// exiting screen without canceling, so load in the new pilot selected here int barracks_pilot_accepted() { // check if pilot active. If not, don't allow accept. if (!Cur_pilot->callsign[0]){ return -1; } // check that pilot language is OK if (!valid_pilot_lang(Cur_pilot->callsign)) { popup(PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,XSTR( "Selected pilot was created with a different language\n" "to the currently active language.\n\n" "Please select a different pilot or change the language", 1637)); return -1; } // set pilot image if (Game_mode & GM_MULTIPLAYER) { player_set_squad_bitmap(Cur_pilot, Cur_pilot->m_squad_filename, true); } else { player_set_squad_bitmap(Cur_pilot, Cur_pilot->s_squad_filename, false); } // MWA -- I think that we should be writing Cur_pilot here. Pilot.save_player(Cur_pilot); os_config_write_string(NULL, "LastPlayer", Cur_pilot->callsign); return 0; }
// exiting screen without canceling, so load in the new pilot selected here int pilot_manage_pilot_accepted() { char str[CALLSIGN_LEN + 1]; // check if pilot active. If not, don't allow accept. if (!Cur_pilot->callsign[0]){ return -1; } // set his image player_set_squad_bitmap(Cur_pilot, Cur_pilot->squad_filename); // Skill_level = get_default_skill_level(); // MWA -- I think that we should be writing Cur_pilot here. //write_pilot_file(!is_pilot_multi(Cur_pilot)); write_pilot_file( Cur_pilot ); // when we store the LastPlayer key, we have to mark it as being single or multiplayer, so we know where to look for him // (since we could have a single and a multiplayer pilot with the same callsign) // we'll distinguish them by putting an M and the end of the multiplayer callsign and a P at the end of a single player strcpy(str, Cur_pilot->callsign); strcat(str, is_pilot_multi(Cur_pilot) ? NOX("M") : NOX("S")); os_config_write_string( NULL, "LastPlayer", str ); return 0; }
// If app_name is NULL or ommited, then TITLE is used // for the app name, which is where registry keys are stored. void os_init(const char * wclass, const char * title, const char *app_name, const char *version_string ) { // create default ini entries for the user if (os_config_read_string(NULL, NOX("VideocardFs2open"), NULL) == NULL) os_config_write_string(NULL, NOX("VideocardFs2open"), NOX("OGL -(640x480)x16 bit")); os_init_registry_stuff(Osreg_company_name, title, version_string); strcpy_s( szWinTitle, title ); strcpy_s( szWinClass, wclass ); INITIALIZE_CRITICAL_SECTION( Os_lock ); unix_process(0); // initialized Os_inited = 1; atexit(os_deinit); }
// exiting screen without canceling, so load in the new pilot selected here int barracks_pilot_accepted() { // check if pilot active. If not, don't allow accept. if (!Cur_pilot->callsign[0]){ return -1; } // set pilot image if (Game_mode & GM_MULTIPLAYER) { player_set_squad_bitmap(Cur_pilot, Cur_pilot->m_squad_filename, true); } else { player_set_squad_bitmap(Cur_pilot, Cur_pilot->s_squad_filename, false); } // MWA -- I think that we should be writing Cur_pilot here. Pilot.save_player(Cur_pilot); os_config_write_string(NULL, "LastPlayer", Cur_pilot->callsign); return 0; }
bool pilotfile::load_player(const char *callsign, player *_p) { // if we're a standalone server in multiplayer, just fill in some bogus values // since we don't have a pilot file if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_STANDALONE_SERVER) ) { Player->insignia_texture = -1; strcpy_s(Player->callsign, NOX("Standalone")); strcpy_s(Player->short_callsign, NOX("Standalone")); return true; } // set player ptr first thing p = _p; if ( !p ) { Assert( (Player_num >= 0) && (Player_num < MAX_PLAYERS) ); p = &Players[Player_num]; } filename = callsign; filename += ".plr"; if ( filename.size() == 4 ) { mprintf(("PLR => Invalid filename '%s'!\n", filename.c_str())); return false; } cfp = cfopen((char*)filename.c_str(), "rb", CFILE_NORMAL, CF_TYPE_PLAYERS); if ( !cfp ) { mprintf(("PLR => Unable to open '%s' for reading!\n", filename.c_str())); return false; } unsigned int plr_id = cfread_uint(cfp); if (plr_id != PLR_FILE_ID) { mprintf(("PLR => Invalid header id for '%s'!\n", filename.c_str())); plr_close(); return false; } // version, should be able to just ignore it version = cfread_ubyte(cfp); mprintf(("PLR => Loading '%s' with version %d...\n", filename.c_str(), version)); plr_reset_data(); // the point of all this: read in the PLR contents while ( !cfeof(cfp) ) { ushort section_id = cfread_ushort(cfp); uint section_size = cfread_uint(cfp); size_t start_pos = cftell(cfp); // safety, to help protect against long reads cf_set_max_read_len(cfp, section_size); try { switch (section_id) { case Section::Flags: mprintf(("PLR => Parsing: Flags...\n")); m_have_flags = true; plr_read_flags(); break; case Section::Info: mprintf(("PLR => Parsing: Info...\n")); m_have_info = true; plr_read_info(); break; case Section::Variables: mprintf(("PLR => Parsing: Variables...\n")); plr_read_variables(); break; case Section::HUD: mprintf(("PLR => Parsing: HUD...\n")); plr_read_hud(); break; case Section::Scoring: mprintf(("PLR => Parsing: Scoring...\n")); plr_read_stats(); break; case Section::ScoringMulti: mprintf(("PLR => Parsing: ScoringMulti...\n")); plr_read_stats_multi(); break; case Section::Multiplayer: mprintf(("PLR => Parsing: Multiplayer...\n")); plr_read_multiplayer(); break; case Section::Controls: mprintf(("PLR => Parsing: Controls...\n")); plr_read_controls(); break; case Section::Settings: mprintf(("PLR => Parsing: Settings...\n")); plr_read_settings(); break; default: mprintf(("PLR => Skipping unknown section 0x%04x!\n", section_id)); break; } } catch (cfile::max_read_length &msg) { // read to max section size, move to next section, discarding // extra/unknown data mprintf(("PLR => (0x%04x) %s\n", section_id, msg.what())); } catch (const char *err) { mprintf(("PLR => ERROR: %s\n", err)); plr_close(); return false; } // reset safety catch cf_set_max_read_len(cfp, 0); // skip to next section (if not already there) size_t offset_pos = (start_pos + section_size) - cftell(cfp); if (offset_pos) { cfseek(cfp, offset_pos, CF_SEEK_CUR); } } // restore the callsign into the Player structure strcpy_s(p->callsign, callsign); // restore the truncated callsign into Player structure pilot_set_short_callsign(p, SHORT_CALLSIGN_PIXEL_W); player_set_squad_bitmap(p, p->m_squad_filename, true); hud_squadmsg_save_keys(); // set last pilot os_config_write_string(NULL, "LastPlayer", (char*)callsign); mprintf(("PLR => Loading complete!\n")); // cleanup and return plr_close(); return true; }