dxx-rebirth/similar/main/state.cpp

1963 lines
66 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 1993-1999 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 "dxxerror.h"
#include "gamefont.h"
#include "gameseg.h"
#include "switch.h"
#include "game.h"
#include "newmenu.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 "collide.h"
#include "u_mem.h"
#include "args.h"
#include "ai.h"
#include "fireball.h"
#include "controls.h"
#include "laser.h"
#include "state.h"
#include "multi.h"
#include "gr.h"
#ifdef OGL
#include "ogl_init.h"
#endif
#include "physfsx.h"
#if defined(DXX_BUILD_DESCENT_I)
#define STATE_VERSION 7
#define STATE_COMPATIBLE_VERSION 6
#elif defined(DXX_BUILD_DESCENT_II)
#define STATE_VERSION 22
#define STATE_COMPATIBLE_VERSION 20
#endif
// 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.
// 8 - Added AI stuff for escort and thief.
// 9 - Save palette with screen shot
// 12- Saved last_was_super array
// 13- Saved palette flash stuff
// 14- Save cloaking wall stuff
// 15- Save additional ai info
// 16- Save Light_subtracted
// 17- New marker save
// 18- Took out saving of old cheat status
// 19- Saved cheats.enabled flag
// 20- First_secret_visit
// 22- Omega_charge
#define NUM_SAVES 10
#define THUMBNAIL_W 100
#define THUMBNAIL_H 50
#define DESC_LENGTH 20
int sc_last_item= 0;
static const char dgss_id[4] = {'D', 'G', 'S', 'S'};
unsigned 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.
static 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.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.danger_laser_num = obj->ctype.ai_info.danger_laser_num;
obj_rw->ctype.ai_info.danger_laser_signature = obj->ctype.ai_info.danger_laser_signature;
#if defined(DXX_BUILD_DESCENT_I)
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;
#elif defined(DXX_BUILD_DESCENT_II)
obj_rw->ctype.ai_info.dying_sound_playing = obj->ctype.ai_info.dying_sound_playing;
if (obj->ctype.ai_info.dying_start_time == 0) // if bot not dead, anything but 0 will kill it
obj_rw->ctype.ai_info.dying_start_time = 0;
else
obj_rw->ctype.ai_info.dying_start_time = obj->ctype.ai_info.dying_start_time - GameTime64;
#endif
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;
#if defined(DXX_BUILD_DESCENT_II)
if (obj->ctype.powerup_info.creation_time - GameTime64 < F1_0*(-18000))
obj_rw->ctype.powerup_info.creation_time = F1_0*(-18000);
else
obj_rw->ctype.powerup_info.creation_time = obj->ctype.powerup_info.creation_time - GameTime64;
obj_rw->ctype.powerup_info.flags = obj->ctype.powerup_info.flags;
#endif
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
static 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.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] = true; // 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;
obj->ctype.laser_info.track_turn_time = HOMING_TURN_TIME;
#if defined(DXX_BUILD_DESCENT_II)
obj->ctype.laser_info.last_afterburner_time = 0;
#endif
break;
case CT_EXPLOSION:
obj->ctype.expl_info.spawn_time = obj_rw->ctype.expl_info.spawn_time;
obj->ctype.expl_info.delete_time = obj_rw->ctype.expl_info.delete_time;
obj->ctype.expl_info.delete_objnum = obj_rw->ctype.expl_info.delete_objnum;
obj->ctype.expl_info.attach_parent = obj_rw->ctype.expl_info.attach_parent;
obj->ctype.expl_info.prev_attach = obj_rw->ctype.expl_info.prev_attach;
obj->ctype.expl_info.next_attach = obj_rw->ctype.expl_info.next_attach;
break;
case CT_AI:
{
int i;
obj->ctype.ai_info.behavior = 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;
memcpy(pl_rw->callsign, pl->callsign, CALLSIGN_LEN+1);
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;
memcpy(pl->callsign, pl_rw->callsign, CALLSIGN_LEN+1);
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, 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;
#ifndef OGL
grs_canvas *temp_canv = gr_create_canvas(FSPACX(THUMBNAIL_W),FSPACY(THUMBNAIL_H));
#else
grs_canvas *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], 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
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.
*/
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];
grs_bitmap *sc_bmp[NUM_SAVES];
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++ ) {
sc_bmp[i] = NULL;
snprintf(filename[i], sizeof(filename[i]), PLAYER_DIRECTORY_STRING("%.8s.%cg%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)
{
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], 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 );
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, int blind_save)
{
return state_get_savegame_filename(fname, NULL, "Select Game to Restore", blind_save);
}
#if defined(DXX_BUILD_DESCENT_I)
int state_save_old_game(int slotnum, const 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[PATH_MAX];
char mission_filename[9];
grs_canvas * cnv;
PHYSFS_file * fp;
#ifdef OGL
int j;
GLint gl_draw_buffer;
#endif
snprintf(filename, sizeof(filename), PLAYER_DIRECTORY_STRING("%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
int k;
#endif
grs_canvas * cnv_save;
cnv_save = grd_curcanv;
gr_set_current_canvas( cnv );
render_frame(0, 0);
#ifdef 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);
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...
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
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;
}
#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;
grs_canvas * cnv;
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...
cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
if ( cnv )
{
#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);
gr_free_canvas( cnv );
#if defined(DXX_BUILD_DESCENT_II)
PHYSFS_write(fp, &gr_palette[0], sizeof(gr_palette[0]), gr_palette.size());
#endif
}
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...
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);
PHYSFS_write(fp, Walls, sizeof(wall), i);
#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);
PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i);
#if defined(DXX_BUILD_DESCENT_II)
//Save cloaking wall info
i = Num_cloaking_walls;
PHYSFS_write(fp, &i, sizeof(int), 1);
PHYSFS_write(fp, CloakingWalls, sizeof(cloaking_wall), i);
#endif
//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);
#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);
PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
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
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
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
PHYSFS_write(fp, MarkerObject, sizeof(MarkerObject) ,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), 1);
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)
{
int 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, segnum, coop_player_got[MAX_PLAYERS], coop_org_objnum = Players[Player_num].objnum;
object * obj;
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];
char org_callsign[CALLSIGN_LEN+16];
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)
{
char saved_callsign[CALLSIGN_LEN+1];
state_game_id = PHYSFSX_readSXE32(fp, swap);
PHYSFS_read(fp, &saved_callsign, sizeof(char)*CALLSIGN_LEN+1, 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);
#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....
if (!(Game_mode & GM_MULTI_COOP))
{
Game_mode = GM_NORMAL;
change_playernum_to(0);
N_players = 1;
strcpy( 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.
{
strcpy( 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);
}
}
strcpy( 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=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++ ) {
obj = &Objects[i];
obj->rtype.pobj_info.alt_textures = -1;
segnum = obj->segnum;
obj->next = obj->prev = object_none;
obj->segnum = segment_none;
if ( obj->type != OBJ_NONE ) {
obj_link(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);
wall_read_n_swap(Walls, Num_walls, swap, fp);
#if defined(DXX_BUILD_DESCENT_II)
//now that we have the walls, check if any sounds are linked to
//walls that are now open
for (i=0;i<Num_walls;i++) {
if (Walls[i].type == WALL_OPEN)
digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].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);
active_door_read_n_swap(ActiveDoors, Num_open_doors, swap, fp);
#if defined(DXX_BUILD_DESCENT_II)
if (version >= 14) { //Restore cloaking wall info
Num_cloaking_walls = PHYSFSX_readSXE32(fp, swap);
cloaking_wall_read_n_swap(CloakingWalls, Num_cloaking_walls, swap, fp);
}
#endif
//Restore trigger info
Num_triggers = PHYSFSX_readSXE32(fp, swap);
trigger_read_n_swap(Triggers, Num_triggers, swap, fp);
//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);
matcen_info_read_n_swap(RobotCenters, Num_robot_centers, swap, fp);
control_center_triggers_read_swap(&ControlCenterTriggers, swap, fp);
Num_fuelcenters = PHYSFSX_readSXE32(fp, swap);
fuelcen_read_n_swap(Station, Num_fuelcenters, swap, fp);
#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), 1);
}
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 && !strcmp(Players[i].callsign, restore_players[j].callsign))
{
object *obj;
int sav_objnum = Players[i].objnum;
Players[i] = restore_players[j];
Players[i].objnum = sav_objnum;
coop_player_got[i] = 1;
coop_got_nplayers++;
obj = &Objects[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 (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;
}