//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(); }
//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; }
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; }