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: 2001-11-09 11:40:25 $
20 * Game save/restore functions
22 * $Log: not supported by cvs2svn $
50 #include "pa_enabl.h" //$$POLY_ACC
106 #define STATE_VERSION 22
107 #define STATE_COMPATIBLE_VERSION 20
108 // 0 - Put DGSS (Descent Game State Save) id at tof.
109 // 1 - Added Difficulty level save
110 // 2 - Added Cheats_enabled flag
111 // 3 - Added between levels save.
112 // 4 - Added mission support
113 // 5 - Mike changed ai and object structure.
114 // 6 - Added buggin' cheat save
115 // 7 - Added other cheat saves and game_id.
116 // 8 - Added AI stuff for escort and thief.
117 // 9 - Save palette with screen shot
118 // 12- Saved last_was_super array
119 // 13- Saved palette flash stuff
120 // 14- Save cloaking wall stuff
121 // 15- Save additional ai info
122 // 16- Save Light_subtracted
123 // 17- New marker save
124 // 18- Took out saving of old cheat status
125 // 19- Saved cheats_enabled flag
126 // 20- First_secret_visit
130 #define THUMBNAIL_W 100
131 #define THUMBNAIL_H 50
132 #define DESC_LENGTH 20
134 extern void multi_initiate_save_game();
135 extern void multi_initiate_restore_game();
136 extern void apply_all_changed_light(void);
138 extern int Do_appearance_effect;
139 extern fix Fusion_next_sound_time;
141 extern int Laser_rapid_fire;
142 extern int Physics_cheat_flag;
144 extern void do_lunacy_on(void);
145 extern void do_lunacy_off(void);
146 extern int First_secret_visit;
149 grs_bitmap *sc_bmp[NUM_SAVES+1];
151 char dgss_id[4] = "DGSS";
153 int state_default_item = 0;
157 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
158 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
159 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
160 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
161 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
162 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
163 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
164 extern byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
167 #if defined(WINDOWS) || defined(MACINTOSH)
168 extern ubyte Hack_DblClick_MenuMode;
171 void compute_all_static_light(void);
173 //-------------------------------------------------------------------
174 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
179 // if ( sc_last_item != citem ) {
180 // sc_last_item = citem;
182 if ( sc_bmp[citem-1] ) {
185 dd_grs_canvas *save_canv = dd_grd_curcanv,
186 grs_canvas *save_canv = grd_curcanv
188 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
189 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
190 gr_set_current_canvas(temp_canv);
191 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
193 dd_gr_set_current_canvas(save_canv),
194 gr_set_current_canvas( save_canv )
196 WIN(DDGRLOCK(dd_grd_curcanv));
197 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
198 WIN(DDGRUNLOCK(dd_grd_curcanv));
199 gr_free_canvas(temp_canv);
205 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
213 void rpad_string( char * string, int max_chars )
218 for( i=0; i<max_chars; i++ ) {
225 *string = 0; // NULL terminate
228 int state_get_save_file(char * fname, char * dsc, int multi )
231 int i, choice, version;
232 newmenu_item m[NUM_SAVES+2];
233 char filename[NUM_SAVES+1][30];
234 char desc[NUM_SAVES+1][DESC_LENGTH+16];
238 for (i=0;i<NUM_SAVES; i++ ) {
242 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
244 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
248 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
250 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
253 fp = fopen( filename[i], "rb" );
256 fread( id, sizeof(char)*4, 1, fp );
257 if ( !memcmp( id, dgss_id, 4 )) {
259 fread( &version, sizeof(int), 1, fp );
260 if (version >= STATE_COMPATIBLE_VERSION) {
262 fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
263 //rpad_string( desc[i], DESC_LENGTH-1 );
265 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
266 //fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
273 strcpy( desc[i], TXT_EMPTY );
274 //rpad_string( desc[i], DESC_LENGTH-1 );
276 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
280 choice = newmenu_do1( NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item );
282 for (i=0; i<NUM_SAVES; i++ ) {
284 gr_free_bitmap( sc_bmp[i] );
288 strcpy( fname, filename[choice] );
289 strcpy( dsc, desc[choice] );
290 state_default_item = choice;
297 extern int Current_display_mode;
299 int state_get_restore_file(char * fname, int multi)
302 int i, choice, version, nsaves;
303 newmenu_item m[NUM_SAVES+2];
304 char filename[NUM_SAVES+1][30];
305 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
310 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
311 for (i=0;i<NUM_SAVES+1; i++ ) {
315 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
317 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
321 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
323 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
326 fp = fopen( filename[i], "rb" );
329 fread( id, sizeof(char)*4, 1, fp );
330 if ( !memcmp( id, dgss_id, 4 )) {
332 fread( &version, sizeof(int), 1, fp );
333 if (version >= STATE_COMPATIBLE_VERSION) {
335 fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
336 //rpad_string( desc[i], DESC_LENGTH-1 );
337 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
339 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
340 fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
343 fread( pal, 3, 256, fp);
344 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
353 strcpy( desc[i], TXT_EMPTY );
354 //rpad_string( desc[i], DESC_LENGTH-1 );
355 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
360 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
364 if (Current_display_mode == 3) //restore menu won't fit on 640x400
365 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
369 #if defined(WINDOWS) || defined(MACINTOSH)
370 Hack_DblClick_MenuMode = 1;
374 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
377 #if defined(WINDOWS) || defined(MACINTOSH)
378 Hack_DblClick_MenuMode = 0;
381 if (Current_display_mode == 3) //set flag back
382 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
385 for (i=0; i<NUM_SAVES+1; i++ ) {
387 gr_free_bitmap( sc_bmp[i] );
391 strcpy( fname, filename[choice-1] );
392 if (choice != NUM_SAVES+1) //no new default when restore from autosave
393 state_default_item = choice - 1;
399 #define DESC_OFFSET 8
401 // -----------------------------------------------------------------------------------
402 // Return true if the file named *filename exists, else return false.
403 int file_exists(char *filename)
407 if ((fp = fopen(filename, "rb")) != NULL) {
415 #define CF_BUF_SIZE 1024
417 // -----------------------------------------------------------------------------------
418 // Imagine if C had a function to copy a file...
419 int copy_file(char *old_file, char *new_file)
421 byte buf[CF_BUF_SIZE];
422 FILE *in_file, *out_file;
424 out_file = fopen(new_file, "wb");
426 if (out_file == NULL)
429 in_file = fopen(old_file, "rb");
434 while (!feof(in_file)) {
437 bytes_read = fread(buf, 1, CF_BUF_SIZE, in_file);
439 Error("Cannot read from file <%s>: %s", old_file, strerror(errno));
441 Assert(bytes_read == CF_BUF_SIZE || feof(in_file));
443 fwrite(buf, 1, bytes_read, out_file);
445 if (ferror(out_file))
446 Error("Cannot write to file <%s>: %s", new_file, strerror(errno));
449 if (fclose(in_file)) {
454 if (fclose(out_file))
461 #define SECRETB_FILENAME "secret.sgb"
462 #define SECRETC_FILENAME "secret.sgc"
464 #define SECRETB_FILENAME ":Players:secret.sgb"
465 #define SECRETC_FILENAME ":Players:secret.sgc"
468 extern int Final_boss_is_dead;
470 // -----------------------------------------------------------------------------------
471 // blind_save means don't prompt user for any info.
472 int state_save_all(int between_levels, int secret_save, char *filename_override)
474 int rval, filenum = -1;
476 char filename[128], desc[DESC_LENGTH+1];
478 Assert(between_levels == 0); //between levels save ripped out
481 if ( Game_mode & GM_MULTI ) {
482 multi_initiate_save_game();
487 if ((Current_level_num < 0) && (secret_save == 0)) {
488 HUD_init_message( "Can't save in secret level!" );
492 if (Final_boss_is_dead) //don't allow save while final boss is dying
495 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
497 // If this is a secret save and the control center has been destroyed, don't allow
498 // return to the base level.
499 if (secret_save && (Control_center_destroyed)) {
500 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
501 unlink(SECRETB_FILENAME);
507 if (secret_save == 1) {
508 filename_override = filename;
509 sprintf(filename_override, SECRETB_FILENAME);
510 } else if (secret_save == 2) {
511 filename_override = filename;
512 sprintf(filename_override, SECRETC_FILENAME);
514 if (filename_override) {
515 strcpy( filename, filename_override);
516 sprintf(desc, "[autosave backup]");
517 } else if (!(filenum = state_get_save_file(filename,desc,0))) {
524 // If not in multiplayer, do special secret level stuff.
525 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
526 // If it doesn't exist, then delete Nsecret.sgc
527 if (!secret_save && !(Game_mode & GM_MULTI)) {
529 char temp_fname[32], fc;
534 fc = (filenum-10) + 'a';
539 sprintf(temp_fname, "%csecret.sgc", fc);
541 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
544 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
546 if (file_exists(temp_fname)) {
547 mprintf((0, "Deleting file %s\n", temp_fname));
548 rval = unlink(temp_fname);
549 Assert(rval == 0); // Oops, error deleting file in temp_fname.
552 if (file_exists(SECRETC_FILENAME)) {
553 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
554 rval = copy_file(SECRETC_FILENAME, temp_fname);
555 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
560 // Save file we're going to save over in last slot and call "[autosave backup]"
561 if (!filename_override) {
564 tfp = fopen( filename, "r+b" );
570 sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
572 sprintf( newname, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
575 fseek( tfp, DESC_OFFSET, SEEK_SET);
576 fwrite( "[autosave backup]", sizeof(char)*DESC_LENGTH, 1, tfp );
579 rename(filename, newname);
583 rval = state_save_all_sub(filename, desc, between_levels);
588 extern fix Flash_effect, Time_flash_last_played;
591 int state_save_all_sub(char *filename, char *desc, int between_levels)
597 grs_canvas cnv2,*save_cnv2;
601 Assert(between_levels == 0); //between levels save ripped out
603 /* if ( Game_mode & GM_MULTI ) {
610 #if defined(MACINTOSH) && !defined(NDEBUG)
611 if ( strncmp(filename, ":Players:", 9) )
615 fp = fopen( filename, "wb" );
617 if ( !(Game_mode & GM_MULTI) )
618 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
624 fwrite( dgss_id, sizeof(char)*4, 1, fp );
628 fwrite( &i, sizeof(int), 1, fp );
631 fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp );
633 // Save the current screen shot...
635 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
643 dd_grs_canvas *cnv_save;
644 cnv_save = dd_grd_curcanv;
646 grs_canvas * cnv_save;
647 cnv_save = grd_curcanv;
652 #if defined(POLY_ACC)
654 PA_DFX (pa_fool_to_backbuffer());
656 //for poly_acc, we render the frame to the normal render buffer
657 //so that this doesn't show, we create yet another canvas to save
658 //and restore what's on the render buffer
659 PA_DFX (pa_alpha_always());
660 PA_DFX (pa_set_front_to_read());
661 gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H );
662 save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type);
663 gr_set_current_canvas( save_cnv2 );
664 PA_DFX (pa_set_front_to_read());
665 gr_bitmap(0,0,&cnv2.cv_bitmap);
666 gr_set_current_canvas( &cnv2 );
668 gr_set_current_canvas( cnv );
671 PA_DFX (pa_set_backbuffer_current());
673 PA_DFX (pa_alpha_always());
675 #if defined(POLY_ACC)
677 screen_shot_pa(cnv,&cnv2);
680 screen_shot_pa(cnv,&cnv2);
683 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
684 glReadBuffer(GL_FRONT);
685 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
687 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
688 if (!(j = i % THUMBNAIL_W))
690 cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
691 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
698 fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
700 #if defined(POLY_ACC)
701 PA_DFX (pa_alpha_always());
702 PA_DFX (pa_set_frontbuffer_current());
703 PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap));
704 PA_DFX (pa_set_backbuffer_current());
705 gr_bitmap(0,0,&save_cnv2->cv_bitmap);
706 gr_free_canvas(save_cnv2);
707 PA_DFX (pa_fool_to_offscreen());
711 #else // macintosh stuff below
713 #if defined(POLY_ACC)
714 int savePAEnabled = PAEnabled;
718 gr_set_current_canvas( cnv );
721 fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
723 #if defined(POLY_ACC)
724 PAEnabled = savePAEnabled;
727 #endif // end of ifndef macintosh
731 dd_gr_set_current_canvas(cnv_save),
732 gr_set_current_canvas(cnv_save)
734 gr_free_canvas( cnv );
735 fwrite( pal, 3, 256, fp);
740 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
741 fwrite( &color, sizeof(ubyte), 1, fp );
744 // Save the Between levels flag...
745 fwrite( &between_levels, sizeof(int), 1, fp );
747 // Save the mission info...
748 mprintf ((0,"HEY! Mission name is %s\n",Mission_list[Current_mission_num].filename));
749 fwrite( &Mission_list[Current_mission_num], sizeof(char)*9, 1, fp );
752 fwrite( &Current_level_num, sizeof(int), 1, fp );
753 fwrite( &Next_level_num, sizeof(int), 1, fp );
756 fwrite( &GameTime, sizeof(fix), 1, fp );
758 // If coop save, save all
760 if (Game_mode & GM_MULTI_COOP)
762 fwrite (&state_game_id,sizeof(int),1,fp);
763 fwrite (&Netgame,sizeof(netgame_info),1,fp);
764 fwrite (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
765 fwrite (&N_players,sizeof(int),1,fp);
766 fwrite (&Player_num,sizeof(int),1,fp);
767 for (i=0;i<N_players;i++)
768 fwrite (&Players[i],sizeof(player),1,fp);
770 #ifdef RISKY_PROPOSITION
771 fwrite (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
772 fwrite (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
773 fwrite (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
774 fwrite (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
775 fwrite (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
776 fwrite (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
777 fwrite (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
779 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
780 fwrite (robot_fire_buf[i][0],18+3,1,fp);
787 fwrite( &Players[Player_num], sizeof(player), 1, fp );
789 // Save the current weapon info
790 fwrite( &Primary_weapon, sizeof(byte), 1, fp );
791 fwrite( &Secondary_weapon, sizeof(byte), 1, fp );
793 // Save the difficulty level
794 fwrite( &Difficulty_level, sizeof(int), 1, fp );
795 // Save cheats enabled
796 fwrite (&Cheats_enabled,sizeof(int),1,fp);
798 if ( !between_levels ) {
800 //Finish all morph objects
801 for (i=0; i<=Highest_object_index; i++ ) {
802 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
804 md = find_morph_data(&Objects[i]);
806 md->obj->control_type = md->morph_save_control_type;
807 md->obj->movement_type = md->morph_save_movement_type;
808 md->obj->render_type = RT_POLYOBJ;
809 md->obj->mtype.phys_info = md->morph_save_phys_info;
811 } else { //maybe loaded half-morphed from disk
812 Objects[i].flags |= OF_SHOULD_BE_DEAD;
813 Objects[i].render_type = RT_POLYOBJ;
814 Objects[i].control_type = CT_NONE;
815 Objects[i].movement_type = MT_NONE;
821 i = Highest_object_index+1;
822 fwrite( &i, sizeof(int), 1, fp );
823 fwrite( Objects, sizeof(object)*i, 1, fp );
827 fwrite( &i, sizeof(int), 1, fp );
828 fwrite( Walls, sizeof(wall)*i, 1, fp );
830 //Save exploding wall info
831 i = MAX_EXPLODING_WALLS;
832 fwrite( &i, sizeof(int), 1, fp);
833 fwrite( expl_wall_list, sizeof(*expl_wall_list), i, fp );
837 fwrite( &i, sizeof(int), 1, fp );
838 fwrite( ActiveDoors, sizeof(active_door)*i, 1, fp );
840 //Save cloaking wall info
841 i = Num_cloaking_walls;
842 fwrite( &i, sizeof(int), 1, fp );
843 fwrite( CloakingWalls, sizeof(cloaking_wall), i, fp );
846 fwrite( &Num_triggers, sizeof(int), 1, fp );
847 fwrite( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
850 for (i=0; i<=Highest_segment_index; i++ ) {
851 for (j=0; j<6; j++ ) {
852 fwrite( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
853 fwrite( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
854 fwrite( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
858 // Save the fuelcen info
859 fwrite( &Control_center_destroyed, sizeof(int), 1, fp );
860 fwrite( &Countdown_timer, sizeof(int), 1, fp );
861 fwrite( &Num_robot_centers, sizeof(int), 1, fp );
862 fwrite( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
863 fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
864 fwrite( &Num_fuelcenters, sizeof(int), 1, fp );
865 fwrite( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
867 // Save the control cen info
868 fwrite( &Control_center_been_hit, sizeof(int), 1, fp );
869 fwrite( &Control_center_player_been_seen, sizeof(int), 1, fp );
870 fwrite( &Control_center_next_fire_time, sizeof(int), 1, fp );
871 fwrite( &Control_center_present, sizeof(int), 1, fp );
872 fwrite( &Dead_controlcen_object_num, sizeof(int), 1, fp );
877 // Save the automap visited info
878 fwrite( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
881 fwrite( &state_game_id, sizeof(uint), 1, fp );
882 fwrite( &Laser_rapid_fire, sizeof(int), 1, fp );
883 fwrite( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
884 fwrite( &Lunacy, sizeof(int), 1, fp );
886 // Save automap marker info
888 fwrite(MarkerObject,sizeof(MarkerObject),1,fp);
889 fwrite(MarkerOwner,sizeof(MarkerOwner),1,fp);
890 fwrite(MarkerMessage,sizeof(MarkerMessage),1,fp);
892 fwrite (&Afterburner_charge,sizeof(fix),1,fp);
894 //save last was super information
895 fwrite(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
896 fwrite(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
898 // Save flash effect stuff
899 fwrite( &Flash_effect, sizeof(int), 1, fp );
900 fwrite( &Time_flash_last_played, sizeof(int), 1, fp );
901 fwrite( &PaletteRedAdd, sizeof(int), 1, fp);
902 fwrite( &PaletteGreenAdd, sizeof(int), 1, fp);
903 fwrite( &PaletteBlueAdd, sizeof(int), 1, fp);
905 fwrite(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
907 fwrite(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
909 fwrite(&Omega_charge, sizeof(Omega_charge), 1, fp);
912 if ( !(Game_mode & GM_MULTI) ) {
913 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
920 #ifdef MACINTOSH // set the type and creator of the saved game file
926 strcpy(pfilename, filename);
928 err = HGetFInfo(0, 0, pfilename, &finfo);
929 finfo.fdType = 'SVGM';
930 finfo.fdCreator = 'DCT2';
931 err = HSetFInfo(0, 0, pfilename, &finfo);
941 // -----------------------------------------------------------------------------------
942 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
943 void set_pos_from_return_segment(void)
945 int plobjnum = Players[Player_num].objnum;
947 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
948 obj_relink(plobjnum, Secret_return_segment);
949 reset_player_object();
950 Objects[plobjnum].orient = Secret_return_orient;
953 // -----------------------------------------------------------------------------------
954 int state_restore_all(int in_game, int secret_restore, char *filename_override)
960 if ( Game_mode & GM_MULTI ) {
962 multi_initiate_restore_game();
968 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
969 HUD_init_message( "Can't restore in secret level!" );
973 if ( Newdemo_state == ND_STATE_RECORDING )
974 newdemo_stop_recording();
976 if ( Newdemo_state != ND_STATE_NORMAL )
981 if (filename_override) {
982 strcpy(filename, filename_override);
983 filenum = NUM_SAVES+1; // So we don't trigger autosave
984 } else if (!(filenum = state_get_restore_file(filename, 0))) {
990 // If not in multiplayer, do special secret level stuff.
991 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
992 // If it doesn't exist, then delete secret.sgc
993 if (!secret_restore && !(Game_mode & GM_MULTI)) {
995 char temp_fname[32], fc;
999 fc = (filenum-10) + 'a';
1004 sprintf(temp_fname, "%csecret.sgc", fc);
1006 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
1009 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
1011 if (file_exists(temp_fname)) {
1012 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
1013 rval = copy_file(temp_fname, SECRETC_FILENAME);
1014 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
1016 unlink(SECRETC_FILENAME);
1020 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
1021 if ((filenum != (NUM_SAVES+1)) && in_game) {
1022 char temp_filename[128];
1023 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
1025 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1027 sprintf( temp_filename, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1029 state_save_all(!in_game, secret_restore, temp_filename);
1032 if ( !secret_restore && in_game ) {
1034 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
1035 if ( choice != 0 ) {
1043 return state_restore_all_sub(filename, 0, secret_restore);
1046 extern void init_player_stats_new_ship(void);
1048 void ShowLevelIntro(int level_num);
1050 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1051 extern void copy_defaults_to_robot(object *objp);
1053 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1055 int ObjectStartLocation;
1056 int version,i, j, segnum;
1059 int current_level, next_level;
1062 char desc[DESC_LENGTH+1];
1064 char org_callsign[CALLSIGN_LEN+16];
1067 int nplayers; //,playid[12],mynum;
1068 player restore_players[MAX_PLAYERS];
1070 fix old_gametime = GameTime;
1072 #if defined(MACINTOSH) && !defined(NDEBUG)
1073 if ( strncmp(filename, ":Players:", 9) )
1077 fp = fopen( filename, "rb" );
1078 if ( !fp ) return 0;
1081 fread( id, sizeof(char)*4, 1, fp );
1082 if ( memcmp( id, dgss_id, 4 )) {
1088 fread( &version, sizeof(int), 1, fp );
1089 if (version < STATE_COMPATIBLE_VERSION) {
1095 fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1097 // Skip the current screen shot...
1098 fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1100 // And now...skip the goddamn palette stuff that somebody forgot to add
1101 fseek( fp, 768, SEEK_CUR );
1103 // Read the Between levels flag...
1104 fread( &between_levels, sizeof(int), 1, fp );
1106 Assert(between_levels == 0); //between levels save ripped out
1108 // Read the mission info...
1109 fread( mission, sizeof(char)*9, 1, fp );
1110 mprintf ((0,"Missionname to load = %s\n",mission));
1112 if (!load_mission_by_name( mission )) {
1113 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1119 fread( ¤t_level, sizeof(int), 1, fp );
1120 fread( &next_level, sizeof(int), 1, fp );
1123 fread( &GameTime, sizeof(fix), 1, fp );
1125 // Start new game....
1127 Game_mode = GM_NORMAL;
1128 Function_mode = FMODE_GAME;
1130 change_playernum_to(0);
1132 strcpy( org_callsign, Players[0].callsign );
1134 if (!secret_restore) {
1135 InitPlayerObject(); //make sure player's object set up
1136 init_player_stats_game(); //clear all stats
1139 strcpy( org_callsign, Players[Player_num].callsign );
1143 if (Game_mode & GM_MULTI)
1145 fread (&state_game_id,sizeof(int),1,fp);
1146 fread (&Netgame,sizeof(netgame_info),1,fp);
1147 fread (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
1148 fread (&nplayers,sizeof(N_players),1,fp);
1149 fread (&Player_num,sizeof(Player_num),1,fp);
1150 for (i=0;i<nplayers;i++)
1151 fread (&restore_players[i],sizeof(player),1,fp);
1152 #ifdef RISKY_PROPOSITION
1153 fread (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1154 fread (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1155 fread (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1156 fread (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1157 fread (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1158 fread (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1159 fread (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1161 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1162 fread (&robot_fire_buf[i][0],21,1,fp);
1165 for (i=0;i<nplayers;i++)
1168 for (j=0;j<nplayers;j++)
1170 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1173 restore_players[i].connected=found;
1175 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1178 if (network_i_am_master())
1180 for (i=0;i<N_players;i++)
1184 Players[i].connected=0;
1188 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1196 StartNewLevelSub(current_level, 1, secret_restore);
1198 if (secret_restore) {
1199 player dummy_player;
1201 fread( &dummy_player, sizeof(player), 1, fp );
1202 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1203 Players[Player_num].level = dummy_player.level;
1204 Players[Player_num].last_score = dummy_player.last_score;
1205 Players[Player_num].time_level = dummy_player.time_level;
1207 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1208 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1209 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1210 Players[Player_num].hostages_total = dummy_player.hostages_total;
1211 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1212 Players[Player_num].hostages_level = dummy_player.hostages_level;
1213 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1214 Players[Player_num].hours_level = dummy_player.hours_level;
1215 Players[Player_num].hours_total = dummy_player.hours_total;
1216 do_cloak_invul_secret_stuff(old_gametime);
1218 Players[Player_num] = dummy_player;
1221 fread( &Players[Player_num], sizeof(player), 1, fp );
1224 strcpy( Players[Player_num].callsign, org_callsign );
1226 // Set the right level
1227 if ( between_levels )
1228 Players[Player_num].level = next_level;
1230 // Restore the weapon states
1231 fread( &Primary_weapon, sizeof(byte), 1, fp );
1232 fread( &Secondary_weapon, sizeof(byte), 1, fp );
1234 select_weapon(Primary_weapon, 0, 0, 0);
1235 select_weapon(Secondary_weapon, 1, 0, 0);
1237 // Restore the difficulty level
1238 fread( &Difficulty_level, sizeof(int), 1, fp );
1240 // Restore the cheats enabled flag
1242 fread (&Cheats_enabled,sizeof(int),1,fp);
1244 if ( !between_levels ) {
1245 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1247 ObjectStartLocation = ftell( fp );
1248 //Clear out all the objects from the lvl file
1249 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1250 Segments[segnum].objects = -1;
1253 //Read objects, and pop 'em into their respective segments.
1254 fread( &i, sizeof(int), 1, fp );
1255 Highest_object_index = i-1;
1256 fread( Objects, sizeof(object)*i, 1, fp );
1258 Object_next_signature = 0;
1259 for (i=0; i<=Highest_object_index; i++ ) {
1261 obj->rtype.pobj_info.alt_textures = -1;
1262 segnum = obj->segnum;
1263 obj->next = obj->prev = obj->segnum = -1;
1264 if ( obj->type != OBJ_NONE ) {
1266 if ( obj->signature > Object_next_signature )
1267 Object_next_signature = obj->signature;
1270 //look for, and fix, boss with bogus shields
1271 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1272 fix save_shields = obj->shields;
1274 copy_defaults_to_robot(obj); //calculate starting shields
1276 //if in valid range, use loaded shield value
1277 if (save_shields > 0 && save_shields <= obj->shields)
1278 obj->shields = save_shields;
1280 obj->shields /= 2; //give player a break
1284 special_reset_objects();
1285 Object_next_signature++;
1287 // 1 = Didn't die on secret level.
1288 // 2 = Died on secret level.
1289 if (secret_restore && (Current_level_num >= 0)) {
1290 set_pos_from_return_segment();
1291 if (secret_restore == 2)
1292 init_player_stats_new_ship();
1296 fread( &i, sizeof(int), 1, fp );
1298 fread( Walls, sizeof(wall)*Num_walls, 1, fp );
1300 //now that we have the walls, check if any sounds are linked to
1301 //walls that are now open
1302 for (i=0;i<Num_walls;i++) {
1303 if (Walls[i].type == WALL_OPEN)
1304 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1307 //Restore exploding wall info
1308 if (version >= 10) {
1309 fread( &i, sizeof(int), 1, fp );
1310 fread( expl_wall_list, sizeof(*expl_wall_list), i, fp );
1314 fread( &i, sizeof(int), 1, fp );
1316 fread( ActiveDoors, sizeof(active_door)*Num_open_doors, 1, fp );
1318 if (version >= 14) { //Restore cloaking wall info
1319 fread( &i, sizeof(int), 1, fp );
1320 Num_cloaking_walls = i;
1321 fread( CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls, fp );
1324 //Restore trigger info
1325 fread( &Num_triggers, sizeof(int), 1, fp );
1326 fread( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
1329 for (i=0; i<=Highest_segment_index; i++ ) {
1330 for (j=0; j<6; j++ ) {
1331 fread( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
1332 fread( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
1333 fread( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
1337 //Restore the fuelcen info
1338 fread( &Control_center_destroyed, sizeof(int), 1, fp );
1339 fread( &Countdown_timer, sizeof(int), 1, fp );
1340 fread( &Num_robot_centers, sizeof(int), 1, fp );
1341 fread( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
1342 fread( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
1343 fread( &Num_fuelcenters, sizeof(int), 1, fp );
1344 fread( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
1346 // Restore the control cen info
1347 fread( &Control_center_been_hit, sizeof(int), 1, fp );
1348 fread( &Control_center_player_been_seen, sizeof(int), 1, fp );
1349 fread( &Control_center_next_fire_time, sizeof(int), 1, fp );
1350 fread( &Control_center_present, sizeof(int), 1, fp );
1351 fread( &Dead_controlcen_object_num, sizeof(int), 1, fp );
1353 // Restore the AI state
1354 ai_restore_state( fp, version );
1356 // Restore the automap visited info
1357 fread( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
1359 // Restore hacked up weapon system stuff.
1360 Fusion_next_sound_time = GameTime;
1361 Auto_fire_fusion_cannon_time = 0;
1362 Next_laser_fire_time = GameTime;
1363 Next_missile_fire_time = GameTime;
1364 Last_laser_fired_time = GameTime;
1369 if ( version >= 7 ) {
1370 fread( &state_game_id, sizeof(uint), 1, fp );
1371 fread( &Laser_rapid_fire, sizeof(int), 1, fp );
1372 fread( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1373 fread( &Lunacy, sizeof(int), 1, fp );
1378 if (version >= 17) {
1379 fread(MarkerObject,sizeof(MarkerObject),1,fp);
1380 fread(MarkerOwner,sizeof(MarkerOwner),1,fp);
1381 fread(MarkerMessage,sizeof(MarkerMessage),1,fp);
1388 fread (&num,sizeof(int),1,fp); //was NumOfMarkers
1389 fread (&dummy,sizeof(int),1,fp); //was CurMarker
1391 fseek( fp, num * (sizeof(vms_vector) + 40), SEEK_CUR );
1393 for (num=0;num<NUM_MARKERS;num++)
1394 MarkerObject[num] = -1;
1398 if (secret_restore != 1)
1399 fread (&Afterburner_charge,sizeof(fix),1,fp);
1402 fread (&dummy_fix,sizeof(fix),1,fp);
1406 //read last was super information
1407 fread(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
1408 fread(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
1411 if (version >= 12) {
1412 fread( &Flash_effect, sizeof(int), 1, fp );
1413 fread( &Time_flash_last_played, sizeof(int), 1, fp );
1414 fread( &PaletteRedAdd, sizeof(int), 1, fp);
1415 fread( &PaletteGreenAdd, sizeof(int), 1, fp);
1416 fread( &PaletteBlueAdd, sizeof(int), 1, fp);
1419 Time_flash_last_played = 0;
1421 PaletteGreenAdd = 0;
1425 // Load Light_subtracted
1426 if (version >= 16) {
1427 fread(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1428 apply_all_changed_light();
1429 compute_all_static_light(); // set static_light field in segment struct. See note at that function.
1432 for (i=0; i<=Highest_segment_index; i++)
1433 Light_subtracted[i] = 0;
1436 if (!secret_restore) {
1437 if (version >= 20) {
1438 fread(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1439 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1441 First_secret_visit = 1;
1443 First_secret_visit = 0;
1447 if (secret_restore != 1)
1448 fread (&Omega_charge,sizeof(fix),1,fp);
1451 fread (&dummy_fix,sizeof(fix),1,fp);
1458 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1459 { // connected in the restored game
1460 for (i=0;i<nplayers;i++)
1462 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1463 if (Players[i].connected!=1)
1465 network_disconnect_player (i);
1466 create_player_appearance_effect(&Objects[Players[i].objnum]);
1467 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1474 // Load in bitmaps, etc..
1475 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1480 // When loading a saved game, segp->static_light is bogus.
1481 // This is because apply_all_changed_light, which is supposed to properly update this value,
1482 // cannot do so because it needs the original light cast from a light which is no longer there.
1483 // That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1484 // which is present in the static_light field contains the light cast from that light.
1485 void compute_all_static_light(void)
1489 for (i=0; i<=Highest_segment_index; i++) {
1493 segp = &Segments[i];
1496 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1499 sidep = &segp->sides[j];
1502 total_light += sidep->uvls[k].l;
1505 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1511 int state_get_game_id(char *filename)
1517 char desc[DESC_LENGTH+1];
1521 mprintf((0, "Restoring multigame from [%s]\n", filename));
1523 fp = fopen( filename, "rb" );
1524 if ( !fp ) return 0;
1527 fread( id, sizeof(char)*4, 1, fp );
1528 if ( memcmp( id, dgss_id, 4 )) {
1534 fread( &version, sizeof(int), 1, fp );
1535 if (version < STATE_COMPATIBLE_VERSION) {
1541 fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1543 // Skip the current screen shot...
1544 fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1546 // And now...skip the palette stuff that somebody forgot to add
1547 fseek( fp, 768, SEEK_CUR );
1549 // Read the Between levels flag...
1550 fread( &between_levels, sizeof(int), 1, fp );
1552 Assert(between_levels == 0); //between levels save ripped out
1554 // Read the mission info...
1555 fread( mission, sizeof(char)*9, 1, fp );
1557 fread( &dumbint, sizeof(int), 1, fp );
1558 fread( &dumbint, sizeof(int), 1, fp );
1561 fread( &dumbint, sizeof(fix), 1, fp );
1563 fread (&state_game_id,sizeof(int),1,fp);
1565 return (state_game_id);
1568 #if defined(POLY_ACC)
1569 //void screen_shot_pa(ubyte *dst,ushort *src)
1571 // //ushort *src = pa_get_buffer_address(0),
1573 // fix u, v, du, dv;
1578 // du = (640.0 / (float)THUMBNAIL_W) * 65536.0;
1579 // dv = (480.0 / (float)THUMBNAIL_H) * 65536.0;
1581 // for(v = h = 0; h != THUMBNAIL_H; ++h)
1583 // s = src + f2i(v) * 640;
1585 // for(u = w = 0; w != THUMBNAIL_W; ++w)
1588 // *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e);
1594 void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv)
1596 #if !defined(MACINTOSH)
1601 Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h);
1605 src = (ushort *) scanv->cv_bitmap.bm_data;
1606 dst = dcanv->cv_bitmap.bm_data;
1608 #ifdef PA_3DFX_VOODOO
1609 src=(ushort *)pa_set_back_to_read();
1612 for (y=0; y<scanv->cv_h; y++) {
1613 for (x=0; x<scanv->cv_w; x++) {
1614 #ifdef PA_3DFX_VOODOO
1615 *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e);
1617 *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e);
1622 src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP)));
1623 dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w;
1625 #ifdef PA_3DFX_VOODOO
1626 pa_set_front_to_read();