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Amiga ACS 1998 #6
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amigaacscoverdisc1998-061998.iso
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games
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descent
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main
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playsave.c
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1998-06-08
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/*
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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
* $Source: f:/miner/source/main/rcs/playsave.c $
* $Revision: 2.3 $
* $Author: john $
* $Date: 1995/05/26 16:16:23 $
*
* Functions to load & save player games
*
* $Log: playsave.c $
* Revision 2.3 1995/05/26 16:16:23 john
* Split SATURN into define's for requiring cd, using cd, etc.
* Also started adding all the Rockwell stuff.
*
* Revision 2.2 1995/03/24 17:48:21 john
* Made player files from saturn excrement the highest level for
* normal descent levels.
*
* Revision 2.1 1995/03/21 14:38:49 john
* Ifdef'd out the NETWORK code.
*
* Revision 2.0 1995/02/27 11:27:59 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.57 1995/02/13 20:34:55 john
* Lintized
*
* Revision 1.56 1995/02/13 13:23:24 john
* Fixed bug with new player joystick selection.
*
* Revision 1.55 1995/02/13 12:01:19 john
* Fixed bug with joystick throttle still asking for
* calibration with new pilots.
*
* Revision 1.54 1995/02/13 10:29:12 john
* Fixed bug with creating new player not resetting everything to default.
*
* Revision 1.53 1995/02/03 10:58:46 john
* Added code to save shareware style saved games into new format...
* Also, made new player file format not have the saved game array in it.
*
* Revision 1.52 1995/02/02 21:09:28 matt
* Let player start of level 8 if he made it to level 7 in the shareware
*
* Revision 1.51 1995/02/02 18:50:14 john
* Added warning for FCS when new pilot chooses.
*
* Revision 1.50 1995/02/02 11:21:34 john
* Made joystick calibrate when new user selects.
*
* Revision 1.49 1995/02/01 18:06:38 rob
* Put defaults macros into descent.tex
*
* Revision 1.48 1995/01/25 14:37:53 john
* Made joystick only prompt for calibration once...
*
* Revision 1.47 1995/01/24 19:37:12 matt
* Took out incorrect mprintf
*
* Revision 1.46 1995/01/22 18:57:22 matt
* Made player highest level work with missions
*
* Revision 1.45 1995/01/21 16:36:05 matt
* Made starting level system work for now, pending integration with
* mission code.
*
* Revision 1.44 1995/01/20 22:47:32 matt
* Mission system implemented, though imcompletely
*
* Revision 1.43 1995/01/04 14:58:39 rob
* Fixed for shareware build.
*
* Revision 1.42 1995/01/04 11:36:43 rob
* Added compatibility with older shareware pilot files.
*
* Revision 1.41 1995/01/03 11:01:58 rob
* fixed a default macro.
*
* Revision 1.40 1995/01/03 10:44:06 rob
* Added default taunt macros.
*
* Revision 1.39 1994/12/13 10:01:16 allender
* pop up message box when unable to correctly save player file
*
* Revision 1.38 1994/12/12 11:37:14 matt
* Fixed auto leveling defaults & saving
*
* Revision 1.37 1994/12/12 00:26:59 matt
* Added support for no-levelling option
*
* Revision 1.36 1994/12/10 19:09:54 matt
* Added assert for valid player number when loading game
*
* Revision 1.35 1994/12/08 10:53:07 rob
* Fixed a bug in highest_level tracking.
*
* Revision 1.34 1994/12/08 10:01:36 john
* Changed the way the player callsign stuff works.
*
* Revision 1.33 1994/12/07 18:30:38 rob
* Load highest level along with player (used to be only if higher)
* Capped at LAST_LEVEL in case a person loads a registered player in shareware.
*
* Revision 1.32 1994/12/03 16:01:12 matt
* When player file has bad version, force player to choose another
*
* Revision 1.31 1994/12/02 19:54:00 yuan
* Localization.
*
* Revision 1.30 1994/12/02 11:01:36 yuan
* Localization.
*
* Revision 1.29 1994/11/29 03:46:28 john
* Added joystick sensitivity; Added sound channels to detail menu. Removed -maxchannels
* command line arg.
*
* Revision 1.28 1994/11/29 01:10:23 john
* Took out code that allowed new players to
* configure keyboard.
*
* Revision 1.27 1994/11/25 22:47:10 matt
* Made saved game descriptions longer
*
* Revision 1.26 1994/11/22 12:10:42 rob
* Fixed file handle left open if player file versions don't
* match.
*
* Revision 1.25 1994/11/21 19:35:30 john
* Replaced calls to joy_init with if (joy_present)
*
* Revision 1.24 1994/11/21 17:29:34 matt
* Cleaned up sequencing & game saving for secret levels
*
* Revision 1.23 1994/11/21 11:10:01 john
* Fixed bug with read-only .plr file making the config file
* not update.
*
* Revision 1.22 1994/11/20 19:03:08 john
* Fixed bug with if not having a joystick, default
* player input device is cyberman.
*
* Revision 1.21 1994/11/17 12:24:07 matt
* Made an array the right size, to fix error loading games
*
* Revision 1.20 1994/11/14 17:52:54 allender
* add call to WriteConfigFile when player files gets written
*
* Revision 1.19 1994/11/14 17:19:23 rob
* Removed gamma, joystick calibration, and sound settings from player file.
* Added default difficulty and multi macros.
*
* Revision 1.18 1994/11/07 14:01:23 john
* Changed the gamma correction sequencing.
*
* Revision 1.17 1994/11/05 17:22:49 john
* Fixed lots of sequencing problems with newdemo stuff.
*
* Revision 1.16 1994/11/01 16:40:11 john
* Added Gamma correction.
*
* Revision 1.15 1994/10/24 19:56:50 john
* Made the new user setup prompt for config options.
*
* Revision 1.14 1994/10/24 17:44:21 john
* Added stereo channel reversing.
*
* Revision 1.13 1994/10/24 16:05:12 matt
* Improved handling of player names that are the names of DOS devices
*
* Revision 1.12 1994/10/22 00:08:51 matt
* Fixed up problems with bonus & game sequencing
* Player doesn't get credit for hostages unless he gets them out alive
*
* Revision 1.11 1994/10/19 19:59:57 john
* Added bonus points at the end of level based on skill level.
*
* Revision 1.10 1994/10/19 15:14:34 john
* Took % hits out of player structure, made %kills work properly.
*
* Revision 1.9 1994/10/19 12:44:26 john
* Added hours field to player structure.
*
* Revision 1.8 1994/10/17 17:24:34 john
* Added starting_level to player struct.
*
* Revision 1.7 1994/10/17 13:07:15 john
* Moved the descent.cfg info into the player config file.
*
* Revision 1.6 1994/10/09 14:54:31 matt
* Made player cockpit state & window size save/restore with saved games & automap
*
* Revision 1.5 1994/10/08 23:08:09 matt
* Added error check & handling for game load/save disk io
*
* Revision 1.4 1994/10/05 17:40:54 rob
* Bumped save_file_version to 5 due to change in player.h
*
* Revision 1.3 1994/10/03 23:00:54 matt
* New file version for shorter callsigns
*
* Revision 1.2 1994/09/28 17:25:05 matt
* Added first draft of game save/load system
*
* Revision 1.1 1994/09/27 14:39:12 matt
* Initial revision
*
*
*/
#pragma off (unreferenced)
static char rcsid[] = "$Id: playsave.c 2.3 1995/05/26 16:16:23 john Exp $";
#pragma on (unreferenced)
#include <stdio.h>
#include <string.h>
#include <errno.h>
#include <io.h>
#include "error.h"
#include "gameseq.h"
#include "player.h"
#include "playsave.h"
#include "joy.h"
#include "kconfig.h"
#include "digi.h"
#include "newmenu.h"
#include "joydefs.h"
#include "palette.h"
#include "multi.h"
#include "menu.h"
#include "config.h"
#include "text.h"
#include "mono.h"
#include "state.h"
#define SAVE_FILE_ID 'DPLR'
//this is for version 5 and below
typedef struct save_info_v5 {
int id;
short saved_game_version,player_struct_version;
int highest_level;
int default_difficulty_level;
int default_leveling_on;
} save_info_v5;
//this is for version 6 and above
typedef struct save_info {
int id;
short saved_game_version,player_struct_version;
int n_highest_levels; //how many highest levels are saved
int default_difficulty_level;
int default_leveling_on;
} save_info;
typedef struct hli {
char shortname[9];
ubyte level_num;
} hli;
int n_highest_levels;
hli highest_levels[MAX_MISSIONS];
#define SAVED_GAME_VERSION 7 //increment this every time saved_game struct changes
//version 5 -> 6: added new highest level information
//version 6 -> 7: stripped out the old saved_game array.
//the shareware is level 4
#define COMPATIBLE_SAVED_GAME_VERSION 4
#define COMPATIBLE_PLAYER_STRUCT_VERSION 16
typedef struct saved_game {
char name[GAME_NAME_LEN+1]; //extra char for terminating zero
player player;
int difficulty_level; //which level game is played at
int primary_weapon; //which weapon selected
int secondary_weapon; //which weapon selected
int cockpit_mode; //which cockpit mode selected
int window_w,window_h; //size of player's window
int next_level_num; //which level we're going to
int auto_leveling_on; //does player have autoleveling on?
} saved_game;
saved_game saved_games[N_SAVE_SLOTS];
int Default_leveling_on=1;
void init_game_list()
{
int i;
for (i=0;i<N_SAVE_SLOTS;i++)
saved_games[i].name[0] = 0;
}
int new_player_config()
{
int i,j,control_choice;
newmenu_item m[7];
RetrySelection:
for (i=0; i<CONTROL_MAX_TYPES; i++ ) {
m[i].type = NM_TYPE_MENU; m[i].text = CONTROL_TEXT(i);
}
m[0].text = TXT_CONTROL_KEYBOARD;
control_choice = Config_control_type; // Assume keyboard
control_choice = newmenu_do1( NULL, TXT_CHOOSE_INPUT, CONTROL_MAX_TYPES, m, NULL, control_choice );
if ( control_choice < 0 )
return 0;
for (i=0;i<CONTROL_MAX_TYPES; i++ )
for (j=0;j<MAX_CONTROLS; j++ )
kconfig_settings[i][j] = default_kconfig_settings[i][j];
kc_set_controls();
Config_control_type = control_choice;
if ( Config_control_type==CONTROL_THRUSTMASTER_FCS) {
i = nm_messagebox( TXT_IMPORTANT_NOTE, 2, "Choose another", TXT_OK, TXT_FCS );
if (i==0) goto RetrySelection;
}
if ( (Config_control_type>0) && (Config_control_type<5) ) {
joydefs_calibrate();
}
Player_default_difficulty = 1;
Auto_leveling_on = Default_leveling_on = 1;
n_highest_levels = 1;
highest_levels[0].shortname[0] = 0; //no name for mission 0
highest_levels[0].level_num = 1; //was highest level in old struct
Config_joystick_sensitivity = 8;
// Default taunt macros
#ifdef NETWORK
strcpy(Network_message_macro[0], TXT_DEF_MACRO_1);
strcpy(Network_message_macro[1], TXT_DEF_MACRO_2);
strcpy(Network_message_macro[2], TXT_DEF_MACRO_3);
strcpy(Network_message_macro[3], TXT_DEF_MACRO_4);
#endif
return 1;
}
//read in the player's saved games. returns errno (0 == no error)
int read_player_file()
{
char filename[13];
FILE *file;
save_info info;
int errno_ret = EZERO;
Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
sprintf(filename,"%8s.plr",Players[Player_num].callsign);
file = fopen(filename,"rb");
//check filename
if (file && isatty(fileno(file))) {
//if the callsign is the name of a tty device, prepend a char
fclose(file);
sprintf(filename,"$%.7s.plr",Players[Player_num].callsign);
file = fopen(filename,"rb");
}
if (!file) {
return errno;
}
if (fread(&info,sizeof(info),1,file) != 1) {
errno_ret = errno;
fclose(file);
return errno_ret;
}
if (info.id!=SAVE_FILE_ID) {
nm_messagebox(TXT_ERROR, 1, TXT_OK, "Invalid player file");
fclose(file);
return -1;
}
if (info.saved_game_version<COMPATIBLE_SAVED_GAME_VERSION || info.player_struct_version<COMPATIBLE_PLAYER_STRUCT_VERSION) {
nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_ERROR_PLR_VERSION);
fclose(file);
return -1;
}
if (info.saved_game_version <= 5) {
//deal with old-style highest level info
n_highest_levels = 1;
highest_levels[0].shortname[0] = 0; //no name for mission 0
highest_levels[0].level_num = info.n_highest_levels; //was highest level in old struct
//This hack allows the player to start on level 8 if he's made it to
//level 7 on the shareware. We do this because the shareware didn't
//save the information that the player finished level 7, so the most
//we know is that he made it to level 7.
if (info.n_highest_levels==7)
highest_levels[0].level_num = 8;
}
else { //read new highest level info
n_highest_levels = info.n_highest_levels;
if (fread(highest_levels,sizeof(hli),n_highest_levels,file) != n_highest_levels) {
errno_ret = errno;
fclose(file);
return errno_ret;
}
}
Player_default_difficulty = info.default_difficulty_level;
Default_leveling_on = info.default_leveling_on;
if ( info.saved_game_version < 7 ) { // Read old saved games.
if (fread(saved_games,sizeof(saved_games),1,file) != 1) {
errno_ret = errno;
fclose(file);
return errno_ret;
}
}
//read taunt macros
{
int i,len;
len = (info.saved_game_version == 4)?SHAREWARE_MAX_MESSAGE_LEN:MAX_MESSAGE_LEN;
#ifdef NETWORK
for (i = 0; i < 4; i++)
if (fread(Network_message_macro[i], len, 1, file) != 1)
{errno_ret = errno; break;}
#else
i = 0;
fseek( file, 48*len, SEEK_CUR );
#endif
}
//read kconfig data
{
if (fread( kconfig_settings, MAX_CONTROLS*CONTROL_MAX_TYPES, 1, file )!=1)
errno_ret=errno;
else if (fread(&Config_control_type, sizeof(ubyte), 1, file )!=1)
errno_ret=errno;
else if (fread(&Config_joystick_sensitivity, sizeof(ubyte), 1, file )!=1)
errno_ret=errno;
if (errno_ret==EZERO) {
kc_set_controls();
}
}
if (fclose(file) && errno_ret==EZERO)
errno_ret = errno;
if ( info.saved_game_version == COMPATIBLE_SAVED_GAME_VERSION ) {
int i;
Assert( N_SAVE_SLOTS == 10 );
for (i=0; i<N_SAVE_SLOTS; i++ ) {
if ( saved_games[i].name[0] ) {
state_save_old_game(i, saved_games[i].name, &saved_games[i].player,
saved_games[i].difficulty_level, saved_games[i].primary_weapon,
saved_games[i].secondary_weapon, saved_games[i].next_level_num );
}
}
write_player_file();
}
return errno_ret;
}
//finds entry for this level in table. if not found, returns ptr to
//empty entry. If no empty entries, takes over last one
int find_hli_entry()
{
int i;
for (i=0;i<n_highest_levels;i++)
if (!stricmp(highest_levels[i].shortname,Mission_list[Current_mission_num].filename))
break;
if (i==n_highest_levels) { //not found. create entry
if (i==MAX_MISSIONS)
i--; //take last entry
else
n_highest_levels++;
strcpy(highest_levels[i].shortname,Mission_list[Current_mission_num].filename);
highest_levels[i].level_num = 0;
}
return i;
}
//set a new highest level for player for this mission
void set_highest_level(int levelnum)
{
int ret,i;
if ((ret=read_player_file()) != EZERO)
if (ret != ENOENT) //if file doesn't exist, that's ok
return;
i = find_hli_entry();
if (levelnum > highest_levels[i].level_num)
highest_levels[i].level_num = levelnum;
write_player_file();
}
//gets the player's highest level from the file for this mission
int get_highest_level(void)
{
int i;
int highest_saturn_level = 0;
read_player_file();
#ifndef DEST_SAT
if (strlen(Mission_list[Current_mission_num].filename)==0 ) {
for (i=0;i<n_highest_levels;i++)
if (!stricmp(highest_levels[i].shortname, "DESTSAT")) // Destination Saturn.
highest_saturn_level = highest_levels[i].level_num;
}
#endif
i = highest_levels[find_hli_entry()].level_num;
if ( highest_saturn_level > i )
i = highest_saturn_level;
return i;
}
//write out player's saved games. returns errno (0 == no error)
int write_player_file()
{
char filename[13];
FILE *file;
save_info info;
int errno_ret;
errno_ret = WriteConfigFile();
info.id = SAVE_FILE_ID;
info.saved_game_version = SAVED_GAME_VERSION;
info.player_struct_version = PLAYER_STRUCT_VERSION;
info.saved_game_version = SAVED_GAME_VERSION;
info.player_struct_version = PLAYER_STRUCT_VERSION;
info.default_difficulty_level = Player_default_difficulty;
info.default_leveling_on = Auto_leveling_on;
info.n_highest_levels = n_highest_levels;
sprintf(filename,"%s.plr",Players[Player_num].callsign);
file = fopen(filename,"wb");
//check filename
if (file && isatty(fileno(file))) {
//if the callsign is the name of a tty device, prepend a char
fclose(file);
sprintf(filename,"$%.7s.plr",Players[Player_num].callsign);
file = fopen(filename,"wb");
}
if (!file)
return errno;
errno_ret = EZERO;
if (fwrite(&info,sizeof(info),1,file) != 1) {
errno_ret = errno;
fclose(file);
return errno_ret;
}
//write higest level info
if ((fwrite(highest_levels, sizeof(hli), n_highest_levels, file) != n_highest_levels)) {
errno_ret = errno;
fclose(file);
return errno_ret;
}
// if (fwrite(saved_games,sizeof(saved_games),1,file) != 1) {
// errno_ret = errno;
// fclose(file);
// return errno_ret;
// }
#ifdef NETWORK
if ((fwrite(Network_message_macro, MAX_MESSAGE_LEN, 4, file) != 4)) {
errno_ret = errno;
fclose(file);
return errno_ret;
}
#else
fseek( file, MAX_MESSAGE_LEN * 4, SEEK_CUR );
#endif
//write kconfig info
{
if (fwrite( kconfig_settings, MAX_CONTROLS*CONTROL_MAX_TYPES, 1, file )!=1)
errno_ret=errno;
else if (fwrite( &Config_control_type, sizeof(ubyte), 1, file )!=1)
errno_ret=errno;
else if (fwrite( &Config_joystick_sensitivity, sizeof(ubyte), 1, file )!=1)
errno_ret=errno;
}
if (fclose(file))
errno_ret = errno;
if (errno_ret != EZERO) {
remove(filename); //delete bogus file
nm_messagebox(TXT_ERROR, 1, TXT_OK, "%s\n\n%s",TXT_ERROR_WRITING_PLR, strerror(errno_ret));
}
return errno_ret;
}
//returns errno (0 == no error)
int save_player_game(int slot_num,char *text)
{
int ret;
if ((ret=read_player_file()) != EZERO)
if (ret != ENOENT) //if file doesn't exist, that's ok
return ret;
Assert(slot_num < N_SAVE_SLOTS);
strcpy(saved_games[slot_num].name,text);
saved_games[slot_num].player = Players[Player_num];
saved_games[slot_num].difficulty_level = Difficulty_level;
saved_games[slot_num].auto_leveling_on = Auto_leveling_on;
saved_games[slot_num].primary_weapon = Primary_weapon;
saved_games[slot_num].secondary_weapon = Secondary_weapon;
saved_games[slot_num].cockpit_mode = Cockpit_mode;
saved_games[slot_num].window_w = Game_window_w;
saved_games[slot_num].window_h = Game_window_h;
saved_games[slot_num].next_level_num = Next_level_num;
return write_player_file();
}
//returns errno (0 == no error)
int load_player_game(int slot_num)
{
char save_callsign[CALLSIGN_LEN+1];
int ret;
Assert(slot_num < N_SAVE_SLOTS);
if ((ret=read_player_file()) != EZERO)
return ret;
Assert(saved_games[slot_num].name[0] != 0);
strcpy(save_callsign,Players[Player_num].callsign);
Players[Player_num] = saved_games[slot_num].player;
strcpy(Players[Player_num].callsign,save_callsign);
Difficulty_level = saved_games[slot_num].difficulty_level;
Auto_leveling_on = saved_games[slot_num].auto_leveling_on;
Primary_weapon = saved_games[slot_num].primary_weapon;
Secondary_weapon = saved_games[slot_num].secondary_weapon;
Cockpit_mode = saved_games[slot_num].cockpit_mode;
Game_window_w = saved_games[slot_num].window_w;
Game_window_h = saved_games[slot_num].window_h;
Players[Player_num].level = saved_games[slot_num].next_level_num;
return EZERO;
}
//fills in a list of pointers to strings describing saved games
//returns the number of non-empty slots
//returns -1 if this is a new player
int get_game_list(char *game_text[N_SAVE_SLOTS])
{
int i,count,ret;
ret = read_player_file();
for (i=count=0;i<N_SAVE_SLOTS;i++) {
if (game_text)
game_text[i] = saved_games[i].name;
if (saved_games[i].name[0])
count++;
}
return (ret==EZERO)?count:-1; //-1 means new file was created
}
//update the player's highest level. returns errno (0 == no error)
int update_player_file()
{
int ret;
if ((ret=read_player_file()) != EZERO)
if (ret != ENOENT) //if file doesn't exist, that's ok
return ret;
return write_player_file();
}