1 /* $Id: state.c,v 1.22 2005-02-25 03:58:32 chris Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Functions to save/restore game state.
33 #if !defined(_MSC_VER) && !defined(macintosh)
47 #if defined(__APPLE__) && defined(__MACH__)
48 #include <OpenGL/gl.h>
55 #include "pa_enabl.h" //$$POLY_ACC
100 #include "multibot.h"
103 #if defined(POLY_ACC)
104 #include "poly_acc.h"
112 #define STATE_VERSION 22
113 #define STATE_COMPATIBLE_VERSION 20
114 // 0 - Put DGSS (Descent Game State Save) id at tof.
115 // 1 - Added Difficulty level save
116 // 2 - Added Cheats_enabled flag
117 // 3 - Added between levels save.
118 // 4 - Added mission support
119 // 5 - Mike changed ai and object structure.
120 // 6 - Added buggin' cheat save
121 // 7 - Added other cheat saves and game_id.
122 // 8 - Added AI stuff for escort and thief.
123 // 9 - Save palette with screen shot
124 // 12- Saved last_was_super array
125 // 13- Saved palette flash stuff
126 // 14- Save cloaking wall stuff
127 // 15- Save additional ai info
128 // 16- Save Light_subtracted
129 // 17- New marker save
130 // 18- Took out saving of old cheat status
131 // 19- Saved cheats_enabled flag
132 // 20- First_secret_visit
136 #define THUMBNAIL_W 100
137 #define THUMBNAIL_H 50
138 #define DESC_LENGTH 20
140 extern void multi_initiate_save_game();
141 extern void multi_initiate_restore_game();
142 extern void apply_all_changed_light(void);
144 extern int Do_appearance_effect;
145 extern fix Fusion_next_sound_time;
147 extern int Laser_rapid_fire;
148 extern int Physics_cheat_flag;
150 extern void do_lunacy_on(void);
151 extern void do_lunacy_off(void);
152 extern int First_secret_visit;
155 grs_bitmap *sc_bmp[NUM_SAVES+1];
157 char dgss_id[4] = "DGSS";
159 int state_default_item = 0;
163 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
164 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
165 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
166 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
167 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
168 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
169 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
170 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
173 #if defined(WINDOWS) || defined(MACINTOSH)
174 extern ubyte Hack_DblClick_MenuMode;
177 void compute_all_static_light(void);
179 //-------------------------------------------------------------------
180 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
185 // if ( sc_last_item != citem ) {
186 // sc_last_item = citem;
188 if ( sc_bmp[citem-1] ) {
191 dd_grs_canvas *save_canv = dd_grd_curcanv,
192 grs_canvas *save_canv = grd_curcanv
194 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
195 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
196 gr_set_current_canvas(temp_canv);
197 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
199 dd_gr_set_current_canvas(save_canv),
200 gr_set_current_canvas( save_canv )
202 WIN(DDGRLOCK(dd_grd_curcanv));
203 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
204 WIN(DDGRUNLOCK(dd_grd_curcanv));
205 gr_free_canvas(temp_canv);
211 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
219 void rpad_string( char * string, int max_chars )
224 for( i=0; i<max_chars; i++ ) {
231 *string = 0; // NULL terminate
234 int state_get_save_file(char * fname, char * dsc, int multi, int blind_save)
237 int i, choice, version;
238 newmenu_item m[NUM_SAVES+2];
239 char filename[NUM_SAVES+1][30];
240 char desc[NUM_SAVES+1][DESC_LENGTH+16];
244 for (i=0;i<NUM_SAVES; i++ ) {
248 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
250 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
254 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
256 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
259 fp = PHYSFS_openRead(filename[i]);
262 //FIXME: check for swapped file, react accordingly...
263 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
264 if ( !memcmp( id, dgss_id, 4 )) {
266 PHYSFS_read(fp, &version, sizeof(int), 1);
267 if (version >= STATE_COMPATIBLE_VERSION) {
269 PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
270 //rpad_string( desc[i], DESC_LENGTH-1 );
272 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
273 //PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
280 strcpy( desc[i], TXT_EMPTY );
281 //rpad_string( desc[i], DESC_LENGTH-1 );
283 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
287 if (blind_save && state_default_item >= 0)
288 choice = state_default_item;
290 choice = newmenu_do1(NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item);
292 for (i=0; i<NUM_SAVES; i++ ) {
294 gr_free_bitmap( sc_bmp[i] );
298 strcpy( fname, filename[choice] );
299 strcpy( dsc, desc[choice] );
300 state_default_item = choice;
307 extern int Current_display_mode;
309 int state_get_restore_file(char * fname, int multi)
312 int i, choice, version, nsaves;
313 newmenu_item m[NUM_SAVES+2];
314 char filename[NUM_SAVES+1][30];
315 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
320 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
321 for (i=0;i<NUM_SAVES+1; i++ ) {
325 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
327 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
331 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
333 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
336 fp = PHYSFS_openRead(filename[i]);
339 //FIXME: check for swapped file, react accordingly...
340 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
341 if ( !memcmp( id, dgss_id, 4 )) {
343 PHYSFS_read(fp, &version, sizeof(int), 1);
344 if (version >= STATE_COMPATIBLE_VERSION) {
346 PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
347 //rpad_string( desc[i], DESC_LENGTH-1 );
348 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
350 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
351 PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
354 PHYSFS_read(fp, pal, 3, 256);
355 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
364 strcpy( desc[i], TXT_EMPTY );
365 //rpad_string( desc[i], DESC_LENGTH-1 );
366 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
371 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
375 if (Current_display_mode == 3) //restore menu won't fit on 640x400
376 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
380 #if defined(WINDOWS) || defined(MACINTOSH)
381 Hack_DblClick_MenuMode = 1;
385 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
388 #if defined(WINDOWS) || defined(MACINTOSH)
389 Hack_DblClick_MenuMode = 0;
392 if (Current_display_mode == 3) //set flag back
393 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
396 for (i=0; i<NUM_SAVES+1; i++ ) {
398 gr_free_bitmap( sc_bmp[i] );
402 strcpy( fname, filename[choice-1] );
403 if (choice != NUM_SAVES+1) //no new default when restore from autosave
404 state_default_item = choice - 1;
410 #define DESC_OFFSET 8
412 // -----------------------------------------------------------------------------------
413 // Imagine if C had a function to copy a file...
414 int copy_file(char *old_file, char *new_file)
418 PHYSFS_file *in_file, *out_file;
420 out_file = PHYSFS_openWrite(new_file);
422 if (out_file == NULL)
425 in_file = PHYSFS_openRead(old_file);
430 buf_size = PHYSFS_fileLength(in_file);
431 while (buf_size && !(buf = d_malloc(buf_size)))
434 return -5; // likely to be an empty file
436 while (!PHYSFS_eof(in_file))
440 bytes_read = PHYSFS_read(in_file, buf, 1, buf_size);
442 Error("Cannot read from file <%s>: %s", old_file, PHYSFS_getLastError());
444 Assert(bytes_read == buf_size || PHYSFS_eof(in_file));
446 if (PHYSFS_write(out_file, buf, 1, bytes_read) < bytes_read)
447 Error("Cannot write to file <%s>: %s", new_file, PHYSFS_getLastError());
452 if (!PHYSFS_close(in_file))
454 PHYSFS_close(out_file);
458 if (!PHYSFS_close(out_file))
465 #define SECRETB_FILENAME "secret.sgb"
466 #define SECRETC_FILENAME "secret.sgc"
468 #define SECRETB_FILENAME ":Players:secret.sgb"
469 #define SECRETC_FILENAME ":Players:secret.sgc"
472 extern int Final_boss_is_dead;
474 // -----------------------------------------------------------------------------------
475 // blind_save means don't prompt user for any info.
476 int state_save_all(int between_levels, int secret_save, char *filename_override, int blind_save)
478 int rval, filenum = -1;
480 char filename[128], desc[DESC_LENGTH+1];
482 Assert(between_levels == 0); //between levels save ripped out
485 if ( Game_mode & GM_MULTI ) {
486 multi_initiate_save_game();
491 if ((Current_level_num < 0) && (secret_save == 0)) {
492 HUD_init_message( "Can't save in secret level!" );
496 if (Final_boss_is_dead) //don't allow save while final boss is dying
499 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
501 // If this is a secret save and the control center has been destroyed, don't allow
502 // return to the base level.
503 if (secret_save && (Control_center_destroyed)) {
504 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
505 PHYSFS_delete(SECRETB_FILENAME);
511 if (secret_save == 1) {
512 filename_override = filename;
513 sprintf(filename_override, SECRETB_FILENAME);
514 } else if (secret_save == 2) {
515 filename_override = filename;
516 sprintf(filename_override, SECRETC_FILENAME);
518 if (filename_override) {
519 strcpy( filename, filename_override);
520 sprintf(desc, "[autosave backup]");
522 else if (!(filenum = state_get_save_file(filename, desc, 0, blind_save)))
530 // If not in multiplayer, do special secret level stuff.
531 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
532 // If it doesn't exist, then delete Nsecret.sgc
533 if (!secret_save && !(Game_mode & GM_MULTI)) {
535 char temp_fname[32], fc;
540 fc = (filenum-10) + 'a';
545 sprintf(temp_fname, "%csecret.sgc", fc);
547 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
550 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
552 if (PHYSFS_exists(temp_fname))
554 mprintf((0, "Deleting file %s\n", temp_fname));
555 if (!PHYSFS_delete(temp_fname))
556 Error("Cannot delete file <%s>: %s", temp_fname, PHYSFS_getLastError());
559 if (PHYSFS_exists(SECRETC_FILENAME))
561 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
562 rval = copy_file(SECRETC_FILENAME, temp_fname);
563 Assert(rval == 0); // Oops, error copying secret.sgc to temp_fname!
568 // Save file we're going to save over in last slot and call "[autosave backup]"
569 if (!filename_override) {
572 tfp = PHYSFS_openWrite(filename);
578 sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
580 sprintf(newname, "Players/%s.sg%x", Players[Player_num].callsign, NUM_SAVES);
583 PHYSFS_seek(tfp, DESC_OFFSET);
584 PHYSFS_write(tfp, "[autosave backup]", sizeof(char) * DESC_LENGTH, 1);
586 PHYSFS_delete(newname);
587 PHYSFSX_rename(filename, newname);
591 rval = state_save_all_sub(filename, desc, between_levels);
592 if (rval && !secret_save)
593 HUD_init_message("Game saved.");
598 extern fix Flash_effect, Time_flash_last_played;
601 int state_save_all_sub(char *filename, char *desc, int between_levels)
607 grs_canvas cnv2,*save_cnv2;
611 Assert(between_levels == 0); //between levels save ripped out
613 /* if ( Game_mode & GM_MULTI ) {
620 #if defined(MACINTOSH) && !defined(NDEBUG)
621 if ( strncmp(filename, ":Players:", 9) )
625 fp = PHYSFS_openWrite(filename);
627 if ( !(Game_mode & GM_MULTI) )
628 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
634 PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
638 PHYSFS_write(fp, &i, sizeof(int), 1);
641 PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
643 // Save the current screen shot...
645 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
653 dd_grs_canvas *cnv_save;
654 cnv_save = dd_grd_curcanv;
656 grs_canvas * cnv_save;
657 cnv_save = grd_curcanv;
662 #if defined(POLY_ACC)
664 PA_DFX (pa_fool_to_backbuffer());
666 //for poly_acc, we render the frame to the normal render buffer
667 //so that this doesn't show, we create yet another canvas to save
668 //and restore what's on the render buffer
669 PA_DFX (pa_alpha_always());
670 PA_DFX (pa_set_front_to_read());
671 gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H );
672 save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type);
673 gr_set_current_canvas( save_cnv2 );
674 PA_DFX (pa_set_front_to_read());
675 gr_bitmap(0,0,&cnv2.cv_bitmap);
676 gr_set_current_canvas( &cnv2 );
678 gr_set_current_canvas( cnv );
681 PA_DFX (pa_set_backbuffer_current());
683 PA_DFX (pa_alpha_always());
685 #if defined(POLY_ACC)
687 screen_shot_pa(cnv,&cnv2);
690 screen_shot_pa(cnv,&cnv2);
694 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
695 glReadBuffer(GL_FRONT);
696 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
698 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
699 if (!(j = i % THUMBNAIL_W))
701 cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
702 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
705 # else // simpler d1x method, not tested yet
706 ogl_ubitblt_tolinear(grd_curcanv->cv_bitmap.bm_w, grd_curcanv->cv_bitmap.bm_h, 0, 0, 0, 0, &grd_curscreen->sc_canvas.cv_bitmap, &grd_curcanv->cv_bitmap);
712 PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
714 #if defined(POLY_ACC)
715 PA_DFX (pa_alpha_always());
716 PA_DFX (pa_set_frontbuffer_current());
717 PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap));
718 PA_DFX (pa_set_backbuffer_current());
719 gr_bitmap(0,0,&save_cnv2->cv_bitmap);
720 gr_free_canvas(save_cnv2);
721 PA_DFX (pa_fool_to_offscreen());
725 #else // macintosh stuff below
727 #if defined(POLY_ACC)
728 int savePAEnabled = PAEnabled;
732 gr_set_current_canvas( cnv );
735 PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
737 #if defined(POLY_ACC)
738 PAEnabled = savePAEnabled;
741 #endif // end of ifndef macintosh
745 dd_gr_set_current_canvas(cnv_save),
746 gr_set_current_canvas(cnv_save)
748 gr_free_canvas( cnv );
749 PHYSFS_write(fp, pal, 3, 256);
754 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
755 PHYSFS_write(fp, &color, sizeof(ubyte), 1);
758 // Save the Between levels flag...
759 PHYSFS_write(fp, &between_levels, sizeof(int), 1);
761 // Save the mission info...
762 mprintf ((0, "HEY! Mission name is %s\n", Current_mission_filename));
763 PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
766 PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
767 PHYSFS_write(fp, &Next_level_num, sizeof(int), 1);
770 PHYSFS_write(fp, &GameTime, sizeof(fix), 1);
772 // If coop save, save all
774 if (Game_mode & GM_MULTI_COOP)
776 PHYSFS_write(fp, &state_game_id,sizeof(int), 1);
777 PHYSFS_write(fp, &Netgame,sizeof(netgame_info), 1);
778 PHYSFS_write(fp, &NetPlayers,sizeof(AllNetPlayers_info), 1);
779 PHYSFS_write(fp, &N_players,sizeof(int), 1);
780 PHYSFS_write(fp, &Player_num,sizeof(int), 1);
781 for (i=0;i<N_players;i++)
782 PHYSFS_write(fp, &Players[i], sizeof(player), 1);
784 #ifdef RISKY_PROPOSITION
785 PHYSFS_write(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
786 PHYSFS_write(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
787 PHYSFS_write(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
788 PHYSFS_write(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
789 PHYSFS_write(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
790 PHYSFS_write(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
791 PHYSFS_write(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
793 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
794 PHYSFS_write(fp, robot_fire_buf[i][0], 18 + 3, 1);
801 PHYSFS_write(fp, &Players[Player_num], sizeof(player), 1);
803 // Save the current weapon info
804 PHYSFS_write(fp, &Primary_weapon, sizeof(sbyte), 1);
805 PHYSFS_write(fp, &Secondary_weapon, sizeof(sbyte), 1);
807 // Save the difficulty level
808 PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
809 // Save cheats enabled
810 PHYSFS_write(fp, &Cheats_enabled,sizeof(int), 1);
812 if ( !between_levels ) {
814 //Finish all morph objects
815 for (i=0; i<=Highest_object_index; i++ ) {
816 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
818 md = find_morph_data(&Objects[i]);
820 md->obj->control_type = md->morph_save_control_type;
821 md->obj->movement_type = md->morph_save_movement_type;
822 md->obj->render_type = RT_POLYOBJ;
823 md->obj->mtype.phys_info = md->morph_save_phys_info;
825 } else { //maybe loaded half-morphed from disk
826 Objects[i].flags |= OF_SHOULD_BE_DEAD;
827 Objects[i].render_type = RT_POLYOBJ;
828 Objects[i].control_type = CT_NONE;
829 Objects[i].movement_type = MT_NONE;
835 i = Highest_object_index+1;
836 PHYSFS_write(fp, &i, sizeof(int), 1);
837 PHYSFS_write(fp, Objects, sizeof(object), i);
841 PHYSFS_write(fp, &i, sizeof(int), 1);
842 PHYSFS_write(fp, Walls, sizeof(wall), i);
844 //Save exploding wall info
845 i = MAX_EXPLODING_WALLS;
846 PHYSFS_write(fp, &i, sizeof(int), 1);
847 PHYSFS_write(fp, expl_wall_list, sizeof(*expl_wall_list), i);
851 PHYSFS_write(fp, &i, sizeof(int), 1);
852 PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i);
854 //Save cloaking wall info
855 i = Num_cloaking_walls;
856 PHYSFS_write(fp, &i, sizeof(int), 1);
857 PHYSFS_write(fp, CloakingWalls, sizeof(cloaking_wall), i);
860 PHYSFS_write(fp, &Num_triggers, sizeof(int), 1);
861 PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers);
864 for (i = 0; i <= Highest_segment_index; i++)
866 for (j = 0; j < 6; j++)
868 PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
869 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
870 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
874 // Save the fuelcen info
875 PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1);
876 PHYSFS_write(fp, &Countdown_timer, sizeof(int), 1);
877 PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1);
878 PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
879 PHYSFS_write(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
880 PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1);
881 PHYSFS_write(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
883 // Save the control cen info
884 PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1);
885 PHYSFS_write(fp, &Control_center_player_been_seen, sizeof(int), 1);
886 PHYSFS_write(fp, &Control_center_next_fire_time, sizeof(int), 1);
887 PHYSFS_write(fp, &Control_center_present, sizeof(int), 1);
888 PHYSFS_write(fp, &Dead_controlcen_object_num, sizeof(int), 1);
893 // Save the automap visited info
894 PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
897 PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
898 PHYSFS_write(fp, &Laser_rapid_fire, sizeof(int), 1);
899 PHYSFS_write(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
900 PHYSFS_write(fp, &Lunacy, sizeof(int), 1);
902 // Save automap marker info
904 PHYSFS_write(fp, MarkerObject, sizeof(MarkerObject) ,1);
905 PHYSFS_write(fp, MarkerOwner, sizeof(MarkerOwner), 1);
906 PHYSFS_write(fp, MarkerMessage, sizeof(MarkerMessage), 1);
908 PHYSFS_write(fp, &Afterburner_charge, sizeof(fix), 1);
910 //save last was super information
911 PHYSFS_write(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
912 PHYSFS_write(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
914 // Save flash effect stuff
915 PHYSFS_write(fp, &Flash_effect, sizeof(int), 1);
916 PHYSFS_write(fp, &Time_flash_last_played, sizeof(int), 1);
917 PHYSFS_write(fp, &PaletteRedAdd, sizeof(int), 1);
918 PHYSFS_write(fp, &PaletteGreenAdd, sizeof(int), 1);
919 PHYSFS_write(fp, &PaletteBlueAdd, sizeof(int), 1);
921 PHYSFS_write(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
923 PHYSFS_write(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
925 if (PHYSFS_write(fp, &Omega_charge, sizeof(Omega_charge), 1) < 1)
927 if ( !(Game_mode & GM_MULTI) ) {
928 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
930 PHYSFS_delete(filename);
935 #ifdef MACINTOSH // set the type and creator of the saved game file
941 strcpy(pfilename, filename);
943 err = HGetFInfo(0, 0, pfilename, &finfo);
944 finfo.fdType = 'SVGM';
945 finfo.fdCreator = 'DCT2';
946 err = HSetFInfo(0, 0, pfilename, &finfo);
956 // -----------------------------------------------------------------------------------
957 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
958 void set_pos_from_return_segment(void)
960 int plobjnum = Players[Player_num].objnum;
962 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
963 obj_relink(plobjnum, Secret_return_segment);
964 reset_player_object();
965 Objects[plobjnum].orient = Secret_return_orient;
968 // -----------------------------------------------------------------------------------
969 int state_restore_all(int in_game, int secret_restore, char *filename_override)
975 if ( Game_mode & GM_MULTI ) {
977 multi_initiate_restore_game();
983 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
984 HUD_init_message( "Can't restore in secret level!" );
988 if ( Newdemo_state == ND_STATE_RECORDING )
989 newdemo_stop_recording();
991 if ( Newdemo_state != ND_STATE_NORMAL )
996 if (filename_override) {
997 strcpy(filename, filename_override);
998 filenum = NUM_SAVES+1; // So we don't trigger autosave
999 } else if (!(filenum = state_get_restore_file(filename, 0))) {
1005 // If not in multiplayer, do special secret level stuff.
1006 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
1007 // If it doesn't exist, then delete secret.sgc
1008 if (!secret_restore && !(Game_mode & GM_MULTI)) {
1010 char temp_fname[32], fc;
1012 if (filenum != -1) {
1014 fc = (filenum-10) + 'a';
1019 sprintf(temp_fname, "%csecret.sgc", fc);
1021 sprintf(temp_fname, "Players/%csecret.sgc", fc);
1024 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
1026 if (PHYSFS_exists(temp_fname))
1028 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
1029 rval = copy_file(temp_fname, SECRETC_FILENAME);
1030 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
1032 PHYSFS_delete(SECRETC_FILENAME);
1036 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
1037 if ((filenum != (NUM_SAVES+1)) && in_game) {
1038 char temp_filename[128];
1039 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
1041 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1043 sprintf(temp_filename, "Players/%s.sg%x", Players[Player_num].callsign, NUM_SAVES);
1045 state_save_all(!in_game, secret_restore, temp_filename, 0);
1048 if ( !secret_restore && in_game ) {
1050 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
1051 if ( choice != 0 ) {
1059 return state_restore_all_sub(filename, 0, secret_restore);
1062 extern void init_player_stats_new_ship(void);
1064 void ShowLevelIntro(int level_num);
1066 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1067 extern void copy_defaults_to_robot(object *objp);
1069 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1071 int ObjectStartLocation;
1072 int version,i, j, segnum;
1075 int current_level, next_level;
1078 char desc[DESC_LENGTH+1];
1080 char org_callsign[CALLSIGN_LEN+16];
1083 int nplayers; //,playid[12],mynum;
1084 player restore_players[MAX_PLAYERS];
1086 fix old_gametime = GameTime;
1088 #if defined(MACINTOSH) && !defined(NDEBUG)
1089 if (strncmp(filename, "Players/", 9))
1093 fp = cfopen(filename, "rb");
1094 if ( !fp ) return 0;
1097 //FIXME: check for swapped file, react accordingly...
1098 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
1099 if ( memcmp( id, dgss_id, 4 )) {
1105 PHYSFS_read(fp, &version, sizeof(int), 1);
1106 if (version < STATE_COMPATIBLE_VERSION) {
1112 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
1114 // Skip the current screen shot...
1115 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
1117 // And now...skip the goddamn palette stuff that somebody forgot to add
1118 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
1120 // Read the Between levels flag...
1121 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
1123 Assert(between_levels == 0); //between levels save ripped out
1125 // Read the mission info...
1126 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
1127 mprintf ((0,"Missionname to load = %s\n",mission));
1129 if (!load_mission_by_name( mission )) {
1130 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1136 PHYSFS_read(fp, ¤t_level, sizeof(int), 1);
1137 PHYSFS_read(fp, &next_level, sizeof(int), 1);
1140 PHYSFS_read(fp, &GameTime, sizeof(fix), 1);
1142 // Start new game....
1144 Game_mode = GM_NORMAL;
1145 Function_mode = FMODE_GAME;
1147 change_playernum_to(0);
1149 strcpy( org_callsign, Players[0].callsign );
1151 if (!secret_restore) {
1152 InitPlayerObject(); //make sure player's object set up
1153 init_player_stats_game(); //clear all stats
1156 strcpy( org_callsign, Players[Player_num].callsign );
1160 if (Game_mode & GM_MULTI)
1162 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1163 PHYSFS_read(fp, &Netgame, sizeof(netgame_info), 1);
1164 PHYSFS_read(fp, &NetPlayers, sizeof(AllNetPlayers_info), 1);
1165 PHYSFS_read(fp, &nplayers, sizeof(N_players), 1);
1166 PHYSFS_read(fp, &Player_num, sizeof(Player_num), 1);
1167 for (i=0;i<nplayers;i++)
1168 PHYSFS_read(fp, &restore_players[i], sizeof(player), 1);
1169 #ifdef RISKY_PROPOSITION
1170 PHYSFS_read(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1171 PHYSFS_read(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1172 PHYSFS_read(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1173 PHYSFS_read(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1174 PHYSFS_read(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1175 PHYSFS_read(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1176 PHYSFS_read(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1178 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1179 PHYSFS_read(fp, &robot_fire_buf[i][0],21,1);
1182 for (i=0;i<nplayers;i++)
1185 for (j=0;j<nplayers;j++)
1187 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1190 restore_players[i].connected=found;
1192 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1195 if (network_i_am_master())
1197 for (i=0;i<N_players;i++)
1201 Players[i].connected=0;
1205 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1213 StartNewLevelSub(current_level, 1, secret_restore);
1215 if (secret_restore) {
1216 player dummy_player;
1218 PHYSFS_read(fp, &dummy_player, sizeof(player), 1);
1219 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1220 Players[Player_num].level = dummy_player.level;
1221 Players[Player_num].last_score = dummy_player.last_score;
1222 Players[Player_num].time_level = dummy_player.time_level;
1224 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1225 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1226 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1227 Players[Player_num].hostages_total = dummy_player.hostages_total;
1228 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1229 Players[Player_num].hostages_level = dummy_player.hostages_level;
1230 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1231 Players[Player_num].hours_level = dummy_player.hours_level;
1232 Players[Player_num].hours_total = dummy_player.hours_total;
1233 do_cloak_invul_secret_stuff(old_gametime);
1235 Players[Player_num] = dummy_player;
1238 PHYSFS_read(fp, &Players[Player_num], sizeof(player), 1);
1241 strcpy( Players[Player_num].callsign, org_callsign );
1243 // Set the right level
1244 if ( between_levels )
1245 Players[Player_num].level = next_level;
1247 // Restore the weapon states
1248 PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1);
1249 PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1);
1251 select_weapon(Primary_weapon, 0, 0, 0);
1252 select_weapon(Secondary_weapon, 1, 0, 0);
1254 // Restore the difficulty level
1255 PHYSFS_read(fp, &Difficulty_level, sizeof(int), 1);
1257 // Restore the cheats enabled flag
1259 PHYSFS_read(fp, &Cheats_enabled, sizeof(int),1);
1261 if ( !between_levels ) {
1262 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1264 ObjectStartLocation = PHYSFS_tell(fp);
1265 //Clear out all the objects from the lvl file
1266 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1267 Segments[segnum].objects = -1;
1270 //Read objects, and pop 'em into their respective segments.
1271 PHYSFS_read(fp, &i, sizeof(int), 1);
1272 Highest_object_index = i-1;
1273 PHYSFS_read(fp, Objects, sizeof(object) * i, 1);
1275 Object_next_signature = 0;
1276 for (i=0; i<=Highest_object_index; i++ ) {
1278 obj->rtype.pobj_info.alt_textures = -1;
1279 segnum = obj->segnum;
1280 obj->next = obj->prev = obj->segnum = -1;
1281 if ( obj->type != OBJ_NONE ) {
1283 if ( obj->signature > Object_next_signature )
1284 Object_next_signature = obj->signature;
1287 //look for, and fix, boss with bogus shields
1288 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1289 fix save_shields = obj->shields;
1291 copy_defaults_to_robot(obj); //calculate starting shields
1293 //if in valid range, use loaded shield value
1294 if (save_shields > 0 && save_shields <= obj->shields)
1295 obj->shields = save_shields;
1297 obj->shields /= 2; //give player a break
1301 special_reset_objects();
1302 Object_next_signature++;
1304 // 1 = Didn't die on secret level.
1305 // 2 = Died on secret level.
1306 if (secret_restore && (Current_level_num >= 0)) {
1307 set_pos_from_return_segment();
1308 if (secret_restore == 2)
1309 init_player_stats_new_ship();
1313 PHYSFS_read(fp, &i, sizeof(int), 1);
1315 PHYSFS_read(fp, Walls, sizeof(wall) * Num_walls, 1);
1317 //now that we have the walls, check if any sounds are linked to
1318 //walls that are now open
1319 for (i=0;i<Num_walls;i++) {
1320 if (Walls[i].type == WALL_OPEN)
1321 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1324 //Restore exploding wall info
1325 if (version >= 10) {
1326 PHYSFS_read(fp, &i, sizeof(int), 1);
1327 PHYSFS_read(fp, expl_wall_list, sizeof(*expl_wall_list), i);
1331 PHYSFS_read(fp, &i, sizeof(int), 1);
1333 PHYSFS_read(fp, ActiveDoors, sizeof(active_door), Num_open_doors);
1335 if (version >= 14) { //Restore cloaking wall info
1336 PHYSFS_read(fp, &i, sizeof(int), 1);
1337 Num_cloaking_walls = i;
1338 PHYSFS_read(fp, CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls);
1341 //Restore trigger info
1342 PHYSFS_read(fp, &Num_triggers, sizeof(int), 1);
1343 PHYSFS_read(fp, Triggers, sizeof(trigger), Num_triggers);
1346 for (i=0; i<=Highest_segment_index; i++ ) {
1347 for (j=0; j<6; j++ ) {
1348 PHYSFS_read(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
1349 PHYSFS_read(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
1350 PHYSFS_read(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
1354 //Restore the fuelcen info
1355 PHYSFS_read(fp, &Control_center_destroyed, sizeof(int), 1);
1356 PHYSFS_read(fp, &Countdown_timer, sizeof(int), 1);
1357 PHYSFS_read(fp, &Num_robot_centers, sizeof(int), 1);
1358 PHYSFS_read(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
1359 PHYSFS_read(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
1360 PHYSFS_read(fp, &Num_fuelcenters, sizeof(int), 1);
1361 PHYSFS_read(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
1363 // Restore the control cen info
1364 PHYSFS_read(fp, &Control_center_been_hit, sizeof(int), 1);
1365 PHYSFS_read(fp, &Control_center_player_been_seen, sizeof(int), 1);
1366 PHYSFS_read(fp, &Control_center_next_fire_time, sizeof(int), 1);
1367 PHYSFS_read(fp, &Control_center_present, sizeof(int), 1);
1368 PHYSFS_read(fp, &Dead_controlcen_object_num, sizeof(int), 1);
1370 // Restore the AI state
1371 ai_restore_state( fp, version );
1373 // Restore the automap visited info
1374 PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
1376 // Restore hacked up weapon system stuff.
1377 Fusion_next_sound_time = GameTime;
1378 Auto_fire_fusion_cannon_time = 0;
1379 Next_laser_fire_time = GameTime;
1380 Next_missile_fire_time = GameTime;
1381 Last_laser_fired_time = GameTime;
1386 if ( version >= 7 ) {
1387 PHYSFS_read(fp, &state_game_id, sizeof(uint), 1);
1388 PHYSFS_read(fp, &Laser_rapid_fire, sizeof(int), 1);
1389 PHYSFS_read(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1390 PHYSFS_read(fp, &Lunacy, sizeof(int), 1);
1395 if (version >= 17) {
1396 PHYSFS_read(fp, MarkerObject, sizeof(MarkerObject), 1);
1397 PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1);
1398 PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage), 1);
1405 PHYSFS_read(fp, &num,sizeof(int), 1); // was NumOfMarkers
1406 PHYSFS_read(fp, &dummy,sizeof(int), 1); // was CurMarker
1408 PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40));
1410 for (num=0;num<NUM_MARKERS;num++)
1411 MarkerObject[num] = -1;
1415 if (secret_restore != 1)
1416 PHYSFS_read(fp, &Afterburner_charge, sizeof(fix), 1);
1419 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1423 //read last was super information
1424 PHYSFS_read(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
1425 PHYSFS_read(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
1428 if (version >= 12) {
1429 PHYSFS_read(fp, &Flash_effect, sizeof(int), 1);
1430 PHYSFS_read(fp, &Time_flash_last_played, sizeof(int), 1);
1431 PHYSFS_read(fp, &PaletteRedAdd, sizeof(int), 1);
1432 PHYSFS_read(fp, &PaletteGreenAdd, sizeof(int), 1);
1433 PHYSFS_read(fp, &PaletteBlueAdd, sizeof(int), 1);
1436 Time_flash_last_played = 0;
1438 PaletteGreenAdd = 0;
1442 // Load Light_subtracted
1443 if (version >= 16) {
1444 PHYSFS_read(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
1445 apply_all_changed_light();
1446 compute_all_static_light(); // set static_light field in segment struct. See note at that function.
1449 for (i=0; i<=Highest_segment_index; i++)
1450 Light_subtracted[i] = 0;
1453 if (!secret_restore) {
1454 if (version >= 20) {
1455 PHYSFS_read(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
1456 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1458 First_secret_visit = 1;
1460 First_secret_visit = 0;
1464 if (secret_restore != 1)
1465 PHYSFS_read(fp, &Omega_charge, sizeof(fix), 1);
1468 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1475 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1476 { // connected in the restored game
1477 for (i=0;i<nplayers;i++)
1479 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1480 if (Players[i].connected!=1)
1482 network_disconnect_player (i);
1483 create_player_appearance_effect(&Objects[Players[i].objnum]);
1484 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1491 // Load in bitmaps, etc..
1492 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1497 // When loading a saved game, segp->static_light is bogus.
1498 // This is because apply_all_changed_light, which is supposed to properly update this value,
1499 // cannot do so because it needs the original light cast from a light which is no longer there.
1500 // That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1501 // which is present in the static_light field contains the light cast from that light.
1502 void compute_all_static_light(void)
1506 for (i=0; i<=Highest_segment_index; i++) {
1510 segp = &Segments[i];
1513 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1516 sidep = &segp->sides[j];
1519 total_light += sidep->uvls[k].l;
1522 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1528 int state_get_game_id(char *filename)
1534 char desc[DESC_LENGTH+1];
1538 mprintf((0, "Restoring multigame from [%s]\n", filename));
1540 fp = PHYSFS_openRead(filename);
1544 //FIXME: check for swapped file, react accordingly...
1545 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
1546 if ( memcmp( id, dgss_id, 4 )) {
1552 PHYSFS_read(fp, &version, sizeof(int), 1);
1553 if (version < STATE_COMPATIBLE_VERSION) {
1559 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
1561 // Skip the current screen shot...
1562 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
1564 // And now...skip the palette stuff that somebody forgot to add
1565 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
1567 // Read the Between levels flag...
1568 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
1570 Assert(between_levels == 0); //between levels save ripped out
1572 // Read the mission info...
1573 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
1575 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1576 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1579 PHYSFS_read(fp, &dumbint, sizeof(fix), 1);
1581 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1583 return (state_game_id);
1586 #if defined(POLY_ACC)
1587 //void screen_shot_pa(ubyte *dst,ushort *src)
1589 // //ushort *src = pa_get_buffer_address(0),
1591 // fix u, v, du, dv;
1596 // du = (640.0 / (float)THUMBNAIL_W) * 65536.0;
1597 // dv = (480.0 / (float)THUMBNAIL_H) * 65536.0;
1599 // for(v = h = 0; h != THUMBNAIL_H; ++h)
1601 // s = src + f2i(v) * 640;
1603 // for(u = w = 0; w != THUMBNAIL_W; ++w)
1606 // *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e);
1612 void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv)
1614 #if !defined(MACINTOSH)
1619 Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h);
1623 src = (ushort *) scanv->cv_bitmap.bm_data;
1624 dst = dcanv->cv_bitmap.bm_data;
1626 #ifdef PA_3DFX_VOODOO
1627 src=(ushort *)pa_set_back_to_read();
1630 for (y=0; y<scanv->cv_h; y++) {
1631 for (x=0; x<scanv->cv_w; x++) {
1632 #ifdef PA_3DFX_VOODOO
1633 *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e);
1635 *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e);
1640 src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP)));
1641 dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w;
1643 #ifdef PA_3DFX_VOODOO
1644 pa_set_front_to_read();