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https://git.do.srb2.org/STJr/SRB2.git
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Allow saving in modified games.
This commit is contained in:
parent
e6780f2bee
commit
1b43cdddd5
12 changed files with 97 additions and 84 deletions
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@ -1473,6 +1473,12 @@ void D_SRB2Main(void)
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//--------------------------------------------------------- CONFIG.CFG
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M_FirstLoadConfig(); // WARNING : this do a "COM_BufExecute()"
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if (M_CheckParm("-gamedata") && M_IsNextParm())
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{
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// Moved from G_LoadGameData itself, as it would cause some crazy
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// confusion issues when loading mods.
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strlcpy(gamedatafilename, M_GetNextParm(), sizeof gamedatafilename);
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}
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G_LoadGameData();
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#if defined (__unix__) || defined (UNIXCOMMON) || defined (HAVE_SDL)
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@ -4613,11 +4613,11 @@ static void Fishcake_OnChange(void)
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static void Command_Isgamemodified_f(void)
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{
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if (savemoddata)
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CONS_Printf(M_GetText("modifiedgame is true, but you can save emblem and time data in this mod.\n"));
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CONS_Printf(M_GetText("modifiedgame is true, but you can save time data in this mod.\n"));
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else if (modifiedgame)
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CONS_Printf(M_GetText("modifiedgame is true, extras will not be unlocked\n"));
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CONS_Printf(M_GetText("modifiedgame is true, time data can't be saved\n"));
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else
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CONS_Printf(M_GetText("modifiedgame is false, you can unlock extras\n"));
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CONS_Printf(M_GetText("modifiedgame is false, you can save time data\n"));
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}
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static void Command_Cheats_f(void)
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@ -1575,7 +1575,9 @@ void F_GameEvaluationDrawer(void)
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{
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V_DrawString(8, 16, V_YELLOWMAP, "Unlocked:");
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if (!(netgame) && (!modifiedgame || savemoddata))
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if (netgame)
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V_DrawString(8, 96, V_YELLOWMAP, "Multiplayer games\ncan't unlock\nextras!");
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else
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{
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INT32 startcoord = 32;
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@ -1590,10 +1592,6 @@ void F_GameEvaluationDrawer(void)
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}
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}
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}
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else if (netgame)
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V_DrawString(8, 96, V_YELLOWMAP, "Multiplayer games\ncan't unlock\nextras!");
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else
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V_DrawString(8, 96, V_YELLOWMAP, "Modified games\ncan't unlock\nextras!");
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}
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#endif
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@ -1657,7 +1655,7 @@ void F_GameEvaluationTicker(void)
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HU_DoCEcho("\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\Multiplayer games can't unlock extras!");
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S_StartSound(NULL, sfx_s3k68);
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}
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else if (!modifiedgame || savemoddata)
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else
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{
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++timesBeaten;
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@ -1672,13 +1670,6 @@ void F_GameEvaluationTicker(void)
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G_SaveGameData();
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}
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else
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{
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HU_SetCEchoFlags(V_YELLOWMAP|V_RETURN8);
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HU_SetCEchoDuration(6);
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HU_DoCEcho("\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\Modified games can't unlock extras!");
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S_StartSound(NULL, sfx_s3k68);
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}
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}
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}
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97
src/g_game.c
97
src/g_game.c
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@ -755,7 +755,7 @@ void G_SetGameModified(boolean silent)
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savemoddata = false;
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if (!silent)
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CONS_Alert(CONS_NOTICE, M_GetText("Game must be restarted to record statistics.\n"));
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CONS_Alert(CONS_NOTICE, M_GetText("Game must be restarted to play Record Attack.\n"));
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// If in record attack recording, cancel it.
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if (modeattacking)
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@ -3826,8 +3826,7 @@ static void G_UpdateVisited(void)
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{
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boolean spec = G_IsSpecialStage(gamemap);
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// Update visitation flags?
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if ((!modifiedgame || savemoddata) // Not modified
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&& !multiplayer && !demoplayback && (gametype == GT_COOP) // SP/RA/NiGHTS mode
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if (!multiplayer && !demoplayback && (gametype == GT_COOP) // SP/RA/NiGHTS mode
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&& !stagefailed) // Did not fail the stage
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{
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UINT8 earnedEmblems;
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@ -3895,14 +3894,18 @@ static void G_HandleSaveLevel(void)
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remove(liveeventbackup);
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cursaveslot = 0;
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}
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else if ((!modifiedgame || savemoddata) && !(netgame || multiplayer || ultimatemode || demorecording || metalrecording || modeattacking))
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else if (!(netgame || multiplayer || ultimatemode || demorecording || metalrecording || modeattacking))
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{
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G_SaveGame((UINT32)cursaveslot, spstage_start);
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}
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}
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}
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// and doing THIS here means you don't lose your progress if you close the game mid-intermission
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else if (!(ultimatemode || netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking)
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&& (!modifiedgame || savemoddata) && cursaveslot > 0 && CanSaveLevel(lastmap+1))
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&& cursaveslot > 0 && CanSaveLevel(lastmap+1))
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{
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G_SaveGame((UINT32)cursaveslot, lastmap+1); // not nextmap+1 to route around special stages
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}
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}
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//
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@ -4178,8 +4181,10 @@ static void G_DoContinued(void)
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tokenlist = 0;
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token = 0;
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if (!(netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking) && (!modifiedgame || savemoddata) && cursaveslot > 0)
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if (!(netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking) && cursaveslot > 0)
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{
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G_SaveGameOver((UINT32)cursaveslot, true);
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}
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// Reset # of lives
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pl->lives = (ultimatemode) ? 1 : startinglivesbalance[numgameovers];
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@ -4244,13 +4249,17 @@ void G_LoadGameSettings(void)
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S_InitRuntimeSounds();
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}
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#define GAMEDATA_ID 0x86E4A27C // Change every major version, as usual
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#define COMPAT_GAMEDATA_ID 0xFCAFE211 // Can be removed entirely for 2.3
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// G_LoadGameData
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// Loads the main data file, which stores information such as emblems found, etc.
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void G_LoadGameData(void)
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{
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size_t length;
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INT32 i, j;
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UINT8 modded = false;
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UINT32 versionID;
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UINT8 rtemp;
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//For records
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@ -4261,6 +4270,9 @@ void G_LoadGameData(void)
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UINT8 recmares;
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INT32 curmare;
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// Stop saving, until we successfully load it again.
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gamedataloaded = false;
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// Clear things so previously read gamedata doesn't transfer
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// to new gamedata
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G_ClearRecords(); // main and nights records
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@ -4268,27 +4280,35 @@ void G_LoadGameData(void)
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totalplaytime = 0; // total play time (separate from all)
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if (M_CheckParm("-nodata"))
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return; // Don't load.
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// Allow saving of gamedata beyond this point
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gamedataloaded = true;
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if (M_CheckParm("-gamedata") && M_IsNextParm())
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{
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strlcpy(gamedatafilename, M_GetNextParm(), sizeof gamedatafilename);
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// Don't load at all.
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return;
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}
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if (M_CheckParm("-resetdata"))
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return; // Don't load (essentially, reset).
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{
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// Don't load, but do save. (essentially, reset)
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gamedataloaded = true;
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return;
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}
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length = FIL_ReadFile(va(pandf, srb2home, gamedatafilename), &savebuffer);
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if (!length) // Aw, no game data. Their loss!
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if (!length)
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{
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// No gamedata. We can save a new one.
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gamedataloaded = true;
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return;
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}
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save_p = savebuffer;
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// Version check
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if (READUINT32(save_p) != 0xFCAFE211)
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versionID = READUINT32(save_p);
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if (versionID != GAMEDATA_ID
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#ifdef COMPAT_GAMEDATA_ID // backwards compat behavior
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&& versionID != COMPAT_GAMEDATA_ID
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#endif
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)
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{
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const char *gdfolder = "the SRB2 folder";
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if (strcmp(srb2home,"."))
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@ -4301,13 +4321,26 @@ void G_LoadGameData(void)
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totalplaytime = READUINT32(save_p);
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modded = READUINT8(save_p);
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#ifdef COMPAT_GAMEDATA_ID
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// Ignore for backwards compat, it'll get fixed when saving.
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if (versionID == COMPAT_GAMEDATA_ID)
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{
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// Old files use a UINT8 here.
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READUINT8(save_p);
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}
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else
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#endif
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{
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// Quick & dirty hash for what mod this save file is for.
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UINT32 modID = READUINT32(save_p);
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UINT32 expectedID = quickncasehash(timeattackfolder, sizeof timeattackfolder);
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// Aha! Someone's been screwing with the save file!
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if ((modded && !savemoddata))
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goto datacorrupt;
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else if (modded != true && modded != false)
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goto datacorrupt;
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if (modID != expectedID)
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{
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// Aha! Someone's been screwing with the save file!
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goto datacorrupt;
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}
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}
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// TODO put another cipher on these things? meh, I don't care...
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for (i = 0; i < NUMMAPS; i++)
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@ -4393,6 +4426,12 @@ void G_LoadGameData(void)
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Z_Free(savebuffer);
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save_p = NULL;
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// Don't consider loaded until it's a success!
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// It used to do this much earlier, but this would cause the gamedata to
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// save over itself when it I_Errors from the corruption landing point below,
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// which can accidentally delete players' legitimate data if the code ever has any tiny mistakes!
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gamedataloaded = true;
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// Silent update unlockables in case they're out of sync with conditions
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M_SilentUpdateUnlockablesAndEmblems();
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@ -4432,20 +4471,12 @@ void G_SaveGameData(void)
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return;
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}
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if (modifiedgame && !savemoddata)
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{
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free(savebuffer);
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save_p = savebuffer = NULL;
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return;
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}
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// Version test
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WRITEUINT32(save_p, 0xFCAFE211);
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WRITEUINT32(save_p, GAMEDATA_ID);
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WRITEUINT32(save_p, totalplaytime);
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btemp = (UINT8)(savemoddata || modifiedgame);
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WRITEUINT8(save_p, btemp);
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WRITEUINT32(save_p, quickncasehash(timeattackfolder, sizeof timeattackfolder));
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// TODO put another cipher on these things? meh, I don't care...
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for (i = 0; i < NUMMAPS; i++)
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@ -2994,7 +2994,7 @@ static void HU_DrawCoopOverlay(void)
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V_DrawSmallScaledPatch(148, 172, 0, tokenicon);
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}
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if (LUA_HudEnabled(hud_tabemblems) && (!modifiedgame || savemoddata))
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if (LUA_HudEnabled(hud_tabemblems))
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{
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V_DrawString(160, 144, 0, va("- %d/%d", M_CountEmblems(), numemblems+numextraemblems));
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V_DrawScaledPatch(128, 144 - emblemicon->height/4, 0, emblemicon);
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@ -200,9 +200,6 @@ UINT8 M_UpdateUnlockablesAndExtraEmblems(void)
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char cechoText[992] = "";
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UINT8 cechoLines = 0;
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if (modifiedgame && !savemoddata)
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return false;
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M_CheckUnlockConditions();
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// Go through extra emblems
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30
src/m_menu.c
30
src/m_menu.c
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@ -757,12 +757,12 @@ static menuitem_t SR_EmblemHintMenu[] =
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static menuitem_t SP_MainMenu[] =
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{
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// Note: If changing the positions here, also change them in M_SinglePlayerMenu()
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{IT_CALL | IT_STRING, NULL, "Start Game", M_LoadGame, 76},
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{IT_SECRET, NULL, "Record Attack", M_TimeAttack, 84},
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{IT_SECRET, NULL, "NiGHTS Mode", M_NightsAttack, 92},
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{IT_SECRET, NULL, "Marathon Run", M_Marathon, 100},
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{IT_CALL | IT_STRING, NULL, "Tutorial", M_StartTutorial, 108},
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{IT_CALL | IT_STRING | IT_CALL_NOTMODIFIED, NULL, "Statistics", M_Statistics, 116}
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{IT_CALL | IT_STRING, NULL, "Start Game", M_LoadGame, 76},
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{IT_SECRET, NULL, "Record Attack", M_TimeAttack, 84},
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{IT_SECRET, NULL, "NiGHTS Mode", M_NightsAttack, 92},
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{IT_SECRET, NULL, "Marathon Run", M_Marathon, 100},
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{IT_CALL | IT_STRING, NULL, "Tutorial", M_StartTutorial, 108},
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{IT_CALL | IT_STRING, NULL, "Statistics", M_Statistics, 116}
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};
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enum
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@ -3514,9 +3514,11 @@ boolean M_Responder(event_t *ev)
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{
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if (((currentMenu->menuitems[itemOn].status & IT_TYPE)==IT_CALL
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|| (currentMenu->menuitems[itemOn].status & IT_TYPE)==IT_SUBMENU)
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&& (currentMenu->menuitems[itemOn].status & IT_CALLTYPE))
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&& (currentMenu->menuitems[itemOn].status & IT_CALLTYPE))
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{
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#ifndef DEVELOP
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// TODO: Replays are scary, so I left the remaining instances of this alone.
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// It'd be nice to get rid of this once and for all though!
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if (((currentMenu->menuitems[itemOn].status & IT_CALLTYPE) & IT_CALL_NOTMODIFIED) && modifiedgame && !savemoddata)
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{
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S_StartSound(NULL, sfx_skid);
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@ -8701,12 +8703,6 @@ static void M_DrawLoad(void)
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loadgameoffset = 0;
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M_DrawLoadGameData();
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if (modifiedgame && !savemoddata)
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{
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V_DrawCenteredThinString(BASEVIDWIDTH/2, 184, 0, "\x85WARNING: \x80The game is modified.");
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V_DrawCenteredThinString(BASEVIDWIDTH/2, 192, 0, "Progress will not be saved.");
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}
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}
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//
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@ -9008,18 +9004,12 @@ static void M_HandleLoadSave(INT32 choice)
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break;
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case KEY_ENTER:
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if (ultimate_selectable && saveSlotSelected == NOSAVESLOT && !savemoddata && !modifiedgame)
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if (ultimate_selectable && saveSlotSelected == NOSAVESLOT)
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{
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loadgamescroll = 0;
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S_StartSound(NULL, sfx_skid);
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M_StartMessage("Are you sure you want to play\n\x85ultimate mode\x80? It isn't remotely fair,\nand you don't even get an emblem for it.\n\n(Press 'Y' to confirm)\n",M_SaveGameUltimateResponse,MM_YESNO);
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}
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else if (saveSlotSelected != NOSAVESLOT && savegameinfo[saveSlotSelected-1].lives == -42 && !(!modifiedgame || savemoddata))
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{
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loadgamescroll = 0;
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S_StartSound(NULL, sfx_skid);
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M_StartMessage(M_GetText("This cannot be done in a modified game.\n\n(Press a key)\n"), NULL, MM_NOTHING);
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}
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else if (saveSlotSelected == NOSAVESLOT || savegameinfo[saveSlotSelected-1].lives != -666) // don't allow loading of "bad saves"
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{
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loadgamescroll = 0;
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@ -2583,7 +2583,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
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if (!(netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking) && numgameovers < maxgameovers)
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{
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numgameovers++;
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if ((!modifiedgame || savemoddata) && cursaveslot > 0)
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if (cursaveslot > 0)
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G_SaveGameOver((UINT32)cursaveslot, (target->player->continues <= 0));
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}
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}
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@ -11972,11 +11972,7 @@ static boolean P_AllowMobjSpawn(mapthing_t* mthing, mobjtype_t i)
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break;
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case MT_EMBLEM:
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if (netgame || multiplayer)
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return false; // Single player
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if (modifiedgame && !savemoddata)
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return false; // No cheating!!
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return false; // Single player (You're next on my shit list)
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break;
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default:
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break;
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@ -7746,7 +7746,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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nextmapoverride = 0;
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skipstats = 0;
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if (!(netgame || multiplayer || demoplayback) && (!modifiedgame || savemoddata))
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if (!(netgame || multiplayer || demoplayback))
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mapvisited[gamemap-1] |= MV_VISITED;
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else if (netgame || multiplayer)
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mapvisited[gamemap-1] |= MV_MP; // you want to record that you've been there this session, but not permanently
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@ -7764,8 +7764,10 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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{
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// I'd love to do this in the menu code instead of here, but everything's a mess and I can't guarantee saving proper player struct info before the first act's started. You could probably refactor it, but it'd be a lot of effort. Easier to just work off known good code. ~toast 22/06/2020
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if (!(ultimatemode || netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking || marathonmode)
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&& (!modifiedgame || savemoddata) && cursaveslot > 0)
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&& cursaveslot > 0)
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{
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G_SaveGame((UINT32)cursaveslot, gamemap);
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}
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// If you're looking for saving sp file progression (distinct from G_SaveGameOver), check G_DoCompleted.
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}
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lastmaploaded = gamemap; // HAS to be set after saving!!
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@ -2937,7 +2937,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
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break;
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case 441: // Trigger unlockable
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if ((!modifiedgame || savemoddata) && !(netgame || multiplayer))
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if (!(netgame || multiplayer))
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{
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INT32 trigid = line->args[0];
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@ -1092,7 +1092,7 @@ void Y_Ticker(void)
|
|||
S_StartSound(NULL, (gottoken ? sfx_token : sfx_chchng)); // cha-ching!
|
||||
|
||||
// Update when done with tally
|
||||
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && !demoplayback)
|
||||
if (!(netgame || multiplayer) && !demoplayback)
|
||||
{
|
||||
if (M_UpdateUnlockablesAndExtraEmblems())
|
||||
S_StartSound(NULL, sfx_s3k68);
|
||||
|
@ -1223,7 +1223,7 @@ void Y_Ticker(void)
|
|||
S_StartSound(NULL, (gottoken ? sfx_token : sfx_chchng)); // cha-ching!
|
||||
|
||||
// Update when done with tally
|
||||
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && !demoplayback)
|
||||
if (!(netgame || multiplayer) && !demoplayback)
|
||||
{
|
||||
if (M_UpdateUnlockablesAndExtraEmblems())
|
||||
S_StartSound(NULL, sfx_s3k68);
|
||||
|
|
Loading…
Reference in a new issue