2011-08-24 14:14:44 +02:00
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/*
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Copyright (C) 2003 Parallel Realities
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2015-03-01 21:37:32 +01:00
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Copyright (C) 2011, 2012, 2013 Guus Sliepen
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2016-01-02 22:59:48 +01:00
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Copyright (C) 2015 onpon4 <onpon4@riseup.net>
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2011-08-24 14:14:44 +02:00
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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2015-02-26 17:20:36 +01:00
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as published by the Free Software Foundation; either version 3
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2011-08-24 14:14:44 +02:00
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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2015-02-26 17:20:36 +01:00
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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2011-08-24 14:14:44 +02:00
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You should have received a copy of the GNU General Public License
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2015-02-26 17:20:36 +01:00
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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2011-08-24 14:14:44 +02:00
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*/
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2011-08-26 21:29:04 +02:00
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#include "Starfighter.h"
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static char saveSlot[10][25];
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2011-08-24 14:14:44 +02:00
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/*
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Reads in each save game that it finds and gives it an appropriate
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description using the area variable contained in the game binary
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data. It returns the slot number (1 - 10) of the most recently
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used file. On the title screen, this is used to determine whether
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a player can "Continue Current Game" and "Load Saved Game".
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*/
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int initSaveSlots()
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{
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char fileName[PATH_MAX];
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2016-01-04 00:19:20 +01:00
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int imagePos = screen->h / 3 + 50;
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2011-08-24 14:14:44 +02:00
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Game tempGame;
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struct stat fileInfo;
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int modTime = 0;
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int continueSaveIndex = 0;
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FILE *fp;
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//READ SAVE GAME DATA
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2015-03-03 05:32:48 +01:00
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for (int i = 0 ; i <= 5 ; i++)
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2011-08-24 14:14:44 +02:00
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{
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2016-01-02 22:59:48 +01:00
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sprintf(fileName, "%ssave%.2d.dat", engine.configDirectory, i);
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2015-03-03 05:32:48 +01:00
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2011-08-24 14:14:44 +02:00
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fp = fopen(fileName, "rb");
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if (fp == NULL)
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{
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2015-03-03 05:32:48 +01:00
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sprintf(saveSlot[i], (i == 0 ? "AUTOSAVE (Empty)" : "Empty"));
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2011-08-24 14:14:44 +02:00
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if (engine.gameSection == SECTION_TITLE)
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2016-01-04 00:19:20 +01:00
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gfx_createTextObject(TS_SAVESLOT_0 + i, saveSlot[i],
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-1, imagePos, FONT_WHITE);
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2011-08-24 14:14:44 +02:00
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}
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else
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{
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2015-03-03 05:32:48 +01:00
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if (i == 0)
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2011-08-24 14:14:44 +02:00
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{
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2015-03-03 05:32:48 +01:00
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sprintf(saveSlot[i], "AUTOSAVE");
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2011-08-24 14:14:44 +02:00
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}
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else
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{
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2015-03-03 05:32:48 +01:00
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if (fread(&tempGame, sizeof(Game), 1, fp) != 1)
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{
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sprintf(saveSlot[i], "Corrupt Game Data");
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}
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else
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{
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sprintf(saveSlot[i], "%s, %s", systemNames[tempGame.system],
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tempGame.stationedName);
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}
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2011-08-24 14:14:44 +02:00
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}
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2015-03-03 05:32:48 +01:00
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if (engine.gameSection == SECTION_TITLE)
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2015-12-31 16:47:27 +01:00
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gfx_createTextObject(TS_SAVESLOT_0 + i, saveSlot[i], -1,
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2015-03-03 05:32:48 +01:00
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imagePos, FONT_WHITE);
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2011-08-24 14:14:44 +02:00
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if (stat(fileName, &fileInfo) != -1)
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{
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if (fileInfo.st_mtime > modTime)
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2015-03-03 05:32:48 +01:00
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{modTime = fileInfo.st_mtime; continueSaveIndex = i;}
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2011-08-24 14:14:44 +02:00
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}
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fclose(fp);
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}
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imagePos += 20;
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}
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return continueSaveIndex;
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}
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/*
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Fill in later...
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*/
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2011-08-26 16:55:46 +02:00
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bool loadGame(int slot)
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2011-08-24 14:14:44 +02:00
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{
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char filename[PATH_MAX];
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FILE *fp;
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2016-01-02 22:59:48 +01:00
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sprintf(filename, "%ssave%.2d.dat", engine.configDirectory, slot);
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2011-08-24 14:14:44 +02:00
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fp = fopen(filename, "rb");
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if (fp == NULL)
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2011-08-26 16:55:46 +02:00
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return false;
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2011-08-24 14:14:44 +02:00
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2015-05-21 01:41:43 +02:00
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if (fread(&game, sizeof(Game), 1, fp) != 1)
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2011-08-24 14:14:44 +02:00
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{
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printf("Save game error. The file was not of the expected format.\n");
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fclose(fp);
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2011-08-26 16:55:46 +02:00
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return false;
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2011-08-24 14:14:44 +02:00
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}
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fclose(fp);
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2015-05-21 01:41:43 +02:00
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if (game.saveFormat < 2)
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game.difficulty = DIFFICULTY_NORMAL;
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2012-12-09 16:11:55 +01:00
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2015-05-21 01:41:43 +02:00
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weapon[W_PLAYER_WEAPON] = game.playerWeapon;
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Fixed more magic numbers.
God, this one was definitely the biggest headache of all of the
magic number erasing. Never did I expect such cryptic problems.
The first problem was that the entirety of the player's weapon
struct was a part of the save file, *including the weapon's "image
indexes"*. Since the indexes have been changed, and the originally
used one is now unavailable when it's requested, this was causing
a segfault later on. Had to fix this by setting the image index
when the game is loaded.
The second problem was related to another bug I've been confused
about for years: the one that causes mobile rays to fire 5 green
shots. The entire reason those shots were green was because
the weapon's image indexes were undefined, and *that was causing
them to default to 0*. 0 was simply the index of green plasma.
Of course, though, now attempting to use that image causes a
segfault, so for now, I've fixed this by changing the image index
of the mobile rays to the red plasma bolts.
There are still some magic numbers left, related to the intermission
screen. But the hardest part is now done, thank God.
2016-01-06 04:12:29 +01:00
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weapon[W_PLAYER_WEAPON].imageIndex[0] = SP_PLASMA_GREEN;
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weapon[W_PLAYER_WEAPON].imageIndex[1] = SP_PLASMA_GREEN;
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2015-05-21 01:41:43 +02:00
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player = game.thePlayer;
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2011-08-24 14:14:44 +02:00
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// Re-init all the planets in this system...
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2015-05-21 01:41:43 +02:00
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initPlanetMissions(game.system);
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2011-08-24 14:14:44 +02:00
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// ... and then override with completition status
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for (int i = 0 ; i < 10 ; i++)
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2015-05-21 01:41:43 +02:00
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systemPlanet[i].missionCompleted = game.missionCompleted[i];
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2011-08-24 14:14:44 +02:00
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2011-08-26 16:55:46 +02:00
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return true;
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2011-08-24 14:14:44 +02:00
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}
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void saveGame(int slot)
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{
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2015-03-31 21:23:17 +02:00
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FILE *fp;
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char fileName[PATH_MAX];
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2015-03-03 05:32:48 +01:00
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if ((slot < 0) || (slot > 5))
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2011-08-24 14:14:44 +02:00
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{
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2015-03-03 05:32:48 +01:00
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printf("Error - Saves may only be 0 to 5\n");
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2011-08-24 14:14:44 +02:00
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return;
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}
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2016-01-02 22:59:48 +01:00
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sprintf(fileName, "%ssave%.2d.dat", engine.configDirectory, slot);
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2011-08-24 14:14:44 +02:00
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fp = fopen(fileName, "wb");
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2015-05-21 01:41:43 +02:00
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game.saveFormat = 3;
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game.playerWeapon = weapon[W_PLAYER_WEAPON];
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game.thePlayer = player;
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2011-08-24 14:14:44 +02:00
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for (int i = 0 ; i < 10 ; i++)
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2015-05-21 01:41:43 +02:00
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game.missionCompleted[i] = systemPlanet[i].missionCompleted;
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2011-08-24 14:14:44 +02:00
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if (fp != NULL)
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{
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2015-05-21 01:41:43 +02:00
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if (fwrite(&game, sizeof(Game), 1, fp) != 1)
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2011-08-24 14:14:44 +02:00
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{
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printf("Error Saving Game to Slot %d\n", slot);
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}
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fclose(fp);
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}
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else
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{
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printf("Error Saving Game to Slot %d\n", slot);
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}
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// Recall to update the save slots... (lazy, yes)
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initSaveSlots();
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2013-09-30 16:52:43 +02:00
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engine.keyState[KEY_FIRE] = 0;
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2011-08-24 14:14:44 +02:00
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}
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void createSavesSurface(SDL_Surface *savesSurface, signed char clickedSlot)
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{
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2015-03-31 21:23:17 +02:00
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int y = 10;
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2011-08-24 14:14:44 +02:00
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2015-12-31 16:47:27 +01:00
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gfx_drawRect(savesSurface, 0, 0, 348, 298, 0x00, 0x00, 0x00);
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2011-08-24 14:14:44 +02:00
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2015-03-03 05:32:48 +01:00
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for (int i = 1 ; i <= 5 ; i++)
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2011-08-24 14:14:44 +02:00
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{
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if (clickedSlot == i)
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2015-12-31 16:47:27 +01:00
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gfx_drawRect(savesSurface, 5, y, 338, 25, 0x99, 0x00, 0x00);
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2011-08-24 14:14:44 +02:00
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else
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2015-12-31 16:47:27 +01:00
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gfx_drawRect(savesSurface, 5, y, 338, 25, 0x00, 0x00, 0x99);
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2015-11-06 16:12:57 +01:00
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gfx_renderString(saveSlot[i], 70, y + 5, FONT_WHITE, 0, savesSurface);
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2011-08-24 14:14:44 +02:00
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y += 30;
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}
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2015-11-06 16:12:57 +01:00
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gfx_renderString("*** HELP ***", 120, 170, FONT_WHITE, 0, savesSurface);
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2011-08-24 14:14:44 +02:00
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2015-03-03 05:32:48 +01:00
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switch (clickedSlot)
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2011-08-24 14:14:44 +02:00
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{
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case 1:
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case 2:
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case 3:
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case 4:
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2015-03-03 05:32:48 +01:00
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case 5:
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2015-12-31 16:47:27 +01:00
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gfx_drawRect(savesSurface, 5, 265, 100, 25, 0x00, 0x99, 0x00);
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gfx_drawRect(savesSurface, 125, 265, 100, 25, 0x99, 0x99, 0x00);
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gfx_drawRect(savesSurface, 243, 265, 100, 25, 0x99, 0x00, 0x00);
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2015-11-06 16:12:57 +01:00
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gfx_renderString("SAVE", 40, 270, FONT_WHITE, 0, savesSurface);
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gfx_renderString("CANCEL", 150, 270, FONT_WHITE, 0, savesSurface);
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gfx_renderString("DELETE", 270, 270, FONT_WHITE, 0, savesSurface);
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2011-08-26 23:53:46 +02:00
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2015-11-06 16:12:57 +01:00
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gfx_renderString("SAVE will save the game", 17, 200, FONT_WHITE, 0,
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2015-03-03 05:32:48 +01:00
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savesSurface);
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2015-11-06 16:12:57 +01:00
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gfx_renderString("CANCEL will unselect that slot", 17, 220,
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FONT_WHITE, 0, savesSurface);
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gfx_renderString("DELETE will remove the save", 17, 240,
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FONT_WHITE, 0, savesSurface);
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2011-08-24 14:14:44 +02:00
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break;
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case -1:
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2015-11-06 16:12:57 +01:00
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gfx_renderString("First click a Save game slot to use", 17, 200,
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FONT_WHITE, 0, savesSurface);
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2011-08-24 14:14:44 +02:00
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break;
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case -10:
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2015-11-06 16:12:57 +01:00
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gfx_renderString("Game Saved", 130, 200, FONT_WHITE, 0,
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savesSurface);
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2011-08-24 14:14:44 +02:00
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break;
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case -11:
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2015-11-06 16:12:57 +01:00
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gfx_renderString("Save Deleted", 130, 200, FONT_WHITE, 0,
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savesSurface);
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2011-08-24 14:14:44 +02:00
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break;
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}
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2013-09-30 16:52:43 +02:00
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engine.keyState[KEY_FIRE] = 0;
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2011-08-24 14:14:44 +02:00
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}
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/*
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Displays the save slot available. For use with an interface that
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has the cursor enabled. It returns the index number of the slot clicked
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so that the function invoking it can perform a load or save on that slot.
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*/
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int showSaveSlots(SDL_Surface *savesSurface, signed char saveSlot)
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{
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2015-03-31 21:23:17 +02:00
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int clickedSlot = -1;
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2011-08-24 14:14:44 +02:00
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SDL_Rect r;
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r.x = 201;
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r.y = 115;
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r.w = 348;
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r.h = 25;
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2013-09-30 16:52:43 +02:00
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if ((engine.keyState[KEY_FIRE]))
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2011-08-24 14:14:44 +02:00
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{
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2015-03-03 05:32:48 +01:00
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for (int i = 1 ; i <= 5 ; i++)
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2011-08-24 14:14:44 +02:00
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{
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2015-09-25 22:28:09 +02:00
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if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6,
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2015-03-03 05:32:48 +01:00
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r.x, r.y, r.w, r.h))
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2011-08-24 14:14:44 +02:00
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{
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clickedSlot = i;
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createSavesSurface(savesSurface, i);
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}
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r.y += 30;
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}
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2015-09-25 22:28:09 +02:00
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if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 215,
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2015-03-03 05:32:48 +01:00
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365, 100, 25))
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2011-08-24 14:14:44 +02:00
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{
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2015-03-03 05:32:48 +01:00
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saveGame(saveSlot);
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2011-08-24 14:14:44 +02:00
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createSavesSurface(savesSurface, -10);
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}
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2015-09-25 22:28:09 +02:00
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if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 335,
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2015-03-03 05:32:48 +01:00
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365, 100, 25))
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2011-08-24 14:14:44 +02:00
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createSavesSurface(savesSurface, -1);
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2015-09-25 22:28:09 +02:00
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if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 453,
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2015-03-03 05:32:48 +01:00
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365, 100, 25))
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2011-08-24 14:14:44 +02:00
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{
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char filename[PATH_MAX];
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2016-01-02 22:59:48 +01:00
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sprintf(filename, "%ssave%.2d.dat", engine.configDirectory,
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2015-03-03 05:32:48 +01:00
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saveSlot);
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2011-08-24 14:14:44 +02:00
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remove(filename);
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initSaveSlots();
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createSavesSurface(savesSurface, -11);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (clickedSlot > -1)
|
|
|
|
saveSlot = clickedSlot;
|
|
|
|
|
|
|
|
return saveSlot;
|
|
|
|
}
|