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/* TODO: Rewrite this entire file cuase it sucks badly
*/
#include "loadsave.h"
#include <stdio.h>
#include "spaceobj.h"
#include "strings.h"
#include <string>
#include <vector>
#include "gunobj.h"
#include "hull.h"
#include "hulls/hull_player.h"
#include "playerobj.h"
#include "raptor.h"
#include "ebox.h"
#include "guns/gun_arc.h"
#include "guns/gun_angle.h"
#include "guns/gun_beam.h"
#include "guns/gun_chain.h"
#include "guns/gun_destruct.h"
#include "guns/gun_findgun.h"
#include "guns/gun_fire.h"
#include "guns/gun_follow.h"
#include "guns/gun_laser.h"
#include "guns/gun_machine.h"
#include "guns/gun_machine_circle.h"
#include "guns/gun_minimissle.h"
#include "guns/gun_missle.h"
#include "guns/gun_pulse.h"
#include "guns/gun_shatter.h"
#include "guns/gun_spread.h"
#include "guns/gun_stick.h"
#include "guns/gun_yehat.h"
#include "guns/gun_swirl.h"
#include "guns/gun_massive.h"
#include "guns/gun_saber.h"
#include "guns/gun_tractor_beam.h"
#include "guns/gun_rotate.h"
#include <iostream>
// menu.h is needed to hack around the fact that
// only one gun_sticky_collide_list should exist,
// and that is in menu.cpp
#include "menu.h"
using namespace std;
#ifndef debug
#define debug cout<<"File: "<<__FILE__<<" Line: "<<__LINE__<<endl;
#endif
/* savePlayer:
* Saves the player in at player#.rap where # = game_slot
*/
int savePlayer( SpaceObject * player, int game_slot ){
if ( player == NULL ) return 1;
printf("Save player\n");
char filename[ 64 ];
snprintf( filename, 64, "player%d.rap", game_slot );
// PlayerHull * hull = dynamic_cast<PlayerHull *>(player->getHull());
PlayerHull * hull = (PlayerHull *)(player->getHull() );
// HullObject * hull = player->getHull();
WeaponObject ** guns = hull->Guns();
WeaponObject ** accessories = hull->Accessories();
int rank = hull->rank();
int shields = hull->getShield();
int life = hull->getLife();
int score = player->getScore();
int dif = ((PlayerObject *)player)->getDifficulty();
int level = ((PlayerObject *)player)->getLevel();
std::string gun_str("");
for ( int q = 0; q < hull->maxGuns()-1; q++ ){
if ( guns[q] != NULL ){
gun_str += guns[q]->GetName();
gun_str += ":";
char pow[ 10 ];
snprintf( pow, 10, "%d|", guns[q]->getPower() );
gun_str += pow;
}
}
for ( int q = 0; q < MAX_ACCESSORY; q++ ){
if ( accessories[q] != NULL ){
WeaponObject * ac = accessories[q];
gun_str += ac->GetName();
gun_str += ":";
char pow[ 10 ];
snprintf( pow, 10, "%d|", ac->getPower() );
gun_str += pow;
}
}
char final[ 1024 ];
snprintf( final, 1024, "Life:%d Shields:%d Score:%d Rank:%d Difficulty:%d Level:%d |%s", life, shields, score, rank, dif, level, gun_str.c_str() );
// printf("Save string = %s\n", final );
FILE * fv = fopen( filename, "wb" );
fwrite( final, sizeof(char), strlen(final), fv );
fclose( fv );
return 0;
}
struct weapon_data{
char name[ 128 ];
int power;
};
HullObject * newPlayerHull( int q ) {
// Bitmap ** pics = new BITMAP*[ 9 ];
vector< Bitmap * > pics;
int life = 0;
int shield = 0;
int guns = 0;
int hn = 0;
int pic_number = 0;
switch( q ) {
case 1 : {
pic_number = HULL_1_1;
/*
for ( int q = 0; q < 9; q++ )
pics[q] = (BITMAP *)global_data[HULL_1_1+q].dat;
*/
life = 100;
shield = 100;
guns = 3;
hn = 1;
break;
}
case 2 : {
pic_number = HULL_2_1;
/*
for ( int q = 0; q < 9; q++ )
pics[q] = (BITMAP *)global_data[HULL_2_1+q].dat;
*/
life = 150;
shield = 150;
guns = 4;
hn = 2;
break;
}
case 3 : {
pic_number = HULL_3_1;
/*
for ( int q = 0; q < 9; q++ )
pics[q] = (BITMAP *)global_data[HULL_3_1+q].dat;
*/
life = 200;
shield = 250;
guns = 5;
hn = 3;
break;
}
default : {
pic_number = HULL_1_1;
/*
for ( int q = 0; q < 9; q++ )
pics[q] = (BITMAP *)global_data[HULL_1_1+q].dat;
*/
life = 100;
shield = 100;
guns = 3;
hn = 1;
break;
}
}
// return new PlayerHull( pics, 9, life, shield, guns, hn, new ECollide( pics[4], 6, makecol(255,0,255), 52 ) );
for ( int q = 0; q < 9; q++ )
pics.push_back( new Bitmap( Util::getDataSprite( pic_number + q ) ) );
return new PlayerHull( pics, life, shield, guns, hn, new ECollide( pics[4] ) );
}
int filesize( FILE * f ){
fseek( f, 0, SEEK_END );
int x = ftell( f );
fseek( f, 0, SEEK_SET );
return x;
}
void getAllWeapons( vector< vector< WeaponObject * > > & all_weapons ){
vector< WeaponObject * > bay_1;
bay_1.push_back( new WeaponMachineGun( 0, -1, -1, TEAM_PLAYER ) );
bay_1.push_back( new WeaponMachineCircleGun( 0, -1, -1, TEAM_PLAYER ) );
bay_1.push_back( new WeaponSpreadGun( 0, -1, -1, TEAM_PLAYER ) );
bay_1.push_back( new WeaponAngle( 0, -1, TEAM_PLAYER ) );
all_weapons.push_back( bay_1 );
vector< WeaponObject * > bay_2;
bay_2.push_back( new WeaponBeam( 0, -1, TEAM_PLAYER ) );
bay_2.push_back( new WeaponMiniMissle( 0, -1, TEAM_PLAYER ) );
bay_2.push_back( new WeaponShatter( 0, -1, -1, TEAM_PLAYER ) );
bay_2.push_back( new WeaponYehatGun( 0, -1, -1, TEAM_PLAYER ) );
all_weapons.push_back( bay_2 );
vector< WeaponObject * > bay_3;
bay_3.push_back( new WeaponArc( 0, -1, -1, TEAM_PLAYER ) );
bay_3.push_back( new WeaponLaser( 0, -1, TEAM_PLAYER ) );
bay_3.push_back( new WeaponStick( 0, -1, TEAM_PLAYER, menuClass::gun_sticky_collide_list, menuClass::gun_sticky_max_collide ) );
all_weapons.push_back( bay_3 );
vector< WeaponObject * > bay_4;
bay_4.push_back( new WeaponMissle( 0, -1, TEAM_PLAYER ) );
bay_4.push_back( new WeaponPulse( 0, -1, TEAM_PLAYER ) );
all_weapons.push_back( bay_4 );
vector< WeaponObject * > bay_5;
bay_5.push_back( new WeaponFindGun( 0, -1, TEAM_PLAYER ) );
bay_5.push_back( new WeaponFollow( 0, -1, TEAM_PLAYER ) );
bay_5.push_back( new WeaponTractorBeam( 0, -1, TEAM_PLAYER ) );
all_weapons.push_back( bay_5 );
vector< WeaponObject * > accessory;
accessory.push_back( new WeaponSaber( 0, -1, -1, TEAM_PLAYER ) );
accessory.push_back( new WeaponSwirlGun( 0, -1, -1, TEAM_PLAYER ) );
// accessory.push_back( new WeaponChainGun( 0, -1, "Iron Chain", 65500, NULL, TEAM_PLAYER, new ECollide((BITMAP *)global_data[IRON_000].dat,6,makecol(255,0,255),52) ) );
accessory.push_back( new WeaponChainGun( 0, -1, "Iron Chain", 65500, -1, TEAM_PLAYER, new ECollide( Util::getDataSprite( IRON_000 ) ) ) );
accessory.push_back( new WeaponMassiveGun( 0, -1, -1, TEAM_PLAYER ) );
all_weapons.push_back( accessory );
}
SpaceObject * loadPlayer( int game_slot ){
FILE * fv;
char filename[ 64 ];
snprintf( filename, 64, "player%d.rap", game_slot );
fv = fopen( filename, "rb" );
if ( fv == NULL ){
printf("Could not open %s\n", filename );
return NULL;
}
int size = filesize( fv );
// printf("Size = %d\n", size );
SpaceObject * player;
char final[ size+1 ];
fread( final, sizeof(char), size, fv );
final[ size ] = '\0';
fclose( fv );
int life;
int shields;
int rank;
int score;
int dif;
int level;
sscanf( final, "Life:%d Shields:%d Score:%d Rank:%d Difficulty:%d Level:%d", &life, &shields, &score, &rank, &dif, &level );
debug
/*
printf("Life = %d\n", life );
printf("Shields = %d\n", shields );
printf("Score = %d\n", score );
printf("Rank = %d\n", rank );
printf("Difficulty = %d\n", dif );
*/
HullObject * hwho;
player = NULL;
PlayerObject * pp;
PlayerHull * ph;
debug
vector< vector< WeaponObject * > > all_weapons;
getAllWeapons( all_weapons );
char * weapon_begin = strchr( final, '|' );
vector< weapon_data * > weapons;
if ( weapon_begin == NULL ) goto evil_end;
weapon_begin++;
// printf("Final: %s\n", final );
while ( weapon_begin != NULL && (*weapon_begin) != 0 ){
char * weapon_end = strchr( weapon_begin, '|' );
if ( weapon_end == NULL ){
printf("Error parsing %s. You tried to hack it, didnt you?\n", filename );
goto evil_end;
}
*weapon_end = '\0';
weapon_data * wd = new weapon_data;
char wname[ 128 ];
strcpy( wname, weapon_begin );
char * power = strchr( wname, ':' );
if ( power == NULL ){
printf("Error parsing %s. You tried to hack it, didnt you?\n", filename );
goto evil_end;
}
*power = '\0';
power++;
strcpy( wd->name, wname );
wd->power = str2int( power );
weapons.push_back( wd );
weapon_begin = weapon_end+1;
}
hwho = newPlayerHull( rank );
debug
player = new PlayerObject(320,450, dif, hwho );
// a little c++ never hurt anyone
pp = (PlayerObject *)(player);
ph = (PlayerHull *)(hwho);
pp->setLevel( level );
ph->setShields( shields );
ph->setLife( life );
pp->setScore( score );
pp->setLevel( level );
pp->setDifficulty( dif );
debug
for ( vector< weapon_data * >::iterator cur_data = weapons.begin(); cur_data != weapons.end(); cur_data++ ){
weapon_data * mine = *cur_data;
// 6 is the max number of slots a gun could be in
// 0-4 for regular guns and 5 for accessories
for ( int q = 0; q < 6; q++ ){
vector< WeaponObject * > & wv = all_weapons[ q ];
for ( vector< WeaponObject * >::iterator it = wv.begin(); it != wv.end(); ){
WeaponObject * sofar = *it;
if ( strcasecmp( sofar->GetName(), mine->name ) == 0 ){
sofar->IncreasePower( mine->power );
pp->giveWeapon( sofar, q );
it = wv.erase( it );
} else it++;
}
}
}
debug
cout<<"All weapons: "<<all_weapons.size()<<endl;
for ( vector< vector< WeaponObject * > >::iterator it = all_weapons.begin(); it != all_weapons.end(); it++ ){
// vector< WeaponObject * > & wv = *it;
debug
for ( vector< WeaponObject * >::iterator k = it->begin(); k != it->end(); k++ ){
cout<<"Weapon: "<<(*k)->getName()<<endl;
delete *k;
}
}
debug
// evil cuase its a goto!
evil_end:
debug
for ( vector< weapon_data * >::iterator it = weapons.begin(); it != weapons.end(); it++ ){
delete *it;
}
debug
return player;
}
// im tired and angry
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