TombEngine/TR5Main/Game/savegame.cpp

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No EOL
55 KiB
C++

#include "framework.h"
#include "Game/savegame.h"
#include <filesystem>
#include "Game/collision/collide_room.h"
#include "Game/collision/floordata.h"
#include "Game/control/box.h"
#include "Game/control/flipeffect.h"
#include "Game/control/lot.h"
#include "Game/effects/lara_fx.h"
#include "Game/items.h"
#include "Game/itemdata/creature_info.h"
#include "Game/Lara/lara.h"
#include "Game/misc.h"
#include "Game/spotcam.h"
#include "Game/room.h"
#include "Objects/Generic/Object/rope.h"
#include "Objects/Generic/Switches/fullblock_switch.h"
#include "Objects/Generic/Traps/traps.h"
#include "Objects/Generic/puzzles_keys.h"
#include "Objects/TR4/Entity/tr4_beetle_swarm.h"
#include "Objects/TR5/Emitter/tr5_rats_emitter.h"
#include "Objects/TR5/Emitter/tr5_bats_emitter.h"
#include "Objects/TR5/Emitter/tr5_spider_emitter.h"
#include "Sound/sound.h"
#include "Specific/level.h"
#include "Specific/setup.h"
#include "Specific/savegame/flatbuffers/ten_savegame_generated.h"
using namespace TEN::Effects::Lara;
using namespace TEN::Entities::Switches;
using namespace TEN::Entities::TR4;
using namespace TEN::Entities::Generic;
using namespace TEN::Floordata;
using namespace flatbuffers;
namespace Save = TEN::Save;
const std::string SAVEGAME_PATH = "Save//";
GameStats Statistics;
SaveGameHeader SavegameInfos[SAVEGAME_MAX];
FileStream* SaveGame::m_stream;
std::vector<LuaVariable> SaveGame::m_luaVariables;
int SaveGame::LastSaveGame;
void LoadSavegameInfos()
{
for (int i = 0; i < SAVEGAME_MAX; i++)
SavegameInfos[i].Present = false;
if (!std::filesystem::exists(SAVEGAME_PATH))
return;
// try to load the savegame
for (int i = 0; i < SAVEGAME_MAX; i++)
{
auto fileName = SAVEGAME_PATH + "savegame." + std::to_string(i);
auto savegamePtr = fopen(fileName.c_str(), "rb");
if (savegamePtr == NULL)
continue;
fclose(savegamePtr);
SavegameInfos[i].Present = true;
SaveGame::LoadHeader(i, &SavegameInfos[i]);
fclose(savegamePtr);
}
return;
}
bool SaveGame::Save(int slot)
{
auto fileName = std::string(SAVEGAME_PATH) + "savegame." + std::to_string(slot);
ITEM_INFO itemToSerialize{};
FlatBufferBuilder fbb{};
std::vector<flatbuffers::Offset< Save::Item>> serializedItems{};
// Savegame header
auto levelNameOffset = fbb.CreateString(g_GameFlow->GetString(g_GameFlow->GetLevel(CurrentLevel)->NameStringKey.c_str()));
Save::SaveGameHeaderBuilder sghb{ fbb };
sghb.add_level_name(levelNameOffset);
sghb.add_days((GameTimer / 30) / 8640);
sghb.add_hours(((GameTimer / 30) % 86400) / 3600);
sghb.add_minutes(((GameTimer / 30) / 60) % 6);
sghb.add_seconds((GameTimer / 30) % 60);
sghb.add_level(CurrentLevel);
sghb.add_timer(GameTimer);
sghb.add_count(++LastSaveGame);
auto headerOffset = sghb.Finish();
Save::SaveGameStatisticsBuilder sgLevelStatisticsBuilder{ fbb };
sgLevelStatisticsBuilder.add_ammo_hits(Statistics.Level.AmmoHits);
sgLevelStatisticsBuilder.add_ammo_used(Statistics.Level.AmmoUsed);
sgLevelStatisticsBuilder.add_kills(Statistics.Level.Kills);
sgLevelStatisticsBuilder.add_medipacks_used(Statistics.Level.HealthUsed);
sgLevelStatisticsBuilder.add_distance(Statistics.Level.Distance);
sgLevelStatisticsBuilder.add_secrets(Statistics.Level.Secrets);
sgLevelStatisticsBuilder.add_timer(Statistics.Level.Timer);
auto levelStatisticsOffset = sgLevelStatisticsBuilder.Finish();
Save::SaveGameStatisticsBuilder sgGameStatisticsBuilder{ fbb };
sgGameStatisticsBuilder.add_ammo_hits(Statistics.Game.AmmoHits);
sgGameStatisticsBuilder.add_ammo_used(Statistics.Game.AmmoUsed);
sgGameStatisticsBuilder.add_kills(Statistics.Game.Kills);
sgGameStatisticsBuilder.add_medipacks_used(Statistics.Game.HealthUsed);
sgGameStatisticsBuilder.add_distance(Statistics.Game.Distance);
sgGameStatisticsBuilder.add_secrets(Statistics.Game.Secrets);
sgGameStatisticsBuilder.add_timer(Statistics.Game.Timer);
auto gameStatisticsOffset = sgGameStatisticsBuilder.Finish();
// Lara
std::vector<int> puzzles;
for (int i = 0; i < NUM_PUZZLES; i++)
puzzles.push_back(Lara.Inventory.Puzzles[i]);
auto puzzlesOffset = fbb.CreateVector(puzzles);
std::vector<int> puzzlesCombo;
for (int i = 0; i < NUM_PUZZLES * 2; i++)
puzzlesCombo.push_back(Lara.Inventory.PuzzlesCombo[i]);
auto puzzlesComboOffset = fbb.CreateVector(puzzlesCombo);
std::vector<int> keys;
for (int i = 0; i < NUM_KEYS; i++)
keys.push_back(Lara.Inventory.Keys[i]);
auto keysOffset = fbb.CreateVector(keys);
std::vector<int> keysCombo;
for (int i = 0; i < NUM_KEYS * 2; i++)
keysCombo.push_back(Lara.Inventory.KeysCombo[i]);
auto keysComboOffset = fbb.CreateVector(keysCombo);
std::vector<int> pickups;
for (int i = 0; i < NUM_PICKUPS; i++)
pickups.push_back(Lara.Inventory.Pickups[i]);
auto pickupsOffset = fbb.CreateVector(pickups);
std::vector<int> pickupsCombo;
for (int i = 0; i < NUM_PICKUPS * 2; i++)
pickupsCombo.push_back(Lara.Inventory.PickupsCombo[i]);
auto pickupsComboOffset = fbb.CreateVector(pickupsCombo);
std::vector<int> examines;
for (int i = 0; i < NUM_EXAMINES; i++)
examines.push_back(Lara.Inventory.Examines[i]);
auto examinesOffset = fbb.CreateVector(examines);
std::vector<int> examinesCombo;
for (int i = 0; i < NUM_EXAMINES * 2; i++)
examinesCombo.push_back(Lara.Inventory.ExaminesCombo[i]);
auto examinesComboOffset = fbb.CreateVector(examinesCombo);
std::vector<int> meshPtrs;
for (int i = 0; i < 15; i++)
meshPtrs.push_back(Lara.MeshPtrs[i]);
auto meshPtrsOffset = fbb.CreateVector(meshPtrs);
std::vector<byte> wet;
for (int i = 0; i < 15; i++)
wet.push_back(Lara.Wet[i] == 1);
auto wetOffset = fbb.CreateVector(wet);
Save::Vector3 nextCornerPos = Save::Vector3(Lara.NextCornerPos.xPos, Lara.NextCornerPos.yPos, Lara.NextCornerPos.zPos);
Save::Vector3 nextCornerRot = Save::Vector3(Lara.NextCornerPos.xRot, Lara.NextCornerPos.yRot, Lara.NextCornerPos.zRot);
Save::Vector3 leftArmRotation = Save::Vector3(Lara.LeftArm.Rotation.xRot, Lara.LeftArm.Rotation.yRot, Lara.LeftArm.Rotation.zRot);
Save::Vector3 rightArmRotation = Save::Vector3(Lara.RightArm.Rotation.xRot, Lara.RightArm.Rotation.yRot, Lara.RightArm.Rotation.zRot);
Save::Vector3 extraHeadRot = Save::Vector3(Lara.ExtraHeadRot.xRot, Lara.ExtraHeadRot.yRot, Lara.ExtraHeadRot.zRot);
Save::Vector3 extraTorsoRot = Save::Vector3(Lara.ExtraTorsoRot.xRot, Lara.ExtraTorsoRot.yRot, Lara.ExtraTorsoRot.zRot);
Save::Vector3 extraVelocity = Save::Vector3(Lara.ExtraVelocity.x, Lara.ExtraVelocity.y, Lara.ExtraVelocity.z);
Save::Vector3 waterCurrentPull = Save::Vector3(Lara.WaterCurrentPull.x, Lara.WaterCurrentPull.y, Lara.WaterCurrentPull.z);
std::vector<int> laraTargetAngles{};
laraTargetAngles.push_back(Lara.TargetArmAngles[0]);
laraTargetAngles.push_back(Lara.TargetArmAngles[1]);
auto laraTargetAnglesOffset = fbb.CreateVector(laraTargetAngles);
std::vector<int> subsuitVelocity{};
subsuitVelocity.push_back(Lara.Control.Subsuit.Velocity[0]);
subsuitVelocity.push_back(Lara.Control.Subsuit.Velocity[1]);
auto subsuitVelocityOffset = fbb.CreateVector(subsuitVelocity);
Save::HolsterInfoBuilder holsterInfo{ fbb };
holsterInfo.add_back_holster((int)Lara.Control.Weapon.HolsterInfo.BackHolster);
holsterInfo.add_left_holster((int)Lara.Control.Weapon.HolsterInfo.LeftHolster);
holsterInfo.add_right_holster((int)Lara.Control.Weapon.HolsterInfo.RightHolster);
auto holsterInfoOffset = holsterInfo.Finish();
Save::ArmInfoBuilder leftArm{ fbb };
leftArm.add_anim_number(Lara.LeftArm.AnimNumber);
leftArm.add_flash_gun(Lara.LeftArm.FlashGun);
leftArm.add_frame_base(Lara.LeftArm.FrameBase);
leftArm.add_frame_number(Lara.LeftArm.FrameNumber);
leftArm.add_locked(Lara.LeftArm.Locked);
leftArm.add_rotation(&leftArmRotation);
auto leftArmOffset = leftArm.Finish();
Save::ArmInfoBuilder rightArm{ fbb };
rightArm.add_anim_number(Lara.RightArm.AnimNumber);
rightArm.add_flash_gun(Lara.RightArm.FlashGun);
rightArm.add_frame_base(Lara.RightArm.FrameBase);
rightArm.add_frame_number(Lara.RightArm.FrameNumber);
rightArm.add_locked(Lara.RightArm.Locked);
rightArm.add_rotation(&rightArmRotation);
auto rightArmOffset = rightArm.Finish();
Save::FlareDataBuilder flare{ fbb };
flare.add_control_left(Lara.Flare.ControlLeft);
flare.add_frame(Lara.Flare.Frame);
flare.add_life(Lara.Flare.Life);
auto flareOffset = flare.Finish();
Save::LaraInventoryDataBuilder inventory{ fbb };
inventory.add_beetle_life(Lara.Inventory.BeetleLife);
inventory.add_big_waterskin(Lara.Inventory.BigWaterskin);
inventory.add_examines(examinesOffset);
inventory.add_examines_combo(examinesComboOffset);
inventory.add_beetle_components(Lara.Inventory.BeetleComponents);
inventory.add_has_binoculars(Lara.Inventory.HasBinoculars);
inventory.add_has_crowbar(Lara.Inventory.HasCrowbar);
inventory.add_has_lasersight(Lara.Inventory.HasLasersight);
inventory.add_has_silencer(Lara.Inventory.HasSilencer);
inventory.add_has_torch(Lara.Inventory.HasTorch);
inventory.add_is_busy(Lara.Inventory.IsBusy);
inventory.add_keys(keysOffset);
inventory.add_keys_combo(keysComboOffset);
inventory.add_old_busy(Lara.Inventory.OldBusy);
inventory.add_puzzles(puzzlesOffset);
inventory.add_puzzles_combo(puzzlesComboOffset);
inventory.add_pickups(pickupsOffset);
inventory.add_pickups_combo(pickupsComboOffset);
inventory.add_small_waterskin(Lara.Inventory.SmallWaterskin);
inventory.add_total_flares(Lara.Inventory.TotalFlares);
inventory.add_total_small_medipacks(Lara.Inventory.TotalSmallMedipacks);
inventory.add_total_large_medipacks(Lara.Inventory.TotalLargeMedipacks);
inventory.add_total_secrets(Lara.Inventory.TotalSecrets);
auto inventoryOffset = inventory.Finish();
Save::LaraCountDataBuilder count{ fbb };
count.add_death(Lara.Control.Count.Death);
count.add_no_cheat(Lara.Control.Count.NoCheat);
count.add_pose(Lara.Control.Count.Pose);
count.add_position_adjust(Lara.Control.Count.PositionAdjust);
count.add_run_jump(Lara.Control.Count.RunJump);
auto countOffset = count.Finish();
Save::WeaponControlDataBuilder weaponControl{ fbb };
weaponControl.add_weapon_item(Lara.Control.Weapon.WeaponItem);
weaponControl.add_has_fired(Lara.Control.Weapon.HasFired);
weaponControl.add_fired(Lara.Control.Weapon.Fired);
weaponControl.add_uzi_left(Lara.Control.Weapon.UziLeft);
weaponControl.add_uzi_right(Lara.Control.Weapon.UziRight);
weaponControl.add_gun_type((int)Lara.Control.Weapon.GunType);
weaponControl.add_request_gun_type((int)Lara.Control.Weapon.RequestGunType);
weaponControl.add_last_gun_type((int)Lara.Control.Weapon.LastGunType);
weaponControl.add_holster_info(holsterInfoOffset);
auto weaponControlOffset = weaponControl.Finish();
Save::RopeControlDataBuilder ropeControl{ fbb };
ropeControl.add_segment(Lara.Control.Rope.Segment);
ropeControl.add_direction(Lara.Control.Rope.Direction);
ropeControl.add_arc_front(Lara.Control.Rope.ArcFront);
ropeControl.add_arc_back(Lara.Control.Rope.ArcBack);
ropeControl.add_last_x(Lara.Control.Rope.LastX);
ropeControl.add_max_x_forward(Lara.Control.Rope.MaxXForward);
ropeControl.add_max_x_backward(Lara.Control.Rope.MaxXBackward);
ropeControl.add_dframe(Lara.Control.Rope.DFrame);
ropeControl.add_frame(Lara.Control.Rope.Frame);
ropeControl.add_frame_rate(Lara.Control.Rope.FrameRate);
ropeControl.add_y(Lara.Control.Rope.Y);
ropeControl.add_ptr(Lara.Control.Rope.Ptr);
ropeControl.add_offset(Lara.Control.Rope.Offset);
ropeControl.add_down_vel(Lara.Control.Rope.DownVel);
ropeControl.add_flag(Lara.Control.Rope.Flag);
ropeControl.add_count(Lara.Control.Rope.Count);
auto ropeControlOffset = ropeControl.Finish();
Save::TightropeControlDataBuilder tightropeControl{ fbb };
tightropeControl.add_balance(Lara.Control.Tightrope.Balance);
tightropeControl.add_can_dismount(Lara.Control.Tightrope.CanDismount);
tightropeControl.add_tightrope_item(Lara.Control.Tightrope.TightropeItem);
tightropeControl.add_time_on_tightrope(Lara.Control.Tightrope.TimeOnTightrope);
auto tightropeControlOffset = tightropeControl.Finish();
Save::SubsuitControlDataBuilder subsuitControl{ fbb };
subsuitControl.add_x_rot(Lara.Control.Subsuit.XRot);
subsuitControl.add_d_x_rot(Lara.Control.Subsuit.DXRot);
subsuitControl.add_velocity(subsuitVelocityOffset);
subsuitControl.add_vertical_velocity(Lara.Control.Subsuit.VerticalVelocity);
subsuitControl.add_x_rot_vel(Lara.Control.Subsuit.XRotVel);
subsuitControl.add_hit_count(Lara.Control.Subsuit.HitCount);
auto subsuitControlOffset = subsuitControl.Finish();
Save::MinecartControlDataBuilder minecartControl{ fbb };
minecartControl.add_left(Lara.Control.Minecart.Left);
minecartControl.add_right(Lara.Control.Minecart.Right);
auto minecartControlOffset = minecartControl.Finish();
Save::LaraControlDataBuilder control{ fbb };
control.add_move_angle(Lara.Control.MoveAngle);
control.add_turn_rate(Lara.Control.TurnRate);
control.add_calculated_jump_velocity(Lara.Control.CalculatedJumpVelocity);
control.add_jump_direction((int)Lara.Control.JumpDirection);
control.add_hand_status((int)Lara.Control.HandStatus);
control.add_is_moving(Lara.Control.IsMoving);
control.add_run_jump_queued(Lara.Control.RunJumpQueued);
control.add_can_look(Lara.Control.CanLook);
control.add_count(countOffset);
control.add_keep_low(Lara.Control.KeepLow);
control.add_is_low(Lara.Control.IsLow);
control.add_can_climb_ladder(Lara.Control.CanClimbLadder);
control.add_is_climbing_ladder(Lara.Control.IsClimbingLadder);
control.add_can_monkey_swing(Lara.Control.CanMonkeySwing);
control.add_locked(Lara.Control.Locked);
control.add_minecart(minecartControlOffset);
control.add_rope(ropeControlOffset);
control.add_subsuit(subsuitControlOffset);
control.add_tightrope(tightropeControlOffset);
control.add_water_status((int)Lara.Control.WaterStatus);
control.add_weapon(weaponControlOffset);
auto controlOffset = control.Finish();
std::vector<flatbuffers::Offset<Save::CarriedWeaponInfo>> carriedWeapons;
for (int i = 0; i < (int)LaraWeaponType::Total; i++)
{
CarriedWeaponInfo* info = &Lara.Weapons[i];
std::vector<flatbuffers::Offset<Save::AmmoInfo>> ammos;
for (int j = 0; j < (int)WeaponAmmoType::Total; j++)
{
Save::AmmoInfoBuilder ammo{ fbb };
ammo.add_count(info->Ammo[j].getCount());
ammo.add_is_infinite(info->Ammo[j].hasInfinite());
auto ammoOffset = ammo.Finish();
ammos.push_back(ammoOffset);
}
auto ammosOffset = fbb.CreateVector(ammos);
Save::CarriedWeaponInfoBuilder serializedInfo{ fbb };
serializedInfo.add_ammo(ammosOffset);
serializedInfo.add_has_lasersight(info->HasLasersight);
serializedInfo.add_has_silencer(info->HasSilencer);
serializedInfo.add_present(info->Present);
serializedInfo.add_selected_ammo((int)info->SelectedAmmo);
auto serializedInfoOffset = serializedInfo.Finish();
carriedWeapons.push_back(serializedInfoOffset);
}
auto carriedWeaponsOffset = fbb.CreateVector(carriedWeapons);
Save::LaraBuilder lara{ fbb };
lara.add_air(Lara.Air);
lara.add_burn_count(Lara.BurnCount);
lara.add_burn_type((int)Lara.BurnType);
lara.add_burn(Lara.Burn);
lara.add_burn_blue(Lara.BurnBlue);
lara.add_burn_smoke(Lara.BurnSmoke);
lara.add_control(controlOffset);
lara.add_next_corner_position(&nextCornerPos);
lara.add_next_corner_rotation(&nextCornerRot);
lara.add_extra_anim(Lara.ExtraAnim);
lara.add_extra_head_rot(&extraHeadRot);
lara.add_extra_torso_rot(&extraTorsoRot);
lara.add_extra_velocity(&extraVelocity);
lara.add_flare(flareOffset);
lara.add_highest_location(Lara.HighestLocation);
lara.add_hit_direction(Lara.HitDirection);
lara.add_hit_frame(Lara.HitFrame);
lara.add_interacted_item(Lara.InteractedItem);
lara.add_inventory(inventoryOffset);
lara.add_item_number(Lara.ItemNumber);
lara.add_left_arm(leftArmOffset);
lara.add_lit_torch(Lara.LitTorch);
lara.add_location(Lara.Location);
lara.add_location_pad(Lara.LocationPad);
lara.add_mesh_ptrs(meshPtrsOffset);
lara.add_poison_potency(Lara.PoisonPotency);
lara.add_projected_floor_height(Lara.ProjectedFloorHeight);
lara.add_right_arm(rightArmOffset);
lara.add_spasm_effect_count(Lara.SpasmEffectCount);
lara.add_sprint_energy(Lara.SprintEnergy);
lara.add_target_facing_angle(Lara.TargetFacingAngle);
lara.add_target_arm_angles(laraTargetAnglesOffset);
lara.add_target_entity_number(Lara.TargetEntity - g_Level.Items.data());
lara.add_vehicle(Lara.Vehicle);
lara.add_water_current_active(Lara.WaterCurrentActive);
lara.add_water_current_pull(&waterCurrentPull);
lara.add_water_surface_dist(Lara.WaterSurfaceDist);
lara.add_weapons(carriedWeaponsOffset);
lara.add_wet(wetOffset);
auto laraOffset = lara.Finish();
for (auto& itemToSerialize : g_Level.Items)
{
OBJECT_INFO* obj = &Objects[itemToSerialize.ObjectNumber];
std::vector<int> itemFlags;
for (int i = 0; i < 7; i++)
itemFlags.push_back(itemToSerialize.ItemFlags[i]);
auto itemFlagsOffset = fbb.CreateVector(itemFlags);
flatbuffers::Offset<Save::Creature> creatureOffset;
if (Objects[itemToSerialize.ObjectNumber].intelligent
&& itemToSerialize.Data.is<CreatureInfo>())
{
auto creature = GetCreatureInfo(&itemToSerialize);
std::vector<int> jointRotations;
for (int i = 0; i < 4; i++)
jointRotations.push_back(creature->JointRotation[i]);
auto jointRotationsOffset = fbb.CreateVector(jointRotations);
Save::CreatureBuilder creatureBuilder{ fbb };
creatureBuilder.add_alerted(creature->Alerted);
creatureBuilder.add_can_jump(creature->LOT.CanJump);
creatureBuilder.add_can_monkey(creature->LOT.CanMonkey);
creatureBuilder.add_enemy(creature->Enemy - g_Level.Items.data());
creatureBuilder.add_fired_weapon(creature->FiredWeapon);
creatureBuilder.add_flags(creature->Flags);
creatureBuilder.add_friendly(creature->Friendly);
creatureBuilder.add_head_left(creature->HeadLeft);
creatureBuilder.add_head_right(creature->HeadRight);
creatureBuilder.add_hurt_by_lara(creature->HurtByLara);
creatureBuilder.add_is_amphibious(creature->LOT.IsAmphibious);
creatureBuilder.add_is_jumping(creature->LOT.IsJumping);
creatureBuilder.add_is_monkeying(creature->LOT.IsMonkeying);
creatureBuilder.add_joint_rotation(jointRotationsOffset);
creatureBuilder.add_jump_ahead(creature->JumpAhead);
creatureBuilder.add_location_ai(creature->LocationAI);
creatureBuilder.add_maximum_turn(creature->MaxTurn);
creatureBuilder.add_monkey_swing_ahead(creature->MonkeySwingAhead);
creatureBuilder.add_mood((int)creature->Mood);
creatureBuilder.add_patrol(creature->Patrol);
creatureBuilder.add_poisoned(creature->Poisoned);
creatureBuilder.add_reached_goal(creature->ReachedGoal);
creatureBuilder.add_tosspad(creature->Tosspad);
creatureOffset = creatureBuilder.Finish();
}
Save::Position position = Save::Position(
(int32_t)itemToSerialize.Position.xPos,
(int32_t)itemToSerialize.Position.yPos,
(int32_t)itemToSerialize.Position.zPos,
(int32_t)itemToSerialize.Position.xRot,
(int32_t)itemToSerialize.Position.yRot,
(int32_t)itemToSerialize.Position.zRot);
Save::ItemBuilder serializedItem{ fbb };
serializedItem.add_anim_number(itemToSerialize.Animation.AnimNumber - obj->animIndex);
serializedItem.add_after_death(itemToSerialize.AfterDeath);
serializedItem.add_box_number(itemToSerialize.BoxNumber);
serializedItem.add_carried_item(itemToSerialize.CarriedItem);
serializedItem.add_active_state(itemToSerialize.Animation.ActiveState);
serializedItem.add_vertical_velocity(itemToSerialize.Animation.VerticalVelocity);
serializedItem.add_flags(itemToSerialize.Flags);
serializedItem.add_floor(itemToSerialize.Floor);
serializedItem.add_frame_number(itemToSerialize.Animation.FrameNumber);
serializedItem.add_target_state(itemToSerialize.Animation.TargetState);
serializedItem.add_hit_points(itemToSerialize.HitPoints);
serializedItem.add_item_flags(itemFlagsOffset);
serializedItem.add_mesh_bits(itemToSerialize.MeshBits);
serializedItem.add_object_id(itemToSerialize.ObjectNumber);
serializedItem.add_position(&position);
serializedItem.add_required_state(itemToSerialize.Animation.RequiredState);
serializedItem.add_room_number(itemToSerialize.RoomNumber);
serializedItem.add_velocity(itemToSerialize.Animation.Velocity);
serializedItem.add_timer(itemToSerialize.Timer);
serializedItem.add_touch_bits(itemToSerialize.TouchBits);
serializedItem.add_trigger_flags(itemToSerialize.TriggerFlags);
serializedItem.add_triggered((itemToSerialize.Flags & (TRIGGERED | CODE_BITS | ONESHOT)) != 0);
serializedItem.add_active(itemToSerialize.Active);
serializedItem.add_status(itemToSerialize.Status);
serializedItem.add_airborne(itemToSerialize.Animation.Airborne);
serializedItem.add_hit_stauts(itemToSerialize.HitStatus);
serializedItem.add_ai_bits(itemToSerialize.AIBits);
serializedItem.add_collidable(itemToSerialize.Collidable);
serializedItem.add_looked_at(itemToSerialize.LookedAt);
serializedItem.add_swap_mesh_flags(itemToSerialize.SwapMeshFlags);
if (Objects[itemToSerialize.ObjectNumber].intelligent
&& itemToSerialize.Data.is<CreatureInfo>())
{
serializedItem.add_data_type(Save::ItemData::Creature);
serializedItem.add_data(creatureOffset.Union());
}
else if (itemToSerialize.Data.is<short>())
{
short& data = itemToSerialize.Data;
serializedItem.add_data_type(Save::ItemData::Short);
serializedItem.add_data(data);
}
else if (itemToSerialize.Data.is<int>())
{
int& data = itemToSerialize.Data;
serializedItem.add_data_type(Save::ItemData::Int);
serializedItem.add_data(data);
}
auto serializedItemOffset = serializedItem.Finish();
serializedItems.push_back(serializedItemOffset);
}
auto serializedItemsOffset = fbb.CreateVector(serializedItems);
// Soundtrack playheads
auto bgmTrackData = GetSoundTrackNameAndPosition(SOUNDTRACK_PLAYTYPE::BGM);
auto oneshotTrackData = GetSoundTrackNameAndPosition(SOUNDTRACK_PLAYTYPE::OneShot);
auto bgmTrackOffset = fbb.CreateString(bgmTrackData.first);
auto oneshotTrackOffset = fbb.CreateString(oneshotTrackData.first);
// Legacy soundtrack map
std::vector<int> soundTrackMap;
for (auto& track : SoundTracks) { soundTrackMap.push_back(track.Mask); }
auto soundtrackMapOffset = fbb.CreateVector(soundTrackMap);
// Flipmaps
std::vector<int> flipMaps;
for (int i = 0; i < MAX_FLIPMAP; i++)
flipMaps.push_back(FlipMap[i] >> 8);
auto flipMapsOffset = fbb.CreateVector(flipMaps);
std::vector<int> flipStats;
for (int i = 0; i < MAX_FLIPMAP; i++)
flipStats.push_back(FlipStats[i]);
auto flipStatsOffset = fbb.CreateVector(flipStats);
// Cameras
std::vector<flatbuffers::Offset<Save::FixedCamera>> cameras;
for (int i = 0; i < g_Level.Cameras.size(); i++)
{
Save::FixedCameraBuilder camera{ fbb };
camera.add_flags(g_Level.Cameras[i].flags);
cameras.push_back(camera.Finish());
}
auto camerasOffset = fbb.CreateVector(cameras);
// Sinks
std::vector<flatbuffers::Offset<Save::Sink>> sinks;
for (int i = 0; i < g_Level.Sinks.size(); i++)
{
Save::SinkBuilder sink{ fbb };
sink.add_flags(g_Level.Sinks[i].strength);
sinks.push_back(sink.Finish());
}
auto sinksOffset = fbb.CreateVector(sinks);
// Flyby cameras
std::vector<flatbuffers::Offset<Save::FlyByCamera>> flybyCameras;
for (int i = 0; i < NumberSpotcams; i++)
{
Save::FlyByCameraBuilder flyby{ fbb };
flyby.add_flags(SpotCam[i].flags);
flybyCameras.push_back(flyby.Finish());
}
auto flybyCamerasOffset = fbb.CreateVector(flybyCameras);
// Static meshes
std::vector<flatbuffers::Offset<Save::StaticMeshInfo>> staticMeshes;
for (int i = 0; i < g_Level.Rooms.size(); i++)
{
ROOM_INFO* room = &g_Level.Rooms[i];
for (int j = 0; j < room->mesh.size(); j++)
{
Save::StaticMeshInfoBuilder staticMesh{ fbb };
staticMesh.add_flags(room->mesh[j].flags);
staticMesh.add_room_number(i);
staticMeshes.push_back(staticMesh.Finish());
}
}
auto staticMeshesOffset = fbb.CreateVector(staticMeshes);
// Particle enemies
std::vector<flatbuffers::Offset<Save::BatInfo>> bats;
for (int i = 0; i < NUM_BATS; i++)
{
BAT_STRUCT* bat = &Bats[i];
Save::BatInfoBuilder batInfo{ fbb };
batInfo.add_counter(bat->counter);
batInfo.add_on(bat->on);
batInfo.add_room_number(bat->roomNumber);
batInfo.add_x(bat->pos.xPos);
batInfo.add_y(bat->pos.yPos);
batInfo.add_z(bat->pos.zPos);
batInfo.add_x_rot(bat->pos.xRot);
batInfo.add_y_rot(bat->pos.yRot);
batInfo.add_z_rot(bat->pos.zRot);
bats.push_back(batInfo.Finish());
}
auto batsOffset = fbb.CreateVector(bats);
std::vector<flatbuffers::Offset<Save::SpiderInfo>> spiders;
for (int i = 0; i < NUM_SPIDERS; i++)
{
SPIDER_STRUCT* spider = &Spiders[i];
Save::SpiderInfoBuilder spiderInfo{ fbb };
spiderInfo.add_flags(spider->flags);
spiderInfo.add_on(spider->on);
spiderInfo.add_room_number(spider->roomNumber);
spiderInfo.add_x(spider->pos.xPos);
spiderInfo.add_y(spider->pos.yPos);
spiderInfo.add_z(spider->pos.zPos);
spiderInfo.add_x_rot(spider->pos.xRot);
spiderInfo.add_y_rot(spider->pos.yRot);
spiderInfo.add_z_rot(spider->pos.zRot);
spiders.push_back(spiderInfo.Finish());
}
auto spidersOffset = fbb.CreateVector(spiders);
std::vector<flatbuffers::Offset<Save::RatInfo>> rats;
for (int i = 0; i < NUM_RATS; i++)
{
RAT_STRUCT* rat = &Rats[i];
Save::RatInfoBuilder ratInfo{ fbb };
ratInfo.add_flags(rat->flags);
ratInfo.add_on(rat->on);
ratInfo.add_room_number(rat->roomNumber);
ratInfo.add_x(rat->pos.xPos);
ratInfo.add_y(rat->pos.yPos);
ratInfo.add_z(rat->pos.zPos);
ratInfo.add_x_rot(rat->pos.xRot);
ratInfo.add_y_rot(rat->pos.yRot);
ratInfo.add_z_rot(rat->pos.zRot);
rats.push_back(ratInfo.Finish());
}
auto ratsOffset = fbb.CreateVector(rats);
std::vector<flatbuffers::Offset<Save::ScarabInfo>> scarabs;
for (int i = 0; i < NUM_BATS; i++)
{
BeetleInfo* scarab = &BeetleSwarm[i];
Save::ScarabInfoBuilder scarabInfo{ fbb };
scarabInfo.add_flags(scarab->Flags);
scarabInfo.add_on(scarab->On);
scarabInfo.add_room_number(scarab->RoomNumber);
scarabInfo.add_x(scarab->Position.xPos);
scarabInfo.add_y(scarab->Position.yPos);
scarabInfo.add_z(scarab->Position.zPos);
scarabInfo.add_x_rot(scarab->Position.xRot);
scarabInfo.add_y_rot(scarab->Position.yRot);
scarabInfo.add_z_rot(scarab->Position.zRot);
scarabs.push_back(scarabInfo.Finish());
}
auto scarabsOffset = fbb.CreateVector(scarabs);
// Rope
flatbuffers::Offset<Save::Rope> ropeOffset;
flatbuffers::Offset<Save::Pendulum> pendulumOffset;
flatbuffers::Offset<Save::Pendulum> alternatePendulumOffset;
if (Lara.Control.Rope.Ptr != -1)
{
ROPE_STRUCT* rope = &Ropes[Lara.Control.Rope.Ptr];
std::vector<const Save::Vector3*> segments;
for (int i = 0; i < ROPE_SEGMENTS; i++)
segments.push_back(&Save::Vector3(
rope->segment[i].x,
rope->segment[i].y,
rope->segment[i].z));
auto segmentsOffset = fbb.CreateVector(segments);
std::vector<const Save::Vector3*> velocities;
for (int i = 0; i < ROPE_SEGMENTS; i++)
velocities.push_back(&Save::Vector3(
rope->velocity[i].x,
rope->velocity[i].y,
rope->velocity[i].z));
auto velocitiesOffset = fbb.CreateVector(velocities);
std::vector<const Save::Vector3*> normalisedSegments;
for (int i = 0; i < ROPE_SEGMENTS; i++)
normalisedSegments.push_back(&Save::Vector3(
rope->normalisedSegment[i].x,
rope->normalisedSegment[i].y,
rope->normalisedSegment[i].z));
auto normalisedSegmentsOffset = fbb.CreateVector(normalisedSegments);
std::vector<const Save::Vector3*> meshSegments;
for (int i = 0; i < ROPE_SEGMENTS; i++)
meshSegments.push_back(&Save::Vector3(
rope->meshSegment[i].x,
rope->meshSegment[i].y,
rope->meshSegment[i].z));
auto meshSegmentsOffset = fbb.CreateVector(meshSegments);
std::vector<const Save::Vector3*> coords;
for (int i = 0; i < ROPE_SEGMENTS; i++)
coords.push_back(&Save::Vector3(
rope->coords[i].x,
rope->coords[i].y,
rope->coords[i].z));
auto coordsOffset = fbb.CreateVector(coords);
Save::RopeBuilder ropeInfo{ fbb };
ropeInfo.add_segments(segmentsOffset);
ropeInfo.add_velocities(velocitiesOffset);
ropeInfo.add_mesh_segments(meshSegmentsOffset);
ropeInfo.add_normalised_segments(normalisedSegmentsOffset);
ropeInfo.add_coords(coordsOffset);
ropeInfo.add_coiled(rope->coiled);
ropeInfo.add_position(&Save::Vector3(
rope->position.x,
rope->position.y,
rope->position.z));
ropeInfo.add_segment_length(rope->segmentLength);
ropeOffset = ropeInfo.Finish();
Save::PendulumBuilder pendulumInfo{ fbb };
pendulumInfo.add_node(CurrentPendulum.node);
pendulumInfo.add_position(&Save::Vector3(
CurrentPendulum.position.x,
CurrentPendulum.position.y,
CurrentPendulum.position.z));
pendulumInfo.add_velocity(&Save::Vector3(
CurrentPendulum.velocity.x,
CurrentPendulum.velocity.y,
CurrentPendulum.velocity.z));
pendulumOffset = pendulumInfo.Finish();
Save::PendulumBuilder alternatePendulumInfo{ fbb };
alternatePendulumInfo.add_node(AlternatePendulum.node);
alternatePendulumInfo.add_position(&Save::Vector3(
AlternatePendulum.position.x,
AlternatePendulum.position.y,
AlternatePendulum.position.z));
alternatePendulumInfo.add_velocity(&Save::Vector3(
AlternatePendulum.velocity.x,
AlternatePendulum.velocity.y,
AlternatePendulum.velocity.z));
alternatePendulumOffset = alternatePendulumInfo.Finish();
}
Save::SaveGameBuilder sgb{ fbb };
sgb.add_header(headerOffset);
sgb.add_level(levelStatisticsOffset);
sgb.add_game(gameStatisticsOffset);
sgb.add_lara(laraOffset);
sgb.add_items(serializedItemsOffset);
sgb.add_ambient_track(bgmTrackOffset);
sgb.add_ambient_position(bgmTrackData.second);
sgb.add_oneshot_track(oneshotTrackOffset);
sgb.add_oneshot_position(oneshotTrackData.second);
sgb.add_cd_flags(soundtrackMapOffset);
sgb.add_flip_maps(flipMapsOffset);
sgb.add_flip_stats(flipStatsOffset);
sgb.add_flip_effect(FlipEffect);
sgb.add_flip_status(FlipStatus);
sgb.add_flip_timer(0);
sgb.add_static_meshes(staticMeshesOffset);
sgb.add_fixed_cameras(camerasOffset);
sgb.add_bats(batsOffset);
sgb.add_rats(ratsOffset);
sgb.add_spiders(spidersOffset);
sgb.add_scarabs(scarabsOffset);
sgb.add_sinks(sinksOffset);
sgb.add_flyby_cameras(flybyCamerasOffset);
if (Lara.Control.Rope.Ptr != -1)
{
sgb.add_rope(ropeOffset);
sgb.add_pendulum(pendulumOffset);
sgb.add_alternate_pendulum(alternatePendulumOffset);
}
auto sg = sgb.Finish();
fbb.Finish(sg);
auto bufferToSerialize = fbb.GetBufferPointer();
auto bufferSize = fbb.GetSize();
if (!std::filesystem::exists(SAVEGAME_PATH))
std::filesystem::create_directory(SAVEGAME_PATH);
std::ofstream fileOut{};
fileOut.open(fileName, std::ios_base::binary | std::ios_base::out);
fileOut.write((char*)bufferToSerialize, bufferSize);
fileOut.close();
return true;
}
bool SaveGame::Load(int slot)
{
auto fileName = SAVEGAME_PATH + "savegame." + std::to_string(slot);
std::ifstream file;
file.open(fileName, std::ios_base::app | std::ios_base::binary);
file.seekg(0, std::ios::end);
size_t length = file.tellg();
file.seekg(0, std::ios::beg);
std::unique_ptr<char[]> buffer = std::make_unique<char[]>(length);
file.read(buffer.get(), length);
file.close();
const Save::SaveGame* s = Save::GetSaveGame(buffer.get());
// Flipmaps
for (int i = 0; i < s->flip_stats()->size(); i++)
{
if (s->flip_stats()->Get(i) != 0)
DoFlipMap(i);
FlipMap[i] = s->flip_maps()->Get(i) << 8;
}
// Effects
FlipEffect = s->flip_effect();
FlipStatus = s->flip_status();
//FlipTimer = s->flip_timer();
// Restore soundtracks
PlaySoundTrack(s->ambient_track()->str(), SOUNDTRACK_PLAYTYPE::BGM, s->ambient_position());
PlaySoundTrack(s->oneshot_track()->str(), SOUNDTRACK_PLAYTYPE::OneShot, s->oneshot_position());
// Legacy soundtrack map
for (int i = 0; i < s->cd_flags()->size(); i++)
{
// Safety check for cases when soundtrack map was externally modified and became smaller
if (i >= SoundTracks.size())
break;
SoundTracks[i].Mask = s->cd_flags()->Get(i);
}
// Static objects
for (int i = 0; i < s->static_meshes()->size(); i++)
{
auto staticMesh = s->static_meshes()->Get(i);
auto room = &g_Level.Rooms[staticMesh->room_number()];
if (i >= room->mesh.size())
break;
room->mesh[i].flags = staticMesh->flags();
if (!room->mesh[i].flags)
{
short roomNumber = staticMesh->room_number();
FLOOR_INFO* floor = GetFloor(room->mesh[i].pos.xPos, room->mesh[i].pos.yPos, room->mesh[i].pos.zPos, &roomNumber);
TestTriggers(room->mesh[i].pos.xPos, room->mesh[i].pos.yPos, room->mesh[i].pos.zPos, staticMesh->room_number(), true, 0);
floor->Stopper = false;
}
}
// Cameras
for (int i = 0; i < s->fixed_cameras()->size(); i++)
{
if (i < g_Level.Cameras.size())
g_Level.Cameras[i].flags = s->fixed_cameras()->Get(i)->flags();
}
// Sinks
for (int i = 0; i < s->sinks()->size(); i++)
{
if (i < g_Level.Sinks.size())
g_Level.Sinks[i].strength = s->sinks()->Get(i)->flags();
}
// Flyby cameras
for (int i = 0; i < s->flyby_cameras()->size(); i++)
{
if (i < NumberSpotcams)
SpotCam[i].flags = s->flyby_cameras()->Get(i)->flags();
}
ZeroMemory(&Lara, sizeof(LaraInfo));
// Items
for (int i = 0; i < s->items()->size(); i++)
{
const Save::Item* savedItem = s->items()->Get(i);
short itemNumber = i;
bool dynamicItem = false;
if (i >= g_Level.NumItems)
{
// Items beyond items level space must be active
if (!savedItem->active())
continue;
// Items beyond items level space must be initialised differently
itemNumber = CreateItem();
if (itemNumber == NO_ITEM)
continue;
dynamicItem = true;
}
ITEM_INFO* item = &g_Level.Items[itemNumber];
OBJECT_INFO* obj = &Objects[item->ObjectNumber];
if (!dynamicItem)
{
// Kill immediately item if already killed and continue
if (savedItem->flags() & IFLAG_KILLED)
{
if (obj->floor != nullptr)
UpdateBridgeItem(itemNumber, true);
KillItem(i);
item->Status = ITEM_DEACTIVATED;
item->Flags |= ONESHOT;
continue;
}
// If not triggered, don't load remaining data
if (item->ObjectNumber != ID_LARA && !(savedItem->flags() & (TRIGGERED | CODE_BITS | ONESHOT)))
continue;
}
item->Position.xPos = savedItem->position()->x_pos();
item->Position.yPos = savedItem->position()->y_pos();
item->Position.zPos = savedItem->position()->z_pos();
item->Position.xRot = savedItem->position()->x_rot();
item->Position.yRot = savedItem->position()->y_rot();
item->Position.zRot = savedItem->position()->z_rot();
short roomNumber = savedItem->room_number();
if (dynamicItem)
{
item->RoomNumber = roomNumber;
InitialiseItem(itemNumber);
// InitialiseItem could overwrite position so restore it
item->Position.xPos = savedItem->position()->x_pos();
item->Position.yPos = savedItem->position()->y_pos();
item->Position.zPos = savedItem->position()->z_pos();
item->Position.xRot = savedItem->position()->x_rot();
item->Position.yRot = savedItem->position()->y_rot();
item->Position.zRot = savedItem->position()->z_rot();
}
item->Animation.Velocity = savedItem->velocity();
item->Animation.VerticalVelocity = savedItem->vertical_velocity();
// Do the correct way for assigning new room number
if (item->ObjectNumber == ID_LARA)
{
LaraItem->Location.roomNumber = roomNumber;
LaraItem->Location.yNumber = item->Position.yPos;
item->RoomNumber = roomNumber;
Lara.ItemNumber = i;
LaraItem = item;
UpdateItemRoom(item, -LARA_HEIGHT / 2);
}
else
{
if (item->RoomNumber != roomNumber)
ItemNewRoom(i, roomNumber);
if (obj->shadowSize)
{
FLOOR_INFO* floor = GetFloor(item->Position.xPos, item->Position.yPos, item->Position.zPos, &roomNumber);
item->Floor = GetFloorHeight(floor, item->Position.xPos, item->Position.yPos, item->Position.zPos);
}
}
// Animations
item->Animation.ActiveState = savedItem->active_state();
item->Animation.RequiredState = savedItem->required_state();
item->Animation.TargetState = savedItem->target_state();
item->Animation.AnimNumber = obj->animIndex + savedItem->anim_number();
item->Animation.FrameNumber = savedItem->frame_number();
// Hit points
item->HitPoints = savedItem->hit_points();
// Flags and timers
for (int j = 0; j < 7; j++)
item->ItemFlags[j] = savedItem->item_flags()->Get(j);
item->Timer = savedItem->timer();
item->TriggerFlags = savedItem->trigger_flags();
item->Flags = savedItem->flags();
// Carried item
item->CarriedItem = savedItem->carried_item();
// Activate item if needed
if (savedItem->active() && !item->Active)
AddActiveItem(i);
item->Active = savedItem->active();
item->HitStatus = savedItem->hit_stauts();
item->Status = savedItem->status();
item->AIBits = savedItem->ai_bits();
item->Animation.Airborne = savedItem->airborne();
item->Collidable = savedItem->collidable();
item->LookedAt = savedItem->looked_at();
// Creature data for intelligent items
if (item->ObjectNumber != ID_LARA && obj->intelligent)
{
EnableBaddieAI(i, true);
auto creature = GetCreatureInfo(item);
auto data = savedItem->data();
auto savedCreature = (Save::Creature*)data;
if (savedCreature == nullptr)
continue;
creature->Alerted = savedCreature->alerted();
creature->LOT.CanJump = savedCreature->can_jump();
creature->LOT.CanMonkey = savedCreature->can_monkey();
if (savedCreature->enemy() >= 0)
creature->Enemy = &g_Level.Items[savedCreature->enemy()];
creature->FiredWeapon = savedCreature->fired_weapon();
creature->Flags = savedCreature->flags();
creature->Friendly = savedCreature->friendly();
creature->HeadLeft = savedCreature->head_left();
creature->HeadRight = savedCreature->head_right();
creature->HurtByLara = savedCreature->hurt_by_lara();
creature->LocationAI = savedCreature->location_ai();
creature->LOT.IsAmphibious = savedCreature->is_amphibious();
creature->LOT.IsJumping = savedCreature->is_jumping();
creature->LOT.IsMonkeying = savedCreature->is_monkeying();
for (int j = 0; j < 4; j++)
creature->JointRotation[j] = savedCreature->joint_rotation()->Get(j);
creature->JumpAhead = savedCreature->jump_ahead();
creature->MaxTurn = savedCreature->maximum_turn();
creature->MonkeySwingAhead = savedCreature->monkey_swing_ahead();
creature->Mood = (MoodType)savedCreature->mood();
creature->Patrol = savedCreature->patrol();
creature->Poisoned = savedCreature->poisoned();
creature->ReachedGoal = savedCreature->reached_goal();
creature->Tosspad = savedCreature->tosspad();
}
else if (savedItem->data_type() == Save::ItemData::Short)
{
auto data = savedItem->data();
auto savedData = (Save::Short*)data;
item->Data = savedData->scalar();
}
// Mesh stuff
item->MeshBits = savedItem->mesh_bits();
item->SwapMeshFlags = savedItem->swap_mesh_flags();
// Now some post-load specific hacks for objects
if (item->ObjectNumber >= ID_PUZZLE_HOLE1
&& item->ObjectNumber <= ID_PUZZLE_HOLE16
&& (item->Status == ITEM_ACTIVE
|| item->Status == ITEM_DEACTIVATED))
{
item->ObjectNumber = (GAME_OBJECT_ID)((int)item->ObjectNumber + ID_PUZZLE_DONE1 - ID_PUZZLE_HOLE1);
item->Animation.AnimNumber = Objects[item->ObjectNumber].animIndex + savedItem->anim_number();
}
if ((item->ObjectNumber >= ID_SMASH_OBJECT1)
&& (item->ObjectNumber <= ID_SMASH_OBJECT8)
&& (item->Flags & ONESHOT))
item->MeshBits = 0x00100;
if (obj->floor != nullptr)
UpdateBridgeItem(itemNumber);
}
for (int i = 0; i < s->bats()->size(); i++)
{
auto batInfo = s->bats()->Get(i);
BAT_STRUCT* bat = &Bats[i];
bat->on = batInfo->on();
bat->counter = batInfo->counter();
bat->roomNumber = batInfo->room_number();
bat->pos.xPos = batInfo->x();
bat->pos.yPos = batInfo->y();
bat->pos.zPos = batInfo->z();
bat->pos.xRot = batInfo->x_rot();
bat->pos.yRot = batInfo->y_rot();
bat->pos.zRot = batInfo->z_rot();
}
for (int i = 0; i < s->rats()->size(); i++)
{
auto ratInfo = s->rats()->Get(i);
RAT_STRUCT* rat = &Rats[i];
rat->on = ratInfo->on();
rat->flags = ratInfo->flags();
rat->roomNumber = ratInfo->room_number();
rat->pos.xPos = ratInfo->x();
rat->pos.yPos = ratInfo->y();
rat->pos.zPos = ratInfo->z();
rat->pos.xRot = ratInfo->x_rot();
rat->pos.yRot = ratInfo->y_rot();
rat->pos.zRot = ratInfo->z_rot();
}
for (int i = 0; i < s->spiders()->size(); i++)
{
auto spiderInfo = s->spiders()->Get(i);
SPIDER_STRUCT* spider = &Spiders[i];
spider->on = spiderInfo->on();
spider->flags = spiderInfo->flags();
spider->roomNumber = spiderInfo->room_number();
spider->pos.xPos = spiderInfo->x();
spider->pos.yPos = spiderInfo->y();
spider->pos.zPos = spiderInfo->z();
spider->pos.xRot = spiderInfo->x_rot();
spider->pos.yRot = spiderInfo->y_rot();
spider->pos.zRot = spiderInfo->z_rot();
}
for (int i = 0; i < s->scarabs()->size(); i++)
{
auto scarabInfo = s->scarabs()->Get(i);
BeetleInfo* scarab = &BeetleSwarm[i];
scarab->On = scarabInfo->on();
scarab->Flags = scarabInfo->flags();
scarab->RoomNumber = scarabInfo->room_number();
scarab->Position.xPos = scarabInfo->x();
scarab->Position.yPos = scarabInfo->y();
scarab->Position.zPos = scarabInfo->z();
scarab->Position.xRot = scarabInfo->x_rot();
scarab->Position.yRot = scarabInfo->y_rot();
scarab->Position.zRot = scarabInfo->z_rot();
}
JustLoaded = 1;
// Lara
ZeroMemory(Lara.Inventory.Puzzles, NUM_PUZZLES * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->puzzles()->size(); i++)
{
Lara.Inventory.Puzzles[i] = s->lara()->inventory()->puzzles()->Get(i);
}
ZeroMemory(Lara.Inventory.PuzzlesCombo, NUM_PUZZLES * 2 * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->puzzles_combo()->size(); i++)
{
Lara.Inventory.PuzzlesCombo[i] = s->lara()->inventory()->puzzles_combo()->Get(i);
}
ZeroMemory(Lara.Inventory.Keys, NUM_KEYS * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->keys()->size(); i++)
{
Lara.Inventory.Keys[i] = s->lara()->inventory()->keys()->Get(i);
}
ZeroMemory(Lara.Inventory.KeysCombo, NUM_KEYS * 2 * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->keys_combo()->size(); i++)
{
Lara.Inventory.KeysCombo[i] = s->lara()->inventory()->keys_combo()->Get(i);
}
ZeroMemory(Lara.Inventory.Pickups, NUM_PICKUPS * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->pickups()->size(); i++)
{
Lara.Inventory.Pickups[i] = s->lara()->inventory()->pickups()->Get(i);
}
ZeroMemory(Lara.Inventory.PickupsCombo, NUM_PICKUPS * 2 * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->pickups_combo()->size(); i++)
{
Lara.Inventory.Pickups[i] = s->lara()->inventory()->pickups_combo()->Get(i);
}
ZeroMemory(Lara.Inventory.Examines, NUM_EXAMINES * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->examines()->size(); i++)
{
Lara.Inventory.Examines[i] = s->lara()->inventory()->examines()->Get(i);
}
ZeroMemory(Lara.Inventory.ExaminesCombo, NUM_EXAMINES * 2 * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->examines_combo()->size(); i++)
{
Lara.Inventory.ExaminesCombo[i] = s->lara()->inventory()->examines_combo()->Get(i);
}
for (int i = 0; i < s->lara()->mesh_ptrs()->size(); i++)
{
Lara.MeshPtrs[i] = s->lara()->mesh_ptrs()->Get(i);
}
for (int i = 0; i < 15; i++)
{
Lara.Wet[i] = s->lara()->wet()->Get(i);
}
Lara.Air = s->lara()->air();
Lara.BurnCount = s->lara()->burn_count();
Lara.BurnType = (BurnType)s->lara()->burn_type();
Lara.Burn = s->lara()->burn();
Lara.BurnBlue = s->lara()->burn_blue();
Lara.BurnSmoke = s->lara()->burn_smoke();
Lara.Control.CalculatedJumpVelocity = s->lara()->control()->calculated_jump_velocity();
Lara.Control.CanMonkeySwing = s->lara()->control()->can_monkey_swing();
Lara.Control.CanClimbLadder = s->lara()->control()->is_climbing_ladder();
Lara.Control.Count.Death = s->lara()->control()->count()->death();
Lara.Control.Count.NoCheat = s->lara()->control()->count()->no_cheat();
Lara.Control.Count.Pose = s->lara()->control()->count()->pose();
Lara.Control.Count.PositionAdjust = s->lara()->control()->count()->position_adjust();
Lara.Control.Count.RunJump = s->lara()->control()->count()->run_jump();
Lara.Control.Count.Death = s->lara()->control()->count()->death();
Lara.Control.IsClimbingLadder = s->lara()->control()->is_climbing_ladder();
Lara.Control.IsLow = s->lara()->control()->is_low();
Lara.Control.IsMoving = s->lara()->control()->is_moving();
Lara.Control.JumpDirection = (JumpDirection)s->lara()->control()->jump_direction();
Lara.Control.KeepLow = s->lara()->control()->keep_low();
Lara.Control.CanLook = s->lara()->control()->can_look();
Lara.Control.MoveAngle = s->lara()->control()->move_angle();
Lara.Control.RunJumpQueued = s->lara()->control()->run_jump_queued();
Lara.Control.TurnRate = s->lara()->control()->turn_rate();
Lara.Control.Locked = s->lara()->control()->locked();
Lara.Control.HandStatus = (HandStatus)s->lara()->control()->hand_status();
Lara.Control.Weapon.GunType = (LaraWeaponType)s->lara()->control()->weapon()->gun_type();
Lara.Control.Weapon.HasFired = s->lara()->control()->weapon()->has_fired();
Lara.Control.Weapon.Fired = s->lara()->control()->weapon()->fired();
Lara.Control.Weapon.LastGunType = (LaraWeaponType)s->lara()->control()->weapon()->last_gun_type();
Lara.Control.Weapon.RequestGunType = (LaraWeaponType)s->lara()->control()->weapon()->request_gun_type();
Lara.Control.Weapon.WeaponItem = s->lara()->control()->weapon()->weapon_item();
Lara.Control.Weapon.HolsterInfo.BackHolster = (HolsterSlot)s->lara()->control()->weapon()->holster_info()->back_holster();
Lara.Control.Weapon.HolsterInfo.LeftHolster = (HolsterSlot)s->lara()->control()->weapon()->holster_info()->left_holster();
Lara.Control.Weapon.HolsterInfo.RightHolster = (HolsterSlot)s->lara()->control()->weapon()->holster_info()->right_holster();
Lara.Control.Weapon.UziLeft = s->lara()->control()->weapon()->uzi_left();
Lara.Control.Weapon.UziRight = s->lara()->control()->weapon()->uzi_right();
Lara.ExtraAnim = s->lara()->extra_anim();
Lara.ExtraHeadRot.xRot = s->lara()->extra_head_rot()->x();
Lara.ExtraHeadRot.yRot = s->lara()->extra_head_rot()->y();
Lara.ExtraHeadRot.zRot = s->lara()->extra_head_rot()->z();
Lara.ExtraTorsoRot.zRot = s->lara()->extra_torso_rot()->x();
Lara.ExtraTorsoRot.yRot = s->lara()->extra_torso_rot()->y();
Lara.ExtraTorsoRot.zRot = s->lara()->extra_torso_rot()->z();
Lara.ExtraVelocity.x = s->lara()->extra_velocity()->x();
Lara.ExtraVelocity.y = s->lara()->extra_velocity()->y();
Lara.ExtraVelocity.z = s->lara()->extra_velocity()->z();
Lara.WaterCurrentActive = s->lara()->water_current_active();
Lara.WaterCurrentPull.x = s->lara()->water_current_pull()->x();
Lara.WaterCurrentPull.y = s->lara()->water_current_pull()->y();
Lara.WaterCurrentPull.z = s->lara()->water_current_pull()->z();
Lara.Flare.Life = s->lara()->flare()->life();
Lara.Flare.ControlLeft = s->lara()->flare()->control_left();
Lara.Flare.Frame = s->lara()->flare()->frame();
Lara.HighestLocation = s->lara()->highest_location();
Lara.HitDirection = s->lara()->hit_direction();
Lara.HitFrame = s->lara()->hit_frame();
Lara.InteractedItem = s->lara()->interacted_item();
Lara.Inventory.BeetleComponents = s->lara()->inventory()->beetle_components();
Lara.Inventory.BeetleLife = s->lara()->inventory()->beetle_life();
Lara.Inventory.BigWaterskin = s->lara()->inventory()->big_waterskin();
Lara.Inventory.HasBinoculars = s->lara()->inventory()->has_binoculars();
Lara.Inventory.HasCrowbar = s->lara()->inventory()->has_crowbar();
Lara.Inventory.HasLasersight = s->lara()->inventory()->has_lasersight();
Lara.Inventory.HasSilencer = s->lara()->inventory()->has_silencer();
Lara.Inventory.HasTorch = s->lara()->inventory()->has_torch();
Lara.Inventory.IsBusy = s->lara()->inventory()->is_busy();
Lara.Inventory.OldBusy = s->lara()->inventory()->old_busy();
Lara.Inventory.SmallWaterskin = s->lara()->inventory()->small_waterskin();
Lara.Inventory.TotalFlares = s->lara()->inventory()->total_flares();
Lara.Inventory.TotalLargeMedipacks = s->lara()->inventory()->total_large_medipacks();
Lara.Inventory.TotalSecrets = s->lara()->inventory()->total_secrets();
Lara.Inventory.TotalSmallMedipacks = s->lara()->inventory()->total_small_medipacks();
Lara.ItemNumber = s->lara()->item_number();
Lara.LeftArm.AnimNumber = s->lara()->left_arm()->anim_number();
Lara.LeftArm.FlashGun = s->lara()->left_arm()->flash_gun();
Lara.LeftArm.FrameBase = s->lara()->left_arm()->frame_base();
Lara.LeftArm.FrameNumber = s->lara()->left_arm()->frame_number();
Lara.LeftArm.Locked = s->lara()->left_arm()->locked();
Lara.LeftArm.Rotation.xRot = s->lara()->left_arm()->rotation()->x();
Lara.LeftArm.Rotation.yRot = s->lara()->left_arm()->rotation()->y();
Lara.LeftArm.Rotation.zRot = s->lara()->left_arm()->rotation()->z();
Lara.LitTorch = s->lara()->lit_torch();
Lara.Location = s->lara()->location();
Lara.LocationPad = s->lara()->location_pad();
Lara.NextCornerPos = PHD_3DPOS(
s->lara()->next_corner_position()->x(),
s->lara()->next_corner_position()->y(),
s->lara()->next_corner_position()->z(),
s->lara()->next_corner_rotation()->x(),
s->lara()->next_corner_rotation()->y(),
s->lara()->next_corner_rotation()->z());
Lara.PoisonPotency = s->lara()->poison_potency();
Lara.ProjectedFloorHeight = s->lara()->projected_floor_height();
Lara.RightArm.AnimNumber = s->lara()->right_arm()->anim_number();
Lara.RightArm.FlashGun = s->lara()->right_arm()->flash_gun();
Lara.RightArm.FrameBase = s->lara()->right_arm()->frame_base();
Lara.RightArm.FrameNumber = s->lara()->right_arm()->frame_number();
Lara.RightArm.Locked = s->lara()->right_arm()->locked();
Lara.RightArm.Rotation.xRot = s->lara()->right_arm()->rotation()->x();
Lara.RightArm.Rotation.yRot = s->lara()->right_arm()->rotation()->y();
Lara.RightArm.Rotation.zRot = s->lara()->right_arm()->rotation()->z();
Lara.Control.Minecart.Left = s->lara()->control()->minecart()->left();
Lara.Control.Minecart.Right = s->lara()->control()->minecart()->right();
Lara.Control.Rope.Segment = s->lara()->control()->rope()->segment();
Lara.Control.Rope.Direction = s->lara()->control()->rope()->direction();
Lara.Control.Rope.ArcFront = s->lara()->control()->rope()->arc_front();
Lara.Control.Rope.ArcBack = s->lara()->control()->rope()->arc_back();
Lara.Control.Rope.LastX = s->lara()->control()->rope()->last_x();
Lara.Control.Rope.MaxXForward = s->lara()->control()->rope()->max_x_forward();
Lara.Control.Rope.MaxXBackward = s->lara()->control()->rope()->max_x_backward();
Lara.Control.Rope.DFrame = s->lara()->control()->rope()->dframe();
Lara.Control.Rope.Frame = s->lara()->control()->rope()->frame();
Lara.Control.Rope.FrameRate = s->lara()->control()->rope()->frame_rate();
Lara.Control.Rope.Y = s->lara()->control()->rope()->y();
Lara.Control.Rope.Ptr = s->lara()->control()->rope()->ptr();
Lara.Control.Rope.Offset = s->lara()->control()->rope()->offset();
Lara.Control.Rope.DownVel = s->lara()->control()->rope()->down_vel();
Lara.Control.Rope.Flag = s->lara()->control()->rope()->flag();
Lara.Control.Rope.Count = s->lara()->control()->rope()->count();
Lara.Control.Subsuit.XRot = s->lara()->control()->subsuit()->x_rot();
Lara.Control.Subsuit.DXRot = s->lara()->control()->subsuit()->d_x_rot();
Lara.Control.Subsuit.Velocity[0] = s->lara()->control()->subsuit()->velocity()->Get(0);
Lara.Control.Subsuit.Velocity[1] = s->lara()->control()->subsuit()->velocity()->Get(1);
Lara.Control.Subsuit.VerticalVelocity = s->lara()->control()->subsuit()->vertical_velocity();
Lara.Control.Subsuit.XRotVel = s->lara()->control()->subsuit()->x_rot_vel();
Lara.Control.Subsuit.HitCount = s->lara()->control()->subsuit()->hit_count();
Lara.Control.Tightrope.Balance = s->lara()->control()->tightrope()->balance();
Lara.Control.Tightrope.CanDismount = s->lara()->control()->tightrope()->can_dismount();
Lara.Control.Tightrope.TightropeItem = s->lara()->control()->tightrope()->tightrope_item();
Lara.Control.Tightrope.TimeOnTightrope = s->lara()->control()->tightrope()->time_on_tightrope();
Lara.Control.WaterStatus = (WaterStatus)s->lara()->control()->water_status();
Lara.SpasmEffectCount = s->lara()->spasm_effect_count();
Lara.SprintEnergy = s->lara()->sprint_energy();
Lara.TargetEntity = (s->lara()->target_entity_number() >= 0 ? &g_Level.Items[s->lara()->target_entity_number()] : nullptr);
Lara.TargetArmAngles[0] = s->lara()->target_arm_angles()->Get(0);
Lara.TargetArmAngles[1] = s->lara()->target_arm_angles()->Get(1);
Lara.TargetFacingAngle = s->lara()->target_facing_angle();
Lara.Vehicle = s->lara()->vehicle();
Lara.WaterSurfaceDist = s->lara()->water_surface_dist();
for (int i = 0; i < s->lara()->weapons()->size(); i++)
{
auto* info = s->lara()->weapons()->Get(i);
for (int j = 0; j < info->ammo()->size(); j++)
{
Lara.Weapons[i].Ammo[j].setInfinite(info->ammo()->Get(j)->is_infinite());
Lara.Weapons[i].Ammo[j] = info->ammo()->Get(j)->count();
}
Lara.Weapons[i].HasLasersight = info->has_lasersight();
Lara.Weapons[i].HasSilencer = info->has_silencer();
Lara.Weapons[i].Present = info->present();
Lara.Weapons[i].SelectedAmmo = (WeaponAmmoType)info->selected_ammo();
}
if (Lara.BurnType != BurnType::None)
{
char flag = 0;
Lara.BurnType = BurnType::None;
if (Lara.BurnSmoke)
{
flag = 1;
Lara.BurnSmoke = 0;
}
LaraBurn(LaraItem);
if (flag)
Lara.BurnSmoke = 1;
}
// Rope
if (Lara.Control.Rope.Ptr >= 0)
{
ROPE_STRUCT* rope = &Ropes[Lara.Control.Rope.Ptr];
for (int i = 0; i < ROPE_SEGMENTS; i++)
{
rope->segment[i] = PHD_VECTOR(
s->rope()->segments()->Get(i)->x(),
s->rope()->segments()->Get(i)->y(),
s->rope()->segments()->Get(i)->z());
rope->normalisedSegment[i] = PHD_VECTOR(
s->rope()->normalised_segments()->Get(i)->x(),
s->rope()->normalised_segments()->Get(i)->y(),
s->rope()->normalised_segments()->Get(i)->z());
rope->meshSegment[i] = PHD_VECTOR(
s->rope()->mesh_segments()->Get(i)->x(),
s->rope()->mesh_segments()->Get(i)->y(),
s->rope()->mesh_segments()->Get(i)->z());
rope->coords[i] = PHD_VECTOR(
s->rope()->coords()->Get(i)->x(),
s->rope()->coords()->Get(i)->y(),
s->rope()->coords()->Get(i)->z());
rope->velocity[i] = PHD_VECTOR(
s->rope()->velocities()->Get(i)->x(),
s->rope()->velocities()->Get(i)->y(),
s->rope()->velocities()->Get(i)->z());
}
rope->coiled = s->rope()->coiled();
rope->active = s->rope()->active();
rope->position = PHD_VECTOR(
s->rope()->position()->x(),
s->rope()->position()->y(),
s->rope()->position()->z());
CurrentPendulum.position = PHD_VECTOR(
s->pendulum()->position()->x(),
s->pendulum()->position()->y(),
s->pendulum()->position()->z());
CurrentPendulum.velocity = PHD_VECTOR(
s->pendulum()->velocity()->x(),
s->pendulum()->velocity()->y(),
s->pendulum()->velocity()->z());
CurrentPendulum.node = s->pendulum()->node();
CurrentPendulum.rope = rope;
AlternatePendulum.position = PHD_VECTOR(
s->alternate_pendulum()->position()->x(),
s->alternate_pendulum()->position()->y(),
s->alternate_pendulum()->position()->z());
AlternatePendulum.velocity = PHD_VECTOR(
s->alternate_pendulum()->velocity()->x(),
s->alternate_pendulum()->velocity()->y(),
s->alternate_pendulum()->velocity()->z());
AlternatePendulum.node = s->alternate_pendulum()->node();
AlternatePendulum.rope = rope;
}
return true;
}
bool SaveGame::LoadHeader(int slot, SaveGameHeader* header)
{
auto fileName = SAVEGAME_PATH + "savegame." + std::to_string(slot);
std::ifstream file;
file.open(fileName, std::ios_base::app | std::ios_base::binary);
file.seekg(0, std::ios::end);
size_t length = file.tellg();
file.seekg(0, std::ios::beg);
std::unique_ptr<char[]> buffer = std::make_unique<char[]>(length);
file.read(buffer.get(), length);
file.close();
const Save::SaveGame* s = Save::GetSaveGame(buffer.get());
header->Level = s->header()->level();
header->LevelName = s->header()->level_name()->str();
header->Days = s->header()->days();
header->Hours = s->header()->hours();
header->Minutes = s->header()->minutes();
header->Seconds = s->header()->seconds();
header->Level = s->header()->level();
header->Timer = s->header()->timer();
header->Count = s->header()->count();
return true;
}