Files
fs2open.github.com/code/playerman/managepilot.cpp
T
2002-08-01 01:41:11 +00:00

1466 lines
41 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
/*
* $Logfile: /Freespace2/code/Playerman/ManagePilot.cpp $
* $Revision: 2.2 $
* $Date: 2002-08-01 01:41:09 $
* $Author: penguin $
*
* ManagePilot.cpp has code to load and save pilot files, and to select and
* manage the pilot
*
* $Log: not supported by cvs2svn $
* Revision 2.1 2002/07/07 19:55:59 penguin
* Back-port to MSVC
*
* Revision 2.0 2002/06/03 04:02:27 penguin
* Warpcore CVS sync
*
* Revision 1.9 2002/05/17 03:06:13 mharris
* more porting tweaks
*
* Revision 1.8 2002/05/16 06:06:23 mharris
* ifndef NO_JOYSTICK
*
* Revision 1.7 2002/05/15 15:02:24 mharris
* TEMP PORT FIX: ifdef out the "delete pilot file" code in non-Win32
*
* Revision 1.6 2002/05/14 21:56:40 mharris
* added more ifndef NO_SOUND
*
* Revision 1.5 2002/05/13 15:11:03 mharris
* More NO_NETWORK ifndefs added
*
* Revision 1.4 2002/05/10 20:42:44 mharris
* use "ifndef NO_NETWORK" all over the place
*
* Revision 1.3 2002/05/10 06:08:08 mharris
* Porting... added ifndef NO_SOUND
*
* Revision 1.2 2002/05/04 04:52:22 mharris
* 1st draft at porting
*
* Revision 1.1 2002/05/02 18:03:12 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 41 9/13/99 4:52p Dave
* RESPAWN FIX
*
* 40 9/01/99 10:09a Dave
* Pirate bob.
*
* 39 8/26/99 8:49p Jefff
* old player file compatibility with new medal stuff
*
* 38 8/22/99 5:53p Dave
* Scoring fixes. Added self destruct key. Put callsigns in the logfile
* instead of ship designations for multiplayer players.
*
* 37 8/16/99 4:06p Dave
* Big honking checkin.
*
* 36 8/11/99 11:36a Jefff
* added compatibility w/ fs2 demo plr version
*
* 35 8/10/99 3:46p Jefff
* changes for Intelligence section of new tech room
*
* 34 8/04/99 11:38p Andsager
* make new pilot detail level match registry info.
*
* 33 8/02/99 9:55p Dave
* Hardcode a nice hud color config for the demo.
*
* 32 8/02/99 9:13p Dave
* Added popup tips.
*
* 31 8/01/99 12:39p Dave
* Added HUD contrast control key (for nebula).
*
* 30 7/30/99 10:31p Dave
* Added comm menu to the configurable hud files.
*
* 29 7/29/99 10:47p Dave
* Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
*
* 28 7/29/99 12:05a Dave
* Nebula speed optimizations.
*
* 27 7/24/99 1:54p Dave
* Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
* missions.
*
* 26 6/22/99 7:03p Dave
* New detail options screen.
*
* 25 6/16/99 4:06p Dave
* New pilot info popup. Added new draw-bitmap-as-poly function.
*
* 24 6/11/99 11:13a Dave
* last minute changes before press tour build.
*
* 23 6/08/99 1:14a Dave
* Multi colored hud test.
*
* 22 5/03/99 8:33p Dave
* New version of multi host options screen.
*
* 21 3/24/99 4:05p Dave
* Put in support for assigning the player to a specific squadron with a
* specific logo. Preliminary work for doing pos/orient checksumming in
* multiplayer to reduce bandwidth.
*
* 20 1/30/99 1:29a Dave
* Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
* screen. Fixed beam weapon death messages.
*
* 19 1/29/99 2:08a Dave
* Fixed beam weapon collisions with players. Reduced size of scoring
* struct for multiplayer. Disabled PXO.
*
* 18 1/21/99 2:06p Dave
* Final checkin for multiplayer testing.
*
* 17 1/15/99 2:49p Dave
* Fixed creation of pilots.
*
* 16 1/14/99 6:06p Dave
* 100% full squad logo support for single player and multiplayer.
*
* 15 1/12/99 3:15a Dave
* Barracks screen support for selecting squad logos. We need real artwork
* :)
*
* 14 1/06/99 2:24p Dave
* Stubs and release build fixes.
*
* 13 12/14/98 12:13p Dave
* Spiffed up xfer system a bit. Put in support for squad logo file xfer.
* Need to test now.
*
* 12 11/20/98 11:16a Dave
* Fixed up IPX support a bit. Making sure that switching modes and
* loading/saving pilot files maintains proper state.
*
* 11 11/19/98 4:51p Dave
* Ignore multiplayer protocol settings in the pilot file for now.
*
* 10 11/19/98 4:19p Dave
* Put IPX sockets back in psnet. Consolidated all multiplayer config
* files into one.
*
* 9 10/13/98 2:47p Andsager
* Remove reference to Tech_shivan_species_avail
*
* 8 10/13/98 9:29a Dave
* Started neatening up freespace.h. Many variables renamed and
* reorganized. Added AlphaColors.[h,cpp]
*
* 7 10/12/98 9:30a Andsager
* Clean up barracks.cpp. Remove unneeded ".h" files from ManagePilot
*
* 6 10/09/98 5:17p Andsager
* move barracks screen into barracks.cpp
*
* 5 10/09/98 2:57p Dave
* Starting splitting up OS stuff.
*
* 4 10/08/98 9:19a Andsager
* Clean up pilot player read and write, starting with new version.
*
* 3 10/07/98 6:27p Dave
* Globalized mission and campaign file extensions. Removed Silent Threat
* special code. Moved \cache \players and \multidata into the \data
* directory.
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:50a Dave
*
* 279 9/21/98 10:02p Dave
* Last minute changes to techroom weapon/ship/species stuff.
*
* 278 9/08/98 12:10p Andsager
* Fixed a bug with saving ship and weapon info techroom flags.
*
* 277 9/01/98 4:25p Dave
* Put in total (I think) backwards compatibility between mission disk
* freespace and non mission disk freespace, including pilot files and
* campaign savefiles.
*
* 276 6/09/98 10:31a Hoffoss
* Created index numbers for all xstr() references. Any new xstr() stuff
* added from here on out should be added to the end if the list. The
* current list count can be found in FreeSpace.cpp (search for
* XSTR_SIZE).
*
* 275 6/05/98 9:49a Lawrance
* OEM changes
*
* 274 6/01/98 11:43a John
* JAS & MK: Classified all strings for localization.
*
* 273 5/26/98 11:53a Allender
* fix multiplayer problems and sexpression crash
*
* 272 5/24/98 2:46p Lawrance
* Fix bug where skill level would be reset to default when switching
* between pilots
*
* 271 5/23/98 4:02p Allender
* version change
*
* 270 5/23/98 2:41p Mike
* Make Easy the default skill level and prevent old pilot's skill level
* from carrying into new pilot.
*
*/
#include <errno.h>
#include "playerman/managepilot.h"
#include "graphics/2d.h"
#include "freespace2/freespace.h"
#include "hud/hudsquadmsg.h"
#include "sound/sound.h"
#include "gamesnd/eventmusic.h"
#include "sound/audiostr.h"
#include "osapi/osregistry.h"
#include "graphics/font.h"
#include "menuui/playermenu.h"
#include "missionui/missionshipchoice.h"
#include "hud/hudconfig.h"
#include "popup/popup.h"
#include "missionui/redalert.h"
#include "menuui/techmenu.h"
#include "io/joy.h"
#include "io/mouse.h"
#include "cutscene/cutscenes.h"
#include "bmpman/bmpman.h"
#ifndef NO_NETWORK
#include "network/multi.h"
#endif
// update this when altering data that is read/written to .PLR file
#define CURRENT_PLAYER_FILE_VERSION 140
#define FS2_DEMO_PLAYER_FILE_VERSION 135
#define LOWEST_COMPATIBLE_PLAYER_FILE_VERSION CURRENT_PLAYER_FILE_VERSION // demo plr files should work in final
// keep track of pilot file changes here
// version 2 : Added squad logo filename
// version 3 : Changed size of scoring struct. use ushort instead of ints for storing alltime kills by ship type
// version 4/5 : Added squadron name field
// version 6 : changed max length on a multiplayer options field
// version 130 : changed size of hud config struct
// version 133 : misc changes. new hud gauge
// version 134 : added HUD contrast toggle key
// version 135 : added tips flag (THIS IS THE DEMO VERSION - RETAIN COMPATIBILITY FROM HERE ON OUT)
// version 136 : added intelligence flags to tech room visibility data
// version 137 : 2 new HUD gauges.
// version 138 : new multiplayer config
// version 139 : # medals increased - added compatibility with old plr file versions
// version 140 : ships table reordered. clear out old pilot files
// search for PLAYER INIT for new pilot initialization stuff. I _think_ its in the right spot for now
#define PLR_FILE_ID 'FPSF' // unique signiture to identify a .PLR file (FreeSpace Player File) // FPSF appears as FSPF in file.
// Current content of a .PLR file
//
// Global variables
int Player_sel_mode;
// pilot pic image list stuff ( call pilot_load_pic_list() to make these valid )
char Pilot_images_arr[MAX_PILOT_IMAGES][MAX_FILENAME_LEN];
char *Pilot_image_names[MAX_PILOT_IMAGES];
int Num_pilot_images = 0;
// squad logo list stuff (call pilot_load_squad_pic_list() to make these valid )
char Pilot_squad_images_arr[MAX_PILOT_IMAGES][MAX_FILENAME_LEN];
char *Pilot_squad_image_names[MAX_PILOT_IMAGES];
int Num_pilot_squad_images = 0;
static uint Player_file_version;
// forward declarations
void read_stats_block(CFILE *file, int Player_file_version, scoring_struct *stats);
void write_stats_block(CFILE *file, scoring_struct *stats);
void read_multiplayer_options(player *p,CFILE *file);
void write_multiplayer_options(player *p,CFILE *file);
// internal function to delete a player file. Called after a pilot is obsoleted, and when a pilot is deleted
// used in barracks and player_select
void delete_pilot_file( char *pilot_name, int single )
{
#ifdef _WIN32
char filename[MAX_FILENAME_LEN];
char basename[MAX_FILENAME_LEN];
// get the player file.
_splitpath(pilot_name, NULL, NULL, basename, NULL);
strcpy( filename, basename );
strcat( filename, NOX(".plr") );
if (Player_sel_mode == PLAYER_SELECT_MODE_SINGLE){
cf_delete(filename, CF_TYPE_SINGLE_PLAYERS);
} else {
cf_delete(filename, CF_TYPE_MULTI_PLAYERS);
}
// we must try and delete the campaign save files for a pilot as well.
mission_campaign_delete_all_savefiles( basename, !single );
#else
// TODO - delete pilot files
#endif
}
// check if a pilot file is valid or not (i.e. is usable, not out of date, etc)
// used in barracks and player_select
int verify_pilot_file(char *filename, int single, int *rank)
{
CFILE *file;
uint id, file_version;
int type;
filename = cf_add_ext(filename, NOX(".plr"));
if (single){
file = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
} else {
file = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_MULTI_PLAYERS);
}
if (!file){
return -1;
}
id = cfread_uint(file);
if (id != PLR_FILE_ID) {
nprintf(("Warning", "Player file has invalid signature\n"));
cfclose(file);
delete_pilot_file( filename, single );
return -1;
}
// check for compatibility here
file_version = cfread_uint(file);
/* if (file_version < INITIAL_RELEASE_FILE_VERSION) { */
// if (file_version != CURRENT_PLAYER_FILE_VERSION) {
if (file_version < LOWEST_COMPATIBLE_PLAYER_FILE_VERSION) {
nprintf(("Warning", "WARNING => Player file is outdated and not compatible...\n"));
cfclose(file);
delete_pilot_file( filename, single );
return -1;
}
type = !cfread_ubyte(file);
if (rank){
*rank = 0;
}
if (rank){
*rank = cfread_int(file);
} else {
cfread_int(file);
}
cfclose(file);
if (type != single){
return -1;
}
return 0;
}
void pilot_write_techroom_data(CFILE *file)
{
int idx;
ubyte out;
// write the ship and weapon count
cfwrite_int(Num_ship_types, file);
cfwrite_int(Num_weapon_types, file);
cfwrite_int(Intel_info_size, file);
// write all ship flags out
for (idx=0; idx<Num_ship_types; idx++) {
out = (Ship_info[idx].flags & SIF_IN_TECH_DATABASE) ? (ubyte)1 : (ubyte)0;
cfwrite_ubyte(out, file);
}
// write all weapon types out
for (idx=0; idx<Num_weapon_types; idx++) {
out = (Weapon_info[idx].wi_flags & WIF_IN_TECH_DATABASE) ? (ubyte)1 : (ubyte)0;
cfwrite_ubyte(out, file);
}
// write all intel entry flags out
for (idx=0; idx<Intel_info_size; idx++) {
cfwrite_ubyte((ubyte)Intel_info[idx].in_tech_db, file);
}
}
void pilot_read_techroom_data(CFILE *file)
{
int idx;
int ship_count, weapon_count, intel_count;
ubyte in;
// read in ship and weapon counts
ship_count = cfread_int(file);
weapon_count = cfread_int(file);
Assert(ship_count <= MAX_SHIP_TYPES);
Assert(weapon_count <= MAX_WEAPON_TYPES);
// maintain compatibility w/ demo version
if (Player_file_version < 136) {
// skip over all this data, because the lack of tech room in the demo
// left this all hosed in the demo .plr files
// this will all get initialized as if this fella was a new pilot
for (idx=0; idx<ship_count+weapon_count; idx++) {
in = cfread_ubyte(file);
}
} else {
intel_count = cfread_int(file);
Assert(intel_count <= MAX_INTEL_ENTRIES);
// read all ships in
for (idx=0; idx<ship_count; idx++) {
in = cfread_ubyte(file);
if (in) {
Ship_info[idx].flags |= SIF_IN_TECH_DATABASE | SIF_IN_TECH_DATABASE_M;
} else {
Ship_info[idx].flags &= ~SIF_IN_TECH_DATABASE;
}
}
// read all weapons in
for (idx=0; idx<weapon_count; idx++) {
in = cfread_ubyte(file);
if (in) {
Weapon_info[idx].wi_flags |= WIF_IN_TECH_DATABASE;
} else {
Weapon_info[idx].wi_flags &= ~WIF_IN_TECH_DATABASE;
}
}
// read all intel entries in
for (idx=0; idx<intel_count; idx++) {
in = cfread_ubyte(file);
if (in) {
Intel_info[idx].in_tech_db = 1;
} else {
Intel_info[idx].in_tech_db = 0;
}
}
}
}
// write out the player ship selection
void pilot_write_loadout(CFILE *file)
{
int i, j;
wss_unit *slot;
cfwrite_string_len(Player_loadout.filename, file);
cfwrite_string_len(Player_loadout.last_modified, file);
// write ship and weapon counts
cfwrite_int(Num_ship_types, file);
cfwrite_int(Num_weapon_types, file);
// write ship pool
for ( i = 0; i < Num_ship_types; i++ ) {
cfwrite_int(Player_loadout.ship_pool[i], file);
}
// write weapons pool
for ( i = 0; i < Num_weapon_types; i++ ) {
cfwrite_int(Player_loadout.weapon_pool[i], file);
}
// write ship loadouts
for ( i = 0; i < MAX_WSS_SLOTS; i++ ) {
slot = &Player_loadout.unit_data[i];
cfwrite_int(slot->ship_class, file);
for ( j = 0; j < MAX_WL_WEAPONS; j++ ) {
cfwrite_int(slot->wep[j], file);
cfwrite_int(slot->wep_count[j], file);
}
}
}
// read in the ship selection for the pilot
void pilot_read_loadout(CFILE *file)
{
int i, j;
wss_unit *slot;
int ship_count, weapon_count;
memset(Player_loadout.filename, 0, MAX_FILENAME_LEN);
cfread_string_len(Player_loadout.filename, MAX_FILENAME_LEN, file);
memset(Player_loadout.last_modified, 0, DATE_TIME_LENGTH);
cfread_string_len(Player_loadout.last_modified, DATE_TIME_LENGTH, file);
// read in ship and weapon counts
ship_count = cfread_int(file);
weapon_count = cfread_int(file);
Assert(ship_count <= MAX_SHIP_TYPES);
Assert(weapon_count <= MAX_WEAPON_TYPES);
// read in ship pool
for ( i = 0; i < ship_count; i++ ) {
Player_loadout.ship_pool[i] = cfread_int(file);
}
// read in weapons pool
for ( i = 0; i < weapon_count; i++ ) {
Player_loadout.weapon_pool[i] = cfread_int(file);
}
// read in loadout info
for ( i = 0; i < MAX_WSS_SLOTS; i++ ) {
slot = &Player_loadout.unit_data[i];
slot->ship_class = cfread_int(file);
for ( j = 0; j < MAX_WL_WEAPONS; j++ ) {
slot->wep[j] = cfread_int(file);
slot->wep_count[j] = cfread_int(file);
}
}
}
// read_pilot_file()
//
// returns 0 - file read in correctly
// -1 - .PLR file doesn't exist or file not compatible
// >0 - errno from fopen error
// if single == 1, look for players in the single players directory, otherwise look in the
// multiplayers directory
int read_pilot_file(char *callsign, int single, player *p)
{
ubyte num_ctrls;
ubyte is_multi = 0;
char filename[MAX_FILENAME_LEN], ship_name[NAME_LENGTH];
CFILE *file;
uint id;
int idx;
int i, key_value;
if (!p) {
Assert((Player_num >= 0) && (Player_num < MAX_PLAYERS));
p = &Players[Player_num];
}
//sprintf(filename, "%-.8s.plr",Players[Player_num].callsign);
Assert(strlen(callsign) < MAX_FILENAME_LEN - 4); // ensure we won't overrun the buffer
strcpy( filename, callsign );
strcat( filename, NOX(".plr") );
// if we're a standalone server in multiplayer, just fill in some bogus values since we don't have a pilot file
if ((Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_STANDALONE_SERVER)) {
memset(Player, 0, sizeof(player));
strcpy(Player->callsign, NOX("Standalone"));
strcpy(Player->short_callsign, NOX("Standalone"));
return 0;
}
// see comments at the beginning of function
if (single) {
file = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
} else {
file = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_MULTI_PLAYERS);
}
if (!file) {
return errno;
}
id = cfread_uint(file);
if (id != PLR_FILE_ID) {
Warning(LOCATION, "Player file has invalid signature");
cfclose(file);
return -1;
}
// check for compatibility here
Player_file_version = cfread_uint(file);
cf_set_version( file, Player_file_version );
if (Player_file_version < LOWEST_COMPATIBLE_PLAYER_FILE_VERSION) {
nprintf(("Warning", "WARNING => Player file is outdated and not compatible...\n"));
cfclose(file);
delete_pilot_file( filename, single );
return -1;
}
// read in whether he's a multiplayer or not
is_multi = cfread_ubyte(file);
if (is_multi){
p->flags |= PLAYER_FLAGS_IS_MULTI;
} else {
p->flags &= ~PLAYER_FLAGS_IS_MULTI; // this takes care of unsetting any leftover bits from a (possibly) previously selected pilot
}
// read in rank.
cfread_int(file);
// get player location
p->on_bastion = cfread_ubyte(file);
// tips?
p->tips = cfread_int(file);
// write out the image file name
cfread_string_len(p->image_filename, MAX_FILENAME_LEN - 1, file);
// write out the image file name
p->insignia_texture = -1;
cfread_string_len(p->squad_name, NAME_LENGTH, file);
cfread_string_len(p->squad_filename, MAX_FILENAME_LEN - 1, file);
player_set_squad_bitmap(p, p->squad_filename);
// deal with campaign stuff. The way we store the information in the file is to first store the
// name of the current campaign that the player is playing. Next we store the info regarding the campaigns
// that the player is currently playing
memset(p->current_campaign, 0, MAX_FILENAME_LEN);
cfread_string_len(p->current_campaign, MAX_FILENAME_LEN, file);
// read in the ship name for last ship flown by the player
memset(ship_name, 0, NAME_LENGTH);
cfread_string_len(ship_name, NAME_LENGTH, file);
p->last_ship_flown_si_index = ship_info_lookup(ship_name);
if ( p->last_ship_flown_si_index < 0 ) {
nprintf(("Warning","WARNING => Ship class %s not located in Ship_info[] in player file\n",ship_name));
p->last_ship_flown_si_index = ship_info_lookup(default_player_ship);
}
// set all the entries in the control config arrays to -1 (undefined)
control_config_clear();
// ---------------------------------------------
// read in the keyboard/joystick mapping
// ---------------------------------------------
num_ctrls = cfread_ubyte(file);
for (i=0; i<num_ctrls; i++) {
key_value = cfread_short(file);
// NOTE: next two lines are only here for transitioning from 255 to -1 as undefined key items
if (key_value == 255)
key_value = -1;
Control_config[i].key_id = (short) key_value;
key_value = cfread_short(file);
// NOTE: next two lines are only here for transitioning from 255 to -1 as undefined key items
if (key_value == 255)
key_value = -1;
Control_config[i].joy_id = (short) key_value;
}
HUD_config.show_flags = cfread_int(file);
HUD_config.show_flags2 = cfread_int(file);
HUD_config.popup_flags = cfread_int(file);
HUD_config.popup_flags2 = cfread_int(file);
HUD_config.num_msg_window_lines = cfread_ubyte(file);
HUD_config.rp_flags = cfread_int(file);
HUD_config.rp_dist = cfread_int(file);
// HUD_config.color = cfread_int( file );
// HUD_color_alpha = cfread_int( file );
// if ( HUD_color_alpha < HUD_COLOR_ALPHA_USER_MIN ) {
// HUD_color_alpha = HUD_COLOR_ALPHA_DEFAULT;
// }
// hud_config_record_color(HUD_config.color);
// added 2 gauges with version 137
if(Player_file_version < 137){
for(idx=0; idx<NUM_HUD_GAUGES-2; idx++){
cfread(&HUD_config.clr[idx], sizeof(color), 1, file);
}
// set the 2 new gauges to be radar color
memcpy(&HUD_config.clr[NUM_HUD_GAUGES-2], &HUD_config.clr[HUD_RADAR], sizeof(color));
memcpy(&HUD_config.clr[NUM_HUD_GAUGES-1], &HUD_config.clr[HUD_RADAR], sizeof(color));
} else {
for(idx=0; idx<NUM_HUD_GAUGES; idx++){
cfread(&HUD_config.clr[idx], sizeof(color), 1, file);
}
}
// read in the cutscenes which have been viewed
Cutscenes_viewable = cfread_int(file);
#ifndef NO_SOUND
Master_sound_volume = cfread_float(file);
Master_event_music_volume = cfread_float(file);
Master_voice_volume = cfread_float(file);
audiostream_set_volume_all(Master_voice_volume, ASF_VOICE);
audiostream_set_volume_all(Master_event_music_volume, ASF_EVENTMUSIC);
if ( Master_event_music_volume > 0.0f ) {
Event_music_enabled = 1;
} else {
Event_music_enabled = 0;
}
#else
(void) cfread_float(file);
(void) cfread_float(file);
(void) cfread_float(file);
#endif
cfread( &Detail, sizeof(detail_levels), 1, file );
// restore list of most recently played missions
Num_recent_missions = cfread_int( file );
Assert(Num_recent_missions <= MAX_RECENT_MISSIONS);
for ( i = 0; i < Num_recent_missions; i++ ) {
char *p;
cfread_string_len( Recent_missions[i], MAX_FILENAME_LEN, file);
// Remove the extension
p = strchr(Recent_missions[i], '.');
if (p)
*p = 0;
}
// use this block of stats from now on
read_stats_block(file, Player_file_version, &p->stats);
Game_skill_level = cfread_int(file);
for (i=0; i<NUM_JOY_AXIS_ACTIONS; i++) {
Axis_map_to[i] = cfread_int(file);
Invert_axis[i] = cfread_int(file);
}
// restore some player flags
Player[Player_num].save_flags = cfread_int(file);
// restore the most recent ship selection
pilot_read_loadout(file);
// read in multiplayer options
read_multiplayer_options(p,file);
p->readyroom_listing_mode = cfread_int(file);
Briefing_voice_enabled = cfread_int(file);
// restore the default netgame protocol mode
int protocol_temp = cfread_int(file);
#ifndef NO_NETWORK
switch(protocol_temp){
// plain TCP
case NET_VMT:
case NET_TCP:
Multi_options_g.protocol = NET_TCP;
break;
// IPX
case NET_IPX:
Multi_options_g.protocol = NET_IPX;
break;
}
#endif
// restore wingman status used by red alert missions
red_alert_read_wingman_status(file, Player_file_version);
// read techroom data
pilot_read_techroom_data(file);
// restore auto-advance pref
Player->auto_advance = cfread_int(file);
Use_mouse_to_fly = cfread_int(file);
Mouse_sensitivity = cfread_int(file);
#ifndef NO_JOYSTICK
Joy_sensitivity = cfread_int(file);
Dead_zone_size = cfread_int(file);
#else
(void) cfread_int(file);
(void) cfread_int(file);
#endif
if (cfclose(file))
return errno;
// restore the callsign into the Player structure
strcpy(p->callsign, callsign);
// restore the truncated callsign into Player structure
pilot_set_short_callsign(p, SHORT_CALLSIGN_PIXEL_W);
// when we store the LastPlayer key, we have to mark it as being single or multiplayer, so we know where to look for him
// (since we could have a single and a multiplayer pilot with the same callsign)
// we'll distinguish them by putting an M and the end of the multiplayer callsign and a P at the end of a single player
char cat[35];
strcpy(cat, p->callsign);
if (is_multi)
strcat(cat, NOX("M"));
else
strcat(cat, NOX("S"));
os_config_write_string( NULL, "LastPlayer", cat );
/*
// if he's not a multiplayer pilot, then load in the campaign file at this point!
if (!is_multi) {
if (mission_campaign_load_by_name(campaign_fname)) {
strcpy(campaign_fname, BUILTIN_CAMPAIGN);
if (mission_campaign_load_by_name(campaign_fname))
Assert(0);
}
}
//Campaign.current_mission = mission_num;*/
hud_squadmsg_save_keys(); // when new pilot read in, must save info for squadmate messaging
return 0;
}
void read_stats_block(CFILE *file, int Player_file_version, scoring_struct *stats)
{
int i, total;
init_scoring_element(stats);
stats->score = cfread_int(file);
stats->rank = cfread_int(file);
stats->assists = cfread_int(file);
if (Player_file_version < 139) {
// support for FS2_DEMO pilots that still have FS1 medal info in the .plr files
for (i=0; i < NUM_MEDALS_FS1; i++) {
total = cfread_int(file); // dummy read
}
} else {
// read the usual way
for (i=0; i < NUM_MEDALS; i++) {
stats->medals[i] = cfread_int(file);
}
}
total = cfread_int(file);
if (total > MAX_SHIP_TYPES){
Warning(LOCATION, "Some ship kill information will be lost due to MAX_SHIP_TYPES decrease");
}
for (i=0; i<total && i<MAX_SHIP_TYPES; i++){
stats->kills[i] = cfread_ushort(file);
}
stats->kill_count = cfread_int(file);
stats->kill_count_ok = cfread_int(file);
stats->p_shots_fired = cfread_uint(file);
stats->s_shots_fired = cfread_uint(file);
stats->p_shots_hit = cfread_uint(file);
stats->s_shots_hit = cfread_uint(file);
stats->p_bonehead_hits = cfread_uint(file);
stats->s_bonehead_hits = cfread_uint(file);
stats->bonehead_kills = cfread_uint(file);
}
// Will write the pilot file in the most current format
//
// if single == 1, save into the single players directory, else save into the multiplayers directory
int write_pilot_file_core(player *p)
{
char filename[MAX_FILENAME_LEN + 1];
int i, si_index, idx;
ubyte is_multi;
CFILE *file;
// never save a pilot file for the standalone server in multiplayer
if ((Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_STANDALONE_SERVER)) {
return 0;
}
if (!p) {
Assert((Player_num >= 0) && (Player_num < MAX_PLAYERS));
p = &Players[Player_num];
}
i = strlen(p->callsign);
if (i == 0)
return 0; // This means there is no player, probably meaning he was deleted and game exited from same screen.
Assert((i > 0) && (i <= MAX_FILENAME_LEN - 4)); // ensure we won't overrun the buffer
strcpy( filename, p->callsign);
strcat( filename, NOX(".plr") );
// determine if this pilot is a multiplayer pilot or not
if (p->flags & PLAYER_FLAGS_IS_MULTI){
is_multi = 1;
} else {
is_multi = 0;
}
// see above
if ( !is_multi ){
file = cfopen(filename, "wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
} else {
file = cfopen(filename, "wb", CFILE_NORMAL, CF_TYPE_MULTI_PLAYERS);
}
if (!file){
return errno;
}
// Write out player's info
cfwrite_uint(PLR_FILE_ID, file);
cfwrite_uint(CURRENT_PLAYER_FILE_VERSION, file);
cfwrite_ubyte(is_multi, file);
cfwrite_int(p->stats.rank, file);
cfwrite_ubyte((ubyte) p->on_bastion, file);
cfwrite_int(p->tips, file);
// write out the image file name
cfwrite_string_len(p->image_filename, file);
// write out the image file name
cfwrite_string_len(p->squad_name, file);
cfwrite_string_len(p->squad_filename, file);
// write out the name of the player's active campaign.
cfwrite_string_len(p->current_campaign, file);
// write the ship name for last ship flown by the player
si_index = p->last_ship_flown_si_index;
if((si_index < 0) || (si_index >= Num_ship_types)){
si_index = 0;
}
cfwrite_string_len(Ship_info[si_index].name, file);
// ---------------------------------------------
// write the keyboard/joystick configuration
// ---------------------------------------------
cfwrite_ubyte( CCFG_MAX, file );
for (i=0; i<CCFG_MAX; i++) {
cfwrite_short( Control_config[i].key_id, file );
cfwrite_short( Control_config[i].joy_id, file );
}
// if this hud is an observer, the player ended the last mission as an observer, so we should
// restore his "real" ship HUD.
HUD_CONFIG_TYPE hc_temp;
hc_temp.show_flags = 0;
int stored_observer = 0;
if ( HUD_config.is_observer ){
// if we're in mission, copy the HUD we're currently using
if(Game_mode & GM_IN_MISSION){
memcpy(&hc_temp,&HUD_config,sizeof(HUD_CONFIG_TYPE));
stored_observer = 1;
}
hud_config_restore();
}
// write the hud configuration
cfwrite_int(HUD_config.show_flags, file);
cfwrite_int(HUD_config.show_flags2, file);
cfwrite_int(HUD_config.popup_flags, file);
cfwrite_int(HUD_config.popup_flags2, file);
cfwrite_ubyte( (ubyte) HUD_config.num_msg_window_lines, file );
cfwrite_int( HUD_config.rp_flags, file );
cfwrite_int( HUD_config.rp_dist, file );
// cfwrite_int( HUD_config.color, file );
// cfwrite_int( HUD_color_alpha, file );
for(idx=0; idx<NUM_HUD_GAUGES; idx++){
cfwrite(&HUD_config.clr[idx], sizeof(color), 1, file);
}
// restore the HUD we backed up
if( (Game_mode & GM_IN_MISSION) && stored_observer ){
memcpy(&HUD_config,&hc_temp,sizeof(HUD_CONFIG_TYPE));
}
// write the cutscenes which have been viewed
cfwrite_int(Cutscenes_viewable, file);
// store the digital sound fx volume, and music volume
#ifndef NO_SOUND
cfwrite_float(Master_sound_volume, file);
cfwrite_float(Master_event_music_volume, file);
cfwrite_float(Master_voice_volume, file);
#else
{
float dummy = 0.0f;
cfwrite_float(dummy, file);
cfwrite_float(dummy, file);
cfwrite_float(dummy, file);
}
#endif
cfwrite( &Detail, sizeof(detail_levels), 1, file );
// store list of most recently played missions
cfwrite_int(Num_recent_missions, file);
for (i=0; i<Num_recent_missions; i++) {
cfwrite_string_len(Recent_missions[i], file);
}
// write the player stats
write_stats_block(file, &p->stats);
cfwrite_int(Game_skill_level, file);
for (i=0; i<NUM_JOY_AXIS_ACTIONS; i++) {
cfwrite_int(Axis_map_to[i], file);
cfwrite_int(Invert_axis[i], file);
}
// store some player flags
cfwrite_int(Player->save_flags, file);
// store ship selection for most recent mission
pilot_write_loadout(file);
// read in multiplayer options
write_multiplayer_options(p, file);
cfwrite_int(p->readyroom_listing_mode, file);
cfwrite_int(Briefing_voice_enabled, file);
#ifndef NO_NETWORK
// store the default netgame protocol mode for this pilot
if (Multi_options_g.protocol == NET_TCP) {
cfwrite_int(NET_TCP, file);
} else {
cfwrite_int(NET_IPX, file);
}
#else
// write a value to file so format doesn't change
cfwrite_int(0, file);
#endif
red_alert_write_wingman_status(file);
pilot_write_techroom_data(file);
// store auto-advance pref
cfwrite_int(Player->auto_advance, file);
cfwrite_int(Use_mouse_to_fly, file);
cfwrite_int(Mouse_sensitivity, file);
#ifndef NO_JOYSTICK
cfwrite_int(Joy_sensitivity, file);
cfwrite_int(Dead_zone_size, file);
#else
cfwrite_int(0, file);
cfwrite_int(0, file);
#endif
if (!cfclose(file))
return 0;
return errno;
}
int write_pilot_file(player *the_player)
{
int pilot_write_rval;
do {
// write_pilot_file_core returns 0 if ok, non-zero for error
pilot_write_rval = write_pilot_file_core(the_player);
// check with user if write not successful
if (pilot_write_rval) {
int popup_rval = popup(PF_TITLE_RED | PF_TITLE_BIG, 3, XSTR( "&Retry", 41), XSTR( "&Ignore", 42), XSTR( "&Quit Game", 43),
XSTR( "Warning\nFailed to save pilot file. You may be out of disk space. If so, you should press Alt-Tab, free up some disk space, then come back and choose retry.\n", 44) );
// quit game popup return value (2)
if (popup_rval == 2) {
exit(1);
}
// _ignore_ popup return value (1) - don't save the file
if (popup_rval) {
return pilot_write_rval;
}
// retry popup return value (0) - try again
}
} while (pilot_write_rval);
// write successful
return 0;
}
void write_stats_block(CFILE *file,scoring_struct *stats)
{
int i;
int total;
cfwrite_int(stats->score, file);
cfwrite_int(stats->rank, file);
cfwrite_int(stats->assists, file);
for (i=0; i<NUM_MEDALS; i++){
cfwrite_int(stats->medals[i], file);
}
total = MAX_SHIP_TYPES;
while (total && !stats->kills[total - 1]){ // find last used element
total--;
}
cfwrite_int(total, file);
for (i=0; i<total; i++){
cfwrite_ushort(stats->kills[i], file);
}
cfwrite_int(stats->kill_count,file);
cfwrite_int(stats->kill_count_ok,file);
cfwrite_uint(stats->p_shots_fired,file);
cfwrite_uint(stats->s_shots_fired,file);
cfwrite_uint(stats->p_shots_hit,file);
cfwrite_uint(stats->s_shots_hit,file);
cfwrite_uint(stats->p_bonehead_hits,file);
cfwrite_uint(stats->s_bonehead_hits,file);
cfwrite_uint(stats->bonehead_kills,file);
}
// write multiplayer information
void write_multiplayer_options(player *p,CFILE *file)
{
// write the netgame options
cfwrite_ubyte(p->m_server_options.squad_set,file);
cfwrite_ubyte(p->m_server_options.endgame_set,file);
cfwrite_int(p->m_server_options.flags,file);
cfwrite_uint(p->m_server_options.respawn,file);
cfwrite_ubyte(p->m_server_options.max_observers,file);
cfwrite_ubyte(p->m_server_options.skill_level,file);
cfwrite_ubyte(p->m_server_options.voice_qos,file);
cfwrite_int(p->m_server_options.voice_token_wait,file);
cfwrite_int(p->m_server_options.voice_record_time,file);
cfwrite(&p->m_server_options.mission_time_limit,sizeof(fix),1,file);
cfwrite_int(p->m_server_options.kill_limit,file);
// write the local options
cfwrite_int(p->m_local_options.flags,file);
cfwrite_int(p->m_local_options.obj_update_level,file);
}
// read multiplayer options
void read_multiplayer_options(player *p,CFILE *file)
{
// read the netgame options
p->m_server_options.squad_set = cfread_ubyte(file);
p->m_server_options.endgame_set = cfread_ubyte(file);
p->m_server_options.flags = cfread_int(file);
p->m_server_options.respawn = cfread_uint(file);
p->m_server_options.max_observers = cfread_ubyte(file);
p->m_server_options.skill_level = cfread_ubyte(file);
p->m_server_options.voice_qos = cfread_ubyte(file);
p->m_server_options.voice_token_wait = cfread_int(file);
p->m_server_options.voice_record_time = cfread_int(file);
cfread(&p->m_server_options.mission_time_limit,sizeof(fix),1,file);
p->m_server_options.kill_limit = cfread_int(file);
// read the local options
p->m_local_options.flags = cfread_int(file);
p->m_local_options.obj_update_level = cfread_int(file);
}
// run thorough an open file (at the beginning) and see if this pilot is a multiplayer pilot
int is_pilot_multi(CFILE *fp)
{
uint id,file_version;
ubyte is_multi;
id = cfread_uint(fp);
if (id != PLR_FILE_ID) {
Warning(LOCATION, "Player file has invalid signature");
cfclose(fp);
return -1;
}
// check for compatibility here
file_version = cfread_uint(fp);
if (file_version < LOWEST_COMPATIBLE_PLAYER_FILE_VERSION) {
nprintf(("Warning", "WARNING => Player file is outdated and not compatible...\n"));
cfclose(fp);
return -1;
}
// read in whether he's a multiplayer or not
is_multi = cfread_ubyte(fp);
if (is_multi)
return 1;
return 0;
}
int is_pilot_multi(player *p)
{
return (p->flags & PLAYER_FLAGS_IS_MULTI) ? 1 : 0;
}
// this works on barracks and player_select interface screens
void init_new_pilot(player *p, int reset)
{
int cur_speed;
if (reset) {
hud_set_default_hud_config(p); // use a default hud config
// in the demo, load up the hardcoded hcf file
#ifdef FS2_DEMO
hud_config_color_load("hud_1.hcf");
#else
hud_config_color_load("hud_3.hcf");
#endif
control_config_reset_defaults(); // get a default keyboard config
player_set_pilot_defaults(p); // set up any player struct defaults
cur_speed = os_config_read_uint(NULL, NOX("ComputerSpeed"), 2 );
if ( cur_speed < 0 ) {
cur_speed = 0;
} else if ( cur_speed >= NUM_DEFAULT_DETAIL_LEVELS ) {
cur_speed = NUM_DEFAULT_DETAIL_LEVELS-1;
}
// always set to high
// DKA: 8/4/99 USE speed from registry
// cur_speed = NUM_DEFAULT_DETAIL_LEVELS-2;
#if NUM_DEFAULT_DETAIL_LEVELS != 4
#error Code in ManagePilot assumes NUM_DEFAULT_DETAIL_LEVELS = 4
#endif
detail_level_set(cur_speed);
Game_skill_level = game_get_default_skill_level();
mprintf(( "Setting detail level to %d because of new pilot\n", cur_speed ));
Use_mouse_to_fly = 0;
Mouse_sensitivity = 4;
#ifndef NO_JOYSTICK
Joy_sensitivity = 9;
Dead_zone_size = 10;
#endif
}
// unassigned squadron
strcpy(p->squad_name, XSTR("Unassigned", 1255));
strcpy(p->squad_filename, "");
// set him to be a single player pilot by default (the actual creation routines will change this if necessary)
p->flags &= ~PLAYER_FLAGS_IS_MULTI;
// effectively sets the length return by strlen() to 0
Campaign.filename[0] = 0;
p->on_bastion = 0;
// pick a random pilot image for this guy
if (reset){
pilot_set_random_pic(p);
p->insignia_texture = -1;
pilot_set_random_squad_pic(p);
}
init_scoring_element(&p->stats);
p->stats.score = 0;
p->stats.rank = RANK_ENSIGN;
p->tips = 1;
#ifndef NO_NETWORK
Multi_options_g.protocol = NET_TCP;
// initialize default multiplayer options
multi_options_set_netgame_defaults(&p->m_server_options);
multi_options_set_local_defaults(&p->m_local_options);
#endif
Player_loadout.filename[0] = 0;
// reset the cutscenes which can be viewed
if ( reset ){
Cutscenes_viewable = INTRO_CUTSCENE_FLAG;
}
}
void pilot_set_short_callsign(player *p, int max_width)
{
strcpy(p->short_callsign, p->callsign);
gr_set_font(FONT1);
gr_force_fit_string(p->short_callsign, CALLSIGN_LEN - 1, max_width);
gr_get_string_size( &(p->short_callsign_width), NULL, p->short_callsign );
}
// pick a random image for the passed player
void pilot_set_random_pic(player *p)
{
// if there are no available pilot pics, set the image filename to null
if (Num_pilot_images <= 0) {
strcpy(p->image_filename, "");
} else {
// pick a random name from the list
int random_index = rand() % Num_pilot_images;
Assert((random_index >= 0) && (random_index < Num_pilot_images));
strcpy(p->image_filename, Pilot_images_arr[random_index]);
}
}
// pick a random image for the passed player
void pilot_set_random_squad_pic(player *p)
{
// if there are no available pilot pics, set the image filename to null
if (Num_pilot_squad_images <= 0) {
player_set_squad_bitmap(p, "");
// strcpy(p->squad_filename, "");
} else {
// pick a random name from the list
int random_index = rand() % Num_pilot_squad_images;
Assert((random_index >= 0) && (random_index < Num_pilot_squad_images));
player_set_squad_bitmap(p, Pilot_squad_images_arr[random_index]);
// strcpy(p->squad_filename, Pilot_squad_images_arr[random_index]);
}
}
// format a pilot's callsign into a "personal" form - ie, adding a 's or just an ' as appropriate
void pilot_format_callsign_personal(char *in_callsign,char *out_callsign)
{
// don't do anything if we've got invalid strings
if((in_callsign == NULL) || (out_callsign == NULL)){
return;
}
// copy the original string
strcpy(out_callsign,in_callsign);
// tack on the appropriate postfix
if(in_callsign[strlen(in_callsign) - 1] == 's'){
strcat(out_callsign,XSTR( "\'", 45));
} else {
strcat(out_callsign,XSTR( "\'s", 46));
}
}
// throw up a popup asking the user to verify the overwrite of an existing pilot name
// 1 == ok to overwrite, 0 == not ok
int pilot_verify_overwrite()
{
return popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_TITLE_RED | PF_TITLE_BIG, 2, XSTR( "&No", 47), XSTR( "&Yes", 48), XSTR( "Warning\nA duplicate pilot exists\nOverwrite?", 49));
}
extern int Skip_packfile_search; // located in CFileList.cpp
// load up the list of pilot image filenames (do this at game startup as well as barracks startup)
void pilot_load_pic_list()
{
Num_pilot_images = 0;
// load pilot images from the player images directory
Num_pilot_images = cf_get_file_list_preallocated(MAX_PILOT_IMAGES, Pilot_images_arr, Pilot_image_names, CF_TYPE_PLAYER_IMAGES_MAIN, NOX("*.pcx"));
// sort all filenames
cf_sort_filenames(Num_pilot_images, Pilot_image_names, CF_SORT_NAME);
}
// load up the list of pilot squad filenames
void pilot_load_squad_pic_list()
{
Num_pilot_squad_images = 0;
// load pilot images from the player images directory
Num_pilot_squad_images = cf_get_file_list_preallocated(MAX_PILOT_IMAGES, Pilot_squad_images_arr, Pilot_squad_image_names, CF_TYPE_SQUAD_IMAGES_MAIN, NOX("*.pcx"));
// sort all filenames
cf_sort_filenames(Num_pilot_squad_images, Pilot_squad_image_names, CF_SORT_NAME);
}
// will attempt to load an insignia bitmap and set it as active for the player
void player_set_squad_bitmap(player *p, char *fname)
{
// sanity check
if(p == NULL){
return;
}
// if he has another bitmap already - unload it
if(p->insignia_texture >= 0){
bm_unload(p->insignia_texture);
}
p->insignia_texture = -1;
// try and set the new one
strncpy(p->squad_filename, fname, MAX_FILENAME_LEN);
if(strlen(p->squad_filename) > 0){
p->insignia_texture = bm_load_duplicate(fname);
// lock is as a transparent texture
if(p->insignia_texture != -1){
bm_lock(p->insignia_texture, 16, BMP_TEX_XPARENT);
bm_unlock(p->insignia_texture);
}
}
/*
flen = strlen(filename);
elen = strlen(ext);
Assert(flen < MAX_PATH_LEN);
strcpy(path, filename);
if ((flen < 4) || stricmp(path + flen - elen, ext)) {
Assert(flen + elen < MAX_PATH_LEN);
strcat(path, ext);
}
*/
}
// set squadron
void player_set_squad(player *p, char *squad_name)
{
// sanity check
if(p == NULL){
return;
}
strncpy(p->squad_name, squad_name, NAME_LENGTH+1);
}
DCF(pilot,"Changes pilot stats. (Like reset campaign)" )
{
if (Dc_command) {
dc_get_arg(ARG_STRING);
if (!strcmp(Dc_arg, NOX("reset"))) {
if (strlen(Campaign.filename)) {
mission_campaign_savefile_delete(Campaign.filename);
mission_campaign_load(Campaign.filename);
}
} else {
Dc_help = 1; // print usage, not stats
}
}
if (Dc_help) {
dc_printf( "Usage: pilot keyword\nWhere keyword can be in the following forms:\n" );
dc_printf( "pilot reset Resets campaign stats.\n" );
Dc_status = 0; // don't print status if help is printed. Too messy.
}
if (Dc_status) {
// no stats
}
}