2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 char state_rcsid[] = "$Id: state.c,v 1.4 2001-10-25 02:15:57 bradleyb Exp $";
37 #include "pa_enabl.h" //$$POLY_ACC
89 #define STATE_VERSION 22
90 #define STATE_COMPATIBLE_VERSION 20
91 // 0 - Put DGSS (Descent Game State Save) id at tof.
92 // 1 - Added Difficulty level save
93 // 2 - Added Cheats_enabled flag
94 // 3 - Added between levels save.
95 // 4 - Added mission support
96 // 5 - Mike changed ai and object structure.
97 // 6 - Added buggin' cheat save
98 // 7 - Added other cheat saves and game_id.
99 // 8 - Added AI stuff for escort and thief.
100 // 9 - Save palette with screen shot
101 // 12- Saved last_was_super array
102 // 13- Saved palette flash stuff
103 // 14- Save cloaking wall stuff
104 // 15- Save additional ai info
105 // 16- Save Light_subtracted
106 // 17- New marker save
107 // 18- Took out saving of old cheat status
108 // 19- Saved cheats_enabled flag
109 // 20- First_secret_visit
113 #define THUMBNAIL_W 100
114 #define THUMBNAIL_H 50
115 #define DESC_LENGTH 20
117 extern void multi_initiate_save_game();
118 extern void multi_initiate_restore_game();
119 extern void apply_all_changed_light(void);
121 extern int Do_appearance_effect;
122 extern fix Fusion_next_sound_time;
124 extern int Laser_rapid_fire;
125 extern int Physics_cheat_flag;
127 extern void do_lunacy_on(void);
128 extern void do_lunacy_off(void);
129 extern int First_secret_visit;
132 grs_bitmap *sc_bmp[NUM_SAVES+1];
134 char dgss_id[4] = "DGSS";
136 int state_default_item = 0;
140 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
141 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
142 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
143 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
144 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
145 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
146 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
147 extern byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
150 #if defined(WINDOWS) || defined(MACINTOSH)
151 extern ubyte Hack_DblClick_MenuMode;
154 void compute_all_static_light(void);
156 //-------------------------------------------------------------------
157 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
162 // if ( sc_last_item != citem ) {
163 // sc_last_item = citem;
165 if ( sc_bmp[citem-1] ) {
168 dd_grs_canvas *save_canv = dd_grd_curcanv,
169 grs_canvas *save_canv = grd_curcanv
171 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
172 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
173 gr_set_current_canvas(temp_canv);
174 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
176 dd_gr_set_current_canvas(save_canv),
177 gr_set_current_canvas( save_canv )
179 WIN(DDGRLOCK(dd_grd_curcanv));
180 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
181 WIN(DDGRUNLOCK(dd_grd_curcanv));
182 gr_free_canvas(temp_canv);
188 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
196 void rpad_string( char * string, int max_chars )
201 for( i=0; i<max_chars; i++ ) {
208 *string = 0; // NULL terminate
211 int state_get_save_file(char * fname, char * dsc, int multi )
214 int i, choice, version;
215 newmenu_item m[NUM_SAVES+2];
216 char filename[NUM_SAVES+1][30];
217 char desc[NUM_SAVES+1][DESC_LENGTH+16];
221 for (i=0;i<NUM_SAVES; i++ ) {
225 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
227 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
231 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
233 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
236 fp = fopen( filename[i], "rb" );
239 fread( id, sizeof(char)*4, 1, fp );
240 if ( !memcmp( id, dgss_id, 4 )) {
242 fread( &version, sizeof(int), 1, fp );
243 if (version >= STATE_COMPATIBLE_VERSION) {
245 fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
246 //rpad_string( desc[i], DESC_LENGTH-1 );
248 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
249 //fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
256 strcpy( desc[i], TXT_EMPTY );
257 //rpad_string( desc[i], DESC_LENGTH-1 );
259 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
263 choice = newmenu_do1( NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item );
265 for (i=0; i<NUM_SAVES; i++ ) {
267 gr_free_bitmap( sc_bmp[i] );
271 strcpy( fname, filename[choice] );
272 strcpy( dsc, desc[choice] );
273 state_default_item = choice;
280 extern int Current_display_mode;
282 int state_get_restore_file(char * fname, int multi)
285 int i, choice, version, nsaves;
286 newmenu_item m[NUM_SAVES+2];
287 char filename[NUM_SAVES+1][30];
288 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
293 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
294 for (i=0;i<NUM_SAVES+1; i++ ) {
298 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
300 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
304 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
306 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
309 fp = fopen( filename[i], "rb" );
312 fread( id, sizeof(char)*4, 1, fp );
313 if ( !memcmp( id, dgss_id, 4 )) {
315 fread( &version, sizeof(int), 1, fp );
316 if (version >= STATE_COMPATIBLE_VERSION) {
318 fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
319 //rpad_string( desc[i], DESC_LENGTH-1 );
320 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
322 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
323 fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
326 fread( pal, 3, 256, fp);
327 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
336 strcpy( desc[i], TXT_EMPTY );
337 //rpad_string( desc[i], DESC_LENGTH-1 );
338 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
343 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
347 if (Current_display_mode == 3) //restore menu won't fit on 640x400
348 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
352 #if defined(WINDOWS) || defined(MACINTOSH)
353 Hack_DblClick_MenuMode = 1;
357 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
360 #if defined(WINDOWS) || defined(MACINTOSH)
361 Hack_DblClick_MenuMode = 0;
364 if (Current_display_mode == 3) //set flag back
365 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
368 for (i=0; i<NUM_SAVES+1; i++ ) {
370 gr_free_bitmap( sc_bmp[i] );
374 strcpy( fname, filename[choice-1] );
375 if (choice != NUM_SAVES+1) //no new default when restore from autosave
376 state_default_item = choice - 1;
382 #define DESC_OFFSET 8
384 // -----------------------------------------------------------------------------------
385 // Return true if the file named *filename exists, else return false.
386 int file_exists(char *filename)
390 if ((fp = fopen(filename, "rb")) != NULL) {
398 #define CF_BUF_SIZE 1024
400 // -----------------------------------------------------------------------------------
401 // Imagine if C had a function to copy a file...
402 int copy_file(char *old_file, char *new_file)
404 byte buf[CF_BUF_SIZE];
405 FILE *in_file, *out_file;
407 out_file = fopen(new_file, "wb");
409 if (out_file == NULL)
412 in_file = fopen(old_file, "rb");
417 while (!feof(in_file)) {
420 bytes_read = fread(buf, 1, CF_BUF_SIZE, in_file);
422 Error("Cannot read from file <%s>: %s", old_file, strerror(errno));
424 Assert(bytes_read == CF_BUF_SIZE || feof(in_file));
426 fwrite(buf, 1, bytes_read, out_file);
428 if (ferror(out_file))
429 Error("Cannot write to file <%s>: %s", new_file, strerror(errno));
432 if (fclose(in_file)) {
437 if (fclose(out_file))
444 #define SECRETB_FILENAME "secret.sgb"
445 #define SECRETC_FILENAME "secret.sgc"
447 #define SECRETB_FILENAME ":Players:secret.sgb"
448 #define SECRETC_FILENAME ":Players:secret.sgc"
451 extern int Final_boss_is_dead;
453 // -----------------------------------------------------------------------------------
454 // blind_save means don't prompt user for any info.
455 int state_save_all(int between_levels, int secret_save, char *filename_override)
457 int rval, filenum = -1;
459 char filename[128], desc[DESC_LENGTH+1];
461 Assert(between_levels == 0); //between levels save ripped out
464 if ( Game_mode & GM_MULTI ) {
465 multi_initiate_save_game();
470 if ((Current_level_num < 0) && (secret_save == 0)) {
471 HUD_init_message( "Can't save in secret level!" );
475 if (Final_boss_is_dead) //don't allow save while final boss is dying
478 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
480 // If this is a secret save and the control center has been destroyed, don't allow
481 // return to the base level.
482 if (secret_save && (Control_center_destroyed)) {
483 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
484 unlink(SECRETB_FILENAME);
490 if (secret_save == 1) {
491 filename_override = filename;
492 sprintf(filename_override, SECRETB_FILENAME);
493 } else if (secret_save == 2) {
494 filename_override = filename;
495 sprintf(filename_override, SECRETC_FILENAME);
497 if (filename_override) {
498 strcpy( filename, filename_override);
499 sprintf(desc, "[autosave backup]");
500 } else if (!(filenum = state_get_save_file(filename,desc,0))) {
507 // If not in multiplayer, do special secret level stuff.
508 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
509 // If it doesn't exist, then delete Nsecret.sgc
510 if (!secret_save && !(Game_mode & GM_MULTI)) {
512 char temp_fname[32], fc;
517 fc = (filenum-10) + 'a';
522 sprintf(temp_fname, "%csecret.sgc", fc);
524 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
527 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
529 if (file_exists(temp_fname)) {
530 mprintf((0, "Deleting file %s\n", temp_fname));
531 rval = unlink(temp_fname);
532 Assert(rval == 0); // Oops, error deleting file in temp_fname.
535 if (file_exists(SECRETC_FILENAME)) {
536 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
537 rval = copy_file(SECRETC_FILENAME, temp_fname);
538 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
543 // Save file we're going to save over in last slot and call "[autosave backup]"
544 if (!filename_override) {
547 tfp = fopen( filename, "r+b" );
553 sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
555 sprintf( newname, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
558 fseek( tfp, DESC_OFFSET, SEEK_SET);
559 fwrite( "[autosave backup]", sizeof(char)*DESC_LENGTH, 1, tfp );
562 rename(filename, newname);
566 rval = state_save_all_sub(filename, desc, between_levels);
571 extern fix Flash_effect, Time_flash_last_played;
574 int state_save_all_sub(char *filename, char *desc, int between_levels)
580 grs_canvas cnv2,*save_cnv2;
584 Assert(between_levels == 0); //between levels save ripped out
586 /* if ( Game_mode & GM_MULTI ) {
593 #if defined(MACINTOSH) && !defined(NDEBUG)
594 if ( strncmp(filename, ":Players:", 9) )
598 fp = fopen( filename, "wb" );
600 if ( !(Game_mode & GM_MULTI) )
601 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
607 fwrite( dgss_id, sizeof(char)*4, 1, fp );
611 fwrite( &i, sizeof(int), 1, fp );
614 fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp );
616 // Save the current screen shot...
618 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
622 dd_grs_canvas *cnv_save;
623 cnv_save = dd_grd_curcanv;
625 grs_canvas * cnv_save;
626 cnv_save = grd_curcanv;
631 #if defined(POLY_ACC)
633 PA_DFX (pa_fool_to_backbuffer());
635 //for poly_acc, we render the frame to the normal render buffer
636 //so that this doesn't show, we create yet another canvas to save
637 //and restore what's on the render buffer
638 PA_DFX (pa_alpha_always());
639 PA_DFX (pa_set_front_to_read());
640 gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H );
641 save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type);
642 gr_set_current_canvas( save_cnv2 );
643 PA_DFX (pa_set_front_to_read());
644 gr_bitmap(0,0,&cnv2.cv_bitmap);
645 gr_set_current_canvas( &cnv2 );
647 gr_set_current_canvas( cnv );
650 PA_DFX (pa_set_backbuffer_current());
652 PA_DFX (pa_alpha_always());
654 #if defined(POLY_ACC)
656 screen_shot_pa(cnv,&cnv2);
659 screen_shot_pa(cnv,&cnv2);
665 fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
667 #if defined(POLY_ACC)
668 PA_DFX (pa_alpha_always());
669 PA_DFX (pa_set_frontbuffer_current());
670 PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap));
671 PA_DFX (pa_set_backbuffer_current());
672 gr_bitmap(0,0,&save_cnv2->cv_bitmap);
673 gr_free_canvas(save_cnv2);
674 PA_DFX (pa_fool_to_offscreen());
678 #else // macintosh stuff below
680 #if defined(POLY_ACC)
681 int savePAEnabled = PAEnabled;
685 gr_set_current_canvas( cnv );
688 fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
690 #if defined(POLY_ACC)
691 PAEnabled = savePAEnabled;
694 #endif // end of ifndef macintosh
698 dd_gr_set_current_canvas(cnv_save),
699 gr_set_current_canvas(cnv_save)
701 gr_free_canvas( cnv );
702 fwrite( pal, 3, 256, fp);
707 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
708 fwrite( &color, sizeof(ubyte), 1, fp );
711 // Save the Between levels flag...
712 fwrite( &between_levels, sizeof(int), 1, fp );
714 // Save the mission info...
715 mprintf ((0,"HEY! Mission name is %s\n",Mission_list[Current_mission_num].filename));
716 fwrite( &Mission_list[Current_mission_num], sizeof(char)*9, 1, fp );
719 fwrite( &Current_level_num, sizeof(int), 1, fp );
720 fwrite( &Next_level_num, sizeof(int), 1, fp );
723 fwrite( &GameTime, sizeof(fix), 1, fp );
725 // If coop save, save all
727 if (Game_mode & GM_MULTI_COOP)
729 fwrite (&state_game_id,sizeof(int),1,fp);
730 fwrite (&Netgame,sizeof(netgame_info),1,fp);
731 fwrite (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
732 fwrite (&N_players,sizeof(int),1,fp);
733 fwrite (&Player_num,sizeof(int),1,fp);
734 for (i=0;i<N_players;i++)
735 fwrite (&Players[i],sizeof(player),1,fp);
737 #ifdef RISKY_PROPOSITION
738 fwrite (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
739 fwrite (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
740 fwrite (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
741 fwrite (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
742 fwrite (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
743 fwrite (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
744 fwrite (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
746 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
747 fwrite (robot_fire_buf[i][0],18+3,1,fp);
754 fwrite( &Players[Player_num], sizeof(player), 1, fp );
756 // Save the current weapon info
757 fwrite( &Primary_weapon, sizeof(byte), 1, fp );
758 fwrite( &Secondary_weapon, sizeof(byte), 1, fp );
760 // Save the difficulty level
761 fwrite( &Difficulty_level, sizeof(int), 1, fp );
762 // Save cheats enabled
763 fwrite (&Cheats_enabled,sizeof(int),1,fp);
765 if ( !between_levels ) {
767 //Finish all morph objects
768 for (i=0; i<=Highest_object_index; i++ ) {
769 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
771 md = find_morph_data(&Objects[i]);
773 md->obj->control_type = md->morph_save_control_type;
774 md->obj->movement_type = md->morph_save_movement_type;
775 md->obj->render_type = RT_POLYOBJ;
776 md->obj->mtype.phys_info = md->morph_save_phys_info;
778 } else { //maybe loaded half-morphed from disk
779 Objects[i].flags |= OF_SHOULD_BE_DEAD;
780 Objects[i].render_type = RT_POLYOBJ;
781 Objects[i].control_type = CT_NONE;
782 Objects[i].movement_type = MT_NONE;
788 i = Highest_object_index+1;
789 fwrite( &i, sizeof(int), 1, fp );
790 fwrite( Objects, sizeof(object)*i, 1, fp );
794 fwrite( &i, sizeof(int), 1, fp );
795 fwrite( Walls, sizeof(wall)*i, 1, fp );
797 //Save exploding wall info
798 i = MAX_EXPLODING_WALLS;
799 fwrite( &i, sizeof(int), 1, fp);
800 fwrite( expl_wall_list, sizeof(*expl_wall_list), i, fp );
804 fwrite( &i, sizeof(int), 1, fp );
805 fwrite( ActiveDoors, sizeof(active_door)*i, 1, fp );
807 //Save cloaking wall info
808 i = Num_cloaking_walls;
809 fwrite( &i, sizeof(int), 1, fp );
810 fwrite( CloakingWalls, sizeof(cloaking_wall), i, fp );
813 fwrite( &Num_triggers, sizeof(int), 1, fp );
814 fwrite( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
817 for (i=0; i<=Highest_segment_index; i++ ) {
818 for (j=0; j<6; j++ ) {
819 fwrite( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
820 fwrite( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
821 fwrite( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
825 // Save the fuelcen info
826 fwrite( &Control_center_destroyed, sizeof(int), 1, fp );
827 fwrite( &Countdown_timer, sizeof(int), 1, fp );
828 fwrite( &Num_robot_centers, sizeof(int), 1, fp );
829 fwrite( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
830 fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
831 fwrite( &Num_fuelcenters, sizeof(int), 1, fp );
832 fwrite( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
834 // Save the control cen info
835 fwrite( &Control_center_been_hit, sizeof(int), 1, fp );
836 fwrite( &Control_center_player_been_seen, sizeof(int), 1, fp );
837 fwrite( &Control_center_next_fire_time, sizeof(int), 1, fp );
838 fwrite( &Control_center_present, sizeof(int), 1, fp );
839 fwrite( &Dead_controlcen_object_num, sizeof(int), 1, fp );
844 // Save the automap visited info
845 fwrite( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
848 fwrite( &state_game_id, sizeof(uint), 1, fp );
849 fwrite( &Laser_rapid_fire, sizeof(int), 1, fp );
850 fwrite( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
851 fwrite( &Lunacy, sizeof(int), 1, fp );
853 // Save automap marker info
855 fwrite(MarkerObject,sizeof(MarkerObject),1,fp);
856 fwrite(MarkerOwner,sizeof(MarkerOwner),1,fp);
857 fwrite(MarkerMessage,sizeof(MarkerMessage),1,fp);
859 fwrite (&Afterburner_charge,sizeof(fix),1,fp);
861 //save last was super information
862 fwrite(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
863 fwrite(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
865 // Save flash effect stuff
866 fwrite( &Flash_effect, sizeof(int), 1, fp );
867 fwrite( &Time_flash_last_played, sizeof(int), 1, fp );
868 fwrite( &PaletteRedAdd, sizeof(int), 1, fp);
869 fwrite( &PaletteGreenAdd, sizeof(int), 1, fp);
870 fwrite( &PaletteBlueAdd, sizeof(int), 1, fp);
872 fwrite(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
874 fwrite(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
876 fwrite(&Omega_charge, sizeof(Omega_charge), 1, fp);
879 if ( !(Game_mode & GM_MULTI) ) {
880 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
887 #ifdef MACINTOSH // set the type and creator of the saved game file
893 strcpy(pfilename, filename);
895 err = HGetFInfo(0, 0, pfilename, &finfo);
896 finfo.fdType = 'SVGM';
897 finfo.fdCreator = 'DCT2';
898 err = HSetFInfo(0, 0, pfilename, &finfo);
908 // -----------------------------------------------------------------------------------
909 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
910 void set_pos_from_return_segment(void)
912 int plobjnum = Players[Player_num].objnum;
914 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
915 obj_relink(plobjnum, Secret_return_segment);
916 reset_player_object();
917 Objects[plobjnum].orient = Secret_return_orient;
920 // -----------------------------------------------------------------------------------
921 int state_restore_all(int in_game, int secret_restore, char *filename_override)
927 if ( Game_mode & GM_MULTI ) {
929 multi_initiate_restore_game();
935 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
936 HUD_init_message( "Can't restore in secret level!" );
940 if ( Newdemo_state == ND_STATE_RECORDING )
941 newdemo_stop_recording();
943 if ( Newdemo_state != ND_STATE_NORMAL )
948 if (filename_override) {
949 strcpy(filename, filename_override);
950 filenum = NUM_SAVES+1; // So we don't trigger autosave
951 } else if (!(filenum = state_get_restore_file(filename, 0))) {
957 // If not in multiplayer, do special secret level stuff.
958 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
959 // If it doesn't exist, then delete secret.sgc
960 if (!secret_restore && !(Game_mode & GM_MULTI)) {
962 char temp_fname[32], fc;
966 fc = (filenum-10) + 'a';
971 sprintf(temp_fname, "%csecret.sgc", fc);
973 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
976 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
978 if (file_exists(temp_fname)) {
979 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
980 rval = copy_file(temp_fname, SECRETC_FILENAME);
981 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
983 unlink(SECRETC_FILENAME);
987 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
988 if ((filenum != (NUM_SAVES+1)) && in_game) {
989 char temp_filename[128];
990 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
992 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
994 sprintf( temp_filename, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
996 state_save_all(!in_game, secret_restore, temp_filename);
999 if ( !secret_restore && in_game ) {
1001 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
1002 if ( choice != 0 ) {
1010 return state_restore_all_sub(filename, 0, secret_restore);
1013 extern void init_player_stats_new_ship(void);
1015 void ShowLevelIntro(int level_num);
1017 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1018 extern void copy_defaults_to_robot(object *objp);
1020 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1022 int ObjectStartLocation;
1023 int version,i, j, segnum;
1026 int current_level, next_level;
1029 char desc[DESC_LENGTH+1];
1031 char org_callsign[CALLSIGN_LEN+16];
1034 int nplayers; //,playid[12],mynum;
1035 player restore_players[MAX_PLAYERS];
1037 fix old_gametime = GameTime;
1039 #if defined(MACINTOSH) && !defined(NDEBUG)
1040 if ( strncmp(filename, ":Players:", 9) )
1044 fp = fopen( filename, "rb" );
1045 if ( !fp ) return 0;
1048 fread( id, sizeof(char)*4, 1, fp );
1049 if ( memcmp( id, dgss_id, 4 )) {
1055 fread( &version, sizeof(int), 1, fp );
1056 if (version < STATE_COMPATIBLE_VERSION) {
1062 fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1064 // Skip the current screen shot...
1065 fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1067 // And now...skip the goddamn palette stuff that somebody forgot to add
1068 fseek( fp, 768, SEEK_CUR );
1070 // Read the Between levels flag...
1071 fread( &between_levels, sizeof(int), 1, fp );
1073 Assert(between_levels == 0); //between levels save ripped out
1075 // Read the mission info...
1076 fread( mission, sizeof(char)*9, 1, fp );
1077 mprintf ((0,"Missionname to load = %s\n",mission));
1079 if (!load_mission_by_name( mission )) {
1080 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1086 fread( ¤t_level, sizeof(int), 1, fp );
1087 fread( &next_level, sizeof(int), 1, fp );
1090 fread( &GameTime, sizeof(fix), 1, fp );
1092 // Start new game....
1094 Game_mode = GM_NORMAL;
1095 Function_mode = FMODE_GAME;
1097 change_playernum_to(0);
1099 strcpy( org_callsign, Players[0].callsign );
1101 if (!secret_restore) {
1102 InitPlayerObject(); //make sure player's object set up
1103 init_player_stats_game(); //clear all stats
1106 strcpy( org_callsign, Players[Player_num].callsign );
1110 if (Game_mode & GM_MULTI)
1112 fread (&state_game_id,sizeof(int),1,fp);
1113 fread (&Netgame,sizeof(netgame_info),1,fp);
1114 fread (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
1115 fread (&nplayers,sizeof(N_players),1,fp);
1116 fread (&Player_num,sizeof(Player_num),1,fp);
1117 for (i=0;i<nplayers;i++)
1118 fread (&restore_players[i],sizeof(player),1,fp);
1119 #ifdef RISKY_PROPOSITION
1120 fread (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1121 fread (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1122 fread (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1123 fread (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1124 fread (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1125 fread (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1126 fread (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1128 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1129 fread (&robot_fire_buf[i][0],21,1,fp);
1132 for (i=0;i<nplayers;i++)
1135 for (j=0;j<nplayers;j++)
1137 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1140 restore_players[i].connected=found;
1142 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1145 if (network_i_am_master())
1147 for (i=0;i<N_players;i++)
1151 Players[i].connected=0;
1155 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1163 StartNewLevelSub(current_level, 1, secret_restore);
1165 if (secret_restore) {
1166 player dummy_player;
1168 fread( &dummy_player, sizeof(player), 1, fp );
1169 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1170 Players[Player_num].level = dummy_player.level;
1171 Players[Player_num].last_score = dummy_player.last_score;
1172 Players[Player_num].time_level = dummy_player.time_level;
1174 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1175 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1176 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1177 Players[Player_num].hostages_total = dummy_player.hostages_total;
1178 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1179 Players[Player_num].hostages_level = dummy_player.hostages_level;
1180 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1181 Players[Player_num].hours_level = dummy_player.hours_level;
1182 Players[Player_num].hours_total = dummy_player.hours_total;
1183 do_cloak_invul_secret_stuff(old_gametime);
1185 Players[Player_num] = dummy_player;
1188 fread( &Players[Player_num], sizeof(player), 1, fp );
1191 strcpy( Players[Player_num].callsign, org_callsign );
1193 // Set the right level
1194 if ( between_levels )
1195 Players[Player_num].level = next_level;
1197 // Restore the weapon states
1198 fread( &Primary_weapon, sizeof(byte), 1, fp );
1199 fread( &Secondary_weapon, sizeof(byte), 1, fp );
1201 select_weapon(Primary_weapon, 0, 0, 0);
1202 select_weapon(Secondary_weapon, 1, 0, 0);
1204 // Restore the difficulty level
1205 fread( &Difficulty_level, sizeof(int), 1, fp );
1207 // Restore the cheats enabled flag
1209 fread (&Cheats_enabled,sizeof(int),1,fp);
1211 if ( !between_levels ) {
1212 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1214 ObjectStartLocation = ftell( fp );
1215 //Clear out all the objects from the lvl file
1216 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1217 Segments[segnum].objects = -1;
1220 //Read objects, and pop 'em into their respective segments.
1221 fread( &i, sizeof(int), 1, fp );
1222 Highest_object_index = i-1;
1223 fread( Objects, sizeof(object)*i, 1, fp );
1225 Object_next_signature = 0;
1226 for (i=0; i<=Highest_object_index; i++ ) {
1228 obj->rtype.pobj_info.alt_textures = -1;
1229 segnum = obj->segnum;
1230 obj->next = obj->prev = obj->segnum = -1;
1231 if ( obj->type != OBJ_NONE ) {
1233 if ( obj->signature > Object_next_signature )
1234 Object_next_signature = obj->signature;
1237 //look for, and fix, boss with bogus shields
1238 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1239 fix save_shields = obj->shields;
1241 copy_defaults_to_robot(obj); //calculate starting shields
1243 //if in valid range, use loaded shield value
1244 if (save_shields > 0 && save_shields <= obj->shields)
1245 obj->shields = save_shields;
1247 obj->shields /= 2; //give player a break
1251 special_reset_objects();
1252 Object_next_signature++;
1254 // 1 = Didn't die on secret level.
1255 // 2 = Died on secret level.
1256 if (secret_restore && (Current_level_num >= 0)) {
1257 set_pos_from_return_segment();
1258 if (secret_restore == 2)
1259 init_player_stats_new_ship();
1263 fread( &i, sizeof(int), 1, fp );
1265 fread( Walls, sizeof(wall)*Num_walls, 1, fp );
1267 //now that we have the walls, check if any sounds are linked to
1268 //walls that are now open
1269 for (i=0;i<Num_walls;i++) {
1270 if (Walls[i].type == WALL_OPEN)
1271 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1274 //Restore exploding wall info
1275 if (version >= 10) {
1276 fread( &i, sizeof(int), 1, fp );
1277 fread( expl_wall_list, sizeof(*expl_wall_list), i, fp );
1281 fread( &i, sizeof(int), 1, fp );
1283 fread( ActiveDoors, sizeof(active_door)*Num_open_doors, 1, fp );
1285 if (version >= 14) { //Restore cloaking wall info
1286 fread( &i, sizeof(int), 1, fp );
1287 Num_cloaking_walls = i;
1288 fread( CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls, fp );
1291 //Restore trigger info
1292 fread( &Num_triggers, sizeof(int), 1, fp );
1293 fread( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
1296 for (i=0; i<=Highest_segment_index; i++ ) {
1297 for (j=0; j<6; j++ ) {
1298 fread( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
1299 fread( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
1300 fread( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
1304 //Restore the fuelcen info
1305 fread( &Control_center_destroyed, sizeof(int), 1, fp );
1306 fread( &Countdown_timer, sizeof(int), 1, fp );
1307 fread( &Num_robot_centers, sizeof(int), 1, fp );
1308 fread( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
1309 fread( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
1310 fread( &Num_fuelcenters, sizeof(int), 1, fp );
1311 fread( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
1313 // Restore the control cen info
1314 fread( &Control_center_been_hit, sizeof(int), 1, fp );
1315 fread( &Control_center_player_been_seen, sizeof(int), 1, fp );
1316 fread( &Control_center_next_fire_time, sizeof(int), 1, fp );
1317 fread( &Control_center_present, sizeof(int), 1, fp );
1318 fread( &Dead_controlcen_object_num, sizeof(int), 1, fp );
1320 // Restore the AI state
1321 ai_restore_state( fp, version );
1323 // Restore the automap visited info
1324 fread( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
1326 // Restore hacked up weapon system stuff.
1327 Fusion_next_sound_time = GameTime;
1328 Auto_fire_fusion_cannon_time = 0;
1329 Next_laser_fire_time = GameTime;
1330 Next_missile_fire_time = GameTime;
1331 Last_laser_fired_time = GameTime;
1336 if ( version >= 7 ) {
1337 fread( &state_game_id, sizeof(uint), 1, fp );
1338 fread( &Laser_rapid_fire, sizeof(int), 1, fp );
1339 fread( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1340 fread( &Lunacy, sizeof(int), 1, fp );
1345 if (version >= 17) {
1346 fread(MarkerObject,sizeof(MarkerObject),1,fp);
1347 fread(MarkerOwner,sizeof(MarkerOwner),1,fp);
1348 fread(MarkerMessage,sizeof(MarkerMessage),1,fp);
1355 fread (&num,sizeof(int),1,fp); //was NumOfMarkers
1356 fread (&dummy,sizeof(int),1,fp); //was CurMarker
1358 fseek( fp, num * (sizeof(vms_vector) + 40), SEEK_CUR );
1360 for (num=0;num<NUM_MARKERS;num++)
1361 MarkerObject[num] = -1;
1365 if (secret_restore != 1)
1366 fread (&Afterburner_charge,sizeof(fix),1,fp);
1369 fread (&dummy_fix,sizeof(fix),1,fp);
1373 //read last was super information
1374 fread(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
1375 fread(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
1378 if (version >= 12) {
1379 fread( &Flash_effect, sizeof(int), 1, fp );
1380 fread( &Time_flash_last_played, sizeof(int), 1, fp );
1381 fread( &PaletteRedAdd, sizeof(int), 1, fp);
1382 fread( &PaletteGreenAdd, sizeof(int), 1, fp);
1383 fread( &PaletteBlueAdd, sizeof(int), 1, fp);
1386 Time_flash_last_played = 0;
1388 PaletteGreenAdd = 0;
1392 // Load Light_subtracted
1393 if (version >= 16) {
1394 fread(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1395 apply_all_changed_light();
1396 compute_all_static_light(); // set static_light field in segment struct. See note at that function.
1399 for (i=0; i<=Highest_segment_index; i++)
1400 Light_subtracted[i] = 0;
1403 if (!secret_restore) {
1404 if (version >= 20) {
1405 fread(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1406 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1408 First_secret_visit = 1;
1410 First_secret_visit = 0;
1414 if (secret_restore != 1)
1415 fread (&Omega_charge,sizeof(fix),1,fp);
1418 fread (&dummy_fix,sizeof(fix),1,fp);
1425 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1426 { // connected in the restored game
1427 for (i=0;i<nplayers;i++)
1429 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1430 if (Players[i].connected!=1)
1432 network_disconnect_player (i);
1433 create_player_appearance_effect(&Objects[Players[i].objnum]);
1434 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1441 // Load in bitmaps, etc..
1442 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1447 // When loading a saved game, segp->static_light is bogus.
1448 // This is because apply_all_changed_light, which is supposed to properly update this value,
1449 // cannot do so because it needs the original light cast from a light which is no longer there.
1450 // That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1451 // which is present in the static_light field contains the light cast from that light.
1452 void compute_all_static_light(void)
1456 for (i=0; i<=Highest_segment_index; i++) {
1460 segp = &Segments[i];
1463 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1466 sidep = &segp->sides[j];
1469 total_light += sidep->uvls[k].l;
1472 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1478 int state_get_game_id(char *filename)
1484 char desc[DESC_LENGTH+1];
1488 mprintf((0, "Restoring multigame from [%s]\n", filename));
1490 fp = fopen( filename, "rb" );
1491 if ( !fp ) return 0;
1494 fread( id, sizeof(char)*4, 1, fp );
1495 if ( memcmp( id, dgss_id, 4 )) {
1501 fread( &version, sizeof(int), 1, fp );
1502 if (version < STATE_COMPATIBLE_VERSION) {
1508 fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1510 // Skip the current screen shot...
1511 fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1513 // And now...skip the palette stuff that somebody forgot to add
1514 fseek( fp, 768, SEEK_CUR );
1516 // Read the Between levels flag...
1517 fread( &between_levels, sizeof(int), 1, fp );
1519 Assert(between_levels == 0); //between levels save ripped out
1521 // Read the mission info...
1522 fread( mission, sizeof(char)*9, 1, fp );
1524 fread( &dumbint, sizeof(int), 1, fp );
1525 fread( &dumbint, sizeof(int), 1, fp );
1528 fread( &dumbint, sizeof(fix), 1, fp );
1530 fread (&state_game_id,sizeof(int),1,fp);
1532 return (state_game_id);
1535 #if defined(POLY_ACC)
1536 //void screen_shot_pa(ubyte *dst,ushort *src)
1538 // //ushort *src = pa_get_buffer_address(0),
1540 // fix u, v, du, dv;
1545 // du = (640.0 / (float)THUMBNAIL_W) * 65536.0;
1546 // dv = (480.0 / (float)THUMBNAIL_H) * 65536.0;
1548 // for(v = h = 0; h != THUMBNAIL_H; ++h)
1550 // s = src + f2i(v) * 640;
1552 // for(u = w = 0; w != THUMBNAIL_W; ++w)
1555 // *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e);
1561 void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv)
1563 #if !defined(MACINTOSH)
1568 Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h);
1572 src = (ushort *) scanv->cv_bitmap.bm_data;
1573 dst = dcanv->cv_bitmap.bm_data;
1575 #ifdef PA_3DFX_VOODOO
1576 src=(ushort *)pa_set_back_to_read();
1579 for (y=0; y<scanv->cv_h; y++) {
1580 for (x=0; x<scanv->cv_w; x++) {
1581 #ifdef PA_3DFX_VOODOO
1582 *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e);
1584 *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e);
1589 src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP)));
1590 dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w;
1592 #ifdef PA_3DFX_VOODOO
1593 pa_set_front_to_read();