Example #1
0
//load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
void LoadLevel(int level_num,int page_in_textures)
{
	char *level_name;
	player save_player;

	save_player = Players[Player_num];

	Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);

	level_name = get_level_file(level_num);

	if (!load_level(level_name))
		Current_level_num=level_num;

	gr_use_palette_table( "palette.256" );

	show_boxed_message(TXT_LOADING, 0);
#ifdef RELEASE
	timer_delay(F1_0);
#endif

#ifdef NETWORK
	my_segments_checksum = netmisc_calc_checksum();
#endif

	load_endlevel_data(level_num);
	
	load_custom_data(level_name);

#ifdef NETWORK
	reset_network_objects();
#endif

	Players[Player_num] = save_player;

	set_sound_sources();

	songs_play_level_song( Current_level_num, 0 );

	gr_palette_load(gr_palette);		//actually load the palette

	if ( page_in_textures )
		piggy_load_level_data();
}
Example #2
0
//called when the player is starting a new level for normal game mode and restore state
void StartNewLevelSub(int level_num, int page_in_textures)
{
	if (!(Game_mode & GM_MULTI)) {
		last_drawn_cockpit = -1;
	}

	if (Newdemo_state == ND_STATE_PAUSED)
		Newdemo_state = ND_STATE_RECORDING;

	if (Newdemo_state == ND_STATE_RECORDING) {
		newdemo_set_new_level(level_num);
		newdemo_record_start_frame(FrameTime );
	}

	if (Game_mode & GM_MULTI)
		Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.

	LoadLevel(level_num);

	if ( page_in_textures )	{
		piggy_load_level_data();
	}

	Assert(Current_level_num == level_num);	//make sure level set right

	gameseq_init_network_players(); // Initialize the Players array for 
											  // this level

#ifdef NETWORK
	if (Game_mode & GM_NETWORK)
	{
		if(network_level_sync()) // After calling this, Player_num is set
			return;
	}
#endif

	Assert(Function_mode == FMODE_GAME);

	HUD_clear_messages();

	automap_clear_visited();

	#ifdef NETWORK
	if (Network_new_game == 1)
	{
		Network_new_game = 0;
		init_player_stats_new_ship();
	}
	#endif
	init_player_stats_level();

#ifndef SHAREWARE
#ifdef NETWORK
	if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
	{
		int i;
		for (i = 0; i < N_players; i++)
			Players[i].flags |= Netgame.player_flags[i];
	}
#endif
#endif

	Viewer = &Objects[Players[Player_num].objnum];

#ifdef NETWORK
	if (Game_mode & GM_MULTI)
	{
		multi_prep_level(); // Removes robots from level if necessary
	}
#endif

	gameseq_remove_unused_players();

	count_powerup_start_level();

	Game_suspended = 0;

	Fuelcen_control_center_destroyed = 0;

	init_cockpit();
	init_robots_for_level();
	init_ai_objects();
	init_morphs();
	init_all_matcens();
	reset_palette_add();
	game_flush_inputs();		// clear out the keyboard

	if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
		set_highest_level(Current_level_num);

	reset_special_effects();

#ifdef OGL
	ogl_cache_level_textures();
#endif

#ifdef NETWORK
	if (Network_rejoined == 1)
	{
		Network_rejoined = 0;
		StartLevel(1);
	}
	else
#endif
		StartLevel(0);		// Note link to above if!

	copy_defaults_to_robot_all();
	init_controlcen_for_level();

	//	Say player can use FLASH cheat to mark path to exit.
	Last_level_path_created = -1;
}
Example #3
0
int state_restore_all_sub(char *filename, int multi)
{
	int ObjectStartLocation;
	int BogusSaturnShit = 0;
	int version,i, j, segnum;
	object * obj;
	FILE *fp;
	int current_level, next_level;
	int between_levels;
	char mission[16];
	char desc[DESC_LENGTH+1];
	char id[5];
	char org_callsign[CALLSIGN_LEN+16];

	if ( Game_mode & GM_MULTI )	{
#ifdef MULTI_SAVE
		if ( !FindArg( "-multisave" ) ) 
#endif
			return 0;
	}

	fp = fopen( filename, "rb" );
	if ( !fp ) return 0;

//Read id
	fread( id, sizeof(char)*4, 1, fp );
	if ( memcmp( id, dgss_id, 4 )) {
		fclose(fp);
		return 0;
	}

//Read version
	fread( &version, sizeof(int), 1, fp );
	if (version < STATE_COMPATIBLE_VERSION)	{
		fclose(fp);
		return 0;
	}

// Read description
	fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );

// Skip the current screen shot...
	fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );

// Read the Between levels flag...
	fread( &between_levels, sizeof(int), 1, fp );

// Read the mission info...
	fread( mission, sizeof(char)*9, 1, fp );

#ifdef MAC_SHAREWARE
	if (strcmp(mission, "") ) {
		nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
		fclose(fp);
		return 0;
	}
#else
	if (!load_mission_by_name( mission ))	{
		nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
		fclose(fp);
		return 0;
	}
#endif

//Read level info
	fread( &current_level, sizeof(int), 1, fp );
	fread( &next_level, sizeof(int), 1, fp );

//Restore GameTime
	fread( &GameTime, sizeof(fix), 1, fp );

// Start new game....
	if (!multi)	{
		Game_mode = GM_NORMAL;
		Function_mode = FMODE_GAME;
		#ifdef NETWORK
		change_playernum_to(0);
		#endif
		strcpy( org_callsign, Players[0].callsign );
		N_players = 1;
		InitPlayerObject();				//make sure player's object set up
		init_player_stats_game();		//clear all stats
	} else {
		strcpy( org_callsign, Players[Player_num].callsign );
	}
//Read player info

	if ( between_levels )	{
		int saved_offset;
		fread( &Players[Player_num], sizeof(player), 1, fp );
		saved_offset = ftell(fp);
		fclose( fp );
		do_briefing_screens(next_level);
		fp = fopen( filename, "rb" );
		fseek( fp, saved_offset, SEEK_SET );
 		StartNewLevelSub( next_level, 0 );		
	} else {
		StartNewLevelSub(current_level, 0);		
		fread( &Players[Player_num], sizeof(player), 1, fp );
	}
	strcpy( Players[Player_num].callsign, org_callsign );

// Set the right level
	if ( between_levels )
		Players[Player_num].level = next_level;

// Restore the weapon states
	fread( &Primary_weapon, sizeof(byte), 1, fp );
	fread( &Secondary_weapon, sizeof(byte), 1, fp );

	select_weapon(Primary_weapon, 0, 0, 0);
	select_weapon(Secondary_weapon, 1, 0, 0);

// Restore the difficulty level
	fread( &Difficulty_level, sizeof(int), 1, fp );

// Restore the cheats enabled flag
	fread( &Cheats_enabled, sizeof(int), 1, fp );
	fread( &Game_turbo_mode, sizeof(int), 1, fp );

	if ( !between_levels )	{
		Do_appearance_effect = 0;			// Don't do this for middle o' game stuff.

		ObjectStartLocation = ftell( 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.
		fread( &i, sizeof(int), 1, fp );
		Highest_object_index = i-1;
		if ( !BogusSaturnShit )	
			fread( Objects, sizeof(object)*i, 1, fp );
		else {
			ubyte tmp_object[sizeof(object)];
			for (i=0; i<=Highest_object_index; i++ )	{
				fread( tmp_object, sizeof(object)-3, 1, fp );
				// Insert 3 bytes after the read in obj->rtype.pobj_info.alt_textures field.
				memcpy( &Objects[i], tmp_object, sizeof(object)-3 );
				Objects[i].rtype.pobj_info.alt_textures = -1;
			}
		}
	
		Object_next_signature = 0;
		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;
						mprintf(( 1, "READING BOGUS SATURN VERSION OBJECTS!!! (Object:%d)\n", i ));
						fseek( fp, ObjectStartLocation, SEEK_SET );
						goto RetryObjectLoading;
					}
				}
				obj_link(i,segnum);
				if ( obj->signature > Object_next_signature )
					Object_next_signature = obj->signature;
			}
		}	
		special_reset_objects();
		Object_next_signature++;
	
		//Restore wall info
		fread( &i, sizeof(int), 1, fp );
		Num_walls = i;
		// Check for a bogus Saturn version!!!!
		if (!BogusSaturnShit )	{
			if ( (Num_walls<0) || (Num_walls>MAX_WALLS) ) {
				BogusSaturnShit = 1;
				mprintf(( 1, "READING BOGUS SATURN VERSION OBJECTS!!! (Num_walls)\n" ));
				fseek( fp, ObjectStartLocation, SEEK_SET );
				goto RetryObjectLoading;
			}
		}

		fread( Walls, sizeof(wall)*Num_walls, 1, 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;
					mprintf(( 1, "READING BOGUS SATURN VERSION OBJECTS!!! (Wall %d)\n", i ));
					fseek( fp, ObjectStartLocation, SEEK_SET );
					goto RetryObjectLoading;
				}
			}
		}
	
		//Restore door info
		fread( &i, sizeof(int), 1, fp );
		Num_open_doors = i;
		fread( ActiveDoors, sizeof(active_door)*Num_open_doors, 1, fp );
	
		//Restore trigger info
		fread( &Num_triggers, sizeof(int), 1, fp );
		fread( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
	
		//Restore tmap info
		for (i=0; i<=Highest_segment_index; i++ )	{
			for (j=0; j<6; j++ )	{
				fread( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
				fread( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
				fread( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
			}
		}
	
		//Restore the fuelcen info
		fread( &Fuelcen_control_center_destroyed, sizeof(int), 1, fp );
		fread( &Fuelcen_seconds_left, sizeof(int), 1, fp );
		fread( &Num_robot_centers, sizeof(int), 1, fp );
		fread( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
		fread( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
		fread( &Num_fuelcenters, sizeof(int), 1, fp );
		fread( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
	
		// Restore the control cen info
		fread( &Control_center_been_hit, sizeof(int), 1, fp );
		fread( &Control_center_player_been_seen, sizeof(int), 1, fp );
		fread( &Control_center_next_fire_time, sizeof(int), 1, fp );
		fread( &Control_center_present, sizeof(int), 1, fp );
		fread( &Dead_controlcen_object_num, sizeof(int), 1, fp );
	
		// Restore the AI state
		ai_restore_state( fp );
	
		// Restore the automap visited info
		fread( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );

		//	Restore hacked up weapon system stuff.
		Fusion_next_sound_time = GameTime;
		Auto_fire_fusion_cannon_time = 0;
		Next_laser_fire_time = GameTime;
		Next_missile_fire_time = GameTime;
		Last_laser_fired_time = GameTime;

	}
	state_game_id = 0;

	if ( version >= 7 )	{
		int tmp_Lunacy;
		fread( &state_game_id, sizeof(uint), 1, fp );
		fread( &Laser_rapid_fire, sizeof(int), 1, fp );
		fread( &Ugly_robot_cheat, sizeof(int), 1, fp );
		fread( &Ugly_robot_texture, sizeof(int), 1, fp );
		fread( &Physics_cheat_flag, sizeof(int), 1, fp );
		fread( &tmp_Lunacy, sizeof(int), 1, fp );
		if ( tmp_Lunacy )
			do_lunacy_on();
	}

	fclose(fp);

// Load in bitmaps, etc..
	piggy_load_level_data();

	return 1;
}