CnC_Remastered_Collection/REDALERT/SAVELOAD.CPP
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

1654 lines
53 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: /counterstrike/SAVELOAD.CPP 9 3/17/97 1:04a Steve_tall $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : SAVELOAD.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : August 23, 1994 *
* *
* Last Update : July 8, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Code_All_Pointers -- Code all pointers. *
* Decode_All_Pointers -- Decodes all pointers. *
* Get_Savefile_Info -- gets description, scenario #, house *
* Load_Game -- loads a saved game *
* Load_MPlayer_Values -- Loads multiplayer-specific values *
* Load_Misc_Values -- loads miscellaneous variables *
* MPlayer_Save_Message -- pops up a "saving..." message *
* Put_All -- Store all save game data to the pipe. *
* Reconcile_Players -- Reconciles loaded data with the 'Players' vector *
* Save_Game -- saves a game to disk *
* Save_MPlayer_Values -- Saves multiplayer-specific values *
* Save_Misc_Values -- saves miscellaneous variables *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "vortex.h"
#ifdef WIN32
#include "tcpip.h"
#include "ccdde.h"
//#include "WolDebug.h"
extern bool DLLSave(Pipe &file);
extern bool DLLLoad(Straw &file);
extern bool SpawnedFromWChat;
#endif
//#define SAVE_BLOCK_SIZE 512
#define SAVE_BLOCK_SIZE 4096
//#define SAVE_BLOCK_SIZE 1024
/*
********************************** Defines **********************************
*/
#define SAVEGAME_VERSION (DESCRIP_MAX + \
0x01000006 + ( \
sizeof(AircraftClass) + \
sizeof(AircraftTypeClass) + \
sizeof(AnimClass) + \
sizeof(AnimTypeClass) + \
sizeof(BaseClass) + \
sizeof(BuildingClass) + \
sizeof(BuildingTypeClass) + \
sizeof(BulletClass) + \
sizeof(BulletTypeClass) + \
sizeof(CellClass) + \
sizeof(FactoryClass) + \
sizeof(HouseClass) + \
sizeof(HouseTypeClass) + \
sizeof(InfantryClass) + \
sizeof(InfantryTypeClass) + \
sizeof(LayerClass) + \
sizeof(MouseClass) + \
sizeof(OverlayClass) + \
sizeof(OverlayTypeClass) + \
sizeof(SmudgeClass) + \
sizeof(SmudgeTypeClass) + \
sizeof(TeamClass) + \
sizeof(TeamTypeClass) + \
sizeof(TemplateClass) + \
sizeof(TemplateTypeClass) + \
sizeof(TerrainClass) + \
sizeof(TerrainTypeClass) + \
sizeof(TriggerClass) + \
sizeof(TriggerTypeClass) + \
sizeof(UnitClass) + \
sizeof(UnitTypeClass) + \
sizeof(VesselClass) + \
sizeof(ScenarioClass) + \
sizeof(ChronalVortexClass)))
// sizeof(Waypoint)))
static int Reconcile_Players(void);
extern bool Is_Mission_Counterstrike (char *file_name);
#ifdef FIXIT_CSII // checked - ajw 9/28/98
extern bool Is_Mission_Aftermath (char *file_name);
#endif
/***********************************************************************************************
* Put_All -- Store all save game data to the pipe. *
* *
* This is the bulk processor of the game related save game data. All the game object *
* and state data is stored to the pipe specified. *
* *
* INPUT: pipe -- Reference to the pipe that will receive the save game data. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1996 JLB : Created. *
*=============================================================================================*/
static void Put_All(Pipe & pipe, int save_net)
{
/*
** Save the scenario global information.
*/
pipe.Put(&Scen, sizeof(Scen));
/*
** Save the map. The map must be saved first, since it saves the Theater.
*/
if (!save_net) Call_Back();
Map.Save(pipe);
if (!save_net) Call_Back();
/*
** Save all game objects. This code saves every object that's stored in a
** TFixedIHeap class.
*/
Houses.Save(pipe);
if (!save_net) Call_Back();
TeamTypes.Save(pipe);
if (!save_net) Call_Back();
Teams.Save(pipe);
if (!save_net) Call_Back();
TriggerTypes.Save(pipe);
if (!save_net) Call_Back();
Triggers.Save(pipe);
if (!save_net) Call_Back();
Aircraft.Save(pipe);
if (!save_net) Call_Back();
Anims.Save(pipe);
if (!save_net) Call_Back();
Buildings.Save(pipe);
if (!save_net) Call_Back();
Bullets.Save(pipe);
if (!save_net) Call_Back();
Infantry.Save(pipe);
if (!save_net) Call_Back();
Overlays.Save(pipe);
if (!save_net) Call_Back();
Smudges.Save(pipe);
if (!save_net) Call_Back();
Templates.Save(pipe);
if (!save_net) Call_Back();
Terrains.Save(pipe);
if (!save_net) Call_Back();
Units.Save(pipe);
if (!save_net) Call_Back();
Factories.Save(pipe);
if (!save_net) Call_Back();
Vessels.Save(pipe);
if (!save_net) Call_Back();
/*
** Save the Logic & Map layers
*/
Logic.Save(pipe);
int count = MapTriggers.Count();
pipe.Put(&count, sizeof(count));
int index;
for (int index = 0; index < MapTriggers.Count(); index++) {
TARGET target = MapTriggers[index]->As_Target();
pipe.Put(&target, sizeof(target));
}
if (!save_net) Call_Back();
count = LogicTriggers.Count();
pipe.Put(&count, sizeof(count));
for (index = 0; index < LogicTriggers.Count(); index++) {
TARGET target = LogicTriggers[index]->As_Target();
pipe.Put(&target, sizeof(target));
}
if (!save_net) Call_Back();
for (HousesType h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
count = HouseTriggers[h].Count();
pipe.Put(&count, sizeof(count));
for (index = 0; index < HouseTriggers[h].Count(); index++) {
TARGET target = HouseTriggers[h][index]->As_Target();
pipe.Put(&target, sizeof(target));
}
}
if (!save_net) Call_Back();
for (int i = 0; i < LAYER_COUNT; i++) {
Map.Layer[i].Save(pipe);
}
if (!save_net) Call_Back();
/*
** Save the Score
*/
pipe.Put(&Score, sizeof(Score));
if (!save_net) Call_Back();
/*
** Save the AI Base
*/
Base.Save(pipe);
if (!save_net) Call_Back();
/*
** Save out the carry over list (if present). First see how
** many carry over objects are in the list.
*/
int carry_count = 0;
CarryoverClass const * cptr = Carryover;
while (cptr != NULL) {
carry_count++;
cptr = (CarryoverClass const *)cptr->Get_Next();
}
if (!save_net) Call_Back();
/*
** Save out the number of objects in the list.
*/
pipe.Put(&carry_count, sizeof(carry_count));
if (!save_net) Call_Back();
/*
** Now write out the objects themselves.
*/
CarryoverClass const * object_to_write = Carryover;
while (object_to_write != NULL) {
pipe.Put(object_to_write, sizeof(*object_to_write));
object_to_write = (CarryoverClass const *)object_to_write->Get_Next();
}
if (!save_net) Call_Back();
/*
** Save miscellaneous variables.
*/
Save_Misc_Values(pipe);
if (!save_net) Call_Back();
/*
** Save multiplayer values
*/
pipe.Put(&save_net, sizeof(save_net)); // Write out whether we saved the net values so we know if we have to load them again. ST - 10/22/2019 2:10PM
if (save_net) {
Save_MPlayer_Values(pipe);
}
pipe.Flush();
}
/***************************************************************************
* Save_Game -- saves a game to disk *
* *
* Saving the Map: *
* DisplayClass::Save() invokes CellClass's Write() for every cell *
* that needs to be saved. A cell needs to be saved if it contains *
* any special data at all, such as a TIcon, or an Occupier. *
* The cell saves its own CellTrigger pointer, converted to a TARGET. *
* *
* Saving game objects: *
* - Any object stored in an ArrayOf class needs to be saved. The ArrayOf*
* Save() routine invokes each object's Write() routine, if that *
* object's IsActive is set. *
* *
* Saving the layers: *
* The Map's Layers (Ground, Air, etc) of things that are on the map, *
* and the Logic's Layer of things to process both need to be saved. *
* LayerClass::Save() writes the entire layer array to disk *
* *
* Saving the houses: *
* Each house needs to be saved, to record its Credits, Power, etc. *
* *
* Saving miscellaneous data: *
* There are a lot of miscellaneous variables to save, such as the *
* map's dimensions, the player's house, etc. *
* *
* INPUT: *
* id numerical ID, for the file extension *
* *
* OUTPUT: *
* true = OK, false = error *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 12/28/1994 BR : Created. *
* 02/27/1996 JLB : Uses simpler game control value save operation. *
*=========================================================================*/
bool Save_Game(int id, char const * descr, bool )
{
char name[_MAX_FNAME+_MAX_EXT];
/*
** Generate the filename to save. If 'id' is -1, it means save a
** network/modem game; otherwise, use 'id' as the file extension.
*/
if (id==-1) {
strcpy(name, NET_SAVE_FILE_NAME);
//save_net = 1;
} else {
sprintf(name, "SAVEGAME.%03d", id);
}
return Save_Game(name, descr);
}
/*
** Version that takes file name. ST - 9/9/2019 11:10AM
*/
bool NowSavingGame = false; // TEMP MBL: Need to discuss better solution with Steve
bool Save_Game(const char *file_name, const char *descr)
{
NowSavingGame = true; // TEMP MBL: Need to discuss better solution with Steve
int save_net = 0; // 1 = save network/modem game
if (Session.Type == GAME_GLYPHX_MULTIPLAYER) {
save_net = 1;
}
unsigned scenario;
HousesType house;
scenario = Scen.Scenario; // get current scenario #
house = PlayerPtr->Class->House; // get current house
/*
** Code everybody's pointers
*/
Code_All_Pointers();
/*
** Open the file
*/
BufferIOFileClass file(file_name);
FilePipe fpipe(&file);
/*
** Save the DLLs variables first, so we can do a version check in the DLL when we begin the load
*/
if (RunningAsDLL) {
DLLSave(fpipe);
}
/*
** Save the description, scenario #, and house
** (scenario # & house are saved separately from the actual Scenario &
** PlayerPtr globals for convenience; we can quickly find out which
** house & scenario this save-game file is for by reading these values.
** Also, PlayerPtr is stored in a coded form in Save_Misc_Values(),
** which may or may not be a HousesType number; so, saving 'house'
** here ensures we can always pull out the house for this file.)
*/
char descr_buf[DESCRIP_MAX];
memset(descr_buf, '\0', sizeof(descr_buf));
sprintf(descr_buf, "%s\r\n", descr); // put CR-LF after text
//descr_buf[strlen(descr_buf) + 1] = 26; // put CTRL-Z after NULL
fpipe.Put(descr_buf, DESCRIP_MAX);
fpipe.Put(&scenario, sizeof(scenario));
fpipe.Put(&house, sizeof(house));
/*
** Save the save-game version, for loading verification
*/
unsigned long version = SAVEGAME_VERSION;
#ifdef FIXIT_CSII // checked - ajw 9/28/98
version++;
#endif
fpipe.Put(&version, sizeof(version));
int pos = file.Seek(0, SEEK_CUR);
/*
** Store a dummy message digest.
*/
char digest[20];
fpipe.Put(digest, sizeof(digest));
/*
** Dump the save game data to the file. The data is compressed
** and then encrypted. The message digest is calculated in the
** process by using the data just as it is written to disk.
*/
SHAPipe sha;
BlowPipe bpipe(BlowPipe::ENCRYPT);
LZOPipe pipe(LZOPipe::COMPRESS, SAVE_BLOCK_SIZE);
// LZWPipe pipe(LZWPipe::COMPRESS, SAVE_BLOCK_SIZE);
// LCWPipe pipe(LCWPipe::COMPRESS, SAVE_BLOCK_SIZE);
bpipe.Key(&FastKey, BlowfishEngine::MAX_KEY_LENGTH);
sha.Put_To(fpipe);
bpipe.Put_To(sha);
pipe.Put_To(bpipe);
Put_All(pipe, save_net);
/*
** Output the real final message digest. This is the one that is of
** the data image as it exists on the disk.
*/
pipe.Flush();
file.Seek(pos, SEEK_SET);
sha.Result(digest);
fpipe.Put(digest, sizeof(digest));
pipe.End();
Decode_All_Pointers();
NowSavingGame = false; // TEMP MBL: Need to discuss better solution with Steve
return(true);
}
/***************************************************************************
* Load_Game -- loads a saved game *
* *
* This routine loads the data in the same way it was saved out. *
* *
* Loading the Map: *
* - DisplayClass::Load() invokes CellClass's Load() for every cell *
* that was saved. *
* - The cell loads its own CellTrigger pointer. *
* *
* Loading game objects: *
* - IHeap's Load() routine loads the # of objects stored, and loads *
* each object. *
* - Triggers: Add themselves to the HouseTriggers if they're associated *
* with a house *
* *
* Loading the layers: *
* LayerClass::Load() reads the entire layer array to disk *
* *
* Loading the houses: *
* Each house is loaded in its entirety. *
* *
* Loading miscellaneous data: *
* There are a lot of miscellaneous variables to load, such as the *
* map's dimensions, the player's house, etc. *
* *
* INPUT: *
* id numerical ID, for the file extension *
* *
* OUTPUT: *
* true = OK, false = error *
* *
* WARNINGS: *
* If this routine returns false, the entire game will be in an *
* unknown state, so the scenario will have to be re-initialized. *
* *
* HISTORY: *
* 12/28/1994 BR : Created. *
* 1/20/97 V.Grippi Added expansion CD check *
*=========================================================================*/
bool Load_Game(int id)
{
char name[_MAX_FNAME+_MAX_EXT];
/*
** Generate the filename to load. If 'id' is -1, it means save a
** network/modem game; otherwise, use 'id' as the file extension.
*/
if (id == -1) {
strcpy(name, NET_SAVE_FILE_NAME);
//load_net = 1;
} else {
sprintf(name, "SAVEGAME.%03d", id);
}
return Load_Game(name);
}
/*
** Version that takes a file name instead. ST - 9/9/2019 11:13AM
*/
bool Load_Game(const char *file_name)
{
int i;
unsigned scenario;
HousesType house;
char descr_buf[DESCRIP_MAX];
int load_net = 0; // 1 = save network/modem game
/*
** Open the file
*/
RawFileClass file(file_name);
if (!file.Is_Available()) {
return(false);
}
FileStraw fstraw(file);
Call_Back();
/*
** Load the DLLs variables first, in case we need to do something different based on version
*/
if (RunningAsDLL) {
DLLLoad(fstraw);
}
/*
** Read & discard the save-game's header info
*/
if (fstraw.Get(descr_buf, DESCRIP_MAX) != DESCRIP_MAX) {
return(false);
}
if (fstraw.Get(&scenario, sizeof(scenario)) != sizeof(scenario)) {
return(false);
}
if (fstraw.Get(&house, sizeof(house)) != sizeof(house)) {
return(false);
}
/*
** Read in & verify the save-game ID code
*/
unsigned long version;
if (fstraw.Get(&version, sizeof(version)) != sizeof(version)) {
return(false);
}
GameVersion = version;
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (version != SAVEGAME_VERSION && ((version-1) != SAVEGAME_VERSION) ) {
return(false);
}
#else
if (version != SAVEGAME_VERSION /*&& version != 0x0100616D*/){
return(false);
}
#endif
/*
** Get the message digest that is embedded in the file.
*/
char digest[20];
fstraw.Get(digest, sizeof(digest));
/*
** Remember the file position since we must seek back here to
** perform the real saved game read.
*/
long pos = file.Seek(0, SEEK_CUR);
/*
** Pass the rest of the file through the hash straw so that
** the digest can be compaired to the one in the file.
*/
SHAStraw sha;
sha.Get_From(fstraw);
for (;;) {
if (sha.Get(_staging_buffer, sizeof(_staging_buffer)) != sizeof(_staging_buffer)) break;
}
char actual[20];
sha.Result(actual);
sha.Get_From(NULL);
Call_Back();
/*
** Compare the two digests. If they differ then return a failure condition
** before any damage could be done.
*/
if (memcmp(actual, digest, sizeof(digest)) != 0) {
return(false);
}
/*
** Set up the pipe so that the scenario data can be read.
*/
file.Seek(pos, SEEK_SET);
BlowStraw bstraw(BlowStraw::DECRYPT);
LZOStraw straw(LZOStraw::DECOMPRESS, SAVE_BLOCK_SIZE);
// LZWStraw straw(LZWStraw::DECOMPRESS, SAVE_BLOCK_SIZE);
// LCWStraw straw(LCWStraw::DECOMPRESS, SAVE_BLOCK_SIZE);
bstraw.Key(&FastKey, BlowfishEngine::MAX_KEY_LENGTH);
bstraw.Get_From(fstraw);
straw.Get_From(bstraw);
/*
** Clear the scenario so we start fresh; this calls the Init_Clear() routine
** for the Map, and all object arrays. It has the following important
** effects:
** - Every cell is cleared to 0's, via MapClass::Init_Clear()
** - All heap elements' are cleared
** - The Houses are Initialized, which also clears their HouseTriggers
** array
** - The map's Layers & Logic Layer are cleared to empty
** - The list of currently-selected objects is cleared
*/
Clear_Scenario();
/*
** Load the scenario global information.
*/
straw.Get(&Scen, sizeof(Scen));
/*
** Fixup the Sessionclass scenario info so we can work out which
** CD to request later
*/
if ( load_net ){
CCFileClass scenario_file (Scen.ScenarioName);
if ( !scenario_file.Is_Available() ){
int cd = -1;
if (Is_Mission_Counterstrike (Scen.ScenarioName)) {
cd = 2;
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (Expansion_AM_Present()) {
int current_drive = CCFileClass::Get_CD_Drive();
int index = Get_CD_Index(current_drive, 1*60);
if (index == 3) cd = 3;
}
#endif
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (Is_Mission_Aftermath (Scen.ScenarioName)) {
cd = 3;
#ifdef BOGUSCD
cd = -1;
#endif
}
#endif
RequiredCD = cd;
if (!Force_CD_Available (RequiredCD)) {
Emergency_Exit(EXIT_FAILURE);
}
/*
** Update the internal list of scenarios to include the counterstrike
** list.
*/
Session.Read_Scenario_Descriptions();
} else {
/*
** The scenario is available so set RequiredCD to whatever is currently
** in the drive.
*/
int current_drive = CCFileClass::Get_CD_Drive();
RequiredCD = Get_CD_Index(current_drive, 1*60);
}
}
/*
** Load the map. The map comes first, since it loads the Theater & init's
** mixfiles. The map calls all the type-class's Init routines, telling them
** what the Theater is; this must be done before any objects are created, so
** they'll be properly created.
*/
Map.Load(straw);
Call_Back();
/*
** Load the object data.
*/
Houses.Load(straw);
TeamTypes.Load(straw);
Teams.Load(straw);
TriggerTypes.Load(straw);
Triggers.Load(straw);
Aircraft.Load(straw);
Anims.Load(straw);
Buildings.Load(straw);
Bullets.Load(straw);
Call_Back();
Infantry.Load(straw);
Overlays.Load(straw);
Smudges.Load(straw);
Templates.Load(straw);
Terrains.Load(straw);
Units.Load(straw);
Factories.Load(straw);
Vessels.Load(straw);
/*
** Load the Logic & Map Layers
*/
Logic.Load(straw);
int count;
straw.Get(&count, sizeof(count));
MapTriggers.Clear();
int index;
for (index = 0; index < count; index++) {
TARGET target;
straw.Get(&target, sizeof(target));
MapTriggers.Add(As_Trigger(target));
}
straw.Get(&count, sizeof(count));
LogicTriggers.Clear();
for (index = 0; index < count; index++) {
TARGET target;
straw.Get(&target, sizeof(target));
LogicTriggers.Add(As_Trigger(target));
}
for (HousesType h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
straw.Get(&count, sizeof(count));
HouseTriggers[h].Clear();
for (index = 0; index < count; index++) {
TARGET target;
straw.Get(&target, sizeof(target));
HouseTriggers[h].Add(As_Trigger(target));
}
}
for (i = 0; i < LAYER_COUNT; i++) {
Map.Layer[i].Load(straw);
}
Call_Back();
/*
** Load the Score
*/
straw.Get(&Score, sizeof(Score));
new(&Score) ScoreClass(NoInitClass());
/*
** Load the AI Base
*/
Base.Load(straw);
/*
** Delete any carryover pseudo-saved game list.
*/
while (Carryover != NULL) {
CarryoverClass * cptr = (CarryoverClass *)Carryover->Get_Next();
Carryover->Remove();
delete Carryover;
Carryover = cptr;
}
/*
** Load any carryover pseudo-saved game list.
*/
int carry_count = 0;
straw.Get(&carry_count, sizeof(carry_count));
while (carry_count) {
CarryoverClass * cptr = new CarryoverClass;
assert(cptr != NULL);
straw.Get(cptr, sizeof(CarryoverClass));
new (cptr) CarryoverClass(NoInitClass());
cptr->Zap();
if (!Carryover) {
Carryover = cptr;
} else {
cptr->Add_Tail(*Carryover);
}
carry_count--;
}
Call_Back();
/*
** Load miscellaneous variables, including the map size & the Theater
*/
Load_Misc_Values(straw);
/*
** Load multiplayer values
*/
straw.Get(&load_net, sizeof(load_net));
if (load_net) {
Load_MPlayer_Values(straw);
}
file.Close();
Decode_All_Pointers();
Map.Init_IO();
Map.Flag_To_Redraw(true);
/*
** Fixup any expediency data that can be inferred from the physical
** data loaded.
*/
Post_Load_Game(load_net);
/*
** Re-init unit trackers. They will be garbage pointers after the load
*/
for (HousesType house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
HouseClass * hptr = HouseClass::As_Pointer(house);
if (hptr && hptr->IsActive) {
hptr->Init_Unit_Trackers();
}
}
Call_Back();
/*
** Set the required CD to be in the drive according to the scenario
** loaded.
*/
if (RequiredCD != -2 && !load_net) {
#ifdef FIXIT_ANTS
/*
** Determines if this an ant mission. Since the ant mission looks no different from
** a regular mission, examining of the scenario name is the only way to tell.
*/
if (toupper(Scen.ScenarioName[0]) == 'S' &&
toupper(Scen.ScenarioName[1]) == 'C' &&
toupper(Scen.ScenarioName[2]) == 'A' &&
toupper(Scen.ScenarioName[3]) == '0' &&
toupper(Scen.ScenarioName[5]) == 'E' &&
toupper(Scen.ScenarioName[6]) == 'A') {
AntsEnabled = true;
} else{
AntsEnabled = false;
}
#endif
if (Scen.Scenario == 1) {
RequiredCD = -1;
} else {
#ifdef FIXIT_ANTS
if (Scen.Scenario > 19 || AntsEnabled) {
RequiredCD = 2;
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if(Scen.Scenario >= 36) {
RequiredCD = 3;
#ifdef BOGUSCD
RequiredCD = -1;
#endif
}
#endif
} else {
#endif //FIXIT_ANTS
if (PlayerPtr->Class->House != HOUSE_USSR && PlayerPtr->Class->House != HOUSE_UKRAINE) {
RequiredCD = 0;
} else {
RequiredCD = 1;
}
#ifdef FIXIT_ANTS
}
#endif //FIXIT_ANTS
}
}else{
if ( load_net ){
CCFileClass scenario_file (Scen.ScenarioName);
/*
** Fix up the session class variables
*/
for ( int s=0 ; s<Session.Scenarios.Count() ; s++ ) {
if (Session.Scenarios[s]->Description() == Scen.Description){
memcpy (Session.Options.ScenarioDescription, Scen.Description,
sizeof (Session.Options.ScenarioDescription));
memcpy (Session.ScenarioFileName, Scen.ScenarioName,
sizeof (Session.ScenarioFileName));
Session.ScenarioFileLength = scenario_file.Size();
memcpy (Session.ScenarioDigest, Session.Scenarios[s]->Get_Digest(),
sizeof (Session.ScenarioDigest));
Session.ScenarioIsOfficial = Session.Scenarios[s]->Get_Official();
Scen.Scenario = s;
Session.Options.ScenarioIndex = s;
break;
}
}
}
}
if (!Force_CD_Available(RequiredCD)) {
Prog_End("Load_Game Force_CD_Available failed", true);
Emergency_Exit(EXIT_FAILURE);
}
ScenarioInit = 0;
if (load_net) {
// Removed as this is ensured by the GlyphX & DLL save/load code. ST - 10/22/2019 5:20PM
//if (!Reconcile_Players()) { // (must do after Decode pointers)
// return(false);
//}
//!!!!!!!!!! put Fixup_Player_Units() here
Session.LoadGame = true;
}
Map.Reload_Sidebar(); // re-load sidebar art.
/*
** Rescan the scenario file for any rules updates.
*/
CCINIClass ini;
int result = ini.Load(CCFileClass(Scen.ScenarioName), true);
/*
** Reset the rules values to their initial settings.
*/
Rule.General(RuleINI);
Rule.Recharge(RuleINI);
Rule.AI(RuleINI);
Rule.Powerups(RuleINI);
Rule.Land_Types(RuleINI);
Rule.Themes(RuleINI);
Rule.IQ(RuleINI);
Rule.Objects(RuleINI);
Rule.Difficulty(RuleINI);
#ifdef FIXIT_CSII // checked - ajw 9/28/98 - But does this incorporate *changes*? - NO.
Rule.General(AftermathINI);
Rule.Recharge(AftermathINI);
Rule.AI(AftermathINI);
Rule.Powerups(AftermathINI);
Rule.Land_Types(AftermathINI);
Rule.Themes(AftermathINI);
Rule.IQ(AftermathINI);
Rule.Objects(AftermathINI);
Rule.Difficulty(AftermathINI);
#endif
/*
** Override any rules values specified in this
** particular scenario file.
*/
Rule.General(ini);
Rule.Recharge(ini);
Rule.AI(ini);
Rule.Powerups(ini);
Rule.Land_Types(ini); \
Rule.Themes(ini);
Rule.IQ(ini);
Rule.Objects(ini);
Rule.Difficulty(ini);
#ifdef FIXIT_CSII // ajw - Added runtime check for Aftermath to skirmish mode.
if (load_net) {
bool readini = false;
switch(Session.Type) {
case GAME_NORMAL:
readini = false;
break;
case GAME_SKIRMISH:
readini = Is_Aftermath_Installed();
break;
default:
#ifdef FIXIT_VERSION_3
readini = bAftermathMultiplayer;
#else
if (PlayingAgainstVersion >= VERSION_AFTERMATH_CS) {
readini = true;
}
#endif
break;
}
if(readini) {
/*
** Find out if the CD in the current drive is the Aftermath disc.
*/
if(Get_CD_Index(CCFileClass::Get_CD_Drive(), 1*60) != 3) {
GamePalette.Set(FADE_PALETTE_FAST, Call_Back);
if (!Force_CD_Available(3)) { // force Aftermath CD in drive.
Prog_End("Load_Game Force_CD_Available(3) failed", true);
#ifndef FIXIT_VERSION_3 // WChat eliminated.
#ifdef WIN32
if(Special.IsFromWChat || SpawnedFromWChat) {
char packet[10] = {"Hello"};
Send_Data_To_DDE_Server (packet, strlen(packet), DDEServerClass::DDE_CONNECTION_FAILED);
}
#endif
#endif
Emergency_Exit(EXIT_FAILURE);
}
}
CCINIClass mpini;
if (mpini.Load(CCFileClass("MPLAYER.INI"), false)) {
Rule.General(mpini);
Rule.Recharge(mpini);
Rule.AI(mpini);
Rule.Powerups(mpini);
Rule.Land_Types(mpini);
Rule.Themes(mpini);
Rule.IQ(mpini);
Rule.Objects(mpini);
Rule.Difficulty(mpini);
}
}
}
#endif
if (Scen.TransitTheme == THEME_NONE) {
Theme.Queue_Song(THEME_FIRST);
} else {
Theme.Queue_Song(Scen.TransitTheme);
}
if (Session.Type == GAME_GLYPHX_MULTIPLAYER) {
Rule.IsSmartDefense = true;
}
return(true);
}
/***************************************************************************
* Save_Misc_Values -- saves miscellaneous variables *
* *
* INPUT: *
* file file to use for writing *
* *
* OUTPUT: *
* true = success, false = failure *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 12/29/1994 BR : Created. *
* 03/12/1996 JLB : Simplified. *
*=========================================================================*/
bool Save_Misc_Values(Pipe & file)
{
int i, j;
int count; // # ptrs in 'CurrentObject'
ObjectClass * ptr; // for saving 'CurrentObject' ptrs
/*
** Player's House.
*/
int x = PlayerPtr->Class->House;
file.Put(&x, sizeof(x));
/*
** Save frame #.
*/
file.Put(&Frame, sizeof(Frame));
/*
** Save currently-selected objects list.
** Save the # of ptrs in the list.
*/
for (i = 0; i < SelectedObjectsType::COUNT; i++) {
DynamicVectorClass<ObjectClass *>& selection = CurrentObject.Raw(i);
count = selection.Count();
file.Put(&count, sizeof(count));
/*
** Save the pointers.
*/
for (j = 0; j < count; j++) {
ptr = selection[j];
file.Put(&ptr, sizeof(ptr));
}
}
/*
** Save the chronal vortex
*/
ChronalVortex.Save(file);
/*
** Save Tanya flags.
*/
file.Put(&IsTanyaDead, sizeof(IsTanyaDead));
file.Put(&SaveTanya, sizeof(SaveTanya));
return(true);
}
/***********************************************************************************************
* Load_Misc_Values -- Loads miscellaneous variables. *
* *
* INPUT: file -- The file to load the misc values from. *
* *
* OUTPUT: Was the misc load process successful? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/24/1995 BRR : Created. *
* 03/12/1996 JLB : Simplified. *
*=============================================================================================*/
bool Load_Misc_Values(Straw & file)
{
ObjectClass * ptr; // for loading 'CurrentObject' ptrs
/*
** Player's House.
*/
int x;
file.Get(&x, sizeof(x));
// file.Get(&PlayerPtr, sizeof(PlayerPtr));
PlayerPtr = HouseClass::As_Pointer((HousesType)x);
/*
** Load frame #.
*/
file.Get(&Frame, sizeof(Frame));
for (int i = 0; i < SelectedObjectsType::COUNT; i++) {
/*
** Load currently-selected objects list.
** Load the # of ptrs in the list.
*/
DynamicVectorClass<ObjectClass *>& selection = CurrentObject.Raw(i);
int count; // # ptrs in 'CurrentObject'
file.Get(&count, sizeof(count));
/*
** Load the pointers.
*/
for (int j = 0; j < count; j++) {
file.Get(&ptr, sizeof(ptr));
selection.Add(ptr); // add to the list
}
}
/*
** Load the chronal vortex
*/
ChronalVortex.Load(file);
/*
** Save Tanya flags.
*/
file.Get(&IsTanyaDead, sizeof(IsTanyaDead));
file.Get(&SaveTanya, sizeof(SaveTanya));
return(true);
}
/***************************************************************************
* Save_MPlayer_Values -- Saves multiplayer-specific values *
* *
* This routine saves multiplayer values that need to be restored for a *
* save game. In addition to saving the random # seed for this scenario, *
* it saves the contents of the actual random number generator; this *
* ensures that the random # sequencer will pick up where it left off when *
* the game was saved. *
* This routine also saves the header for a Recording file, so it must *
* save some data not needed specifically by a save-game file (ie Seed). *
* *
* INPUT: *
* file file to save to *
* *
* OUTPUT: *
* true = success, false = failure *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 09/28/1995 BRR : Created. *
*=========================================================================*/
bool Save_MPlayer_Values(Pipe & file)
{
Session.Save(file);
file.Put(&BuildLevel, sizeof(BuildLevel));
file.Put(&Debug_Unshroud, sizeof(Debug_Unshroud));
file.Put(&Seed, sizeof(Seed));
file.Put(&Whom, sizeof(Whom));
file.Put(&Special, sizeof(SpecialClass));
file.Put(&Options, sizeof(GameOptionsClass));
return (true);
}
/***************************************************************************
* Load_MPlayer_Values -- Loads multiplayer-specific values *
* *
* INPUT: *
* file file to load from *
* *
* OUTPUT: *
* true = success, false = failure *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 09/28/1995 BRR : Created. *
*=========================================================================*/
bool Load_MPlayer_Values(Straw & file)
{
Session.Load(file);
file.Get(&BuildLevel, sizeof(BuildLevel));
file.Get(&Debug_Unshroud, sizeof(Debug_Unshroud));
file.Get(&Seed, sizeof(Seed));
file.Get(&Whom, sizeof(Whom));
file.Get(&Special, sizeof(SpecialClass));
file.Get(&Options, sizeof(GameOptionsClass));
return (true);
}
/*
** ST - 9/26/2019 11:43AM
*/
extern void DLL_Code_Pointers(void);
extern void DLL_Decode_Pointers(void);
/***********************************************************************************************
* Code_All_Pointers -- Code all pointers. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/24/1995 BRR : Created. *
*=============================================================================================*/
void Code_All_Pointers(void)
{
int i, j;
/*
** The Map.
*/
Map.Code_Pointers();
/*
** The ArrayOf's.
*/
TeamTypes.Code_Pointers();
Teams.Code_Pointers();
Triggers.Code_Pointers();
Aircraft.Code_Pointers();
Anims.Code_Pointers();
Buildings.Code_Pointers();
Bullets.Code_Pointers();
Infantry.Code_Pointers();
Overlays.Code_Pointers();
Smudges.Code_Pointers();
Templates.Code_Pointers();
Terrains.Code_Pointers();
Units.Code_Pointers();
Factories.Code_Pointers();
Vessels.Code_Pointers();
/*
** The Layers.
*/
Logic.Code_Pointers();
for (i = 0; i < LAYER_COUNT; i++) {
Map.Layer[i].Code_Pointers();
}
/*
** The Score.
*/
Score.Code_Pointers();
/*
** The Base.
*/
Base.Code_Pointers();
/*
** PlayerPtr.
*/
// PlayerPtr = (HouseClass *)(PlayerPtr->Class->House);
/*
** Currently-selected objects.
*/
for (i = 0; i < SelectedObjectsType::COUNT; i++) {
DynamicVectorClass<ObjectClass *>& selection = CurrentObject.Raw(i);
for (j = 0; j < selection.Count(); j++) {
selection[j] = (ObjectClass *)selection[j]->As_Target();
}
}
/*
** DLL data
*/
DLL_Code_Pointers();
/*
** Houses must be coded last, because the Class->House member of the HouseClass
** is used to code HouseClass pointers for all other objects, and if Class is
** coded, it will point to a meaningless value.
*/
Houses.Code_Pointers();
}
/***********************************************************************************************
* Decode_All_Pointers -- Decodes all pointers. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/24/1995 BRR : Created. *
*=============================================================================================*/
void Decode_All_Pointers(void)
{
/*
** The Map.
*/
Map.Decode_Pointers();
/*
** Decode houses first, so we can properly decode all other objects'
** House pointers
*/
Houses.Decode_Pointers();
/*
** DLL data
*/
DLL_Decode_Pointers();
/*
** The ArrayOf's.
*/
TeamTypes.Decode_Pointers();
Teams.Decode_Pointers();
Triggers.Decode_Pointers();
Aircraft.Decode_Pointers();
Anims.Decode_Pointers();
Buildings.Decode_Pointers();
Bullets.Decode_Pointers();
Infantry.Decode_Pointers();
Overlays.Decode_Pointers();
Smudges.Decode_Pointers();
Templates.Decode_Pointers();
Terrains.Decode_Pointers();
Units.Decode_Pointers();
Factories.Decode_Pointers();
Vessels.Decode_Pointers();
/*
** The Layers.
*/
Logic.Decode_Pointers();
for (int i = 0; i < LAYER_COUNT; i++) {
Map.Layer[i].Decode_Pointers();
}
/*
** The Score.
*/
Score.Decode_Pointers();
/*
** The Base.
*/
Base.Decode_Pointers();
/*
** PlayerPtr.
*/
// PlayerPtr = HouseClass::As_Pointer((HousesType)PlayerPtr);
Whom = PlayerPtr->Class->House;
assert(PlayerPtr != NULL);
/*
** Currently-selected objects.
*/
for (int index = 0; index < SelectedObjectsType::COUNT; index++) {
DynamicVectorClass<ObjectClass *>& selection = CurrentObject.Raw(index);
for (int j = 0; j < selection.Count(); j++) {
selection[j] = As_Object((TARGET)selection[j]);
assert(selection[j] != NULL);
}
}
/*
** Last-Minute Fixups; to resolve these pointers properly requires all other
** pointers to be loaded & decoded.
*/
if (Map.PendingObjectPtr) {
Map.PendingObject = &Map.PendingObjectPtr->Class_Of();
assert(Map.PendingObject != NULL);
Map.Set_Cursor_Shape(Map.PendingObject->Occupy_List(true));
#ifdef BG
Map.Set_Placement_List(Map.PendingObject->Placement_List(true));
#endif
} else {
Map.PendingObject = 0;
Map.Set_Cursor_Shape(0);
}
}
/***************************************************************************
* Get_Savefile_Info -- gets description, scenario #, house *
* *
* INPUT: *
* id numerical ID, for the file extension *
* buf buffer to store description in *
* scenp ptr to variable to hold scenario *
* housep ptr to variable to hold house *
* *
* OUTPUT: *
* true = OK, false = error (save-game file invalid) *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 01/12/1995 BR : Created. *
*=========================================================================*/
bool Get_Savefile_Info(int id, char * buf, unsigned * scenp, HousesType * housep)
{
char name[_MAX_FNAME+_MAX_EXT];
unsigned long version;
char descr_buf[DESCRIP_MAX];
/*
** Generate the filename to load
*/
sprintf(name, "SAVEGAME.%03d", id);
BufferIOFileClass file(name);
FileStraw straw(file);
/*
** Read in the description, scenario #, and the house
*/
if (straw.Get(descr_buf, DESCRIP_MAX) != DESCRIP_MAX) {
return(false);
}
descr_buf[strlen(descr_buf) - 2] = '\0'; // trim off CR/LF
strcpy(buf, descr_buf);
if (straw.Get(scenp, sizeof(unsigned)) != sizeof(unsigned)) {
return(false);
}
if (straw.Get(housep, sizeof(HousesType)) != sizeof(HousesType)) {
return(false);
}
/*
** Read & verify the save-game version #
*/
if (straw.Get(&version, sizeof(version)) != sizeof(version)) {
return(false);
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (version != SAVEGAME_VERSION && ((version-1 != SAVEGAME_VERSION)) ) {
#else
if (version != SAVEGAME_VERSION) {
#endif
return(false);
}
return(true);
}
/***************************************************************************
* Reconcile_Players -- Reconciles loaded data with the 'Players' vector *
* *
* This function is for supporting loading a saved multiplayer game. *
* When the game is loaded, we have to figure out which house goes with *
* which entry in the Players vector. We also have to figure out if *
* everyone who was originally in the game is still with us, and if not, *
* turn their stuff over to the computer. *
* *
* So, this function does the following: *
* - For every name in 'Players', makes sure that name is in the House *
* array; if not, it's a fatal error. *
* - For every human-controlled house, makes sure there's a player *
* with that name; if not, it turns that house over to the computer. *
* - Fills in the Player's house ID *
* *
* This assumes that each player MUST keep their name the same as it was *
* when the game was saved! It's also assumed that the network *
* connections have not been formed yet, since Player[i]->Player.ID will *
* be invalid until this routine has been called. *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* true = OK, false = error *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 09/29/1995 BRR : Created. *
*=========================================================================*/
static int Reconcile_Players(void)
{
int i;
int found;
HousesType house;
HouseClass * housep;
/*
** If there are no players, there's nothing to do.
*/
if (Session.Players.Count()==0)
return (true);
/*
** Make sure every name we're connected to can be found in a House
*/
for (i = 0; i < Session.Players.Count(); i++) {
found = 0;
for (house = HOUSE_MULTI1; house < HOUSE_MULTI1 +
Session.MaxPlayers; house++) {
housep = HouseClass::As_Pointer(house);
if (!housep) {
continue;
}
if (!stricmp(Session.Players[i]->Name, housep->IniName)) {
found = 1;
break;
}
}
if (!found)
return (false);
}
//
// Loop through all Houses; if we find a human-owned house that we're
// not connected to, turn it over to the computer.
//
for (house = HOUSE_MULTI1; house < HOUSE_MULTI1 +
Session.MaxPlayers; house++) {
housep = HouseClass::As_Pointer(house);
if (!housep) {
continue;
}
//
// Skip this house if it wasn't human to start with.
//
if (!housep->IsHuman) {
continue;
}
//
// Try to find this name in the Players vector; if it's found, set
// its ID to this house.
//
found = 0;
for (i = 0; i < Session.Players.Count(); i++) {
if (!stricmp(Session.Players[i]->Name, housep->IniName)) {
found = 1;
Session.Players[i]->Player.ID = house;
break;
}
}
/*
** If this name wasn't found, remove it
*/
if (!found) {
/*
** Turn the player's house over to the computer's AI
*/
housep->IsHuman = false;
housep->IsStarted = true;
// housep->Smartness = IQ_MENSA;
housep->IQ = Rule.MaxIQ;
strcpy (housep->IniName, Text_String(TXT_COMPUTER));
Session.NumPlayers--;
}
}
//
// If all went well, our Session.NumPlayers value should now equal the value
// from the saved game, minus any players we removed.
//
if (Session.NumPlayers == Session.Players.Count()) {
return (true);
} else {
return (false);
}
}
/***************************************************************************
* MPlayer_Save_Message -- pops up a "saving..." message *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/30/1995 BRR : Created. *
*=========================================================================*/
void MPlayer_Save_Message(void)
{
//char *txt = Text_String(
}