TombEngine/TR5Main/Game/savegame.cpp

1289 lines
No EOL
44 KiB
C++

#include "framework.h"
#include "savegame.h"
#include "Lara.h"
#include "items.h"
#include "control/box.h"
#include "control/lot.h"
#include "spotcam.h"
#include "traps.h"
#include "room.h"
#include "sound/sound.h"
#include "level.h"
#include "setup.h"
#include "sound.h"
#include "flipeffect.h"
#include "tr5_rats_emitter.h"
#include "tr5_bats_emitter.h"
#include "tr5_spider_emitter.h"
#include "fullblock_switch.h"
#include "itemdata/creature_info.h"
#include "Game/effects/lara_burn.h"
#include "Specific/savegame/flatbuffers/ten_savegame_generated.h"
#include "Game/misc.h"
#include "Game/puzzles_keys.h"
#include "Objects/TR4/Entity/tr4_littlebeetle.h"
#include "Objects/Generic/Object/rope.h"
using namespace TEN::Effects::Fire;
using namespace TEN::Entities::Switches;
using namespace TEN::Entities::TR4;
using namespace TEN::Entities::Generic;
using namespace flatbuffers;
namespace Save = TEN::Save;
using std::string;
using std::vector;
FileStream* SaveGame::m_stream;
vector<LuaVariable> SaveGame::m_luaVariables;
int SaveGame::LastSaveGame;
SAVEGAME_INFO Savegame;
bool SaveGame::Save(int slot)
{
char fileName[255];
ZeroMemory(fileName, 255);
sprintf(fileName, "savegame.%d", 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(Savegame.Level.AmmoHits);
sgLevelStatisticsBuilder.add_ammo_used(Savegame.Level.AmmoUsed);
sgLevelStatisticsBuilder.add_kills(Savegame.Level.Kills);
sgLevelStatisticsBuilder.add_medipacks_used(Savegame.Level.HealthUsed);
sgLevelStatisticsBuilder.add_distance(Savegame.Level.Distance);
sgLevelStatisticsBuilder.add_secrets(Savegame.Level.Secrets);
sgLevelStatisticsBuilder.add_timer(Savegame.Level.Timer);
auto levelStatisticsOffset = sgLevelStatisticsBuilder.Finish();
Save::SaveGameStatisticsBuilder sgGameStatisticsBuilder{ fbb };
sgGameStatisticsBuilder.add_ammo_hits(Savegame.Game.AmmoHits);
sgGameStatisticsBuilder.add_ammo_used(Savegame.Game.AmmoUsed);
sgGameStatisticsBuilder.add_kills(Savegame.Game.Kills);
sgGameStatisticsBuilder.add_medipacks_used(Savegame.Game.HealthUsed);
sgGameStatisticsBuilder.add_distance(Savegame.Game.Distance);
sgGameStatisticsBuilder.add_secrets(Savegame.Game.Secrets);
sgGameStatisticsBuilder.add_timer(Savegame.Game.Timer);
auto gameStatisticsOffset = sgGameStatisticsBuilder.Finish();
// Lara
std::vector<int> puzzles;
for (int i = 0; i < NUM_PUZZLES; i++)
puzzles.push_back(Lara.Puzzles[i]);
auto puzzlesOffset = fbb.CreateVector(puzzles);
std::vector<int> puzzlesCombo;
for (int i = 0; i < NUM_PUZZLES * 2; i++)
puzzlesCombo.push_back(Lara.PuzzlesCombo[i]);
auto puzzlesComboOffset = fbb.CreateVector(puzzlesCombo);
std::vector<int> keys;
for (int i = 0; i < NUM_KEYS; i++)
keys.push_back(Lara.Keys[i]);
auto keysOffset = fbb.CreateVector(keys);
std::vector<int> keysCombo;
for (int i = 0; i < NUM_KEYS * 2; i++)
keysCombo.push_back(Lara.KeysCombo[i]);
auto keysComboOffset = fbb.CreateVector(keysCombo);
std::vector<int> pickups;
for (int i = 0; i < NUM_PICKUPS; i++)
pickups.push_back(Lara.Pickups[i]);
auto pickupsOffset = fbb.CreateVector(pickups);
std::vector<int> pickupsCombo;
for (int i = 0; i < NUM_PICKUPS * 2; i++)
pickupsCombo.push_back(Lara.PickupsCombo[i]);
auto pickupsComboOffset = fbb.CreateVector(pickupsCombo);
std::vector<int> examines;
for (int i = 0; i < NUM_EXAMINES; i++)
examines.push_back(Lara.Examines[i]);
auto examinesOffset = fbb.CreateVector(examines);
std::vector<int> examinesCombo;
for (int i = 0; i < NUM_EXAMINES * 2; i++)
examinesCombo.push_back(Lara.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::LaraArmInfoBuilder leftArm{ fbb };
leftArm.add_anim_number(Lara.leftArm.animNumber);
leftArm.add_flash_gun(Lara.leftArm.flash_gun);
leftArm.add_frame_base(Lara.leftArm.frameBase);
leftArm.add_frame_number(Lara.leftArm.frameNumber);
leftArm.add_lock(Lara.leftArm.lock);
leftArm.add_x_rot(Lara.leftArm.xRot);
leftArm.add_y_rot(Lara.leftArm.yRot);
leftArm.add_z_rot(Lara.leftArm.zRot);
auto leftArmOffset = leftArm.Finish();
Save::LaraArmInfoBuilder rightArm{ fbb };
rightArm.add_anim_number(Lara.rightArm.animNumber);
rightArm.add_flash_gun(Lara.rightArm.flash_gun);
rightArm.add_frame_base(Lara.rightArm.frameBase);
rightArm.add_frame_number(Lara.rightArm.frameNumber);
rightArm.add_lock(Lara.rightArm.lock);
rightArm.add_x_rot(Lara.rightArm.xRot);
rightArm.add_y_rot(Lara.rightArm.yRot);
rightArm.add_z_rot(Lara.rightArm.zRot);
auto rightArmOffset = rightArm.Finish();
Save::Vector3 lastPos = Save::Vector3(Lara.lastPos.x, Lara.lastPos.y, Lara.lastPos.z);
std::vector<int> laraTargetAngles{};
laraTargetAngles.push_back(Lara.targetAngles[0]);
laraTargetAngles.push_back(Lara.targetAngles[1]);
auto laraTargetAnglesOffset = fbb.CreateVector(laraTargetAngles);
Save::LaraTightropeInfoBuilder tightRope{ fbb };
tightRope.add_balance(Lara.tightrope.balance);
tightRope.add_can_go_off(Lara.tightrope.canGoOff);
tightRope.add_tightrope_item(Lara.tightrope.tightropeItem);
tightRope.add_time_on_tightrope(Lara.tightrope.timeOnTightrope);
auto tightRopeOffset = tightRope.Finish();
Save::HolsterInfoBuilder holsterInfo{ fbb };
holsterInfo.add_back_holster((int)Lara.holsterInfo.backHolster);
holsterInfo.add_left_holster((int)Lara.holsterInfo.leftHolster);
holsterInfo.add_right_holster((int)Lara.holsterInfo.rightHolster);
auto holsterInfoOffset = holsterInfo.Finish();
std::vector<flatbuffers::Offset<Save::CarriedWeaponInfo>> carriedWeapons;
for (int i = 0; i < NUM_WEAPONS; i++)
{
CarriedWeaponInfo* info = &Lara.Weapons[i];
std::vector<flatbuffers::Offset<Save::AmmoInfo>> ammos;
for (int j = 0; j < MAX_AMMOTYPE; 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(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_beetle_life(Lara.BeetleLife);
lara.add_big_waterskin(Lara.big_waterskin);
lara.add_binoculars(Lara.Binoculars);
lara.add_burn(Lara.burn);
lara.add_burn_blue(Lara.burnBlue);
lara.add_burn_count(Lara.burnCount);
lara.add_burn_smoke(Lara.burnSmoke);
lara.add_busy(Lara.busy);
lara.add_calc_fall_speed(Lara.calcFallSpeed);
lara.add_can_monkey_swing(Lara.canMonkeySwing);
lara.add_climb_status(Lara.climbStatus);
lara.add_corner_x(Lara.cornerX);
lara.add_corner_z(Lara.cornerZ);
lara.add_crowbar(Lara.Crowbar);
lara.add_current_active(Lara.currentActive);
lara.add_current_x_vel(Lara.currentXvel);
lara.add_current_y_vel(Lara.currentYvel);
lara.add_current_z_vel(Lara.currentZvel);
lara.add_death_count(Lara.deathCount);
lara.add_dive_count(Lara.diveCount);
lara.add_extra_anim(Lara.ExtraAnim);
lara.add_examines(examinesOffset);
lara.add_examines_combo(examinesComboOffset);
lara.add_fired(Lara.fired);
lara.add_flare_age(Lara.flareAge);
lara.add_flare_control_left(Lara.flareControlLeft);
lara.add_flare_frame(Lara.flareFrame);
lara.add_gun_status(Lara.gunStatus);
lara.add_gun_type(Lara.gunType);
lara.add_has_beetle_things(Lara.hasBeetleThings);
lara.add_has_fired(Lara.hasFired);
lara.add_head_x_rot(Lara.headXrot);
lara.add_head_y_rot(Lara.headYrot);
lara.add_head_z_rot(Lara.headZrot);
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_is_climbing(Lara.isClimbing);
lara.add_is_ducked(Lara.isDucked);
lara.add_is_moving(Lara.isMoving);
lara.add_item_number(Lara.itemNumber);
lara.add_keep_ducked(Lara.keepDucked);
lara.add_keys(keysOffset);
lara.add_keys_combo(keysComboOffset);
lara.add_lasersight(Lara.Lasersight);
lara.add_last_gun_type(Lara.lastGunType);
lara.add_last_position(&lastPos);
lara.add_left_arm(leftArmOffset);
lara.add_lit_torch(Lara.litTorch);
lara.add_location(Lara.location);
lara.add_location_pad(Lara.locationPad);
lara.add_look(Lara.look);
lara.add_mesh_ptrs(meshPtrsOffset);
lara.add_mine_l(Lara.mineL);
lara.add_mine_r(Lara.mineR);
lara.add_move_angle(Lara.moveAngle);
lara.add_move_count(Lara.moveCount);
lara.add_num_flares(Lara.NumFlares);
lara.add_num_small_medipacks(Lara.NumSmallMedipacks);
lara.add_num_large_medipacks(Lara.NumLargeMedipacks);
lara.add_old_busy(Lara.oldBusy);
lara.add_puzzles(puzzlesOffset);
lara.add_puzzles_combo(puzzlesComboOffset);
lara.add_poisoned(Lara.poisoned);
lara.add_pose_count(Lara.poseCount);
lara.add_pickups(pickupsOffset);
lara.add_pickups_combo(pickupsComboOffset);
lara.add_request_gun_type(Lara.requestGunType);
lara.add_right_arm(rightArmOffset);
lara.add_rope_arc_back(Lara.ropeArcBack);
lara.add_rope_arc_front(Lara.ropeArcFront);
lara.add_rope_count(Lara.ropeCount);
lara.add_rope_dframe(Lara.ropeDFrame);
lara.add_rope_direction(Lara.ropeDirection);
lara.add_rope_down_vel(Lara.ropeDownVel);
lara.add_rope_flag(Lara.ropeFlag);
lara.add_rope_framerate(Lara.ropeFrameRate);
lara.add_rope_frame(Lara.ropeFrame);
lara.add_rope_last_x(Lara.ropeLastX);
lara.add_rope_max_x_backward(Lara.ropeMaxXBackward);
lara.add_rope_max_x_forward(Lara.ropeMaxXForward);
lara.add_rope_offset(Lara.ropeOffset);
lara.add_rope_ptr(Lara.ropePtr);
lara.add_rope_segment(Lara.ropeSegment);
lara.add_rope_y(Lara.ropeY);
lara.add_secrets(Lara.Secrets);
lara.add_silencer(Lara.Silencer);
lara.add_small_waterskin(Lara.small_waterskin);
lara.add_spaz_effect_count(Lara.spazEffectCount);
lara.add_target_angles(laraTargetAnglesOffset);
lara.add_target_item_number(Lara.target - g_Level.Items.data());
lara.add_torch(Lara.Torch);
lara.add_torso_x_rot(Lara.torsoXrot);
lara.add_torso_y_rot(Lara.torsoYrot);
lara.add_torso_z_rot(Lara.torsoZrot);
lara.add_turn_rate(Lara.turnRate);
lara.add_uncontrollable(Lara.uncontrollable);
lara.add_vehicle(Lara.Vehicle);
lara.add_water_status(Lara.waterStatus);
lara.add_water_surface_dist(Lara.waterSurfaceDist);
lara.add_weapon_item(Lara.weaponItem);
lara.add_wet(wetOffset);
lara.add_tightrope(tightRopeOffset);
lara.add_holster_info(holsterInfoOffset);
lara.add_weapons(carriedWeaponsOffset);
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<CREATURE_INFO>())
{
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_flags(creature->flags);
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_maximum_turn(creature->maximumTurn);
creatureBuilder.add_monkey_ahead(creature->monkeyAhead);
creatureBuilder.add_mood(creature->mood);
creatureBuilder.add_patrol2(creature->patrol2);
creatureBuilder.add_reached_goal(creature->reachedGoal);
creatureOffset = creatureBuilder.Finish();
}
Save::Position position = Save::Position(
(int32_t)itemToSerialize.pos.xPos,
(int32_t)itemToSerialize.pos.yPos,
(int32_t)itemToSerialize.pos.zPos,
(int32_t)itemToSerialize.pos.xRot,
(int32_t)itemToSerialize.pos.yRot,
(int32_t)itemToSerialize.pos.zRot);
Save::ItemBuilder serializedItem{ fbb };
serializedItem.add_anim_number(itemToSerialize.animNumber - obj->animIndex);
serializedItem.add_after_death(itemToSerialize.afterDeath);
serializedItem.add_box_number(itemToSerialize.boxNumber);
serializedItem.add_carried_item(itemToSerialize.carriedItem);
serializedItem.add_current_anim_state(itemToSerialize.currentAnimState);
serializedItem.add_fall_speed(itemToSerialize.fallspeed);
serializedItem.add_fired_weapon(itemToSerialize.firedWeapon);
serializedItem.add_flags(itemToSerialize.flags);
serializedItem.add_floor(itemToSerialize.floor);
serializedItem.add_frame_number(itemToSerialize.frameNumber);
serializedItem.add_goal_anim_state(itemToSerialize.goalAnimState);
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_anim_state(itemToSerialize.requiredAnimState);
serializedItem.add_room_number(itemToSerialize.roomNumber);
serializedItem.add_speed(itemToSerialize.speed);
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_gravity_status(itemToSerialize.gravityStatus);
serializedItem.add_hit_stauts(itemToSerialize.hitStatus);
serializedItem.add_poisoned(itemToSerialize.poisoned);
serializedItem.add_ai_bits(itemToSerialize.aiBits);
serializedItem.add_really_active(itemToSerialize.reallyActive);
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<CREATURE_INFO>())
{
serializedItem.add_data_type(Save::ItemData::Creature);
serializedItem.add_data(creatureOffset.Union());
}
auto serializedItemOffset = serializedItem.Finish();
serializedItems.push_back(serializedItemOffset);
}
auto ambientTrackOffset = fbb.CreateString(GetSoundTrackNameAndPosition(SOUNDTRACK_PLAYTYPE::BGM).first);
auto serializedItemsOffset = fbb.CreateVector(serializedItems);
// 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++)
{
SCARAB_STRUCT* scarab = &Scarabs[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->pos.xPos);
scarabInfo.add_y(scarab->pos.yPos);
scarabInfo.add_z(scarab->pos.zPos);
scarabInfo.add_x_rot(scarab->pos.xRot);
scarabInfo.add_y_rot(scarab->pos.yRot);
scarabInfo.add_z_rot(scarab->pos.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.ropePtr != -1)
{
ROPE_STRUCT* rope = &Ropes[Lara.ropePtr];
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(ambientTrackOffset);
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.ropePtr != -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();
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)
{
char fileName[255];
ZeroMemory(fileName, 255);
sprintf(fileName, "savegame.%d", 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();
// TODO: Save and restore playhead, and also oneshot track too!
PlaySoundTrack(s->ambient_track()->str(), SOUNDTRACK_PLAYTYPE::BGM);
// 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 = 0;
}
}
// 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++)
{
if (i >= g_Level.NumItems)
break;
const Save::Item* savedItem = s->items()->Get(i);
ITEM_INFO* item = &g_Level.Items[i];
OBJECT_INFO* obj = &Objects[item->objectNumber];
// Kill immediately item if already killed and continue
if (savedItem->flags() & IFLAG_KILLED)
{
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->pos.xPos = savedItem->position()->x_pos();
item->pos.yPos = savedItem->position()->y_pos();
item->pos.zPos = savedItem->position()->z_pos();
item->pos.xRot = savedItem->position()->x_rot();
item->pos.yRot = savedItem->position()->y_rot();
item->pos.zRot = savedItem->position()->z_rot();
item->speed = savedItem->speed();
item->fallspeed = savedItem->fall_speed();
// Do the correct way for assigning new room number
short roomNumber = savedItem->room_number();
if (item->objectNumber == ID_LARA)
{
LaraItem->location.roomNumber = roomNumber;
LaraItem->location.yNumber = item->pos.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->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
item->floor = GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
}
}
// Animations
item->currentAnimState = savedItem->current_anim_state();
item->requiredAnimState = savedItem->required_anim_state();
item->goalAnimState = savedItem->goal_anim_state();
item->animNumber = obj->animIndex + savedItem->anim_number();
item->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->reallyActive = savedItem->really_active();
item->hitStatus = savedItem->hit_stauts();
item->status = savedItem->status();
item->aiBits = savedItem->ai_bits();
item->gravityStatus = savedItem->gravity_status();
item->collidable = savedItem->collidable();
item->lookedAt = savedItem->looked_at();
item->poisoned = savedItem->poisoned();
// 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->flags = savedCreature->flags();
creature->headLeft = savedCreature->head_left();
creature->headRight = savedCreature->head_right();
creature->hurtByLara = savedCreature->hurt_by_lara();
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->maximumTurn = savedCreature->maximum_turn();
creature->monkeyAhead = savedCreature->monkey_ahead();
creature->mood = (MOOD_TYPE)savedCreature->mood();
creature->patrol2 = savedCreature->patrol2();
creature->reachedGoal = savedCreature->reached_goal();
}
// 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->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;
// TODO: specific RAISING_BLOCK hacks
}
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);
SCARAB_STRUCT* scarab = &Scarabs[i];
scarab->on = scarabInfo->on();
scarab->flags = scarabInfo->flags();
scarab->roomNumber = scarabInfo->room_number();
scarab->pos.xPos = scarabInfo->x();
scarab->pos.yPos = scarabInfo->y();
scarab->pos.zPos = scarabInfo->z();
scarab->pos.xRot = scarabInfo->x_rot();
scarab->pos.yRot = scarabInfo->y_rot();
scarab->pos.zRot = scarabInfo->z_rot();
}
JustLoaded = 1;
// Lara
ZeroMemory(Lara.Puzzles, NUM_PUZZLES * sizeof(int));
for (int i = 0; i < s->lara()->puzzles()->size(); i++)
{
Lara.Puzzles[i] = s->lara()->puzzles()->Get(i);
}
ZeroMemory(Lara.PuzzlesCombo, NUM_PUZZLES * 2 * sizeof(int));
for (int i = 0; i < s->lara()->puzzles_combo()->size(); i++)
{
Lara.PuzzlesCombo[i] = s->lara()->puzzles_combo()->Get(i);
}
ZeroMemory(Lara.Keys, NUM_KEYS * sizeof(int));
for (int i = 0; i < s->lara()->keys()->size(); i++)
{
Lara.Keys[i] = s->lara()->keys()->Get(i);
}
ZeroMemory(Lara.KeysCombo, NUM_KEYS * 2 * sizeof(int));
for (int i = 0; i < s->lara()->keys_combo()->size(); i++)
{
Lara.KeysCombo[i] = s->lara()->keys_combo()->Get(i);
}
ZeroMemory(Lara.Pickups, NUM_PICKUPS * sizeof(int));
for (int i = 0; i < s->lara()->pickups()->size(); i++)
{
Lara.Pickups[i] = s->lara()->pickups()->Get(i);
}
ZeroMemory(Lara.PickupsCombo, NUM_PICKUPS * 2 * sizeof(int));
for (int i = 0; i < s->lara()->pickups_combo()->size(); i++)
{
Lara.Pickups[i] = s->lara()->pickups_combo()->Get(i);
}
ZeroMemory(Lara.Examines, NUM_EXAMINES * sizeof(int));
for (int i = 0; i < s->lara()->examines()->size(); i++)
{
Lara.Examines[i] = s->lara()->examines()->Get(i);
}
ZeroMemory(Lara.ExaminesCombo, NUM_EXAMINES * 2 * sizeof(int));
for (int i = 0; i < s->lara()->examines_combo()->size(); i++)
{
Lara.ExaminesCombo[i] = s->lara()->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.BeetleLife = s->lara()->beetle_life();
Lara.big_waterskin = s->lara()->big_waterskin();
Lara.Binoculars = s->lara()->binoculars();
Lara.burn = s->lara()->burn();
Lara.burnBlue = s->lara()->burn_blue();
Lara.burnCount = s->lara()->burn_count();
Lara.burnSmoke = s->lara()->burn_smoke();
Lara.busy = s->lara()->busy();
Lara.calcFallSpeed = s->lara()->calc_fall_speed();
Lara.canMonkeySwing = s->lara()->can_monkey_swing();
Lara.climbStatus = s->lara()->climb_status();
Lara.cornerX = s->lara()->corner_x();
Lara.cornerZ = s->lara()->corner_z();
Lara.Crowbar = s->lara()->crowbar();
Lara.currentActive = s->lara()->current_active();
Lara.currentXvel = s->lara()->current_x_vel();
Lara.currentYvel = s->lara()->current_y_vel();
Lara.currentZvel = s->lara()->current_z_vel();
Lara.deathCount = s->lara()->death_count();
Lara.diveCount = s->lara()->dive_count();
Lara.ExtraAnim = s->lara()->extra_anim();
Lara.fired = s->lara()->fired();
Lara.flareAge = s->lara()->flare_age();
Lara.flareControlLeft = s->lara()->flare_control_left();
Lara.flareFrame = s->lara()->flare_frame();
Lara.gunStatus = (LARA_GUN_STATUS)s->lara()->gun_status();
Lara.gunType = (LARA_WEAPON_TYPE)s->lara()->gun_type();
Lara.hasBeetleThings = s->lara()->has_beetle_things();
Lara.hasFired = s->lara()->has_fired();
Lara.headXrot = s->lara()->head_x_rot();
Lara.headYrot = s->lara()->head_y_rot();
Lara.headZrot = s->lara()->head_z_rot();
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.isClimbing = s->lara()->is_climbing();
Lara.isDucked = s->lara()->is_ducked();
Lara.isMoving = s->lara()->is_moving();
Lara.itemNumber = s->lara()->item_number();
Lara.keepDucked = s->lara()->keep_ducked();
Lara.Lasersight = s->lara()->lasersight();
Lara.lastGunType = (LARA_WEAPON_TYPE)s->lara()->last_gun_type();
Lara.lastPos = PHD_VECTOR(
s->lara()->last_position()->x(),
s->lara()->last_position()->y(),
s->lara()->last_position()->z());
Lara.leftArm.animNumber = s->lara()->left_arm()->anim_number();
Lara.leftArm.flash_gun = 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.lock = s->lara()->left_arm()->lock();
Lara.leftArm.xRot = s->lara()->left_arm()->x_rot();
Lara.leftArm.yRot = s->lara()->left_arm()->y_rot();
Lara.leftArm.zRot = s->lara()->left_arm()->z_rot();
Lara.litTorch = s->lara()->lit_torch();
Lara.location = s->lara()->location();
Lara.locationPad = s->lara()->location_pad();
Lara.look = s->lara()->look();
Lara.mineL = s->lara()->mine_l();
Lara.mineR = s->lara()->mine_r();
Lara.moveAngle = s->lara()->move_angle();
Lara.moveCount = s->lara()->move_count();
Lara.NumFlares = s->lara()->num_flares();
Lara.NumLargeMedipacks = s->lara()->num_large_medipacks();
Lara.NumSmallMedipacks = s->lara()->num_small_medipacks();
Lara.oldBusy = s->lara()->old_busy();
Lara.poisoned = s->lara()->poisoned();
Lara.poseCount = s->lara()->pose_count();
Lara.requestGunType = (LARA_WEAPON_TYPE)s->lara()->request_gun_type();
Lara.rightArm.animNumber = s->lara()->right_arm()->anim_number();
Lara.rightArm.flash_gun = 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.lock = s->lara()->right_arm()->lock();
Lara.rightArm.xRot = s->lara()->right_arm()->x_rot();
Lara.rightArm.yRot = s->lara()->right_arm()->y_rot();
Lara.rightArm.zRot = s->lara()->right_arm()->z_rot();
Lara.ropeArcBack = s->lara()->rope_arc_back();
Lara.ropeArcFront = s->lara()->rope_arc_front();
Lara.ropeCount = s->lara()->rope_count();
Lara.ropeDFrame = s->lara()->rope_dframe();
Lara.ropeDirection = s->lara()->rope_direction();
Lara.ropeDownVel = s->lara()->rope_down_vel();
Lara.ropeFlag = s->lara()->rope_flag();
Lara.ropeFrame = s->lara()->rope_frame();
Lara.ropeFrameRate = s->lara()->rope_framerate();
Lara.ropeLastX = s->lara()->rope_last_x();
Lara.ropeMaxXBackward = s->lara()->rope_max_x_backward();
Lara.ropeMaxXForward = s->lara()->rope_max_x_forward();
Lara.ropeOffset = s->lara()->rope_offset();
Lara.ropePtr = s->lara()->rope_ptr();
Lara.ropeSegment = s->lara()->rope_segment();
Lara.ropeY = s->lara()->rope_y();
Lara.Secrets = s->lara()->secrets();
Lara.Silencer = s->lara()->silencer();
Lara.small_waterskin = s->lara()->small_waterskin();
Lara.spazEffectCount = s->lara()->spaz_effect_count();
Lara.target = (s->lara()->target_item_number() >= 0 ? &g_Level.Items[s->lara()->target_item_number()] : nullptr);
Lara.targetAngles[0] = s->lara()->target_angles()->Get(0);
Lara.targetAngles[1] = s->lara()->target_angles()->Get(1);
Lara.Torch = s->lara()->torch();
Lara.torsoXrot = s->lara()->torso_x_rot();
Lara.torsoYrot = s->lara()->torso_y_rot();
Lara.torsoZrot = s->lara()->torso_z_rot();
Lara.turnRate = s->lara()->turn_rate();
Lara.uncontrollable = s->lara()->uncontrollable();
Lara.Vehicle = s->lara()->vehicle();
Lara.waterStatus = (LARA_WATER_STATUS)s->lara()->water_status();
Lara.waterSurfaceDist = s->lara()->water_surface_dist();
Lara.weaponItem = s->lara()->weapon_item();
Lara.holsterInfo.backHolster = (HOLSTER_SLOT)s->lara()->holster_info()->back_holster();
Lara.holsterInfo.leftHolster = (HOLSTER_SLOT)s->lara()->holster_info()->left_holster();
Lara.holsterInfo.rightHolster = (HOLSTER_SLOT)s->lara()->holster_info()->right_holster();
Lara.tightrope.balance = s->lara()->tightrope()->balance();
Lara.tightrope.canGoOff = s->lara()->tightrope()->can_go_off();
Lara.tightrope.tightropeItem = s->lara()->tightrope()->tightrope_item();
Lara.tightrope.timeOnTightrope = s->lara()->tightrope()->time_on_tightrope();
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 = info->selected_ammo();
}
if (Lara.burn)
{
char flag = 0;
Lara.burn = 0;
if (Lara.burnSmoke)
{
flag = 1;
Lara.burnSmoke = 0;
}
LaraBurn();
if (flag)
Lara.burnSmoke = 1;
}
// Rope
if (Lara.ropePtr >= 0)
{
ROPE_STRUCT* rope = &Ropes[Lara.ropePtr];
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)
{
char fileName[255];
ZeroMemory(fileName, 255);
sprintf(fileName, "savegame.%d", 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;
}