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#include "text.h"
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#include "mission.h"
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#include "pcx.h"
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#include "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 "state.h"
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#include "multi.h"
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#include "gr.h"
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#ifdef OGL
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#include "ogl_init.h"
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#endif
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#include "compiler-range_for.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_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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#define NUM_SAVES 10
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#define THUMBNAIL_W 100
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#define THUMBNAIL_H 50
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#define DESC_LENGTH 20
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int sc_last_item= 0;
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static const char dgss_id[4] = {'D', 'G', 'S', 'S'};
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unsigned state_game_id;
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// Following functions convert object to object_rw and back to be written to/read from Savegames. Mostly object differs to object_rw in terms of timer values (fix/fix64). as we reset GameTime64 for writing so it can fit into fix it's not necessary to increment savegame version. But if we once store something else into object which might be useful after restoring, it might be handy to increment Savegame version and actually store these new infos.
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// turn object to object_rw to be saved to Savegame.
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static void state_object_to_object_rw(object *obj, object_rw *obj_rw)
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{
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obj_rw->signature = obj->signature;
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obj_rw->type = obj->type;
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obj_rw->id = obj->id;
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obj_rw->next = obj->next;
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obj_rw->prev = obj->prev;
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obj_rw->control_type = obj->control_type;
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obj_rw->movement_type = obj->movement_type;
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obj_rw->render_type = obj->render_type;
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obj_rw->flags = obj->flags;
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obj_rw->segnum = obj->segnum;
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obj_rw->attached_obj = obj->attached_obj;
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obj_rw->pos.x = obj->pos.x;
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obj_rw->pos.y = obj->pos.y;
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obj_rw->pos.z = obj->pos.z;
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obj_rw->orient.rvec.x = obj->orient.rvec.x;
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obj_rw->orient.rvec.y = obj->orient.rvec.y;
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obj_rw->orient.rvec.z = obj->orient.rvec.z;
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obj_rw->orient.fvec.x = obj->orient.fvec.x;
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obj_rw->orient.fvec.y = obj->orient.fvec.y;
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obj_rw->orient.fvec.z = obj->orient.fvec.z;
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obj_rw->orient.uvec.x = obj->orient.uvec.x;
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obj_rw->orient.uvec.y = obj->orient.uvec.y;
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obj_rw->orient.uvec.z = obj->orient.uvec.z;
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obj_rw->size = obj->size;
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obj_rw->shields = obj->shields;
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obj_rw->last_pos.x = obj->last_pos.x;
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obj_rw->last_pos.y = obj->last_pos.y;
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obj_rw->last_pos.z = obj->last_pos.z;
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obj_rw->contains_type = obj->contains_type;
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obj_rw->contains_id = obj->contains_id;
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obj_rw->contains_count= obj->contains_count;
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obj_rw->matcen_creator= obj->matcen_creator;
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obj_rw->lifeleft = obj->lifeleft;
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switch (obj_rw->movement_type)
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{
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case MT_PHYSICS:
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obj_rw->mtype.phys_info.velocity.x = obj->mtype.phys_info.velocity.x;
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obj_rw->mtype.phys_info.velocity.y = obj->mtype.phys_info.velocity.y;
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obj_rw->mtype.phys_info.velocity.z = obj->mtype.phys_info.velocity.z;
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obj_rw->mtype.phys_info.thrust.x = obj->mtype.phys_info.thrust.x;
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obj_rw->mtype.phys_info.thrust.y = obj->mtype.phys_info.thrust.y;
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obj_rw->mtype.phys_info.thrust.z = obj->mtype.phys_info.thrust.z;
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obj_rw->mtype.phys_info.mass = obj->mtype.phys_info.mass;
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obj_rw->mtype.phys_info.drag = obj->mtype.phys_info.drag;
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obj_rw->mtype.phys_info.rotvel.x = obj->mtype.phys_info.rotvel.x;
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obj_rw->mtype.phys_info.rotvel.y = obj->mtype.phys_info.rotvel.y;
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obj_rw->mtype.phys_info.rotvel.z = obj->mtype.phys_info.rotvel.z;
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obj_rw->mtype.phys_info.rotthrust.x = obj->mtype.phys_info.rotthrust.x;
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obj_rw->mtype.phys_info.rotthrust.y = obj->mtype.phys_info.rotthrust.y;
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obj_rw->mtype.phys_info.rotthrust.z = obj->mtype.phys_info.rotthrust.z;
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obj_rw->mtype.phys_info.turnroll = obj->mtype.phys_info.turnroll;
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obj_rw->mtype.phys_info.flags = obj->mtype.phys_info.flags;
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break;
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case MT_SPINNING:
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obj_rw->mtype.spin_rate.x = obj->mtype.spin_rate.x;
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obj_rw->mtype.spin_rate.y = obj->mtype.spin_rate.y;
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obj_rw->mtype.spin_rate.z = obj->mtype.spin_rate.z;
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break;
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}
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switch (obj_rw->control_type)
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{
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case CT_WEAPON:
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obj_rw->ctype.laser_info.parent_type = obj->ctype.laser_info.parent_type;
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obj_rw->ctype.laser_info.parent_num = obj->ctype.laser_info.parent_num;
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obj_rw->ctype.laser_info.parent_signature = obj->ctype.laser_info.parent_signature;
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if (obj->ctype.laser_info.creation_time - GameTime64 < F1_0*(-18000))
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obj_rw->ctype.laser_info.creation_time = F1_0*(-18000);
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else
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obj_rw->ctype.laser_info.creation_time = obj->ctype.laser_info.creation_time - GameTime64;
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obj_rw->ctype.laser_info.last_hitobj = obj->ctype.laser_info.last_hitobj;
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obj_rw->ctype.laser_info.track_goal = obj->ctype.laser_info.track_goal;
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obj_rw->ctype.laser_info.multiplier = obj->ctype.laser_info.multiplier;
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break;
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case CT_EXPLOSION:
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obj_rw->ctype.expl_info.spawn_time = obj->ctype.expl_info.spawn_time;
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obj_rw->ctype.expl_info.delete_time = obj->ctype.expl_info.delete_time;
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obj_rw->ctype.expl_info.delete_objnum = obj->ctype.expl_info.delete_objnum;
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obj_rw->ctype.expl_info.attach_parent = obj->ctype.expl_info.attach_parent;
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obj_rw->ctype.expl_info.prev_attach = obj->ctype.expl_info.prev_attach;
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obj_rw->ctype.expl_info.next_attach = obj->ctype.expl_info.next_attach;
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break;
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case CT_AI:
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{
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int i;
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obj_rw->ctype.ai_info.behavior = obj->ctype.ai_info.behavior;
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for (i = 0; i < MAX_AI_FLAGS; i++)
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obj_rw->ctype.ai_info.flags[i] = obj->ctype.ai_info.flags[i];
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obj_rw->ctype.ai_info.hide_segment = obj->ctype.ai_info.hide_segment;
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obj_rw->ctype.ai_info.hide_index = obj->ctype.ai_info.hide_index;
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obj_rw->ctype.ai_info.path_length = obj->ctype.ai_info.path_length;
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obj_rw->ctype.ai_info.cur_path_index = obj->ctype.ai_info.cur_path_index;
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obj_rw->ctype.ai_info.danger_laser_num = obj->ctype.ai_info.danger_laser_num;
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obj_rw->ctype.ai_info.danger_laser_signature = obj->ctype.ai_info.danger_laser_signature;
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#if defined(DXX_BUILD_DESCENT_I)
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obj_rw->ctype.ai_info.follow_path_start_seg = obj->ctype.ai_info.follow_path_start_seg;
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obj_rw->ctype.ai_info.follow_path_end_seg = obj->ctype.ai_info.follow_path_end_seg;
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#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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}
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}
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// turn object_rw to object after reading from Savegame
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static void state_object_rw_to_object(object_rw *obj_rw, object *obj)
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{
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obj->signature = obj_rw->signature;
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obj->type = obj_rw->type;
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obj->id = obj_rw->id;
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obj->next = obj_rw->next;
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obj->prev = obj_rw->prev;
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obj->control_type = obj_rw->control_type;
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obj->movement_type = obj_rw->movement_type;
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obj->render_type = obj_rw->render_type;
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obj->flags = obj_rw->flags;
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obj->segnum = obj_rw->segnum;
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obj->attached_obj = obj_rw->attached_obj;
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obj->pos.x = obj_rw->pos.x;
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obj->pos.y = obj_rw->pos.y;
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obj->pos.z = obj_rw->pos.z;
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obj->orient.rvec.x = obj_rw->orient.rvec.x;
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obj->orient.rvec.y = obj_rw->orient.rvec.y;
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obj->orient.rvec.z = obj_rw->orient.rvec.z;
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obj->orient.fvec.x = obj_rw->orient.fvec.x;
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obj->orient.fvec.y = obj_rw->orient.fvec.y;
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obj->orient.fvec.z = obj_rw->orient.fvec.z;
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obj->orient.uvec.x = obj_rw->orient.uvec.x;
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obj->orient.uvec.y = obj_rw->orient.uvec.y;
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obj->orient.uvec.z = obj_rw->orient.uvec.z;
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obj->size = obj_rw->size;
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obj->shields = obj_rw->shields;
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obj->last_pos.x = obj_rw->last_pos.x;
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obj->last_pos.y = obj_rw->last_pos.y;
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obj->last_pos.z = obj_rw->last_pos.z;
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obj->contains_type = obj_rw->contains_type;
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obj->contains_id = obj_rw->contains_id;
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obj->contains_count= obj_rw->contains_count;
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obj->matcen_creator= obj_rw->matcen_creator;
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obj->lifeleft = obj_rw->lifeleft;
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switch (obj->movement_type)
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{
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case MT_PHYSICS:
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obj->mtype.phys_info.velocity.x = obj_rw->mtype.phys_info.velocity.x;
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obj->mtype.phys_info.velocity.y = obj_rw->mtype.phys_info.velocity.y;
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obj->mtype.phys_info.velocity.z = obj_rw->mtype.phys_info.velocity.z;
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obj->mtype.phys_info.thrust.x = obj_rw->mtype.phys_info.thrust.x;
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obj->mtype.phys_info.thrust.y = obj_rw->mtype.phys_info.thrust.y;
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obj->mtype.phys_info.thrust.z = obj_rw->mtype.phys_info.thrust.z;
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obj->mtype.phys_info.mass = obj_rw->mtype.phys_info.mass;
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obj->mtype.phys_info.drag = obj_rw->mtype.phys_info.drag;
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obj->mtype.phys_info.rotvel.x = obj_rw->mtype.phys_info.rotvel.x;
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obj->mtype.phys_info.rotvel.y = obj_rw->mtype.phys_info.rotvel.y;
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obj->mtype.phys_info.rotvel.z = obj_rw->mtype.phys_info.rotvel.z;
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obj->mtype.phys_info.rotthrust.x = obj_rw->mtype.phys_info.rotthrust.x;
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obj->mtype.phys_info.rotthrust.y = obj_rw->mtype.phys_info.rotthrust.y;
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obj->mtype.phys_info.rotthrust.z = obj_rw->mtype.phys_info.rotthrust.z;
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obj->mtype.phys_info.turnroll = obj_rw->mtype.phys_info.turnroll;
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obj->mtype.phys_info.flags = obj_rw->mtype.phys_info.flags;
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break;
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case MT_SPINNING:
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obj->mtype.spin_rate.x = obj_rw->mtype.spin_rate.x;
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obj->mtype.spin_rate.y = obj_rw->mtype.spin_rate.y;
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obj->mtype.spin_rate.z = obj_rw->mtype.spin_rate.z;
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break;
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}
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switch (obj->control_type)
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{
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case CT_WEAPON:
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obj->ctype.laser_info.parent_type = obj_rw->ctype.laser_info.parent_type;
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obj->ctype.laser_info.parent_num = obj_rw->ctype.laser_info.parent_num;
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obj->ctype.laser_info.parent_signature = obj_rw->ctype.laser_info.parent_signature;
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obj->ctype.laser_info.creation_time = obj_rw->ctype.laser_info.creation_time;
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obj->ctype.laser_info.last_hitobj = obj_rw->ctype.laser_info.last_hitobj;
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if (obj->ctype.laser_info.last_hitobj != object_none)
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obj->ctype.laser_info.hitobj_list[obj->ctype.laser_info.last_hitobj] = true; // restore most recent hitobj to hitobj_list
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obj->ctype.laser_info.track_goal = obj_rw->ctype.laser_info.track_goal;
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obj->ctype.laser_info.multiplier = obj_rw->ctype.laser_info.multiplier;
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obj->ctype.laser_info.track_turn_time = HOMING_TURN_TIME;
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#if defined(DXX_BUILD_DESCENT_II)
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obj->ctype.laser_info.last_afterburner_time = 0;
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#endif
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break;
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|
|
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 = 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;
|
|
obj->ctype.ai_info.danger_laser_signature = obj_rw->ctype.ai_info.danger_laser_signature;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
obj->ctype.ai_info.follow_path_start_seg = obj_rw->ctype.ai_info.follow_path_start_seg;
|
|
obj->ctype.ai_info.follow_path_end_seg = obj_rw->ctype.ai_info.follow_path_end_seg;
|
|
#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_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:
|
|
{
|
|
// 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.
|
|
int i = 0;
|
|
reactor *reactor = get_reactor_definition(get_reactor_id(obj));
|
|
for (i=0; i<reactor->n_guns; i++)
|
|
calc_controlcen_gun_point(reactor, obj, i);
|
|
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;
|
|
|
|
}
|
|
}
|
|
|
|
// 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 player *pl, player_rw *pl_rw)
|
|
{
|
|
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->flags;
|
|
pl_rw->energy = pl->energy;
|
|
pl_rw->shields = pl->shields;
|
|
pl_rw->lives = pl->lives;
|
|
pl_rw->level = pl->level;
|
|
pl_rw->laser_level = pl->laser_level;
|
|
pl_rw->starting_level = pl->starting_level;
|
|
pl_rw->killer_objnum = pl->killer_objnum;
|
|
pl_rw->primary_weapon_flags = pl->primary_weapon_flags;
|
|
pl_rw->secondary_weapon_flags = pl->secondary_weapon_flags;
|
|
pl_rw->vulcan_ammo = pl->vulcan_ammo;
|
|
for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
|
|
pl_rw->secondary_ammo[i] = pl->secondary_ammo[i];
|
|
pl_rw->last_score = pl->last_score;
|
|
pl_rw->score = pl->score;
|
|
pl_rw->time_level = pl->time_level;
|
|
pl_rw->time_total = pl->time_total;
|
|
if (pl->cloak_time - GameTime64 < F1_0*(-18000))
|
|
pl_rw->cloak_time = F1_0*(-18000);
|
|
else
|
|
pl_rw->cloak_time = pl->cloak_time - GameTime64;
|
|
if (pl->invulnerable_time - GameTime64 < F1_0*(-18000))
|
|
pl_rw->invulnerable_time = F1_0*(-18000);
|
|
else
|
|
pl_rw->invulnerable_time = pl->invulnerable_time - GameTime64;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
pl_rw->KillGoalCount = pl->KillGoalCount;
|
|
#endif
|
|
pl_rw->net_killed_total = pl->net_killed_total;
|
|
pl_rw->net_kills_total = pl->net_kills_total;
|
|
pl_rw->num_kills_level = pl->num_kills_level;
|
|
pl_rw->num_kills_total = pl->num_kills_total;
|
|
pl_rw->num_robots_level = pl->num_robots_level;
|
|
pl_rw->num_robots_total = pl->num_robots_total;
|
|
pl_rw->hostages_rescued_total = pl->hostages_rescued_total;
|
|
pl_rw->hostages_total = pl->hostages_total;
|
|
pl_rw->hostages_on_board = pl->hostages_on_board;
|
|
pl_rw->hostages_level = pl->hostages_level;
|
|
pl_rw->homing_object_dist = pl->homing_object_dist;
|
|
pl_rw->hours_level = pl->hours_level;
|
|
pl_rw->hours_total = pl->hours_total;
|
|
}
|
|
|
|
// turn player_rw to player after reading from Savegame
|
|
static void state_player_rw_to_player(const player_rw *pl_rw, player *pl)
|
|
{
|
|
int i=0;
|
|
pl->callsign = pl_rw->callsign;
|
|
pl->connected = pl_rw->connected;
|
|
pl->objnum = pl_rw->objnum;
|
|
pl->flags = pl_rw->flags;
|
|
pl->energy = pl_rw->energy;
|
|
pl->shields = pl_rw->shields;
|
|
pl->lives = pl_rw->lives;
|
|
pl->level = pl_rw->level;
|
|
pl->laser_level = pl_rw->laser_level;
|
|
pl->starting_level = pl_rw->starting_level;
|
|
pl->killer_objnum = pl_rw->killer_objnum;
|
|
pl->primary_weapon_flags = pl_rw->primary_weapon_flags;
|
|
pl->secondary_weapon_flags = pl_rw->secondary_weapon_flags;
|
|
pl->vulcan_ammo = pl_rw->vulcan_ammo;
|
|
for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
|
|
pl->secondary_ammo[i] = pl_rw->secondary_ammo[i];
|
|
pl->last_score = pl_rw->last_score;
|
|
pl->score = pl_rw->score;
|
|
pl->time_level = pl_rw->time_level;
|
|
pl->time_total = pl_rw->time_total;
|
|
pl->cloak_time = pl_rw->cloak_time;
|
|
pl->invulnerable_time = pl_rw->invulnerable_time;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
pl->KillGoalCount = pl_rw->KillGoalCount;
|
|
#endif
|
|
pl->net_killed_total = pl_rw->net_killed_total;
|
|
pl->net_kills_total = pl_rw->net_kills_total;
|
|
pl->num_kills_level = pl_rw->num_kills_level;
|
|
pl->num_kills_total = pl_rw->num_kills_total;
|
|
pl->num_robots_level = pl_rw->num_robots_level;
|
|
pl->num_robots_total = pl_rw->num_robots_total;
|
|
pl->hostages_rescued_total = pl_rw->hostages_rescued_total;
|
|
pl->hostages_total = pl_rw->hostages_total;
|
|
pl->hostages_on_board = pl_rw->hostages_on_board;
|
|
pl->hostages_level = pl_rw->hostages_level;
|
|
pl->homing_object_dist = pl_rw->homing_object_dist;
|
|
pl->hours_level = pl_rw->hours_level;
|
|
pl->hours_total = pl_rw->hours_total;
|
|
}
|
|
|
|
static void state_write_player(PHYSFS_file *fp, const player &pl)
|
|
{
|
|
player_rw pl_rw;
|
|
state_player_to_player_rw(&pl, &pl_rw);
|
|
PHYSFS_write(fp, &pl_rw, sizeof(pl_rw), 1);
|
|
}
|
|
|
|
static void state_read_player(PHYSFS_file *fp, player &pl, int swap)
|
|
{
|
|
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);
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
static int state_callback(newmenu *menu, d_event *event, array<grs_bitmap_ptr, NUM_SAVES> *psc_bmp)
|
|
{
|
|
array<grs_bitmap_ptr, NUM_SAVES> &sc_bmp = *psc_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;
|
|
#ifndef 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
|
|
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].get(), vertbuf, 0);
|
|
gr_set_current_canvas( save_canv );
|
|
#ifndef OGL
|
|
gr_bitmap( (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->cv_bitmap.bm_w/2)-FSPACX(THUMBNAIL_W/2),items[0].y-FSPACY(3),FSPACX(THUMBNAIL_W),FSPACY(THUMBNAIL_H),&temp_canv->cv_bitmap,-1,F1_0);
|
|
#endif
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
#if 0
|
|
void rpad_string( char * string, int max_chars )
|
|
{
|
|
int i, end_found;
|
|
|
|
end_found = 0;
|
|
for( i=0; i<max_chars; i++ ) {
|
|
if ( *string == 0 )
|
|
end_found = 1;
|
|
if ( end_found )
|
|
*string = ' ';
|
|
string++;
|
|
}
|
|
*string = 0; // NULL terminate
|
|
}
|
|
#endif
|
|
|
|
static int state_default_item = 0;
|
|
//Since state_default_item should ALWAYS point to a valid savegame slot, we use this to check if we once already actually SAVED a game. If yes, state_quick_item will be equal state_default_item, otherwise it should be -1 on every new mission and tell us we need to select a slot for quicksave.
|
|
int state_quick_item = -1;
|
|
|
|
/* Present a menu for selection of a savegame filename.
|
|
* For saving, dsc should be a pre-allocated buffer into which the new
|
|
* savegame description will be stored.
|
|
* For restoring, dsc should be NULL, in which case empty slots will not be
|
|
* selectable and savagames descriptions will not be editable.
|
|
*/
|
|
static int state_get_savegame_filename(char * fname, char * dsc, const char * caption, int blind_save)
|
|
{
|
|
PHYSFS_file * fp;
|
|
int i, choice, version, nsaves;
|
|
newmenu_item m[NUM_SAVES+1];
|
|
char filename[NUM_SAVES][PATH_MAX];
|
|
char desc[NUM_SAVES][DESC_LENGTH + 16];
|
|
array<grs_bitmap_ptr, NUM_SAVES> sc_bmp;
|
|
char id[5], dummy_callsign[CALLSIGN_LEN+1];
|
|
int valid;
|
|
|
|
nsaves=0;
|
|
nm_set_item_text(& m[0], "\n\n\n\n");
|
|
for (i=0;i<NUM_SAVES; i++ ) {
|
|
snprintf(filename[i], sizeof(filename[i]), PLAYER_DIRECTORY_STRING("%.8s.%cg%x"), static_cast<const char *>(Players[Player_num].callsign), (Game_mode & GM_MULTI_COOP)?'m':'s', i );
|
|
valid = 0;
|
|
fp = PHYSFSX_openReadBuffered(filename[i]);
|
|
if ( fp ) {
|
|
//Read id
|
|
PHYSFS_read(fp, id, sizeof(char) * 4, 1);
|
|
if ( !memcmp( id, dgss_id, 4 )) {
|
|
//Read version
|
|
PHYSFS_read(fp, &version, sizeof(int), 1);
|
|
// In case it's Coop, read state_game_id & callsign as well
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
{
|
|
PHYSFS_seek(fp, PHYSFS_tell(fp) + sizeof(PHYSFS_sint32)); // skip state_game_id
|
|
PHYSFS_read(fp, &dummy_callsign, sizeof(char)*CALLSIGN_LEN+1, 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);
|
|
#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;
|
|
}
|
|
}
|
|
PHYSFS_close(fp);
|
|
}
|
|
if (!valid) {
|
|
strcpy( desc[i], TXT_EMPTY );
|
|
//rpad_string( desc[i], DESC_LENGTH-1 );
|
|
if (dsc == NULL) m[i+1].type = NM_TYPE_TEXT;
|
|
}
|
|
if (dsc != NULL) {
|
|
m[i+1].type = NM_TYPE_INPUT_MENU;
|
|
}
|
|
m[i+1].text_len = DESC_LENGTH-1;
|
|
m[i+1].text = desc[i];
|
|
}
|
|
|
|
if ( dsc == NULL && nsaves < 1 ) {
|
|
nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
|
|
return 0;
|
|
}
|
|
|
|
sc_last_item = -1;
|
|
|
|
if (blind_save && state_quick_item < 0)
|
|
blind_save = 0; // haven't picked a slot yet
|
|
|
|
if (blind_save)
|
|
choice = state_default_item + 1;
|
|
else
|
|
choice = newmenu_do2( NULL, caption, NUM_SAVES+1, m, state_callback, &sc_bmp, state_default_item + 1, NULL );
|
|
|
|
if (choice > 0) {
|
|
strcpy( fname, filename[choice-1] );
|
|
if ( dsc != NULL ) strcpy( dsc, desc[choice-1] );
|
|
state_quick_item = state_default_item = choice - 1;
|
|
return choice;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int state_get_save_file(char * fname, char * dsc, int blind_save)
|
|
{
|
|
return state_get_savegame_filename(fname, dsc, "Save Game", blind_save);
|
|
}
|
|
|
|
int state_get_restore_file(char * fname, int 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;
|
|
PHYSFS_file *in_file, *out_file;
|
|
|
|
out_file = PHYSFS_openWrite(new_file);
|
|
|
|
if (out_file == NULL)
|
|
return -1;
|
|
|
|
in_file = PHYSFS_openRead(old_file);
|
|
|
|
if (in_file == NULL)
|
|
return -2;
|
|
|
|
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))) != NULL)
|
|
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 (!PHYSFS_close(in_file))
|
|
{
|
|
PHYSFS_close(out_file);
|
|
return -3;
|
|
}
|
|
|
|
if (!PHYSFS_close(out_file))
|
|
return -4;
|
|
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
int state_save_all(int secret_save, const char *filename_override, int blind_save)
|
|
{
|
|
int rval, filenum = -1;
|
|
char filename[PATH_MAX], desc[DESC_LENGTH+1];
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
secret_save = 0;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if ((Current_level_num < 0) && (secret_save == 0)) {
|
|
HUD_init_message_literal(HM_DEFAULT, "Can't save in secret level!" );
|
|
return 0;
|
|
}
|
|
|
|
if (Final_boss_is_dead) //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_save && (Control_center_destroyed)) {
|
|
PHYSFS_delete(SECRETB_FILENAME);
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
stop_time();
|
|
|
|
memset(&filename, '\0', PATH_MAX);
|
|
memset(&desc, '\0', DESC_LENGTH+1);
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (secret_save == 1) {
|
|
filename_override = filename;
|
|
sprintf(filename, SECRETB_FILENAME);
|
|
} else if (secret_save == 2) {
|
|
filename_override = filename;
|
|
sprintf(filename, SECRETC_FILENAME);
|
|
} else
|
|
#endif
|
|
{
|
|
if (!(filenum = state_get_save_file(filename, desc, blind_save)))
|
|
{
|
|
start_time();
|
|
return 0;
|
|
}
|
|
}
|
|
#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_save && !(Game_mode & GM_MULTI_COOP)) {
|
|
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))
|
|
{
|
|
if (!PHYSFS_delete(temp_fname))
|
|
Error("Cannot delete file <%s>: %s", temp_fname, PHYSFS_getLastError());
|
|
}
|
|
|
|
if (PHYSFSX_exists(SECRETC_FILENAME,0))
|
|
{
|
|
rval = copy_file(SECRETC_FILENAME, temp_fname);
|
|
Assert(rval == 0); // Oops, error copying secret.sgc to temp_fname!
|
|
(void)rval;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
rval = state_save_all_sub(filename, desc);
|
|
|
|
if (rval && !secret_save)
|
|
HUD_init_message_literal(HM_DEFAULT, "Game saved");
|
|
|
|
return rval;
|
|
}
|
|
|
|
|
|
int state_save_all_sub(const char *filename, const char *desc)
|
|
{
|
|
int i,j;
|
|
PHYSFS_file *fp;
|
|
char mission_filename[9];
|
|
#ifdef OGL
|
|
GLint gl_draw_buffer;
|
|
#endif
|
|
fix tmptime32 = 0;
|
|
|
|
#ifndef NDEBUG
|
|
if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8))
|
|
Int3();
|
|
#endif
|
|
|
|
fp = PHYSFSX_openWriteBuffered(filename);
|
|
if ( !fp ) {
|
|
nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
|
|
start_time();
|
|
return 0;
|
|
}
|
|
|
|
//Save id
|
|
PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
|
|
|
|
//Save version
|
|
i = STATE_VERSION;
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
|
|
// Save Coop state_game_id and this Player's callsign. Oh the redundancy... we have this one later on but Coop games want to read this before loading a state so for easy access save this here, too
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
{
|
|
PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
|
|
PHYSFS_write(fp, &Players[Player_num].callsign, sizeof(char)*CALLSIGN_LEN+1, 1);
|
|
}
|
|
|
|
//Save description
|
|
PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
|
|
|
|
// Save the current screen shot...
|
|
|
|
auto cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
|
|
{
|
|
#ifdef OGL
|
|
int k;
|
|
#endif
|
|
grs_canvas * cnv_save;
|
|
cnv_save = grd_curcanv;
|
|
|
|
gr_set_current_canvas( cnv );
|
|
|
|
render_frame(0, 0);
|
|
|
|
#if defined(OGL)
|
|
RAIIdubyte buf;
|
|
MALLOC(buf, ubyte, THUMBNAIL_W * THUMBNAIL_H * 4);
|
|
#ifndef OGLES
|
|
glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
|
|
glReadBuffer(gl_draw_buffer);
|
|
#endif
|
|
glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGBA, GL_UNSIGNED_BYTE, buf);
|
|
k = THUMBNAIL_H;
|
|
for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
|
|
if (!(j = i % THUMBNAIL_W))
|
|
k--;
|
|
cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
|
|
gr_find_closest_color(buf[4*i]/4, buf[4*i+1]/4, buf[4*i+2]/4);
|
|
}
|
|
#endif
|
|
|
|
PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
|
|
|
|
gr_set_current_canvas(cnv_save);
|
|
#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...
|
|
i = 0;
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
|
|
// Save the mission info...
|
|
memset(&mission_filename, '\0', 9);
|
|
snprintf(mission_filename, 9, "%s", Current_mission_filename); // Current_mission_filename is not necessarily 9 bytes long so for saving we use a proper string - preventing corruptions
|
|
PHYSFS_write(fp, &mission_filename, 9 * sizeof(char), 1);
|
|
|
|
//Save level info
|
|
PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
|
|
PHYSFS_write(fp, &Next_level_num, sizeof(int), 1);
|
|
|
|
//Save GameTime
|
|
// NOTE: GameTime now is GameTime64 with fix64 since GameTime could only last 9 hrs. To even help old Savegames, we do not increment Savegame version but rather RESET GameTime64 to 0 on every save! ALL variables based on GameTime64 now will get the current GameTime64 value substracted and saved to fix size as well.
|
|
tmptime32 = 0;
|
|
PHYSFS_write(fp, &tmptime32, sizeof(fix), 1);
|
|
|
|
//Save player info
|
|
//PHYSFS_write(fp, &Players[Player_num], sizeof(player), 1);
|
|
state_write_player(fp, Players[Player_num]);
|
|
|
|
// 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);
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
PHYSFS_write(fp, &cheats.turbo, sizeof(int), 1);
|
|
#endif
|
|
|
|
//Finish all morph objects
|
|
for (i=0; i<=Highest_object_index; i++ ) {
|
|
if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
|
|
morph_data *md;
|
|
md = find_morph_data(&Objects[i]);
|
|
if (md) {
|
|
md->obj->control_type = md->morph_save_control_type;
|
|
md->obj->movement_type = md->morph_save_movement_type;
|
|
md->obj->render_type = RT_POLYOBJ;
|
|
md->obj->mtype.phys_info = md->morph_save_phys_info;
|
|
md->obj = NULL;
|
|
} else { //maybe loaded half-morphed from disk
|
|
Objects[i].flags |= OF_SHOULD_BE_DEAD;
|
|
Objects[i].render_type = RT_POLYOBJ;
|
|
Objects[i].control_type = CT_NONE;
|
|
Objects[i].movement_type = MT_NONE;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Save object info
|
|
i = Highest_object_index+1;
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
//PHYSFS_write(fp, Objects, sizeof(object), i);
|
|
for (i = 0; i <= Highest_object_index; i++)
|
|
{
|
|
object_rw obj_rw;
|
|
state_object_to_object_rw(&Objects[i], &obj_rw);
|
|
PHYSFS_write(fp, &obj_rw, sizeof(obj_rw), 1);
|
|
}
|
|
|
|
//Save wall info
|
|
i = Num_walls;
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
range_for (auto &w, partial_range(Walls, Num_walls))
|
|
wall_write(fp, w, 0x7fff);
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
//Save exploding wall info
|
|
i = MAX_EXPLODING_WALLS;
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
PHYSFS_write(fp, expl_wall_list, sizeof(*expl_wall_list), i);
|
|
#endif
|
|
|
|
//Save door info
|
|
i = Num_open_doors;
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
range_for (auto &ad, partial_range(ActiveDoors, Num_open_doors))
|
|
active_door_write(fp, ad);
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
//Save cloaking wall info
|
|
i = Num_cloaking_walls;
|
|
PHYSFS_write(fp, &i, sizeof(int), 1);
|
|
range_for (const auto &w, partial_range(CloakingWalls, Num_cloaking_walls))
|
|
cloaking_wall_write(w, fp);
|
|
#endif
|
|
|
|
//Save trigger info
|
|
PHYSFS_write(fp, &Num_triggers, sizeof(int), 1);
|
|
range_for (auto &t, partial_range(Triggers, Num_triggers))
|
|
trigger_write(fp, t);
|
|
|
|
//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);
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
PHYSFS_write(fp, &Countdown_seconds_left, sizeof(int), 1);
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
PHYSFS_write(fp, &Countdown_timer, sizeof(int), 1);
|
|
#endif
|
|
PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1);
|
|
range_for (auto &r, partial_range(RobotCenters, Num_robot_centers))
|
|
matcen_info_write(fp, r, 0x7f);
|
|
control_center_triggers_write(&ControlCenterTriggers, fp);
|
|
PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1);
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
for (i = 0; i < Num_fuelcenters; i++)
|
|
{
|
|
// NOTE: Usually Descent1 handles countdown by Timer value of the Reactor Station. Since we now use Descent2 code to handle countdown (which we do in case there IS NO Reactor Station which causes potential trouble in Multiplayer), let's find the Reactor here and store the timer in it.
|
|
if (Station[i].Type == SEGMENT_IS_CONTROLCEN)
|
|
Station[i].Timer = Countdown_timer;
|
|
}
|
|
#endif
|
|
range_for (const auto &s, partial_range(Station, Num_fuelcenters))
|
|
fuelcen_write(fp, s);
|
|
|
|
// 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);
|
|
int dead_controlcen_object_num = 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
|
|
if ( Highest_segment_index+1 > MAX_SEGMENTS_ORIGINAL )
|
|
{
|
|
PHYSFS_write(fp, &Automap_visited[0], sizeof(ubyte), Highest_segment_index + 1);
|
|
}
|
|
else
|
|
PHYSFS_write(fp, &Automap_visited[0], sizeof(ubyte), MAX_SEGMENTS_ORIGINAL);
|
|
|
|
PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
|
|
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, MarkerObject)
|
|
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
|
|
PHYSFS_write(fp, MarkerMessage, sizeof(MarkerMessage[0]), MarkerMessage.size());
|
|
|
|
PHYSFS_write(fp, &Afterburner_charge, sizeof(fix), 1);
|
|
|
|
//save last was super information
|
|
PHYSFS_write(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
|
|
PHYSFS_write(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 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);
|
|
if ( Highest_segment_index+1 > MAX_SEGMENTS_ORIGINAL )
|
|
{
|
|
for (i = 0; i <= Highest_segment_index; ++i)
|
|
PHYSFSX_writeU8(fp, Segments[i].light_subtracted);
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < MAX_SEGMENTS_ORIGINAL; ++i)
|
|
PHYSFSX_writeU8(fp, Segments[i].light_subtracted);
|
|
}
|
|
PHYSFS_write(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
|
|
PHYSFS_write(fp, &Omega_charge, sizeof(Omega_charge), 1);
|
|
#endif
|
|
|
|
// Save Coop Info
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
{
|
|
for (i = 0; i < MAX_PLAYERS; i++) // 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?
|
|
{
|
|
state_write_player(fp, Players[i]);
|
|
}
|
|
PHYSFS_write(fp, &Netgame.mission_title, sizeof(char), MISSION_NAME_LEN+1);
|
|
PHYSFS_write(fp, &Netgame.mission_name, sizeof(char), 9);
|
|
PHYSFS_write(fp, &Netgame.levelnum, sizeof(int), 1);
|
|
PHYSFS_write(fp, &Netgame.difficulty, sizeof(ubyte), 1);
|
|
PHYSFS_write(fp, &Netgame.game_status, sizeof(ubyte), 1);
|
|
PHYSFS_write(fp, &Netgame.numplayers, sizeof(ubyte), 1);
|
|
PHYSFS_write(fp, &Netgame.max_numplayers, sizeof(ubyte), 1);
|
|
PHYSFS_write(fp, &Netgame.numconnected, sizeof(ubyte), 1);
|
|
PHYSFS_write(fp, &Netgame.level_time, sizeof(int), 1);
|
|
}
|
|
|
|
PHYSFS_close(fp);
|
|
|
|
start_time();
|
|
|
|
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)
|
|
{
|
|
objnum_t plobjnum = Players[Player_num].objnum;
|
|
|
|
compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
|
|
obj_relink(plobjnum, Secret_return_segment);
|
|
reset_player_object();
|
|
Objects[plobjnum].orient = Secret_return_orient;
|
|
}
|
|
#endif
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
int state_restore_all(int in_game, int secret_restore, const char *filename_override, int blind_save)
|
|
{
|
|
char filename[PATH_MAX];
|
|
int filenum = -1;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
secret_restore = 0;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
|
|
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;
|
|
}
|
|
|
|
stop_time();
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (filename_override) {
|
|
strcpy(filename, filename_override);
|
|
filenum = NUM_SAVES+1; // place outside of save slots
|
|
} else
|
|
#endif
|
|
if (!(filenum = state_get_restore_file(filename, blind_save))) {
|
|
start_time();
|
|
return 0;
|
|
}
|
|
#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_restore) {
|
|
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_restore && in_game && !blind_save ) {
|
|
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, secret_restore);
|
|
}
|
|
|
|
int state_restore_all_sub(const char *filename, int secret_restore)
|
|
{
|
|
int version,i, j, coop_player_got[MAX_PLAYERS], coop_org_objnum = Players[Player_num].objnum;
|
|
PHYSFS_file *fp;
|
|
int swap = 0; // if file is not endian native, have to swap all shorts and ints
|
|
int current_level;
|
|
char mission[16];
|
|
char desc[DESC_LENGTH+1];
|
|
char id[5];
|
|
fix tmptime32 = 0;
|
|
short TempTmapNum[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
|
|
short TempTmapNum2[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
secret_restore = 0;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
fix64 old_gametime = GameTime64;
|
|
#endif
|
|
|
|
#ifndef NDEBUG
|
|
if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8))
|
|
Int3();
|
|
#endif
|
|
|
|
fp = PHYSFSX_openReadBuffered(filename);
|
|
if ( !fp ) return 0;
|
|
|
|
//Read id
|
|
PHYSFS_read(fp, id, sizeof(char) * 4, 1);
|
|
if ( memcmp( id, dgss_id, 4 )) {
|
|
PHYSFS_close(fp);
|
|
return 0;
|
|
}
|
|
|
|
//Read version
|
|
//Check for swapped file here, as dgss_id is written as a string (i.e. endian independent)
|
|
PHYSFS_read(fp, &version, sizeof(int), 1);
|
|
if (version & 0xffff0000)
|
|
{
|
|
swap = 1;
|
|
version = SWAPINT(version);
|
|
}
|
|
|
|
if (version < STATE_COMPATIBLE_VERSION) {
|
|
PHYSFS_close(fp);
|
|
return 0;
|
|
}
|
|
|
|
// Read Coop state_game_id. Oh the redundancy... we have this one later on but Coop games want to read this before loading a state so for easy access we have this here
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
{
|
|
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 != Players[Player_num].callsign) // check the callsign of the palyer who saved this state. It MUST match. If we transferred this savegame from pilot A to pilot B, others won't be able to restore us. So bail out here if this is the case.
|
|
{
|
|
PHYSFS_close(fp);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// Read description
|
|
PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
|
|
|
|
// Skip the current screen shot...
|
|
PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
|
|
#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...
|
|
i = PHYSFSX_readSXE32(fp, swap);
|
|
i = 0;
|
|
|
|
// Read the mission info...
|
|
PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
|
|
|
|
if (!load_mission_by_name( mission )) {
|
|
nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
|
|
PHYSFS_close(fp);
|
|
return 0;
|
|
}
|
|
|
|
//Read level info
|
|
current_level = PHYSFSX_readSXE32(fp, swap);
|
|
PHYSFS_seek(fp, PHYSFS_tell(fp) + sizeof(PHYSFS_sint32)); // skip Next_level_num
|
|
|
|
//Restore GameTime
|
|
tmptime32 = PHYSFSX_readSXE32(fp, swap);
|
|
GameTime64 = (fix64)tmptime32;
|
|
|
|
// Start new game....
|
|
callsign_t org_callsign;
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
{
|
|
Game_mode = GM_NORMAL;
|
|
change_playernum_to(0);
|
|
N_players = 1;
|
|
org_callsign = Players[0].callsign;
|
|
if (!secret_restore) {
|
|
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 = Players[Player_num].callsign;
|
|
if (!secret_restore)
|
|
init_player_stats_game(Player_num);
|
|
}
|
|
|
|
if (Game_wind)
|
|
window_set_visible(Game_wind, 0);
|
|
|
|
//Read player info
|
|
|
|
{
|
|
StartNewLevelSub(current_level, 1, secret_restore);
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (secret_restore) {
|
|
player dummy_player;
|
|
state_read_player(fp, dummy_player, swap);
|
|
if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
|
|
Players[Player_num].level = dummy_player.level;
|
|
Players[Player_num].last_score = dummy_player.last_score;
|
|
Players[Player_num].time_level = dummy_player.time_level;
|
|
|
|
Players[Player_num].num_robots_level = dummy_player.num_robots_level;
|
|
Players[Player_num].num_robots_total = dummy_player.num_robots_total;
|
|
Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
|
|
Players[Player_num].hostages_total = dummy_player.hostages_total;
|
|
Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
|
|
Players[Player_num].hostages_level = dummy_player.hostages_level;
|
|
Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
|
|
Players[Player_num].hours_level = dummy_player.hours_level;
|
|
Players[Player_num].hours_total = dummy_player.hours_total;
|
|
do_cloak_invul_secret_stuff(old_gametime);
|
|
} else {
|
|
Players[Player_num] = dummy_player;
|
|
}
|
|
} else
|
|
#endif
|
|
{
|
|
state_read_player(fp, Players[Player_num], swap);
|
|
}
|
|
}
|
|
Players[Player_num].callsign = org_callsign;
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
Players[Player_num].objnum = coop_org_objnum;
|
|
|
|
// 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
|
|
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
|
|
for (segnum_t segnum=0; segnum <= Highest_segment_index; segnum++)
|
|
Segments[segnum].objects = object_none;
|
|
reset_objects(1);
|
|
|
|
//Read objects, and pop 'em into their respective segments.
|
|
i = PHYSFSX_readSXE32(fp, swap);
|
|
Highest_object_index = i-1;
|
|
//object_read_n_swap(Objects, i, swap, fp);
|
|
for (i=0; i<=Highest_object_index; i++ )
|
|
{
|
|
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, &Objects[i]);
|
|
}
|
|
|
|
for (i=0; i<=Highest_object_index; i++ ) {
|
|
auto obj = vobjptridx(i);
|
|
obj->rtype.pobj_info.alt_textures = -1;
|
|
segnum_t segnum = obj->segnum;
|
|
obj->next = obj->prev = object_none;
|
|
obj->segnum = segment_none;
|
|
if ( obj->type != OBJ_NONE ) {
|
|
obj_link(objptridx(obj,i),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();
|
|
|
|
// 1 = Didn't die on secret level.
|
|
// 2 = Died on secret level.
|
|
if (secret_restore && (Current_level_num >= 0)) {
|
|
set_pos_from_return_segment();
|
|
if (secret_restore == 2)
|
|
init_player_stats_new_ship(Player_num);
|
|
}
|
|
|
|
//Restore wall info
|
|
Num_walls = PHYSFSX_readSXE32(fp, swap);
|
|
range_for (auto &w, partial_range(Walls, Num_walls))
|
|
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 (auto &w, partial_range(Walls, Num_walls))
|
|
{
|
|
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) {
|
|
i = PHYSFSX_readSXE32(fp, swap);
|
|
expl_wall_read_n_swap(expl_wall_list, i, swap, fp);
|
|
}
|
|
#endif
|
|
|
|
//Restore door info
|
|
Num_open_doors = PHYSFSX_readSXE32(fp, swap);
|
|
range_for (auto &ad, partial_range(ActiveDoors, Num_open_doors))
|
|
active_door_read(fp, ad);
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (version >= 14) { //Restore cloaking wall info
|
|
Num_cloaking_walls = PHYSFSX_readSXE32(fp, swap);
|
|
range_for (auto &w, partial_range(CloakingWalls, Num_cloaking_walls))
|
|
cloaking_wall_read(w, fp);
|
|
}
|
|
#endif
|
|
|
|
//Restore trigger info
|
|
Num_triggers = PHYSFSX_readSXE32(fp, swap);
|
|
range_for (auto &t, partial_range(Triggers, Num_triggers))
|
|
trigger_read(fp, t);
|
|
|
|
//Restore tmap info (to temp values so we can use compiled-in tmap info to compute static_light
|
|
for (i=0; i<=Highest_segment_index; i++ ) {
|
|
for (j=0; j<6; j++ ) {
|
|
Segments[i].sides[j].wall_num = PHYSFSX_readSXE16(fp, swap);
|
|
TempTmapNum[i][j] = PHYSFSX_readSXE16(fp, swap);
|
|
TempTmapNum2[i][j] = PHYSFSX_readSXE16(fp, swap);
|
|
}
|
|
}
|
|
|
|
//Restore the fuelcen info
|
|
Control_center_destroyed = PHYSFSX_readSXE32(fp, swap);
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
Countdown_seconds_left = PHYSFSX_readSXE32(fp, swap);
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
Countdown_timer = PHYSFSX_readSXE32(fp, swap);
|
|
#endif
|
|
Num_robot_centers = PHYSFSX_readSXE32(fp, swap);
|
|
range_for (auto &r, partial_range(RobotCenters, Num_robot_centers))
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
matcen_info_read(fp, r, version);
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
matcen_info_read(fp, r);
|
|
#endif
|
|
control_center_triggers_read_swap(&ControlCenterTriggers, swap, fp);
|
|
Num_fuelcenters = PHYSFSX_readSXE32(fp, swap);
|
|
range_for (auto &s, partial_range(Station, Num_fuelcenters))
|
|
fuelcen_read(fp, s);
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
Countdown_timer = 0;
|
|
for (i = 0; i < Num_fuelcenters; i++)
|
|
{
|
|
// NOTE: Usually Descent1 handles countdown by Timer value of the Reactor Station. Since we now use Descent2 code to handle countdown (which we do in case there IS NO Reactor Station which causes potential trouble in Multiplayer), let's find the Reactor here and read the timer from it.
|
|
if (Station[i].Type == SEGMENT_IS_CONTROLCEN)
|
|
Countdown_timer = Station[i].Timer;
|
|
}
|
|
#endif
|
|
|
|
// Restore the control cen info
|
|
Control_center_been_hit = PHYSFSX_readSXE32(fp, swap);
|
|
Control_center_player_been_seen = PHYSFSX_readSXE32(fp, swap);
|
|
Control_center_next_fire_time = PHYSFSX_readSXE32(fp, swap);
|
|
Control_center_present = PHYSFSX_readSXE32(fp, swap);
|
|
Dead_controlcen_object_num = PHYSFSX_readSXE32(fp, swap);
|
|
if (Control_center_destroyed)
|
|
Total_countdown_time = Countdown_timer/F0_5; // we do not need to know this, but it should not be 0 either...
|
|
|
|
|
|
// Restore the AI state
|
|
ai_restore_state( fp, version, swap );
|
|
|
|
// Restore the automap visited info
|
|
if ( Highest_segment_index+1 > MAX_SEGMENTS_ORIGINAL )
|
|
{
|
|
Automap_visited.fill(0);
|
|
PHYSFS_read(fp, &Automap_visited[0], sizeof(ubyte), Highest_segment_index + 1);
|
|
}
|
|
else
|
|
PHYSFS_read(fp, &Automap_visited[0], sizeof(ubyte), MAX_SEGMENTS_ORIGINAL);
|
|
|
|
// Restore hacked up weapon system stuff.
|
|
Auto_fire_fusion_cannon_time = 0;
|
|
Next_laser_fire_time = GameTime64;
|
|
Next_missile_fire_time = GameTime64;
|
|
Last_laser_fired_time = GameTime64;
|
|
|
|
state_game_id = 0;
|
|
|
|
if ( version >= 7 ) {
|
|
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) {
|
|
for (i = 0; i < NUM_MARKERS; i++)
|
|
MarkerObject[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
|
|
PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage[0]), MarkerMessage.size());
|
|
}
|
|
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));
|
|
|
|
for (num=0;num<NUM_MARKERS;num++)
|
|
MarkerObject[num] = object_none;
|
|
}
|
|
|
|
if (version>=11) {
|
|
if (secret_restore != 1)
|
|
Afterburner_charge = PHYSFSX_readSXE32(fp, swap);
|
|
else {
|
|
PHYSFSX_readSXE32(fp, swap);
|
|
}
|
|
}
|
|
if (version>=12) {
|
|
//read last was super information
|
|
PHYSFS_read(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
|
|
PHYSFS_read(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
|
|
}
|
|
|
|
if (version >= 12) {
|
|
Flash_effect = PHYSFSX_readSXE32(fp, swap);
|
|
tmptime32 = PHYSFSX_readSXE32(fp, swap);
|
|
Time_flash_last_played = (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 )
|
|
{
|
|
for (i = 0; i <= Highest_segment_index; ++i)
|
|
PHYSFS_read(fp, &Segments[i].light_subtracted, sizeof(Segments[i].light_subtracted), 1);
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < MAX_SEGMENTS_ORIGINAL; ++i)
|
|
PHYSFS_read(fp, &Segments[i].light_subtracted, sizeof(Segments[i].light_subtracted), 1);
|
|
}
|
|
apply_all_changed_light();
|
|
} else {
|
|
int i;
|
|
for (i=0; i<=Highest_segment_index; i++)
|
|
Segments[i].light_subtracted = 0;
|
|
}
|
|
|
|
if (!secret_restore) {
|
|
if (version >= 20) {
|
|
First_secret_visit = PHYSFSX_readSXE32(fp, swap);
|
|
} else
|
|
First_secret_visit = 1;
|
|
} else
|
|
First_secret_visit = 0;
|
|
|
|
if (version >= 22)
|
|
{
|
|
if (secret_restore != 1)
|
|
Omega_charge = PHYSFSX_readSXE32(fp, swap);
|
|
else
|
|
PHYSFSX_readSXE32(fp, swap);
|
|
}
|
|
#endif
|
|
|
|
// static_light should now be computed - now actually set tmap info
|
|
for (i=0; i<=Highest_segment_index; i++ ) {
|
|
for (j=0; j<6; j++ ) {
|
|
Segments[i].sides[j].tmap_num=TempTmapNum[i][j];
|
|
Segments[i].sides[j].tmap_num2=TempTmapNum2[i][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 (i = 0; i < MAX_PLAYERS; i++)
|
|
{
|
|
object *obj;
|
|
|
|
// prepare arrays for mapping our players below
|
|
coop_player_got[i] = 0;
|
|
|
|
// read the stored players
|
|
state_read_player(fp, restore_players[i], swap);
|
|
|
|
// make all (previous) player objects to ghosts but store them first for later remapping
|
|
obj = &Objects[restore_players[i].objnum];
|
|
if (restore_players[i].connected == CONNECT_PLAYING && obj->type == OBJ_PLAYER)
|
|
{
|
|
restore_objects[i] = *obj;
|
|
obj->type = OBJ_GHOST;
|
|
multi_reset_player_object(obj);
|
|
}
|
|
}
|
|
for (i = 0; i < MAX_PLAYERS; i++) // copy restored players to the current slots
|
|
{
|
|
for (j = 0; j < MAX_PLAYERS; j++)
|
|
{
|
|
// map stored players to current players depending on their unique (which we made sure) callsign
|
|
if (Players[i].connected == CONNECT_PLAYING && restore_players[j].connected == CONNECT_PLAYING && Players[i].callsign == restore_players[j].callsign)
|
|
{
|
|
int sav_objnum = Players[i].objnum;
|
|
|
|
Players[i] = restore_players[j];
|
|
Players[i].objnum = sav_objnum;
|
|
|
|
coop_player_got[i] = 1;
|
|
coop_got_nplayers++;
|
|
|
|
auto obj = vobjptridx(Players[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...
|
|
set_player_id(obj, i); // assign player object id to player number
|
|
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;
|
|
multi_reset_player_object(obj);
|
|
update_object_seg(obj);
|
|
}
|
|
}
|
|
}
|
|
PHYSFS_read(fp, &Netgame.mission_title, sizeof(char), MISSION_NAME_LEN+1);
|
|
PHYSFS_read(fp, &Netgame.mission_name, sizeof(char), 9);
|
|
Netgame.levelnum = PHYSFSX_readSXE32(fp, swap);
|
|
PHYSFS_read(fp, &Netgame.difficulty, sizeof(ubyte), 1);
|
|
PHYSFS_read(fp, &Netgame.game_status, sizeof(ubyte), 1);
|
|
PHYSFS_read(fp, &Netgame.numplayers, sizeof(ubyte), 1);
|
|
PHYSFS_read(fp, &Netgame.max_numplayers, sizeof(ubyte), 1);
|
|
PHYSFS_read(fp, &Netgame.numconnected, sizeof(ubyte), 1);
|
|
Netgame.level_time = PHYSFSX_readSXE32(fp, swap);
|
|
for (i = 0; i < MAX_PLAYERS; i++)
|
|
{
|
|
Netgame.killed[i] = Players[i].net_killed_total;
|
|
Netgame.player_score[i] = Players[i].score;
|
|
Netgame.player_flags[i] = Players[i].flags;
|
|
}
|
|
for (i = 0; i < MAX_PLAYERS; i++) // Disconnect connected players not available in this Savegame
|
|
if (!coop_player_got[i] && Players[i].connected == CONNECT_PLAYING)
|
|
multi_disconnect_player(i);
|
|
Viewer = ConsoleObject = &Objects[Players[Player_num].objnum]; // make sure Viewer and ConsoleObject are set up (which we skipped by not using InitPlayerObject but we need since objects changed while loading)
|
|
special_reset_objects(); // since we juggeled around with objects to remap coop players rebuild the index of free objects
|
|
}
|
|
|
|
PHYSFS_close(fp);
|
|
|
|
if (Game_wind)
|
|
if (!window_is_visible(Game_wind))
|
|
window_set_visible(Game_wind, 1);
|
|
reset_time();
|
|
|
|
return 1;
|
|
}
|
|
|
|
int state_get_game_id(const char *filename)
|
|
{
|
|
int version;
|
|
PHYSFS_file *fp;
|
|
int swap = 0; // if file is not endian native, have to swap all shorts and ints
|
|
char id[5], saved_callsign[CALLSIGN_LEN+1];
|
|
|
|
#ifndef NDEBUG
|
|
if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8))
|
|
Int3();
|
|
#endif
|
|
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
return 0;
|
|
|
|
fp = PHYSFSX_openReadBuffered(filename);
|
|
if ( !fp ) return 0;
|
|
|
|
//Read id
|
|
PHYSFS_read(fp, id, sizeof(char) * 4, 1);
|
|
if ( memcmp( id, dgss_id, 4 )) {
|
|
PHYSFS_close(fp);
|
|
return 0;
|
|
}
|
|
|
|
//Read version
|
|
//Check for swapped file here, as dgss_id is written as a string (i.e. endian independent)
|
|
PHYSFS_read(fp, &version, sizeof(int), 1);
|
|
if (version & 0xffff0000)
|
|
{
|
|
swap = 1;
|
|
version = SWAPINT(version);
|
|
}
|
|
|
|
if (version < STATE_COMPATIBLE_VERSION) {
|
|
PHYSFS_close(fp);
|
|
return 0;
|
|
}
|
|
|
|
// Read Coop state_game_id to validate the savegame we are about to load matches the others
|
|
state_game_id = PHYSFSX_readSXE32(fp, swap);
|
|
PHYSFS_read(fp, &saved_callsign, sizeof(char)*CALLSIGN_LEN+1, 1);
|
|
if (saved_callsign != Players[Player_num].callsign) // check the callsign of the palyer who saved this state. It MUST match. If we transferred this savegame from pilot A to pilot B, others won't be able to restore us. So bail out here if this is the case.
|
|
return 0;
|
|
|
|
return state_game_id;
|
|
}
|