1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558 2559 2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570 2571 2572 2573 2574 2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682 2683 2684 2685 2686 2687 2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700 2701 2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723 2724 2725 2726 2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912 2913 2914 2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930 2931 2932 2933 2934 2935 2936 2937 2938 2939 2940 2941 2942 2943 2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954 2955 2956 2957 2958 2959 2960 2961 2962 2963 2964 2965 2966 2967 2968 2969 2970 2971 2972 2973 2974 2975 2976 2977 2978 2979 2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 3011 3012 3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050 3051 3052 3053 3054 3055 3056 3057 3058 3059 3060 3061 3062 3063 3064 3065 3066 3067 3068 3069 3070 3071 3072 3073 3074 3075 3076 3077 3078 3079 3080 3081 3082 3083 3084 3085 3086 3087 3088 3089 3090 3091 3092 3093 3094 3095 3096 3097 3098 3099 3100 3101 3102 3103 3104 3105 3106 3107 3108 3109 3110 3111 3112 3113 3114 3115 3116 3117 3118 3119 3120 3121 3122 3123 3124 3125 3126 3127 3128 3129 3130 3131 3132 3133 3134 3135 3136 3137 3138 3139 3140 3141 3142 3143 3144 3145 3146 3147 3148 3149 3150 3151 3152 3153 3154 3155 3156 3157 3158 3159 3160 3161 3162 3163 3164 3165 3166 3167 3168 3169 3170 3171 3172 3173 3174 3175 3176 3177 3178 3179 3180 3181 3182 3183 3184 3185 3186 3187 3188 3189 3190 3191 3192 3193 3194 3195 3196 3197 3198 3199 3200 3201 3202 3203 3204 3205 3206 3207 3208 3209 3210 3211 3212 3213 3214 3215 3216 3217 3218 3219 3220 3221 3222 3223 3224 3225 3226 3227 3228 3229 3230 3231 3232 3233 3234 3235 3236 3237 3238 3239 3240 3241 3242 3243 3244 3245 3246 3247 3248 3249 3250 3251 3252 3253 3254 3255 3256 3257 3258 3259 3260 3261 3262 3263 3264 3265 3266 3267 3268 3269 3270 3271 3272 3273 3274 3275 3276 3277 3278 3279 3280 3281 3282 3283 3284 3285 3286 3287 3288 3289 3290 3291 3292 3293 3294 3295 3296 3297 3298 3299 3300 3301 3302 3303 3304 3305 3306 3307 3308 3309 3310 3311 3312 3313 3314 3315 3316 3317 3318 3319 3320 3321 3322 3323 3324 3325 3326 3327 3328 3329 3330 3331 3332 3333 3334 3335 3336 3337 3338 3339 3340 3341 3342 3343 3344 3345 3346 3347 3348 3349 3350 3351 3352 3353 3354 3355 3356 3357 3358 3359 3360 3361 3362 3363 3364 3365 3366 3367 3368 3369 3370 3371 3372 3373 3374 3375 3376 3377 3378 3379 3380 3381 3382 3383 3384 3385 3386 3387 3388 3389 3390 3391 3392 3393 3394 3395 3396 3397 3398 3399 3400 3401 3402 3403 3404 3405 3406 3407 3408 3409 3410 3411 3412 3413 3414 3415 3416 3417 3418 3419 3420 3421 3422 3423 3424 3425 3426 3427 3428 3429 3430 3431 3432 3433 3434 3435 3436 3437 3438 3439 3440 3441 3442 3443 3444 3445 3446 3447 3448 3449 3450 3451 3452 3453 3454 3455 3456 3457 3458 3459 3460 3461 3462 3463 3464 3465 3466 3467 3468 3469 3470 3471 3472 3473 3474 3475 3476 3477 3478 3479 3480 3481 3482 3483 3484 3485 3486 3487 3488 3489 3490 3491 3492 3493 3494 3495 3496 3497 3498 3499 3500 3501 3502 3503 3504 3505 3506 3507 3508 3509 3510 3511 3512 3513 3514 3515 3516 3517 3518 3519 3520 3521 3522 3523 3524 3525 3526 3527 3528 3529 3530 3531 3532 3533 3534 3535 3536 3537 3538 3539 3540 3541 3542 3543 3544 3545 3546 3547 3548 3549 3550 3551 3552 3553 3554 3555 3556 3557 3558 3559 3560 3561 3562 3563 3564 3565 3566 3567 3568 3569 3570 3571 3572 3573 3574 3575 3576 3577 3578 3579 3580 3581 3582 3583 3584 3585 3586 3587 3588 3589 3590 3591 3592 3593 3594 3595 3596 3597 3598 3599 3600 3601 3602 3603 3604 3605 3606 3607 3608 3609 3610 3611 3612 3613 3614 3615 3616 3617 3618 3619 3620 3621 3622 3623 3624 3625 3626 3627 3628 3629 3630 3631 3632 3633 3634 3635 3636 3637 3638 3639 3640 3641 3642 3643 3644 3645 3646 3647 3648 3649 3650 3651 3652 3653 3654 3655 3656 3657 3658 3659 3660 3661 3662 3663 3664 3665 3666 3667 3668 3669 3670 3671 3672 3673 3674 3675 3676 3677 3678 3679 3680 3681 3682 3683 3684 3685 3686 3687 3688 3689 3690 3691 3692 3693 3694 3695 3696 3697 3698 3699 3700 3701 3702 3703 3704 3705 3706 3707 3708 3709 3710 3711 3712 3713 3714 3715 3716 3717 3718 3719 3720 3721 3722 3723 3724 3725 3726 3727 3728 3729 3730 3731 3732 3733 3734 3735 3736 3737 3738 3739 3740 3741 3742 3743 3744 3745 3746 3747 3748 3749 3750 3751 3752 3753 3754 3755 3756 3757 3758 3759 3760 3761 3762 3763 3764 3765 3766 3767 3768 3769 3770 3771 3772 3773 3774 3775 3776 3777 3778 3779 3780 3781 3782 3783 3784 3785 3786 3787 3788 3789 3790 3791 3792 3793 3794 3795 3796 3797 3798 3799 3800 3801 3802 3803 3804 3805 3806 3807 3808 3809 3810 3811 3812 3813 3814 3815 3816 3817 3818 3819 3820 3821 3822 3823 3824 3825 3826 3827 3828 3829 3830 3831 3832 3833 3834 3835 3836 3837 3838 3839 3840 3841 3842 3843 3844 3845 3846 3847 3848 3849 3850 3851 3852 3853 3854 3855 3856 3857 3858 3859 3860 3861 3862 3863 3864 3865 3866 3867 3868 3869 3870 3871 3872 3873 3874 3875 3876 3877 3878 3879 3880 3881 3882 3883 3884 3885 3886 3887 3888 3889 3890 3891 3892 3893 3894 3895 3896 3897 3898 3899 3900 3901 3902 3903 3904 3905 3906 3907 3908 3909 3910 3911 3912 3913 3914 3915 3916 3917 3918 3919 3920 3921 3922 3923 3924 3925 3926 3927 3928 3929 3930 3931 3932 3933 3934 3935 3936 3937 3938 3939 3940 3941 3942 3943 3944 3945 3946 3947 3948 3949 3950 3951 3952 3953 3954 3955 3956 3957 3958 3959 3960 3961 3962 3963 3964 3965 3966 3967 3968 3969 3970 3971 3972 3973 3974 3975 3976 3977 3978 3979 3980 3981 3982 3983 3984 3985 3986 3987 3988 3989 3990 3991 3992 3993 3994 3995 3996 3997 3998 3999 4000 4001 4002 4003 4004 4005 4006 4007 4008 4009 4010 4011 4012 4013 4014 4015 4016 4017 4018 4019 4020 4021 4022 4023 4024 4025 4026 4027 4028 4029 4030 4031 4032 4033 4034 4035 4036 4037 4038 4039 4040 4041 4042 4043 4044 4045 4046 4047 4048 4049 4050 4051 4052 4053 4054 4055 4056 4057 4058 4059 4060 4061 4062 4063 4064 4065 4066 4067 4068 4069 4070 4071 4072 4073 4074 4075 4076 4077 4078 4079 4080 4081 4082 4083 4084 4085 4086 4087 4088 4089 4090 4091 4092 4093 4094 4095 4096 4097 4098 4099 4100 4101 4102 4103 4104 4105 4106 4107 4108 4109 4110 4111 4112 4113 4114 4115 4116 4117 4118 4119 4120 4121 4122 4123 4124 4125 4126 4127 4128 4129 4130 4131 4132 4133 4134 4135 4136 4137 4138 4139 4140 4141 4142 4143 4144 4145 4146 4147 4148 4149 4150 4151 4152 4153 4154 4155 4156 4157 4158 4159 4160 4161 4162 4163 4164 4165 4166 4167 4168 4169 4170 4171 4172 4173 4174 4175 4176 4177 4178 4179 4180 4181 4182 4183 4184 4185 4186 4187 4188 4189 4190 4191 4192 4193 4194 4195 4196 4197 4198 4199 4200 4201 4202 4203 4204 4205 4206 4207 4208 4209 4210 4211 4212 4213 4214 4215 4216 4217 4218 4219 4220 4221 4222 4223 4224 4225 4226 4227 4228 4229 4230 4231 4232 4233 4234 4235 4236 4237 4238 4239 4240 4241 4242 4243 4244 4245 4246 4247 4248 4249 4250 4251 4252 4253 4254 4255 4256 4257 4258 4259 4260 4261 4262 4263 4264 4265 4266 4267 4268 4269 4270 4271 4272 4273 4274 4275 4276 4277 4278 4279 4280 4281 4282 4283 4284 4285 4286 4287 4288 4289 4290 4291 4292 4293 4294 4295 4296 4297 4298 4299 4300 4301 4302 4303 4304 4305 4306 4307 4308 4309 4310 4311 4312 4313 4314 4315 4316 4317 4318 4319 4320 4321 4322 4323 4324 4325 4326 4327 4328 4329 4330 4331 4332 4333 4334 4335 4336 4337 4338 4339 4340 4341 4342 4343 4344 4345 4346 4347 4348 4349 4350 4351 4352 4353 4354 4355 4356 4357 4358 4359 4360 4361 4362 4363 4364 4365 4366 4367 4368 4369 4370 4371 4372 4373 4374 4375 4376 4377 4378 4379 4380 4381 4382 4383 4384 4385 4386 4387 4388 4389 4390 4391 4392 4393 4394 4395 4396 4397 4398 4399 4400 4401 4402 4403 4404 4405 4406 4407 4408 4409 4410 4411 4412 4413 4414 4415 4416 4417 4418 4419 4420 4421 4422 4423 4424 4425 4426 4427 4428 4429 4430 4431 4432 4433 4434 4435 4436 4437 4438 4439 4440 4441 4442 4443 4444 4445 4446 4447 4448 4449 4450 4451 4452 4453 4454 4455 4456 4457 4458 4459 4460 4461 4462 4463 4464 4465 4466 4467 4468 4469 4470 4471 4472 4473 4474 4475 4476 4477 4478 4479 4480 4481 4482 4483 4484 4485 4486 4487 4488 4489 4490 4491 4492 4493 4494 4495 4496 4497 4498 4499 4500 4501 4502 4503 4504 4505 4506 4507 4508 4509 4510 4511 4512 4513 4514 4515 4516 4517 4518 4519 4520 4521 4522 4523 4524 4525 4526 4527 4528 4529 4530 4531 4532 4533 4534 4535 4536 4537 4538 4539 4540 4541 4542 4543 4544 4545 4546 4547 4548 4549 4550 4551 4552 4553 4554 4555 4556 4557 4558 4559 4560 4561 4562 4563 4564 4565 4566 4567 4568 4569 4570 4571 4572 4573 4574 4575 4576 4577 4578 4579 4580 4581 4582 4583 4584 4585 4586 4587 4588 4589 4590 4591 4592 4593 4594 4595 4596 4597 4598 4599 4600 4601 4602 4603 4604 4605 4606 4607 4608 4609 4610 4611 4612 4613 4614 4615 4616 4617 4618 4619 4620 4621 4622 4623 4624 4625 4626 4627 4628 4629 4630 4631 4632 4633 4634 4635 4636 4637 4638 4639 4640 4641 4642 4643 4644 4645 4646 4647 4648 4649 4650 4651 4652 4653 4654 4655 4656 4657 4658 4659 4660 4661 4662 4663 4664 4665 4666 4667 4668 4669 4670 4671 4672 4673 4674 4675 4676 4677 4678 4679 4680 4681 4682 4683 4684 4685 4686 4687 4688 4689 4690 4691 4692 4693 4694 4695 4696 4697 4698 4699 4700 4701 4702 4703 4704 4705 4706 4707 4708 4709 4710 4711 4712 4713 4714 4715 4716 4717 4718 4719 4720 4721 4722 4723 4724 4725 4726 4727 4728 4729 4730 4731 4732 4733 4734 4735 4736 4737 4738 4739 4740 4741 4742 4743 4744 4745 4746 4747 4748 4749 4750 4751 4752 4753 4754 4755 4756 4757 4758 4759 4760 4761 4762 4763 4764 4765 4766 4767 4768 4769 4770 4771 4772 4773 4774 4775 4776 4777 4778 4779 4780 4781 4782 4783 4784 4785 4786 4787 4788 4789 4790 4791 4792 4793 4794 4795 4796 4797 4798 4799 4800 4801 4802 4803 4804 4805 4806 4807 4808 4809 4810 4811 4812 4813 4814 4815 4816 4817 4818 4819 4820 4821 4822 4823 4824 4825 4826 4827 4828 4829 4830 4831 4832 4833 4834 4835 4836 4837
|
////////////////////////////////////////////////////////////////////////////////
//
// Copyright 2016 RWS Inc, All Rights Reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of version 2 of the GNU General Public License 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
//
// game.cpp
// Project: Postal
//
// This module deals with the high-level aspects of setting up and running the
// game.
//
// History:
// 11/19/96 MJR Started.
// 01/15/96 MJR Added GamePath()
//
// 01/28/97 JMI Added calls to MenuTrans API (a PalTran).
//
// 01/30/97 MJR Fixed bug in CorrectifyPath() that accidentally truncated
// the passed-in string.
//
// 01/31/97 JMI Now uses FullPath() to get full path for filespecs.
//
// 01/31/97 JMI Added g_resmgrGame for specific to actual game data.
//
// 01/31/97 JMI Number of title loops done on start up is now gotten from
// INI file.
//
// 02/02/97 JMI Now calls StartTitle() and EndTitle() after launching an
// edit session, a user game, or a demo game.
//
// 02/02/97 JMI Now, before exiting, makes sure all samples are done
// playing.
//
// 02/03/97 JMI Changed DoMenu() called to new DoMenuInput() and
// DoMenuOutput() calls.
//
// 02/03/97 JMI Now sets the base path for g_resmgrGame, Shell, & Menus.
//
// 02/04/97 JMI Added functions to get and set the gamma level.
//
// 02/04/97 JMI Changed LoadDib() call to Load() (which now supports
// loading of DIBs).
//
// 02/13/97 JMI Removed game level alpha XRay stuff (now setup in CHood).
//
// 02/18/97 JMI Now opens SampleMaster's SAK file.
//
// 03/06/97 JMI Made PalTranOn() and PalTranOff() extern instead of inline.
//
// 03/17/97 JMI Made PalTranOff() abortable via a keypress. Put in the
// shape of the code for aborting via a key in PalTranOn() but
// there is currently no interface to MenuTrans to allow this
// type of abort (or jump).
//
// 03/28/97 JMI Un#if 0'd the SavePrefs() call.
//
// 03/28/97 JMI Now stores and resets the current dir.
//
// 04/11/97 JMI Added Game_Menu_Demo() externally callable function to
// start the demo.
//
// 04/14/97 JMI Now specifies which image for StartTitle() to start with.
//
// 04/14/97 JMI Missed a spot in the previous change.
//
// 04/16/97 MJR Added simple test of file paths. Also changed it so that
// preferences are always saved, even if the game encounters
// an error beforehand.
//
// Fixed the simple test of file paths to actual use the
// file path!!!
//
// 04/17/97 MJR Put the test for the CD path back in.
//
// 04/22/97 JMI No longer uses chdir().
//
// 04/22/97 JMI Now sets g_GameSettings.m_sServer and
// g_GameSettings.m_sClient to 0 before running the demo.
//
// 04/24/97 JMI Currently, aborting the PalTranOff() is a bad idea, so
// we don't allow it (until we support EndMenuTrans(TRUE) ).
//
// 05/06/97 JMI Now uses a Gamma multiplier to define a line instead of
// the exponent defining the curve.
//
// 05/07/97 JMI Now uses a Gamma exponent and uses the 'Gamma Val' as a
// constant multiplier:
// MappedColorVal = (colorVal ^ GAMMA_EXPONENT) * GammaVal
//
// 05/21/97 JMI Added a resource manager for resources that are not SAKed.
//
// 05/23/97 JMI Added a CloseSaks() which closes and purges the SAKs.
// This solves the problem with the ASSERTions about the logic
// vars (the RResmgr's were declared at file scope as were the
// CLogTabVars so it was just a matter of order of destruction
// that dictated whether the ASSERTions occurred).
//
// 06/03/97 JMI Commented out error message for read-only prefs file.
//
// 06/03/97 JMI Now uses g_GameSettings members for demo timeouts instead
// of the DEMO_TIMEOUT macro.
//
// 06/04/97 JMI Added conditionally compiled message instead of editor
// when editor is requested from the menu.
// Also, now StartTitle() calls within GameLoop() request the
// last title page.
//
// 06/04/97 JMI Added AbortAllSamples() call when exitting.
//
// 06/04/97 JMI Added MUST_BE_ON_CD, EDITOR_DISABLED, and CHECK_FOR_COOKIE
// conditional compilation macros and added a check for a
// specific U32 in the COOKIE file.
//
// 06/12/97 MJR Reworked the callbacks so that the game-specific code now
// resides in this module rather than the menu module.
// Reworked the entire core loop so it passes all the
// required parameters to Play() instead of using globals.
// Moved all the demo and network setup stuff out of play.cpp
// and into here.
//
// 06/15/97 MJR More changes in terms of how Play() is called and what
// this module does to get ready for calling it.
// Also changed calls to rspDoSystem() into calls to Update().
//
// Added required calls to DeleteInputDemoData().
//
// 06/15/97 MJR Made use of new-and-improved input demo interface.
// (But demo mode is still not working right...had to check
// it in though to go along with changes in other files).
//
// 06/16/97 MJR Fixed stupid error that caused demo record not to work.
//
// 06/16/97 JMI Now passes destination buffer in StartMenu() call.
//
// 06/16/97 JMI Added g_fontSmall.
//
// MJR Added make-a-demo-movie stuff for debugging demo mode
// problems.
//
// JMI Now, based on INI setting g_GameSettings.m_sTrickySystemQuit,
// we en/disable system quit status flags.
//
// JMI Changed "res/fonts/SmallSmash.fnt" to "res/fonts/SmSmash.fnt"
//
// 06/17/97 MJR Modified CorrectifyBasePath() so it will change any
// relative paths into absolute paths. This, in turn, fixed
// a problem whereby the loading of demo files failed because
// it assumed the name of the demo file would begin with the
// HD path. This assumption normally worked, but failed when
// the HD path was a relative path.
//
// 06/18/97 MJR Added SeedRandom() and GetRandom().
//
// MJR Fixed bug in CorrectifyBasePath(). Now handles empty
// paths (it ignores them).
//
// 06/24/97 JMI Added SynchLog() debug mechanism. See function comment for
// functionality details. See macros in game.h for usage via
// macro(s).
//
// 06/24/97 JMI Undefined CHECK_FOR_COOKIE.
//
// JMI Changed usage of strcmp to rspStricmp in GetRandom() and
// SynchLog().
//
// 06/30/97 MJR Changed client and server objects to use new/delete instead
// of having them live on the stack. They are very large,
// and caused local (stack) data to exceed 32k on the mac.
//
// 07/03/97 JMI Converted calls to rspOpen/SaveBox() to new parm
// conventions.
//
// 07/03/97 JMI Added Game_ControlsMenu() and actions for editting input
// settings for keys and mouse.
//
// 07/05/97 MJR Changed to RSP_BLACK_INDEX instead of 0.
//
// 07/06/97 JMI Changed ACTION_EDIT_MOUSE_SETTINGS and
// ACTION_EDIT_KEY_SETTINGS to ACTION_EDIT_INPUT_SETTINGS.
// Also, now only one function is called no matter which type
// of input settings are to be editted, EditInputSettings().
//
// 07/11/97 BRH Finished up the expiration date checking for the
// Registry. Still need to add something for the Mac
// version.
//
// 07/11/97 BRH Fixed typos causing the latest date not to be written to
// the registry.
//
// 07/13/97 JMI Now sets the appropriate base path or opens the approriate
// SAK dependent on the current audio mode.
//
// 07/13/97 JMI Added Game_StartChallengeGame() and an action for the
// various challenge game types.
//
// 07/14/97 BRH Changed calls to Play() to pass the challenge mode flag.
// Fixed value in Get Registry in case of an error on
// decrypt.
//
// 07/16/97 BRH Made changes to the Mac expiration date code to normalize
// the time to 1970 like the rest of the machines so that
// the dates can be stored in 1 format.
//
// 07/16/97 JMI Now uses real time when pausing on the titel screens (in-
// stead of 'Load Loops').
//
// 07/17/97 BRH Finished debugging the Mac Prefs file expiration date code.
//
// MJR Fixed sample rate problem on the mac.
//
// BRH Put in the real expiration date and a comment for the
// real release date, and updated the current release date
// to today so that we can still test it.
//
// 07/18/97 BRH Added game load and save functions so that the player's
// game can be saved and loaded. Also added a global
// stockpile object used to transfer loaded/saved info to/from
// the CDude's stockpile.
//
// 07/19/97 MJR Fixed bug where demo mode would start if user cancelled out
// of a dialog after spending a long time there.
// Also changed so demo mode will not start if app is in BG.
//
// 07/23/97 BRH Changed calls to Title functions to use the new array of
// title screen durations.
//
// 07/23/97 BRH Changed expiration date display for PC back to asctime(gmtime())
// since ctime didn't work correctly.
//
// 07/26/97 JMI Added g_fontPostal to replace g_fontSmall. Got rid of
// g_fontSmall.
//
// 07/28/97 JMI Now displays a different message for non-marketing
// releases.
//
// 08/01/97 BRH Cycles through 3 demos rather than just 1. Also added
// open dialog for playing demos so that the user can choose
// which demo to play.
//
// 08/02/97 JMI Now initializes the default RGuiItem font to g_fontBig in-
// stead of relying on everybody who uses it to invidually set
// it.
//
// 08/05/97 JMI Added Game_AudioOptionsChoice().
//
// 08/06/97 MJR Added socket startup/shutdown.
//
// 08/08/97 MJR Background and foreground callbacks are now installed here
// so they are in effect for the entire app.
//
// 08/08/97 JMI Now passes parameter to start musak in title to
// StartTitle().
//
// 08/12/97 JMI m_szDemoFile was FullPath()'ed twice so the demo wouldn't
// load. Fixed.
//
// 08/12/97 JMI Added SubPathOpenBox() (see proto for details) and
// FullPathCustom().
//
// 08/13/97 MJR We now pass difficulty level to Play().
//
// 08/13/97 JMI No longer remembers the previous demo file you recorded as
// a patch to either improper usage or problem in
// SubPathOpenBox().
//
// 08/14/97 JMI Added prealm parameter to Game_Save/LoadPlayersGame() so
// they can query/modify realm settings/flags.
// Also, changed questionable access on m_action in
// Game_SavePlayersGame() and Game_LoadPlayersGame() which
// were casting &m_action to a (short*) even though ACTION is
// a 32 bit value. May not have worked on the Mac although it
// would for values less than 32767 and greater than 0 on the
// little endian PC.
// Also, added an ACTION_LOAD_GAME so that could be part of
// the main loop with the intent of making the loaded
// difficulty a local variable but this turned out to be error
// prone with keeping this value up to date with the proper
// value (either the INI difficulty or the loaded difficulty)
// and it was annoying to determine which one to use on each
// Play() call so I made a function that returns the
// appropriate value (but only once...ick). If you feel like
// it try it the other way, but be aware that on any iteration
// g_GameSettings.m_sDifficulty may change via a menu.
// Also, had to add a flag so one action can lead to another.
// The main loop used to reset the action after every action
// making it impossible for one action to lead to another.
//
// 08/15/97 JRD Added a function to control brightness/contrast in place
// of gamma. This was because the gamma function could not
// recreate a "normal palette."
//
// 08/15/97 JRD Attempted to hook both brightness and contrast changes to
// the old gamma slider with a crude algorithm.
//
// 08/18/97 JMI Now allows ALT-F4 to drop you out of the title sequence.
//
// 08/18/97 JMI In both debug and release modes, we were setting the do
// system mode to sleep. But we'd only restore it in release
// mode which basically left us in sleep mode in debug mode.
// Now restores it to TOLERATEOS in debug mode.
//
// 08/19/97 BRH Uses the game settings m_sNumAvailableDemos to control the
// demo loop rather than the set macro NUM_DEMO_FILES
//
// MJR Added support for new MP flags.
//
// 08/20/97 JMI Modified Game_LoadPlayersGame() to receive the ptr to the
// action to fill with the Player's saved action so the
// function would not have to use the global m_action.
// Also, Moved Game_LoadPlayersGame() proto into game.cpp b/c
// it now takes an ACTION* but ACTION is defined in game.cpp
// and since no one currently calls this function externally,
// what the hell.
//
// 08/21/97 BRH Changed the game sak to be loaded from the GAME_PATH_GAME
// directory, getting it ready for the installation process.
// Also changed the demos to HD path to make it easier for
// people to load their own demos. Changed the sound res
// manager path to the GAME_PATH_SOUND for installation.
//
// 08/21/97 JMI Changed call to Update() to UpdateSystem() and occurrences
// of rspUpdateDisplay() to UpdateDisplay().
//
// 08/22/97 JMI Changed occurrences of UpdateDisplay() back to
// rspUpdateDisplay(). Now that we are using the lock
// functions correctly, we don't need them.
// Also, removed rspLockBuffer() and rspUnlockBuffer() that
// were used to encapsulate the entire app in a lock.
//
// 08/22/97 BRH Changed the cookie position for use with a new smaller
// res.sak file since we now have Direct X and more sound,
// we needed more space on the CD.
//
// 08/23/97 JMI Now gets callbacks from the initialization and killing of
// the main menu and stops any playing title/main-menu musak
// when the main menu is killed.
//
// 08/24/97 JMI Added a timeout to the abortion of playing samples just in
// case there's a bug or a sound driver problem (no need to
// to taunt infinite loopage).
//
// 08/25/97 JMI Now sets the sound quality based on the current mode.
// Also, now, if there's no sak dir and no sak for the current
// audio mode, complains.
//
// 08/26/97 BRH Merged in changes from a branched game.cpp which has the
// special cases for the ending demo level of the game.
// Added a function GameEndingSequence which is called
// when the global flag that indicates the player has won is
// set. It plays the demo file and then calls the
// Title_EndingSequence.
//
// 08/26/97 JMI Now any menu can be restore in the GameCore() loop instead
// of just the main menu by setting pmenuStart to point at the
// menu to be next started.
//
// 08/30/97 BRH Fixed the base path for the logic table resource manager
// to load from the CD rather than the HD path.
//
// 09/02/97 JMI Added a new option to the demo actions which plays one of
// the factory preset demos.
// Also, in the case that there were no factory preset demos
// and the auto play demo kicked in, it would ASSERT that
// the filename was "".
//
// 09/02/97 JMI Now more deluxe control for regarding the starting of the
// next menu after an action in GameCore().
//
// 09/03/97 BRH Changed the g_resmgrRes logic table manager to load
// from the HD path rather than the CD path, so that it
// is easier to modify, add or change logics, especially
// if we have to patch them in the future.
//
// 09/04/97 JMI Now Game_ControlsMenu() only sets a new action if one is
// not already set. This keeps the controls menu from setting
// the action when it is launched from Play.cpp instead of
// here.
//
// 09/05/97 PPL In CorrectifyBasePath, made sure we allocate the buffer for the
// full path instead of letting getcwd allocate it for us. It's
// not that we won't let it -- it's just that the Mac implementation
// will not do it automatically as the PC implementation would.
//
// 09/05/97 PPL Per Bill's directions, we will use the path from the CD for
// the challenge level.
//
// 09/05/97 MJR A few changes to use the new network stuff.
//
// 09/06/97 MJR Now inits and kills the network problem GUI.
//
// 09/10/97 BRH Had to change the res.sak in order to fit the MPlayer
// and Heat setups on the CD, so I also had to change the
// cookie.
//
// 09/10/97 MJR Now properly converts paths from system to rspix format
// on the start single player and start challenge level
// dialogs. This bug only showed up on the Mac.
//
// 09/11/97 BRH Added different cookie and file position for
// COMP_USA_VERSION only.
//
// 09/11/97 JMI Removed old code for PLAY_SPECIFIC_LEVEL_ONLY macro which
// no longer exists.
//
// 09/12/97 MJR Now more code doesn't compile when the editor is disabled,
// in an attempt to make it harder to hack.
//
// 09/18/97 JMI Added expiration message for
// EXPIRATION_MSG_POSTAL_LAUNCH_WEEKEND compile condition.
//
// JMI Changed 'will expire on' to 'expires' so it sounds better
// both past/future/etc tense wise and the 'on' didn't work
// well with the format "Mon Sep 22 23:59:00" which contains
// no 'at'.
//
// 09/24/97 BRH For LOCALE != US version, took out the school yard demo
// from the ending sequence.
//
// 09/29/97 JMI Now will try to load any samples SAK in the case that there
// is no audio mode, the specified mode's samples SAK is not
// present, and there's no 'NoSak' dir specification.
// If absolutely no samples SAK is found, a message is
// displayed that does not mention whether or not your
// hardware supports the specified mode.
//
// 10/01/97 BRH Changed res.sak location so it would fit on the disk.
//
// 10/08/97 JMI Made the synchronization logs opened and closed via one
// set of two functions to make it easier to use them in
// different scenarios.
// Also, the logs should now only use the filename (excluding
// the path) to make it possible for Mac vs. PC logs to be
// compared.
//
// 10/10/97 JMI Updated Game_ControlsMenu() to handle joystick option
// when ALLOW_JOYSTICK is defined.
//
// 10/14/97 JMI Made SynchLog()'s expr parameter a double instead of an int
// for more accuracy.
//
// 10/15/97 JMI Changed the %g used to fprintf() SynchLog() expr values
// to %0.8f b/c the Mac and PC formats differed slightly. The
// Mac one often contains as many as four zeroes after the
// last significant decimal, sometimes less, and most of the
// time none. The PC never seems to put trailing zeroes.
//
// 10/16/97 JMI Now mac demo basename is mdefault.dmo (instead of
// default.dmo) since the game plays slightly differently on
// the Mac than on the PC.
//
// 10/22/97 JMI In the call to Play() for recording demos, FullPathHD() was
// being called on the passed in path but now that
// CRealm::Open() tries all the deluxe path stuff we don't
// need that (and cannot use it b/c Open() does a conversion
// to system path format as does FullPathHD() ).
//
// 11/20/97 JMI Added cooperative flag to Play() calls.
//
// 12/01/97 BRH Added flags for Add On levels to play calls, and
// added ACTION_PLAY_ADDON as one of the options.
//
// 12/04/97 BRH Added Single player menu option to play add on levels
// or original levels.
//
// 01/05/98 JMI Now uses RMix::GetMode() to get sound quality. Also, now
// uses the source bits per sample (instead of the device
// setting) to determine which sample resources to use.
// Note that the quality is still set based on the device bits
// per sample though so that the volumes could be tuned
// accordingly in SampleMaster's ms_asQualityCategoryAdjustors.
//
// 01/21/98 JMI Now the foreground and background callbacks use a value,
// INVALID_CURSOR_SHOW_LEVEL, to flag whether or not they're
// in the background so they know which callbacks to ignore
// and which one's to use. I think that before (under DirectX)
// we were getting more than one Backcall per Forecall and/or
// vice-versa.
//
// 03/05/98 BRH Now attempts to identify the PostalSD disc when the game
// starts to clear up any confusion about which CD must be
// in the drive to play the Add on Pack. The Add on Pack
// requires the original PostalCD in the drive, and it reads
// the original res.sak file from that disc. The PostalSD
// disc also has a res.sak file on it, but its not the one
// we want, and if someone tried to play the game with the
// PostalSD disc in the drive rather than the PostalCD, then
// the copy protection would flag it as invalid. So an
// additional check is now made and if the PostalSD disc
// is in the drive, it will display a message to tell them
// to put the PostalCD in the drive.
//
// 06/04/98 BRH Removed the demo timeout check from the SPAWN build since
// the spawn version doesn't have any demo files available
// it shouldn't try to run them when the user is idle. It
// was attempting to do so, and when it can't find a demo
// file, a message box pops up which would cause much
// confusion to the user.
//
// 07/08/98 JMI Removed extra Close() in checking for add on CD. Also,
// moved close that was in incorrect spot in check for add on
// CD. These were only annoying in Debug mode when it is
// flagged.
//
// 09/27/99 JMI Changed to allow ending sequence only in any locale
// satisfying the CompilerOptions macro VIOLENT_LOCALE.
//
// 10/07/99 JMI Conditional remove Add On start menu option when in
// SUPER_POSTAL target.
//
// 10/11/99 JMI Changed the audio sak name to be RATEjBITS instead of
// RATE_BITS to differentiate it from Orig & SD Postal sound
// saks.
//
// 02/04/00 MJR Added dialog box to prompt for original CD if
// PROMPT_FOR_ORIGINAL_CD is defined.
//
// MJR Changed so that it now checks the HD first and the VD
// second when trying to load the shell sak. This
// was done to fix problems with the Japan Add On.
//
// 03/30/00 MJR Changed to new macro for controlling the test for the
// original Postal CD to differentiate it from the test for
// a CD-ROM drive.
//
// Added AUDIO_SAK_SEPARATOR_CHAR to make it easy to control
// the separater character in audio sak filenames.
//
// 04/01/00 MJR Fixed bug with AUDIO_SAK_SEPARATOR_CHAR.
// Changed so in debug mode, it continues even if not on CD.
//
// 04/03/00 MJR Modified MUST_BE_ON_CD code so that the test is bypassed if
// the CD path is to our development server. This allows
// for easier testing.
//
// 06/24/01 MJR Got rid of CompUSA cookie variation. Also cleaned up a
// few other macros.
//
////////////////////////////////////////////////////////////////////////////////
#include "RSPiX.h"
#include <time.h>
#ifdef WIN32
#include <direct.h>
#else
#include <unistd.h>
#endif
#include "WishPiX/Menu/menu.h"
#include "WishPiX/Prefs/prefs.h"
#include "WishPiX/ResourceManager/resmgr.h"
#include "main.h"
#include "menus.h"
#include "game.h"
#include "localize.h"
#include "play.h"
#include "title.h"
#include "credits.h"
#include "scene.h"
#include "update.h"
#include "gameedit.h"
#include "MenuTrans.h"
#include "SampleMaster.h"
#include "net.h"
#include "NetDlg.h"
#include "input.h"
#include "InputSettingsDlg.h"
#include "encrypt.h"
#include "credits.h"
#include "CompileOptions.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
// Total units required for loading during title sequence (estimated)
#define TITLE_LOAD_UNITS 5000
// TEMPORARY! Determines how long the fake title sequence load will take.
// Remove this when there's real stuff being loaded.
#define TEMP_TITLE_LOOPS 500
#define TEMP_TITLE_TIME_PER_LOOP 10 // 100 looks normal, 10 goes extremely quickly
// Font stuff
#define BIG_FONT_FILE "res/fonts/system1.fnt"
#define POSTAL_FONT_FILE "res/fonts/smash.fnt"
#define FONT_HEIGHT 12 // "Best" for ComicB.
#define FONT_FORE_INDEX 255 // White or black.
#define FONT_BACK_INDEX 0 // Transparent.
#define NORMAL_PAL_TRAN_TIME 750
#define TEMP_ALPHA_EFFECT "2dEffects/alpha00.bmp"
#define SHELL_SAK_FILENAME "res/shell/shell.sak"
#define GAME_SAK_FILENAME "res/game/game.sak"
#define SAMPLES_SAK_SUBDIR "res/game/"
#define CUTSCENE_SAK_FILENAME_FRMT "res/cutscene/cutscene%02d.sak"
// Since the game plays slightly differently on the PC than on the Mac,
// we'll have two different sets of demos.
#define DEFAULT_DEMO_PREFIX "res/demos/default"
#define DEFAULT_DEMO_SUFFIX ".dmo"
#define DEMO_OPEN_TITLE "Choose a Demo File to Play Back"
#define DEMO_LEVEL_DIR "res/demos/."
#define ENDING_DEMO_NAME "res/levels/single/index.rdx" // Fake name for school.dmo
#define DEMO_DIR "res/demos/."
#define DEMO_EXT ".dmo"
#define LEVEL_DIR "res/levels/."
#if WITH_STEAMWORKS
extern bool EnableSteamCloud;
#define SAVEGAME_DIR (EnableSteamCloud ? "steamcloud" : "savegame")
#else
#define SAVEGAME_DIR ("savegame")
#endif
#define CHECK_FOR_ASSETS_FILENAME "res/res.sak"
#define CHECK_FOR_POSTALSD_FILENAME "res/hoods/ezmart.sak"
#define COOKIE_VALUE 0x9504cc39 //0xb5cf76dd
#define COOKIE_FILE_POSITION 289546856 //323290320
#define COOKIE_XOR_MASK 0x6afb39e5 //0x66666666
// Exponent used to define gamma curve.
#define GAMMA_EXPONENT 1.50
// The directories for each type of challenge levels.
#define TIMED_CHALLENGE_LEVEL_DIR "res/levels/gauntlet/timed/."
#define CHECKPOINT_CHALLENGE_LEVEL_DIR "res/levels/gauntlet/checkpt/."
#define GOAL_CHALLENGE_LEVEL_DIR "res/levels/gauntlet/goal/."
#define FLAG_CHALLENGE_LEVEL_DIR "res/levels/gauntlet/capflag/."
// The titles for the open dialog for each type of challenge levels.
#ifdef MOBILE
#define TIMED_CHALLENGE_OPEN_TITLE "Timed Challenge"
#define CHECKPOINT_CHALLENGE_OPEN_TITLE "Checkpoint Challenge"
#define GOAL_CHALLENGE_OPEN_TITLE "Goal Challenge"
#define FLAG_CHALLENGE_OPEN_TITLE "Capture the Flag Challenge"
#else
#define TIMED_CHALLENGE_OPEN_TITLE "Choose Timed Challenge"
#define CHECKPOINT_CHALLENGE_OPEN_TITLE "Choose Checkpoint Challenge"
#define GOAL_CHALLENGE_OPEN_TITLE "Choose Goal Challenge"
#define FLAG_CHALLENGE_OPEN_TITLE "Choose Capture the Flag Challenge"
#endif
#if TARGET == POSTAL_2015
#define XMAS_SAK_FILENAME "res/xmas/newgame.sak"
#define XMAS_SAK_SOUND "res/xmas/new22050_16.sak"
#define XMAS_SCRIPT_FILENAME "res/xmas/newgame.script"
#define XMAS_SCRIPT_SOUND "res/xmas/newsound.script"
#endif
#define INVALID_DIFFICULTY -7
#define TIME_OUT_FOR_ABORT_SOUNDS 3000 // In ms.
// Determines the number of elements in the passed array at compile time.
#define NUM_ELEMENTS(a) (sizeof(a) / sizeof(a[0]) )
// We use this value to flag the fact that we haven't hidden the cursor.
#define INVALID_CURSOR_SHOW_LEVEL ( (short)0x8000)
// Various action types
typedef enum
{
ACTION_NOTHING,
ACTION_PLAY_SINGLE,
ACTION_PLAY_BROWSE,
ACTION_PLAY_HOST,
ACTION_PLAY_CONNECT,
ACTION_PLAY_CHALLENGE,
ACTION_EDITOR,
ACTION_DEMO_PLAYBACK,
ACTION_DEMO_RECORD,
ACTION_EDIT_INPUT_SETTINGS,
ACTION_POSTAL_ORGAN,
ACTION_LOAD_GAME,
ACTION_PLAY_ADDON,
ACTION_PLAY_ADDON2,
ACTION_PLAY_ALL
#ifdef MOBILE
,ACTION_CONTINUE_GAME
#endif
} ACTION;
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// Global game settings
CGameSettings g_GameSettings;
// Cookie flag
int32_t g_lCookieMonster;
// Global screen buffer
RImage* g_pimScreenBuf;
// Global big font
RFont g_fontBig;
// Global Postal font.
RFont g_fontPostal;
// Resource manager for game resources. These are resources used by the actual
// game, like things that a CThing loads that is not level specific. For example,
// CBall loads, of course, foot.bmp, which would be loaded through this ResMgr.
// Note: This resmgr should not be used for things like info on ordering, menu
// resources, g_fontBig, or anything not specific to the real game.
// Note: Realm specifc data, such as alpha effects, etc., should be loaded
// through prealm->m_resmgr.
RResMgr g_resmgrGame;
// Resource manager for shell resources. Do not use this to load things like
// the main dudes' sprites.
RResMgr g_resmgrShell;
// Resource manager for non-SAK resources.
RResMgr g_resmgrRes;
// Time and Date values
int32_t g_lRegTime;
int32_t g_lRegValue;
int32_t g_lExpTime;
int32_t g_lExpValue;
int32_t g_lReleaseTime;
// Stockpile used to transfer loaded/saved data to/from the CDude's stockpile
CStockPile g_stockpile;
bool g_bTransferStockpile;
int16_t g_sRealmNumToSave;
// Flag for special end of game demo sequence which is set in Play() when
// it has been determined that the player has won.
bool g_bLastLevelDemo = false;
// The secret cookie value used to determine if the humongous file exists
static U32 ms_u32Cookie = COOKIE_VALUE;
// These variables are generally controlled via the menu system
static ACTION m_action;
static int32_t m_lDemoBaseTime;
static int32_t m_lDemoTimeOut;
static char m_szRealmFile[RSP_MAX_PATH+1];
static char m_szDemoFile[RSP_MAX_PATH+1];
static int16_t m_sRealmNum;
static bool m_bJustOneRealm;
// Cursor show level before we went to the background
static int16_t ms_sForegroundCursorShowLevel = INVALID_CURSOR_SHOW_LEVEL;
// Used by random number stuff
static int32_t m_lRandom = 1;
static RFile* m_pfileRandom = 0;
// Used by if-logging schtuff.
static int32_t ms_lSynchLogSeq = 0;
static RFile ms_fileSynchLog;
// true to create synchronization logs, false to compare to them.
static bool m_bWriteLogs = false;
static int16_t ms_sLoadedDifficulty = INVALID_DIFFICULTY;
static SampleMaster::SoundInstance ms_siMusak = 0;
////////////////////////////////////////////////////////////////////////////////
// Function prototypes
////////////////////////////////////////////////////////////////////////////////
static int16_t GameCore(void); // Returns 0 on success.
static void ResetDemoTimer(void);
static int16_t OpenSaks(void); // Returns 0 on success.
static void CloseSaks(void);
static int16_t LoadAssets(void);
static int16_t UnloadAssets(void);
static void GameSetRegistry(void);
static void GameGetRegistry(void);
static void GameEndingSequence(void);
static int16_t GetRealmToRecord(
char* pszRealmFile,
int16_t sMaxFileLen);
static int16_t GetDemoFile(
char* pszDemoFile,
int16_t sMaxFileLen);
// Callback gets called when OS is about to switch app into the background
static void BackgroundCall(void);
// Callback gets called when OS is about to switch app into the foreground
static void ForegroundCall(void);
// Returns difficulty for games.
// Note that this function is only valid once after a difficulty adjustment
// and then it goes back to the default (g_GameSettings value).
static int16_t GetGameDifficulty(void); // Returns cached game difficulty.
// Opens the synchronization log with the specified access flags if in a
// TRACENASSERT mode and synchronization logging is enabled.
// Also, opens the random log, if it is enabled via
// g_GameSettings.m_szDebugMovie or something.
static void OpenSynchLogs( // Returns nothing.
bool bWriteLogs); // In: true to create log, false to compare.
// Closes the synchronization logs, if open.
static void CloseSynchLogs(void); // Returns nothing.
////////////////////////////////////////////////////////////////////////////////
//
// Load a previously saved game
//
////////////////////////////////////////////////////////////////////////////////
extern int16_t Game_LoadPlayersGame( // Returns SUCCESS if loaded saved game file
char* pszSaveName, // In: Name of the saved game file to open
int16_t* psDifficulty, // Out: Saved game realm difficulty.
ACTION* paction); // Out: Saved game action.
bool StatsAreAllowed = false;
int Stat_BulletsFired = 0;
int Stat_BulletsHit = 0;
int Stat_BulletsMissed = 0;
int Stat_Deaths = 0;
int Stat_Suicides = 0;
int Stat_Executions = 0;
int Stat_HitsTaken = 0;
int Stat_DamageTaken = 0;
int Stat_Burns = 0;
int Stat_TimeRunning = 0;
int Stat_KilledHostiles = 0;
int Stat_KilledCivilians = 0;
int Stat_TotalKilled = 0;
int Stat_LevelsPlayed = 0;
uint32_t Flag_Achievements = 0;
#if 1 //PLATFORM_UNIX
#include <sys/stat.h>
static void EnumExistingSaveGames(Menu *menu)
{
char gamename[RSP_MAX_PATH];
int i = 0;
int Max = (sizeof(menu->ami) / sizeof(menu->ami[0])) - 1;
if (Max > MAX_SAVE_SLOTS)
Max = MAX_SAVE_SLOTS;
#if MOBILE
snprintf(gamename, sizeof (gamename), "%s/auto.gme", SAVEGAME_DIR);
const char *fname = FindCorrectFile(gamename, "w");
struct stat statbuf;
const char *str = "unused";
char timebuf[32];
menu->ami[0].sEnabled = (stat(fname, &statbuf) != -1);
if (menu->ami[0].sEnabled)
{
struct tm *tm;
if ((tm = localtime((const time_t*)&statbuf.st_mtime)) == NULL)
str = "unknown";
else
{
strftime(timebuf, sizeof (timebuf), "%m/%d/%y %H:%M", tm);
str = timebuf;
}
}
snprintf(gamename, sizeof (gamename), "Auto - [%s]", str);
menu->ami[0].pszText = strdup(gamename);
for (i = 0; i < Max; i++)
{
snprintf(gamename, sizeof (gamename), "%s/%d.gme", SAVEGAME_DIR, i);
const char *fname = FindCorrectFile(gamename, "w");
struct stat statbuf;
const char *str = "unused";
char timebuf[32];
menu->ami[i+1].sEnabled = (stat(fname, &statbuf) != -1);
if (menu->ami[i+1].sEnabled)
{
struct tm *tm;
if ((tm = localtime((const time_t*)&statbuf.st_mtime)) == NULL)
str = "unknown";
else
{
strftime(timebuf, sizeof (timebuf), "%m/%d/%y %H:%M", tm);
str = timebuf;
}
}
snprintf(gamename, sizeof (gamename), "%d - [%s]", i, str);
menu->ami[i+1].pszText = strdup(gamename);
}
#else
for (i = 0; i < Max; i++)
{
snprintf(gamename, sizeof (gamename), "%s/%d.gme", SAVEGAME_DIR, i);
const char *fname = FindCorrectFile(gamename, "w");
struct stat statbuf;
const char *str = "unused";
char timebuf[32];
menu->ami[i].sEnabled = (stat(fname, &statbuf) != -1);
if (menu->ami[i].sEnabled)
{
struct tm *tm;
if ((tm = localtime(&statbuf.st_mtime)) == NULL)
str = "unknown";
else
{
strftime(timebuf, sizeof (timebuf), "%m/%d/%y %H:%M", tm);
str = timebuf;
}
}
snprintf(gamename, sizeof (gamename), "%s/%d.gme [%s]", SAVEGAME_DIR, i, str);
menu->ami[i].pszText = strdup(gamename);
}
#endif
}
#endif
////////////////////////////////////////////////////////////////////////////////
//
// Do the high-level startup stuff, run the game, and then cleanup afterwards.
//
// It is assumed that the system/RSPiX environment are setup properly before
// this function is called.
//
////////////////////////////////////////////////////////////////////////////////
extern void TheGame(void)
{
int16_t sResult = 0;
// Set up callbacks for when OS sends us to foreground or background.
rspSetBackgroundCallback(BackgroundCall);
rspSetForegroundCallback(ForegroundCall);
ms_u32Cookie = ~ms_u32Cookie;
g_lRegValue = 0;
g_lExpValue = 0;
g_lRegTime = 0;
#ifdef CHECK_EXPIRATION_DATE
g_lExpTime = EXPIRATION_DATE;
#else
g_lExpTime = SAFE_DATE;
#endif
g_lReleaseTime = RELEASE_DATE;
// To make it more confusing for someone debugging through the code,
// the flag for the cookie check will be this large number SAFE_DATE.
// Once the game determines elsewhere that the cookie is correct, it will
// in some way modify the flag so that it is not SAFE_DATE, then later
// the check will be for anything other than SAFE_DATE
#ifdef CHECK_FOR_COOKIE
g_lCookieMonster = SAFE_DATE;
#else
g_lCookieMonster = SAFE_DATE - RELEASE_DATE;
#endif
g_bTransferStockpile = false;
// Get pointer to screen buffer and lock it. Our Update()
// unlocks and re-locks these each time it is called.
rspNameBuffers(&g_pimScreenBuf);
// Lock the RSPiX composite buffer so we can rect it.
rspLockBuffer();
// Clear screen buffer
rspRect(RSP_BLACK_INDEX, g_pimScreenBuf,
0, 0, g_pimScreenBuf->m_sWidth, g_pimScreenBuf->m_sHeight);
// Unlock now that we're done with the composite buffer.
rspUnlockBuffer();
// Update display
rspUpdateDisplay();
// Read all settings from preference file
sResult = CSettings::LoadPrefs(g_pszPrefFileName);
RFile file;
if (sResult == 0)
{
#ifdef PROMPT_FOR_ORIGINAL_CD
rspMsgBox(RSP_MB_ICN_INFO | RSP_MB_BUT_OK, g_pszAppName, g_pszPromptForOriginalCD);
#endif
#ifdef REQUIRE_POSTAL_CD
// Check to make sure the correct CD is in the drive. The Postal Add On Requires
// that the original PostalCD is in the drive.
int16_t sCorrectCD = -2;
while (sCorrectCD == -2)
{
// We are looking for a disc that has a res.sak, but doesn't have ezmart.sak
// to insure that they have the original PostalCD in the drive
if (file.Open(FullPathCD(CHECK_FOR_ASSETS_FILENAME), "r", RFile::LittleEndian) == 0)
{
file.Close();
sCorrectCD++;
if (file.Open(FullPathCD(CHECK_FOR_POSTALSD_FILENAME), "r", RFile::LittleEndian) != 0)
{
sCorrectCD++;
}
else
{
file.Close();
}
}
if (sCorrectCD != 0)
{
TRACE("Game(): Wrong CD in the drive - this is not the original PostalCD\n");
if (rspMsgBox(RSP_MB_ICN_INFO | RSP_MB_BUT_RETRYCANCEL, g_pszCriticalErrorTitle, g_pszWrongCD, "Wrong CD") == 3)
sCorrectCD = -2;
else
sCorrectCD = -3;
}
}
// If we have the correct CD in the drive, then we can proceed
sResult = sCorrectCD;
#endif // REQUIRE_POSTAL_CD
// Try loading special file that exists solely for the purpose of checking for
// valid paths in the prefs file. We do this for each of the paths.
if (sResult == 0)
{
if (file.Open(FullPathHD(CHECK_FOR_ASSETS_FILENAME), "r", RFile::LittleEndian) == 0)
file.Close();
else
{
sResult = -1;
TRACE("Game(): Can't find assets based on HD path specified in prefs!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszCantFindAssets, "HD");
}
}
if (sResult == 0)
{
if (file.Open(FullPathVD(CHECK_FOR_ASSETS_FILENAME), "r", RFile::LittleEndian) == 0)
file.Close();
else
{
sResult = -1;
TRACE("Game(): Can't find assets based on VD path specified in prefs!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszCantFindAssets, "VD");
}
}
if (sResult == 0)
{
if (file.Open(FullPathSound(CHECK_FOR_ASSETS_FILENAME), "r", RFile::LittleEndian) == 0)
file.Close();
else
{
sResult = -1;
TRACE("Game(): Can't find assets based on Sound path specified in prefs!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszCantFindAssets, "Sound");
}
}
if (sResult == 0)
{
if (file.Open(FullPathGame(CHECK_FOR_ASSETS_FILENAME), "r", RFile::LittleEndian) == 0)
file.Close();
else
{
sResult = -1;
TRACE("Game(): Can't find assets based on Game path specified in prefs!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszCantFindAssets, "Game");
}
}
if (sResult == 0)
{
if (file.Open(FullPathHoods(CHECK_FOR_ASSETS_FILENAME), "r", RFile::LittleEndian) == 0)
file.Close();
else
{
sResult = -1;
TRACE("Game(): Can't find assets based on Hoods path specified in prefs!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszCantFindAssets, "Hoods");
}
}
// Check for special file, COOKIE, and size.
if (sResult == 0)
{
ms_u32Cookie ^= COOKIE_XOR_MASK;
if (file.Open(FullPathCD(CHECK_FOR_ASSETS_FILENAME), "rb", RFile::LittleEndian) == 0)
{
#if defined(CHECK_FOR_COOKIE)
if (file.Seek(COOKIE_FILE_POSITION, SEEK_SET) == 0)
{
U32 u32Cookie = 0;
if (file.Read(&u32Cookie) == 1)
{
if (u32Cookie == ms_u32Cookie)
{
// Okay, you can play.
// This can be any number, the check will verify that the
// g_lCookieMonster is not SAFE_DATE.
g_lCookieMonster += 15;
}
else
{
//sResult = -4;
TRACE("Game(): Cookie value is incorrect.\n");
}
}
else
{
//sResult = -3;
TRACE("Game(): Failed to read cookie.\n");
}
}
else
{
//sResult = -2;
TRACE("Game(): Cookie file is incorrect size!\n");
}
#endif // defined(CHECK_FOR_COOKIE)
file.Close();
}
else
{
sResult = -1;
TRACE("Game(): Can't find assets based on CD path specified in prefs!\n");
}
// If any problems . . .
if (sResult != 0)
{
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszCantFindAssets, "CD");
}
}
// Check for CDROM drive.
if (sResult == 0)
{
#if defined(MUST_BE_ON_CD)
// Check for the special case where the path is the one we use for
// development. If someone out there happens to use this as their
// own path, then they will defeat this test for CD-ROM. Oh well.
char* pszDevelopmentPath = "\\\\narnia\\projects\\";
if (strnicmp(FullPathCD("."), pszDevelopmentPath, strlen(pszDevelopmentPath)) != 0)
{
#if defined(WIN32)
if (GetDriveType(FullPathCD(".") ) != DRIVE_CDROM)
#else
#error MUST_BE_ON_CD feature is currently implemented only for Win32
#endif
{
// Only set the error flag if we're in release mode
#ifndef _DEBUG
sResult = -1;
#endif
TRACE("Game(): CD path is not a CDROM!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszNotOnCDROM);
}
}
#endif
}
if (sResult == 0)
{
// Set the gamma level to value indicated by settings.
SetGammaLevel(g_GameSettings.m_sGammaVal);
// If trickier quit specified . . .
if (g_GameSettings.m_sTrickySystemQuit != FALSE)
{
// Add shift key as a requirement for the quit status keys.
rspSetQuitStatusFlags(RSP_GKF_SHIFT);
}
// Open SAKs or setup equivalent paths.
sResult = OpenSaks();
if (sResult == 0)
{
// Start title, passing the "total units" for its progress meter
sResult = StartTitle(1, true, &ms_siMusak);
if (sResult == 0)
{
// Load assets that we want to keep around at all times
sResult = LoadAssets();
// End title (regardless of previous result)
EndTitle();
if (sResult == 0)
{
// Set the font most GUIs will use (the menu system uses its own RPrint).
// Note that the size does not matter, we just want to set the font ptr.
RGuiItem::ms_print.SetFont(15, &g_fontBig);
// Do the core game stuff
sResult = GameCore();
// If there weren't any errors, wrap things up
if (!sResult)
{
// Do ending credits
if (rspGetQuitStatus() > 1)
{
rspSetQuitStatus(0);
Credits();
}
}
}
else
{
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszGeneralError);
}
// Unload assets loaded earlier
UnloadAssets();
}
else
{
TRACE("Game(): Error returned by StartTitle()!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszTitleError);
}
}
else
{
TRACE("Game(): Error returned by OpenSaks().\n");
}
#if 0
// Make sure we're not paused . . .
if (RMix::IsPaused() )
{
RMix::Resume();
}
#endif
// Abort all samples.
AbortAllSamples();
// We should never need a timeout but I don't want to risk a Muppets
// scenario where a shitty sound driver causes us to think a sound is always
// playing.
// Wait for all samples to finish.
int32_t lTimeOutTime = rspGetMilliseconds() + TIME_OUT_FOR_ABORT_SOUNDS;
// Wait for them to stop.
while (IsSamplePlaying() == true && rspGetMilliseconds() < lTimeOutTime)
{
// Always do periodic updates.
// Crucial to sound completing.
UpdateSystem();
}
// Close SAKs and/or create SAKs??
CloseSaks();
}
// Save all settings to preference file
sResult = CSettings::SavePrefs(g_pszPrefFileName);
if (sResult > 0)
{
TRACE("Game(): Read-only prefs file!\n");
// rspMsgBox(RSP_MB_ICN_INFO | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszPrefReadOnly);
}
else if (sResult < 0)
{
TRACE("Game(): Error writing prefs file!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszPrefWriteError);
}
}
else
{
TRACE("Game(): Error returned by ReadGamePrefs()!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszPrefReadError);
}
// Remove the callbacks
rspSetBackgroundCallback(NULL);
rspSetForegroundCallback(NULL);
}
////////////////////////////////////////////////////////////////////////////////
//
// Do the core game stuff (display menu, play a game, run the demo, etc.)
//
////////////////////////////////////////////////////////////////////////////////
static int16_t GameCore(void) // Returns 0 on success.
{
int16_t sResult = 0;
uint16_t usDemoCount = 0;
bool bMPath = false,
bMPathServer = false;
#ifdef CHECK_EXPIRATION_DATE
#ifdef WIN32
char acTime[100];
strcpy(acTime, asctime(gmtime(&g_lExpTime)));
#define NEXT_LINE "\n\n"
#else
char acTime[100];
uint32_t lTime = g_lExpTime + (((365 * 70UL) + 17) * 24 * 60 * 60); // time_fudge 1900->1970
strcpy(acTime, ctime(&lTime));
char* pCR = strchr(acTime, '\n');
if (pCR != NULL)
*pCR = 0;
#define NEXT_LINE "\r\r"
#endif // WIN32
rspMsgBox(
RSP_MB_ICN_INFO | RSP_MB_BUT_OK,
#if defined(EXPIRATION_MSG_POSTAL_LAUNCH_WEEKEND)
// Title
"Postal Launch Weekend Edition",
#elif defined(EXPIRATION_MSG_MARKETING_RELEASE)
// Title
"Postal Beta Contest",
// Message Body
"This is a large, single-player, single-level BETA test version -- that means we're "
"still working on it and it's not final. But we want your comments to help us make it "
"even cooler, so we're holding a BETA TEST CONTEST!"
NEXT_LINE
"We're giving away tons o' free stuff, including FREE GAMES, T-SHIRTS, and even a hot "
"NEW DELL 266MHZ COMPUTER!"
NEXT_LINE
"If you haven't already registered, visit http://www.gopostal.com to find out more about Postal "
"and how you can register for the BETA TEST CONTEST!"
NEXT_LINE
#else
// Title
"Limited-Time Version",
#endif
// Message Body
"This limited-time version will expire on %s"
NEXT_LINE
"After the expiration date, you will still be able to get into the game, "
"but you will notice that everyone bursts into flames and dies. This is "
"NOT a bug -- it simply indicates that your version has expired.",
// Time String
acTime);
#endif // CHECK_EXPIRATION_DATE
#ifndef _WIN32
UnlockAchievement(ACHIEVEMENT_PLAY_ON_NON_WINDOWS_PLATFORM);
#endif
// Clear end of game flag - play will set the flag if the player wins the game
g_bLastLevelDemo = false;
// Clear any events that might be in the queue
rspClearAllInputEvents();
ClearXInputState();
// Get the registry value
GameGetRegistry();
// Init demo mode times
m_lDemoBaseTime = rspGetMilliseconds();
m_lDemoTimeOut = g_GameSettings.m_lInitialDemoTimeOut;
// Clear flags that are updated by the menu system callbacks (in this module)
m_action = ACTION_NOTHING;
m_sRealmNum = 0;
m_szRealmFile[0] = 0;
m_bJustOneRealm = false;
// Flag indicates whether or not menu is active
bool bMenuActive = false;
ACTION actionNext = ACTION_NOTHING; // Initialized for safety.
Menu* pmenuStart = NULL; // Next menu to start if not NULL.
bool bPalTran = true; // true to PalTranOn() before next
// menu.
bool bTitleImage = true; // true to display title image before
// next menu.
bool bTitleMusak = true; // true to play title musak during
// next menu. Requires title image.
//////////////////////////////////////
//////////////////////////////////////
// Keep looping until user quits or error occurs. Maybe even play
// a game or two along the way. If there's no user input for a
// certain amount of time, automatically run the self-playing demo.
RInputEvent ie;
memset(&ie, '\0', sizeof (ie)); // fix valgrind complaining... --ryan.
while (sResult == 0)
{
// Clear the end of game flag each time just to be safe, it only needs
// to be set within the last iteration
g_bLastLevelDemo = false;
// As always...
UpdateSystem();
// Get next input event
ie.type = RInputEvent::None;
rspGetNextInputEvent(&ie);
// If there's any key or button input, or the app is in BG mode (per the OS),
// reset the demo timer
if ((ie.type != RInputEvent::None) || rspIsBackground())
ResetDemoTimer();
// Does user want to exit app? Do this BEFORE checking whether menu is active
// so we won't bother activating the menu only to find out we're going to exit.
if (rspGetQuitStatus())
break;
// If menu isn't active, get it going
if (!bMenuActive)
{
// If paltran requested . . .
if (bPalTran)
PalTranOn();
sResult = StartMenu(pmenuStart ? pmenuStart : &menuMain, &g_resmgrShell, g_pimScreenBuf);
if (sResult == 0)
{
bMenuActive = true;
// Restore defaults.
pmenuStart = NULL;
bPalTran = true;
bTitleImage = true;
bTitleMusak = true;
}
else
{
TRACE("GameLoop(): Error returned by StartMenu()!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszAppName, "Cannot initialize menu system, most likely due to a memory or drive error.\n");
break;
}
}
// Let menu system do its thing
DoMenuInput(&ie, g_InputSettings.m_sUseJoy);
DoMenuOutput(g_pimScreenBuf);
// Update the screen
rspUpdateDisplay();
// If this is not the spawn version, then check to see if the user has been
// idle long enough to run a demo. The spawn version doesn't have any
// demos available, so we shouldn't try to run them.
#ifndef SPAWN
// If there's no user action and the demo timer expired, simulate the
// appropriate action to start the self-running demo.
#ifndef AUTO_DEMOS_REMOVED // It's time to stop.
if ((m_action == ACTION_NOTHING) &&
((rspGetMilliseconds() - m_lDemoBaseTime) >= m_lDemoTimeOut) &&
g_GameSettings.m_sNumAvailableDemos > 0)
m_action = ACTION_DEMO_PLAYBACK;
#endif
#endif // SPAWN
// Reset next action.
actionNext = ACTION_NOTHING;
// Any action to handle?
if (m_action != ACTION_NOTHING)
{
// Handle the action
switch(m_action)
{
//------------------------------------------------------------------------------
// Play single player game
//------------------------------------------------------------------------------
case ACTION_PLAY_SINGLE:
// If this is the spawn version, then they are not allowed to play single
// player, so we will take out some of the single player code so its not
// easy to hack back in.
#ifndef SPAWN
// End menu
StopMenu();
PalTranOff();
bMenuActive = false;
// Clear the game winning flag - play will set it before it returns
// if the player has won the game
g_bLastLevelDemo = false;
Play(
NULL, // No client (not network game)
NULL, // No server (not network game)
INPUT_MODE_LIVE, // Input mode
m_sRealmNum, // Realm number OR -1 to use realm file
m_szRealmFile, // Realm file
m_bJustOneRealm, // Whether to play just one realm or not
false, // Not challenge mode
0, // Not new single player Add on levels
GetGameDifficulty(), // Difficulty level
false, // Rejunenate (MP only)
0, // Time limit (MP only)
0, // Kill limit (MP only)
0, // Use cooperative levels (MP only)
0, // Use cooperative mode (MP only)
0, // Frame time (MP only)
NULL); // Demo mode file
#ifdef MOBILE
AndroidSetScreenMode(TOUCH_SCREEN_MENU);
#endif
// If the player won the game, show them the last level demo
// and then the ending cutscenes.
if (g_bLastLevelDemo)
GameEndingSequence();
// clear the end of game flag just to be safe
g_bLastLevelDemo = false;
#endif
break;
//------------------------------------------------------------------------------
// Join a multiplayer game
//------------------------------------------------------------------------------
case ACTION_PLAY_BROWSE:
case ACTION_PLAY_CONNECT:
// If multiplayer is disabled, leave out this code to make it harder to hack back in
#ifndef MULTIPLAYER_DISABLED
{
// Set flag as to whether we're browsing or connecting
bool bBrowse = (m_action == ACTION_PLAY_BROWSE) ? true : false;
// Startup sockets with selected protocol
if (RSocket::Startup((RSocket::ProtoType)g_GameSettings.m_usProtocol, false) == 0)
{
InitNetProbGUI();
// Set next menu to start on to the current menu.
pmenuStart = GetCurrentMenu();
// End the menu but don't PalTranOff unless we actually join a game.
StopMenu();
bMenuActive = false;
bPalTran = false;
bTitleImage = false;
bTitleMusak = false;
// Use the net game dialog to join a multiplayer game
CNetClient* pnetclient = new CNetClient;
NetMsg msg;
if (DoNetGameDialog(pnetclient, bBrowse, NULL, &msg) == 0)
{
// If the game was actually started...
if (msg.msg.nothing.ucType == NetMsg::START_GAME)
{
PalTranOff();
// Go back to the main menu when done and do
// all the deluxe stuff.
pmenuStart = NULL;
bPalTran = true;
bTitleImage = true;
bTitleMusak = true;
ASSERT(pnetclient->GetNumPlayers() >= 1);
// Create synchronization logs, if enabled.
OpenSynchLogs(true);
Play(
pnetclient, // Client
NULL, // No server (not hosting game)
INPUT_MODE_LIVE, // Input mode
msg.msg.startGame.sRealmNum, // Realm number OR -1 to use realm file
msg.msg.startGame.acRealmFile, // Realm file
msg.msg.startGame.sRealmNum >= 0 ? false : true, // Whether to play just one realm or not
false, // Not challenge mode
0, // Not new single player Add On leves
msg.msg.startGame.sDifficulty, // Difficulty
msg.msg.startGame.sRejuvenate, // Rejunenate (MP only)
msg.msg.startGame.sTimeLimit, // Time limit (MP only)
msg.msg.startGame.sKillLimit, // Kill limit (MP only)
msg.msg.startGame.sCoopLevels, // Cooperative or Deathmatch levels (MP only)
msg.msg.startGame.sCoopMode, // Cooperative or Deathmatch mode (MP only)
msg.msg.startGame.sFrameTime, // Frame time (MP only)
NULL); // Demo mode file
#ifdef MOBILE
AndroidSetScreenMode(TOUCH_SCREEN_MENU);
#endif
// Close synchronization logs, if opened.
CloseSynchLogs();
}
}
delete pnetclient;
KillNetProbGUI();
RSocket::Shutdown();
}
else
{
TRACE("GameCore(): Couldn't init protocol!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszAppName, "The selected network protocol has failed to initialize. Please contact your system administrator or network vendor.\n");
}
}
#endif //MULTIPLAYER_DISABLED
break;
//------------------------------------------------------------------------------
// Host a multiplayer game
//------------------------------------------------------------------------------
case ACTION_PLAY_HOST:
// If multiplayer is disabled, leave out this code to make it harder to hack back in
#ifndef MULTIPLAYER_DISABLED
{
// Startup sockets with selected protocol
if (RSocket::Startup((RSocket::ProtoType)g_GameSettings.m_usProtocol, false) == 0)
{
InitNetProbGUI();
// Set next menu to start on to the current menu.
pmenuStart = GetCurrentMenu();
// End the menu but don't PalTranOff unless we actually join a game.
StopMenu();
bMenuActive = false;
bPalTran = false;
bTitleImage = false;
bTitleMusak = false;
// Use the net game dialog to host a multiplayer game
CNetClient* pnetclient = new CNetClient;
CNetServer* pnetserver = new CNetServer;
NetMsg msg;
if (DoNetGameDialog(pnetclient, false, pnetserver, &msg) == 0)
{
// If the game was actually started...
if (msg.msg.nothing.ucType == NetMsg::START_GAME)
{
PalTranOff();
// Go back to the main menu when done and do
// all the deluxe stuff.
pmenuStart = NULL;
bPalTran = true;
bTitleImage = true;
bTitleMusak = true;
ASSERT(pnetclient->GetNumPlayers() >= 1);
// Create synchronization logs, if enabled.
OpenSynchLogs(true);
Play(
pnetclient, // Client
pnetserver, // Server, too
INPUT_MODE_LIVE, // Input mode
msg.msg.startGame.sRealmNum, // Realm number OR -1 to use realm file
msg.msg.startGame.acRealmFile, // Realm file
msg.msg.startGame.sRealmNum >= 0 ? false : true, // Whether to play just one realm or not
false, // Not challenge mode
0, // Not new single player Add on levels
msg.msg.startGame.sDifficulty, // Difficulty
msg.msg.startGame.sRejuvenate, // Rejunenate (MP only)
msg.msg.startGame.sTimeLimit, // Time limit (MP only)
msg.msg.startGame.sKillLimit, // Kill limit (MP only)
msg.msg.startGame.sCoopLevels, // Cooperative or Deathmatch levels (MP only)
msg.msg.startGame.sCoopMode, // Cooperative or Deathmatch mode (MP only)
msg.msg.startGame.sFrameTime, // Frame time (MP only)
NULL); // Demo mode file
#ifdef MOBILE
AndroidSetScreenMode(TOUCH_SCREEN_MENU);
#endif
// Close synchronization logs, if opened.
CloseSynchLogs();
}
}
delete pnetserver;
delete pnetclient;
KillNetProbGUI();
RSocket::Shutdown();
}
else
{
TRACE("GameCore(): Couldn't init protocol!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszAppName, "The selected network protocol has failed to initialize. Please contact your system administrator or network vendor.\n");
}
}
#endif //MULTIPLAYER_DISABLED
break;
//------------------------------------------------------------------------------
// Play challenge game
//------------------------------------------------------------------------------
case ACTION_PLAY_CHALLENGE:
// Remember menu to go back to.
pmenuStart = GetCurrentMenu();
// End the menu.
StopMenu();
bMenuActive = false;
// Turn off paltran but remember to restore.
PalTranOff();
bPalTran = true;
// Remember to show title, but no musak.
bTitleImage = true;
bTitleMusak = false;
// Note that m_sRealmNum, m_szRealmFile, and m_bJustOneRealm are
// set via the callback, Game_StartChallengeGame().
// ***ADD FLAG(S) TO THIS CALL INDICATING THIS IS A CHALLENGE GAME***
Play(
NULL, // No client (not network game)
NULL, // No server (not network game)
INPUT_MODE_LIVE, // Input mode
m_sRealmNum, // Realm number OR -1 to use realm file
m_szRealmFile, // Realm file
m_bJustOneRealm, // Whether to play just one realm or not
true, // Play challenge levels
false, // Not new single player Add On levels
GetGameDifficulty(), // Difficulty level
false, // Rejunenate (MP only)
0, // Time limit (MP only)
0, // Kill limit (MP only)
0, // Cooperative (MP only)
0, // Use cooperative mode (MP only)
0, // Frame time (MP only)
NULL); // Demo mode file
#ifdef MOBILE
AndroidSetScreenMode(TOUCH_SCREEN_MENU);
#endif
break;
//------------------------------------------------------------------------------
// Play Add On levels
//------------------------------------------------------------------------------
case ACTION_PLAY_ADDON:
#ifndef SPAWN
// Remember menu to go back to.
pmenuStart = GetCurrentMenu();
// End the menu.
StopMenu();
bMenuActive = false;
// Turn off paltran but remember to restore.
PalTranOff();
bPalTran = true;
// Remember to show title, but no musak.
bTitleImage = true;
bTitleMusak = false;
// Note that m_sRealmNum, m_szRealmFile, and m_bJustOneRealm are
// set via the callback, Game_StartChallengeGame().
// ***ADD FLAG(S) TO THIS CALL INDICATING THIS IS A CHALLENGE GAME***
Play(
NULL, // No client (not network game)
NULL, // No server (not network game)
INPUT_MODE_LIVE, // Input mode
m_sRealmNum, // Realm number OR -1 to use realm file
m_szRealmFile, // Realm file
m_bJustOneRealm, // Whether to play just one realm or not
false, // Don't play challenge levels
1, // Play new single player Add on levels
GetGameDifficulty(), // Difficulty level
false, // Rejunenate (MP only)
0, // Time limit (MP only)
0, // Kill limit (MP only)
0, // Cooperative (MP only)
0, // Use cooperative mode (MP only)
0, // Frame time (MP only)
NULL); // Demo mode file
#ifdef MOBILE
AndroidSetScreenMode(TOUCH_SCREEN_MENU);
#endif
#endif // SPAWN
break;
#if TARGET == POSTAL_2015
#ifndef SPAWN
case ACTION_PLAY_ADDON2:
// Remember menu to go back to.
pmenuStart = GetCurrentMenu();
// End the menu.
StopMenu();
bMenuActive = false;
// Turn off paltran but remember to restore.
PalTranOff();
bPalTran = true;
// Remember to show title, but no musak.
bTitleImage = true;
bTitleMusak = false;
// Note that m_sRealmNum, m_szRealmFile, and m_bJustOneRealm are
// set via the callback, Game_StartChallengeGame().
// ***ADD FLAG(S) TO THIS CALL INDICATING THIS IS A CHALLENGE GAME***
Play(
NULL, // No client (not network game)
NULL, // No server (not network game)
INPUT_MODE_LIVE, // Input mode
m_sRealmNum, // Realm number OR -1 to use realm file
m_szRealmFile, // Realm file
m_bJustOneRealm, // Whether to play just one realm or not
false, // Don't play challenge levels
2, // Play new single player Japan Add on levels
GetGameDifficulty(), // Difficulty level
false, // Rejunenate (MP only)
0, // Time limit (MP only)
0, // Kill limit (MP only)
0, // Cooperative (MP only)
0, // Use cooperative mode (MP only)
0, // Frame time (MP only)
NULL); // Demo mode file
#ifdef MOBILE
AndroidSetScreenMode(TOUCH_SCREEN_MENU);
#endif
break;
case ACTION_PLAY_ALL:
// Remember menu to go back to.
pmenuStart = GetCurrentMenu();
// End the menu.
StopMenu();
bMenuActive = false;
// Turn off paltran but remember to restore.
PalTranOff();
bPalTran = true;
// Remember to show title, but no musak.
bTitleImage = true;
bTitleMusak = false;
// Note that m_sRealmNum, m_szRealmFile, and m_bJustOneRealm are
// set via the callback, Game_StartChallengeGame().
// ***ADD FLAG(S) TO THIS CALL INDICATING THIS IS A CHALLENGE GAME***
Play(
NULL, // No client (not network game)
NULL, // No server (not network game)
INPUT_MODE_LIVE, // Input mode
m_sRealmNum, // Realm number OR -1 to use realm file
m_szRealmFile, // Realm file
m_bJustOneRealm, // Whether to play just one realm or not
false, // Don't play challenge levels
3, // Play all other levels, though
GetGameDifficulty(), // Difficulty level
false, // Rejunenate (MP only)
0, // Time limit (MP only)
0, // Kill limit (MP only)
0, // Cooperative (MP only)
0, // Use cooperative mode (MP only)
0, // Frame time (MP only)
NULL); // Demo mode file
#ifdef MOBILE
AndroidSetScreenMode(TOUCH_SCREEN_MENU);
#endif
// If the player won the game, show them the last level demo
// and then the ending cutscenes.
if (g_bLastLevelDemo)
GameEndingSequence();
// clear the end of game flag just to be safe
g_bLastLevelDemo = false;
break;
#endif // SPAWN
#endif // POSTAL_2015
//------------------------------------------------------------------------------
// Playback demo
//------------------------------------------------------------------------------
case ACTION_DEMO_PLAYBACK:
{
// Prepare all settings for demo mode
CSettings::PreDemo();
// If demo debug movie file is specified in prefs, open it now. The RFile*
// is does double-duty as a flag, where non-zero means movie mode is enabled.
RFile* pfileDemoDebugMovie = 0;
#if 0
if (strlen(g_GameSettings.m_szDemoDebugMovie) > 0)
{
pfileDemoDebugMovie = new RFile;
if (pfileDemoDebugMovie->Open(g_GameSettings.m_szDemoDebugMovie, "rb", RFile::LittleEndian) != 0)
{
delete pfileDemoDebugMovie;
pfileDemoDebugMovie = 0;
}
}
#else
// Compare to synchronization logs, if enabled.
OpenSynchLogs(false);
#endif
if (InputDemoInit() == 0)
{
// If no specific filename has been set for the demo, then load one of
// the default demos.
if (m_szDemoFile[0] == '\0')
{
// If there are default demos . . .
if(g_GameSettings.m_sNumAvailableDemos > 0)
{
sprintf(m_szDemoFile, "%s%d%s", FullPathHD(DEFAULT_DEMO_PREFIX), usDemoCount % MAX((int16_t) 1, g_GameSettings.m_sNumAvailableDemos), DEFAULT_DEMO_SUFFIX);
}
}
// If there is now a demo filename . . .
if (m_szDemoFile[0] != '\0')
{
RFile fileDemo;
usDemoCount++;
if (fileDemo.Open(m_szDemoFile, "rb", RFile::LittleEndian) == 0)
{
// Read name of realm file
char szRealmFile[RSP_MAX_PATH];
fileDemo.Read(szRealmFile);
// Read whether it's a full path.
int16_t sRealmFileIsFullPath;
fileDemo.Read(&sRealmFileIsFullPath);
if (!fileDemo.Error())
{
// Load input demo data (must be BEFORE setting playback mode)
if (InputDemoLoad(&fileDemo) == 0)
{
// End menu (now that we know there were no errors)
StopMenu();
PalTranOff();
bMenuActive = false;
Play(
NULL, // No client (not network game)
NULL, // No server (not network game)
INPUT_MODE_PLAYBACK, // Input mode
-1, // Always use specific realm file
szRealmFile, // Realm file to be played
false, // Don't play just one realm
false, // Not challenge mode
0, // Not new single player Add On levels
GetGameDifficulty(), // Difficulty level
false, // Rejunenate (MP only)
0, // Time limit (MP only)
0, // Kill limit (MP only)
0, // Cooperative (MP only)
0, // Use cooperative mode (MP only)
0, // Frame time (MP only)
pfileDemoDebugMovie); // Demo mode file
}
else
{
TRACE("GameCore(): Couldn't load demo data!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszAppName, g_pszFileReadError_s, (char*) m_szDemoFile);
}
}
else
{
TRACE("GameCore(): Couldn't load realm name!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszAppName, g_pszFileReadError_s, (char*) m_szDemoFile);
}
fileDemo.Close();
}
else
{
TRACE("GameCore(): Couldn't open demo file: '%s'\n", m_szDemoFile);
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszAppName, g_pszFileOpenError_s, (char*) m_szDemoFile);
}
}
else
{
TRACE("GameCore(): No demo filename.\n");
}
// Reset demo file name for next time.
m_szDemoFile[0] = 0;
InputDemoKill();
}
#if 0
if (pfileDemoDebugMovie)
{
// File may have been closed by Play() if an error occurred
if (pfileDemoDebugMovie->IsOpen())
pfileDemoDebugMovie->Close();
delete pfileDemoDebugMovie;
pfileDemoDebugMovie = 0;
}
#else
CloseSynchLogs();
#endif
#ifdef MOBILE
AndroidSetScreenMode(TOUCH_SCREEN_MENU);
#endif
// Restore settings to what they were before demo mode
CSettings::PostDemo();
}
break;
//------------------------------------------------------------------------------
// Record demo
//------------------------------------------------------------------------------
case ACTION_DEMO_RECORD:
{
// Prepare all settings for demo mode
CSettings::PreDemo();
// If demo debug movie file is specified in prefs, open it now. The RFile*
// is does double-duty as a flag, where non-zero means movie mode is enabled.
RFile* pfileDemoDebugMovie = 0;
#if 0
if (strlen(g_GameSettings.m_szDemoDebugMovie) > 0)
{
pfileDemoDebugMovie = new RFile;
if (pfileDemoDebugMovie->Open(g_GameSettings.m_szDemoDebugMovie, "wb", RFile::LittleEndian) != 0)
{
delete pfileDemoDebugMovie;
pfileDemoDebugMovie = 0;
}
}
#else
// Create synchronization logs, if enabled.
OpenSynchLogs(true);
#endif
if (InputDemoInit() == 0)
{
// Get name of realm to play
char szRealmFile[RSP_MAX_PATH];
int16_t sGetRealmResult = GetRealmToRecord(szRealmFile, sizeof(szRealmFile));
switch (sGetRealmResult)
{
case 0: // Success.
break;
case 1: // Not a relative path. Got a full path.
break;
default: // Error.
break;
}
if (sGetRealmResult >= 0)
{
// Get name of demo file to save to
char szDemoFile[RSP_MAX_PATH];
if (GetDemoFile(szDemoFile, sizeof(szDemoFile)) == 0)
{
// Open demo file
RFile fileDemo;
if (fileDemo.Open(szDemoFile, "wb", RFile::LittleEndian) == 0)
{
// Write name of realm file
fileDemo.Write(szRealmFile);
// Write whether it's a full path.
fileDemo.Write(sGetRealmResult);
// End menu (now that we know there were no errors)
StopMenu();
PalTranOff();
bMenuActive = false;
Play(
NULL, // No client (not network game)
NULL, // No server (not network game)
INPUT_MODE_RECORD, // Input mode
-1, // Always use specific realm file
szRealmFile, // Realm file to be played
false, // Don't play just one realm
false, // Not challenge mode
0, // Not new single player Add on levels
GetGameDifficulty(), // Difficulty level
false, // Rejunenate (MP only)
0, // Time limit (MP only)
0, // Kill limit (MP only)
0, // Cooperative (MP only)
0, // Use cooperative mode (MP only)
0, // Frame time (MP only)
pfileDemoDebugMovie); // Demo mode file
#ifdef MOBILE
AndroidSetScreenMode(TOUCH_SCREEN_MENU);
#endif
// Save input data to file
if (InputDemoSave(&fileDemo) != 0)
{
TRACE("GameCore(): Couldn't save demo data!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszAppName, g_pszFileWriteError_s, szDemoFile);
}
}
fileDemo.Close();
}
else
{
TRACE("GameCore(): Couldn't open demo file: '%s'\n", szDemoFile);
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszAppName, g_pszFileOpenError_s, szDemoFile);
}
}
InputDemoKill();
}
#if 0
if (pfileDemoDebugMovie)
{
// File may have been closed by Play() if an error occurred
if (pfileDemoDebugMovie->IsOpen())
pfileDemoDebugMovie->Close();
delete pfileDemoDebugMovie;
pfileDemoDebugMovie = 0;
}
#else
CloseSynchLogs();
#endif
// Restore settings to what they were before demo mode
CSettings::PostDemo();
}
break;
//------------------------------------------------------------------------------
// Go to the editor
//------------------------------------------------------------------------------
#if !defined(EDITOR_DISABLED)
case ACTION_EDITOR:
// End menu
StopMenu();
PalTranOff();
bMenuActive = false;
// Run the game editor
GameEdit();
break;
#endif
//------------------------------------------------------------------------------
// Edit key, mouse, or joystick settings.
//------------------------------------------------------------------------------
case ACTION_EDIT_INPUT_SETTINGS:
// Leave the menu on.
// Run the input settings editor.
EditInputSettings();
break;
//------------------------------------------------------------------------------
// Postal organ.
//------------------------------------------------------------------------------
case ACTION_POSTAL_ORGAN:
// Launch Postal Organ.
PlayWithMyOrgan();
break;
//------------------------------------------------------------------------------
// Load previously saved user game.
//------------------------------------------------------------------------------
case ACTION_LOAD_GAME:
{
// Static so dialog will "remember" the previously-used name
static char szFileSaved[RSP_MAX_PATH] = "";
// If not yet used, start out in appropirate directory
if (szFileSaved[0] == '\0')
strcpy(szFileSaved, FullPathHD(SAVEGAME_DIR));
// Display option dialog to let user choose a realm file
#if 1 //PLATFORM_UNIX
char tmp[RSP_MAX_PATH];
if (PickFile("Choose Game Slot", EnumExistingSaveGames, szFileSaved, sizeof(szFileSaved)) == 0)
{
#ifdef MOBILE
//Android we have the format "1 - date"
//Auot save is "Auto - date"
//Need to create the filename
char number = szFileSaved[0];
if (number == 'A') //Check for auto save now
snprintf(szFileSaved, sizeof (szFileSaved), "%s/auto.gme", SAVEGAME_DIR);
else
snprintf(szFileSaved, sizeof (szFileSaved), "%s/%c.gme", SAVEGAME_DIR,number);
TRACE("Load file: %s",szFileSaved);
#else
char *ptr = strrchr(szFileSaved, '[');
if (ptr) *(ptr-1) = '\0';
#endif
// This function will open the saved game file and set the correct game mode
// and settings. Note that this modifies the m_action (that's how we get
// out this state...this confused me for a while but it seems like a good
// way to choose the appropriate original action).
Game_LoadPlayersGame(szFileSaved, &ms_sLoadedDifficulty, &actionNext);
m_bJustOneRealm = false;
}
#else
if (rspOpenBox(g_pszLoadGameTitle, szFileSaved, szFileSaved, sizeof(szFileSaved), ".gme") == 0)
{
// This function will open the saved game file and set the correct game mode
// and settings. Note that this modifies the m_action (that's how we get
// out this state...this confused me for a while but it seems like a good
// way to choose the appropriate original action).
Game_LoadPlayersGame(szFileSaved, &ms_sLoadedDifficulty, &actionNext);
m_bJustOneRealm = false;
}
#endif
break;
}
#ifdef MOBILE
case ACTION_CONTINUE_GAME:
{
static char szFileSaved[RSP_MAX_PATH] = "";
snprintf(szFileSaved, sizeof (szFileSaved), "%s/auto.gme", SAVEGAME_DIR);
Game_LoadPlayersGame(szFileSaved, &ms_sLoadedDifficulty, &actionNext);
m_bJustOneRealm = false;
}
break;
#endif
//------------------------------------------------------------------------------
// Oooops
//------------------------------------------------------------------------------
default:
TRACE("GameCore(): Unrecognized action: %ld!\n", (int32_t)m_action);
break;
}
// If this action lead to another action . . .
if (actionNext != ACTION_NOTHING)
{
// Set current action to the next action
m_action = actionNext;
}
else
{
// Reset action
m_action = ACTION_NOTHING;
}
// If menu was taken away, restore the screen behind it
if (!bMenuActive)
{
// If title requested . . .
if (bTitleImage)
{
// Only use musak, if specified.
StartTitle(0, bTitleMusak, &ms_siMusak);
EndTitle();
}
}
// Reset demo timer
ResetDemoTimer();
}
}
// Set the registry value before exiting
GameSetRegistry();
// If the menu is active, end it
if (bMenuActive)
{
StopMenu();
PalTranOff();
bMenuActive = false;
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
//
// Reset temo timer
//
////////////////////////////////////////////////////////////////////////////////
static void ResetDemoTimer(void)
{
// Reset base time
m_lDemoBaseTime = rspGetMilliseconds();
// Change timeout to use persistant timeout
m_lDemoTimeOut = g_GameSettings.m_lPersistentDemoTimeOut;
}
////////////////////////////////////////////////////////////////////////////////
//
// Get realm to be recorded
//
////////////////////////////////////////////////////////////////////////////////
static int16_t GetRealmToRecord( // Returns 0 on success, negative on error, 1 if
// not subpathable (i.e., returned path is full path).
char* pszRealmFile,
int16_t sMaxFileLen)
{
int16_t sResult = 0;
// Static so dialog will "remember" the previously-used name
static char szFile[RSP_MAX_PATH] = "";
// If not yet used, start out in appropriate directory
// if (szFile[0] == '\0')
strcpy(szFile, FullPathHD(LEVEL_DIR));
// Display open dialog to let user choose a file
sResult = SubPathOpenBox(FullPathHD(""), "Choose Realm To Record", szFile, szFile, sizeof(szFile), "rlm");
if (sResult >= 0)
{
// Convert path to RSPiX path.
char* pszFullPath = rspPathFromSystem(szFile);
// Check if result will fit into specified buffer
if (strlen(pszFullPath) < sMaxFileLen)
{
strcpy(pszRealmFile, pszFullPath);
}
else
{
sResult = -1;
TRACE("GetRealmToRecord(): File name too long to return in specified buffer!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
//
// Get a subpath relative to the specified game path.
//
////////////////////////////////////////////////////////////////////////////////
extern int16_t SubPathOpenBox( // Returns 0 on success, negative on error, 1 if
// not subpathable (i.e., returned path is full path).
char* pszFullPath, // In: Full path to be relative to (system format).
char* pszBoxTitle, // In: Title of box.
char* pszDefFileName, // In: Default filename (system format).
char* pszChosenFileName, // Out: User's choice (system format).
int16_t sStrSize, // In: Amount of memory pointed to by pszChosenFileName.
char* pszFilter /*= NULL*/) // In: If not NULL, '.' delimited extension based filename
// filter specification. Ex: ".cpp.h.exe.lib" or "cpp.h.exe.lib"
// Note: Cannot use '.' in filter. Preceding '.' ignored.
{
int16_t sResult;
char szBasePath[RSP_MAX_PATH];
int32_t lBasePathLen = strlen(pszFullPath);
if (lBasePathLen < sizeof(szBasePath) )
{
strcpy(szBasePath, pszFullPath);
// Get index to last character
int16_t sLastIndex = lBasePathLen;
if (sLastIndex > 0)
sLastIndex--;
#ifdef WIN32
// If base path doesn't end with a slash, add one
if (szBasePath[sLastIndex] != RSP_SYSTEM_PATH_SEPARATOR)
{
if ((sLastIndex + 2) < RSP_MAX_PATH)
{
szBasePath[sLastIndex+1] = RSP_SYSTEM_PATH_SEPARATOR;
szBasePath[sLastIndex+2] = 0;
}
else
{
sResult = -1;
TRACE("SubPathOpenBox(): Path would've exceed max length with separator tacked on!\n");
}
}
#else
// If base path ends with a colon, get rid of it
if (szBasePath[sLastIndex] == RSP_SYSTEM_PATH_SEPARATOR)
szBasePath[sLastIndex] = 0;
#endif
char szChosenFileName[RSP_MAX_PATH];
// Display open dialog to let user choose a file
sResult = rspOpenBox(pszBoxTitle, pszDefFileName, szChosenFileName, sizeof(szChosenFileName), pszFilter);
if (sResult == 0)
{
// Attempt to remove path from the specified name
int32_t lFullPathLen = strlen(szBasePath);
if (rspStrnicmp(szChosenFileName, szBasePath, lFullPathLen) == 0)
{
// Copy sub path to destination.
strcpy(pszChosenFileName, szChosenFileName + lFullPathLen);
}
else
{
// Not subpathable.
sResult = 1;
// Return fullpath.
// Copy full path to destination.
strcpy(pszChosenFileName, szChosenFileName);
}
}
}
else
{
sResult = -2;
TRACE("SubPathOpenBox(): pszFullPath string too long.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
//
// Get name of demo file
//
////////////////////////////////////////////////////////////////////////////////
static int16_t GetDemoFile(
char* pszDemoFile,
int16_t sMaxFileLen)
{
int16_t sResult = 0;
// Static so dialog will "remember" the previously-used name
static char szFile[RSP_MAX_PATH] = "";
// If not yet used, start out in appropriate directory
if (szFile[0] == '\0')
strcpy(szFile, FullPathVD(DEMO_DIR));
// Display save dialog to let user choose a file
sResult = rspSaveBox(g_pszSaveDemoTitle, szFile, szFile, sizeof(szFile), DEMO_EXT);
if (sResult == 0)
{
// Check if result will fit into specified buffer
if (strlen(szFile) < sMaxFileLen)
{
strcpy(pszDemoFile, szFile);
}
else
{
sResult = -1;
TRACE("GetDemoFile(): File name too long to return in specified buffer!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Macro to get the sound SAK and (for the event there is no SAK) dir path.
////////////////////////////////////////////////////////////////////////////////
inline void GetSoundPaths( // Returns nothing.
int32_t lSamplesPerSec, // In: The sample rate in samples per second.
int32_t lBitsPerSample, // In: The number of bits per sample.
char* pszSakPath, // Out: The subpath and name of the sound SAK.
// Should be able to store at least RSP_MAX_PATH
// characters here.
char* pszNoSakDir) // Out: The full path of the sound dir to use when
// there is no sak.
// Should be able to store at least RSP_MAX_PATH
// characters here.
{
// Make the SAK and base path name.
char szAudioResDescriptor[256];
switch (g_GameSettings.m_sAudioLanguage)
{
case JAPANESE_AUDIO:
sprintf(
szAudioResDescriptor,
"%ld%s%ld",
lSamplesPerSec,
AUDIO_SAK_SEPARATOR_CHAR_JAPANESE,
lBitsPerSample);
break;
case ENGLISH_AUDIO:
sprintf(
szAudioResDescriptor,
"%ld%s%ld",
lSamplesPerSec,
AUDIO_SAK_SEPARATOR_CHAR_ENGLISH,
lBitsPerSample);
break;
default:
sprintf(
szAudioResDescriptor,
"%ld%s%ld",
lSamplesPerSec,
AUDIO_SAK_SEPARATOR_CHAR,
lBitsPerSample);
break;
}
// Create the samples SAK sub path.
strcpy(pszSakPath, SAMPLES_SAK_SUBDIR);
strcat(pszSakPath, szAudioResDescriptor);
strcat(pszSakPath, ".sak");
// Create the samples NO SAK sub path.
char szSamplesNoSakSubPath[RSP_MAX_PATH];
strcpy(szSamplesNoSakSubPath, "sound/");
strcat(szSamplesNoSakSubPath, szAudioResDescriptor);
// Note that g_GameSettings.m_szNoSakDir is already system
// specific and already contains the appropriate ending
// path delimiter, if any, appropriate to the current
// platform.
strcpy(pszNoSakDir, g_GameSettings.m_szNoSakDir);
strcat(pszNoSakDir, rspPathToSystem(szSamplesNoSakSubPath) );
}
////////////////////////////////////////////////////////////////////////////////
//
// Open SAKs or set equivalent base paths.
//
////////////////////////////////////////////////////////////////////////////////
static int16_t OpenSaks(void)
{
int16_t sResult = 0; // Assume success.
#if TARGET == POSTAL_2015
int16_t sXmasMode = 0; // Assume no XMas mode
time_t lTime;
struct tm * timeinfo;
RFile file;
if (file.Open(FullPathSound(XMAS_SAK_FILENAME), "r", RFile::LittleEndian) == 0)
{
// file is there, test if date is correct
file.Close();
time(&lTime);
timeinfo = localtime (&lTime);
// XMasMode between 17th and 31st of December
if(timeinfo->tm_mon==11 && (timeinfo->tm_mday>=17 && timeinfo->tm_mday<=31))
sXmasMode = 1;
}
#endif
// Set base paths.
g_resmgrShell.SetBasePath(g_GameSettings.m_szNoSakDir);
g_resmgrGame.SetBasePath(g_GameSettings.m_szNoSakDir);
g_resmgrRes.SetBasePath(FullPath(GAME_PATH_HD, "") );
// Attempt to load the Game SAK . . .
if (g_resmgrGame.OpenSak(FullPath(GAME_PATH_GAME, GAME_SAK_FILENAME) ) == 0)
{
}
#if TARGET == POSTAL_2015
// is XMas mode activated ?
if (sXmasMode)
if (g_resmgrGame.OpenSakAlt(FullPath(GAME_PATH_GAME, XMAS_SAK_FILENAME), FullPath(GAME_PATH_GAME, XMAS_SCRIPT_FILENAME) ) == 0)
{
}
#endif
// Attempt to load the Shell SAK . . .
if ((g_resmgrShell.OpenSak(FullPath(GAME_PATH_HD, SHELL_SAK_FILENAME) ) == 0) ||
(g_resmgrShell.OpenSak(FullPath(GAME_PATH_VD, SHELL_SAK_FILENAME) ) == 0))
{
}
////////////////////////////////////////////////////////////////////////////
// The Samples res directory and SAK filename are based on the current
// audio mode.
////////////////////////////////////////////////////////////////////////////
// Get the current audio mode, if any.
int16_t sInSoundMode;
int32_t lSamplesPerSec;
int32_t lDevBitsPerSample;
int32_t lSrcBitsPerSample;
int32_t lMixBitsPerSample;
if (RMix::GetMode( // Returns 0 on success;
// nonzero if no mode.
&lSamplesPerSec, // Sample rate in samples per second
// returned here, if not NULL.
&lDevBitsPerSample, // Bits per sample of device,
// returned here, if not NULL.
NULL, // Number of channels (1 == mono,
// 2 == stereo) returned here,
// if not NULL.
NULL, // Amount of time in ms to lead the
// current play cursor returned here,
// if not NULL. This could also be
// described as the maximum amount of
// time in ms that can occur between
// calls to rspDoSound.
NULL, // Maximum buffer time. This is the amt
// that *plBufferTime can be increased to.
// This is indicative of how much space
// was/will-be allocated for the sound
// output device on rspLockSoundOut.
&lMixBitsPerSample, // Bits per sample at which samples are
// mixed, if not NULL.
&lSrcBitsPerSample) // Bits per sample at which samples must
// be to be mixed (0 if no requirement),
// if not NULL.
== 0)
{
// Sample quality values set by rspGetSoundOutMode().
// If no pref on src bits . . .
if (lSrcBitsPerSample == 0)
{
// Set it to the mix quality. This is a just in case as currently
// these are always the same as set in main.cpp.
lSrcBitsPerSample = lMixBitsPerSample;
}
// Note that there is a real sound mode.
sInSoundMode = TRUE;
}
else
{
// In the case that there is no audio mode we still need to access one set of
// samples so we assume Vanilla settings b/c these use less memory.
lSamplesPerSec = MAIN_VANILLA_AUDIO_RATE;
lDevBitsPerSample = lMixBitsPerSample = lSrcBitsPerSample = MAIN_VANILLA_AUDIO_BITS;
// Note that there is no real sound mode.
sInSoundMode = FALSE;
}
// Actual sample rates can (and do) vary from system to system. We need
// to "round" the actual rate so it matches one of the specific rates that
// we're looking for. The variance we allow for is +/- one percent.
if ((lSamplesPerSec >= (11025 - 110)) && (lSamplesPerSec <= (11025 + 110)))
lSamplesPerSec = 11025;
else if ((lSamplesPerSec >= (22050 - 220)) && (lSamplesPerSec <= (22050 + 220)))
lSamplesPerSec = 22050;
else if ((lSamplesPerSec >= (44100 - 441)) && (lSamplesPerSec <= (44100 + 441)))
lSamplesPerSec = 44100;
else
{
TRACE("OpenSaks(): Unsupported sample rate: %ld!\n", (int32_t)lSamplesPerSec);
ASSERT(0);
}
char szSamplesSakSubPath[RSP_MAX_PATH];
char szSamplesNoSakFullPath[RSP_MAX_PATH];
GetSoundPaths(lSamplesPerSec, lSrcBitsPerSample, szSamplesSakSubPath, szSamplesNoSakFullPath);
// Attempt to load the Sample SAK . . .
if (g_resmgrSamples.OpenSak(FullPath(GAME_PATH_SOUND, szSamplesSakSubPath) ) == 0)
{
// Wahoo. No worries.
#if TARGET == POSTAL_2015
// Is Xmas mode activated? Is the audio setting on English (there is no Japanese audio for Christmas)?
if (sXmasMode && g_GameSettings.m_sAudioLanguage == ENGLISH_AUDIO)
{
if(lSamplesPerSec==22050 && lSrcBitsPerSample==16)
if (g_resmgrSamples.OpenSakAlt(FullPath(GAME_PATH_GAME, XMAS_SAK_SOUND), FullPath(GAME_PATH_GAME, XMAS_SCRIPT_SOUND) ) == 0)
{
}
}
#endif
}
// Otherwise, if there's a dir for files when there's no SAK . . .
else if (g_GameSettings.m_szNoSakDir[0] != '\0')
{
g_resmgrSamples.SetBasePath(szSamplesNoSakFullPath);
}
// Otherwise, . . .
else
{
// If there's a sound mode that was successfully set up . . .
if (sInSoundMode)
{
char szSoundQuality[256];
sprintf(szSoundQuality, "%.3f kHz, %hd Bit",
(float)lSamplesPerSec/(float)1000,
(int16_t)lSrcBitsPerSample,
(MAIN_AUDIO_CHANNELS == 1) ? "Mono" : "Stereo");
rspMsgBox(
RSP_MB_ICN_INFO | RSP_MB_BUT_OK,
g_pszAppName,
g_pszCannotOpenSoundFiles_s_s,
szSoundQuality,
szSoundQuality);
// Failure.
sResult = 1;
}
else
{
// We've one last chance. Try 'em all. Technically, we've already
// tried 22050, 8 (the 'Vanilla mode') if we got here, but let's try
// them all to make sure.
struct
{
int32_t lSamplesPerSec;
int32_t lBitsPerSample;
} amodes[] =
{
// Put the smaller ones first b/c they use less memory.
{ 22050, 8 },
{ 11025, 16 },
{ 22050, 16 },
};
int16_t sModeIndex;
bool bSakFound = false;
for (sModeIndex = 0; sModeIndex < NUM_ELEMENTS(amodes) && bSakFound == false; sModeIndex++)
{
// Get the appropriate sample SAK name.
GetSoundPaths(amodes[sModeIndex].lSamplesPerSec, amodes[sModeIndex].lBitsPerSample, szSamplesSakSubPath, szSamplesNoSakFullPath);
// Attempt to load the Sample SAK . . .
if (g_resmgrSamples.OpenSak(FullPath(GAME_PATH_SOUND, szSamplesSakSubPath) ) == 0)
{
// Set values to determine SampleMaster quality.
// This is probably not necessary when using no sound but let's be safe.
lSamplesPerSec = amodes[sModeIndex].lSamplesPerSec;
lSrcBitsPerSample = amodes[sModeIndex].lBitsPerSample;
// Got one.
bSakFound = true;
#if TARGET == POSTAL_2015
// Is Xmas mode activated? Is the audio setting on English (there is no Japanese audio for Christmas)?
if (sXmasMode && g_GameSettings.m_sAudioLanguage == ENGLISH_AUDIO)
{
if(lSamplesPerSec==22050 && lSrcBitsPerSample==16)
if (g_resmgrSamples.OpenSakAlt(FullPath(GAME_PATH_GAME, XMAS_SAK_SOUND), FullPath(GAME_PATH_GAME, XMAS_SCRIPT_SOUND) ) == 0)
{
}
}
#endif
}
}
// If no SAK found . . .
if (bSakFound == false)
{
rspMsgBox(
RSP_MB_ICN_INFO | RSP_MB_BUT_OK,
g_pszAppName,
g_pszNoSoundFiles);
// Failure.
sResult = 1;
}
}
}
// Set the appropriate quality.
g_GameSettings.m_eCurSoundQuality = (SampleMaster::SoundQuality)( ( (lSamplesPerSec / 11025) - 1) * 2 + ( (lDevBitsPerSample / 8) - 1) );
// Set volumes based on quality's category adjustor.
int16_t i;
for (i = 0; i < SampleMaster::MAX_NUM_SOUND_CATEGORIES; i++)
{
SetCategoryVolume((SampleMaster::SoundCategory)i, g_GameSettings.m_asCategoryVolumes[i] );
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
//
// Close SAKs and/or Purge() them.
//
////////////////////////////////////////////////////////////////////////////////
static void CloseSaks(void)
{
g_resmgrShell.Purge();
g_resmgrShell.CloseSak();
g_resmgrGame.Purge();
g_resmgrGame.CloseSak();
g_resmgrSamples.Purge();
g_resmgrSamples.CloseSak();
g_resmgrRes.Purge();
g_resmgrRes.CloseSak();
}
////////////////////////////////////////////////////////////////////////////////
//
// Load game data that we want around the entire game.
//
// I'm not entirely against just keeping all the game data global since that's
// the way it's always been done. On the other hand, I kind of like the idea
// of using a similar mechanism for loading game data as I did for doing the
// game settings. It allows various modules to automatically be included in
// the loading process, and keeps the data local to the module. Back on the
// first hand, we'll probably be grouping data into large, wad-type files, so
// somehow it seems less compelling to try to keep the data separated within
// the app.
//
////////////////////////////////////////////////////////////////////////////////
static int16_t LoadAssets(void)
{
// Load font.
if (g_fontBig.Load(FullPath(GAME_PATH_VD, BIG_FONT_FILE)) != 0)
{
TRACE("GameLoadAssets(): Error loading font: %s !\n", FullPath(GAME_PATH_VD, BIG_FONT_FILE));
return -1;
}
// Load font, the smaller.
if (g_fontPostal.Load(FullPath(GAME_PATH_VD, POSTAL_FONT_FILE) ) != 0)
{
TRACE("GameLoadAssets(): Error loading font: %s !\n", FullPath(GAME_PATH_VD, POSTAL_FONT_FILE));
return -1;
}
int16_t i;
int32_t lTotalTime = 0;
for (i = 0; i < TitleGetNumTitles(); i++)
lTotalTime += g_GameSettings.m_alTitleDurations[i];
// Fake lots of loading with a simple timing loop
int32_t lTime;
int32_t lLastTime = rspGetMilliseconds();
int32_t lEndTime = lLastTime + lTotalTime;
do
{
lTime = rspGetMilliseconds();
UpdateSystem();
DoTitle(lTime - lLastTime);
lLastTime = lTime;
} while (lTime < lEndTime && rspGetQuitStatus() == FALSE);
// If we get this far, return success
return 0;
}
////////////////////////////////////////////////////////////////////////////////
//
// Unload game data that was loaded by GameLoadAssets().
//
////////////////////////////////////////////////////////////////////////////////
static int16_t UnloadAssets(void)
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
//
// Callback for the "Start Single Player Game" menu
//
////////////////////////////////////////////////////////////////////////////////
extern void Game_StartSinglePlayerGame(
int16_t sMenuItem)
{
// we reset these as we go along.
const bool usedCheats = ((Flag_Achievements & FLAG_USED_CHEATS) != 0);
Flag_Achievements = FLAG_USED_M16 | FLAG_KILLED_EVERYTHING | FLAG_KILLED_ONLY_HOSTILES | FLAG_HIGHEST_DIFFICULTY;
if (usedCheats)
Flag_Achievements |= FLAG_USED_CHEATS;
playthroughMS = 0;
// If its a spawn version, then don't allow them to play single player
// games, and to make it harder, we will take out some of the code for
// single player games so its harder to hack back in.
#ifndef SPAWN
switch (sMenuItem)
{
// "ORIGINAL LEVELS"
case 0:
m_action = ACTION_PLAY_SINGLE;
m_sRealmNum = 0;
m_szRealmFile[0] = 0;
m_bJustOneRealm = false;
break;
// "ADD-ON LEVELS"
case 1:
m_action = ACTION_PLAY_ADDON;
m_sRealmNum = 0;
m_szRealmFile[0] = 0;
m_bJustOneRealm = false;
break;
case 2:
m_action = ACTION_PLAY_ADDON2;
m_sRealmNum = 0;
m_szRealmFile[0] = 0;
m_bJustOneRealm = false;
break;
case 3:
m_action = ACTION_PLAY_ALL;
m_sRealmNum = 0;
m_szRealmFile[0] = 0;
m_bJustOneRealm = false;
break;
case 4:
#ifdef MOBILE
m_action = ACTION_CONTINUE_GAME;
#endif
break;
case 5:
#ifndef LOADLEVEL_REMOVED
#ifndef LOADLEVEL_DIALOG
{
// Static so dialog will "remember" the previously-used name
static char szFile[RSP_MAX_PATH] = "";
// If not yet used, start out in appropriate directory
if (szFile[0] == '\0')
strcpy(szFile, FullPathHD(LEVEL_DIR));
if (rspOpenBox("Load Realm", szFile, szFile, sizeof(szFile), ".rlm") == 0)
{
// Convert path from system format to rspix format so it matches the
// way we normally call Play(), which is with a rspix path.
rspPathFromSystem(szFile, m_szRealmFile);
m_action = ACTION_PLAY_SINGLE;
m_sRealmNum = -1;
m_bJustOneRealm = true;
}
break;
}
#endif // LOADLEVEL_DIALOG
#endif // LOADLEVEL_REMOVED
case 6:
m_action = ACTION_LOAD_GAME;
break;
case 7:
Game_StartChallengeGame(0);
break;
}
// The main game loop resets the demo timer whenever it notices any user input.
// However, when the user is in a dialog or message box, the OS handles all the
// user input, and the main game loop won't know anything about what's going on
// in there. If the user spends a long time in there, the demo timer will
// expire. We don't want that to happen, so we manually reset the demo timer
// here in recognition of the fact that some kind of user input obviously occurred.
ResetDemoTimer();
#endif // SPAWN
}
////////////////////////////////////////////////////////////////////////////////
//
// Callback for the Level Select
//
////////////////////////////////////////////////////////////////////////////////
extern void Game_StartLevelOnce(
int16_t sMenuItem)
{
// we reset these as we go along.
const bool usedCheats = ((Flag_Achievements & FLAG_USED_CHEATS) != 0);
Flag_Achievements = FLAG_USED_M16 | FLAG_KILLED_EVERYTHING | FLAG_KILLED_ONLY_HOSTILES | FLAG_HIGHEST_DIFFICULTY;
if (usedCheats)
Flag_Achievements |= FLAG_USED_CHEATS;
playthroughMS = 0;
// If its a spawn version, then don't allow them to play single player
// games, and to make it harder, we will take out some of the code for
// single player games so its harder to hack back in.
#ifndef SPAWN
m_action = ACTION_PLAY_ALL;
m_sRealmNum = sMenuItem;
m_szRealmFile[0] = 0;
m_bJustOneRealm = true;
// The main game loop resets the demo timer whenever it notices any user input.
// However, when the user is in a dialog or message box, the OS handles all the
// user input, and the main game loop won't know anything about what's going on
// in there. If the user spends a long time in there, the demo timer will
// expire. We don't want that to happen, so we manually reset the demo timer
// here in recognition of the fact that some kind of user input obviously occurred.
ResetDemoTimer();
#endif // SPAWN
}
////////////////////////////////////////////////////////////////////////////////
//
// Callback for the "Start MultiPlayer Game" menu
//
////////////////////////////////////////////////////////////////////////////////
extern bool Game_StartMultiPlayerGame(
int16_t sMenuItem)
{
bool bAccept = true;
#if defined(MULTIPLAYER_DISABLED)
rspMsgBox(RSP_MB_ICN_INFO | RSP_MB_BUT_OK, APP_NAME, g_pszMultiplayerDisabled);
bAccept = false;
#else
// Do nothing if multiplayer is available
#endif
// The main game loop resets the demo timer whenever it notices any user input.
// However, when the user is in a dialog or message box, the OS handles all the
// user input, and the main game loop won't know anything about what's going on
// in there. If the user spends a long time in there, the demo timer will
// expire. We don't want that to happen, so we manually reset the demo timer
// here in recognition of the fact that some kind of user input obviously occurred.
ResetDemoTimer();
return bAccept;
}
////////////////////////////////////////////////////////////////////////////////
//
// Callback for the "Join MultiPlayer Game" menu
//
////////////////////////////////////////////////////////////////////////////////
extern void Game_JoinMultiPlayerGame(
int16_t sMenuItem)
{
switch (sMenuItem)
{
// "BROWSE"
case 0:
m_action = ACTION_PLAY_BROWSE;
break;
// "CONNECT"
case 1:
m_action = ACTION_PLAY_CONNECT;
break;
}
// The main game loop resets the demo timer whenever it notices any user input.
// However, when the user is in a dialog or message box, the OS handles all the
// user input, and the main game loop won't know anything about what's going on
// in there. If the user spends a long time in there, the demo timer will
// expire. We don't want that to happen, so we manually reset the demo timer
// here in recognition of the fact that some kind of user input obviously occurred.
ResetDemoTimer();
}
////////////////////////////////////////////////////////////////////////////////
//
// Callback for the "Host MultiPlayer Game" menu
//
////////////////////////////////////////////////////////////////////////////////
extern void Game_HostMultiPlayerGame(
int16_t sMenuItem)
{
switch (sMenuItem)
{
// "HOST"
case 0:
m_action = ACTION_PLAY_HOST;
break;
}
// The main game loop resets the demo timer whenever it notices any user input.
// However, when the user is in a dialog or message box, the OS handles all the
// user input, and the main game loop won't know anything about what's going on
// in there. If the user spends a long time in there, the demo timer will
// expire. We don't want that to happen, so we manually reset the demo timer
// here in recognition of the fact that some kind of user input obviously occurred.
ResetDemoTimer();
}
////////////////////////////////////////////////////////////////////////////////
//
// Callback for the "Start Demo Game" menu
//
////////////////////////////////////////////////////////////////////////////////
extern void Game_StartDemoGame(
int16_t sMenuItem)
{
char* pszDemoFile = NULL;
char szLevelDir[RSP_MAX_PATH] = "";
char szTitle[256] = "";
TRACE("sMenuItem = %d\n", sMenuItem);
switch (sMenuItem)
{
#if TARGET == POSTAL_2015
case 0:
sprintf(m_szDemoFile, "%s/default0.dmo", FullPathHD(DEMO_LEVEL_DIR));
m_action = ACTION_DEMO_PLAYBACK;
break;
case 1:
sprintf(m_szDemoFile, "%s/default1.dmo", FullPathHD(DEMO_LEVEL_DIR));
m_action = ACTION_DEMO_PLAYBACK;
break;
case 2:
sprintf(m_szDemoFile, "%s/default2.dmo", FullPathHD(DEMO_LEVEL_DIR));
m_action = ACTION_DEMO_PLAYBACK;
break;
#else
// Browse for and Playback demo
case 0:
{
// Get the filename of the demo to load.
static char szFile[RSP_MAX_PATH] = "";
sprintf(szLevelDir, "%s", DEMO_LEVEL_DIR);
pszDemoFile = szFile;
// If not yet used, start out in appropriate directory
if (pszDemoFile[0] == '\0')
strcpy(pszDemoFile, FullPathHD(szLevelDir) );
// Display open dialog to let user choose a realm file
sprintf(szTitle, "%s", DEMO_OPEN_TITLE);
if (rspOpenBox(szTitle, pszDemoFile, m_szDemoFile, sizeof(m_szDemoFile), ".dmo") == 0)
{
m_action = ACTION_DEMO_PLAYBACK;
}
}
break;
// Play auto demo.
case 1:
// Clear demo filename. This signifies that we should play one of
// the auto demos.
m_szDemoFile[0] = '\0';
m_action = ACTION_DEMO_PLAYBACK;
break;
// Record demo
case 2:
m_action = ACTION_DEMO_RECORD;
#endif
}
// The main game loop resets the demo timer whenever it notices any user input.
// However, when the user is in a dialog or message box, the OS handles all the
// user input, and the main game loop won't know anything about what's going on
// in there. If the user spends a long time in there, the demo timer will
// expire. We don't want that to happen, so we manually reset the demo timer
// here in recognition of the fact that some kind of user input obviously occurred.
ResetDemoTimer();
}
////////////////////////////////////////////////////////////////////////////////
//
// Callback for the "Buy" option on the Main Menu
//
////////////////////////////////////////////////////////////////////////////////
extern void Game_Buy(void)
{
rspMsgBox(RSP_MB_ICN_INFO | RSP_MB_BUT_OK, APP_NAME, g_pszBuy);
// The main game loop resets the demo timer whenever it notices any user input.
// However, when the user is in a dialog or message box, the OS handles all the
// user input, and the main game loop won't know anything about what's going on
// in there. If the user spends a long time in there, the demo timer will
// expire. We don't want that to happen, so we manually reset the demo timer
// here in recognition of the fact that some kind of user input obviously occurred.
ResetDemoTimer();
}
////////////////////////////////////////////////////////////////////////////////
//
// Callback for the "Editor" option on the Main Menu
//
////////////////////////////////////////////////////////////////////////////////
extern void Game_StartEditor(void)
{
#if defined(EDITOR_DISABLED)
rspMsgBox(RSP_MB_ICN_INFO | RSP_MB_BUT_OK, APP_NAME, g_pszEditorDisabled);
#else
m_action = ACTION_EDITOR;
#endif
// The main game loop resets the demo timer whenever it notices any user input.
// However, when the user is in a dialog or message box, the OS handles all the
// user input, and the main game loop won't know anything about what's going on
// in there. If the user spends a long time in there, the demo timer will
// expire. We don't want that to happen, so we manually reset the demo timer
// here in recognition of the fact that some kind of user input obviously occurred.
ResetDemoTimer();
}
////////////////////////////////////////////////////////////////////////////////
//
// Callback for the "Controls" menu.
//
////////////////////////////////////////////////////////////////////////////////
extern void Game_ControlsMenu(
int16_t sMenuItem)
{
// Only do this if we're not currently in an action . . .
if (m_action == ACTION_NOTHING)
{
switch (sMenuItem)
{
// Edit keyboard settings.
case 0:
m_action = ACTION_EDIT_INPUT_SETTINGS;
break;
// Edit mouse settings.
case 1:
m_action = ACTION_EDIT_INPUT_SETTINGS;
break;
// Edit joystick settings.
case 2:
#if defined(ALLOW_JOYSTICK)
m_action = ACTION_EDIT_INPUT_SETTINGS;
#endif // defined(ALLOW_JOYSTICK)
break;
}
// The main game loop resets the demo timer whenever it notices any user input.
// However, when the user is in a dialog or message box, the OS handles all the
// user input, and the main game loop won't know anything about what's going on
// in there. If the user spends a long time in there, the demo timer will
// expire. We don't want that to happen, so we manually reset the demo timer
// here in recognition of the fact that some kind of user input obviously occurred.
ResetDemoTimer();
}
}
////////////////////////////////////////////////////////////////////////////////
//
// Callback for "Audio Options" menu.
//
////////////////////////////////////////////////////////////////////////////////
extern void Game_AudioOptionsChoice( // Returns nothing.
int16_t sMenuItem) // In: Chosen item.
{
switch (sMenuItem)
{
case 1:
m_action = ACTION_POSTAL_ORGAN;
break;
case 2:
// Reload the audio SAK for the correct language.
// I was expecting to have to find a better place to put
// this, so that it doesn't reload every single time the
// option is changed, but it actually seems to be very quick
// and even works mid-game... Sort of. It's still a bad idea
// to do that, so I've greyed out the option on the pause
// screen.
g_resmgrSamples.Purge();
g_resmgrSamples.CloseSak();
OpenSaks();
break;
}
}
////////////////////////////////////////////////////////////////////////////////
//
// Callback for the "Start Challenge" menu.
//
////////////////////////////////////////////////////////////////////////////////
extern void Game_StartChallengeGame( // Returns nothing.
int16_t sChallengeNum) //In: Path to realm to play.
{
char* pszRealmFile = NULL;
char szLevelDir[RSP_MAX_PATH] = "";
char szTitle[256] = "";
if (sChallengeNum == 0)
{
// Run the Gauntlet.
m_action = ACTION_PLAY_CHALLENGE;
m_sRealmNum = 0;
m_szRealmFile[0] = 0;
m_bJustOneRealm = false;
}
else
{
// Convert path from system format to rspix format so it matches the
// way we normally call Play(), which is with a rspix path.
// MASSIVE BUG IN rspPathFromSystem() on the Mac -- it doesn't allow
// the src and dst to be the same, even though the doc says it can!!!!
// Workaround is to use temporary buffer.
/*strcpy(m_szRealmFile, sChallengePath);
char szTmp[RSP_MAX_PATH];
strcpy(szTmp, m_szRealmFile);
rspPathFromSystem(szTmp, m_szRealmFile);*/
//Use RealNum to load the right Realm. So we get all the information (i.e. Background-Image and Text).
m_action = ACTION_PLAY_CHALLENGE;
m_sRealmNum = (sChallengeNum - 1); //Values in INI are 1-23, but RealmNum is zero-based
m_bJustOneRealm = true;
}
// The main game loop resets the demo timer whenever it notices any user input.
// However, when the user is in a dialog or message box, the OS handles all the
// user input, and the main game loop won't know anything about what's going on
// in there. If the user spends a long time in there, the demo timer will
// expire. We don't want that to happen, so we manually reset the demo timer
// here in recognition of the fact that some kind of user input obviously occurred.
ResetDemoTimer();
}
////////////////////////////////////////////////////////////////////////////////
//
// Callback for the Main Menu init/kill.
//
////////////////////////////////////////////////////////////////////////////////
extern void Game_InitMainMenu( // Returns nothing.
int16_t sInit) // In: TRUE, if initializing; FALSE, if killing.
{
// If initializing the menu . . .
if (sInit)
{
}
// Otherwise, killing the menu.
else
{
// Abort the title/main-menu musak.
AbortSample(ms_siMusak);
// No need to reset ms_siMusak.
}
}
////////////////////////////////////////////////////////////////////////////////
//
// Game_SavePlayersGame - Save the realm, game type, difficulty, and stockpile
//
////////////////////////////////////////////////////////////////////////////////
extern int16_t Game_SavePlayersGame(
char* pszSaveName, // In: Name of the save file
int16_t sDifficulty) // In: Current realm difficulty.
{
RFile rf;
int16_t sResult = rf.Open(pszSaveName, "wb", RFile::LittleEndian);
uint32_t ulFileVersion = CRealm::FileVersion;
if (sResult == SUCCESS)
{
rf.Write(ulFileVersion);
rf.Write(sDifficulty);
rf.Write((int16_t)m_action);
rf.Write(g_sRealmNumToSave);
g_stockpile.Save(&rf);
// new in version 48.
rf.Write(Flag_Achievements);
// new in version 49.
rf.Write(playthroughMS);
rf.Close();
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
//
// Game_LoadPlayersGame - Load a previously saved game, restore the settings
//
////////////////////////////////////////////////////////////////////////////////
extern int16_t Game_LoadPlayersGame(
char* pszSaveName, // In: Name of the saved game file to open
int16_t* psDifficulty, // Out: Saved game realm difficulty.
ACTION* paction) // Out: Saved game action.
{
RFile rf;
int16_t sResult = rf.Open(pszSaveName, "rb", RFile::LittleEndian);
uint32_t ulFileVersion;
if (sResult == SUCCESS)
{
rf.Read(&ulFileVersion);
rf.Read(psDifficulty);
// Store as 16 bit value (in case Read() fails (we want to keep original
// functionality which read directly into m_action) ).
int16_t sAction = (int16_t)*paction;
// Read as 16 bit.
rf.Read(&sAction);
// Store as action.
*paction = (ACTION)sAction;
rf.Read(&m_sRealmNum);
g_stockpile.Load(&rf, ulFileVersion);
// new in version 48.
const bool usedCheats = ((Flag_Achievements & FLAG_USED_CHEATS) != 0);
Flag_Achievements = 0;
if (ulFileVersion >= 48)
rf.Read(&Flag_Achievements);
if (usedCheats)
Flag_Achievements |= FLAG_USED_CHEATS;
#if 0
printf("achievements:\n");
#define printflag(x) printf("%s: %s\n", #x, (Flag_Achievements & x) ? "true" : "false");
printflag(FLAG_USED_M16);
printflag(FLAG_USED_SHOTGUN);
printflag(FLAG_USED_DBL_SHOTGUN);
printflag(FLAG_USED_GRENADE);
printflag(FLAG_USED_ROCKET);
printflag(FLAG_USED_MOLOTOV);
printflag(FLAG_USED_NAPALM);
printflag(FLAG_USED_FLAMETHROWER);
printflag(FLAG_USED_PROXIMITY_MINE);
printflag(FLAG_USED_TIMED_MINE);
printflag(FLAG_USED_REMOTE_MINE);
printflag(FLAG_USED_BETTY_MINE);
printflag(FLAG_USED_HEATSEEKER);
printflag(FLAG_USED_SPRAY_CANNON);
printflag(FLAG_USED_DEATHWAD);
printflag(FLAG_USED_CHEATS);
printflag(FLAG_KILLED_EVERYTHING);
printflag(FLAG_KILLED_ONLY_HOSTILES);
#undef printflag
#endif
// new in version 49.
playthroughMS = -1; // disable the achievement for old save games.
if (ulFileVersion >= 49)
rf.Read(&playthroughMS);
rf.Close();
g_bTransferStockpile = true;
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
//
// GameEndingSequence - Start a demo of the last level
//
////////////////////////////////////////////////////////////////////////////////
void GameEndingSequence(void)
{
// Prepare all settings for demo mode
CSettings::PreDemo();
#if VIOLENT_LOCALE
// If demo debug movie file is specified in prefs, open it now. The RFile*
// is does double-duty as a flag, where non-zero means movie mode is enabled.
RFile* pfileDemoDebugMovie = 0;
m_pfileRandom = 0;
if (strlen(g_GameSettings.m_szDemoDebugMovie) > 0)
{
m_pfileRandom = new RFile;
if (m_pfileRandom->Open(g_GameSettings.m_szDemoDebugMovie, "rb", RFile::LittleEndian) != 0)
{
delete m_pfileRandom;
m_pfileRandom = 0;
}
}
if (InputDemoInit() == 0)
{
// This is the special end of game demo, so set up the demo name
sprintf(m_szDemoFile, "%s", FullPathCD(ENDING_DEMO_NAME));
RFile fileDemo;
if (fileDemo.Open(m_szDemoFile, "rb", RFile::LittleEndian) == 0)
{
// Read name of realm file
char szRealmFile[RSP_MAX_PATH];
fileDemo.Read(szRealmFile);
// Read whether it's a full path.
int16_t sRealmFileIsFullPath;
fileDemo.Read(&sRealmFileIsFullPath);
if (!fileDemo.Error())
{
// Load input demo data (must be BEFORE setting playback mode)
if (InputDemoLoad(&fileDemo) == 0)
{
// End menu (now that we know there were no errors)
// StopMenu();
// PalTranOff();
// bMenuActive = false;
Play(
NULL, // No client (not network game)
NULL, // No server (not network game)
INPUT_MODE_PLAYBACK, // Input mode
-1, // Always use specific realm file
szRealmFile, // Realm file to be played
false, // Don't play just one realm
false, // Not challenge mode
0, // Not new single player Add On levels
GetGameDifficulty(), // Difficulty level
false, // Rejunenate (MP only)
0, // Time limit (MP only)
0, // Kill limit (MP only)
0, // Cooperative (MP only)
0, // Use cooperative mode (MP only)
0, // Frame time (MP only)
pfileDemoDebugMovie); // Demo mode file
}
else
{
TRACE("GameCore(): Couldn't load demo data!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszAppName, g_pszFileReadError_s, (char*) m_szDemoFile);
}
}
else
{
TRACE("GameCore(): Couldn't load realm name!\n");
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszAppName, g_pszFileReadError_s, (char*) m_szDemoFile);
}
fileDemo.Close();
}
else
{
TRACE("GameCore(): Couldn't open demo file: '%s'\n", m_szDemoFile);
rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszAppName, g_pszFileOpenError_s, (char*) m_szDemoFile);
}
// Reset demo file name for next time.
m_szDemoFile[0] = 0;
InputDemoKill();
}
if (m_pfileRandom)
{
// File may have been closed by Play() if an error occurred
if (m_pfileRandom->IsOpen())
m_pfileRandom->Close();
delete m_pfileRandom;
m_pfileRandom = 0;
}
#endif // VIOLENT_LOCALE
// Restore settings to what they were before demo mode
CSettings::PostDemo();
SetInputMode(INPUT_MODE_LIVE); // take it out of demo mode so achievements can unlock.
// Do the ending title sequence.
Title_GameEndSequence();
// Do special credits:
Credits(&g_smidFinalSceneCredits);
UnlockAchievement(ACHIEVEMENT_COMPLETE_GAME);
if (playthroughMS < MAX_PLAYTHROUGH_ACHIEVEMENT_MS)
UnlockAchievement(ACHIEVEMENT_COMPLETE_GAME_IN_X_MINUTES);
if ((Flag_Achievements & FLAG_MASK_WEAPONS) == FLAG_USED_M16)
UnlockAchievement(ACHIEVEMENT_USE_ONLY_M16);
if (Flag_Achievements & FLAG_KILLED_EVERYTHING)
UnlockAchievement(ACHIEVEMENT_KILL_EVERYTHING);
if (Flag_Achievements & FLAG_KILLED_ONLY_HOSTILES)
UnlockAchievement(ACHIEVEMENT_KILL_ONLY_HOSTILES);
if (Flag_Achievements & FLAG_HIGHEST_DIFFICULTY)
UnlockAchievement(ACHIEVEMENT_COMPLETE_GAME_ON_HARDEST);
}
////////////////////////////////////////////////////////////////////////////////
// Returns a ptr to just the portion of the file path that specifies the file
// name (excluding the path).
////////////////////////////////////////////////////////////////////////////////
static char* GetFileNameFromPath( // Returns file name.
char* pszFullPath) // In: File's full path.
{
// Scan back for the separator or the beginning.
char* pszIndex = pszFullPath + (strlen(pszFullPath) - 1);
while (pszIndex >= pszFullPath && *pszIndex != RSP_SYSTEM_PATH_SEPARATOR)
{
pszIndex--;
}
return (pszIndex + 1);
}
////////////////////////////////////////////////////////////////////////////////
// Opens the synchronization log with the specified access flags if in a
// TRACENASSERT mode and synchronization logging is enabled.
// Also, opens the random log, if it is enabled via
// g_GameSettings.m_szDebugMovie or something.
////////////////////////////////////////////////////////////////////////////////
static void OpenSynchLogs( // Returns nothing.
bool bWriteLogs) // In: true to create log, false to compare.
{
m_pfileRandom = 0;
if (strlen(g_GameSettings.m_szDemoDebugMovie) > 0)
{
m_pfileRandom = new RFile;
if (m_pfileRandom->Open(
g_GameSettings.m_szDemoDebugMovie,
bWriteLogs ? "wb" : "rb",
RFile::LittleEndian) != 0)
{
delete m_pfileRandom;
m_pfileRandom = 0;
}
}
#if defined(_DEBUG) || defined(TRACENASSERT)
ms_lSynchLogSeq = 0;
if (g_GameSettings.m_szSynchLogFile[0] != '\0')
{
if (ms_fileSynchLog.Open(
g_GameSettings.m_szSynchLogFile,
bWriteLogs ? "wb" : "rb",
RFile::LittleEndian) == 0)
{
// Success.
}
else
{
TRACE("OpenSynchLogs(): Failed to open 'if' log file \"%s\".\n",
g_GameSettings.m_szSynchLogFile);
}
}
#endif // defined(_DEBUG) || defined(TRACENASSERT)
m_bWriteLogs = bWriteLogs;
}
////////////////////////////////////////////////////////////////////////////////
// Closes the synchronization logs, if open.
////////////////////////////////////////////////////////////////////////////////
static void CloseSynchLogs(void) // Returns nothing.
{
if (m_pfileRandom)
{
// File may have been closed by Play() if an error occurred
if (m_pfileRandom->IsOpen())
m_pfileRandom->Close();
delete m_pfileRandom;
m_pfileRandom = 0;
}
#if defined(_DEBUG) || defined(TRACENASSERT)
if (ms_fileSynchLog.IsOpen() )
{
ms_fileSynchLog.Close();
}
#endif // defined(_DEBUG) || defined(TRACENASSERT)
}
////////////////////////////////////////////////////////////////////////////////
// Synchronization logger -- Call this function to log an expression and a user
// value in the synch log. When active (if g_GameSettings.m_szSynchLog is
// a valid path and filename), if recording a demo, these calls are logged to
// a file including the calling file and line number. When active, if playing
// back a demo, these calls are compared to those stored in the log and, if
// a discrepancy occurs, a modal dialog box will pop up with the pertinent info
// followed by an ASSERT(0) for easy debugging.
////////////////////////////////////////////////////////////////////////////////
extern int SynchLog( // Result of expr.
double expr, // In: Expression to evaluate.
char* pszFile, // In: Calling file.
int32_t lLine, // In: Calling line.
char* pszExpr, // In: Original C++ source expression.
U32 u32User) // In: A user value that is intended to be consistent.
{
#if defined(_DEBUG) || defined(TRACENASSERT)
if (ms_fileSynchLog.IsOpen() )
{
if (m_bWriteLogs)
{
fprintf(
ms_fileSynchLog.m_fs,
"[Seq: %ld] %s : %ld <$%s$> == %0.8f; User == %lu\n",
ms_lSynchLogSeq++,
GetFileNameFromPath(pszFile),
lLine,
pszExpr,
expr,
u32User);
}
else
{
char szFileIn[RSP_MAX_PATH];
char szExprIn[1024];
int32_t lLineIn;
int32_t lSeqIn;
double exprIn;
U32 u32UserIn;
if (fscanf(
ms_fileSynchLog.m_fs,
"[Seq: %ld] %s : %ld <$%1024[^$]$> == %g; User == %lu\n",
&lSeqIn,
szFileIn,
&lLineIn,
szExprIn,
&exprIn,
&u32UserIn) == 6)
{
// Verify . . .
if ( (rspStricmp(szFileIn, GetFileNameFromPath(pszFile) ) != 0)
|| (lLineIn != lLine)
|| (exprIn != expr)
|| (u32UserIn != u32User) )
{
char szOut[2048];
sprintf(
szOut,
"'If' sequence (%ld) mismatch!\n\n"
" Was <<%s>> at %s(%ld) which got %g; User == %lu\n\n"
" Now <<%s>> at %s(%ld) which got %g; User == %lu",
ms_lSynchLogSeq,
szExprIn,
szFileIn,
lLineIn,
exprIn,
u32UserIn,
pszExpr,
GetFileNameFromPath(pszFile),
lLine,
expr,
u32User);
TRACE("%s\n\n", szOut);
rspMsgBox(
RSP_MB_ICN_INFO | RSP_MB_BUT_OK,
"Postal",
szOut);
// Make this easy to debug
ASSERT(0);
}
ms_lSynchLogSeq++;
}
else
{
TRACE("Synch(): Error reading log file.\n");
}
}
}
#else
rspMsgBox(
RSP_MB_ICN_STOP | RSP_MB_BUT_OK,
"Postal",
"Synchronization logging is disabled for release mode for safety.\n");
#endif // defined(_DEBUG) || defined(TRACENASSERT)
return expr;
}
////////////////////////////////////////////////////////////////////////////////
// GameGetRegistry
////////////////////////////////////////////////////////////////////////////////
static void GameGetRegistry(void)
{
#ifdef CHECK_EXPIRATION_DATE
char szTime[40];
char szTimeEncrypt[40];
time_t lTime;
DWORD dwTimeLength;
DWORD dwSize = 255;
char szData[256];
char szName[256];
int16_t sEncryptedKeyLength = 36;
uint8_t szKey[40];
// This is the encoded path name of the registry key where the value is stored
szKey[0] = 0x07;
szKey[1] = 0x29;
szKey[2] = 0xbd;
szKey[3] = 0x3a;
szKey[4] = 0xba;
szKey[5] = 0x22;
szKey[6] = 0xbe;
szKey[7] = 0x36;
szKey[8] = 0xf5;
szKey[9] = 0x22;
szKey[10] = 0xfb;
szKey[11] = 0x24;
szKey[12] = 0xd0;
szKey[13] = 0x3a;
szKey[14] = 0xd4;
szKey[15] = 0x71;
szKey[16] = 0xcb;
szKey[17] = 0x3e;
szKey[18] = 0xd5;
szKey[19] = 0x2a;
szKey[20] = 0xec;
szKey[21] = 0x29;
szKey[22] = 0x89;
szKey[23] = 0x30;
szKey[24] = 0x8f;
szKey[25] = 0x78;
szKey[26] = 0x83;
szKey[27] = 0x66;
szKey[28] = 0xb4;
szKey[29] = 0x40;
szKey[30] = 0x86;
szKey[31] = 0x66;
szKey[32] = 0x8f;
szKey[33] = 0x71;
szKey[34] = 0x9b;
szKey[35] = 0xfe;
szKey[36] = 0x00;
#ifdef WIN32
DWORD dwDisposition;
DWORD dwType;
DWORD dwNameSize = 255;
HKEY hkResult;
int32_t lError;
int16_t sEncryptedValueLength = 9;
uint8_t szIn[10];
// This is the encoded name of the registry value itendifier
szIn[0] = 0x07;
szIn[1] = 0x29;
szIn[2] = 0xa8;
szIn[3] = 0x0f;
szIn[4] = 0xa7;
szIn[5] = 0x0c;
szIn[6] = 0xa8;
szIn[7] = 0x0e;
szIn[8] = 0xfd;
szIn[9] = 0x00;
// Get the current time and convert it to a string so it can be encoded
time( &lTime );
sprintf(szTime, "%ld", lTime);
// Decrypte the registry key path so the key can be opened
Decrypt((char*) szKey, szName, sEncryptedKeyLength);
szName[sEncryptedKeyLength-2] = 0;
lError = RegCreateKeyEx(HKEY_LOCAL_MACHINE, szName, 0,
"", REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL,
&hkResult, &dwDisposition);
// Destroy the source and result.
memset(szName, 0xeb, sEncryptedKeyLength);
if (lError == ERROR_SUCCESS && lTime > g_lReleaseTime)
{
if (dwDisposition == REG_CREATED_NEW_KEY)
// Write the initial value
{
// Make sure current value is after release value
dwTimeLength = Encrypt(szTime, szTimeEncrypt, strlen(szTime));
Decrypt((char*) szIn, szName, sEncryptedValueLength);
szName[sEncryptedValueLength-2] = 0;
RegSetValueEx(hkResult, szName, 0, REG_BINARY, (uint8_t *) szTimeEncrypt, dwTimeLength);
memset(szName, 0xeb, sEncryptedValueLength);
g_lRegTime = lTime;
}
else
{
lError = RegEnumValue(hkResult, 0, szName, &dwNameSize, 0, &dwType, (uint8_t *) szData, &dwSize);
if (lError != ERROR_SUCCESS)
g_lRegTime = EXPIRATION_DATE;
else
{
if (Decrypt(szData, szTime, dwSize) == 0)
{
szTime[dwSize] = 0;
g_lRegTime = atol(szTime);
}
else
{
g_lRegTime = EXPIRATION_DATE;
}
}
}
RegCloseKey(hkResult);
}
else
// If there was an error opening the registry key, then it will trace the error
// message here.
{
LPVOID lpMsgBuf;
FormatMessage(
FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM,
NULL,
GetLastError(),
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), // Default language
(LPTSTR) &lpMsgBuf,
0,
NULL
);
// Display the string.
TRACE((char*) lpMsgBuf);
// Free the buffer.
LocalFree( lpMsgBuf );
// This failed either because it couldn't write, or because
// the date has been set back before the release date, so
// force this to fail
g_lRegTime = EXPIRATION_DATE;
}
#else // WIN32
// Do mac version here.
char szPath[512];
time( &lTime );
lTime -= ((365 * 70UL) + 17) * 24 * 60 * 60; // time_fudge 1900->1970
// Open a prefs file and read the value, or write the value
// if it is the first time.
RFile rfPref;
// If the file does not exist, then write the current date to the file
// as long as it is after the release date.
macGetSpecialPath(MacPreferencesFolderType, true, szPath, 254);
Decrypt((char*) szKey, szName, sEncryptedKeyLength);
sEncryptedKeyLength = MAX(0, sEncryptedKeyLength - 2);
szName[sEncryptedKeyLength] = 0;
strcat(szPath, szName+19);
if (rfPref.Open(szPath, "rb", RFile::LittleEndian) != SUCCESS)
{
if (rfPref.Open(szPath, "wb", RFile::LittleEndian) != SUCCESS)
{
// If the file cannot be created, then hose the program
g_lRegTime = EXPIRATION_DATE;
}
else
{
// If the date is set back before the release of the beta, then hose the
// program
g_lRegTime = lTime;
if (lTime < g_lReleaseTime)
g_lRegTime = lTime = EXPIRATION_DATE;
dwTimeLength = Encrypt((char*) &lTime, szTimeEncrypt, 4);
rfPref.Write(&dwTimeLength);
rfPref.Write(szTime, dwTimeLength);
rfPref.Close();
}
}
// If the prefs file is here, then open it and read the last date
else
{
rfPref.Read(&dwSize);
rfPref.Read(szData, dwSize);
rfPref.Close();
if (Decrypt(szData, (char*) &lTime, dwSize) == 0)
{
g_lRegTime = lTime;
}
else
{
g_lRegTime = EXPIRATION_DATE;
}
}
#endif // WIN32
if (g_lRegTime < RELEASE_DATE)
g_lRegTime = EXPIRATION_DATE;
#else // CHECK_EXPIRATION_DATE
g_lRegTime = 0;
#endif // CHECK_EXPIRATION_DATE
}
////////////////////////////////////////////////////////////////////////////////
// GameSetRegistry
////////////////////////////////////////////////////////////////////////////////
static void GameSetRegistry(void)
{
#ifdef CHECK_EXPIRATION_DATE
char szTimeEncrypt[40];
time_t lTime;
DWORD dwTimeLength;
char szName[256];
int16_t sEncryptedKeyLength = 36;
uint8_t szKey[40];
szKey[0] = 0x00;
szKey[1] = 0x3e;
szKey[2] = 0xde;
szKey[3] = 0x28;
szKey[4] = 0xda;
szKey[5] = 0x46;
szKey[6] = 0xdd;
szKey[7] = 0x57;
szKey[8] = 0xc2;
szKey[9] = 0x34;
szKey[10] = 0xc4;
szKey[11] = 0x32;
szKey[12] = 0xe8;
szKey[13] = 0x3f;
szKey[14] = 0xf8;
szKey[15] = 0x2c;
szKey[16] = 0xe8;
szKey[17] = 0x3e;
szKey[18] = 0xe8;
szKey[19] = 0x2a;
szKey[20] = 0xdc;
szKey[21] = 0x03;
szKey[22] = 0xff;
szKey[23] = 0x14;
szKey[24] = 0xfb;
szKey[25] = 0x18;
szKey[26] = 0xfe;
szKey[27] = 0x1f;
szKey[28] = 0xc9;
szKey[29] = 0x35;
szKey[30] = 0xe0;
szKey[31] = 0x02;
szKey[32] = 0xea;
szKey[33] = 0x09;
szKey[34] = 0xf1;
szKey[35] = 0xf5;
szKey[36] = 0x00;
#ifdef WIN32
char szTime[40];
DWORD dwDisposition;
DWORD dwSize = 255;
DWORD dwNameSize = 255;
HKEY hkResult;
int32_t lError;
int16_t sEncryptedValueLength = 9;
uint8_t szIn[10];
szIn[0] = 0x07;
szIn[1] = 0x29;
szIn[2] = 0xa8;
szIn[3] = 0x0f;
szIn[4] = 0xa7;
szIn[5] = 0x0c;
szIn[6] = 0xa8;
szIn[7] = 0x0e;
szIn[8] = 0xfd;
szIn[9] = 0x00;
time( &lTime );
lTime = MAX(lTime, g_lRegTime);
sprintf(szTime, "%ld", lTime);
Decrypt((char*) szKey, szName, sEncryptedKeyLength);
szName[sEncryptedKeyLength-2] = 0;
lError = RegCreateKeyEx(HKEY_LOCAL_MACHINE, szName, 0,
"", REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL,
&hkResult, &dwDisposition);
memset(szName, 0xea, sEncryptedKeyLength);
if (lError == ERROR_SUCCESS)
{
// Make sure current value is after release value
dwTimeLength = Encrypt(szTime, szTimeEncrypt, strlen(szTime));
Decrypt((char*) szIn, szName, sEncryptedValueLength);
szName[sEncryptedValueLength-2] = 0;
RegSetValueEx(hkResult, szName, 0, REG_BINARY, (uint8_t *) szTimeEncrypt, dwTimeLength);
memset(szIn, 0xee, sEncryptedValueLength);
RegCloseKey(hkResult);
}
else
{
LPVOID lpMsgBuf;
FormatMessage(
FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM,
NULL,
GetLastError(),
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), // Default language
(LPTSTR) &lpMsgBuf,
0,
NULL
);
// Display the string.
TRACE((char*) lpMsgBuf);
// Free the buffer.
LocalFree( lpMsgBuf );
}
#else // WIN32
// Do the Mac version here
char szPath[512];
RFile rfPref;
time( &lTime );
lTime -= ((365 * 70UL) + 17) * 24 * 60 * 60; // time_fudge 1900->1970
// Make sure the time is after the last registered time.
lTime = MAX(lTime, (time_t) g_lRegTime);
dwTimeLength = Encrypt((char*) &lTime, szTimeEncrypt, 4);
macGetSpecialPath(MacPreferencesFolderType, true, szPath, 254);
Decrypt((char*) szKey, szName, sEncryptedKeyLength);
sEncryptedKeyLength = MAX(0, sEncryptedKeyLength - 2);
szName[sEncryptedKeyLength] = 0;
strcat(szPath, szName+19);
if (rfPref.Open(szPath, "wb", RFile::LittleEndian) == SUCCESS)
{
rfPref.Write(&dwTimeLength);
rfPref.Write(szTimeEncrypt, dwTimeLength);
rfPref.Close();
}
// Open the prefs file and write the value here.
#endif // WIN32
#endif // CHECK_EXPIRATION_DATE
}
////////////////////////////////////////////////////////////////////////////////
//
// Seed the random number generator
//
////////////////////////////////////////////////////////////////////////////////
extern void SeedRand(
int32_t lSeed)
{
m_lRandom = lSeed;
}
////////////////////////////////////////////////////////////////////////////////
//
// Get a random number
//
////////////////////////////////////////////////////////////////////////////////
#if defined(_DEBUG) || defined(TRACENASSERT)
extern int32_t GetRandomDebug(char* FILE_MACRO, int32_t LINE_MACRO)
{
// Get next random number
int32_t lNewVal = (((m_lRandom = m_lRandom * 214013L + 2531011L) >> 16) & 0x7fff);
if (m_pfileRandom)
{
if (m_bWriteLogs)
{
fprintf(
m_pfileRandom->m_fs,
"%s : %ld rand = %ld\n",
GetFileNameFromPath(FILE_MACRO),
LINE_MACRO,
lNewVal);
// m_pfileRandom->Write(lNewVal);
// m_pfileRandom->Write(LINE_MACRO);
// m_pfileRandom->Write(FILE_MACRO);
}
else
{
int32_t lSavedVal;
int32_t lSavedLine;
char szSavedFile[1024];
fscanf(
m_pfileRandom->m_fs,
"%s : %ld rand = %ld\n",
szSavedFile,
&lSavedLine,
&lSavedVal);
// m_pfileRandom->Read(&lSavedVal);
// m_pfileRandom->Read(&lSavedLine);
// m_pfileRandom->Read(szSavedFile);
if ((lSavedVal != lNewVal) || (lSavedLine != LINE_MACRO) || (rspStricmp(szSavedFile, GetFileNameFromPath(FILE_MACRO) ) != 0))
{
rspMsgBox(
RSP_MB_ICN_INFO | RSP_MB_BUT_OK,
"Postal",
"Random number sequence mismatch!\n\n"
" Was %s(%ld) which got %ld\n\n"
" Now %s(%ld) which got %ld",
szSavedFile,
(int32_t)lSavedLine,
(int32_t)lSavedVal,
GetFileNameFromPath(FILE_MACRO),
LINE_MACRO,
(int32_t)lNewVal);
// Make this easy to debug
ASSERT(0);
}
}
}
return lNewVal;
}
#else
extern int32_t GetRandom(void)
{
// Get next random number
return (((m_lRandom = m_lRandom * 214013L + 2531011L) >> 16) & 0x7fff);
}
#endif // defined(_DEBUG) || defined(TRACENASSERT).
////////////////////////////////////////////////////////////////////////////////
//
// Define a rand() to take the place of the stdlib version. We don't want
// anyone calling that version!
//
////////////////////////////////////////////////////////////////////////////////
// It seems that this only works in debug mode. In release, the linker
// generates a fatal "multiple definitions of rand()" error. For now, only
// do this in debug mode.
#ifdef _DEBUG
#ifndef PLATFORM_UNIX
extern int rand(void)
{
rspMsgBox(
RSP_MB_ICN_INFO | RSP_MB_BUT_OK,
"Postal",
"The stdlib version of rand() was called. It is forbidden within this application.");
return 0;
}
#endif
#endif
////////////////////////////////////////////////////////////////////////////////
//
// Do palette transition so menu can be displayed on top of existing background.
// NOTE: There must be a matching PalTranOff() for each PalTranOn()!!!
//
////////////////////////////////////////////////////////////////////////////////
extern void PalTranOn(
int32_t lTime /* = -1 */) // In: How long transition should take (or -1 for default)
{
if (lTime == -1)
lTime = NORMAL_PAL_TRAN_TIME;
StartMenuTrans(lTime);
// Do until done or keypress.
while (DoPreMenuTrans() == false)
UpdateSystem();
}
////////////////////////////////////////////////////////////////////////////////
//
// Undo the palette transition to restore the original background colors.
//
////////////////////////////////////////////////////////////////////////////////
extern void PalTranOff(void)
{
// Do until done
while (DoPostMenuTrans() == false)
UpdateSystem();
// Let paltran finish/clean up.
EndMenuTrans(true);
}
////////////////////////////////////////////////////////////////////////////////
//
// Set gamma/brighten-effect value. Note that there is no value that results
// in identity. See Brightness / contrast below:
// RIGHT NOW THIS FUNCTION IS BEING USED TO CALL BRIGHTNESS CONTRAST:
//
////////////////////////////////////////////////////////////////////////////////
extern void SetGammaLevel( // Returns nothing.
int16_t sBase) // New brighten value.
{
// For the time being, use this to control the other function:
// Pick a contrast based on the chosen brightness.
double dBrightness = double(sBase)/128.0 - 1.0;
// Allow a larger range:
dBrightness *= 2.0;
// This was no clip
//double dContrast = MIN(1.0 - dBrightness, dBrightness + 1.0);
// Let's link contrast with brightness and clip:
double dContrast = (dBrightness + 1.0); // needs to be a value of 1 to be neutral
// With this scheme, contrast can never be more than +1.0 or less than 0.0
SetBrightnessContrast(dBrightness,dContrast);
// Update settings.
g_GameSettings.m_sGammaVal = sBase;
return; // don't set gamma for now
U8 au8RedMap[256];
U8 au8GreenMap[256];
U8 au8BlueMap[256];
int16_t i;
int16_t sClipVal;
for ( i = 0;
i < 256;
i++)
{
sClipVal = MAX((int16_t)0, MIN(int16_t(pow((double)i / 100.0, GAMMA_EXPONENT) * sBase), (int16_t)255));
au8RedMap[i] = (U8)sClipVal;
au8GreenMap[i] = (U8)sClipVal;
au8BlueMap[i] = (U8)sClipVal;
}
// Update map.
rspSetPaletteMaps(
0,
256,
au8RedMap,
au8GreenMap,
au8BlueMap,
sizeof(U8));
// Update hardware through new map.
rspUpdatePalette();
// Update settings.
g_GameSettings.m_sGammaVal = sBase;
}
////////////////////////////////////////////////////////////////////////////////
//
// Set Brightness and Contrast. Zero (neutral) values yield and identity
// curve. Valid input is from -1 to 1.
//
////////////////////////////////////////////////////////////////////////////////
extern void SetBrightnessContrast(
double dBrightness, // -1.0 = dim, 0.0 = normal, 1.0 = bright
double dContrast // -1.0 = low contrast, 0.0 = normal, 1.0 = high
)
{
U8 au8RedMap[256];
U8 au8GreenMap[256];
U8 au8BlueMap[256];
// I will scale the ranges to within reasonable limits:
ASSERT( (dBrightness >= -1.0) || (dBrightness <= 1.0));
//ASSERT( (dContrast >= -1.0) || (dContrast <= 1.0));
//dContrast = dContrast + 1.0; // this IS the tangent value (0-2)
int16_t i;
double dScale = 1.0/128.0;
for (i=0;i < 256; i++)
{
double dX = dScale * i - 1.0;
int16_t sLev = int16_t(128.0 + 128.0 * (
( ( ( ((1.0 - dContrast) * dX) - dBrightness) * dX) + dContrast) * dX
+ dBrightness));
if (sLev < 0) sLev = 0;
if (sLev > 255) sLev = 255;
au8RedMap[i] = (U8)sLev;
au8GreenMap[i] = (U8)sLev;
au8BlueMap[i] = (U8)sLev;
}
// Update map.
rspSetPaletteMaps(
0,
256,
au8RedMap,
au8GreenMap,
au8BlueMap,
sizeof(U8));
// Update hardware through new map.
rspUpdatePalette();
//----------------------------------
// set postal levels?
}
////////////////////////////////////////////////////////////////////////////////
//
// Get gamma/brighten-effect value from palette map (not from settings).
//
////////////////////////////////////////////////////////////////////////////////
extern int16_t GetGammaLevel(void) // Returns current brighten value.
{
return g_GameSettings.m_sGammaVal;
}
////////////////////////////////////////////////////////////////////////////////
//
// Create a full path out of a partial path.
//
// The partial path must be in "RSPiX neutral" format, which is pretty much
// like a partial Windows path, except with slashes instead of backslashes.
//
// BEWARE: The return value is a pointer to a static string, which means its
// contents are changed every time this function is called! If you're just
// going to use the string and then be done with it, this should work fine, but
// if you need the string to stick around a while, you should probably do a
// strcpy() into your own string buffer.
//
// There are several variations - pick the one you like best.
//
////////////////////////////////////////////////////////////////////////////////
// This string is much larger than it needs to be in case the string
// size changes as a result of the conversion to system format, in which
// case our tests would miss it until it's too late. A massive overrun
// will still cause a problem, but that would never happen :)
static char m_acFullPath[RSP_MAX_PATH + RSP_MAX_PATH];
extern char* FullPath( // Returns full path in system format
int16_t sPathType, // In: PATH_CD, PATH_HD, or PATH_VD
char* pszPartialPath) // In: Partial path in RSPiX format
{
// Start with the specified base path (copy the string from the game settings)
if (sPathType == GAME_PATH_CD)
return FullPathCD(pszPartialPath);
else if (sPathType == GAME_PATH_HD)
return FullPathHD(pszPartialPath);
else if (sPathType == GAME_PATH_VD)
return FullPathVD(pszPartialPath);
else if (sPathType == GAME_PATH_SOUND)
return FullPathSound(pszPartialPath);
else if (sPathType == GAME_PATH_GAME)
return FullPathGame(pszPartialPath);
else if (sPathType == GAME_PATH_HOODS)
return FullPathHoods(pszPartialPath);
else
{
TRACE("FullPath(): Unknown path type: %d -- I predict an ASSERT() will occur soon...\n", (int16_t)sPathType);
ASSERT(1);
// In case they want to ignore the assert, just return a pointer to an empty string
m_acFullPath[0] = 0;
return m_acFullPath;
}
}
extern char* FullPathCD( // Returns full path in system format
char* pszPartialPath) // In: Partial path in RSPiX format
{
// Start with proper base path
ASSERT(strlen(g_GameSettings.m_pszCDPath) < RSP_MAX_PATH);
strcpy(m_acFullPath, g_GameSettings.m_pszCDPath);
// Make sure partial path isn't too long. It is possible that the conversion
// to the system format will change its length slightly, but it shouldn't be
// enough to make a real difference to this test.
ASSERT(strlen(pszPartialPath) < RSP_MAX_PATH);
// Check if the combination of the partial and base path will be too long.
ASSERT((strlen(pszPartialPath) + strlen(m_acFullPath)) < RSP_MAX_PATH);
// Convert specified partial path from rspix to system format, putting the
// result immediately following the base path
rspPathToSystem(pszPartialPath, m_acFullPath + strlen(m_acFullPath));
// Make sure result isn't too long (our buffer can handle it, but it's still a problem)
ASSERT(strlen(m_acFullPath) < RSP_MAX_PATH);
// Return pointer to full path
return m_acFullPath;
}
extern char* FullPathHD( // Returns full path in system format
const char* pszPartialPath) // In: Partial path in RSPiX format
{
// Start with proper base path
ASSERT(strlen(g_GameSettings.m_pszHDPath) < RSP_MAX_PATH);
strcpy(m_acFullPath, g_GameSettings.m_pszHDPath);
// Make sure partial path isn't too long. It is possible that the conversion
// to the system format will change its length slightly, but it shouldn't be
// enough to make a real difference to this test.
ASSERT(strlen(pszPartialPath) < RSP_MAX_PATH);
// Check if the combination of the partial and base path will be too long.
ASSERT((strlen(pszPartialPath) + strlen(m_acFullPath)) < RSP_MAX_PATH);
// Convert specified partial path from rspix to system format, putting the
// result immediately following the base path
rspPathToSystem(pszPartialPath, m_acFullPath + strlen(m_acFullPath));
// Make sure result isn't too long (our buffer can handle it, but it's still a problem)
ASSERT(strlen(m_acFullPath) < RSP_MAX_PATH);
// Return pointer to full path
return m_acFullPath;
}
extern char* FullPathVD( // Returns full path in system format
char* pszPartialPath) // In: Partial path in RSPiX format
{
// Start with proper base path
ASSERT(strlen(g_GameSettings.m_pszVDPath) < RSP_MAX_PATH);
strcpy(m_acFullPath, g_GameSettings.m_pszVDPath);
// Make sure partial path isn't too long. It is possible that the conversion
// to the system format will change its length slightly, but it shouldn't be
// enough to make a real difference to this test.
ASSERT(strlen(pszPartialPath) < RSP_MAX_PATH);
// Check if the combination of the partial and base path will be too long.
ASSERT((strlen(pszPartialPath) + strlen(m_acFullPath)) < RSP_MAX_PATH);
// Convert specified partial path from rspix to system format, putting the
// result immediately following the base path
rspPathToSystem(pszPartialPath, m_acFullPath + strlen(m_acFullPath));
// Make sure result isn't too long (our buffer can handle it, but it's still a problem)
ASSERT(strlen(m_acFullPath) < RSP_MAX_PATH);
// Return pointer to full path
return m_acFullPath;
}
extern char* FullPathSound( // Returns full path in system format
char* pszPartialPath) // In: Partial path in RSPiX format
{
// Start with proper base path
ASSERT(strlen(g_GameSettings.m_pszSoundPath) < RSP_MAX_PATH);
strcpy(m_acFullPath, g_GameSettings.m_pszSoundPath);
// Make sure partial path isn't too long. It is possible that the conversion
// to the system format will change its length slightly, but it shouldn't be
// enough to make a real difference to this test.
ASSERT(strlen(pszPartialPath) < RSP_MAX_PATH);
// Check if the combination of the partial and base path will be too long.
ASSERT((strlen(pszPartialPath) + strlen(m_acFullPath)) < RSP_MAX_PATH);
// Convert specified partial path from rspix to system format, putting the
// result immediately following the base path
rspPathToSystem(pszPartialPath, m_acFullPath + strlen(m_acFullPath));
// Make sure result isn't too long (our buffer can handle it, but it's still a problem)
ASSERT(strlen(m_acFullPath) < RSP_MAX_PATH);
// Return pointer to full path
return m_acFullPath;
}
extern char* FullPathGame( // Returns full path in system format
char* pszPartialPath) // In: Partial path in RSPiX format
{
// Start with proper base path
ASSERT(strlen(g_GameSettings.m_pszGamePath) < RSP_MAX_PATH);
strcpy(m_acFullPath, g_GameSettings.m_pszGamePath);
// Make sure partial path isn't too long. It is possible that the conversion
// to the system format will change its length slightly, but it shouldn't be
// enough to make a real difference to this test.
ASSERT(strlen(pszPartialPath) < RSP_MAX_PATH);
// Check if the combination of the partial and base path will be too long.
ASSERT((strlen(pszPartialPath) + strlen(m_acFullPath)) < RSP_MAX_PATH);
// Convert specified partial path from rspix to system format, putting the
// result immediately following the base path
rspPathToSystem(pszPartialPath, m_acFullPath + strlen(m_acFullPath));
// Make sure result isn't too long (our buffer can handle it, but it's still a problem)
ASSERT(strlen(m_acFullPath) < RSP_MAX_PATH);
// Return pointer to full path
return m_acFullPath;
}
extern char* FullPathHoods( // Returns full path in system format
char* pszPartialPath) // In: Partial path in RSPiX format
{
// Start with proper base path
ASSERT(strlen(g_GameSettings.m_pszHoodsPath) < RSP_MAX_PATH);
strcpy(m_acFullPath, g_GameSettings.m_pszHoodsPath);
// Make sure partial path isn't too long. It is possible that the conversion
// to the system format will change its length slightly, but it shouldn't be
// enough to make a real difference to this test.
ASSERT(strlen(pszPartialPath) < RSP_MAX_PATH);
// Check if the combination of the partial and base path will be too long.
ASSERT((strlen(pszPartialPath) + strlen(m_acFullPath)) < RSP_MAX_PATH);
// Convert specified partial path from rspix to system format, putting the
// result immediately following the base path
rspPathToSystem(pszPartialPath, m_acFullPath + strlen(m_acFullPath));
// Make sure result isn't too long (our buffer can handle it, but it's still a problem)
ASSERT(strlen(m_acFullPath) < RSP_MAX_PATH);
// Return pointer to full path
return m_acFullPath;
}
extern char* FullPathCustom( // Returns full path in system format
char* pszFullPath, // In: Full path in in RSPiX format.
char* pszPartialPath) // In: Partial path in RSPiX format.
{
char* pszFullSystemPath = rspPathToSystem(pszFullPath);
// Start with proper base path
ASSERT(strlen(pszFullSystemPath) < RSP_MAX_PATH);
strcpy(m_acFullPath, pszFullSystemPath);
// Make sure partial path isn't too long. It is possible that the conversion
// to the system format will change its length slightly, but it shouldn't be
// enough to make a real difference to this test.
ASSERT(strlen(pszPartialPath) < RSP_MAX_PATH);
// Check if the combination of the partial and base path will be too long.
ASSERT((strlen(pszPartialPath) + strlen(m_acFullPath)) < RSP_MAX_PATH);
// Convert specified partial path from rspix to system format, putting the
// result immediately following the base path
rspPathToSystem(pszPartialPath, m_acFullPath + strlen(m_acFullPath));
// Make sure result isn't too long (our buffer can handle it, but it's still a problem)
ASSERT(strlen(m_acFullPath) < RSP_MAX_PATH);
// Return pointer to full path
return m_acFullPath;
}
////////////////////////////////////////////////////////////////////////////////
//
// Correctify the specified base path.
//
// First, it ensures that the path is absolute (not relative). Then, it ensures
// the path ends properly, either with or without the system-specific separator
// character, depending on which system we're running on.
//
////////////////////////////////////////////////////////////////////////////////
int16_t CorrectifyBasePath( // Returns 0 if successfull, non-zero otherwise
char* pszBasePath, // I/O: Base path to be corrected
int16_t sMaxPathLen) // In: Maximum length of base path
{
int16_t sResult = 0;
// Make sure they aren't passing an empty string, which should be be left alone
if (strlen(pszBasePath) > 0)
{
// Make sure they aren't passing a string that's already too large!
if ((strlen(pszBasePath) + 1) <= sMaxPathLen)
{
//------------------------------------------------------------------------------
// Convert path from relative to absolute. We do this by setting the current
// directory to the specified path and then asking for the current directory,
// which is always returned as an absolute path. If the path is already
// absolute to begin with, it *should* be unchanged as a result.
//------------------------------------------------------------------------------
// Get original directory (let it allocate buffer of at LEAST specified size, more if needed)
// 09/05/97, PPL
// Apparently, the getcwd function works completely (well, maybe not completely) different
// on the MAC. We need to go ahead and allocate our own buffer and free it later because
// if a NULL is passed in, a NULL is returned. This should not have any adverse effects
// on the PC version.
//char* pszOrigDir = getcwd(NULL, RSP_MAX_PATH);
char* pszOrigDir = (char*)malloc(RSP_MAX_PATH);
if (pszOrigDir != NULL)
{
// Let's go ahead and get the current working directory here, once we're sure that
// the string to store it has been properly allocated.
pszOrigDir = getcwd(pszOrigDir, RSP_MAX_PATH);
// Change to specified directory, which may be relative or absolute
if (chdir(pszBasePath) == 0)
{
// Get directory, which is always returned as absolute
if (getcwd(pszBasePath, sMaxPathLen) == NULL)
{
sResult = -1;
TRACE("CorrectifyBasePath(): Couldn't get current directory (was set to '%s')!\n", pszBasePath);
}
}
else
{
sResult = -1;
TRACE("CorrectifyBasePath(): Couldn't change to specified directory: '%s'!\n", pszBasePath);
}
// Restore original directory
if (chdir(pszOrigDir) != 0)
{
sResult = -1;
TRACE("CorrectifyBasePath(): Couldn't restore original directory: '%s'!\n", pszOrigDir);
}
// Free buffer that was allocated by getcwd()
free(pszOrigDir);
pszOrigDir = 0;
}
//------------------------------------------------------------------------------
// Ensure that path ends properly, either with or without the system-specific
// separator character, depending on which system we're on.
//------------------------------------------------------------------------------
if (sResult == 0)
{
// Get index to last character
int16_t sLastIndex = strlen(pszBasePath);
if (sLastIndex > 0)
sLastIndex--;
#if 1 //def WIN32
// If base path doesn't end with a slash, add one
if (pszBasePath[sLastIndex] != RSP_SYSTEM_PATH_SEPARATOR)
{
if ((sLastIndex + 2) < RSP_MAX_PATH)
{
pszBasePath[sLastIndex+1] = RSP_SYSTEM_PATH_SEPARATOR;
pszBasePath[sLastIndex+2] = 0;
}
else
{
sResult = -1;
TRACE("CorrectifyBasePath(): Path would've exceed max length with separator tacked on!\n");
}
}
#else
// If base path ends with a colon, get rid of it
if (pszBasePath[sLastIndex] == RSP_SYSTEM_PATH_SEPARATOR)
pszBasePath[sLastIndex] = 0;
#endif
}
}
else
{
sResult = -1;
TRACE("CorrectifyBasePath(): Specified path is already longer than the specified maximum length!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
//
// Notification that we are about to be in the background.
//
////////////////////////////////////////////////////////////////////////////////
static void BackgroundCall(void)
{
// TRACE("Background\n");
// Return CPU to OS.
rspSetDoSystemMode(RSP_DOSYSTEM_SLEEP);
// If cursor show level not already stored . . .
if (ms_sForegroundCursorShowLevel == INVALID_CURSOR_SHOW_LEVEL)
{
// Store current cursor show level and then make cursor visible
ms_sForegroundCursorShowLevel = rspGetMouseCursorShowLevel();
rspSetMouseCursorShowLevel(1);
}
}
////////////////////////////////////////////////////////////////////////////////
//
// Notification that we are about to be in the foreground.
//
////////////////////////////////////////////////////////////////////////////////
static void ForegroundCall(void)
{
// TRACE("Foreground\n");
#if defined(_DEBUG)
// Wake CPU.
rspSetDoSystemMode(RSP_DOSYSTEM_TOLERATEOS);
#else
// Return CPU to us.
rspSetDoSystemMode(RSP_DOSYSTEM_HOGCPU);
#endif
// If cursor show level stored . . .
if (ms_sForegroundCursorShowLevel != INVALID_CURSOR_SHOW_LEVEL)
{
// Restore previous cursor show level
rspSetMouseCursorShowLevel(ms_sForegroundCursorShowLevel);
ms_sForegroundCursorShowLevel = 0;
// Reset the input.
ClearLocalInput();
// Flag that we're no longer storing the show level.
ms_sForegroundCursorShowLevel = INVALID_CURSOR_SHOW_LEVEL;
}
}
////////////////////////////////////////////////////////////////////////////////
// Returns difficulty for games.
// Note that this function is only valid once after a difficulty adjustment
// and then it goes back to the default (g_GameSettings value).
////////////////////////////////////////////////////////////////////////////////
static int16_t GetGameDifficulty(void) // Returns cached game difficulty.
{
int16_t sDifficulty = g_GameSettings.m_sDifficulty;
// If there is a cached difficulty . . .
if (ms_sLoadedDifficulty != INVALID_DIFFICULTY)
{
// Return cached difficulty.
sDifficulty = ms_sLoadedDifficulty;
// Clear cache.
ms_sLoadedDifficulty = INVALID_DIFFICULTY;
}
return sDifficulty;
}
////////////////////////////////////////////////////////////////////////////////
// Returns Title of a given Challenge-ID
////////////////////////////////////////////////////////////////////////////////
extern char* GetChallengeTitle(int16_t challengeID)
{
char title[256];
char fileName[256];
Play_GetRealmInfo(false, false, true, 0, challengeID - 1, 0, fileName, 256, title, 256);
return title;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
|