1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173 |
- #ifdef PRECOMPILEDHEADERS
- #include "Tactical All.h"
- #include "Enemy Soldier Save.h"
- #else
- #include <stdio.h>
- #include <memory.h>
- #include "types.h"
- #include "strategicmap.h"
- #include "overhead.h"
- #include "isometric utils.h"
- #include "soldier add.h"
- #include "soldier create.h"
- #include "Soldier Init List.h"
- #include "debug.h"
- #include "Random.h"
- #include "items.h"
- #include "cursors.h"
- #include "Map Information.h"
- #include "soldier profile.h"
- #include "Sys Globals.h"
- #include "EditorMercs.h"
- #include "Animation Data.h"
- #include "message.h"
- #include "Font Control.h"
- #endif
- extern void AddPlacementToWorld( SOLDIERINITNODE *pNode );
- BOOLEAN CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile( UINT8 *pubNumElites, UINT8 *pubNumRegulars, UINT8 *pubNumAdmins, UINT8 *pubNumCreatures );
- BOOLEAN gfRestoringEnemySoldiersFromTempFile = FALSE;
- BOOLEAN gfRestoringCiviliansFromTempFile = FALSE;
- void RemoveCivilianTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
- void RemoveEnemySoldierTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
- {
- CHAR8 zMapName[ 128 ];
- if( GetSectorFlagStatus( sSectorX, sSectorY, bSectorZ, SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS ) )
- {
- //Delete any temp file that is here and toast the flag that say's one exists.
- ReSetSectorFlag( sSectorX, sSectorY, bSectorZ, SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS );
- // GetMapFileName( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, zTempName, FALSE );
- //add the 'e' for 'Enemy preserved' to the front of the map name
- // sprintf( zMapName, "%s\\e_%s", MAPS_DIR, zTempName);
- GetMapTempFileName( SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS, zMapName, sSectorX, sSectorY, bSectorZ );
- //Delete the temp file.
- FileDelete( zMapName );
- }
- }
- void RemoveCivilianTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
- {
- //CHAR8 zTempName[ 128 ];
- CHAR8 zMapName[ 128 ];
- if( GetSectorFlagStatus( sSectorX, sSectorY, bSectorZ, SF_CIV_PRESERVED_TEMP_FILE_EXISTS ) )
- {
- //Delete any temp file that is here and toast the flag that say's one exists.
- ReSetSectorFlag( sSectorX, sSectorY, bSectorZ, SF_CIV_PRESERVED_TEMP_FILE_EXISTS );
- //GetMapFileName( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, zTempName, FALSE );
- GetMapTempFileName( SF_CIV_PRESERVED_TEMP_FILE_EXISTS, zMapName, sSectorX, sSectorY, bSectorZ );
- //Delete the temp file.
- FileDelete( zMapName );
- }
- }
- //OLD SAVE METHOD: This is the old way of loading the enemies and civilians
- BOOLEAN LoadEnemySoldiersFromTempFile()
- {
- SOLDIERINITNODE *curr;
- SOLDIERCREATE_STRUCT tempDetailedPlacement;
- INT32 i;
- INT32 slots = 0;
- UINT32 uiNumBytesRead;
- UINT32 uiTimeStamp;
- HWFILE hfile;
- INT16 sSectorX, sSectorY;
- UINT16 usCheckSum, usFileCheckSum;
- CHAR8 zMapName[ 128 ];
- #ifdef JA2TESTVERSION
- CHAR8 zReason[256];
- #endif
- INT8 bSectorZ;
- UINT8 ubSectorID;
- UINT8 ubNumElites = 0, ubNumTroops = 0, ubNumAdmins = 0, ubNumCreatures = 0;
- UINT8 ubStrategicElites, ubStrategicTroops, ubStrategicAdmins, ubStrategicCreatures;
-
- gfRestoringEnemySoldiersFromTempFile = TRUE;
- //STEP ONE: Set up the temp file to read from.
- //Convert the current sector location into a file name
- // GetMapFileName( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, zTempName, FALSE );
- //add the 'e' for 'Enemy preserved' to the front of the map name
- // sprintf( zMapName, "%s\\e_%s", MAPS_DIR, zTempName);
- GetMapTempFileName( SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS, zMapName, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
- //Open the file for reading
- hfile = FileOpen( zMapName, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE );
- if( hfile == 0 )
- { //Error opening map modification file
- return FALSE;
- }
- //STEP TWO: determine whether or not we should use this data.
- //because it is the demo, it is automatically used.
- FileRead( hfile, &sSectorY, 2, &uiNumBytesRead );
- if( uiNumBytesRead != 2 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading sSectorY. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( gWorldSectorY != sSectorY )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- sSectorY mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
-
- LoadSoldierInitListLinks( hfile );
-
- //STEP THREE: read the data
- FileRead( hfile, &sSectorX, 2, &uiNumBytesRead );
- if( uiNumBytesRead != 2 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading sSectorX. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( gWorldSectorX != sSectorX )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- sSectorX mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
- FileRead( hfile, &slots, 4, &uiNumBytesRead );
- if( uiNumBytesRead != 4 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading slots. KM" );
- #endif
- goto FAIL_LOAD;
- }
- FileRead( hfile, &uiTimeStamp, 4, &uiNumBytesRead );
- if( uiNumBytesRead != 4 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading uiTimeStamp. KM" );
- #endif
- goto FAIL_LOAD;
- }
- FileRead( hfile, &bSectorZ, 1, &uiNumBytesRead );
- if( uiNumBytesRead != 1 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading bSectorZ. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( GetWorldTotalMin() > uiTimeStamp + 300 )
- { //the file has aged. Use the regular method for adding soldiers.
- FileClose( hfile );
- RemoveEnemySoldierTempFile( sSectorX, sSectorY, bSectorZ );
- gfRestoringEnemySoldiersFromTempFile = FALSE;
- return TRUE;
- }
-
- if( gbWorldSectorZ != bSectorZ )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- bSectorZ mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( !slots )
- { //no need to restore the enemy's to the map. This means we are restoring a saved game.
- gfRestoringEnemySoldiersFromTempFile = FALSE;
- FileClose( hfile );
- return TRUE;
- }
- if( slots < 0 || slots >= 64 )
- { //bad IO!
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- illegal slot value of %d. KM", slots );
- #endif
- goto FAIL_LOAD;
- }
- //For all the enemy slots (enemy/creature), clear the fPriorityExistance flag. We will use these flags
- //to determine which slots have been modified as we load the data into the map pristine soldier init list.
- curr = gSoldierInitHead;
- while( curr )
- {
- if( curr->pBasicPlacement->fPriorityExistance )
- {
- if( curr->pBasicPlacement->bTeam == ENEMY_TEAM || curr->pBasicPlacement->bTeam == CREATURE_TEAM || curr->pBasicPlacement->bTeam == CIV_TEAM )
- {
- curr->pBasicPlacement->fPriorityExistance = FALSE;
- }
- }
- curr = curr->next;
- }
- //get the number of enemies in this sector.
- if( bSectorZ )
- {
- UNDERGROUND_SECTORINFO *pSector;
- pSector = FindUnderGroundSector( sSectorX, sSectorY, bSectorZ );
- if( !pSector )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- Couldn't find underground sector info for (%d,%d,%d) KM", sSectorX, sSectorY, bSectorZ );
- #endif
- goto FAIL_LOAD;
- }
- ubStrategicElites = pSector->ubNumElites;
- ubStrategicTroops = pSector->ubNumTroops;
- ubStrategicAdmins = pSector->ubNumAdmins;
- ubStrategicCreatures = pSector->ubNumCreatures;
- }
- else
- {
- SECTORINFO *pSector;
- pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
- ubStrategicCreatures = pSector->ubNumCreatures;
- GetNumberOfEnemiesInSector( sSectorX, sSectorY, &ubStrategicAdmins, &ubStrategicTroops, &ubStrategicElites );
- }
- for( i = 0; i < slots; i++ )
- {
- FileRead( hfile, &tempDetailedPlacement, sizeof( SOLDIERCREATE_STRUCT ), &uiNumBytesRead );
- if( uiNumBytesRead != sizeof( SOLDIERCREATE_STRUCT ) )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading tempDetailedPlacment %d. KM", i );
- #endif
- goto FAIL_LOAD;
- }
- curr = gSoldierInitHead;
- while( curr )
- {
- if( !curr->pBasicPlacement->fPriorityExistance )
- {
- if( !curr->pDetailedPlacement || curr->pDetailedPlacement && curr->pDetailedPlacement->ubProfile == NO_PROFILE )
- {
- if( curr->pBasicPlacement->bTeam == tempDetailedPlacement.bTeam )
- {
- curr->pBasicPlacement->fPriorityExistance = TRUE;
- if( !curr->pDetailedPlacement )
- { //need to upgrade the placement to detailed placement
- curr->pDetailedPlacement = (SOLDIERCREATE_STRUCT*)MemAlloc( sizeof( SOLDIERCREATE_STRUCT ) );
- }
- //now replace the map pristine placement info with the temp map file version..
- memcpy( curr->pDetailedPlacement, &tempDetailedPlacement, sizeof( SOLDIERCREATE_STRUCT ) );
-
- curr->pBasicPlacement->fPriorityExistance = TRUE;
- curr->pBasicPlacement->bDirection = curr->pDetailedPlacement->bDirection;
- curr->pBasicPlacement->bOrders = curr->pDetailedPlacement->bOrders;
- curr->pBasicPlacement->bAttitude = curr->pDetailedPlacement->bAttitude;
- curr->pBasicPlacement->bBodyType = curr->pDetailedPlacement->bBodyType;
- curr->pBasicPlacement->fOnRoof = curr->pDetailedPlacement->fOnRoof;
- curr->pBasicPlacement->ubSoldierClass = curr->pDetailedPlacement->ubSoldierClass;
- curr->pBasicPlacement->ubCivilianGroup = curr->pDetailedPlacement->ubCivilianGroup;
- curr->pBasicPlacement->fHasKeys = curr->pDetailedPlacement->fHasKeys;
- curr->pBasicPlacement->usStartingGridNo = curr->pDetailedPlacement->sInsertionGridNo;
- curr->pBasicPlacement->bPatrolCnt = curr->pDetailedPlacement->bPatrolCnt;
- memcpy( curr->pBasicPlacement->sPatrolGrid, curr->pDetailedPlacement->sPatrolGrid,
- sizeof( INT16 ) * curr->pBasicPlacement->bPatrolCnt );
- FileRead( hfile, &usCheckSum, 2, &uiNumBytesRead );
- if( uiNumBytesRead != 2 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading usCheckSum %d. KM", i );
- #endif
- goto FAIL_LOAD;
- }
- //verify the checksum equation (anti-hack) -- see save
- usFileCheckSum =
- curr->pDetailedPlacement->bLife * 7 +
- curr->pDetailedPlacement->bLifeMax * 8 -
- curr->pDetailedPlacement->bAgility * 2 +
- curr->pDetailedPlacement->bDexterity * 1 +
- curr->pDetailedPlacement->bExpLevel * 5 -
- curr->pDetailedPlacement->bMarksmanship * 9 +
- curr->pDetailedPlacement->bMedical * 10 +
- curr->pDetailedPlacement->bMechanical * 3 +
- curr->pDetailedPlacement->bExplosive * 4 +
- curr->pDetailedPlacement->bLeadership * 5 +
- curr->pDetailedPlacement->bStrength * 7 +
- curr->pDetailedPlacement->bWisdom * 11 +
- curr->pDetailedPlacement->bMorale * 7 +
- curr->pDetailedPlacement->bAIMorale * 3 -
- curr->pDetailedPlacement->bBodyType * 7 +
- 4 * 6 +
- curr->pDetailedPlacement->sSectorX * 7 -
- curr->pDetailedPlacement->ubSoldierClass * 4 +
- curr->pDetailedPlacement->bTeam * 7 +
- curr->pDetailedPlacement->bDirection * 5 +
- curr->pDetailedPlacement->fOnRoof * 17 +
- curr->pDetailedPlacement->sInsertionGridNo * 1 +
- 3;
- if( usCheckSum != usFileCheckSum )
- { //Hacker has modified the stats on the enemy placements.
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- checksum for placement %d failed. KM", i );
- #endif
- goto FAIL_LOAD;
- }
- if( curr->pBasicPlacement->bTeam == CIV_TEAM )
- {
- AddPlacementToWorld( curr );
- break;
- }
- else
- {
- //Add preserved placements as long as they don't exceed the actual population.
- switch( curr->pBasicPlacement->ubSoldierClass )
- {
- case SOLDIER_CLASS_ELITE:
- ubNumElites++;
- if( ubNumElites < ubStrategicElites )
- {
- AddPlacementToWorld( curr );
- }
- break;
- case SOLDIER_CLASS_ARMY:
- ubNumTroops++;
- if( ubNumTroops < ubStrategicTroops )
- {
- AddPlacementToWorld( curr );
- }
- break;
- case SOLDIER_CLASS_ADMINISTRATOR:
- ubNumAdmins++;
- if( ubNumAdmins < ubStrategicAdmins )
- {
- AddPlacementToWorld( curr );
- }
- break;
- case SOLDIER_CLASS_CREATURE:
- ubNumCreatures++;
- if( ubNumCreatures < ubStrategicCreatures )
- {
- AddPlacementToWorld( curr );
- }
- break;
- }
- break;
- }
- }
- }
- }
- curr = curr->next;
- }
- }
-
- FileRead( hfile, &ubSectorID, 1, &uiNumBytesRead );
- if( uiNumBytesRead != 1 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading ubSectorID. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( ubSectorID != SECTOR( sSectorX, sSectorY ) )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- ubSectorID mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
- //now add any extra enemies that have arrived since the temp file was made.
- if( ubStrategicTroops > ubNumTroops || ubStrategicElites > ubNumElites || ubStrategicAdmins > ubNumAdmins )
- {
- ubStrategicTroops = ( ubStrategicTroops > ubNumTroops ) ? ubStrategicTroops - ubNumTroops : 0;
- ubStrategicElites = ( ubStrategicElites > ubNumElites ) ? ubStrategicElites - ubNumElites : 0;
- ubStrategicAdmins = ( ubStrategicAdmins > ubNumAdmins ) ? ubStrategicAdmins - ubNumAdmins : 0;
- AddSoldierInitListEnemyDefenceSoldiers( ubStrategicAdmins, ubStrategicTroops, ubStrategicElites );
- }
- if( ubStrategicCreatures > ubNumCreatures )
- {
- ubStrategicCreatures; //not sure if this wil ever happen. If so, needs to be handled.
- }
- //successful
- FileClose( hfile );
- return TRUE;
- FAIL_LOAD:
- //The temp file load failed either because of IO problems related to hacking/logic, or
- //various checks failed for hacker validation. If we reach this point, the "error: exit game"
- //dialog would appear in a non-testversion.
- FileClose( hfile );
- #ifdef JA2TESTVERSION
- AssertMsg( 0, zReason );
- #endif
- return FALSE;
- }
- //OLD SAVE METHOD: This is the older way of saving the civilian and the enemies placement into a temp file
- BOOLEAN SaveEnemySoldiersToTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubFirstIdTeam, UINT8 ubLastIdTeam, BOOLEAN fAppendToFile )
- {
- SOLDIERINITNODE *curr;
- SOLDIERTYPE *pSoldier;
- INT32 i;
- INT32 slots = 0;
- INT32 iSlotsAlreadyInUse=0;
- UINT32 uiNumBytesWritten;
- UINT32 uiTimeStamp;
- HWFILE hfile;
- SCHEDULENODE *pSchedule;
- UINT16 usCheckSum;
- CHAR8 zMapName[ 128 ];
- UINT8 ubSectorID;
- //STEP ONE: Prep the soldiers for saving...
- //modify the map's soldier init list to reflect the changes to the member's still alive...
- for( i = gTacticalStatus.Team[ ubFirstIdTeam ].bFirstID; i <= gTacticalStatus.Team[ ubLastIdTeam ].bLastID; i++ )
- {
- pSoldier = MercPtrs[ i ];
- if( pSoldier->bActive /*&& pSoldier->bInSector*/ && pSoldier->bLife )
- { //soldier is valid, so find the matching soldier init list entry for modification.
- curr = gSoldierInitHead;
- while( curr && curr->pSoldier != pSoldier )
- {
- curr = curr->next;
- }
- if( curr && curr->pSoldier == pSoldier && pSoldier->ubProfile == NO_PROFILE )
- { //found a match.
- if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
- {
- if( !curr->pDetailedPlacement )
- { //need to upgrade the placement to detailed placement
- curr->pBasicPlacement->fDetailedPlacement = TRUE;
- curr->pDetailedPlacement = (SOLDIERCREATE_STRUCT*)MemAlloc( sizeof( SOLDIERCREATE_STRUCT ) );
- memset( curr->pDetailedPlacement, 0, sizeof( SOLDIERCREATE_STRUCT ) );
- }
- //Copy over the data of the soldier.
- curr->pDetailedPlacement->ubProfile = NO_PROFILE;
- curr->pDetailedPlacement->bLife = pSoldier->bLife;
- curr->pDetailedPlacement->bLifeMax = pSoldier->bLifeMax;
- curr->pDetailedPlacement->bAgility = pSoldier->bAgility;
- curr->pDetailedPlacement->bDexterity = pSoldier->bDexterity;
- curr->pDetailedPlacement->bExpLevel = pSoldier->bExpLevel;
- curr->pDetailedPlacement->bMarksmanship = pSoldier->bMarksmanship;
- curr->pDetailedPlacement->bMedical = pSoldier->bMedical;
- curr->pDetailedPlacement->bMechanical = pSoldier->bMechanical;
- curr->pDetailedPlacement->bExplosive = pSoldier->bExplosive;
- curr->pDetailedPlacement->bLeadership = pSoldier->bLeadership;
- curr->pDetailedPlacement->bStrength = pSoldier->bStrength;
- curr->pDetailedPlacement->bWisdom = pSoldier->bWisdom;
- curr->pDetailedPlacement->bAttitude = pSoldier->bAttitude;
- curr->pDetailedPlacement->bOrders = pSoldier->bOrders;
- curr->pDetailedPlacement->bMorale = pSoldier->bMorale;
- curr->pDetailedPlacement->bAIMorale = pSoldier->bAIMorale;
- curr->pDetailedPlacement->bBodyType = pSoldier->ubBodyType;
- curr->pDetailedPlacement->ubCivilianGroup = pSoldier->ubCivilianGroup;
- //If the soldier has a real schedule (not a default schedule), then store it.
- //All other cases should be 0.
- curr->pDetailedPlacement->ubScheduleID = 0;
- if( pSoldier->ubScheduleID )
- {
- pSchedule = GetSchedule( pSoldier->ubScheduleID );
- if( pSchedule && !(pSchedule->usFlags & SCHEDULE_FLAGS_TEMPORARY) )
- {
- curr->pDetailedPlacement->ubScheduleID = pSoldier->ubScheduleID;
- }
- }
- curr->pDetailedPlacement->fHasKeys = pSoldier->bHasKeys;
- curr->pDetailedPlacement->sSectorX = pSoldier->sSectorX;
- curr->pDetailedPlacement->sSectorY = pSoldier->sSectorY;
- curr->pDetailedPlacement->bSectorZ = pSoldier->bSectorZ;
- curr->pDetailedPlacement->ubSoldierClass = pSoldier->ubSoldierClass;
- curr->pDetailedPlacement->bTeam = pSoldier->bTeam;
- curr->pDetailedPlacement->bDirection = pSoldier->bDirection;
- //we don't want the player to think that all the enemies start in the exact position when we
- //left the map, so randomize the start locations either current position or original position.
- if( PreRandom( 2 ) )
- { //use current position
- curr->pDetailedPlacement->fOnRoof = pSoldier->bLevel;
- curr->pDetailedPlacement->sInsertionGridNo = pSoldier->sGridNo;
- }
- else
- { //use original position
- curr->pDetailedPlacement->fOnRoof = curr->pBasicPlacement->fOnRoof;
- curr->pDetailedPlacement->sInsertionGridNo = curr->pBasicPlacement->usStartingGridNo;
- }
- swprintf( curr->pDetailedPlacement->name, pSoldier->name );
- //Copy patrol points
- curr->pDetailedPlacement->bPatrolCnt = pSoldier->bPatrolCnt;
- memcpy( curr->pDetailedPlacement->sPatrolGrid, pSoldier->usPatrolGrid, sizeof( INT16 ) * MAXPATROLGRIDS );
-
- //copy colors for soldier based on the body type.
- sprintf( curr->pDetailedPlacement->HeadPal, pSoldier->HeadPal );
- sprintf( curr->pDetailedPlacement->VestPal, pSoldier->VestPal );
- sprintf( curr->pDetailedPlacement->SkinPal, pSoldier->SkinPal );
- sprintf( curr->pDetailedPlacement->PantsPal, pSoldier->PantsPal );
- sprintf( curr->pDetailedPlacement->MiscPal, pSoldier->MiscPal );
- //copy soldier's inventory
- memcpy( curr->pDetailedPlacement->Inv, pSoldier->inv, sizeof( OBJECTTYPE ) * NUM_INV_SLOTS );
- }
- //DONE, now increment the counter, so we know how many there are.
- slots++;
- }
- }
- }
- if( !slots )
- { //No need to save anything, so return successfully
- RemoveEnemySoldierTempFile( sSectorX, sSectorY, bSectorZ );
- return TRUE;
- }
- //STEP TWO: Set up the temp file to write to.
- //Convert the current sector location into a file name
- // GetMapFileName( sSectorX, sSectorY, bSectorZ, zTempName, FALSE );
- //add the 'e' for 'Enemy preserved' to the front of the map name
- // sprintf( zMapName, "%s\\e_%s", MAPS_DIR, zTempName);
- GetMapTempFileName( SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS, zMapName, sSectorX, sSectorY, bSectorZ );
- //if the file doesnt exist
- if( FileSize( zMapName ) == 0 )
- {
- //set it so we are not appending
- fAppendToFile = FALSE;
- }
- //if we are to append to the file
- if( fAppendToFile )
- {
- //Open the file for writing, Create it if it doesnt exist
- hfile = FileOpen( zMapName, FILE_ACCESS_READ | FILE_OPEN_ALWAYS, FALSE );
- if( hfile == 0 )
- { //Error opening map modification file
- return FALSE;
- }
- //advance for bytes and read the #of slots already used
- FileSeek( hfile, 4, FILE_SEEK_FROM_START );
- FileRead( hfile, &iSlotsAlreadyInUse, 4, &uiNumBytesWritten );
- if( uiNumBytesWritten != 4 )
- {
- goto FAIL_SAVE;
- }
- FileClose( hfile );
- //Open the file for writing, Create it if it doesnt exist
- hfile = FileOpen( zMapName, FILE_ACCESS_WRITE | FILE_OPEN_ALWAYS, FALSE );
- if( hfile == 0 )
- { //Error opening map modification file
- return FALSE;
- }
- slots += iSlotsAlreadyInUse;
- //advance for bytes and read the #of slots already used
- FileSeek( hfile, 4, FILE_SEEK_FROM_START );
- FileWrite( hfile, &slots, 4, &uiNumBytesWritten );
- if( uiNumBytesWritten != 4 )
- {
- goto FAIL_SAVE;
- }
-
- FileSeek( hfile, 0, FILE_SEEK_FROM_END );
- }
- else
- {
- //Open the file for writing, Create it if it doesnt exist
- hfile = FileOpen( zMapName, FILE_ACCESS_WRITE | FILE_OPEN_ALWAYS, FALSE );
- if( hfile == 0 )
- { //Error opening map modification file
- return FALSE;
- }
- }
- //if we are to append to the file
- if( !fAppendToFile )
- {
- FileWrite( hfile, &sSectorY, 2, &uiNumBytesWritten );
- if( uiNumBytesWritten != 2 )
- {
- goto FAIL_SAVE;
- }
- //STEP THREE: Save the data
- SaveSoldierInitListLinks( hfile );
- FileWrite( hfile, &sSectorX, 2, &uiNumBytesWritten );
- if( uiNumBytesWritten != 2 )
- {
- goto FAIL_SAVE;
- }
- //This check may appear confusing. It is intended to abort if the player is saving the game. It is only
- //supposed to preserve the links to the placement list, so when we finally do leave the level with enemies remaining,
- //we will need the links that are only added when the map is loaded, and are normally lost when restoring a save.
- if( gTacticalStatus.uiFlags & LOADING_SAVED_GAME )
- {
- slots = 0;
- }
- FileWrite( hfile, &slots, 4, &uiNumBytesWritten );
- if( uiNumBytesWritten != 4 )
- {
- goto FAIL_SAVE;
- }
- uiTimeStamp = GetWorldTotalMin();
- FileWrite( hfile, &uiTimeStamp, 4, &uiNumBytesWritten );
- if( uiNumBytesWritten != 4 )
- {
- goto FAIL_SAVE;
- }
-
- FileWrite( hfile, &bSectorZ, 1, &uiNumBytesWritten );
- if( uiNumBytesWritten != 1 )
- {
- goto FAIL_SAVE;
- }
- }
- if( gTacticalStatus.uiFlags & LOADING_SAVED_GAME )
- {
- //if we are saving the game, we don't need to preserve the soldier information, just
- //preserve the links to the placement list.
- slots = 0;
- FileClose( hfile );
- SetSectorFlag( sSectorX, sSectorY, bSectorZ, SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS );
- return TRUE;
- }
- for( i = gTacticalStatus.Team[ ubFirstIdTeam ].bFirstID; i <= gTacticalStatus.Team[ ubLastIdTeam ].bLastID; i++ )
- {
- pSoldier = MercPtrs[ i ];
- if( pSoldier->bActive /*&& pSoldier->bInSector*/ && pSoldier->bLife )
- { //soldier is valid, so find the matching soldier init list entry for modification.
- curr = gSoldierInitHead;
- while( curr && curr->pSoldier != pSoldier )
- {
- curr = curr->next;
- }
- if( curr && curr->pSoldier == pSoldier && pSoldier->ubProfile == NO_PROFILE )
- { //found a match.
- FileWrite( hfile, curr->pDetailedPlacement, sizeof( SOLDIERCREATE_STRUCT ), &uiNumBytesWritten );
- if( uiNumBytesWritten != sizeof( SOLDIERCREATE_STRUCT ) )
- {
- goto FAIL_SAVE;
- }
- //insert a checksum equation (anti-hack)
- usCheckSum =
- curr->pDetailedPlacement->bLife * 7 +
- curr->pDetailedPlacement->bLifeMax * 8 -
- curr->pDetailedPlacement->bAgility * 2 +
- curr->pDetailedPlacement->bDexterity * 1 +
- curr->pDetailedPlacement->bExpLevel * 5 -
- curr->pDetailedPlacement->bMarksmanship * 9 +
- curr->pDetailedPlacement->bMedical * 10 +
- curr->pDetailedPlacement->bMechanical * 3 +
- curr->pDetailedPlacement->bExplosive * 4 +
- curr->pDetailedPlacement->bLeadership * 5 +
- curr->pDetailedPlacement->bStrength * 7 +
- curr->pDetailedPlacement->bWisdom * 11 +
- curr->pDetailedPlacement->bMorale * 7 +
- curr->pDetailedPlacement->bAIMorale * 3 -
- curr->pDetailedPlacement->bBodyType * 7 +
- 4 * 6 +
- curr->pDetailedPlacement->sSectorX * 7 -
- curr->pDetailedPlacement->ubSoldierClass * 4 +
- curr->pDetailedPlacement->bTeam * 7 +
- curr->pDetailedPlacement->bDirection * 5 +
- curr->pDetailedPlacement->fOnRoof * 17 +
- curr->pDetailedPlacement->sInsertionGridNo * 1 +
- 3;
- FileWrite( hfile, &usCheckSum, 2, &uiNumBytesWritten );
- if( uiNumBytesWritten != 2 )
- {
- goto FAIL_SAVE;
- }
- }
- }
- }
- //if we are to append to the file
- if( !fAppendToFile )
- {
- ubSectorID = SECTOR( sSectorX, sSectorY );
- FileWrite( hfile, &ubSectorID, 1, &uiNumBytesWritten );
- if( uiNumBytesWritten != 1 )
- {
- goto FAIL_SAVE;
- }
- }
- FileClose( hfile );
- SetSectorFlag( sSectorX, sSectorY, bSectorZ, SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS );
- return TRUE;
- FAIL_SAVE:
- FileClose( hfile );
- return FALSE;
- }
- BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
- {
- SOLDIERINITNODE *curr;
- SOLDIERCREATE_STRUCT tempDetailedPlacement;
- INT32 i;
- INT32 slots = 0;
- UINT32 uiNumBytesRead;
- UINT32 uiTimeStamp;
- HWFILE hfile;
- INT16 sSectorX, sSectorY;
- UINT16 usCheckSum, usFileCheckSum;
- CHAR8 zMapName[ 128 ];
- #ifdef JA2TESTVERSION
- CHAR8 zReason[256];
- #endif
- INT8 bSectorZ;
- UINT8 ubSectorID;
- UINT8 ubNumElites = 0, ubNumTroops = 0, ubNumAdmins = 0, ubNumCreatures = 0;
- UINT8 ubStrategicElites, ubStrategicTroops, ubStrategicAdmins, ubStrategicCreatures;
-
- gfRestoringEnemySoldiersFromTempFile = TRUE;
- //STEP ONE: Set up the temp file to read from.
- //Convert the current sector location into a file name
- // GetMapFileName( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, zTempName, FALSE );
- //add the 'e' for 'Enemy preserved' to the front of the map name
- // sprintf( zMapName, "%s\\e_%s", MAPS_DIR, zTempName);
- GetMapTempFileName( SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS, zMapName, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
- //Count the number of enemies ( elites, regulars, admins and creatures ) that are in the temp file.
- if( gbWorldSectorZ )
- {
- UNDERGROUND_SECTORINFO *pSector;
- pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
- if( !pSector )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- Couldn't find underground sector info for (%d,%d,%d) KM", gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
- #endif
- goto FAIL_LOAD;
- }
- }
- else
- {
- SECTORINFO *pSector;
- pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
- ubNumElites = pSector->ubNumElites;
- ubNumTroops = pSector->ubNumTroops;
- ubNumAdmins = pSector->ubNumAdmins;
- ubNumCreatures = pSector->ubNumCreatures;
- }
-
- if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
- {
- // Get the number of enemies form the temp file
- CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile( &ubStrategicElites, &ubStrategicTroops, &ubStrategicAdmins, &ubStrategicCreatures );
- //If any of the counts differ from what is in memory
- if( ubStrategicElites != ubNumElites || ubStrategicTroops != ubNumTroops || ubStrategicAdmins != ubNumAdmins || ubStrategicCreatures != ubNumCreatures )
- {
- //remove the file
- RemoveEnemySoldierTempFile( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
- return( TRUE );
- }
- }
- //reset
- ubNumElites = ubNumTroops = ubNumAdmins = ubNumCreatures = 0;
- //Open the file for reading
- hfile = FileOpen( zMapName, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE );
- if( hfile == 0 )
- { //Error opening map modification file
- return FALSE;
- }
- //STEP TWO: determine whether or not we should use this data.
- //because it is the demo, it is automatically used.
- FileRead( hfile, &sSectorY, 2, &uiNumBytesRead );
- if( uiNumBytesRead != 2 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading sSectorY. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( gWorldSectorY != sSectorY )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- sSectorY mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
-
- // LoadSoldierInitListLinks( hfile );
- NewWayOfLoadingEnemySoldierInitListLinks( hfile );
-
- //STEP THREE: read the data
- FileRead( hfile, &sSectorX, 2, &uiNumBytesRead );
- if( uiNumBytesRead != 2 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading sSectorX. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( gWorldSectorX != sSectorX )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- sSectorX mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
- FileRead( hfile, &slots, 4, &uiNumBytesRead );
- if( uiNumBytesRead != 4 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading slots. KM" );
- #endif
- goto FAIL_LOAD;
- }
- FileRead( hfile, &uiTimeStamp, 4, &uiNumBytesRead );
- if( uiNumBytesRead != 4 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading uiTimeStamp. KM" );
- #endif
- goto FAIL_LOAD;
- }
- FileRead( hfile, &bSectorZ, 1, &uiNumBytesRead );
- if( uiNumBytesRead != 1 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading bSectorZ. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( gbWorldSectorZ != bSectorZ )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- bSectorZ mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( GetWorldTotalMin() > uiTimeStamp + 300 )
- { //the file has aged. Use the regular method for adding soldiers.
- FileClose( hfile );
- RemoveEnemySoldierTempFile( sSectorX, sSectorY, bSectorZ );
- gfRestoringEnemySoldiersFromTempFile = FALSE;
- return TRUE;
- }
- if( !slots )
- { //no need to restore the enemy's to the map. This means we are restoring a saved game.
- gfRestoringEnemySoldiersFromTempFile = FALSE;
- FileClose( hfile );
- return TRUE;
- }
- if( slots < 0 || slots >= 64 )
- { //bad IO!
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- illegal slot value of %d. KM", slots );
- #endif
- goto FAIL_LOAD;
- }
- //For all the enemy slots (enemy/creature), clear the fPriorityExistance flag. We will use these flags
- //to determine which slots have been modified as we load the data into the map pristine soldier init list.
- curr = gSoldierInitHead;
- while( curr )
- {
- if( curr->pBasicPlacement->fPriorityExistance )
- {
- if( curr->pBasicPlacement->bTeam == ENEMY_TEAM || curr->pBasicPlacement->bTeam == CREATURE_TEAM )
- {
- curr->pBasicPlacement->fPriorityExistance = FALSE;
- }
- }
- curr = curr->next;
- }
- //get the number of enemies in this sector.
- if( bSectorZ )
- {
- UNDERGROUND_SECTORINFO *pSector;
- pSector = FindUnderGroundSector( sSectorX, sSectorY, bSectorZ );
- if( !pSector )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- Couldn't find underground sector info for (%d,%d,%d) KM", sSectorX, sSectorY, bSectorZ );
- #endif
- goto FAIL_LOAD;
- }
- ubStrategicElites = pSector->ubNumElites;
- ubStrategicTroops = pSector->ubNumTroops;
- ubStrategicAdmins = pSector->ubNumAdmins;
- ubStrategicCreatures = pSector->ubNumCreatures;
- }
- else
- {
- SECTORINFO *pSector;
- pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
- ubStrategicCreatures = pSector->ubNumCreatures;
- GetNumberOfEnemiesInSector( sSectorX, sSectorY, &ubStrategicAdmins, &ubStrategicTroops, &ubStrategicElites );
- }
- for( i = 0; i < slots; i++ )
- {
- FileRead( hfile, &tempDetailedPlacement, sizeof( SOLDIERCREATE_STRUCT ), &uiNumBytesRead );
- if( uiNumBytesRead != sizeof( SOLDIERCREATE_STRUCT ) )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading tempDetailedPlacment %d. KM", i );
- #endif
- goto FAIL_LOAD;
- }
- curr = gSoldierInitHead;
- while( curr )
- {
- if( !curr->pBasicPlacement->fPriorityExistance )
- {
- if( curr->pBasicPlacement->bTeam == tempDetailedPlacement.bTeam )
- {
- curr->pBasicPlacement->fPriorityExistance = TRUE;
- if( !curr->pDetailedPlacement )
- { //need to upgrade the placement to detailed placement
- curr->pDetailedPlacement = (SOLDIERCREATE_STRUCT*)MemAlloc( sizeof( SOLDIERCREATE_STRUCT ) );
- }
- //now replace the map pristine placement info with the temp map file version..
- memcpy( curr->pDetailedPlacement, &tempDetailedPlacement, sizeof( SOLDIERCREATE_STRUCT ) );
-
- curr->pBasicPlacement->fPriorityExistance = TRUE;
- curr->pBasicPlacement->bDirection = curr->pDetailedPlacement->bDirection;
- curr->pBasicPlacement->bOrders = curr->pDetailedPlacement->bOrders;
- curr->pBasicPlacement->bAttitude = curr->pDetailedPlacement->bAttitude;
- curr->pBasicPlacement->bBodyType = curr->pDetailedPlacement->bBodyType;
- curr->pBasicPlacement->fOnRoof = curr->pDetailedPlacement->fOnRoof;
- curr->pBasicPlacement->ubSoldierClass = curr->pDetailedPlacement->ubSoldierClass;
- curr->pBasicPlacement->ubCivilianGroup = curr->pDetailedPlacement->ubCivilianGroup;
- curr->pBasicPlacement->fHasKeys = curr->pDetailedPlacement->fHasKeys;
- curr->pBasicPlacement->usStartingGridNo = curr->pDetailedPlacement->sInsertionGridNo;
- curr->pBasicPlacement->bPatrolCnt = curr->pDetailedPlacement->bPatrolCnt;
- memcpy( curr->pBasicPlacement->sPatrolGrid, curr->pDetailedPlacement->sPatrolGrid,
- sizeof( INT16 ) * curr->pBasicPlacement->bPatrolCnt );
- FileRead( hfile, &usCheckSum, 2, &uiNumBytesRead );
- if( uiNumBytesRead != 2 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading usCheckSum %d. KM", i );
- #endif
- goto FAIL_LOAD;
- }
- //verify the checksum equation (anti-hack) -- see save
- usFileCheckSum =
- curr->pDetailedPlacement->bLife * 7 +
- curr->pDetailedPlacement->bLifeMax * 8 -
- curr->pDetailedPlacement->bAgility * 2 +
- curr->pDetailedPlacement->bDexterity * 1 +
- curr->pDetailedPlacement->bExpLevel * 5 -
- curr->pDetailedPlacement->bMarksmanship * 9 +
- curr->pDetailedPlacement->bMedical * 10 +
- curr->pDetailedPlacement->bMechanical * 3 +
- curr->pDetailedPlacement->bExplosive * 4 +
- curr->pDetailedPlacement->bLeadership * 5 +
- curr->pDetailedPlacement->bStrength * 7 +
- curr->pDetailedPlacement->bWisdom * 11 +
- curr->pDetailedPlacement->bMorale * 7 +
- curr->pDetailedPlacement->bAIMorale * 3 -
- curr->pDetailedPlacement->bBodyType * 7 +
- 4 * 6 +
- curr->pDetailedPlacement->sSectorX * 7 -
- curr->pDetailedPlacement->ubSoldierClass * 4 +
- curr->pDetailedPlacement->bTeam * 7 +
- curr->pDetailedPlacement->bDirection * 5 +
- curr->pDetailedPlacement->fOnRoof * 17 +
- curr->pDetailedPlacement->sInsertionGridNo * 1 +
- 3;
- if( usCheckSum != usFileCheckSum )
- { //Hacker has modified the stats on the enemy placements.
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- checksum for placement %d failed. KM", i );
- #endif
- goto FAIL_LOAD;
- }
- //Add preserved placements as long as they don't exceed the actual population.
- switch( curr->pBasicPlacement->ubSoldierClass )
- {
- case SOLDIER_CLASS_ELITE:
- ubNumElites++;
- if( ubNumElites <= ubStrategicElites )
- {
- //def: AddPlacementToWorld( curr );
- }
- break;
- case SOLDIER_CLASS_ARMY:
- ubNumTroops++;
- if( ubNumTroops <= ubStrategicTroops )
- {
- //def: AddPlacementToWorld( curr );
- }
- break;
- case SOLDIER_CLASS_ADMINISTRATOR:
- ubNumAdmins++;
- if( ubNumAdmins <= ubStrategicAdmins )
- {
- //def: AddPlacementToWorld( curr );
- }
- break;
- case SOLDIER_CLASS_CREATURE:
- ubNumCreatures++;
- if( ubNumCreatures <= ubStrategicCreatures )
- {
- //def: AddPlacementToWorld( curr );
- }
- break;
- }
- break;
- }
- }
- curr = curr->next;
- }
- }
-
- FileRead( hfile, &ubSectorID, 1, &uiNumBytesRead );
- if( uiNumBytesRead != 1 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading ubSectorID. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( ubSectorID != SECTOR( sSectorX, sSectorY ) )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- ubSectorID mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
- //now add any extra enemies that have arrived since the temp file was made.
- if( ubStrategicTroops > ubNumTroops || ubStrategicElites > ubNumElites || ubStrategicAdmins > ubNumAdmins )
- {
- ubStrategicTroops = ( ubStrategicTroops > ubNumTroops ) ? ubStrategicTroops - ubNumTroops : 0;
- ubStrategicElites = ( ubStrategicElites > ubNumElites ) ? ubStrategicElites - ubNumElites : 0;
- ubStrategicAdmins = ( ubStrategicAdmins > ubNumAdmins ) ? ubStrategicAdmins - ubNumAdmins : 0;
- AddSoldierInitListEnemyDefenceSoldiers( ubStrategicAdmins, ubStrategicTroops, ubStrategicElites );
- }
- if( ubStrategicCreatures > ubNumCreatures )
- {
- ubStrategicCreatures; //not sure if this wil ever happen. If so, needs to be handled.
- }
- //set the number of enemies in the sector
- if( bSectorZ )
- {
- UNDERGROUND_SECTORINFO *pSector;
- pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
- if( !pSector )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- Couldn't find underground sector info for (%d,%d,%d) KM", sSectorX, sSectorY, bSectorZ );
- #endif
- goto FAIL_LOAD;
- /*
- pSector->ubElitesInBattle = ubStrategicElites;
- pSector->ubTroopsInBattle = ubStrategicTroops;
- pSector->ubAdminsInBattle = ubStrategicAdmins;
- pSector->ubCreaturesInBattle = ubStrategicCreatures;
- */
- }
- }
- else
- {
- SECTORINFO *pSector;
- pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
- /*
- pSector->ubElitesInBattle = ubStrategicElites;
- pSector->ubTroopsInBattle = ubStrategicTroops;
- pSector->ubAdminsInBattle = ubStrategicAdmins;
- pSector->ubCreaturesInBattle = ubStrategicCreatures;
- */
- }
- //if in battle, what about the ubNumInBAttle
- //successful
- FileClose( hfile );
- return TRUE;
- FAIL_LOAD:
- //The temp file load failed either because of IO problems related to hacking/logic, or
- //various checks failed for hacker validation. If we reach this point, the "error: exit game"
- //dialog would appear in a non-testversion.
- FileClose( hfile );
- #ifdef JA2TESTVERSION
- AssertMsg( 0, zReason );
- #endif
- return FALSE;
- }
- BOOLEAN NewWayOfLoadingCiviliansFromTempFile()
- {
- SOLDIERINITNODE *curr, *temp;
- SOLDIERCREATE_STRUCT tempDetailedPlacement;
- INT32 i;
- INT32 slots = 0;
- UINT32 uiNumBytesRead;
- UINT32 uiTimeStamp;
- UINT32 uiTimeSinceLastLoaded;
- HWFILE hfile;
- INT16 sSectorX, sSectorY;
- UINT16 usCheckSum, usFileCheckSum;
- // CHAR8 zTempName[ 128 ];
- CHAR8 zMapName[ 128 ];
- #ifdef JA2TESTVERSION
- CHAR8 zReason[256];
- #endif
- INT8 bSectorZ;
- UINT8 ubSectorID;
- UINT8 ubNumElites = 0, ubNumTroops = 0, ubNumAdmins = 0, ubNumCreatures = 0;
- BOOLEAN fDeleted;
- // UINT8 ubStrategicElites, ubStrategicTroops, ubStrategicAdmins, ubStrategicCreatures;
-
- gfRestoringCiviliansFromTempFile = TRUE;
- //STEP ONE: Set up the temp file to read from.
- //Convert the current sector location into a file name
- //GetMapFileName( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, zTempName, FALSE );
- //add the 'e' for 'Enemy preserved' to the front of the map name
- //sprintf( zMapName, "%s\\c_%s", MAPS_DIR, zTempName);
- GetMapTempFileName( SF_CIV_PRESERVED_TEMP_FILE_EXISTS, zMapName, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
- //Open the file for reading
- hfile = FileOpen( zMapName, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE );
- if( hfile == 0 )
- { //Error opening map modification file
- return FALSE;
- }
- //STEP TWO: determine whether or not we should use this data.
- //because it is the demo, it is automatically used.
- FileRead( hfile, &sSectorY, 2, &uiNumBytesRead );
- if( uiNumBytesRead != 2 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Civilian -- EOF while reading sSectorY. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( gWorldSectorY != sSectorY )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Civilian -- sSectorY mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
-
- //LoadSoldierInitListLinks( hfile );
- NewWayOfLoadingCivilianInitListLinks( hfile );
- //STEP THREE: read the data
- FileRead( hfile, &sSectorX, 2, &uiNumBytesRead );
- if( uiNumBytesRead != 2 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Civilian -- EOF while reading sSectorX. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( gWorldSectorX != sSectorX )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Civilian -- sSectorX mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
- FileRead( hfile, &slots, 4, &uiNumBytesRead );
- if( uiNumBytesRead != 4 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Civilian -- EOF while reading slots. KM" );
- #endif
- goto FAIL_LOAD;
- }
- FileRead( hfile, &uiTimeStamp, 4, &uiNumBytesRead );
- if( uiNumBytesRead != 4 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Civilian -- EOF while reading uiTimeStamp. KM" );
- #endif
- goto FAIL_LOAD;
- }
-
- uiTimeSinceLastLoaded = GetWorldTotalMin() - uiTimeStamp;
- FileRead( hfile, &bSectorZ, 1, &uiNumBytesRead );
- if( uiNumBytesRead != 1 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Civilian -- EOF while reading bSectorZ. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( gbWorldSectorZ != bSectorZ )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Civilian -- bSectorZ mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( !slots )
- {
- //no need to restore the enemy's to the map. This means we are restoring a saved game.
- gfRestoringCiviliansFromTempFile = FALSE;
- FileClose( hfile );
- return TRUE;
- }
- if( slots < 0 || slots >= 64 )
- {
- //bad IO!
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Civilian -- illegal slot value of %d. KM", slots );
- #endif
- goto FAIL_LOAD;
- }
- //For all the enemy slots (enemy/creature), clear the fPriorityExistance flag. We will use these flags
- //to determine which slots have been modified as we load the data into the map pristine soldier init list.
- curr = gSoldierInitHead;
- while( curr )
- {
- if( curr->pBasicPlacement->fPriorityExistance )
- {
- if( curr->pBasicPlacement->bTeam == CIV_TEAM )
- {
- curr->pBasicPlacement->fPriorityExistance = FALSE;
- }
- }
- curr = curr->next;
- }
- for( i = 0; i < slots; i++ )
- {
- FileRead( hfile, &tempDetailedPlacement, sizeof( SOLDIERCREATE_STRUCT ), &uiNumBytesRead );
- if( uiNumBytesRead != sizeof( SOLDIERCREATE_STRUCT ) )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Civilian -- EOF while reading tempDetailedPlacment %d. KM", i );
- #endif
- goto FAIL_LOAD;
- }
- curr = gSoldierInitHead;
- while( curr )
- {
- if( !curr->pBasicPlacement->fPriorityExistance )
- {
- if( !curr->pDetailedPlacement || curr->pDetailedPlacement && curr->pDetailedPlacement->ubProfile == NO_PROFILE )
- {
- if( curr->pBasicPlacement->bTeam == tempDetailedPlacement.bTeam )
- {
- curr->pBasicPlacement->fPriorityExistance = TRUE;
- if( !curr->pDetailedPlacement )
- {
- //need to upgrade the placement to detailed placement
- curr->pDetailedPlacement = (SOLDIERCREATE_STRUCT*)MemAlloc( sizeof( SOLDIERCREATE_STRUCT ) );
- }
- //now replace the map pristine placement info with the temp map file version..
- memcpy( curr->pDetailedPlacement, &tempDetailedPlacement, sizeof( SOLDIERCREATE_STRUCT ) );
-
- curr->pBasicPlacement->fPriorityExistance = TRUE;
- curr->pBasicPlacement->bDirection = curr->pDetailedPlacement->bDirection;
- curr->pBasicPlacement->bOrders = curr->pDetailedPlacement->bOrders;
- curr->pBasicPlacement->bAttitude = curr->pDetailedPlacement->bAttitude;
- curr->pBasicPlacement->bBodyType = curr->pDetailedPlacement->bBodyType;
- curr->pBasicPlacement->fOnRoof = curr->pDetailedPlacement->fOnRoof;
- curr->pBasicPlacement->ubSoldierClass = curr->pDetailedPlacement->ubSoldierClass;
- curr->pBasicPlacement->ubCivilianGroup = curr->pDetailedPlacement->ubCivilianGroup;
- curr->pBasicPlacement->fHasKeys = curr->pDetailedPlacement->fHasKeys;
- curr->pBasicPlacement->usStartingGridNo = curr->pDetailedPlacement->sInsertionGridNo;
- curr->pBasicPlacement->bPatrolCnt = curr->pDetailedPlacement->bPatrolCnt;
- memcpy( curr->pBasicPlacement->sPatrolGrid, curr->pDetailedPlacement->sPatrolGrid,
- sizeof( INT16 ) * curr->pBasicPlacement->bPatrolCnt );
- FileRead( hfile, &usCheckSum, 2, &uiNumBytesRead );
- if( uiNumBytesRead != 2 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Civilian -- EOF while reading usCheckSum %d. KM", i );
- #endif
- goto FAIL_LOAD;
- }
- //verify the checksum equation (anti-hack) -- see save
- usFileCheckSum =
- curr->pDetailedPlacement->bLife * 7 +
- curr->pDetailedPlacement->bLifeMax * 8 -
- curr->pDetailedPlacement->bAgility * 2 +
- curr->pDetailedPlacement->bDexterity * 1 +
- curr->pDetailedPlacement->bExpLevel * 5 -
- curr->pDetailedPlacement->bMarksmanship * 9 +
- curr->pDetailedPlacement->bMedical * 10 +
- curr->pDetailedPlacement->bMechanical * 3 +
- curr->pDetailedPlacement->bExplosive * 4 +
- curr->pDetailedPlacement->bLeadership * 5 +
- curr->pDetailedPlacement->bStrength * 7 +
- curr->pDetailedPlacement->bWisdom * 11 +
- curr->pDetailedPlacement->bMorale * 7 +
- curr->pDetailedPlacement->bAIMorale * 3 -
- curr->pDetailedPlacement->bBodyType * 7 +
- 4 * 6 +
- curr->pDetailedPlacement->sSectorX * 7 -
- curr->pDetailedPlacement->ubSoldierClass * 4 +
- curr->pDetailedPlacement->bTeam * 7 +
- curr->pDetailedPlacement->bDirection * 5 +
- curr->pDetailedPlacement->fOnRoof * 17 +
- curr->pDetailedPlacement->sInsertionGridNo * 1 +
- 3;
- if( usCheckSum != usFileCheckSum )
- {
- //Hacker has modified the stats on the enemy placements.
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Civilian -- checksum for placement %d failed. KM", i );
- #endif
- goto FAIL_LOAD;
- }
-
- if( curr->pDetailedPlacement->bLife < curr->pDetailedPlacement->bLifeMax )
- { //Add 4 life for every hour that passes.
- INT32 iNewLife;
- iNewLife = curr->pDetailedPlacement->bLife + uiTimeSinceLastLoaded / 15;
- iNewLife = min( curr->pDetailedPlacement->bLifeMax, iNewLife );
- curr->pDetailedPlacement->bLife = (INT8)iNewLife;
- }
- if( curr->pBasicPlacement->bTeam == CIV_TEAM )
- {
- //def: AddPlacementToWorld( curr );
- break;
- }
- }
- }
- }
- curr = curr->next;
- }
- }
- // now remove any non-priority placement which matches the conditions!
- curr = gSoldierInitHead;
- fDeleted = FALSE;
- while( curr )
- {
- if( !curr->pBasicPlacement->fPriorityExistance )
- {
- if( !curr->pDetailedPlacement || curr->pDetailedPlacement && curr->pDetailedPlacement->ubProfile == NO_PROFILE )
- {
- if( curr->pBasicPlacement->bTeam == tempDetailedPlacement.bTeam )
- {
- // Save pointer to the next guy in the list
- // and after deleting, set the 'curr' to that guy
- temp = curr->next;
- RemoveSoldierNodeFromInitList( curr );
- curr = temp;
- fDeleted = TRUE;
- }
- }
- }
- if ( fDeleted )
- {
- // we've already done our pointer update so don't advance the pointer
- fDeleted = FALSE;
- }
- else
- {
- curr = curr->next;
- }
- }
- FileRead( hfile, &ubSectorID, 1, &uiNumBytesRead );
- if( uiNumBytesRead != 1 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Civilian -- EOF while reading ubSectorID. KM" );
- #endif
- goto FAIL_LOAD;
- }
- /*
- if( ubSectorID != SECTOR( sSectorX, sSectorY ) )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Civilian -- ubSectorID mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
- */
- //successful
- FileClose( hfile );
- return TRUE;
- FAIL_LOAD:
- //The temp file load failed either because of IO problems related to hacking/logic, or
- //various checks failed for hacker validation. If we reach this point, the "error: exit game"
- //dialog would appear in a non-testversion.
- FileClose( hfile );
- #ifdef JA2TESTVERSION
- AssertMsg( 0, zReason );
- #endif
- return FALSE;
- }
- //If we are saving a game and we are in the sector, we will need to preserve the links between the
- //soldiers and the soldier init list. Otherwise, the temp file will be deleted.
- BOOLEAN NewWayOfSavingEnemyAndCivliansToTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fEnemy, BOOLEAN fValidateOnly )
- {
- SOLDIERINITNODE *curr;
- SOLDIERTYPE *pSoldier;
- INT32 i;
- INT32 slots = 0;
- UINT32 uiNumBytesWritten;
- UINT32 uiTimeStamp;
- HWFILE hfile;
- // CHAR8 zTempName[ 128 ];
- CHAR8 zMapName[ 128 ];
- UINT8 ubSectorID;
- UINT16 usCheckSum;
- UINT8 ubStartID=0;
- UINT8 ubEndID = 0;
- //if we are saving the enemy info to the enemy temp file
- if( fEnemy )
- {
- ubStartID = ENEMY_TEAM;
- ubEndID = CREATURE_TEAM;
- }
- //else its the civilian team
- else
- {
- ubStartID = CIV_TEAM;
- ubEndID = CIV_TEAM;
- }
- //STEP ONE: Prep the soldiers for saving...
- //modify the map's soldier init list to reflect the changes to the member's still alive...
- for( i = gTacticalStatus.Team[ ubStartID ].bFirstID; i <= gTacticalStatus.Team[ ubEndID ].bLastID; i++ )
- {
- pSoldier = MercPtrs[ i ];
- //make sure the person is active, alive, in the sector, and is not a profiled person
- if( pSoldier->bActive /*&& pSoldier->bInSector*/ && pSoldier->bLife && pSoldier->ubProfile == NO_PROFILE )
- { //soldier is valid, so find the matching soldier init list entry for modification.
- curr = gSoldierInitHead;
- while( curr && curr->pSoldier != pSoldier )
- {
- curr = curr->next;
- }
- if( curr && curr->pSoldier == pSoldier && pSoldier->ubProfile == NO_PROFILE )
- { //found a match.
- if( !fValidateOnly )
- {
- if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
- {
- if( !curr->pDetailedPlacement )
- { //need to upgrade the placement to detailed placement
- curr->pBasicPlacement->fDetailedPlacement = TRUE;
- curr->pDetailedPlacement = (SOLDIERCREATE_STRUCT*)MemAlloc( sizeof( SOLDIERCREATE_STRUCT ) );
- memset( curr->pDetailedPlacement, 0, sizeof( SOLDIERCREATE_STRUCT ) );
- }
- //Copy over the data of the soldier.
- curr->pDetailedPlacement->ubProfile = NO_PROFILE;
- curr->pDetailedPlacement->bLife = pSoldier->bLife;
- curr->pDetailedPlacement->bLifeMax = pSoldier->bLifeMax;
- curr->pDetailedPlacement->bAgility = pSoldier->bAgility;
- curr->pDetailedPlacement->bDexterity = pSoldier->bDexterity;
- curr->pDetailedPlacement->bExpLevel = pSoldier->bExpLevel;
- curr->pDetailedPlacement->bMarksmanship = pSoldier->bMarksmanship;
- curr->pDetailedPlacement->bMedical = pSoldier->bMedical;
- curr->pDetailedPlacement->bMechanical = pSoldier->bMechanical;
- curr->pDetailedPlacement->bExplosive = pSoldier->bExplosive;
- curr->pDetailedPlacement->bLeadership = pSoldier->bLeadership;
- curr->pDetailedPlacement->bStrength = pSoldier->bStrength;
- curr->pDetailedPlacement->bWisdom = pSoldier->bWisdom;
- curr->pDetailedPlacement->bAttitude = pSoldier->bAttitude;
- curr->pDetailedPlacement->bOrders = pSoldier->bOrders;
- curr->pDetailedPlacement->bMorale = pSoldier->bMorale;
- curr->pDetailedPlacement->bAIMorale = pSoldier->bAIMorale;
- curr->pDetailedPlacement->bBodyType = pSoldier->ubBodyType;
- curr->pDetailedPlacement->ubCivilianGroup = pSoldier->ubCivilianGroup;
- curr->pDetailedPlacement->ubScheduleID = pSoldier->ubScheduleID;
- curr->pDetailedPlacement->fHasKeys = pSoldier->bHasKeys;
- curr->pDetailedPlacement->sSectorX = pSoldier->sSectorX;
- curr->pDetailedPlacement->sSectorY = pSoldier->sSectorY;
- curr->pDetailedPlacement->bSectorZ = pSoldier->bSectorZ;
- curr->pDetailedPlacement->ubSoldierClass = pSoldier->ubSoldierClass;
- curr->pDetailedPlacement->bTeam = pSoldier->bTeam;
- curr->pDetailedPlacement->bDirection = pSoldier->bDirection;
- //we don't want the player to think that all the enemies start in the exact position when we
- //left the map, so randomize the start locations either current position or original position.
- if( PreRandom( 2 ) )
- { //use current position
- curr->pDetailedPlacement->fOnRoof = pSoldier->bLevel;
- curr->pDetailedPlacement->sInsertionGridNo = pSoldier->sGridNo;
- }
- else
- { //use original position
- curr->pDetailedPlacement->fOnRoof = curr->pBasicPlacement->fOnRoof;
- curr->pDetailedPlacement->sInsertionGridNo = curr->pBasicPlacement->usStartingGridNo;
- }
- swprintf( curr->pDetailedPlacement->name, pSoldier->name );
- //Copy patrol points
- curr->pDetailedPlacement->bPatrolCnt = pSoldier->bPatrolCnt;
- memcpy( curr->pDetailedPlacement->sPatrolGrid, pSoldier->usPatrolGrid, sizeof( INT16 ) * MAXPATROLGRIDS );
-
- //copy colors for soldier based on the body type.
- sprintf( curr->pDetailedPlacement->HeadPal, pSoldier->HeadPal );
- sprintf( curr->pDetailedPlacement->VestPal, pSoldier->VestPal );
- sprintf( curr->pDetailedPlacement->SkinPal, pSoldier->SkinPal );
- sprintf( curr->pDetailedPlacement->PantsPal, pSoldier->PantsPal );
- sprintf( curr->pDetailedPlacement->MiscPal, pSoldier->MiscPal );
- //copy soldier's inventory
- memcpy( curr->pDetailedPlacement->Inv, pSoldier->inv, sizeof( OBJECTTYPE ) * NUM_INV_SLOTS );
- }
- }
- //DONE, now increment the counter, so we know how many there are.
- slots++;
- }
- }
- }
- if( !slots )
- {
- if( fEnemy )
- {
- //No need to save anything, so return successfully
- RemoveEnemySoldierTempFile( sSectorX, sSectorY, bSectorZ );
- return TRUE;
- }
- else
- {
- //No need to save anything, so return successfully
- RemoveCivilianTempFile( sSectorX, sSectorY, bSectorZ );
- return( TRUE );
- }
- }
- if( fValidateOnly )
- {
- return( TRUE );
- }
- //STEP TWO: Set up the temp file to write to.
- //Convert the current sector location into a file name
- //GetMapFileName( sSectorX, sSectorY, bSectorZ, zTempName, FALSE );
- if( fEnemy )
- {
- //add the 'e' for 'Enemy preserved' to the front of the map name
- //sprintf( zMapName, "%s\\e_%s", MAPS_DIR, zTempName);
- GetMapTempFileName( SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS, zMapName, sSectorX, sSectorY, bSectorZ );
- }
- else
- {
- //add the 'e' for 'Enemy preserved' to the front of the map name
- //sprintf( zMapName, "%s\\c_%s", MAPS_DIR, zTempName);
- GetMapTempFileName( SF_CIV_PRESERVED_TEMP_FILE_EXISTS, zMapName, sSectorX, sSectorY, bSectorZ );
- }
- //Open the file for writing, Create it if it doesnt exist
- hfile = FileOpen( zMapName, FILE_ACCESS_WRITE | FILE_OPEN_ALWAYS, FALSE );
- if( hfile == 0 )
- { //Error opening map modification file
- return FALSE;
- }
- FileWrite( hfile, &sSectorY, 2, &uiNumBytesWritten );
- if( uiNumBytesWritten != 2 )
- {
- goto FAIL_SAVE;
- }
- //STEP THREE: Save the data
- //this works for both civs and enemies
- SaveSoldierInitListLinks( hfile );
- FileWrite( hfile, &sSectorX, 2, &uiNumBytesWritten );
- if( uiNumBytesWritten != 2 )
- {
- goto FAIL_SAVE;
- }
- //This check may appear confusing. It is intended to abort if the player is saving the game. It is only
- //supposed to preserve the links to the placement list, so when we finally do leave the level with enemies remaining,
- //we will need the links that are only added when the map is loaded, and are normally lost when restoring a save.
- if( gTacticalStatus.uiFlags & LOADING_SAVED_GAME )
- {
- slots = 0;
- }
- FileWrite( hfile, &slots, 4, &uiNumBytesWritten );
- if( uiNumBytesWritten != 4 )
- {
- goto FAIL_SAVE;
- }
- uiTimeStamp = GetWorldTotalMin();
- FileWrite( hfile, &uiTimeStamp, 4, &uiNumBytesWritten );
- if( uiNumBytesWritten != 4 )
- {
- goto FAIL_SAVE;
- }
-
- FileWrite( hfile, &bSectorZ, 1, &uiNumBytesWritten );
- if( uiNumBytesWritten != 1 )
- {
- goto FAIL_SAVE;
- }
- if( gTacticalStatus.uiFlags & LOADING_SAVED_GAME )
- {
- //if we are saving the game, we don't need to preserve the soldier information, just
- //preserve the links to the placement list.
- slots = 0;
- FileClose( hfile );
- if( fEnemy )
- {
- SetSectorFlag( sSectorX, sSectorY, bSectorZ, SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS );
- }
- else
- {
- SetSectorFlag( sSectorX, sSectorY, bSectorZ, SF_CIV_PRESERVED_TEMP_FILE_EXISTS );
- }
- return TRUE;
- }
- for( i = gTacticalStatus.Team[ ubStartID ].bFirstID; i <= gTacticalStatus.Team[ ubEndID ].bLastID; i++ )
- {
- pSoldier = MercPtrs[ i ];
- // CJC: note that bInSector is not required; the civ could be offmap!
- if( pSoldier->bActive /*&& pSoldier->bInSector*/ && pSoldier->bLife )
- {
- //soldier is valid, so find the matching soldier init list entry for modification.
- curr = gSoldierInitHead;
- while( curr && curr->pSoldier != pSoldier )
- {
- curr = curr->next;
- }
- if( curr && curr->pSoldier == pSoldier && pSoldier->ubProfile == NO_PROFILE )
- {
- //found a match.
- FileWrite( hfile, curr->pDetailedPlacement, sizeof( SOLDIERCREATE_STRUCT ), &uiNumBytesWritten );
- if( uiNumBytesWritten != sizeof( SOLDIERCREATE_STRUCT ) )
- {
- goto FAIL_SAVE;
- }
- //insert a checksum equation (anti-hack)
- usCheckSum =
- curr->pDetailedPlacement->bLife * 7 +
- curr->pDetailedPlacement->bLifeMax * 8 -
- curr->pDetailedPlacement->bAgility * 2 +
- curr->pDetailedPlacement->bDexterity * 1 +
- curr->pDetailedPlacement->bExpLevel * 5 -
- curr->pDetailedPlacement->bMarksmanship * 9 +
- curr->pDetailedPlacement->bMedical * 10 +
- curr->pDetailedPlacement->bMechanical * 3 +
- curr->pDetailedPlacement->bExplosive * 4 +
- curr->pDetailedPlacement->bLeadership * 5 +
- curr->pDetailedPlacement->bStrength * 7 +
- curr->pDetailedPlacement->bWisdom * 11 +
- curr->pDetailedPlacement->bMorale * 7 +
- curr->pDetailedPlacement->bAIMorale * 3 -
- curr->pDetailedPlacement->bBodyType * 7 +
- 4 * 6 +
- curr->pDetailedPlacement->sSectorX * 7 -
- curr->pDetailedPlacement->ubSoldierClass * 4 +
- curr->pDetailedPlacement->bTeam * 7 +
- curr->pDetailedPlacement->bDirection * 5 +
- curr->pDetailedPlacement->fOnRoof * 17 +
- curr->pDetailedPlacement->sInsertionGridNo * 1 +
- 3;
- FileWrite( hfile, &usCheckSum, 2, &uiNumBytesWritten );
- if( uiNumBytesWritten != 2 )
- {
- goto FAIL_SAVE;
- }
- }
- }
- }
- ubSectorID = SECTOR( sSectorX, sSectorY );
- FileWrite( hfile, &ubSectorID, 1, &uiNumBytesWritten );
- if( uiNumBytesWritten != 1 )
- {
- goto FAIL_SAVE;
- }
- FileClose( hfile );
- if( fEnemy )
- {
- SetSectorFlag( sSectorX, sSectorY, bSectorZ, SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS );
- }
- else
- {
- SetSectorFlag( sSectorX, sSectorY, bSectorZ, SF_CIV_PRESERVED_TEMP_FILE_EXISTS );
- }
- return TRUE;
- FAIL_SAVE:
- FileClose( hfile );
- return FALSE;
- }
- BOOLEAN CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile( UINT8 *pubNumElites, UINT8 *pubNumRegulars, UINT8 *pubNumAdmins, UINT8 *pubNumCreatures )
- {
- // SOLDIERINITNODE *curr;
- SOLDIERCREATE_STRUCT tempDetailedPlacement;
- INT32 i;
- INT32 slots = 0;
- UINT32 uiNumBytesRead;
- UINT32 uiTimeStamp;
- HWFILE hfile;
- INT16 sSectorX, sSectorY;
- UINT16 usCheckSum;
- CHAR8 zMapName[ 128 ];
- #ifdef JA2TESTVERSION
- CHAR8 zReason[256];
- #endif
- INT8 bSectorZ;
- UINT8 ubSectorID;
- // UINT8 ubNumElites = 0, ubNumTroops = 0, ubNumAdmins = 0, ubNumCreatures = 0;
- // UINT8 ubStrategicElites, ubStrategicTroops, ubStrategicAdmins, ubStrategicCreatures;
-
-
- //make sure the variables are initialized
- *pubNumElites = 0;
- *pubNumRegulars = 0;
- *pubNumAdmins = 0;
- *pubNumCreatures = 0;
- //STEP ONE: Set up the temp file to read from.
- //Convert the current sector location into a file name
- // GetMapFileName( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, zTempName, FALSE );
- //add the 'e' for 'Enemy preserved' to the front of the map name
- // sprintf( zMapName, "%s\\e_%s", MAPS_DIR, zTempName);
- GetMapTempFileName( SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS, zMapName, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
- //Open the file for reading
- hfile = FileOpen( zMapName, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE );
- if( hfile == 0 )
- { //Error opening map modification file
- return FALSE;
- }
- //STEP TWO: determine whether or not we should use this data.
- //because it is the demo, it is automatically used.
- FileRead( hfile, &sSectorY, 2, &uiNumBytesRead );
- if( uiNumBytesRead != 2 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Check EnemySoldier -- EOF while reading sSectorY. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( gWorldSectorY != sSectorY )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Check EnemySoldier -- sSectorY mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
-
- // LoadSoldierInitListLinks( hfile );
- LookAtButDontProcessEnemySoldierInitListLinks( hfile );
-
- //STEP THREE: read the data
- FileRead( hfile, &sSectorX, 2, &uiNumBytesRead );
- if( uiNumBytesRead != 2 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Check EnemySoldier -- EOF while reading sSectorX. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( gWorldSectorX != sSectorX )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Check EnemySoldier -- sSectorX mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
- FileRead( hfile, &slots, 4, &uiNumBytesRead );
- if( uiNumBytesRead != 4 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Check EnemySoldier -- EOF while reading slots. KM" );
- #endif
- goto FAIL_LOAD;
- }
- FileRead( hfile, &uiTimeStamp, 4, &uiNumBytesRead );
- if( uiNumBytesRead != 4 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Check EnemySoldier -- EOF while reading uiTimeStamp. KM" );
- #endif
- goto FAIL_LOAD;
- }
- FileRead( hfile, &bSectorZ, 1, &uiNumBytesRead );
- if( uiNumBytesRead != 1 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Check EnemySoldier -- EOF while reading bSectorZ. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( gbWorldSectorZ != bSectorZ )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Check EnemySoldier -- bSectorZ mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( !slots )
- {
- //no need to restore the enemy's to the map. This means we are restoring a saved game.
- FileClose( hfile );
- return TRUE;
- }
- if( slots < 0 || slots >= 64 )
- { //bad IO!
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Check EnemySoldier -- illegal slot value of %d. KM", slots );
- #endif
- goto FAIL_LOAD;
- }
- /*
- //get the number of enemies in this sector.
- if( bSectorZ )
- {
- UNDERGROUND_SECTORINFO *pSector;
- pSector = FindUnderGroundSector( sSectorX, sSectorY, bSectorZ );
- if( !pSector )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- Couldn't find underground sector info for (%d,%d,%d) KM", sSectorX, sSectorY, bSectorZ );
- #endif
- goto FAIL_LOAD;
- }
- ubStrategicElites = pSector->ubNumElites;
- ubStrategicTroops = pSector->ubNumTroops;
- ubStrategicAdmins = pSector->ubNumAdmins;
- ubStrategicCreatures = pSector->ubNumCreatures;
- }
- else
- {
- SECTORINFO *pSector;
- pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
- ubStrategicCreatures = pSector->ubNumCreatures;
- GetNumberOfEnemiesInSector( sSectorX, sSectorY, &ubStrategicAdmins, &ubStrategicTroops, &ubStrategicElites );
- }
- */
- for( i = 0; i < slots; i++ )
- {
- FileRead( hfile, &tempDetailedPlacement, sizeof( SOLDIERCREATE_STRUCT ), &uiNumBytesRead );
- if( uiNumBytesRead != sizeof( SOLDIERCREATE_STRUCT ) )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Check EnemySoldier -- EOF while reading tempDetailedPlacment %d. KM", i );
- #endif
- goto FAIL_LOAD;
- }
- //increment the current type of soldier
- switch( tempDetailedPlacement.ubSoldierClass )
- {
- case SOLDIER_CLASS_ELITE:
- (*pubNumElites)++;
- break;
- case SOLDIER_CLASS_ARMY:
- (*pubNumRegulars)++;
- break;
- case SOLDIER_CLASS_ADMINISTRATOR:
- (*pubNumAdmins)++;
- break;
- case SOLDIER_CLASS_CREATURE:
- (*pubNumCreatures)++;
- break;
- }
- FileRead( hfile, &usCheckSum, 2, &uiNumBytesRead );
- if( uiNumBytesRead != 2 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Check EnemySoldier -- EOF while reading usCheckSum %d. KM", i );
- #endif
- goto FAIL_LOAD;
- }
- /*
- while( curr )
- {
- if( !curr->pBasicPlacement->fPriorityExistance )
- {
- if( curr->pBasicPlacement->bTeam == tempDetailedPlacement.bTeam )
- {
- curr->pBasicPlacement->fPriorityExistance = TRUE;
- if( !curr->pDetailedPlacement )
- { //need to upgrade the placement to detailed placement
- curr->pDetailedPlacement = (SOLDIERCREATE_STRUCT*)MemAlloc( sizeof( SOLDIERCREATE_STRUCT ) );
- }
- //now replace the map pristine placement info with the temp map file version..
- memcpy( curr->pDetailedPlacement, &tempDetailedPlacement, sizeof( SOLDIERCREATE_STRUCT ) );
-
- curr->pBasicPlacement->fPriorityExistance = TRUE;
- curr->pBasicPlacement->bDirection = curr->pDetailedPlacement->bDirection;
- curr->pBasicPlacement->bOrders = curr->pDetailedPlacement->bOrders;
- curr->pBasicPlacement->bAttitude = curr->pDetailedPlacement->bAttitude;
- curr->pBasicPlacement->bBodyType = curr->pDetailedPlacement->bBodyType;
- curr->pBasicPlacement->fOnRoof = curr->pDetailedPlacement->fOnRoof;
- curr->pBasicPlacement->ubSoldierClass = curr->pDetailedPlacement->ubSoldierClass;
- curr->pBasicPlacement->ubCivilianGroup = curr->pDetailedPlacement->ubCivilianGroup;
- curr->pBasicPlacement->fHasKeys = curr->pDetailedPlacement->fHasKeys;
- curr->pBasicPlacement->usStartingGridNo = curr->pDetailedPlacement->sInsertionGridNo;
- curr->pBasicPlacement->bPatrolCnt = curr->pDetailedPlacement->bPatrolCnt;
- memcpy( curr->pBasicPlacement->sPatrolGrid, curr->pDetailedPlacement->sPatrolGrid,
- sizeof( INT16 ) * curr->pBasicPlacement->bPatrolCnt );
- FileRead( hfile, &usCheckSum, 2, &uiNumBytesRead );
- if( uiNumBytesRead != 2 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- EOF while reading usCheckSum %d. KM", i );
- #endif
- goto FAIL_LOAD;
- }
- //verify the checksum equation (anti-hack) -- see save
- usFileCheckSum =
- curr->pDetailedPlacement->bLife * 7 +
- curr->pDetailedPlacement->bLifeMax * 8 -
- curr->pDetailedPlacement->bAgility * 2 +
- curr->pDetailedPlacement->bDexterity * 1 +
- curr->pDetailedPlacement->bExpLevel * 5 -
- curr->pDetailedPlacement->bMarksmanship * 9 +
- curr->pDetailedPlacement->bMedical * 10 +
- curr->pDetailedPlacement->bMechanical * 3 +
- curr->pDetailedPlacement->bExplosive * 4 +
- curr->pDetailedPlacement->bLeadership * 5 +
- curr->pDetailedPlacement->bStrength * 7 +
- curr->pDetailedPlacement->bWisdom * 11 +
- curr->pDetailedPlacement->bMorale * 7 +
- curr->pDetailedPlacement->bAIMorale * 3 -
- curr->pDetailedPlacement->bBodyType * 7 +
- 4 * 6 +
- curr->pDetailedPlacement->sSectorX * 7 -
- curr->pDetailedPlacement->ubSoldierClass * 4 +
- curr->pDetailedPlacement->bTeam * 7 +
- curr->pDetailedPlacement->bDirection * 5 +
- curr->pDetailedPlacement->fOnRoof * 17 +
- curr->pDetailedPlacement->sInsertionGridNo * 1 +
- 3;
- if( usCheckSum != usFileCheckSum )
- { //Hacker has modified the stats on the enemy placements.
- #ifdef JA2TESTVERSION
- sprintf( zReason, "EnemySoldier -- checksum for placement %d failed. KM", i );
- #endif
- goto FAIL_LOAD;
- }
- //Add preserved placements as long as they don't exceed the actual population.
- switch( curr->pBasicPlacement->ubSoldierClass )
- {
- case SOLDIER_CLASS_ELITE:
- ubNumElites++;
- if( ubNumElites <= ubStrategicElites )
- {
- AddPlacementToWorld( curr );
- }
- break;
- case SOLDIER_CLASS_ARMY:
- ubNumTroops++;
- if( ubNumTroops <= ubStrategicTroops )
- {
- AddPlacementToWorld( curr );
- }
- break;
- case SOLDIER_CLASS_ADMINISTRATOR:
- ubNumAdmins++;
- if( ubNumAdmins <= ubStrategicAdmins )
- {
- AddPlacementToWorld( curr );
- }
- break;
- case SOLDIER_CLASS_CREATURE:
- ubNumCreatures++;
- if( ubNumCreatures <= ubStrategicCreatures )
- {
- AddPlacementToWorld( curr );
- }
- break;
- }
- break;
- }
- }
- curr = curr->next;
- }
- */
- }
-
- FileRead( hfile, &ubSectorID, 1, &uiNumBytesRead );
- if( uiNumBytesRead != 1 )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Check EnemySoldier -- EOF while reading ubSectorID. KM" );
- #endif
- goto FAIL_LOAD;
- }
- if( ubSectorID != SECTOR( sSectorX, sSectorY ) )
- {
- #ifdef JA2TESTVERSION
- sprintf( zReason, "Check EnemySoldier -- ubSectorID mismatch. KM" );
- #endif
- goto FAIL_LOAD;
- }
- //successful
- FileClose( hfile );
- return TRUE;
- FAIL_LOAD:
- //The temp file load failed either because of IO problems related to hacking/logic, or
- //various checks failed for hacker validation. If we reach this point, the "error: exit game"
- //dialog would appear in a non-testversion.
- FileClose( hfile );
- #ifdef JA2TESTVERSION
- AssertMsg( 0, zReason );
- #endif
- return FALSE;
- }
|