dxx-rebirth/main/state.c

1509 lines
51 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;
int state_save_all_sub(char *filename, char *desc);
int state_restore_all_sub(char *filename);
int sc_last_item= 0;
char dgss_id[4] = "DGSS";
uint state_game_id;
// 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.
// turn object to object_rw to be saved to Savegame.
void state_object_to_object_rw(object *obj, object_rw *obj_rw)
{
obj_rw->signature = obj->signature;
obj_rw->type = obj->type;
obj_rw->id = obj->id;
obj_rw->next = obj->next;
obj_rw->prev = obj->prev;
obj_rw->control_type = obj->control_type;
obj_rw->movement_type = obj->movement_type;
obj_rw->render_type = obj->render_type;
obj_rw->flags = obj->flags;
obj_rw->segnum = obj->segnum;
obj_rw->attached_obj = obj->attached_obj;
obj_rw->pos.x = obj->pos.x;
obj_rw->pos.y = obj->pos.y;
obj_rw->pos.z = obj->pos.z;
obj_rw->orient.rvec.x = obj->orient.rvec.x;
obj_rw->orient.rvec.y = obj->orient.rvec.y;
obj_rw->orient.rvec.z = obj->orient.rvec.z;
obj_rw->orient.fvec.x = obj->orient.fvec.x;
obj_rw->orient.fvec.y = obj->orient.fvec.y;
obj_rw->orient.fvec.z = obj->orient.fvec.z;
obj_rw->orient.uvec.x = obj->orient.uvec.x;
obj_rw->orient.uvec.y = obj->orient.uvec.y;
obj_rw->orient.uvec.z = obj->orient.uvec.z;
obj_rw->size = obj->size;
obj_rw->shields = obj->shields;
obj_rw->last_pos.x = obj->last_pos.x;
obj_rw->last_pos.y = obj->last_pos.y;
obj_rw->last_pos.z = obj->last_pos.z;
obj_rw->contains_type = obj->contains_type;
obj_rw->contains_id = obj->contains_id;
obj_rw->contains_count= obj->contains_count;
obj_rw->matcen_creator= obj->matcen_creator;
obj_rw->lifeleft = obj->lifeleft;
switch (obj_rw->movement_type)
{
case MT_PHYSICS:
obj_rw->mtype.phys_info.velocity.x = obj->mtype.phys_info.velocity.x;
obj_rw->mtype.phys_info.velocity.y = obj->mtype.phys_info.velocity.y;
obj_rw->mtype.phys_info.velocity.z = obj->mtype.phys_info.velocity.z;
obj_rw->mtype.phys_info.thrust.x = obj->mtype.phys_info.thrust.x;
obj_rw->mtype.phys_info.thrust.y = obj->mtype.phys_info.thrust.y;
obj_rw->mtype.phys_info.thrust.z = obj->mtype.phys_info.thrust.z;
obj_rw->mtype.phys_info.mass = obj->mtype.phys_info.mass;
obj_rw->mtype.phys_info.drag = obj->mtype.phys_info.drag;
obj_rw->mtype.phys_info.brakes = obj->mtype.phys_info.brakes;
obj_rw->mtype.phys_info.rotvel.x = obj->mtype.phys_info.rotvel.x;
obj_rw->mtype.phys_info.rotvel.y = obj->mtype.phys_info.rotvel.y;
obj_rw->mtype.phys_info.rotvel.z = obj->mtype.phys_info.rotvel.z;
obj_rw->mtype.phys_info.rotthrust.x = obj->mtype.phys_info.rotthrust.x;
obj_rw->mtype.phys_info.rotthrust.y = obj->mtype.phys_info.rotthrust.y;
obj_rw->mtype.phys_info.rotthrust.z = obj->mtype.phys_info.rotthrust.z;
obj_rw->mtype.phys_info.turnroll = obj->mtype.phys_info.turnroll;
obj_rw->mtype.phys_info.flags = obj->mtype.phys_info.flags;
break;
case MT_SPINNING:
obj_rw->mtype.spin_rate.x = obj->mtype.spin_rate.x;
obj_rw->mtype.spin_rate.y = obj->mtype.spin_rate.y;
obj_rw->mtype.spin_rate.z = obj->mtype.spin_rate.z;
break;
}
switch (obj_rw->control_type)
{
case CT_WEAPON:
obj_rw->ctype.laser_info.parent_type = obj->ctype.laser_info.parent_type;
obj_rw->ctype.laser_info.parent_num = obj->ctype.laser_info.parent_num;
obj_rw->ctype.laser_info.parent_signature = obj->ctype.laser_info.parent_signature;
if (obj->ctype.laser_info.creation_time - GameTime64 < F1_0*(-18000))
obj_rw->ctype.laser_info.creation_time = F1_0*(-18000);
else
obj_rw->ctype.laser_info.creation_time = obj->ctype.laser_info.creation_time - GameTime64;
obj_rw->ctype.laser_info.last_hitobj = obj->ctype.laser_info.last_hitobj;
obj_rw->ctype.laser_info.track_goal = obj->ctype.laser_info.track_goal;
obj_rw->ctype.laser_info.multiplier = obj->ctype.laser_info.multiplier;
break;
case CT_EXPLOSION:
obj_rw->ctype.expl_info.spawn_time = obj->ctype.expl_info.spawn_time;
obj_rw->ctype.expl_info.delete_time = obj->ctype.expl_info.delete_time;
obj_rw->ctype.expl_info.delete_objnum = obj->ctype.expl_info.delete_objnum;
obj_rw->ctype.expl_info.attach_parent = obj->ctype.expl_info.attach_parent;
obj_rw->ctype.expl_info.prev_attach = obj->ctype.expl_info.prev_attach;
obj_rw->ctype.expl_info.next_attach = obj->ctype.expl_info.next_attach;
break;
case CT_AI:
{
int i;
obj_rw->ctype.ai_info.behavior = obj->ctype.ai_info.behavior;
for (i = 0; i < MAX_AI_FLAGS; i++)
obj_rw->ctype.ai_info.flags[i] = obj->ctype.ai_info.flags[i];
obj_rw->ctype.ai_info.hide_segment = obj->ctype.ai_info.hide_segment;
obj_rw->ctype.ai_info.hide_index = obj->ctype.ai_info.hide_index;
obj_rw->ctype.ai_info.path_length = obj->ctype.ai_info.path_length;
obj_rw->ctype.ai_info.cur_path_index = obj->ctype.ai_info.cur_path_index;
obj_rw->ctype.ai_info.follow_path_start_seg = obj->ctype.ai_info.follow_path_start_seg;
obj_rw->ctype.ai_info.follow_path_end_seg = obj->ctype.ai_info.follow_path_end_seg;
obj_rw->ctype.ai_info.danger_laser_signature = obj->ctype.ai_info.danger_laser_signature;
obj_rw->ctype.ai_info.danger_laser_num = obj->ctype.ai_info.danger_laser_num;
break;
}
case CT_LIGHT:
obj_rw->ctype.light_info.intensity = obj->ctype.light_info.intensity;
break;
case CT_POWERUP:
obj_rw->ctype.powerup_info.count = obj->ctype.powerup_info.count;
break;
}
switch (obj_rw->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_rw->rtype.pobj_info.model_num = obj->rtype.pobj_info.model_num;
for (i=0;i<MAX_SUBMODELS;i++)
{
obj_rw->rtype.pobj_info.anim_angles[i].p = obj->rtype.pobj_info.anim_angles[i].p;
obj_rw->rtype.pobj_info.anim_angles[i].b = obj->rtype.pobj_info.anim_angles[i].b;
obj_rw->rtype.pobj_info.anim_angles[i].h = obj->rtype.pobj_info.anim_angles[i].h;
}
obj_rw->rtype.pobj_info.subobj_flags = obj->rtype.pobj_info.subobj_flags;
obj_rw->rtype.pobj_info.tmap_override = obj->rtype.pobj_info.tmap_override;
obj_rw->rtype.pobj_info.alt_textures = obj->rtype.pobj_info.alt_textures;
break;
}
case RT_WEAPON_VCLIP:
case RT_HOSTAGE:
case RT_POWERUP:
case RT_FIREBALL:
obj_rw->rtype.vclip_info.vclip_num = obj->rtype.vclip_info.vclip_num;
obj_rw->rtype.vclip_info.frametime = obj->rtype.vclip_info.frametime;
obj_rw->rtype.vclip_info.framenum = obj->rtype.vclip_info.framenum;
break;
case RT_LASER:
break;
}
}
// turn object_rw to object after reading from Savegame
void state_object_rw_to_object(object_rw *obj_rw, object *obj)
{
obj->signature = obj_rw->signature;
obj->type = obj_rw->type;
obj->id = obj_rw->id;
obj->next = obj_rw->next;
obj->prev = obj_rw->prev;
obj->control_type = obj_rw->control_type;
obj->movement_type = obj_rw->movement_type;
obj->render_type = obj_rw->render_type;
obj->flags = obj_rw->flags;
obj->segnum = obj_rw->segnum;
obj->attached_obj = obj_rw->attached_obj;
obj->pos.x = obj_rw->pos.x;
obj->pos.y = obj_rw->pos.y;
obj->pos.z = obj_rw->pos.z;
obj->orient.rvec.x = obj_rw->orient.rvec.x;
obj->orient.rvec.y = obj_rw->orient.rvec.y;
obj->orient.rvec.z = obj_rw->orient.rvec.z;
obj->orient.fvec.x = obj_rw->orient.fvec.x;
obj->orient.fvec.y = obj_rw->orient.fvec.y;
obj->orient.fvec.z = obj_rw->orient.fvec.z;
obj->orient.uvec.x = obj_rw->orient.uvec.x;
obj->orient.uvec.y = obj_rw->orient.uvec.y;
obj->orient.uvec.z = obj_rw->orient.uvec.z;
obj->size = obj_rw->size;
obj->shields = obj_rw->shields;
obj->last_pos.x = obj_rw->last_pos.x;
obj->last_pos.y = obj_rw->last_pos.y;
obj->last_pos.z = obj_rw->last_pos.z;
obj->contains_type = obj_rw->contains_type;
obj->contains_id = obj_rw->contains_id;
obj->contains_count= obj_rw->contains_count;
obj->matcen_creator= obj_rw->matcen_creator;
obj->lifeleft = obj_rw->lifeleft;
switch (obj->movement_type)
{
case MT_PHYSICS:
obj->mtype.phys_info.velocity.x = obj_rw->mtype.phys_info.velocity.x;
obj->mtype.phys_info.velocity.y = obj_rw->mtype.phys_info.velocity.y;
obj->mtype.phys_info.velocity.z = obj_rw->mtype.phys_info.velocity.z;
obj->mtype.phys_info.thrust.x = obj_rw->mtype.phys_info.thrust.x;
obj->mtype.phys_info.thrust.y = obj_rw->mtype.phys_info.thrust.y;
obj->mtype.phys_info.thrust.z = obj_rw->mtype.phys_info.thrust.z;
obj->mtype.phys_info.mass = obj_rw->mtype.phys_info.mass;
obj->mtype.phys_info.drag = obj_rw->mtype.phys_info.drag;
obj->mtype.phys_info.brakes = obj_rw->mtype.phys_info.brakes;
obj->mtype.phys_info.rotvel.x = obj_rw->mtype.phys_info.rotvel.x;
obj->mtype.phys_info.rotvel.y = obj_rw->mtype.phys_info.rotvel.y;
obj->mtype.phys_info.rotvel.z = obj_rw->mtype.phys_info.rotvel.z;
obj->mtype.phys_info.rotthrust.x = obj_rw->mtype.phys_info.rotthrust.x;
obj->mtype.phys_info.rotthrust.y = obj_rw->mtype.phys_info.rotthrust.y;
obj->mtype.phys_info.rotthrust.z = obj_rw->mtype.phys_info.rotthrust.z;
obj->mtype.phys_info.turnroll = obj_rw->mtype.phys_info.turnroll;
obj->mtype.phys_info.flags = obj_rw->mtype.phys_info.flags;
break;
case MT_SPINNING:
obj->mtype.spin_rate.x = obj_rw->mtype.spin_rate.x;
obj->mtype.spin_rate.y = obj_rw->mtype.spin_rate.y;
obj->mtype.spin_rate.z = obj_rw->mtype.spin_rate.z;
break;
}
switch (obj->control_type)
{
case CT_WEAPON:
obj->ctype.laser_info.parent_type = obj_rw->ctype.laser_info.parent_type;
obj->ctype.laser_info.parent_num = obj_rw->ctype.laser_info.parent_num;
obj->ctype.laser_info.parent_signature = obj_rw->ctype.laser_info.parent_signature;
obj->ctype.laser_info.creation_time = obj_rw->ctype.laser_info.creation_time;
obj->ctype.laser_info.last_hitobj = obj_rw->ctype.laser_info.last_hitobj;
obj->ctype.laser_info.hitobj_list[obj->ctype.laser_info.last_hitobj] = 1; // restore most recent hitobj to hitobj_list
obj->ctype.laser_info.track_goal = obj_rw->ctype.laser_info.track_goal;
obj->ctype.laser_info.multiplier = obj_rw->ctype.laser_info.multiplier;
break;
case CT_EXPLOSION:
obj->ctype.expl_info.spawn_time = obj_rw->ctype.expl_info.spawn_time;
obj->ctype.expl_info.delete_time = obj_rw->ctype.expl_info.delete_time;
obj->ctype.expl_info.delete_objnum = obj_rw->ctype.expl_info.delete_objnum;
obj->ctype.expl_info.attach_parent = obj_rw->ctype.expl_info.attach_parent;
obj->ctype.expl_info.prev_attach = obj_rw->ctype.expl_info.prev_attach;
obj->ctype.expl_info.next_attach = obj_rw->ctype.expl_info.next_attach;
break;
case CT_AI:
{
int i;
obj->ctype.ai_info.behavior = 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.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;
obj->ctype.ai_info.danger_laser_signature = obj_rw->ctype.ai_info.danger_laser_signature;
obj->ctype.ai_info.danger_laser_num = obj_rw->ctype.ai_info.danger_laser_num;
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;
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.
void state_player_to_player_rw(player *pl, player_rw *pl_rw)
{
int i=0;
memcpy(pl_rw->callsign, pl->callsign, CALLSIGN_LEN+1);
memcpy(pl_rw->net_address, pl->net_address, 6);
pl_rw->connected = pl->connected;
pl_rw->objnum = pl->objnum;
pl_rw->n_packets_got = pl->n_packets_got;
pl_rw->n_packets_sent = pl->n_packets_sent;
pl_rw->flags = pl->flags;
pl_rw->energy = pl->energy;
pl_rw->shields = pl->shields;
pl_rw->lives = pl->lives;
pl_rw->level = pl->level;
pl_rw->laser_level = pl->laser_level;
pl_rw->starting_level = pl->starting_level;
pl_rw->killer_objnum = pl->killer_objnum;
pl_rw->primary_weapon_flags = pl->primary_weapon_flags;
pl_rw->secondary_weapon_flags = pl->secondary_weapon_flags;
for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
pl_rw->primary_ammo[i] = pl->primary_ammo[i];
for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
pl_rw->secondary_ammo[i] = pl->secondary_ammo[i];
pl_rw->last_score = pl->last_score;
pl_rw->score = pl->score;
pl_rw->time_level = pl->time_level;
pl_rw->time_total = pl->time_total;
if (pl->cloak_time - GameTime64 < F1_0*(-18000))
pl_rw->cloak_time = F1_0*(-18000);
else
pl_rw->cloak_time = pl->cloak_time - GameTime64;
if (pl->invulnerable_time - GameTime64 < F1_0*(-18000))
pl_rw->invulnerable_time = F1_0*(-18000);
else
pl_rw->invulnerable_time = pl->invulnerable_time - GameTime64;
pl_rw->net_killed_total = pl->net_killed_total;
pl_rw->net_kills_total = pl->net_kills_total;
pl_rw->num_kills_level = pl->num_kills_level;
pl_rw->num_kills_total = pl->num_kills_total;
pl_rw->num_robots_level = pl->num_robots_level;
pl_rw->num_robots_total = pl->num_robots_total;
pl_rw->hostages_rescued_total = pl->hostages_rescued_total;
pl_rw->hostages_total = pl->hostages_total;
pl_rw->hostages_on_board = pl->hostages_on_board;
pl_rw->hostages_level = pl->hostages_level;
pl_rw->homing_object_dist = pl->homing_object_dist;
pl_rw->hours_level = pl->hours_level;
pl_rw->hours_total = pl->hours_total;
}
// turn player_rw to player after reading from Savegame
void state_player_rw_to_player(player_rw *pl_rw, player *pl)
{
int i=0;
memcpy(pl->callsign, pl_rw->callsign, CALLSIGN_LEN+1);
memcpy(pl->net_address, pl_rw->net_address, 6);
pl->connected = pl_rw->connected;
pl->objnum = pl_rw->objnum;
pl->n_packets_got = pl_rw->n_packets_got;
pl->n_packets_sent = pl_rw->n_packets_sent;
pl->flags = pl_rw->flags;
pl->energy = pl_rw->energy;
pl->shields = pl_rw->shields;
pl->lives = pl_rw->lives;
pl->level = pl_rw->level;
pl->laser_level = pl_rw->laser_level;
pl->starting_level = pl_rw->starting_level;
pl->killer_objnum = pl_rw->killer_objnum;
pl->primary_weapon_flags = pl_rw->primary_weapon_flags;
pl->secondary_weapon_flags = pl_rw->secondary_weapon_flags;
for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
pl->primary_ammo[i] = pl_rw->primary_ammo[i];
for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
pl->secondary_ammo[i] = pl_rw->secondary_ammo[i];
pl->last_score = pl_rw->last_score;
pl->score = pl_rw->score;
pl->time_level = pl_rw->time_level;
pl->time_total = pl_rw->time_total;
pl->cloak_time = pl_rw->cloak_time;
pl->invulnerable_time = pl_rw->invulnerable_time;
pl->net_killed_total = pl_rw->net_killed_total;
pl->net_kills_total = pl_rw->net_kills_total;
pl->num_kills_level = pl_rw->num_kills_level;
pl->num_kills_total = pl_rw->num_kills_total;
pl->num_robots_level = pl_rw->num_robots_level;
pl->num_robots_total = pl_rw->num_robots_total;
pl->hostages_rescued_total = pl_rw->hostages_rescued_total;
pl->hostages_total = pl_rw->hostages_total;
pl->hostages_on_board = pl_rw->hostages_on_board;
pl->hostages_level = pl_rw->hostages_level;
pl->homing_object_dist = pl_rw->homing_object_dist;
pl->hours_level = pl_rw->hours_level;
pl->hours_total = pl_rw->hours_total;
}
//-------------------------------------------------------------------
int state_callback(newmenu *menu, d_event *event, grs_bitmap *sc_bmp[])
{
newmenu_item *items = newmenu_get_items(menu);
int citem = newmenu_get_citem(menu);
if ( (citem > 0) && (event->type == EVENT_NEWMENU_DRAW) )
{
if ( sc_bmp[citem-1] ) {
grs_canvas *save_canv = grd_curcanv;
grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
gr_set_current_canvas(temp_canv);
scale_bitmap(sc_bmp[citem-1], vertbuf, 0);
gr_set_current_canvas( save_canv );
#ifndef OGL
gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-3, &temp_canv->cv_bitmap);
#else
ogl_ubitmapm_cs((grd_curcanv->cv_bitmap.bm_w/2)-FSPACX(THUMBNAIL_W/2),items[0].y-FSPACY(3),FSPACX(THUMBNAIL_W),FSPACY(THUMBNAIL_H),&temp_canv->cv_bitmap,-1,F1_0);
#endif
gr_free_canvas(temp_canv);
}
return 1;
}
return 0;
}
#if 0
void rpad_string( char * string, int max_chars )
{
int i, end_found;
end_found = 0;
for( i=0; i<max_chars; i++ ) {
if ( *string == 0 )
end_found = 1;
if ( end_found )
*string = ' ';
string++;
}
*string = 0; // NULL terminate
}
#endif
static int state_default_item = 0;
//Since state_default_item should ALWAYS point to a valid savegame slot, we use this to check if we once already actually SAVED a game. If yes, state_quick_item will be equal state_default_item, otherwise it should be -1 on every new mission and tell us we need to select a slot for quicksave.
int state_quick_item = -1;
/* Present a menu for selection of a savegame filename.
* For saving, dsc should be a pre-allocated buffer into which the new
* savegame description will be stored.
* For restoring, dsc should be NULL, in which case empty slots will not be
* selectable and savagames descriptions will not be editable.
*/
int state_get_savegame_filename(char * fname, char * dsc, char * caption, int blind_save)
{
PHYSFS_file * fp;
int i, choice, version, dummy_state_game_id, nsaves;
newmenu_item m[NUM_SAVES+1];
char filename[NUM_SAVES][PATH_MAX];
char desc[NUM_SAVES][DESC_LENGTH + 16];
grs_bitmap *sc_bmp[NUM_SAVES];
char id[5], dummy_callsign[CALLSIGN_LEN];
int valid;
nsaves=0;
m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
for (i=0;i<NUM_SAVES; i++ ) {
sc_bmp[i] = NULL;
sprintf( filename[i], GameArg.SysUsePlayersDir? "Players/%s.%sg%x" : "%s.%sg%x", Players[Player_num].callsign, (Game_mode & GM_MULTI_COOP)?"m":"s", i );
valid = 0;
fp = PHYSFSX_openReadBuffered(filename[i]);
if ( fp ) {
//Read id
PHYSFS_read(fp, id, sizeof(char) * 4, 1);
if ( !memcmp( id, dgss_id, 4 )) {
//Read version
PHYSFS_read(fp, &version, sizeof(int), 1);
// In case it's Coop, read state_game_id & callsign as well
if (Game_mode & GM_MULTI_COOP)
{
dummy_state_game_id = PHYSFSX_readSXE32(fp, 0);
PHYSFS_read(fp, &dummy_callsign, sizeof(char)*CALLSIGN_LEN, 1);
}
if ((version >= STATE_COMPATIBLE_VERSION) || (SWAPINT(version) >= STATE_COMPATIBLE_VERSION)) {
// Read description
PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
//rpad_string( desc[i], DESC_LENGTH-1 );
if (dsc == NULL) m[i+1].type = NM_TYPE_MENU;
// Read thumbnail
sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
nsaves++;
valid = 1;
}
}
PHYSFS_close(fp);
}
if (!valid) {
strcpy( desc[i], TXT_EMPTY );
//rpad_string( desc[i], DESC_LENGTH-1 );
if (dsc == NULL) m[i+1].type = NM_TYPE_TEXT;
}
if (dsc != NULL) {
m[i+1].type = NM_TYPE_INPUT_MENU;
}
m[i+1].text_len = DESC_LENGTH-1;
m[i+1].text = desc[i];
}
if ( dsc == NULL && nsaves < 1 ) {
nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
return 0;
}
sc_last_item = -1;
if (blind_save && state_quick_item < 0)
blind_save = 0; // haven't picked a slot yet
if (blind_save)
choice = state_default_item + 1;
else
choice = newmenu_do2( NULL, caption, NUM_SAVES+1, m, (int (*)(newmenu *, d_event *, void *))state_callback, sc_bmp, state_default_item + 1, NULL );
for (i=0; i<NUM_SAVES; i++ ) {
if ( sc_bmp[i] )
gr_free_bitmap( sc_bmp[i] );
}
if (choice > 0) {
strcpy( fname, filename[choice-1] );
if ( dsc != NULL ) strcpy( dsc, desc[choice-1] );
state_quick_item = state_default_item = choice - 1;
return choice;
}
return 0;
}
int state_get_save_file(char * fname, char * dsc, int blind_save)
{
return state_get_savegame_filename(fname, dsc, "Save Game", blind_save);
}
int state_get_restore_file(char * fname)
{
return state_get_savegame_filename(fname, NULL, "Select Game to Restore", 0);
}
int state_save_old_game(int slotnum, char * sg_name, player_rw * sg_player,
int sg_difficulty_level, int sg_primary_weapon,
int sg_secondary_weapon, int sg_next_level_num )
{
int i;
int temp_int;
ubyte temp_byte;
char desc[DESC_LENGTH+1];
char filename[128];
grs_canvas * cnv;
PHYSFS_file * fp;
ubyte *pal;
#ifdef OGL
int j;
GLint gl_draw_buffer;
#endif
sprintf( filename, (GameArg.SysUsePlayersDir?"Players/%s.sg%d":"%s.sg%d"), sg_player->callsign, slotnum );
fp = PHYSFSX_openWriteBuffered(filename);
if ( !fp ) return 0;
//Save id
PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
//Save version
temp_int = STATE_VERSION;
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
//Save description
strncpy( desc, sg_name, DESC_LENGTH );
PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
// Save the current screen shot...
cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
if ( cnv )
{
#ifdef OGL
ubyte *buf;
int k;
#endif
grs_canvas * cnv_save;
cnv_save = grd_curcanv;
gr_set_current_canvas( cnv );
render_frame(0);
#ifdef OGL
buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 4);
#ifndef OGLES
glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
glReadBuffer(gl_draw_buffer);
#endif
glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGBA, GL_UNSIGNED_BYTE, buf);
k = THUMBNAIL_H;
for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
if (!(j = i % THUMBNAIL_W))
k--;
cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
gr_find_closest_color(buf[4*i]/4, buf[4*i+1]/4, buf[4*i+2]/4);
}
d_free(buf);
#endif
pal = gr_palette;
PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
gr_set_current_canvas(cnv_save);
gr_free_canvas( cnv );
}
else
{
ubyte color = 0;
for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
PHYSFS_write(fp, &color, sizeof(ubyte), 1);
}
// Save the Between levels flag...
temp_int = 1;
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
// Save the mission info...
#ifndef SHAREWARE
PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
#else
PHYSFS_write(fp, "\0\0\0\0\0\0\0\0", 9 * sizeof(char), 1);
#endif
//Save level info
temp_int = sg_player->level;
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
temp_int = sg_next_level_num;
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
//Save GameTime
temp_int = 0;
PHYSFS_write(fp, &temp_int, sizeof(fix), 1);
//Save player info
PHYSFS_write(fp, &sg_player, sizeof(player_rw), 1);
// Save the current weapon info
temp_byte = sg_primary_weapon;
PHYSFS_write(fp, &temp_byte, sizeof(sbyte), 1);
temp_byte = sg_secondary_weapon;
PHYSFS_write(fp, &temp_byte, sizeof(sbyte), 1);
// Save the difficulty level
temp_int = sg_difficulty_level;
PHYSFS_write(fp, &temp_int, sizeof(int), 1);
// Save the cheats.enabled
temp_int = 0;
PHYSFS_write(fp, &cheats.enabled, sizeof(int), 1);
PHYSFS_write( fp, &cheats.turbo, sizeof(int), 1);
PHYSFS_write( fp, &state_game_id, sizeof(uint), 1 );
PHYSFS_write( fp, &cheats.rapidfire, sizeof(int), 1 );
PHYSFS_write( fp, &temp_int, sizeof(int), 1 ); // was Ugly_robot_cheat
PHYSFS_write( fp, &temp_int, sizeof(int), 1 ); // Ugly_robot_texture
PHYSFS_write( fp, &cheats.ghostphysics, sizeof(int), 1 );
PHYSFS_write( fp, &temp_int, sizeof(int), 1 ); // was Lunacy
PHYSFS_close(fp);
return 1;
}
// -----------------------------------------------------------------------------------
int state_save_all(int blind_save)
{
int rval;
char filename[PATH_MAX], desc[DESC_LENGTH+1];
if ( Game_mode & GM_MULTI )
{
if (Game_mode & GM_MULTI_COOP)
multi_initiate_save_game();
return 0;
}
stop_time();
memset(&filename, '\0', PATH_MAX);
memset(&desc, '\0', DESC_LENGTH+1);
if (!state_get_save_file(filename, desc, blind_save))
{
start_time();
return 0;
}
rval = state_save_all_sub(filename, desc);
if (rval)
HUD_init_message(HM_DEFAULT, "Game saved");
return rval;
}
int state_save_all_sub(char *filename, char *desc)
{
int i,j;
PHYSFS_file *fp;
grs_canvas * cnv;
ubyte *pal;
#ifdef OGL
GLint gl_draw_buffer;
#endif
fix tmptime32 = 0;
#ifndef NDEBUG
if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8))
Int3();
#endif
fp = PHYSFSX_openWriteBuffered(filename);
if ( !fp ) {
nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
start_time();
return 0;
}
//Save id
PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
//Save version
i = STATE_VERSION;
PHYSFS_write(fp, &i, sizeof(int), 1);
// Save Coop state_game_id and this Player's callsign. Oh the redundancy... we have this one later on but Coop games want to read this before loading a state so for easy access save this here, too
if (Game_mode & GM_MULTI_COOP)
{
PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
PHYSFS_write(fp, &Players[Player_num].callsign, sizeof(char)*CALLSIGN_LEN, 1);
}
//Save description
PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
// Save the current screen shot...
cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
if ( cnv )
{
#ifdef OGL
ubyte *buf;
int k;
#endif
grs_canvas * cnv_save;
cnv_save = grd_curcanv;
gr_set_current_canvas( cnv );
render_frame(0);
#if defined(OGL)
buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 4);
#ifndef OGLES
glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
glReadBuffer(gl_draw_buffer);
#endif
glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGBA, GL_UNSIGNED_BYTE, buf);
k = THUMBNAIL_H;
for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
if (!(j = i % THUMBNAIL_W))
k--;
cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
gr_find_closest_color(buf[4*i]/4, buf[4*i+1]/4, buf[4*i+2]/4);
}
d_free(buf);
#endif
pal = gr_palette;
PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
gr_set_current_canvas(cnv_save);
gr_free_canvas( cnv );
}
else
{
ubyte color = 0;
for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
PHYSFS_write(fp, &color, sizeof(ubyte), 1);
}
// Save the Between levels flag...
i = 0;
PHYSFS_write(fp, &i, sizeof(int), 1);
// Save the mission info...
PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
//Save level info
PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
PHYSFS_write(fp, &Next_level_num, sizeof(int), 1);
//Save GameTime
// NOTE: GameTime now is GameTime64 with fix64 since GameTime could only last 9 hrs. To even help old Savegames, we do not increment Savegame version but rather RESET GameTime64 to 0 on every save! ALL variables based on GameTime64 now will get the current GameTime64 value substracted and saved to fix size as well.
tmptime32 = 0;
PHYSFS_write(fp, &tmptime32, sizeof(fix), 1);
//Save player info
//PHYSFS_write(fp, &Players[Player_num], sizeof(player), 1);
{
player_rw *pl_rw;
MALLOC(pl_rw, player_rw, 1);
memset(pl_rw, 0, sizeof(player_rw));
state_player_to_player_rw(&Players[Player_num], pl_rw);
PHYSFS_write(fp, pl_rw, sizeof(player_rw), 1);
d_free(pl_rw);
}
// Save the current weapon info
PHYSFS_write(fp, &Primary_weapon, sizeof(sbyte), 1);
PHYSFS_write(fp, &Secondary_weapon, sizeof(sbyte), 1);
// Save the difficulty level
PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
// Save cheats enabled
PHYSFS_write(fp, &cheats.enabled, sizeof(int), 1);
PHYSFS_write(fp, &cheats.turbo, sizeof(int), 1);
//Finish all morph objects
for (i=0; i<=Highest_object_index; i++ ) {
if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
morph_data *md;
md = find_morph_data(&Objects[i]);
if (md) {
md->obj->control_type = md->morph_save_control_type;
md->obj->movement_type = md->morph_save_movement_type;
md->obj->render_type = RT_POLYOBJ;
md->obj->mtype.phys_info = md->morph_save_phys_info;
md->obj = NULL;
} else { //maybe loaded half-morphed from disk
Objects[i].flags |= OF_SHOULD_BE_DEAD;
Objects[i].render_type = RT_POLYOBJ;
Objects[i].control_type = CT_NONE;
Objects[i].movement_type = MT_NONE;
}
}
}
//Save object info
i = Highest_object_index+1;
PHYSFS_write(fp, &i, sizeof(int), 1);
//PHYSFS_write(fp, Objects, sizeof(object), i);
for (i = 0; i <= Highest_object_index; i++)
{
object_rw *obj_rw;
MALLOC(obj_rw, object_rw, 1);
memset(obj_rw, 0, sizeof(object_rw));
state_object_to_object_rw(&Objects[i], obj_rw);
PHYSFS_write(fp, obj_rw, sizeof(object_rw), 1);
d_free(obj_rw);
}
//Save wall info
i = Num_walls;
PHYSFS_write(fp, &i, sizeof(int), 1);
PHYSFS_write(fp, Walls, sizeof(wall), i);
//Save door info
i = Num_open_doors;
PHYSFS_write(fp, &i, sizeof(int), 1);
PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i);
//Save trigger info
PHYSFS_write(fp, &Num_triggers, sizeof(int), 1);
PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers);
//Save tmap info
for (i = 0; i <= Highest_segment_index; i++)
{
for (j = 0; j < 6; j++)
{
PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
}
}
// Save the fuelcen info
PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1);
PHYSFS_write(fp, &Countdown_seconds_left, sizeof(int), 1);
PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1);
PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
PHYSFS_write(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1);
for (i = 0; i < Num_fuelcenters; i++)
{
// NOTE: Usually Descent1 handles countdown by Timer value of the Reactor Station. Since we now use Descent2 code to handle countdown (which we do in case there IS NO Reactor Station which causes potential trouble in Multiplayer), let's find the Reactor here and store the timer in it.
if (Station[i].Type == SEGMENT_IS_CONTROLCEN)
Station[i].Timer = Countdown_timer;
PHYSFS_write(fp, &Station[i], sizeof(FuelCenter), 1);
}
// PHYSFS_write(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
// Save the control cen info
PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1);
PHYSFS_write(fp, &Control_center_player_been_seen, sizeof(int), 1);
PHYSFS_write(fp, &Control_center_next_fire_time, sizeof(int), 1);
PHYSFS_write(fp, &Control_center_present, sizeof(int), 1);
PHYSFS_write(fp, &Dead_controlcen_object_num, sizeof(int), 1);
// Save the AI state
ai_save_state( fp );
// Save the automap visited info
PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
i = 0;
PHYSFS_write(fp, &cheats.rapidfire, sizeof(int), 1);
PHYSFS_write(fp, &i, sizeof(int), 1); // was Ugly_robot_cheat
PHYSFS_write(fp, &i, sizeof(int), 1); // was Ugly_robot_texture
PHYSFS_write(fp, &cheats.ghostphysics, sizeof(int), 1);
PHYSFS_write(fp, &i, sizeof(int), 1); // was Lunacy
// Save Coop Info
if (Game_mode & GM_MULTI_COOP)
{
for (i = 0; i < MAX_PLAYERS; i++)
{
player_rw *pl_rw;
MALLOC(pl_rw, player_rw, 1);
memset(pl_rw, 0, sizeof(player_rw));
state_player_to_player_rw(&Players[i], pl_rw);
PHYSFS_write(fp, pl_rw, sizeof(player_rw), 1);
d_free(pl_rw);
}
PHYSFS_write(fp, &Netgame.mission_title, sizeof(char), MISSION_NAME_LEN+1);
PHYSFS_write(fp, &Netgame.mission_name, sizeof(char), 9);
PHYSFS_write(fp, &Netgame.levelnum, sizeof(int), 1);
PHYSFS_write(fp, &Netgame.difficulty, sizeof(ubyte), 1);
PHYSFS_write(fp, &Netgame.game_status, sizeof(ubyte), 1);
PHYSFS_write(fp, &Netgame.numplayers, sizeof(ubyte), 1);
PHYSFS_write(fp, &Netgame.max_numplayers, sizeof(ubyte), 1);
PHYSFS_write(fp, &Netgame.numconnected, sizeof(ubyte), 1);
for (i = 0; i < MAX_PLAYERS; i++)
PHYSFS_write(fp, &Netgame.killed[i], sizeof(short), 1);
PHYSFS_write(fp, &Netgame.level_time, sizeof(int), 1);
for (i = 0; i < MAX_PLAYERS; i++)
PHYSFS_write(fp, &Netgame.player_score[i], sizeof(int), 1);
for (i = 0; i < MAX_PLAYERS; i++)
PHYSFS_write(fp, &Netgame.player_flags[i], sizeof(ubyte), 1);
}
PHYSFS_close(fp);
start_time();
return 1;
}
// -----------------------------------------------------------------------------------
int state_restore_all(int in_game)
{
char filename[PATH_MAX];
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_stop_recording();
if ( Newdemo_state != ND_STATE_NORMAL )
return 0;
if ( Game_mode & GM_MULTI )
{
if (Game_mode & GM_MULTI_COOP)
multi_initiate_restore_game();
return 0;
}
stop_time();
if (!state_get_restore_file(filename)) {
start_time();
return 0;
}
if ( in_game ) {
int choice;
choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
if ( choice != 0 ) {
start_time();
return 0;
}
}
start_time();
return state_restore_all_sub(filename);
}
int state_restore_all_sub(char *filename)
{
int ObjectStartLocation;
int BogusSaturnShit = 0;
int version,i, j, segnum, coop_player_got[MAX_PLAYERS];
object * obj;
PHYSFS_file *fp;
int swap = 0; // if file is not endian native, have to swap all shorts and ints
int current_level, next_level;
char mission[16];
char desc[DESC_LENGTH+1];
char id[5];
char org_callsign[CALLSIGN_LEN+16];
fix tmptime32 = 0;
player_rw *pl_rw;
#ifndef NDEBUG
if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8))
Int3();
#endif
fp = PHYSFSX_openReadBuffered(filename);
if ( !fp ) return 0;
//Read id
PHYSFS_read(fp, id, sizeof(char) * 4, 1);
if ( memcmp( id, dgss_id, 4 )) {
PHYSFS_close(fp);
return 0;
}
//Read version
//Check for swapped file here, as dgss_id is written as a string (i.e. endian independent)
PHYSFS_read(fp, &version, sizeof(int), 1);
if (version & 0xffff0000)
{
swap = 1;
version = SWAPINT(version);
}
if (version < STATE_COMPATIBLE_VERSION) {
PHYSFS_close(fp);
return 0;
}
// Read Coop state_game_id. Oh the redundancy... we have this one later on but Coop games want to read this before loading a state so for easy access we have this here
if (Game_mode & GM_MULTI_COOP)
{
char saved_callsign[CALLSIGN_LEN];
state_game_id = PHYSFSX_readSXE32(fp, swap);
PHYSFS_read(fp, &saved_callsign, sizeof(char)*CALLSIGN_LEN, 1);
if (strcmp(saved_callsign, Players[Player_num].callsign)) // check the callsign of the palyer who saved this state. It MUST match. If we transferred this savegame from pilot A to pilot B, others won't be able to restore us. So bail out here if this is the case.
{
PHYSFS_close(fp);
return 0;
}
}
// Read description
PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
// Skip the current screen shot...
PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
// Read the Between levels flag...
i = PHYSFSX_readSXE32(fp, swap);
i = 0;
// Read the mission info...
PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
if (!load_mission_by_name( mission )) {
nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
PHYSFS_close(fp);
return 0;
}
//Read level info
current_level = PHYSFSX_readSXE32(fp, swap);
next_level = PHYSFSX_readSXE32(fp, swap);
//Restore GameTime
tmptime32 = PHYSFSX_readSXE32(fp, swap);
GameTime64 = (fix64)tmptime32;
// Start new game....
if (!(Game_mode & GM_MULTI_COOP))
{
Game_mode = GM_NORMAL;
#ifdef NETWORK
change_playernum_to(0);
#endif
N_players = 1;
strcpy( org_callsign, Players[0].callsign );
InitPlayerObject(); //make sure player's object set up
init_player_stats_game(); //clear all stats
}
else // in coop we want to stay the player we are already.
{
strcpy( org_callsign, Players[Player_num].callsign );
init_player_stats_game();
}
if (Game_wind)
window_set_visible(Game_wind, 0);
//Read player info
StartNewLevelSub(current_level, 1);//use page_in_textures here to fix OGL texture precashing crash -MPM
MALLOC(pl_rw, player_rw, 1);
PHYSFS_read(fp, pl_rw, sizeof(player_rw), 1);
player_rw_swap(pl_rw, swap);
state_player_rw_to_player(pl_rw, &Players[Player_num]);
d_free(pl_rw);
strcpy( Players[Player_num].callsign, org_callsign );
// Restore the weapon states
PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1);
PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1);
select_weapon(Primary_weapon, 0, 0, 0);
select_weapon(Secondary_weapon, 1, 0, 0);
// Restore the difficulty level
Difficulty_level = PHYSFSX_readSXE32(fp, swap);
// Restore the cheats enabled flag
cheats.enabled = PHYSFSX_readSXE32(fp, swap);
cheats.turbo = PHYSFSX_readSXE32(fp, swap);
Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
ObjectStartLocation = PHYSFS_tell(fp);
RetryObjectLoading:
//Clear out all the objects from the lvl file
for (segnum=0; segnum <= Highest_segment_index; segnum++)
Segments[segnum].objects = -1;
reset_objects(1);
//Read objects, and pop 'em into their respective segments.
i = PHYSFSX_readSXE32(fp, swap);
Highest_object_index = i-1;
if ( !BogusSaturnShit )
//object_read_n_swap(Objects, i, swap, fp);
for (i=0; i<=Highest_object_index; i++ )
{
object_rw *obj_rw;
MALLOC(obj_rw, object_rw, 1);
PHYSFS_read(fp, obj_rw, sizeof(object_rw), 1);
object_rw_swap(obj_rw, swap);
state_object_rw_to_object(obj_rw, &Objects[i]);
d_free(obj_rw);
}
else {
for (i=0; i<=Highest_object_index; i++ )
{
object_rw *obj_rw;
MALLOC(obj_rw, object_rw, 1);
// Insert 3 bytes after the read in obj->rtype.pobj_info.alt_textures field.
PHYSFS_read(fp, obj_rw, sizeof(object_rw)-3, 1);
object_rw_swap(obj_rw, swap);
state_object_rw_to_object(obj_rw, &Objects[i]);
d_free(obj_rw);
Objects[i].rtype.pobj_info.alt_textures = -1;
}
}
for (i=0; i<=Highest_object_index; i++ ) {
obj = &Objects[i];
obj->rtype.pobj_info.alt_textures = -1;
segnum = obj->segnum;
obj->next = obj->prev = obj->segnum = -1;
if ( obj->type != OBJ_NONE ) {
// Check for a bogus Saturn version!!!!
if (!BogusSaturnShit ) {
if ( (segnum<0) || (segnum>Highest_segment_index) ) {
BogusSaturnShit = 1;
PHYSFS_seek( fp, ObjectStartLocation );
goto RetryObjectLoading;
}
}
obj_link(i,segnum);
}
}
special_reset_objects();
//Restore wall info
Num_walls = PHYSFSX_readSXE32(fp, swap);
// Check for a bogus Saturn version!!!!
if (!BogusSaturnShit ) {
if ( (Num_walls<0) || (Num_walls>MAX_WALLS) ) {
BogusSaturnShit = 1;
PHYSFS_seek( fp, ObjectStartLocation );
goto RetryObjectLoading;
}
}
wall_read_n_swap(Walls, Num_walls, swap, fp);
// Check for a bogus Saturn version!!!!
if (!BogusSaturnShit ) {
for (i=0; i<Num_walls; i++ ) {
if ( (Walls[i].segnum<0) || (Walls[i].segnum>Highest_segment_index) || (Walls[i].sidenum<-1) || (Walls[i].sidenum>5) ) {
BogusSaturnShit = 1;
PHYSFS_seek( fp, ObjectStartLocation );
goto RetryObjectLoading;
}
}
}
//Restore door info
Num_open_doors = PHYSFSX_readSXE32(fp, swap);
active_door_read_n_swap(ActiveDoors, Num_open_doors, swap, fp);
//Restore trigger info
Num_triggers = PHYSFSX_readSXE32(fp, swap);
trigger_read_n_swap(Triggers, Num_triggers, swap, fp);
//Restore tmap info
for (i=0; i<=Highest_segment_index; i++ ) {
for (j=0; j<6; j++ ) {
Segments[i].sides[j].wall_num = PHYSFSX_readSXE16(fp, swap);
Segments[i].sides[j].tmap_num = PHYSFSX_readSXE16(fp, swap);
Segments[i].sides[j].tmap_num2 = PHYSFSX_readSXE16(fp, swap);
}
}
//Restore the fuelcen info
Control_center_destroyed = PHYSFSX_readSXE32(fp, swap);
Countdown_seconds_left = PHYSFSX_readSXE32(fp, swap);
Num_robot_centers = PHYSFSX_readSXE32(fp, swap);
matcen_info_read_n_swap(RobotCenters, Num_robot_centers, swap, fp);
control_center_triggers_read_n_swap(&ControlCenterTriggers, 1, swap, fp);
Num_fuelcenters = PHYSFSX_readSXE32(fp, swap);
fuelcen_read_n_swap(Station, Num_fuelcenters, swap, fp);
Countdown_timer = 0;
for (i = 0; i < Num_fuelcenters; i++)
{
// NOTE: Usually Descent1 handles countdown by Timer value of the Reactor Station. Since we now use Descent2 code to handle countdown (which we do in case there IS NO Reactor Station which causes potential trouble in Multiplayer), let's find the Reactor here and read the timer from it.
if (Station[i].Type == SEGMENT_IS_CONTROLCEN)
Countdown_timer = Station[i].Timer;
}
// Restore the control cen info
Control_center_been_hit = PHYSFSX_readSXE32(fp, swap);
Control_center_player_been_seen = PHYSFSX_readSXE32(fp, swap);
Control_center_next_fire_time = PHYSFSX_readSXE32(fp, swap);
Control_center_present = PHYSFSX_readSXE32(fp, swap);
Dead_controlcen_object_num = PHYSFSX_readSXE32(fp, swap);
if (Control_center_destroyed)
Total_countdown_time = Countdown_timer/F0_5; // we do not need to know this, but it should not be 0 either...
// Restore the AI state
ai_restore_state( fp, swap );
// Restore the automap visited info
PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
// Restore hacked up weapon system stuff.
Auto_fire_fusion_cannon_time = 0;
Next_laser_fire_time = GameTime64;
Next_missile_fire_time = GameTime64;
Last_laser_fired_time = GameTime64;
state_game_id = 0;
if ( version >= 7 ) {
int stub;
state_game_id = PHYSFSX_readSXE32(fp, swap);
cheats.rapidfire = PHYSFSX_readSXE32(fp, swap);
stub = PHYSFSX_readSXE32(fp, swap); // was Ugly_robot_cheat
stub = PHYSFSX_readSXE32(fp, swap); // Ugly_robot_texture
cheats.ghostphysics = PHYSFSX_readSXE32(fp, swap);
stub = PHYSFSX_readSXE32(fp, swap); // was Lunacy
}
// Read Coop Info
if (Game_mode & GM_MULTI_COOP)
{
player restore_players[MAX_PLAYERS];
int coop_player_slot_remap[MAX_PLAYERS], coop_got_nplayers = 0;
for (i = 0; i < MAX_PLAYERS; i++)
{
player_rw *pl_rw;
object *obj;
// prepare arrays for mapping our players below
coop_player_slot_remap[i] = -1;
coop_player_got[i] = 0;
// read the stored players
MALLOC(pl_rw, player_rw, 1);
PHYSFS_read(fp, pl_rw, sizeof(player_rw), 1);
player_rw_swap(pl_rw, swap);
state_player_rw_to_player(pl_rw, &restore_players[i]);
d_free(pl_rw);
// make all (previous) player objects to ghosts
obj = &Objects[restore_players[i].objnum];
obj->type = OBJ_GHOST;
multi_reset_player_object(obj);
}
for (i = 0; i < MAX_PLAYERS; i++) // copy restored players to the current slots
{
for (j = 0; j < MAX_PLAYERS; j++)
{
// map stored players to current players depending on their unique (which we made sure) callsign
if (Players[i].connected == CONNECT_PLAYING && restore_players[j].connected == CONNECT_PLAYING && !strcmp(Players[i].callsign, restore_players[j].callsign))
{
object *obj;
memcpy(&Players[i], &restore_players[j], sizeof(player));
coop_player_slot_remap[i] = j;
coop_player_got[i] = 1;
coop_got_nplayers++;
obj = &Objects[Players[i].objnum];
obj->id = i; // assign player object id to player number
// make this restored player object an actual player again
obj->type = OBJ_PLAYER;
multi_reset_player_object(obj);
}
}
}
PHYSFS_read(fp, &Netgame.mission_title, sizeof(char), MISSION_NAME_LEN+1);
PHYSFS_read(fp, &Netgame.mission_name, sizeof(char), 9);
Netgame.levelnum = PHYSFSX_readSXE32(fp, swap);
PHYSFS_read(fp, &Netgame.difficulty, sizeof(ubyte), 1);
PHYSFS_read(fp, &Netgame.game_status, sizeof(ubyte), 1);
PHYSFS_read(fp, &Netgame.numplayers, sizeof(ubyte), 1);
PHYSFS_read(fp, &Netgame.max_numplayers, sizeof(ubyte), 1);
MaxNumNetPlayers = Netgame.max_numplayers;
PHYSFS_read(fp, &Netgame.numconnected, sizeof(ubyte), 1);
for (i = 0; i < MAX_PLAYERS; i++)
Netgame.killed[coop_player_slot_remap[i]] = PHYSFSX_readSXE16(fp, swap);
Netgame.level_time = PHYSFSX_readSXE32(fp, swap);
for (i = 0; i < MAX_PLAYERS; i++)
Netgame.player_score[coop_player_slot_remap[i]] = PHYSFSX_readSXE32(fp, swap);
for (i = 0; i < MAX_PLAYERS; i++)
PHYSFS_read(fp, &Netgame.player_flags[coop_player_slot_remap[i]], sizeof(ubyte), 1);
for (i = 0; i < MAX_PLAYERS; i++) // Disconnect connected players not available in this Savegame
if (!coop_player_got[i] && Players[i].connected == CONNECT_PLAYING)
multi_disconnect_player(i);
Viewer = ConsoleObject = &Objects[Players[Player_num].objnum]; // make sure Viewer and ConsoleObject are set up (which we skipped by not using InitPlayerObject but we need since objects changed while loading)
}
PHYSFS_close(fp);
if (Game_wind)
if (!window_is_visible(Game_wind))
window_set_visible(Game_wind, 1);
reset_time();
return 1;
}
int state_get_game_id(char *filename)
{
int version;
PHYSFS_file *fp;
int swap = 0; // if file is not endian native, have to swap all shorts and ints
char id[5], saved_callsign[CALLSIGN_LEN];
#ifndef NDEBUG
if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8))
Int3();
#endif
if (!(Game_mode & GM_MULTI_COOP))
return 0;
fp = PHYSFSX_openReadBuffered(filename);
if ( !fp ) return 0;
//Read id
PHYSFS_read(fp, id, sizeof(char) * 4, 1);
if ( memcmp( id, dgss_id, 4 )) {
PHYSFS_close(fp);
return 0;
}
//Read version
//Check for swapped file here, as dgss_id is written as a string (i.e. endian independent)
PHYSFS_read(fp, &version, sizeof(int), 1);
if (version & 0xffff0000)
{
swap = 1;
version = SWAPINT(version);
}
if (version < STATE_COMPATIBLE_VERSION) {
PHYSFS_close(fp);
return 0;
}
// Read Coop state_game_id to validate the savegame we are about to load matches the others
state_game_id = PHYSFSX_readSXE32(fp, swap);
PHYSFS_read(fp, &saved_callsign, sizeof(char)*CALLSIGN_LEN, 1);
if (strcmp(saved_callsign, Players[Player_num].callsign)) // check the callsign of the palyer who saved this state. It MUST match. If we transferred this savegame from pilot A to pilot B, others won't be able to restore us. So bail out here if this is the case.
return 0;
return state_game_id;
}