1 /* $Id: state.c,v 1.9 2003-06-16 06:57:34 btb 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 * Game save/restore functions
40 #if defined(__APPLE__) && defined(__MACH__)
41 #include <OpenGL/gl.h>
48 #include "pa_enabl.h" //$$POLY_ACC
104 #define STATE_VERSION 22
105 #define STATE_COMPATIBLE_VERSION 20
106 // 0 - Put DGSS (Descent Game State Save) id at tof.
107 // 1 - Added Difficulty level save
108 // 2 - Added Cheats_enabled flag
109 // 3 - Added between levels save.
110 // 4 - Added mission support
111 // 5 - Mike changed ai and object structure.
112 // 6 - Added buggin' cheat save
113 // 7 - Added other cheat saves and game_id.
114 // 8 - Added AI stuff for escort and thief.
115 // 9 - Save palette with screen shot
116 // 12- Saved last_was_super array
117 // 13- Saved palette flash stuff
118 // 14- Save cloaking wall stuff
119 // 15- Save additional ai info
120 // 16- Save Light_subtracted
121 // 17- New marker save
122 // 18- Took out saving of old cheat status
123 // 19- Saved cheats_enabled flag
124 // 20- First_secret_visit
128 #define THUMBNAIL_W 100
129 #define THUMBNAIL_H 50
130 #define DESC_LENGTH 20
132 extern void multi_initiate_save_game();
133 extern void multi_initiate_restore_game();
134 extern void apply_all_changed_light(void);
136 extern int Do_appearance_effect;
137 extern fix Fusion_next_sound_time;
139 extern int Laser_rapid_fire;
140 extern int Physics_cheat_flag;
142 extern void do_lunacy_on(void);
143 extern void do_lunacy_off(void);
144 extern int First_secret_visit;
147 grs_bitmap *sc_bmp[NUM_SAVES+1];
149 char dgss_id[4] = "DGSS";
151 int state_default_item = 0;
155 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
156 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
157 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
158 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
159 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
160 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
161 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
162 extern byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
165 #if defined(WINDOWS) || defined(MACINTOSH)
166 extern ubyte Hack_DblClick_MenuMode;
169 void compute_all_static_light(void);
171 //-------------------------------------------------------------------
172 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
177 // if ( sc_last_item != citem ) {
178 // sc_last_item = citem;
180 if ( sc_bmp[citem-1] ) {
183 dd_grs_canvas *save_canv = dd_grd_curcanv,
184 grs_canvas *save_canv = grd_curcanv
186 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
187 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
188 gr_set_current_canvas(temp_canv);
189 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
191 dd_gr_set_current_canvas(save_canv),
192 gr_set_current_canvas( save_canv )
194 WIN(DDGRLOCK(dd_grd_curcanv));
195 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
196 WIN(DDGRUNLOCK(dd_grd_curcanv));
197 gr_free_canvas(temp_canv);
203 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
211 void rpad_string( char * string, int max_chars )
216 for( i=0; i<max_chars; i++ ) {
223 *string = 0; // NULL terminate
226 int state_get_save_file(char * fname, char * dsc, int multi )
229 int i, choice, version;
230 newmenu_item m[NUM_SAVES+2];
231 char filename[NUM_SAVES+1][30];
232 char desc[NUM_SAVES+1][DESC_LENGTH+16];
236 for (i=0;i<NUM_SAVES; i++ ) {
240 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
242 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
246 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
248 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
251 fp = cfopen(filename[i], "rb");
254 cfread(id, sizeof(char)*4, 1, fp);
255 if ( !memcmp( id, dgss_id, 4 )) {
257 cfread(&version, sizeof(int), 1, fp);
258 if (version >= STATE_COMPATIBLE_VERSION) {
260 cfread(desc[i], sizeof(char)*DESC_LENGTH, 1, fp);
261 //rpad_string( desc[i], DESC_LENGTH-1 );
263 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
264 //cfread(sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
271 strcpy( desc[i], TXT_EMPTY );
272 //rpad_string( desc[i], DESC_LENGTH-1 );
274 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
278 choice = newmenu_do1( NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item );
280 for (i=0; i<NUM_SAVES; i++ ) {
282 gr_free_bitmap( sc_bmp[i] );
286 strcpy( fname, filename[choice] );
287 strcpy( dsc, desc[choice] );
288 state_default_item = choice;
295 extern int Current_display_mode;
297 int state_get_restore_file(char * fname, int multi)
300 int i, choice, version, nsaves;
301 newmenu_item m[NUM_SAVES+2];
302 char filename[NUM_SAVES+1][30];
303 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
308 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
309 for (i=0;i<NUM_SAVES+1; i++ ) {
313 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
315 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
319 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
321 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
324 fp = cfopen(filename[i], "rb");
327 cfread(id, sizeof(char)*4, 1, fp);
328 if ( !memcmp( id, dgss_id, 4 )) {
330 cfread(&version, sizeof(int), 1, fp);
331 if (version >= STATE_COMPATIBLE_VERSION) {
333 cfread(desc[i], sizeof(char)*DESC_LENGTH, 1, fp);
334 //rpad_string( desc[i], DESC_LENGTH-1 );
335 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
337 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
338 cfread(sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
341 cfread(pal, 3, 256, fp);
342 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
351 strcpy( desc[i], TXT_EMPTY );
352 //rpad_string( desc[i], DESC_LENGTH-1 );
353 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
358 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
362 if (Current_display_mode == 3) //restore menu won't fit on 640x400
363 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
367 #if defined(WINDOWS) || defined(MACINTOSH)
368 Hack_DblClick_MenuMode = 1;
372 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
375 #if defined(WINDOWS) || defined(MACINTOSH)
376 Hack_DblClick_MenuMode = 0;
379 if (Current_display_mode == 3) //set flag back
380 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
383 for (i=0; i<NUM_SAVES+1; i++ ) {
385 gr_free_bitmap( sc_bmp[i] );
389 strcpy( fname, filename[choice-1] );
390 if (choice != NUM_SAVES+1) //no new default when restore from autosave
391 state_default_item = choice - 1;
397 #define DESC_OFFSET 8
399 #define CF_BUF_SIZE 1024
401 // -----------------------------------------------------------------------------------
402 // Imagine if C had a function to copy a file...
403 int copy_file(char *old_file, char *new_file)
405 byte buf[CF_BUF_SIZE];
406 CFILE *in_file, *out_file;
408 out_file = cfopen(new_file, "wb");
410 if (out_file == NULL)
413 in_file = cfopen(old_file, "rb");
418 while (!cfeof(in_file))
422 bytes_read = cfread(buf, 1, CF_BUF_SIZE, in_file);
423 if (cferror(in_file))
424 Error("Cannot read from file <%s>: %s", old_file, strerror(errno));
426 Assert(bytes_read == CF_BUF_SIZE || cfeof(in_file));
428 cfwrite(buf, 1, bytes_read, out_file);
430 if (cferror(out_file))
431 Error("Cannot write to file <%s>: %s", new_file, strerror(errno));
434 if (cfclose(in_file)) {
439 if (cfclose(out_file))
446 #define SECRETB_FILENAME "secret.sgb"
447 #define SECRETC_FILENAME "secret.sgc"
449 #define SECRETB_FILENAME ":Players:secret.sgb"
450 #define SECRETC_FILENAME ":Players:secret.sgc"
453 extern int Final_boss_is_dead;
455 // -----------------------------------------------------------------------------------
456 // blind_save means don't prompt user for any info.
457 int state_save_all(int between_levels, int secret_save, char *filename_override)
459 int rval, filenum = -1;
461 char filename[128], desc[DESC_LENGTH+1];
463 Assert(between_levels == 0); //between levels save ripped out
466 if ( Game_mode & GM_MULTI ) {
467 multi_initiate_save_game();
472 if ((Current_level_num < 0) && (secret_save == 0)) {
473 HUD_init_message( "Can't save in secret level!" );
477 if (Final_boss_is_dead) //don't allow save while final boss is dying
480 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
482 // If this is a secret save and the control center has been destroyed, don't allow
483 // return to the base level.
484 if (secret_save && (Control_center_destroyed)) {
485 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
486 cfile_delete(SECRETB_FILENAME);
492 if (secret_save == 1) {
493 filename_override = filename;
494 sprintf(filename_override, SECRETB_FILENAME);
495 } else if (secret_save == 2) {
496 filename_override = filename;
497 sprintf(filename_override, SECRETC_FILENAME);
499 if (filename_override) {
500 strcpy( filename, filename_override);
501 sprintf(desc, "[autosave backup]");
502 } else if (!(filenum = state_get_save_file(filename,desc,0))) {
509 // If not in multiplayer, do special secret level stuff.
510 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
511 // If it doesn't exist, then delete Nsecret.sgc
512 if (!secret_save && !(Game_mode & GM_MULTI)) {
514 char temp_fname[32], fc;
519 fc = (filenum-10) + 'a';
524 sprintf(temp_fname, "%csecret.sgc", fc);
526 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
529 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
531 if (cfexist(temp_fname))
533 mprintf((0, "Deleting file %s\n", temp_fname));
534 rval = cfile_delete(temp_fname);
535 Assert(rval == 0); // Oops, error deleting file in temp_fname.
538 if (cfexist(SECRETC_FILENAME))
540 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
541 rval = copy_file(SECRETC_FILENAME, temp_fname);
542 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
547 // Save file we're going to save over in last slot and call "[autosave backup]"
548 if (!filename_override) {
551 tfp = cfopen(filename, "rb");
557 sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
559 sprintf( newname, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
562 cfseek(tfp, DESC_OFFSET, SEEK_SET);
563 cfwrite("[autosave backup]", sizeof(char)*DESC_LENGTH, 1, tfp);
565 cfile_delete(newname);
566 cfile_rename(filename, newname);
570 rval = state_save_all_sub(filename, desc, between_levels);
575 extern fix Flash_effect, Time_flash_last_played;
578 int state_save_all_sub(char *filename, char *desc, int between_levels)
584 grs_canvas cnv2,*save_cnv2;
588 Assert(between_levels == 0); //between levels save ripped out
590 /* if ( Game_mode & GM_MULTI ) {
597 #if defined(MACINTOSH) && !defined(NDEBUG)
598 if ( strncmp(filename, ":Players:", 9) )
602 fp = cfopen(filename, "wb");
604 if ( !(Game_mode & GM_MULTI) )
605 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
611 cfwrite(dgss_id, sizeof(char)*4, 1, fp);
615 cfwrite(&i, sizeof(int), 1, fp);
618 cfwrite(desc, sizeof(char) * DESC_LENGTH, 1, fp);
620 // Save the current screen shot...
622 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
630 dd_grs_canvas *cnv_save;
631 cnv_save = dd_grd_curcanv;
633 grs_canvas * cnv_save;
634 cnv_save = grd_curcanv;
639 #if defined(POLY_ACC)
641 PA_DFX (pa_fool_to_backbuffer());
643 //for poly_acc, we render the frame to the normal render buffer
644 //so that this doesn't show, we create yet another canvas to save
645 //and restore what's on the render buffer
646 PA_DFX (pa_alpha_always());
647 PA_DFX (pa_set_front_to_read());
648 gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H );
649 save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type);
650 gr_set_current_canvas( save_cnv2 );
651 PA_DFX (pa_set_front_to_read());
652 gr_bitmap(0,0,&cnv2.cv_bitmap);
653 gr_set_current_canvas( &cnv2 );
655 gr_set_current_canvas( cnv );
658 PA_DFX (pa_set_backbuffer_current());
660 PA_DFX (pa_alpha_always());
662 #if defined(POLY_ACC)
664 screen_shot_pa(cnv,&cnv2);
667 screen_shot_pa(cnv,&cnv2);
670 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
671 glReadBuffer(GL_FRONT);
672 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
674 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
675 if (!(j = i % THUMBNAIL_W))
677 cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
678 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
685 cfwrite(cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
687 #if defined(POLY_ACC)
688 PA_DFX (pa_alpha_always());
689 PA_DFX (pa_set_frontbuffer_current());
690 PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap));
691 PA_DFX (pa_set_backbuffer_current());
692 gr_bitmap(0,0,&save_cnv2->cv_bitmap);
693 gr_free_canvas(save_cnv2);
694 PA_DFX (pa_fool_to_offscreen());
698 #else // macintosh stuff below
700 #if defined(POLY_ACC)
701 int savePAEnabled = PAEnabled;
705 gr_set_current_canvas( cnv );
708 cfwrite(cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
710 #if defined(POLY_ACC)
711 PAEnabled = savePAEnabled;
714 #endif // end of ifndef macintosh
718 dd_gr_set_current_canvas(cnv_save),
719 gr_set_current_canvas(cnv_save)
721 gr_free_canvas( cnv );
722 cfwrite(pal, 3, 256, fp);
727 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
728 cfwrite(&color, sizeof(ubyte), 1, fp);
731 // Save the Between levels flag...
732 cfwrite(&between_levels, sizeof(int), 1, fp);
734 // Save the mission info...
735 mprintf ((0,"HEY! Mission name is %s\n",Mission_list[Current_mission_num].filename));
736 cfwrite(&Mission_list[Current_mission_num], sizeof(char), 9, fp);
739 cfwrite(&Current_level_num, sizeof(int), 1, fp);
740 cfwrite(&Next_level_num, sizeof(int), 1, fp);
743 cfwrite(&GameTime, sizeof(fix), 1, fp);
745 // If coop save, save all
747 if (Game_mode & GM_MULTI_COOP)
749 cfwrite(&state_game_id, sizeof(int), 1, fp);
750 cfwrite(&Netgame, sizeof(netgame_info), 1, fp);
751 cfwrite(&NetPlayers, sizeof(AllNetPlayers_info), 1, fp);
752 cfwrite(&N_players, sizeof(int), 1, fp);
753 cfwrite(&Player_num, sizeof(int), 1, fp);
754 for (i=0;i<N_players;i++)
755 cfwrite(&Players[i], sizeof(player), 1, fp);
757 #ifdef RISKY_PROPOSITION
758 cfwrite(&robot_controlled[0], 4, MAX_ROBOTS_CONTROLLED, fp);
759 cfwrite(&robot_agitation[0], 4, MAX_ROBOTS_CONTROLLED, fp);
760 cfwrite(&robot_controlled_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
761 cfwrite(&robot_last_send_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
762 cfwrite(&robot_last_message_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
763 cfwrite(&robot_send_pending[0], 4, MAX_ROBOTS_CONTROLLED, fp);
764 cfwrite(&robot_fired[0], 4, MAX_ROBOTS_CONTROLLED, fp);
766 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
767 cfwrite(robot_fire_buf[i][0], 18 + 3, 1, fp);
774 cfwrite(&Players[Player_num], sizeof(player), 1, fp);
776 // Save the current weapon info
777 cfwrite(&Primary_weapon, sizeof(byte), 1, fp);
778 cfwrite(&Secondary_weapon, sizeof(byte), 1, fp);
780 // Save the difficulty level
781 cfwrite(&Difficulty_level, sizeof(int), 1, fp);
782 // Save cheats enabled
783 cfwrite(&Cheats_enabled, sizeof(int), 1, fp);
785 if ( !between_levels ) {
787 //Finish all morph objects
788 for (i=0; i<=Highest_object_index; i++ ) {
789 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
791 md = find_morph_data(&Objects[i]);
793 md->obj->control_type = md->morph_save_control_type;
794 md->obj->movement_type = md->morph_save_movement_type;
795 md->obj->render_type = RT_POLYOBJ;
796 md->obj->mtype.phys_info = md->morph_save_phys_info;
798 } else { //maybe loaded half-morphed from disk
799 Objects[i].flags |= OF_SHOULD_BE_DEAD;
800 Objects[i].render_type = RT_POLYOBJ;
801 Objects[i].control_type = CT_NONE;
802 Objects[i].movement_type = MT_NONE;
808 i = Highest_object_index+1;
809 cfwrite(&i, sizeof(int), 1, fp);
810 cfwrite(Objects, sizeof(object), i, fp);
814 cfwrite(&i, sizeof(int), 1, fp);
815 cfwrite(Walls, sizeof(wall), i, fp);
817 //Save exploding wall info
818 i = MAX_EXPLODING_WALLS;
819 cfwrite(&i, sizeof(int), 1, fp);
820 cfwrite(expl_wall_list, sizeof(*expl_wall_list), i, fp);
824 cfwrite(&i, sizeof(int), 1, fp );
825 cfwrite(ActiveDoors, sizeof(active_door), i, fp);
827 //Save cloaking wall info
828 i = Num_cloaking_walls;
829 cfwrite(&i, sizeof(int), 1, fp );
830 cfwrite(CloakingWalls, sizeof(cloaking_wall), i, fp);
833 cfwrite(&Num_triggers, sizeof(int), 1, fp);
834 cfwrite(Triggers, sizeof(trigger), Num_triggers, fp);
837 for (i=0; i<=Highest_segment_index; i++ ) {
838 for (j=0; j<6; j++ ) {
839 cfwrite(&Segments[i].sides[j].wall_num, sizeof(short), 1, fp);
840 cfwrite(&Segments[i].sides[j].tmap_num, sizeof(short), 1, fp);
841 cfwrite(&Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp);
845 // Save the fuelcen info
846 cfwrite(&Control_center_destroyed, sizeof(int), 1, fp);
847 cfwrite(&Countdown_timer, sizeof(int), 1, fp);
848 cfwrite(&Num_robot_centers, sizeof(int), 1, fp);
849 cfwrite(RobotCenters, sizeof(matcen_info), Num_robot_centers, fp);
850 cfwrite(&ControlCenterTriggers, sizeof(control_center_triggers), 1, fp);
851 cfwrite(&Num_fuelcenters, sizeof(int), 1, fp);
852 cfwrite(Station, sizeof(FuelCenter), Num_fuelcenters, fp);
854 // Save the control cen info
855 cfwrite(&Control_center_been_hit, sizeof(int), 1, fp);
856 cfwrite(&Control_center_player_been_seen, sizeof(int), 1, fp);
857 cfwrite(&Control_center_next_fire_time, sizeof(int), 1, fp);
858 cfwrite(&Control_center_present, sizeof(int), 1, fp);
859 cfwrite(&Dead_controlcen_object_num, sizeof(int), 1, fp);
864 // Save the automap visited info
865 cfwrite(Automap_visited, sizeof(ubyte) * MAX_SEGMENTS, 1, fp);
868 cfwrite(&state_game_id, sizeof(uint), 1, fp);
869 cfwrite(&Laser_rapid_fire, sizeof(int), 1, fp);
870 cfwrite(&Lunacy, sizeof(int), 1, fp); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
871 cfwrite(&Lunacy, sizeof(int), 1, fp);
873 // Save automap marker info
875 cfwrite(MarkerObject, sizeof(MarkerObject), 1, fp);
876 cfwrite(MarkerOwner, sizeof(MarkerOwner), 1, fp);
877 cfwrite(MarkerMessage, sizeof(MarkerMessage), 1, fp);
879 cfwrite(&Afterburner_charge, sizeof(fix), 1, fp);
881 //save last was super information
882 cfwrite(&Primary_last_was_super, sizeof(Primary_last_was_super), 1, fp);
883 cfwrite(&Secondary_last_was_super, sizeof(Secondary_last_was_super), 1, fp);
885 // Save flash effect stuff
886 cfwrite(&Flash_effect, sizeof(int), 1, fp);
887 cfwrite(&Time_flash_last_played, sizeof(int), 1, fp);
888 cfwrite(&PaletteRedAdd, sizeof(int), 1, fp);
889 cfwrite(&PaletteGreenAdd, sizeof(int), 1, fp);
890 cfwrite(&PaletteBlueAdd, sizeof(int), 1, fp);
892 cfwrite(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
894 cfwrite(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
896 cfwrite(&Omega_charge, sizeof(Omega_charge), 1, fp);
900 if ( !(Game_mode & GM_MULTI) ) {
901 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
903 cfile_delete(filename);
908 #ifdef MACINTOSH // set the type and creator of the saved game file
914 strcpy(pfilename, filename);
916 err = HGetFInfo(0, 0, pfilename, &finfo);
917 finfo.fdType = 'SVGM';
918 finfo.fdCreator = 'DCT2';
919 err = HSetFInfo(0, 0, pfilename, &finfo);
929 // -----------------------------------------------------------------------------------
930 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
931 void set_pos_from_return_segment(void)
933 int plobjnum = Players[Player_num].objnum;
935 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
936 obj_relink(plobjnum, Secret_return_segment);
937 reset_player_object();
938 Objects[plobjnum].orient = Secret_return_orient;
941 // -----------------------------------------------------------------------------------
942 int state_restore_all(int in_game, int secret_restore, char *filename_override)
948 if ( Game_mode & GM_MULTI ) {
950 multi_initiate_restore_game();
956 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
957 HUD_init_message( "Can't restore in secret level!" );
961 if ( Newdemo_state == ND_STATE_RECORDING )
962 newdemo_stop_recording();
964 if ( Newdemo_state != ND_STATE_NORMAL )
969 if (filename_override) {
970 strcpy(filename, filename_override);
971 filenum = NUM_SAVES+1; // So we don't trigger autosave
972 } else if (!(filenum = state_get_restore_file(filename, 0))) {
978 // If not in multiplayer, do special secret level stuff.
979 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
980 // If it doesn't exist, then delete secret.sgc
981 if (!secret_restore && !(Game_mode & GM_MULTI)) {
983 char temp_fname[32], fc;
987 fc = (filenum-10) + 'a';
992 sprintf(temp_fname, "%csecret.sgc", fc);
994 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
997 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
999 if (cfexist(temp_fname))
1001 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
1002 rval = copy_file(temp_fname, SECRETC_FILENAME);
1003 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
1005 cfile_delete(SECRETC_FILENAME);
1009 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
1010 if ((filenum != (NUM_SAVES+1)) && in_game) {
1011 char temp_filename[128];
1012 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
1014 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1016 sprintf( temp_filename, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1018 state_save_all(!in_game, secret_restore, temp_filename);
1021 if ( !secret_restore && in_game ) {
1023 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
1024 if ( choice != 0 ) {
1032 return state_restore_all_sub(filename, 0, secret_restore);
1035 extern void init_player_stats_new_ship(void);
1037 void ShowLevelIntro(int level_num);
1039 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1040 extern void copy_defaults_to_robot(object *objp);
1042 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1044 int ObjectStartLocation;
1045 int version,i, j, segnum;
1048 int current_level, next_level;
1051 char desc[DESC_LENGTH+1];
1053 char org_callsign[CALLSIGN_LEN+16];
1056 int nplayers; //,playid[12],mynum;
1057 player restore_players[MAX_PLAYERS];
1059 fix old_gametime = GameTime;
1061 #if defined(MACINTOSH) && !defined(NDEBUG)
1062 if ( strncmp(filename, ":Players:", 9) )
1066 fp = cfopen(filename, "rb");
1067 if ( !fp ) return 0;
1070 cfread(id, sizeof(char)*4, 1, fp);
1071 if ( memcmp( id, dgss_id, 4 )) {
1077 cfread(&version, sizeof(int), 1, fp);
1078 if (version < STATE_COMPATIBLE_VERSION) {
1084 cfread(desc, sizeof(char) * DESC_LENGTH, 1, fp);
1086 // Skip the current screen shot...
1087 cfseek(fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR);
1089 // And now...skip the goddamn palette stuff that somebody forgot to add
1090 cfseek(fp, 768, SEEK_CUR);
1092 // Read the Between levels flag...
1093 cfread(&between_levels, sizeof(int), 1, fp);
1095 Assert(between_levels == 0); //between levels save ripped out
1097 // Read the mission info...
1098 cfread(mission, sizeof(char), 9, fp);
1099 mprintf ((0,"Missionname to load = %s\n",mission));
1101 if (!load_mission_by_name( mission )) {
1102 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1108 cfread(¤t_level, sizeof(int), 1, fp);
1109 cfread(&next_level, sizeof(int), 1, fp);
1112 cfread(&GameTime, sizeof(fix), 1, fp);
1114 // Start new game....
1116 Game_mode = GM_NORMAL;
1117 Function_mode = FMODE_GAME;
1119 change_playernum_to(0);
1121 strcpy( org_callsign, Players[0].callsign );
1123 if (!secret_restore) {
1124 InitPlayerObject(); //make sure player's object set up
1125 init_player_stats_game(); //clear all stats
1128 strcpy( org_callsign, Players[Player_num].callsign );
1132 if (Game_mode & GM_MULTI)
1134 cfread(&state_game_id,sizeof(int), 1, fp);
1135 cfread(&Netgame,sizeof(netgame_info), 1, fp);
1136 cfread(&NetPlayers,sizeof(AllNetPlayers_info), 1, fp);
1137 cfread(&nplayers,sizeof(N_players), 1, fp);
1138 cfread(&Player_num,sizeof(Player_num), 1, fp);
1139 for (i=0;i<nplayers;i++)
1140 cfread(&restore_players[i], sizeof(player), 1, fp);
1141 #ifdef RISKY_PROPOSITION
1142 cfread(&robot_controlled[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1143 cfread(&robot_agitation[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1144 cfread(&robot_controlled_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1145 cfread(&robot_last_send_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1146 cfread(&robot_last_message_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1147 cfread(&robot_send_pending[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1148 cfread(&robot_fired[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1150 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1151 cfread(&robot_fire_buf[i][0], 21, 1, fp);
1154 for (i=0;i<nplayers;i++)
1157 for (j=0;j<nplayers;j++)
1159 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1162 restore_players[i].connected=found;
1164 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1167 if (network_i_am_master())
1169 for (i=0;i<N_players;i++)
1173 Players[i].connected=0;
1177 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1185 StartNewLevelSub(current_level, 1, secret_restore);
1187 if (secret_restore) {
1188 player dummy_player;
1190 cfread(&dummy_player, sizeof(player), 1, fp);
1191 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1192 Players[Player_num].level = dummy_player.level;
1193 Players[Player_num].last_score = dummy_player.last_score;
1194 Players[Player_num].time_level = dummy_player.time_level;
1196 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1197 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1198 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1199 Players[Player_num].hostages_total = dummy_player.hostages_total;
1200 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1201 Players[Player_num].hostages_level = dummy_player.hostages_level;
1202 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1203 Players[Player_num].hours_level = dummy_player.hours_level;
1204 Players[Player_num].hours_total = dummy_player.hours_total;
1205 do_cloak_invul_secret_stuff(old_gametime);
1207 Players[Player_num] = dummy_player;
1210 cfread(&Players[Player_num], sizeof(player), 1, fp);
1213 strcpy( Players[Player_num].callsign, org_callsign );
1215 // Set the right level
1216 if ( between_levels )
1217 Players[Player_num].level = next_level;
1219 // Restore the weapon states
1220 cfread(&Primary_weapon, sizeof(byte), 1, fp);
1221 cfread(&Secondary_weapon, sizeof(byte), 1, fp);
1223 select_weapon(Primary_weapon, 0, 0, 0);
1224 select_weapon(Secondary_weapon, 1, 0, 0);
1226 // Restore the difficulty level
1227 cfread(&Difficulty_level, sizeof(int), 1, fp);
1229 // Restore the cheats enabled flag
1231 cfread(&Cheats_enabled, sizeof(int), 1, fp);
1233 if ( !between_levels ) {
1234 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1236 ObjectStartLocation = cftell(fp);
1237 //Clear out all the objects from the lvl file
1238 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1239 Segments[segnum].objects = -1;
1242 //Read objects, and pop 'em into their respective segments.
1243 cfread(&i, sizeof(int), 1, fp);
1244 Highest_object_index = i-1;
1245 cfread(Objects, sizeof(object), i, fp);
1247 Object_next_signature = 0;
1248 for (i=0; i<=Highest_object_index; i++ ) {
1250 obj->rtype.pobj_info.alt_textures = -1;
1251 segnum = obj->segnum;
1252 obj->next = obj->prev = obj->segnum = -1;
1253 if ( obj->type != OBJ_NONE ) {
1255 if ( obj->signature > Object_next_signature )
1256 Object_next_signature = obj->signature;
1259 //look for, and fix, boss with bogus shields
1260 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1261 fix save_shields = obj->shields;
1263 copy_defaults_to_robot(obj); //calculate starting shields
1265 //if in valid range, use loaded shield value
1266 if (save_shields > 0 && save_shields <= obj->shields)
1267 obj->shields = save_shields;
1269 obj->shields /= 2; //give player a break
1273 special_reset_objects();
1274 Object_next_signature++;
1276 // 1 = Didn't die on secret level.
1277 // 2 = Died on secret level.
1278 if (secret_restore && (Current_level_num >= 0)) {
1279 set_pos_from_return_segment();
1280 if (secret_restore == 2)
1281 init_player_stats_new_ship();
1285 cfread(&i, sizeof(int), 1, fp);
1287 cfread(Walls, sizeof(wall), Num_walls, fp);
1289 //now that we have the walls, check if any sounds are linked to
1290 //walls that are now open
1291 for (i=0;i<Num_walls;i++) {
1292 if (Walls[i].type == WALL_OPEN)
1293 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1296 //Restore exploding wall info
1297 if (version >= 10) {
1298 cfread(&i, sizeof(int), 1, fp);
1299 cfread(expl_wall_list, sizeof(*expl_wall_list), i, fp);
1303 cfread(&i, sizeof(int), 1, fp);
1305 cfread(ActiveDoors, sizeof(active_door), Num_open_doors, fp);
1307 if (version >= 14) { //Restore cloaking wall info
1308 cfread(&i, sizeof(int), 1, fp);
1309 Num_cloaking_walls = i;
1310 cfread(CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls, fp);
1313 //Restore trigger info
1314 cfread(&Num_triggers, sizeof(int), 1, fp);
1315 cfread(Triggers, sizeof(trigger), Num_triggers, fp);
1318 for (i=0; i<=Highest_segment_index; i++ ) {
1319 for (j=0; j<6; j++ ) {
1320 cfread(&Segments[i].sides[j].wall_num, sizeof(short), 1, fp);
1321 cfread(&Segments[i].sides[j].tmap_num, sizeof(short), 1, fp);
1322 cfread(&Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp);
1326 //Restore the fuelcen info
1327 cfread(&Control_center_destroyed, sizeof(int), 1, fp);
1328 cfread(&Countdown_timer, sizeof(int), 1, fp);
1329 cfread(&Num_robot_centers, sizeof(int), 1, fp);
1330 cfread(RobotCenters, sizeof(matcen_info), Num_robot_centers, fp);
1331 cfread(&ControlCenterTriggers, sizeof(control_center_triggers), 1, fp);
1332 cfread(&Num_fuelcenters, sizeof(int), 1, fp);
1333 cfread(Station, sizeof(FuelCenter), Num_fuelcenters, fp);
1335 // Restore the control cen info
1336 cfread(&Control_center_been_hit, sizeof(int), 1, fp);
1337 cfread(&Control_center_player_been_seen, sizeof(int), 1, fp);
1338 cfread(&Control_center_next_fire_time, sizeof(int), 1, fp);
1339 cfread(&Control_center_present, sizeof(int), 1, fp);
1340 cfread(&Dead_controlcen_object_num, sizeof(int), 1, fp);
1342 // Restore the AI state
1343 ai_restore_state( fp, version );
1345 // Restore the automap visited info
1346 cfread( Automap_visited, sizeof(ubyte), MAX_SEGMENTS, fp);
1348 // Restore hacked up weapon system stuff.
1349 Fusion_next_sound_time = GameTime;
1350 Auto_fire_fusion_cannon_time = 0;
1351 Next_laser_fire_time = GameTime;
1352 Next_missile_fire_time = GameTime;
1353 Last_laser_fired_time = GameTime;
1358 if ( version >= 7 ) {
1359 cfread(&state_game_id, sizeof(uint), 1, fp);
1360 cfread(&Laser_rapid_fire, sizeof(int), 1, fp);
1361 cfread(&Lunacy, sizeof(int), 1, fp); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1362 cfread(&Lunacy, sizeof(int), 1, fp);
1367 if (version >= 17) {
1368 cfread(MarkerObject, sizeof(MarkerObject), 1, fp);
1369 cfread(MarkerOwner, sizeof(MarkerOwner), 1, fp);
1370 cfread(MarkerMessage, sizeof(MarkerMessage), 1, fp);
1377 cfread(&num, sizeof(int), 1, fp); //was NumOfMarkers
1378 cfread(&dummy, sizeof(int), 1, fp); //was CurMarker
1380 cfseek(fp, num * (sizeof(vms_vector) + 40), SEEK_CUR);
1382 for (num=0;num<NUM_MARKERS;num++)
1383 MarkerObject[num] = -1;
1387 if (secret_restore != 1)
1388 cfread(&Afterburner_charge, sizeof(fix), 1, fp);
1391 cfread(&dummy_fix,sizeof(fix), 1, fp);
1395 //read last was super information
1396 cfread(&Primary_last_was_super, sizeof(Primary_last_was_super), 1, fp);
1397 cfread(&Secondary_last_was_super, sizeof(Secondary_last_was_super), 1, fp);
1400 if (version >= 12) {
1401 cfread(&Flash_effect, sizeof(int), 1, fp);
1402 cfread(&Time_flash_last_played, sizeof(int), 1, fp);
1403 cfread(&PaletteRedAdd, sizeof(int), 1, fp);
1404 cfread(&PaletteGreenAdd, sizeof(int), 1, fp);
1405 cfread(&PaletteBlueAdd, sizeof(int), 1, fp);
1408 Time_flash_last_played = 0;
1410 PaletteGreenAdd = 0;
1414 // Load Light_subtracted
1415 if (version >= 16) {
1416 cfread(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1417 apply_all_changed_light();
1418 compute_all_static_light(); // set static_light field in segment struct. See note at that function.
1421 for (i=0; i<=Highest_segment_index; i++)
1422 Light_subtracted[i] = 0;
1425 if (!secret_restore) {
1426 if (version >= 20) {
1427 cfread(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1428 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1430 First_secret_visit = 1;
1432 First_secret_visit = 0;
1436 if (secret_restore != 1)
1437 cfread(&Omega_charge,sizeof(fix), 1, fp);
1440 cfread(&dummy_fix,sizeof(fix), 1, fp);
1447 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1448 { // connected in the restored game
1449 for (i=0;i<nplayers;i++)
1451 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1452 if (Players[i].connected!=1)
1454 network_disconnect_player (i);
1455 create_player_appearance_effect(&Objects[Players[i].objnum]);
1456 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1463 // Load in bitmaps, etc..
1464 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1469 // When loading a saved game, segp->static_light is bogus.
1470 // This is because apply_all_changed_light, which is supposed to properly update this value,
1471 // cannot do so because it needs the original light cast from a light which is no longer there.
1472 // That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1473 // which is present in the static_light field contains the light cast from that light.
1474 void compute_all_static_light(void)
1478 for (i=0; i<=Highest_segment_index; i++) {
1482 segp = &Segments[i];
1485 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1488 sidep = &segp->sides[j];
1491 total_light += sidep->uvls[k].l;
1494 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1500 int state_get_game_id(char *filename)
1506 char desc[DESC_LENGTH+1];
1510 mprintf((0, "Restoring multigame from [%s]\n", filename));
1512 fp = cfopen(filename, "rb");
1513 if ( !fp ) return 0;
1516 cfread(id, sizeof(char)*4, 1, fp);
1517 if ( memcmp( id, dgss_id, 4 )) {
1523 cfread(&version, sizeof(int), 1, fp);
1524 if (version < STATE_COMPATIBLE_VERSION) {
1530 cfread(desc, sizeof(char)*DESC_LENGTH, 1, fp);
1532 // Skip the current screen shot...
1533 cfseek(fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR);
1535 // And now...skip the palette stuff that somebody forgot to add
1536 cfseek(fp, 768, SEEK_CUR);
1538 // Read the Between levels flag...
1539 cfread(&between_levels, sizeof(int), 1, fp);
1541 Assert(between_levels == 0); //between levels save ripped out
1543 // Read the mission info...
1544 cfread(mission, sizeof(char), 9, fp);
1546 cfread(&dumbint, sizeof(int), 1, fp);
1547 cfread(&dumbint, sizeof(int), 1, fp);
1550 cfread(&dumbint, sizeof(fix), 1, fp);
1552 cfread(&state_game_id, sizeof(int), 1, fp);
1554 return (state_game_id);
1557 #if defined(POLY_ACC)
1558 //void screen_shot_pa(ubyte *dst,ushort *src)
1560 // //ushort *src = pa_get_buffer_address(0),
1562 // fix u, v, du, dv;
1567 // du = (640.0 / (float)THUMBNAIL_W) * 65536.0;
1568 // dv = (480.0 / (float)THUMBNAIL_H) * 65536.0;
1570 // for(v = h = 0; h != THUMBNAIL_H; ++h)
1572 // s = src + f2i(v) * 640;
1574 // for(u = w = 0; w != THUMBNAIL_W; ++w)
1577 // *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e);
1583 void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv)
1585 #if !defined(MACINTOSH)
1590 Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h);
1594 src = (ushort *) scanv->cv_bitmap.bm_data;
1595 dst = dcanv->cv_bitmap.bm_data;
1597 #ifdef PA_3DFX_VOODOO
1598 src=(ushort *)pa_set_back_to_read();
1601 for (y=0; y<scanv->cv_h; y++) {
1602 for (x=0; x<scanv->cv_w; x++) {
1603 #ifdef PA_3DFX_VOODOO
1604 *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e);
1606 *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e);
1611 src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP)));
1612 dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w;
1614 #ifdef PA_3DFX_VOODOO
1615 pa_set_front_to_read();