//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include #include "build.h" #include "compat.h" #include "mmulti.h" #include "common_game.h" #include "ai.h" #include "blood.h" #include "globals.h" #include "db.h" #include "messages.h" #include "loadsave.h" #include "sectorfx.h" #include "seq.h" #include "sound.h" #include "i_specialpaths.h" #include "view.h" #include "nnexts.h" #include "savegamehelp.h" #include "raze_music.h" #include "mapinfo.h" #include "gamestate.h" #include "d_net.h" #include "aistate.h" #include "aiunicult.h" BEGIN_BLD_NS // All AI states for assigning an index. static AISTATE* allAIStates[] = { nullptr, &genIdle, &genRecoil, &batIdle, &batFlyIdle, &batChase, &batPonder, &batGoto, &batBite, &batRecoil, &batSearch, &batSwoop, &batFly, &batTurn, &batHide, &batDodgeUp, &batDodgeUpRight, &batDodgeUpLeft, &batDodgeDown, &batDodgeDownRight, &batDodgeDownLeft, &beastIdle, &beastChase, &beastDodge, &beastGoto, &beastSlash, &beastStomp, &beastSearch, &beastRecoil, &beastTeslaRecoil, &beastSwimIdle, &beastSwimChase, &beastSwimDodge, &beastSwimGoto, &beastSwimSearch, &beastSwimSlash, &beastSwimRecoil, &beastMorphToBeast, &beastMorphFromCultist, &beast138FB4, &beast138FD0, &beast138FEC, &eelIdle, &eelFlyIdle, &eelChase, &eelPonder, &eelGoto, &eelBite, &eelRecoil, &eelSearch, &eelSwoop, &eelFly, &eelTurn, &eelHide, &eelDodgeUp, &eelDodgeUpRight, &eelDodgeUpLeft, &eelDodgeDown, &eelDodgeDownRight, &eelDodgeDownLeft, &cultistBurnIdle, &cultistBurnChase, &cultistBurnGoto, &cultistBurnSearch, &cultistBurnAttack, &zombieABurnChase, &zombieABurnGoto, &zombieABurnSearch, &zombieABurnAttack, &zombieFBurnChase, &zombieFBurnGoto, &zombieFBurnSearch, &zombieFBurnAttack, &innocentBurnChase, &innocentBurnGoto, &innocentBurnSearch, &innocentBurnAttack, &beastBurnChase, &beastBurnGoto, &beastBurnSearch, &beastBurnAttack, &tinycalebBurnChase, &tinycalebBurnGoto, &tinycalebBurnSearch, &tinycalebBurnAttack, &genDudeBurnIdle, &genDudeBurnChase, &genDudeBurnGoto, &genDudeBurnSearch, &genDudeBurnAttack, &tinycalebIdle, &tinycalebChase, &tinycalebDodge, &tinycalebGoto, &tinycalebAttack, &tinycalebSearch, &tinycalebRecoil, &tinycalebTeslaRecoil, &tinycalebSwimIdle, &tinycalebSwimChase, &tinycalebSwimDodge, &tinycalebSwimGoto, &tinycalebSwimSearch, &tinycalebSwimAttack, &tinycalebSwimRecoil, &tinycaleb139660, &tinycaleb13967C, &tinycaleb139698, &cerberusIdle, &cerberusSearch, &cerberusChase, &cerberusRecoil, &cerberusTeslaRecoil, &cerberusGoto, &cerberusBite, &cerberusBurn, &cerberus3Burn, &cerberus2Idle, &cerberus2Search, &cerberus2Chase, &cerberus2Recoil, &cerberus2Goto, &cerberus2Bite, &cerberus2Burn, &cerberus4Burn, &cerberus139890, &cerberus1398AC, &cultistIdle, &cultistProneIdle, &fanaticProneIdle, &cultistProneIdle3, &cultistChase, &fanaticChase, &cultistDodge, &cultistGoto, &cultistProneChase, &cultistProneDodge, &cultistTThrow, &cultistSThrow, &cultistTsThrow, &cultistDThrow, &cultist139A78, &cultist139A94, &cultist139AB0, &cultist139ACC, &cultist139AE8, &cultistSearch, &cultistSFire, &cultistTFire, &cultistTsFire, &cultistSProneFire, &cultistTProneFire, &cultistTsProneFire, &cultistRecoil, &cultistProneRecoil, &cultistTeslaRecoil, &cultistSwimIdle, &cultistSwimChase, &cultistSwimDodge, &cultistSwimGoto, &cultistSwimSearch, &cultistSSwimFire, &cultistTSwimFire, &cultistTsSwimFire, &cultistSwimRecoil, &gargoyleFIdle, &gargoyleStatueIdle, &gargoyleFChase, &gargoyleFGoto, &gargoyleFSlash, &gargoyleFThrow, &gargoyleSThrow, &gargoyleSBlast, &gargoyleFRecoil, &gargoyleFSearch, &gargoyleFMorph2, &gargoyleFMorph, &gargoyleSMorph2, &gargoyleSMorph, &gargoyleSwoop, &gargoyleFly, &gargoyleTurn, &gargoyleDodgeUp, &gargoyleFDodgeUpRight, &gargoyleFDodgeUpLeft, &gargoyleDodgeDown, &gargoyleFDodgeDownRight, &gargoyleFDodgeDownLeft, &statueFBreakSEQ, &statueSBreakSEQ, &ghostIdle, &ghostChase, &ghostGoto, &ghostSlash, &ghostThrow, &ghostBlast, &ghostRecoil, &ghostTeslaRecoil, &ghostSearch, &ghostSwoop, &ghostFly, &ghostTurn, &ghostDodgeUp, &ghostDodgeUpRight, &ghostDodgeUpLeft, &ghostDodgeDown, &ghostDodgeDownRight, &ghostDodgeDownLeft, &gillBeastIdle, &gillBeastChase, &gillBeastDodge, &gillBeastGoto, &gillBeastBite, &gillBeastSearch, &gillBeastRecoil, &gillBeastSwimIdle, &gillBeastSwimChase, &gillBeastSwimDodge, &gillBeastSwimGoto, &gillBeastSwimSearch, &gillBeastSwimBite, &gillBeastSwimRecoil, &gillBeast13A138, &gillBeast13A154, &gillBeast13A170, &handIdle, &hand13A3B4, &handSearch, &handChase, &handRecoil, &handGoto, &handJump, &houndIdle, &houndSearch, &houndChase, &houndRecoil, &houndTeslaRecoil, &houndGoto, &houndBite, &houndBurn, &innocentIdle, &innocentSearch, &innocentChase, &innocentRecoil, &innocentTeslaRecoil, &innocentGoto, &podIdle, &pod13A600, &podSearch, &pod13A638, &podRecoil, &podChase, &tentacleIdle, &tentacle13A6A8, &tentacle13A6C4, &tentacle13A6E0, &tentacle13A6FC, &tentacle13A718, &tentacleSearch, &tentacle13A750, &tentacleRecoil, &tentacleChase, &ratIdle, &ratSearch, &ratChase, &ratDodge, &ratRecoil, &ratGoto, &ratBite, &spidIdle, &spidChase, &spidDodge, &spidGoto, &spidSearch, &spidBite, &spidJump, &spid13A92C, &tchernobogIdle, &tchernobogSearch, &tchernobogChase, &tchernobogRecoil, &tcherno13A9B8, &tcherno13A9D4, &tcherno13A9F0, &tcherno13AA0C, &tcherno13AA28, &genDudeIdleL, &genDudeIdleW, &genDudeSearchL, &genDudeSearchW, &genDudeSearchShortL, &genDudeSearchShortW, &genDudeSearchNoWalkL, &genDudeSearchNoWalkW, &genDudeGotoL, &genDudeGotoW, &genDudeDodgeL, &genDudeDodgeD, &genDudeDodgeW, &genDudeDodgeShortL, &genDudeDodgeShortD, &genDudeDodgeShortW, &genDudeDodgeShorterL, &genDudeDodgeShorterD, &genDudeDodgeShorterW, &genDudeChaseL, &genDudeChaseD, &genDudeChaseW, &genDudeChaseNoWalkL, &genDudeChaseNoWalkD, &genDudeChaseNoWalkW, &genDudeFireL, &genDudeFireD, &genDudeFireW, &genDudeRecoilL, &genDudeRecoilD, &genDudeRecoilW, &genDudeRecoilTesla, &genDudeThrow, &genDudeThrow2, &genDudePunch, &zombieAIdle, &zombieAChase, &zombieAPonder, &zombieAGoto, &zombieAHack, &zombieASearch, &zombieARecoil, &zombieATeslaRecoil, &zombieARecoil2, &zombieAStand, &zombieEIdle, &zombieEUp2, &zombieEUp, &zombie2Idle, &zombie2Search, &zombieSIdle, &zombie13AC2C, &zombieFIdle, &zombieFChase, &zombieFGoto, &zombieFDodge, &zombieFHack, &zombieFPuke, &zombieFThrow, &zombieFSearch, &zombieFRecoil, &zombieFTeslaRecoil, }; void IndexAIState(AISTATE*& state) { int i = 0; auto savestate = state; for (auto cstate : allAIStates) { if (state == cstate) { state = (AISTATE*)(intptr_t)i; return; } i++; } state = nullptr; } void UnindexAIState(AISTATE*& state) { auto index = intptr_t(state); if (index >= 0 && index < countof(allAIStates)) { state = allAIStates[index]; } else { state = nullptr; } } unsigned int dword_27AA38 = 0; unsigned int dword_27AA3C = 0; unsigned int dword_27AA40 = 0; FileWriter *LoadSave::hSFile = NULL; FileReader LoadSave::hLFile; TDeletingArray LoadSave::loadSaves; void sub_76FD4(void) { } void LoadSave::Save(void) { ThrowError("Pure virtual function called"); } void LoadSave::Load(void) { ThrowError("Pure virtual function called"); } void LoadSave::Read(void *pData, int nSize) { dword_27AA38 += nSize; dassert(hLFile.isOpen()); if (hLFile.Read(pData, nSize) != nSize) ThrowError("Error reading save file."); } void LoadSave::Write(void *pData, int nSize) { dword_27AA38 += nSize; dword_27AA3C += nSize; dassert(hSFile != NULL); if (hSFile->Write(pData, nSize) != (size_t)nSize) ThrowError("File error #%d writing save file.", errno); } bool GameInterface::LoadGame(FSaveGameNode* node) { sndKillAllSounds(); sfxKillAllSounds(); ambKillAll(); seqKillAll(); if (gamestate != GS_LEVEL) { memset(xsprite, 0, sizeof(xsprite)); } LoadSave::hLFile = ReadSavegameChunk("snapshot.bld"); if (!LoadSave::hLFile.isOpen()) return false; for (auto rover : LoadSave::loadSaves) { rover->Load(); } LoadSave::hLFile.Close(); FinishSavegameRead(); InitSectorFX(); viewInitializePrediction(); PreloadCache(); if (!bVanilla && !gMe->packSlots[1].isActive) // if diving suit is not active, turn off reverb sound effect sfxSetReverb(0); ambInit(); for (int i = 0; i < gNetPlayers; i++) playerSetRace(&gPlayer[i], gPlayer[i].lifeMode); viewSetErrorMessage(""); Net_ClearFifo(); paused = 0; bVanilla = false; #ifdef USE_OPENGL Polymost_prepare_loadboard(); #endif #ifdef POLYMER if (videoGetRenderMode() == REND_POLYMER) polymer_loadboard(); // this light pointer nulling needs to be outside the videoGetRenderMode check // because we might be loading the savegame using another renderer but // change to Polymer later for (int i=0; iname, playername); pProfile->skill = gSkill; return true; } bool GameInterface::SaveGame(FSaveGameNode* node) { LoadSave::hSFile = WriteSavegameChunk("snapshot.bld"); try { dword_27AA38 = 0; dword_27AA40 = 0; for (auto rover : LoadSave::loadSaves) { rover->Save(); if (dword_27AA38 > dword_27AA40) dword_27AA40 = dword_27AA38; dword_27AA38 = 0; } } catch (CRecoverableError & err) { // Let's not abort for write errors. Printf(TEXTCOLOR_RED "%s\n", err.what()); return false; } LoadSave::hSFile = NULL; return 1; } class MyLoadSave : public LoadSave { public: virtual void Load(void); virtual void Save(void); }; void MyLoadSave::Load(void) { psky_t *pSky = tileSetupSky(DEFAULTPSKY); int id; Read(&id, sizeof(id)); if (id != 0x5653424e/*'VSBN'*/) ThrowError("Old saved game found"); short version; Read(&version, sizeof(version)); if (version != BYTEVERSION) ThrowError("Incompatible version of saved game found!"); Read(&gGameOptions, sizeof(gGameOptions)); int nNumSprites; Read(&nNumSprites, sizeof(nNumSprites)); Read(qsector_filler, sizeof(qsector_filler[0])*numsectors); Read(qsprite_filler, sizeof(qsprite_filler[0])*kMaxSprites); Read(&pSky->horizfrac, sizeof(pSky->horizfrac)); Read(&pSky->yoffs, sizeof(pSky->yoffs)); Read(&pSky->yscale, sizeof(pSky->yscale)); Read(&gVisibility, sizeof(gVisibility)); Read(pSky->tileofs, sizeof(pSky->tileofs)); Read(&pSky->lognumtiles, sizeof(pSky->lognumtiles)); Read(gotpic, sizeof(gotpic)); Read(gotsector, sizeof(gotsector)); Read(&gFrameClock, sizeof(gFrameClock)); Read(&gFrameCount, sizeof(gFrameCount)); Read(&paused, sizeof(paused)); Read(baseWall, sizeof(baseWall[0])*numwalls); Read(baseSprite, sizeof(baseSprite[0])*nNumSprites); Read(baseFloor, sizeof(baseFloor[0])*numsectors); Read(baseCeil, sizeof(baseCeil[0])*numsectors); Read(velFloor, sizeof(velFloor[0])*numsectors); Read(velCeil, sizeof(velCeil[0])*numsectors); Read(&gHitInfo, sizeof(gHitInfo)); Read(&byte_1A76C6, sizeof(byte_1A76C6)); Read(&byte_1A76C8, sizeof(byte_1A76C8)); Read(&byte_1A76C7, sizeof(byte_1A76C7)); Read(&byte_19AE44, sizeof(byte_19AE44)); Read(gStatCount, sizeof(gStatCount)); Read(nextXSprite, sizeof(nextXSprite)); Read(nextXWall, sizeof(nextXWall)); Read(nextXSector, sizeof(nextXSector)); memset(xsprite, 0, sizeof(xsprite)); for (int nSprite = 0; nSprite < kMaxSprites; nSprite++) { if (sprite[nSprite].statnum < kMaxStatus) { int nXSprite = sprite[nSprite].extra; if (nXSprite > 0) { Read(&xsprite[nXSprite], sizeof(XSPRITE)); UnindexAIState(xsprite[nXSprite].aiState); } } } memset(xwall, 0, sizeof(xwall)); for (int nWall = 0; nWall < numwalls; nWall++) { int nXWall = wall[nWall].extra; if (nXWall > 0) Read(&xwall[nXWall], sizeof(XWALL)); } memset(xsector, 0, sizeof(xsector)); for (int nSector = 0; nSector < numsectors; nSector++) { int nXSector = sector[nSector].extra; if (nXSector > 0) Read(&xsector[nXSector], sizeof(XSECTOR)); } Read(xvel, nNumSprites*sizeof(xvel[0])); Read(yvel, nNumSprites*sizeof(yvel[0])); Read(zvel, nNumSprites*sizeof(zvel[0])); Read(&gMapRev, sizeof(gMapRev)); Read(&gSongId, sizeof(gSkyCount)); Read(&gFogMode, sizeof(gFogMode)); Read(&gViewAngle, sizeof(gViewAngle)); Read(&gViewLook, sizeof(gViewLook)); #ifdef NOONE_EXTENSIONS Read(&gModernMap, sizeof(gModernMap)); #endif psky_t *skyInfo = tileSetupSky(DEFAULTPSKY); Read(skyInfo, sizeof(*skyInfo)); skyInfo->combinedtile = -1; cheatReset(); } void MyLoadSave::Save(void) { psky_t *pSky = tileSetupSky(0); int nNumSprites = 0; int id = 0x5653424e/*'VSBN'*/; Write(&id, sizeof(id)); short version = BYTEVERSION; Write(&version, sizeof(version)); for (int nSprite = 0; nSprite < kMaxSprites; nSprite++) { if (sprite[nSprite].statnum < kMaxStatus && nSprite > nNumSprites) nNumSprites = nSprite; } //nNumSprites += 2; nNumSprites++; Write(&gGameOptions, sizeof(gGameOptions)); Write(&nNumSprites, sizeof(nNumSprites)); Write(qsector_filler, sizeof(qsector_filler[0])*numsectors); Write(qsprite_filler, sizeof(qsprite_filler[0])*kMaxSprites); Write(&pSky->horizfrac, sizeof(pSky->horizfrac)); Write(&pSky->yoffs, sizeof(pSky->yoffs)); Write(&pSky->yscale, sizeof(pSky->yscale)); Write(&gVisibility, sizeof(gVisibility)); Write(pSky->tileofs, sizeof(pSky->tileofs)); Write(&pSky->lognumtiles, sizeof(pSky->lognumtiles)); Write(gotpic, sizeof(gotpic)); Write(gotsector, sizeof(gotsector)); Write(&gFrameClock, sizeof(gFrameClock)); Write(&gFrameCount, sizeof(gFrameCount)); Write(&paused, sizeof(paused)); Write(baseWall, sizeof(baseWall[0])*numwalls); Write(baseSprite, sizeof(baseSprite[0])*nNumSprites); Write(baseFloor, sizeof(baseFloor[0])*numsectors); Write(baseCeil, sizeof(baseCeil[0])*numsectors); Write(velFloor, sizeof(velFloor[0])*numsectors); Write(velCeil, sizeof(velCeil[0])*numsectors); Write(&gHitInfo, sizeof(gHitInfo)); Write(&byte_1A76C6, sizeof(byte_1A76C6)); Write(&byte_1A76C8, sizeof(byte_1A76C8)); Write(&byte_1A76C7, sizeof(byte_1A76C7)); Write(&byte_19AE44, sizeof(byte_19AE44)); Write(gStatCount, sizeof(gStatCount)); Write(nextXSprite, sizeof(nextXSprite)); Write(nextXWall, sizeof(nextXWall)); Write(nextXSector, sizeof(nextXSector)); for (int nSprite = 0; nSprite < kMaxSprites; nSprite++) { if (sprite[nSprite].statnum < kMaxStatus) { int nXSprite = sprite[nSprite].extra; if (nXSprite > 0) { IndexAIState(xsprite[nXSprite].aiState); Write(&xsprite[nXSprite], sizeof(XSPRITE)); UnindexAIState(xsprite[nXSprite].aiState); } } } for (int nWall = 0; nWall < numwalls; nWall++) { int nXWall = wall[nWall].extra; if (nXWall > 0) Write(&xwall[nXWall], sizeof(XWALL)); } for (int nSector = 0; nSector < numsectors; nSector++) { int nXSector = sector[nSector].extra; if (nXSector > 0) Write(&xsector[nXSector], sizeof(XSECTOR)); } Write(xvel, nNumSprites*sizeof(xvel[0])); Write(yvel, nNumSprites*sizeof(yvel[0])); Write(zvel, nNumSprites*sizeof(zvel[0])); Write(&gMapRev, sizeof(gMapRev)); Write(&gSongId, sizeof(gSkyCount)); Write(&gFogMode, sizeof(gFogMode)); Write(&gViewAngle, sizeof(gViewAngle)); Write(&gViewLook, sizeof(gViewLook)); #ifdef NOONE_EXTENSIONS Write(&gModernMap, sizeof(gModernMap)); #endif psky_t *skyInfo = tileSetupSky(DEFAULTPSKY); Write(skyInfo, sizeof(*skyInfo)); } static MyLoadSave *myLoadSave; void ActorLoadSaveConstruct(void); void AILoadSaveConstruct(void); void EndGameLoadSaveConstruct(void); void EventQLoadSaveConstruct(void); void LevelsLoadSaveConstruct(void); void MessagesLoadSaveConstruct(void); void MirrorLoadSaveConstruct(void); void PlayerLoadSaveConstruct(void); void SeqLoadSaveConstruct(void); void TriggersLoadSaveConstruct(void); void ViewLoadSaveConstruct(void); void WarpLoadSaveConstruct(void); void WeaponLoadSaveConstruct(void); #ifdef NOONE_EXTENSIONS void NNLoadSaveConstruct(void); #endif void LoadSaveSetup(void) { myLoadSave = new MyLoadSave(); ActorLoadSaveConstruct(); AILoadSaveConstruct(); EndGameLoadSaveConstruct(); EventQLoadSaveConstruct(); LevelsLoadSaveConstruct(); MessagesLoadSaveConstruct(); MirrorLoadSaveConstruct(); PlayerLoadSaveConstruct(); SeqLoadSaveConstruct(); TriggersLoadSaveConstruct(); ViewLoadSaveConstruct(); WarpLoadSaveConstruct(); WeaponLoadSaveConstruct(); #ifdef NOONE_EXTENSIONS NNLoadSaveConstruct(); #endif } END_BLD_NS