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.
15 * $Source: /cvs/cvsroot/d2x/main/state.c,v $
18 * $Date: 2002-07-22 02:17:10 $
20 * Game save/restore functions
22 * $Log: not supported by cvs2svn $
23 * Revision 1.5 2001/11/09 11:40:25 bradleyb
24 * Enabled savegame thumbnails under OpenGL
50 #include <OpenGL/gl.h>
57 #include "pa_enabl.h" //$$POLY_ACC
100 #include "controls.h"
102 #include "multibot.h"
105 #if defined(POLY_ACC)
106 #include "poly_acc.h"
113 #define STATE_VERSION 22
114 #define STATE_COMPATIBLE_VERSION 20
115 // 0 - Put DGSS (Descent Game State Save) id at tof.
116 // 1 - Added Difficulty level save
117 // 2 - Added Cheats_enabled flag
118 // 3 - Added between levels save.
119 // 4 - Added mission support
120 // 5 - Mike changed ai and object structure.
121 // 6 - Added buggin' cheat save
122 // 7 - Added other cheat saves and game_id.
123 // 8 - Added AI stuff for escort and thief.
124 // 9 - Save palette with screen shot
125 // 12- Saved last_was_super array
126 // 13- Saved palette flash stuff
127 // 14- Save cloaking wall stuff
128 // 15- Save additional ai info
129 // 16- Save Light_subtracted
130 // 17- New marker save
131 // 18- Took out saving of old cheat status
132 // 19- Saved cheats_enabled flag
133 // 20- First_secret_visit
137 #define THUMBNAIL_W 100
138 #define THUMBNAIL_H 50
139 #define DESC_LENGTH 20
141 extern void multi_initiate_save_game();
142 extern void multi_initiate_restore_game();
143 extern void apply_all_changed_light(void);
145 extern int Do_appearance_effect;
146 extern fix Fusion_next_sound_time;
148 extern int Laser_rapid_fire;
149 extern int Physics_cheat_flag;
151 extern void do_lunacy_on(void);
152 extern void do_lunacy_off(void);
153 extern int First_secret_visit;
156 grs_bitmap *sc_bmp[NUM_SAVES+1];
158 char dgss_id[4] = "DGSS";
160 int state_default_item = 0;
164 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
165 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
166 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
167 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
168 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
169 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
170 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
171 extern byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
174 #if defined(WINDOWS) || defined(MACINTOSH)
175 extern ubyte Hack_DblClick_MenuMode;
178 void compute_all_static_light(void);
180 //-------------------------------------------------------------------
181 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
186 // if ( sc_last_item != citem ) {
187 // sc_last_item = citem;
189 if ( sc_bmp[citem-1] ) {
192 dd_grs_canvas *save_canv = dd_grd_curcanv,
193 grs_canvas *save_canv = grd_curcanv
195 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
196 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
197 gr_set_current_canvas(temp_canv);
198 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
200 dd_gr_set_current_canvas(save_canv),
201 gr_set_current_canvas( save_canv )
203 WIN(DDGRLOCK(dd_grd_curcanv));
204 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
205 WIN(DDGRUNLOCK(dd_grd_curcanv));
206 gr_free_canvas(temp_canv);
212 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
220 void rpad_string( char * string, int max_chars )
225 for( i=0; i<max_chars; i++ ) {
232 *string = 0; // NULL terminate
235 int state_get_save_file(char * fname, char * dsc, int multi )
238 int i, choice, version;
239 newmenu_item m[NUM_SAVES+2];
240 char filename[NUM_SAVES+1][30];
241 char desc[NUM_SAVES+1][DESC_LENGTH+16];
245 for (i=0;i<NUM_SAVES; i++ ) {
249 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
251 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
255 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
257 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
260 fp = fopen( filename[i], "rb" );
263 fread( id, sizeof(char)*4, 1, fp );
264 if ( !memcmp( id, dgss_id, 4 )) {
266 fread( &version, sizeof(int), 1, fp );
267 if (version >= STATE_COMPATIBLE_VERSION) {
269 fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
270 //rpad_string( desc[i], DESC_LENGTH-1 );
272 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
273 //fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
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 choice = newmenu_do1( NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item );
289 for (i=0; i<NUM_SAVES; i++ ) {
291 gr_free_bitmap( sc_bmp[i] );
295 strcpy( fname, filename[choice] );
296 strcpy( dsc, desc[choice] );
297 state_default_item = choice;
304 extern int Current_display_mode;
306 int state_get_restore_file(char * fname, int multi)
309 int i, choice, version, nsaves;
310 newmenu_item m[NUM_SAVES+2];
311 char filename[NUM_SAVES+1][30];
312 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
317 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
318 for (i=0;i<NUM_SAVES+1; i++ ) {
322 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
324 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
328 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
330 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
333 fp = fopen( filename[i], "rb" );
336 fread( id, sizeof(char)*4, 1, fp );
337 if ( !memcmp( id, dgss_id, 4 )) {
339 fread( &version, sizeof(int), 1, fp );
340 if (version >= STATE_COMPATIBLE_VERSION) {
342 fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
343 //rpad_string( desc[i], DESC_LENGTH-1 );
344 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
346 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
347 fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
350 fread( pal, 3, 256, fp);
351 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
360 strcpy( desc[i], TXT_EMPTY );
361 //rpad_string( desc[i], DESC_LENGTH-1 );
362 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
367 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
371 if (Current_display_mode == 3) //restore menu won't fit on 640x400
372 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
376 #if defined(WINDOWS) || defined(MACINTOSH)
377 Hack_DblClick_MenuMode = 1;
381 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
384 #if defined(WINDOWS) || defined(MACINTOSH)
385 Hack_DblClick_MenuMode = 0;
388 if (Current_display_mode == 3) //set flag back
389 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
392 for (i=0; i<NUM_SAVES+1; i++ ) {
394 gr_free_bitmap( sc_bmp[i] );
398 strcpy( fname, filename[choice-1] );
399 if (choice != NUM_SAVES+1) //no new default when restore from autosave
400 state_default_item = choice - 1;
406 #define DESC_OFFSET 8
408 // -----------------------------------------------------------------------------------
409 // Return true if the file named *filename exists, else return false.
410 int file_exists(char *filename)
414 if ((fp = fopen(filename, "rb")) != NULL) {
422 #define CF_BUF_SIZE 1024
424 // -----------------------------------------------------------------------------------
425 // Imagine if C had a function to copy a file...
426 int copy_file(char *old_file, char *new_file)
428 byte buf[CF_BUF_SIZE];
429 FILE *in_file, *out_file;
431 out_file = fopen(new_file, "wb");
433 if (out_file == NULL)
436 in_file = fopen(old_file, "rb");
441 while (!feof(in_file)) {
444 bytes_read = fread(buf, 1, CF_BUF_SIZE, in_file);
446 Error("Cannot read from file <%s>: %s", old_file, strerror(errno));
448 Assert(bytes_read == CF_BUF_SIZE || feof(in_file));
450 fwrite(buf, 1, bytes_read, out_file);
452 if (ferror(out_file))
453 Error("Cannot write to file <%s>: %s", new_file, strerror(errno));
456 if (fclose(in_file)) {
461 if (fclose(out_file))
468 #define SECRETB_FILENAME "secret.sgb"
469 #define SECRETC_FILENAME "secret.sgc"
471 #define SECRETB_FILENAME ":Players:secret.sgb"
472 #define SECRETC_FILENAME ":Players:secret.sgc"
475 extern int Final_boss_is_dead;
477 // -----------------------------------------------------------------------------------
478 // blind_save means don't prompt user for any info.
479 int state_save_all(int between_levels, int secret_save, char *filename_override)
481 int rval, filenum = -1;
483 char filename[128], desc[DESC_LENGTH+1];
485 Assert(between_levels == 0); //between levels save ripped out
488 if ( Game_mode & GM_MULTI ) {
489 multi_initiate_save_game();
494 if ((Current_level_num < 0) && (secret_save == 0)) {
495 HUD_init_message( "Can't save in secret level!" );
499 if (Final_boss_is_dead) //don't allow save while final boss is dying
502 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
504 // If this is a secret save and the control center has been destroyed, don't allow
505 // return to the base level.
506 if (secret_save && (Control_center_destroyed)) {
507 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
508 unlink(SECRETB_FILENAME);
514 if (secret_save == 1) {
515 filename_override = filename;
516 sprintf(filename_override, SECRETB_FILENAME);
517 } else if (secret_save == 2) {
518 filename_override = filename;
519 sprintf(filename_override, SECRETC_FILENAME);
521 if (filename_override) {
522 strcpy( filename, filename_override);
523 sprintf(desc, "[autosave backup]");
524 } else if (!(filenum = state_get_save_file(filename,desc,0))) {
531 // If not in multiplayer, do special secret level stuff.
532 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
533 // If it doesn't exist, then delete Nsecret.sgc
534 if (!secret_save && !(Game_mode & GM_MULTI)) {
536 char temp_fname[32], fc;
541 fc = (filenum-10) + 'a';
546 sprintf(temp_fname, "%csecret.sgc", fc);
548 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
551 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
553 if (file_exists(temp_fname)) {
554 mprintf((0, "Deleting file %s\n", temp_fname));
555 rval = unlink(temp_fname);
556 Assert(rval == 0); // Oops, error deleting file in temp_fname.
559 if (file_exists(SECRETC_FILENAME)) {
560 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
561 rval = copy_file(SECRETC_FILENAME, temp_fname);
562 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
567 // Save file we're going to save over in last slot and call "[autosave backup]"
568 if (!filename_override) {
571 tfp = fopen( filename, "r+b" );
577 sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
579 sprintf( newname, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
582 fseek( tfp, DESC_OFFSET, SEEK_SET);
583 fwrite( "[autosave backup]", sizeof(char)*DESC_LENGTH, 1, tfp );
586 rename(filename, newname);
590 rval = state_save_all_sub(filename, desc, between_levels);
595 extern fix Flash_effect, Time_flash_last_played;
598 int state_save_all_sub(char *filename, char *desc, int between_levels)
604 grs_canvas cnv2,*save_cnv2;
608 Assert(between_levels == 0); //between levels save ripped out
610 /* if ( Game_mode & GM_MULTI ) {
617 #if defined(MACINTOSH) && !defined(NDEBUG)
618 if ( strncmp(filename, ":Players:", 9) )
622 fp = fopen( filename, "wb" );
624 if ( !(Game_mode & GM_MULTI) )
625 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
631 fwrite( dgss_id, sizeof(char)*4, 1, fp );
635 fwrite( &i, sizeof(int), 1, fp );
638 fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp );
640 // Save the current screen shot...
642 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
650 dd_grs_canvas *cnv_save;
651 cnv_save = dd_grd_curcanv;
653 grs_canvas * cnv_save;
654 cnv_save = grd_curcanv;
659 #if defined(POLY_ACC)
661 PA_DFX (pa_fool_to_backbuffer());
663 //for poly_acc, we render the frame to the normal render buffer
664 //so that this doesn't show, we create yet another canvas to save
665 //and restore what's on the render buffer
666 PA_DFX (pa_alpha_always());
667 PA_DFX (pa_set_front_to_read());
668 gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H );
669 save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type);
670 gr_set_current_canvas( save_cnv2 );
671 PA_DFX (pa_set_front_to_read());
672 gr_bitmap(0,0,&cnv2.cv_bitmap);
673 gr_set_current_canvas( &cnv2 );
675 gr_set_current_canvas( cnv );
678 PA_DFX (pa_set_backbuffer_current());
680 PA_DFX (pa_alpha_always());
682 #if defined(POLY_ACC)
684 screen_shot_pa(cnv,&cnv2);
687 screen_shot_pa(cnv,&cnv2);
690 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
691 glReadBuffer(GL_FRONT);
692 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
694 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
695 if (!(j = i % THUMBNAIL_W))
697 cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
698 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
705 fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
707 #if defined(POLY_ACC)
708 PA_DFX (pa_alpha_always());
709 PA_DFX (pa_set_frontbuffer_current());
710 PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap));
711 PA_DFX (pa_set_backbuffer_current());
712 gr_bitmap(0,0,&save_cnv2->cv_bitmap);
713 gr_free_canvas(save_cnv2);
714 PA_DFX (pa_fool_to_offscreen());
718 #else // macintosh stuff below
720 #if defined(POLY_ACC)
721 int savePAEnabled = PAEnabled;
725 gr_set_current_canvas( cnv );
728 fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
730 #if defined(POLY_ACC)
731 PAEnabled = savePAEnabled;
734 #endif // end of ifndef macintosh
738 dd_gr_set_current_canvas(cnv_save),
739 gr_set_current_canvas(cnv_save)
741 gr_free_canvas( cnv );
742 fwrite( pal, 3, 256, fp);
747 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
748 fwrite( &color, sizeof(ubyte), 1, fp );
751 // Save the Between levels flag...
752 fwrite( &between_levels, sizeof(int), 1, fp );
754 // Save the mission info...
755 mprintf ((0,"HEY! Mission name is %s\n",Mission_list[Current_mission_num].filename));
756 fwrite( &Mission_list[Current_mission_num], sizeof(char)*9, 1, fp );
759 fwrite( &Current_level_num, sizeof(int), 1, fp );
760 fwrite( &Next_level_num, sizeof(int), 1, fp );
763 fwrite( &GameTime, sizeof(fix), 1, fp );
765 // If coop save, save all
767 if (Game_mode & GM_MULTI_COOP)
769 fwrite (&state_game_id,sizeof(int),1,fp);
770 fwrite (&Netgame,sizeof(netgame_info),1,fp);
771 fwrite (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
772 fwrite (&N_players,sizeof(int),1,fp);
773 fwrite (&Player_num,sizeof(int),1,fp);
774 for (i=0;i<N_players;i++)
775 fwrite (&Players[i],sizeof(player),1,fp);
777 #ifdef RISKY_PROPOSITION
778 fwrite (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
779 fwrite (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
780 fwrite (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
781 fwrite (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
782 fwrite (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
783 fwrite (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
784 fwrite (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
786 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
787 fwrite (robot_fire_buf[i][0],18+3,1,fp);
794 fwrite( &Players[Player_num], sizeof(player), 1, fp );
796 // Save the current weapon info
797 fwrite( &Primary_weapon, sizeof(byte), 1, fp );
798 fwrite( &Secondary_weapon, sizeof(byte), 1, fp );
800 // Save the difficulty level
801 fwrite( &Difficulty_level, sizeof(int), 1, fp );
802 // Save cheats enabled
803 fwrite (&Cheats_enabled,sizeof(int),1,fp);
805 if ( !between_levels ) {
807 //Finish all morph objects
808 for (i=0; i<=Highest_object_index; i++ ) {
809 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
811 md = find_morph_data(&Objects[i]);
813 md->obj->control_type = md->morph_save_control_type;
814 md->obj->movement_type = md->morph_save_movement_type;
815 md->obj->render_type = RT_POLYOBJ;
816 md->obj->mtype.phys_info = md->morph_save_phys_info;
818 } else { //maybe loaded half-morphed from disk
819 Objects[i].flags |= OF_SHOULD_BE_DEAD;
820 Objects[i].render_type = RT_POLYOBJ;
821 Objects[i].control_type = CT_NONE;
822 Objects[i].movement_type = MT_NONE;
828 i = Highest_object_index+1;
829 fwrite( &i, sizeof(int), 1, fp );
830 fwrite( Objects, sizeof(object)*i, 1, fp );
834 fwrite( &i, sizeof(int), 1, fp );
835 fwrite( Walls, sizeof(wall)*i, 1, fp );
837 //Save exploding wall info
838 i = MAX_EXPLODING_WALLS;
839 fwrite( &i, sizeof(int), 1, fp);
840 fwrite( expl_wall_list, sizeof(*expl_wall_list), i, fp );
844 fwrite( &i, sizeof(int), 1, fp );
845 fwrite( ActiveDoors, sizeof(active_door)*i, 1, fp );
847 //Save cloaking wall info
848 i = Num_cloaking_walls;
849 fwrite( &i, sizeof(int), 1, fp );
850 fwrite( CloakingWalls, sizeof(cloaking_wall), i, fp );
853 fwrite( &Num_triggers, sizeof(int), 1, fp );
854 fwrite( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
857 for (i=0; i<=Highest_segment_index; i++ ) {
858 for (j=0; j<6; j++ ) {
859 fwrite( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
860 fwrite( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
861 fwrite( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
865 // Save the fuelcen info
866 fwrite( &Control_center_destroyed, sizeof(int), 1, fp );
867 fwrite( &Countdown_timer, sizeof(int), 1, fp );
868 fwrite( &Num_robot_centers, sizeof(int), 1, fp );
869 fwrite( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
870 fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
871 fwrite( &Num_fuelcenters, sizeof(int), 1, fp );
872 fwrite( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
874 // Save the control cen info
875 fwrite( &Control_center_been_hit, sizeof(int), 1, fp );
876 fwrite( &Control_center_player_been_seen, sizeof(int), 1, fp );
877 fwrite( &Control_center_next_fire_time, sizeof(int), 1, fp );
878 fwrite( &Control_center_present, sizeof(int), 1, fp );
879 fwrite( &Dead_controlcen_object_num, sizeof(int), 1, fp );
884 // Save the automap visited info
885 fwrite( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
888 fwrite( &state_game_id, sizeof(uint), 1, fp );
889 fwrite( &Laser_rapid_fire, sizeof(int), 1, fp );
890 fwrite( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
891 fwrite( &Lunacy, sizeof(int), 1, fp );
893 // Save automap marker info
895 fwrite(MarkerObject,sizeof(MarkerObject),1,fp);
896 fwrite(MarkerOwner,sizeof(MarkerOwner),1,fp);
897 fwrite(MarkerMessage,sizeof(MarkerMessage),1,fp);
899 fwrite (&Afterburner_charge,sizeof(fix),1,fp);
901 //save last was super information
902 fwrite(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
903 fwrite(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
905 // Save flash effect stuff
906 fwrite( &Flash_effect, sizeof(int), 1, fp );
907 fwrite( &Time_flash_last_played, sizeof(int), 1, fp );
908 fwrite( &PaletteRedAdd, sizeof(int), 1, fp);
909 fwrite( &PaletteGreenAdd, sizeof(int), 1, fp);
910 fwrite( &PaletteBlueAdd, sizeof(int), 1, fp);
912 fwrite(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
914 fwrite(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
916 fwrite(&Omega_charge, sizeof(Omega_charge), 1, fp);
919 if ( !(Game_mode & GM_MULTI) ) {
920 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
927 #ifdef MACINTOSH // set the type and creator of the saved game file
933 strcpy(pfilename, filename);
935 err = HGetFInfo(0, 0, pfilename, &finfo);
936 finfo.fdType = 'SVGM';
937 finfo.fdCreator = 'DCT2';
938 err = HSetFInfo(0, 0, pfilename, &finfo);
948 // -----------------------------------------------------------------------------------
949 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
950 void set_pos_from_return_segment(void)
952 int plobjnum = Players[Player_num].objnum;
954 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
955 obj_relink(plobjnum, Secret_return_segment);
956 reset_player_object();
957 Objects[plobjnum].orient = Secret_return_orient;
960 // -----------------------------------------------------------------------------------
961 int state_restore_all(int in_game, int secret_restore, char *filename_override)
967 if ( Game_mode & GM_MULTI ) {
969 multi_initiate_restore_game();
975 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
976 HUD_init_message( "Can't restore in secret level!" );
980 if ( Newdemo_state == ND_STATE_RECORDING )
981 newdemo_stop_recording();
983 if ( Newdemo_state != ND_STATE_NORMAL )
988 if (filename_override) {
989 strcpy(filename, filename_override);
990 filenum = NUM_SAVES+1; // So we don't trigger autosave
991 } else if (!(filenum = state_get_restore_file(filename, 0))) {
997 // If not in multiplayer, do special secret level stuff.
998 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
999 // If it doesn't exist, then delete secret.sgc
1000 if (!secret_restore && !(Game_mode & GM_MULTI)) {
1002 char temp_fname[32], fc;
1004 if (filenum != -1) {
1006 fc = (filenum-10) + 'a';
1011 sprintf(temp_fname, "%csecret.sgc", fc);
1013 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
1016 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
1018 if (file_exists(temp_fname)) {
1019 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
1020 rval = copy_file(temp_fname, SECRETC_FILENAME);
1021 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
1023 unlink(SECRETC_FILENAME);
1027 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
1028 if ((filenum != (NUM_SAVES+1)) && in_game) {
1029 char temp_filename[128];
1030 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
1032 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1034 sprintf( temp_filename, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1036 state_save_all(!in_game, secret_restore, temp_filename);
1039 if ( !secret_restore && in_game ) {
1041 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
1042 if ( choice != 0 ) {
1050 return state_restore_all_sub(filename, 0, secret_restore);
1053 extern void init_player_stats_new_ship(void);
1055 void ShowLevelIntro(int level_num);
1057 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1058 extern void copy_defaults_to_robot(object *objp);
1060 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1062 int ObjectStartLocation;
1063 int version,i, j, segnum;
1066 int current_level, next_level;
1069 char desc[DESC_LENGTH+1];
1071 char org_callsign[CALLSIGN_LEN+16];
1074 int nplayers; //,playid[12],mynum;
1075 player restore_players[MAX_PLAYERS];
1077 fix old_gametime = GameTime;
1079 #if defined(MACINTOSH) && !defined(NDEBUG)
1080 if ( strncmp(filename, ":Players:", 9) )
1084 fp = fopen( filename, "rb" );
1085 if ( !fp ) return 0;
1088 fread( id, sizeof(char)*4, 1, fp );
1089 if ( memcmp( id, dgss_id, 4 )) {
1095 fread( &version, sizeof(int), 1, fp );
1096 if (version < STATE_COMPATIBLE_VERSION) {
1102 fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1104 // Skip the current screen shot...
1105 fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1107 // And now...skip the goddamn palette stuff that somebody forgot to add
1108 fseek( fp, 768, SEEK_CUR );
1110 // Read the Between levels flag...
1111 fread( &between_levels, sizeof(int), 1, fp );
1113 Assert(between_levels == 0); //between levels save ripped out
1115 // Read the mission info...
1116 fread( mission, sizeof(char)*9, 1, fp );
1117 mprintf ((0,"Missionname to load = %s\n",mission));
1119 if (!load_mission_by_name( mission )) {
1120 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1126 fread( ¤t_level, sizeof(int), 1, fp );
1127 fread( &next_level, sizeof(int), 1, fp );
1130 fread( &GameTime, sizeof(fix), 1, fp );
1132 // Start new game....
1134 Game_mode = GM_NORMAL;
1135 Function_mode = FMODE_GAME;
1137 change_playernum_to(0);
1139 strcpy( org_callsign, Players[0].callsign );
1141 if (!secret_restore) {
1142 InitPlayerObject(); //make sure player's object set up
1143 init_player_stats_game(); //clear all stats
1146 strcpy( org_callsign, Players[Player_num].callsign );
1150 if (Game_mode & GM_MULTI)
1152 fread (&state_game_id,sizeof(int),1,fp);
1153 fread (&Netgame,sizeof(netgame_info),1,fp);
1154 fread (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
1155 fread (&nplayers,sizeof(N_players),1,fp);
1156 fread (&Player_num,sizeof(Player_num),1,fp);
1157 for (i=0;i<nplayers;i++)
1158 fread (&restore_players[i],sizeof(player),1,fp);
1159 #ifdef RISKY_PROPOSITION
1160 fread (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1161 fread (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1162 fread (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1163 fread (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1164 fread (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1165 fread (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1166 fread (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1168 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1169 fread (&robot_fire_buf[i][0],21,1,fp);
1172 for (i=0;i<nplayers;i++)
1175 for (j=0;j<nplayers;j++)
1177 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1180 restore_players[i].connected=found;
1182 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1185 if (network_i_am_master())
1187 for (i=0;i<N_players;i++)
1191 Players[i].connected=0;
1195 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1203 StartNewLevelSub(current_level, 1, secret_restore);
1205 if (secret_restore) {
1206 player dummy_player;
1208 fread( &dummy_player, sizeof(player), 1, fp );
1209 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1210 Players[Player_num].level = dummy_player.level;
1211 Players[Player_num].last_score = dummy_player.last_score;
1212 Players[Player_num].time_level = dummy_player.time_level;
1214 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1215 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1216 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1217 Players[Player_num].hostages_total = dummy_player.hostages_total;
1218 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1219 Players[Player_num].hostages_level = dummy_player.hostages_level;
1220 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1221 Players[Player_num].hours_level = dummy_player.hours_level;
1222 Players[Player_num].hours_total = dummy_player.hours_total;
1223 do_cloak_invul_secret_stuff(old_gametime);
1225 Players[Player_num] = dummy_player;
1228 fread( &Players[Player_num], sizeof(player), 1, fp );
1231 strcpy( Players[Player_num].callsign, org_callsign );
1233 // Set the right level
1234 if ( between_levels )
1235 Players[Player_num].level = next_level;
1237 // Restore the weapon states
1238 fread( &Primary_weapon, sizeof(byte), 1, fp );
1239 fread( &Secondary_weapon, sizeof(byte), 1, fp );
1241 select_weapon(Primary_weapon, 0, 0, 0);
1242 select_weapon(Secondary_weapon, 1, 0, 0);
1244 // Restore the difficulty level
1245 fread( &Difficulty_level, sizeof(int), 1, fp );
1247 // Restore the cheats enabled flag
1249 fread (&Cheats_enabled,sizeof(int),1,fp);
1251 if ( !between_levels ) {
1252 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1254 ObjectStartLocation = ftell( fp );
1255 //Clear out all the objects from the lvl file
1256 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1257 Segments[segnum].objects = -1;
1260 //Read objects, and pop 'em into their respective segments.
1261 fread( &i, sizeof(int), 1, fp );
1262 Highest_object_index = i-1;
1263 fread( Objects, sizeof(object)*i, 1, fp );
1265 Object_next_signature = 0;
1266 for (i=0; i<=Highest_object_index; i++ ) {
1268 obj->rtype.pobj_info.alt_textures = -1;
1269 segnum = obj->segnum;
1270 obj->next = obj->prev = obj->segnum = -1;
1271 if ( obj->type != OBJ_NONE ) {
1273 if ( obj->signature > Object_next_signature )
1274 Object_next_signature = obj->signature;
1277 //look for, and fix, boss with bogus shields
1278 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1279 fix save_shields = obj->shields;
1281 copy_defaults_to_robot(obj); //calculate starting shields
1283 //if in valid range, use loaded shield value
1284 if (save_shields > 0 && save_shields <= obj->shields)
1285 obj->shields = save_shields;
1287 obj->shields /= 2; //give player a break
1291 special_reset_objects();
1292 Object_next_signature++;
1294 // 1 = Didn't die on secret level.
1295 // 2 = Died on secret level.
1296 if (secret_restore && (Current_level_num >= 0)) {
1297 set_pos_from_return_segment();
1298 if (secret_restore == 2)
1299 init_player_stats_new_ship();
1303 fread( &i, sizeof(int), 1, fp );
1305 fread( Walls, sizeof(wall)*Num_walls, 1, fp );
1307 //now that we have the walls, check if any sounds are linked to
1308 //walls that are now open
1309 for (i=0;i<Num_walls;i++) {
1310 if (Walls[i].type == WALL_OPEN)
1311 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1314 //Restore exploding wall info
1315 if (version >= 10) {
1316 fread( &i, sizeof(int), 1, fp );
1317 fread( expl_wall_list, sizeof(*expl_wall_list), i, fp );
1321 fread( &i, sizeof(int), 1, fp );
1323 fread( ActiveDoors, sizeof(active_door)*Num_open_doors, 1, fp );
1325 if (version >= 14) { //Restore cloaking wall info
1326 fread( &i, sizeof(int), 1, fp );
1327 Num_cloaking_walls = i;
1328 fread( CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls, fp );
1331 //Restore trigger info
1332 fread( &Num_triggers, sizeof(int), 1, fp );
1333 fread( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
1336 for (i=0; i<=Highest_segment_index; i++ ) {
1337 for (j=0; j<6; j++ ) {
1338 fread( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
1339 fread( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
1340 fread( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
1344 //Restore the fuelcen info
1345 fread( &Control_center_destroyed, sizeof(int), 1, fp );
1346 fread( &Countdown_timer, sizeof(int), 1, fp );
1347 fread( &Num_robot_centers, sizeof(int), 1, fp );
1348 fread( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
1349 fread( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
1350 fread( &Num_fuelcenters, sizeof(int), 1, fp );
1351 fread( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
1353 // Restore the control cen info
1354 fread( &Control_center_been_hit, sizeof(int), 1, fp );
1355 fread( &Control_center_player_been_seen, sizeof(int), 1, fp );
1356 fread( &Control_center_next_fire_time, sizeof(int), 1, fp );
1357 fread( &Control_center_present, sizeof(int), 1, fp );
1358 fread( &Dead_controlcen_object_num, sizeof(int), 1, fp );
1360 // Restore the AI state
1361 ai_restore_state( fp, version );
1363 // Restore the automap visited info
1364 fread( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
1366 // Restore hacked up weapon system stuff.
1367 Fusion_next_sound_time = GameTime;
1368 Auto_fire_fusion_cannon_time = 0;
1369 Next_laser_fire_time = GameTime;
1370 Next_missile_fire_time = GameTime;
1371 Last_laser_fired_time = GameTime;
1376 if ( version >= 7 ) {
1377 fread( &state_game_id, sizeof(uint), 1, fp );
1378 fread( &Laser_rapid_fire, sizeof(int), 1, fp );
1379 fread( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1380 fread( &Lunacy, sizeof(int), 1, fp );
1385 if (version >= 17) {
1386 fread(MarkerObject,sizeof(MarkerObject),1,fp);
1387 fread(MarkerOwner,sizeof(MarkerOwner),1,fp);
1388 fread(MarkerMessage,sizeof(MarkerMessage),1,fp);
1395 fread (&num,sizeof(int),1,fp); //was NumOfMarkers
1396 fread (&dummy,sizeof(int),1,fp); //was CurMarker
1398 fseek( fp, num * (sizeof(vms_vector) + 40), SEEK_CUR );
1400 for (num=0;num<NUM_MARKERS;num++)
1401 MarkerObject[num] = -1;
1405 if (secret_restore != 1)
1406 fread (&Afterburner_charge,sizeof(fix),1,fp);
1409 fread (&dummy_fix,sizeof(fix),1,fp);
1413 //read last was super information
1414 fread(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
1415 fread(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
1418 if (version >= 12) {
1419 fread( &Flash_effect, sizeof(int), 1, fp );
1420 fread( &Time_flash_last_played, sizeof(int), 1, fp );
1421 fread( &PaletteRedAdd, sizeof(int), 1, fp);
1422 fread( &PaletteGreenAdd, sizeof(int), 1, fp);
1423 fread( &PaletteBlueAdd, sizeof(int), 1, fp);
1426 Time_flash_last_played = 0;
1428 PaletteGreenAdd = 0;
1432 // Load Light_subtracted
1433 if (version >= 16) {
1434 fread(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1435 apply_all_changed_light();
1436 compute_all_static_light(); // set static_light field in segment struct. See note at that function.
1439 for (i=0; i<=Highest_segment_index; i++)
1440 Light_subtracted[i] = 0;
1443 if (!secret_restore) {
1444 if (version >= 20) {
1445 fread(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1446 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1448 First_secret_visit = 1;
1450 First_secret_visit = 0;
1454 if (secret_restore != 1)
1455 fread (&Omega_charge,sizeof(fix),1,fp);
1458 fread (&dummy_fix,sizeof(fix),1,fp);
1465 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1466 { // connected in the restored game
1467 for (i=0;i<nplayers;i++)
1469 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1470 if (Players[i].connected!=1)
1472 network_disconnect_player (i);
1473 create_player_appearance_effect(&Objects[Players[i].objnum]);
1474 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1481 // Load in bitmaps, etc..
1482 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1487 // When loading a saved game, segp->static_light is bogus.
1488 // This is because apply_all_changed_light, which is supposed to properly update this value,
1489 // cannot do so because it needs the original light cast from a light which is no longer there.
1490 // That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1491 // which is present in the static_light field contains the light cast from that light.
1492 void compute_all_static_light(void)
1496 for (i=0; i<=Highest_segment_index; i++) {
1500 segp = &Segments[i];
1503 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1506 sidep = &segp->sides[j];
1509 total_light += sidep->uvls[k].l;
1512 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1518 int state_get_game_id(char *filename)
1524 char desc[DESC_LENGTH+1];
1528 mprintf((0, "Restoring multigame from [%s]\n", filename));
1530 fp = fopen( filename, "rb" );
1531 if ( !fp ) return 0;
1534 fread( id, sizeof(char)*4, 1, fp );
1535 if ( memcmp( id, dgss_id, 4 )) {
1541 fread( &version, sizeof(int), 1, fp );
1542 if (version < STATE_COMPATIBLE_VERSION) {
1548 fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1550 // Skip the current screen shot...
1551 fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1553 // And now...skip the palette stuff that somebody forgot to add
1554 fseek( fp, 768, SEEK_CUR );
1556 // Read the Between levels flag...
1557 fread( &between_levels, sizeof(int), 1, fp );
1559 Assert(between_levels == 0); //between levels save ripped out
1561 // Read the mission info...
1562 fread( mission, sizeof(char)*9, 1, fp );
1564 fread( &dumbint, sizeof(int), 1, fp );
1565 fread( &dumbint, sizeof(int), 1, fp );
1568 fread( &dumbint, sizeof(fix), 1, fp );
1570 fread (&state_game_id,sizeof(int),1,fp);
1572 return (state_game_id);
1575 #if defined(POLY_ACC)
1576 //void screen_shot_pa(ubyte *dst,ushort *src)
1578 // //ushort *src = pa_get_buffer_address(0),
1580 // fix u, v, du, dv;
1585 // du = (640.0 / (float)THUMBNAIL_W) * 65536.0;
1586 // dv = (480.0 / (float)THUMBNAIL_H) * 65536.0;
1588 // for(v = h = 0; h != THUMBNAIL_H; ++h)
1590 // s = src + f2i(v) * 640;
1592 // for(u = w = 0; w != THUMBNAIL_W; ++w)
1595 // *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e);
1601 void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv)
1603 #if !defined(MACINTOSH)
1608 Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h);
1612 src = (ushort *) scanv->cv_bitmap.bm_data;
1613 dst = dcanv->cv_bitmap.bm_data;
1615 #ifdef PA_3DFX_VOODOO
1616 src=(ushort *)pa_set_back_to_read();
1619 for (y=0; y<scanv->cv_h; y++) {
1620 for (x=0; x<scanv->cv_w; x++) {
1621 #ifdef PA_3DFX_VOODOO
1622 *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e);
1624 *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e);
1629 src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP)));
1630 dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w;
1632 #ifdef PA_3DFX_VOODOO
1633 pa_set_front_to_read();