//called when a primary weapon is picked up //returns true if actually picked up int pick_up_primary(int weapon_index) { //ushort old_flags = Players[Player_num].primary_weapon_flags; ushort flag = 1<<weapon_index; int cutpoint, supposed_weapon=Primary_weapon; if (weapon_index!=LASER_INDEX && Players[Player_num].primary_weapon_flags & flag) { //already have HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!", TXT_ALREADY_HAVE_THE, PRIMARY_WEAPON_NAMES(weapon_index)); return 0; } Players[Player_num].primary_weapon_flags |= flag; cutpoint=POrderList (255); if (Primary_weapon==LASER_INDEX && Players[Player_num].laser_level>=4) supposed_weapon=SUPER_LASER_INDEX; // allotment for stupid way of doing super laser if (((Controls.fire_primary_state && PlayerCfg.NoFireAutoselect)?0:1) && POrderList(weapon_index)<cutpoint && POrderList(weapon_index)<POrderList(supposed_weapon)) select_weapon(weapon_index,0,0,1); PALETTE_FLASH_ADD(7,14,21); if (weapon_index!=LASER_INDEX) HUD_init_message(HM_DEFAULT, "%s!",PRIMARY_WEAPON_NAMES(weapon_index)); return 1; }
void CycleSecondary () { int cur_order_slot = SOrderList(Secondary_weapon), desired_weapon = Secondary_weapon, loop=0; const int autoselect_order_slot = SOrderList(255); const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot); while (loop<(MAX_SECONDARY_WEAPONS+1)) { loop++; cur_order_slot++; // next slot if (cur_order_slot >= MAX_SECONDARY_WEAPONS+1) // loop if necessary cur_order_slot = 0; if (cur_order_slot == autoselect_order_slot) // ignore "do not autoselect" { if (use_restricted_autoselect) cur_order_slot = 0; else continue; } desired_weapon = PlayerCfg.SecondaryOrder[cur_order_slot]; // now that is the weapon next to our current one // select the weapon if we have it if (player_has_weapon(desired_weapon, 1) == HAS_ALL) { select_weapon(desired_weapon, 1, 1, 1); return; } } }
// ------------------------------------------------------------------------------------ // Select a weapon, primary or secondary. void do_weapon_select(int weapon_num, int secondary_flag) { int weapon_num_save=weapon_num; int weapon_status,current,has_flag; ubyte last_was_super; if (!secondary_flag) { current = Primary_weapon; last_was_super = Primary_last_was_super[weapon_num]; has_flag = HAS_WEAPON_FLAG; } else { current = Secondary_weapon; last_was_super = Secondary_last_was_super[weapon_num]; has_flag = HAS_WEAPON_FLAG+HAS_AMMO_FLAG; } if (current == weapon_num || current == weapon_num+SUPER_WEAPON) { //already have this selected, so toggle to other of normal/super version weapon_num += weapon_num+SUPER_WEAPON - current; weapon_status = player_has_weapon(weapon_num, secondary_flag); } else { //go to last-select version of requested missile if (last_was_super) weapon_num += SUPER_WEAPON; weapon_status = player_has_weapon(weapon_num, secondary_flag); //if don't have last-selected, try other version if ((weapon_status & has_flag) != has_flag) { weapon_num = 2*weapon_num_save+SUPER_WEAPON - weapon_num; weapon_status = player_has_weapon(weapon_num, secondary_flag); if ((weapon_status & has_flag) != has_flag) weapon_num = 2*weapon_num_save+SUPER_WEAPON - weapon_num; } } //if we don't have the weapon we're switching to, give error & bail if ((weapon_status & has_flag) != has_flag) { if (!secondary_flag) { if (weapon_num==SUPER_LASER_INDEX) return; //no such thing as super laser, so no error HUD_init_message(HM_DEFAULT, "%s %s!", TXT_DONT_HAVE, PRIMARY_WEAPON_NAMES(weapon_num)); } else HUD_init_message(HM_DEFAULT, "%s %s%s",TXT_HAVE_NO, SECONDARY_WEAPON_NAMES(weapon_num), TXT_SX); digi_play_sample( SOUND_BAD_SELECTION, F1_0 ); return; } //now actually select the weapon select_weapon(weapon_num, secondary_flag, 1, 1); }
// --------------------------------------------------------------------- //called when one of these weapons is picked up //when you pick up a secondary, you always get the weapon & ammo for it // Returns true if powerup picked up, else returns false. int pick_up_secondary(int weapon_index,int count) { int max; int num_picked_up; int cutpoint; max = Secondary_ammo_max[weapon_index]; if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK) max *= 2; if (Players[Player_num].secondary_ammo[weapon_index] >= max) { HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %i %ss!", TXT_ALREADY_HAVE, Players[Player_num].secondary_ammo[weapon_index],SECONDARY_WEAPON_NAMES(weapon_index)); return 0; } Players[Player_num].secondary_weapon_flags |= (1<<weapon_index); Players[Player_num].secondary_ammo[weapon_index] += count; num_picked_up = count; if (Players[Player_num].secondary_ammo[weapon_index] > max) { num_picked_up = count - (Players[Player_num].secondary_ammo[weapon_index] - max); Players[Player_num].secondary_ammo[weapon_index] = max; } if (Players[Player_num].secondary_ammo[weapon_index] == count) // only autoselect if player didn't have any { cutpoint=SOrderList (255); if (((Controls.fire_secondary_state && PlayerCfg.NoFireAutoselect)?0:1) && SOrderList (weapon_index)<cutpoint && ((SOrderList (weapon_index) < SOrderList(Secondary_weapon)) || (Players[Player_num].secondary_ammo[Secondary_weapon] == 0)) ) select_weapon(weapon_index,1, 0, 1); else { //if we don't auto-select this weapon, but it's a proxbomb or smart mine, //we want to do a mini-auto-selection that applies to the drop bomb key if ((weapon_index == PROXIMITY_INDEX || weapon_index == SMART_MINE_INDEX) && !(Secondary_weapon == PROXIMITY_INDEX || Secondary_weapon == SMART_MINE_INDEX)) { int cur; cur = Secondary_last_was_super[PROXIMITY_INDEX]?SMART_MINE_INDEX:PROXIMITY_INDEX; if (SOrderList (weapon_index) < SOrderList(cur)) Secondary_last_was_super[PROXIMITY_INDEX] = (weapon_index == SMART_MINE_INDEX); } } } //note: flash for all but concussion was 7,14,21 if (num_picked_up>1) { PALETTE_FLASH_ADD(15,15,15); HUD_init_message(HM_DEFAULT, "%d %ss (count=%i)!",num_picked_up,SECONDARY_WEAPON_NAMES(weapon_index), Players[Player_num].secondary_ammo[weapon_index]); } else { PALETTE_FLASH_ADD(10,10,10); HUD_init_message(HM_DEFAULT, "%s (count=%i)!",SECONDARY_WEAPON_NAMES(weapon_index), Players[Player_num].secondary_ammo[weapon_index]); } return 1; }
void check_to_use_primary(int weapon_index) { ushort old_flags = Players[Player_num].primary_weapon_flags; ushort flag = 1<<weapon_index; int cutpoint; cutpoint=POrderList (255); if (!(old_flags & flag) && POrderList(weapon_index)<cutpoint && POrderList(weapon_index)<POrderList(Primary_weapon)) { if (weapon_index==SUPER_LASER_INDEX) select_weapon(LASER_INDEX,0,0,1); else select_weapon(weapon_index,0,0,1); } PALETTE_FLASH_ADD(7,14,21); }
void CyclePrimary () { int cur_order_slot = POrderList(Primary_weapon), desired_weapon = Primary_weapon, loop=0; const int autoselect_order_slot = POrderList(255); const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot); // some remapping for SUPER LASER which is not an actual weapon type at all if (Primary_weapon == LASER_INDEX && Players[Player_num].laser_level > MAX_LASER_LEVEL) cur_order_slot = POrderList(SUPER_LASER_INDEX); while (loop<(MAX_PRIMARY_WEAPONS+1)) { loop++; cur_order_slot++; // next slot if (cur_order_slot >= MAX_PRIMARY_WEAPONS+1) // loop if necessary cur_order_slot = 0; if (cur_order_slot == autoselect_order_slot) // ignore "do not autoselect" { if (use_restricted_autoselect) cur_order_slot = 0; else continue; } desired_weapon = PlayerCfg.PrimaryOrder[cur_order_slot]; // now that is the weapon next to our current one // some remapping for SUPER LASER which is not an actual weapon type at all if (desired_weapon == LASER_INDEX && Players[Player_num].laser_level > MAX_LASER_LEVEL) continue; if (desired_weapon == SUPER_LASER_INDEX) { if (Players[Player_num].laser_level <= MAX_LASER_LEVEL) continue; else desired_weapon = LASER_INDEX; } // select the weapon if we have it if (player_has_weapon(desired_weapon, 0) == HAS_ALL) { select_weapon(desired_weapon, 0, 1, 1); return; } } }
//called when ammo (for the vulcan cannon) is picked up // Returns the amount picked up int pick_up_ammo(int class_flag,int weapon_index,int ammo_count) { int max,cutpoint,supposed_weapon=Primary_weapon; int old_ammo=class_flag; //kill warning Assert(class_flag==CLASS_PRIMARY && weapon_index==VULCAN_INDEX); max = Primary_ammo_max[weapon_index]; if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK) max *= 2; if (Players[Player_num].primary_ammo[weapon_index] == max) return 0; old_ammo = Players[Player_num].primary_ammo[weapon_index]; Players[Player_num].primary_ammo[weapon_index] += ammo_count; if (Players[Player_num].primary_ammo[weapon_index] > max) { ammo_count += (max - Players[Player_num].primary_ammo[weapon_index]); Players[Player_num].primary_ammo[weapon_index] = max; } cutpoint=POrderList (255); if (Primary_weapon==LASER_INDEX && Players[Player_num].laser_level>=4) supposed_weapon=SUPER_LASER_INDEX; // allotment for stupid way of doing super laser if (((Controls.fire_primary_state && PlayerCfg.NoFireAutoselect)?0:1) && Players[Player_num].primary_weapon_flags&(1<<weapon_index) && weapon_index>Primary_weapon && old_ammo==0 && POrderList(weapon_index)<cutpoint && POrderList(weapon_index)<POrderList(supposed_weapon)) select_weapon(weapon_index,0,0,1); return ammo_count; //return amount used }
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( ¤t_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; }
int state_restore_all_sub(char *filename, int multi, int secret_restore) { int ObjectStartLocation; int version,i, j, segnum; object * obj; PHYSFS_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]; #ifdef NETWORK int found; int nplayers = 0; //,playid[12],mynum; player restore_players[MAX_PLAYERS]; #endif fix old_gametime = GameTime; short TempTmapNum[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT]; short TempTmapNum2[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT]; #if defined(MACINTOSH) && !defined(NDEBUG) if (strncmp(filename, PLAYER_DIR, 9)) Int3(); #endif fp = PHYSFSX_openReadBuffered(filename); if ( !fp ) return 0; //Read id //FIXME: check for swapped file, react accordingly... PHYSFS_read(fp, id, sizeof(char) * 4, 1); if ( memcmp( id, dgss_id, 4 )) { PHYSFS_close(fp); return 0; } //Read version PHYSFS_read(fp, &version, sizeof(int), 1); if (version < STATE_COMPATIBLE_VERSION) { PHYSFS_close(fp); return 0; } // Read description PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1); // Skip the current screen shot... PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H); // And now...skip the goddamn palette stuff that somebody forgot to add PHYSFS_seek(fp, PHYSFS_tell(fp) + 768); // Read the Between levels flag... PHYSFS_read(fp, &between_levels, sizeof(int), 1); Assert(between_levels == 0); //between levels save ripped out // Read the mission info... PHYSFS_read(fp, mission, sizeof(char) * 9, 1); mprintf ((0,"Missionname to load = %s\n",mission)); 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 PHYSFS_read(fp, ¤t_level, sizeof(int), 1); PHYSFS_read(fp, &next_level, sizeof(int), 1); //Restore GameTime PHYSFS_read(fp, &GameTime, sizeof(fix), 1); // 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; if (!secret_restore) { InitPlayerObject(); //make sure player's object set up init_player_stats_game(); //clear all stats } } else { strcpy( org_callsign, Players[Player_num].callsign ); } #ifdef NETWORK if (Game_mode & GM_MULTI) { PHYSFS_read(fp, &state_game_id, sizeof(int), 1); PHYSFS_read(fp, &Netgame, sizeof(netgame_info), 1); PHYSFS_read(fp, &NetPlayers, sizeof(AllNetPlayers_info), 1); PHYSFS_read(fp, &nplayers, sizeof(N_players), 1); PHYSFS_read(fp, &Player_num, sizeof(Player_num), 1); for (i=0;i<nplayers;i++) PHYSFS_read(fp, &restore_players[i], sizeof(player), 1); #ifdef RISKY_PROPOSITION PHYSFS_read(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_read(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_read(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_read(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_read(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_read(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_read(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1); for (i=0;i<MAX_ROBOTS_CONTROLLED;i++) PHYSFS_read(fp, &robot_fire_buf[i][0],21,1); #endif for (i=0;i<nplayers;i++) { found=0; for (j=0;j<nplayers;j++) { if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1) found=1; } restore_players[i].connected=found; } memcpy (&Players,&restore_players,sizeof(player)*nplayers); N_players=nplayers; if (network_i_am_master()) { for (i=0;i<N_players;i++) { if (i==Player_num) continue; Players[i].connected=0; } } //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum]; } #endif //Read player info { StartNewLevelSub(current_level, 1, secret_restore); if (secret_restore) { player dummy_player; PHYSFS_read(fp, &dummy_player, sizeof(player), 1); 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 { PHYSFS_read(fp, &Players[Player_num], sizeof(player), 1); } } strcpy( Players[Player_num].callsign, org_callsign ); // Set the right level if ( between_levels ) Players[Player_num].level = next_level; // Restore the weapon states PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1); PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1); select_weapon(Primary_weapon, 0, 0, 0); select_weapon(Secondary_weapon, 1, 0, 0); // Restore the difficulty level PHYSFS_read(fp, &Difficulty_level, sizeof(int), 1); // Restore the cheats enabled flag { int cheats_enabled; PHYSFS_read(fp, &cheats_enabled, sizeof(int), 1); cvar_setint(&Cheats_enabled, cheats_enabled); } if ( !between_levels ) { Do_appearance_effect = 0; // Don't do this for middle o' game stuff. ObjectStartLocation = (int)PHYSFS_tell(fp); //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. PHYSFS_read(fp, &i, sizeof(int), 1); Highest_object_index = i-1; PHYSFS_read(fp, Objects, sizeof(object) * i, 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 ) { obj_link(i,segnum); if ( obj->signature > Object_next_signature ) Object_next_signature = obj->signature; } //look for, and fix, boss with bogus shields if (obj->type == OBJ_ROBOT && Robot_info[obj->id].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 } } special_reset_objects(); Object_next_signature++; // 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(); } //Restore wall info PHYSFS_read(fp, &i, sizeof(int), 1); Num_walls = i; PHYSFS_read(fp, Walls, sizeof(wall), Num_walls); //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) { PHYSFS_read(fp, &i, sizeof(int), 1); PHYSFS_read(fp, expl_wall_list, sizeof(*expl_wall_list), i); } //Restore door info PHYSFS_read(fp, &i, sizeof(int), 1); Num_open_doors = i; PHYSFS_read(fp, ActiveDoors, sizeof(active_door), Num_open_doors); if (version >= 14) { //Restore cloaking wall info PHYSFS_read(fp, &i, sizeof(int), 1); Num_cloaking_walls = i; PHYSFS_read(fp, CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls); } //Restore trigger info PHYSFS_read(fp, &Num_triggers, sizeof(int), 1); PHYSFS_read(fp, Triggers, sizeof(trigger), Num_triggers); //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++ ) { PHYSFS_read(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1); PHYSFS_read(fp, &TempTmapNum[i][j], sizeof(short), 1); PHYSFS_read(fp, &TempTmapNum2[i][j], sizeof(short), 1); } } //Restore the fuelcen info PHYSFS_read(fp, &Control_center_destroyed, sizeof(int), 1); PHYSFS_read(fp, &Countdown_timer, sizeof(int), 1); PHYSFS_read(fp, &Num_robot_centers, sizeof(int), 1); PHYSFS_read(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers); PHYSFS_read(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1); PHYSFS_read(fp, &Num_fuelcenters, sizeof(int), 1); PHYSFS_read(fp, Station, sizeof(FuelCenter), Num_fuelcenters); // Restore the control cen info PHYSFS_read(fp, &Control_center_been_hit, sizeof(int), 1); PHYSFS_read(fp, &Control_center_player_been_seen, sizeof(int), 1); PHYSFS_read(fp, &Control_center_next_fire_time, sizeof(int), 1); PHYSFS_read(fp, &Control_center_present, sizeof(int), 1); PHYSFS_read(fp, &Dead_controlcen_object_num, sizeof(int), 1); // Restore the AI state ai_restore_state( fp, version ); // Restore the automap visited info PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS); // Restore hacked up weapon system stuff. Fusion_next_sound_time = GameTime; Auto_fire_fusion_cannon_time = 0; Next_laser_fire_time = GameTime; Next_missile_fire_time = GameTime; Last_laser_fired_time = GameTime; } state_game_id = 0; if ( version >= 7 ) { PHYSFS_read(fp, &state_game_id, sizeof(uint), 1); PHYSFS_read(fp, &Laser_rapid_fire, sizeof(int), 1); PHYSFS_read(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format. PHYSFS_read(fp, &Lunacy, sizeof(int), 1); if ( Lunacy ) do_lunacy_on(); } if (version >= 17) { PHYSFS_read(fp, MarkerObject, sizeof(MarkerObject), 1); PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1); PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage), 1); } else { int num,dummy; // skip dummy info PHYSFS_read(fp, &num,sizeof(int), 1); // was NumOfMarkers PHYSFS_read(fp, &dummy,sizeof(int), 1); // was CurMarker PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40)); for (num=0;num<NUM_MARKERS;num++) MarkerObject[num] = -1; } if (version>=11) { if (secret_restore != 1) PHYSFS_read(fp, &Afterburner_charge, sizeof(fix), 1); else { fix dummy_fix; PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1); } } 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) { PHYSFS_read(fp, &Flash_effect, sizeof(int), 1); PHYSFS_read(fp, &Time_flash_last_played, sizeof(int), 1); PHYSFS_read(fp, &PaletteRedAdd, sizeof(int), 1); PHYSFS_read(fp, &PaletteGreenAdd, sizeof(int), 1); PHYSFS_read(fp, &PaletteBlueAdd, sizeof(int), 1); } else { Flash_effect = 0; Time_flash_last_played = 0; PaletteRedAdd = 0; PaletteGreenAdd = 0; PaletteBlueAdd = 0; } // Load Light_subtracted if (version >= 16) { PHYSFS_read(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS); apply_all_changed_light(); } else { int i; for (i=0; i<=Highest_segment_index; i++) Light_subtracted[i] = 0; } // 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]; } } if (!secret_restore) { if (version >= 20) { PHYSFS_read(fp, &First_secret_visit, sizeof(First_secret_visit), 1); mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit)); } else First_secret_visit = 1; } else First_secret_visit = 0; if (version >= 22) { if (secret_restore != 1) PHYSFS_read(fp, &Omega_charge, sizeof(fix), 1); else { fix dummy_fix; PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1); } } PHYSFS_close(fp); #ifdef NETWORK if (Game_mode & GM_MULTI) // Get rid of ships that aren't { // connected in the restored game for (i=0;i<nplayers;i++) { mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected)); if (Players[i].connected!=1) { network_disconnect_player (i); create_player_appearance_effect(&Objects[Players[i].objnum]); mprintf ((0,"Killing player ship %s!\n",Players[i].callsign)); } } } #endif // Load in bitmaps, etc.. //!! piggy_load_level_data(); //already done by StartNewLevelSub() return 1; }
// ---------------------------------------------------------------------------------------- // Automatically select next best weapon if unable to fire current weapon. // Weapon type: 0==primary, 1==secondary void auto_select_weapon(int weapon_type) { int r; int cutpoint; int looped=0; if (weapon_type==0) { r = player_has_weapon(Primary_weapon, 0); if (r != HAS_ALL) { int cur_weapon; int try_again = 1; cur_weapon = POrderList(Primary_weapon); cutpoint = POrderList (255); while (try_again) { cur_weapon++; if (cur_weapon>=cutpoint) { if (looped) { HUD_init_message(HM_DEFAULT, "%s", TXT_NO_PRIMARY); select_weapon(0, 0, 0, 1); try_again = 0; continue; } cur_weapon=0; looped=1; } if (cur_weapon==MAX_PRIMARY_WEAPONS) cur_weapon = 0; // Hack alert! Because the fusion uses 0 energy at the end (it's got the weird chargeup) // it looks like it takes 0 to fire, but it doesn't, so never auto-select. // if (PlayerCfg.PrimaryOrder[cur_weapon] == FUSION_INDEX) // continue; if (PlayerCfg.PrimaryOrder[cur_weapon] == Primary_weapon) { HUD_init_message(HM_DEFAULT, "%s", TXT_NO_PRIMARY); select_weapon(0, 0, 0, 1); try_again = 0; // Tried all weapons! } else if (PlayerCfg.PrimaryOrder[cur_weapon]!=255 && player_has_weapon(PlayerCfg.PrimaryOrder[cur_weapon], 0) == HAS_ALL) { select_weapon(PlayerCfg.PrimaryOrder[cur_weapon], 0, 1, 1 ); try_again = 0; } } } } else { Assert(weapon_type==1); r = player_has_weapon(Secondary_weapon, 1); if (r != HAS_ALL) { int cur_weapon; int try_again = 1; cur_weapon = SOrderList(Secondary_weapon); cutpoint = SOrderList (255); while (try_again) { cur_weapon++; if (cur_weapon>=cutpoint) { if (looped) { HUD_init_message(HM_DEFAULT, "No secondary weapons selected!"); try_again = 0; continue; } cur_weapon=0; looped=1; } if (cur_weapon==MAX_SECONDARY_WEAPONS) cur_weapon = 0; if (PlayerCfg.SecondaryOrder[cur_weapon] == Secondary_weapon) { HUD_init_message(HM_DEFAULT, "No secondary weapons available!"); try_again = 0; // Tried all weapons! } else if (player_has_weapon(PlayerCfg.SecondaryOrder[cur_weapon], 1) == HAS_ALL) { select_weapon(PlayerCfg.SecondaryOrder[cur_weapon], 1, 1, 1 ); try_again = 0; } } } } }