1 /* $Id: state.c,v 1.8 2003-04-11 23:51:48 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Game save/restore functions
40 #if defined(__APPLE__) && defined(__MACH__)
41 #include <OpenGL/gl.h>
48 #include "pa_enabl.h" //$$POLY_ACC
104 #define STATE_VERSION 22
105 #define STATE_COMPATIBLE_VERSION 20
106 // 0 - Put DGSS (Descent Game State Save) id at tof.
107 // 1 - Added Difficulty level save
108 // 2 - Added Cheats_enabled flag
109 // 3 - Added between levels save.
110 // 4 - Added mission support
111 // 5 - Mike changed ai and object structure.
112 // 6 - Added buggin' cheat save
113 // 7 - Added other cheat saves and game_id.
114 // 8 - Added AI stuff for escort and thief.
115 // 9 - Save palette with screen shot
116 // 12- Saved last_was_super array
117 // 13- Saved palette flash stuff
118 // 14- Save cloaking wall stuff
119 // 15- Save additional ai info
120 // 16- Save Light_subtracted
121 // 17- New marker save
122 // 18- Took out saving of old cheat status
123 // 19- Saved cheats_enabled flag
124 // 20- First_secret_visit
128 #define THUMBNAIL_W 100
129 #define THUMBNAIL_H 50
130 #define DESC_LENGTH 20
132 extern void multi_initiate_save_game();
133 extern void multi_initiate_restore_game();
134 extern void apply_all_changed_light(void);
136 extern int Do_appearance_effect;
137 extern fix Fusion_next_sound_time;
139 extern int Laser_rapid_fire;
140 extern int Physics_cheat_flag;
142 extern void do_lunacy_on(void);
143 extern void do_lunacy_off(void);
144 extern int First_secret_visit;
147 grs_bitmap *sc_bmp[NUM_SAVES+1];
149 char dgss_id[4] = "DGSS";
151 int state_default_item = 0;
155 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
156 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
157 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
158 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
159 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
160 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
161 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
162 extern byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
165 #if defined(WINDOWS) || defined(MACINTOSH)
166 extern ubyte Hack_DblClick_MenuMode;
169 void compute_all_static_light(void);
171 //-------------------------------------------------------------------
172 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
177 // if ( sc_last_item != citem ) {
178 // sc_last_item = citem;
180 if ( sc_bmp[citem-1] ) {
183 dd_grs_canvas *save_canv = dd_grd_curcanv,
184 grs_canvas *save_canv = grd_curcanv
186 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
187 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
188 gr_set_current_canvas(temp_canv);
189 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
191 dd_gr_set_current_canvas(save_canv),
192 gr_set_current_canvas( save_canv )
194 WIN(DDGRLOCK(dd_grd_curcanv));
195 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
196 WIN(DDGRUNLOCK(dd_grd_curcanv));
197 gr_free_canvas(temp_canv);
203 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
211 void rpad_string( char * string, int max_chars )
216 for( i=0; i<max_chars; i++ ) {
223 *string = 0; // NULL terminate
226 int state_get_save_file(char * fname, char * dsc, int multi )
229 int i, choice, version;
230 newmenu_item m[NUM_SAVES+2];
231 char filename[NUM_SAVES+1][30];
232 char desc[NUM_SAVES+1][DESC_LENGTH+16];
236 for (i=0;i<NUM_SAVES; i++ ) {
240 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
242 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
246 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
248 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
251 fp = fopen( filename[i], "rb" );
254 fread( id, sizeof(char)*4, 1, fp );
255 if ( !memcmp( id, dgss_id, 4 )) {
257 fread( &version, sizeof(int), 1, fp );
258 if (version >= STATE_COMPATIBLE_VERSION) {
260 fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
261 //rpad_string( desc[i], DESC_LENGTH-1 );
263 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
264 //fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
271 strcpy( desc[i], TXT_EMPTY );
272 //rpad_string( desc[i], DESC_LENGTH-1 );
274 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
278 choice = newmenu_do1( NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item );
280 for (i=0; i<NUM_SAVES; i++ ) {
282 gr_free_bitmap( sc_bmp[i] );
286 strcpy( fname, filename[choice] );
287 strcpy( dsc, desc[choice] );
288 state_default_item = choice;
295 extern int Current_display_mode;
297 int state_get_restore_file(char * fname, int multi)
300 int i, choice, version, nsaves;
301 newmenu_item m[NUM_SAVES+2];
302 char filename[NUM_SAVES+1][30];
303 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
308 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
309 for (i=0;i<NUM_SAVES+1; i++ ) {
313 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
315 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
319 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
321 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
324 fp = fopen( filename[i], "rb" );
327 fread( id, sizeof(char)*4, 1, fp );
328 if ( !memcmp( id, dgss_id, 4 )) {
330 fread( &version, sizeof(int), 1, fp );
331 if (version >= STATE_COMPATIBLE_VERSION) {
333 fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
334 //rpad_string( desc[i], DESC_LENGTH-1 );
335 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
337 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
338 fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
341 fread( pal, 3, 256, fp);
342 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
351 strcpy( desc[i], TXT_EMPTY );
352 //rpad_string( desc[i], DESC_LENGTH-1 );
353 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
358 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
362 if (Current_display_mode == 3) //restore menu won't fit on 640x400
363 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
367 #if defined(WINDOWS) || defined(MACINTOSH)
368 Hack_DblClick_MenuMode = 1;
372 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
375 #if defined(WINDOWS) || defined(MACINTOSH)
376 Hack_DblClick_MenuMode = 0;
379 if (Current_display_mode == 3) //set flag back
380 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
383 for (i=0; i<NUM_SAVES+1; i++ ) {
385 gr_free_bitmap( sc_bmp[i] );
389 strcpy( fname, filename[choice-1] );
390 if (choice != NUM_SAVES+1) //no new default when restore from autosave
391 state_default_item = choice - 1;
397 #define DESC_OFFSET 8
399 // -----------------------------------------------------------------------------------
400 // Return true if the file named *filename exists, else return false.
401 int file_exists(char *filename)
405 if ((fp = fopen(filename, "rb")) != NULL) {
413 #define CF_BUF_SIZE 1024
415 // -----------------------------------------------------------------------------------
416 // Imagine if C had a function to copy a file...
417 int copy_file(char *old_file, char *new_file)
419 byte buf[CF_BUF_SIZE];
420 FILE *in_file, *out_file;
422 out_file = fopen(new_file, "wb");
424 if (out_file == NULL)
427 in_file = fopen(old_file, "rb");
432 while (!feof(in_file)) {
435 bytes_read = fread(buf, 1, CF_BUF_SIZE, in_file);
437 Error("Cannot read from file <%s>: %s", old_file, strerror(errno));
439 Assert(bytes_read == CF_BUF_SIZE || feof(in_file));
441 fwrite(buf, 1, bytes_read, out_file);
443 if (ferror(out_file))
444 Error("Cannot write to file <%s>: %s", new_file, strerror(errno));
447 if (fclose(in_file)) {
452 if (fclose(out_file))
459 #define SECRETB_FILENAME "secret.sgb"
460 #define SECRETC_FILENAME "secret.sgc"
462 #define SECRETB_FILENAME ":Players:secret.sgb"
463 #define SECRETC_FILENAME ":Players:secret.sgc"
466 extern int Final_boss_is_dead;
468 // -----------------------------------------------------------------------------------
469 // blind_save means don't prompt user for any info.
470 int state_save_all(int between_levels, int secret_save, char *filename_override)
472 int rval, filenum = -1;
474 char filename[128], desc[DESC_LENGTH+1];
476 Assert(between_levels == 0); //between levels save ripped out
479 if ( Game_mode & GM_MULTI ) {
480 multi_initiate_save_game();
485 if ((Current_level_num < 0) && (secret_save == 0)) {
486 HUD_init_message( "Can't save in secret level!" );
490 if (Final_boss_is_dead) //don't allow save while final boss is dying
493 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
495 // If this is a secret save and the control center has been destroyed, don't allow
496 // return to the base level.
497 if (secret_save && (Control_center_destroyed)) {
498 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
499 unlink(SECRETB_FILENAME);
505 if (secret_save == 1) {
506 filename_override = filename;
507 sprintf(filename_override, SECRETB_FILENAME);
508 } else if (secret_save == 2) {
509 filename_override = filename;
510 sprintf(filename_override, SECRETC_FILENAME);
512 if (filename_override) {
513 strcpy( filename, filename_override);
514 sprintf(desc, "[autosave backup]");
515 } else if (!(filenum = state_get_save_file(filename,desc,0))) {
522 // If not in multiplayer, do special secret level stuff.
523 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
524 // If it doesn't exist, then delete Nsecret.sgc
525 if (!secret_save && !(Game_mode & GM_MULTI)) {
527 char temp_fname[32], fc;
532 fc = (filenum-10) + 'a';
537 sprintf(temp_fname, "%csecret.sgc", fc);
539 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
542 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
544 if (file_exists(temp_fname)) {
545 mprintf((0, "Deleting file %s\n", temp_fname));
546 rval = unlink(temp_fname);
547 Assert(rval == 0); // Oops, error deleting file in temp_fname.
550 if (file_exists(SECRETC_FILENAME)) {
551 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
552 rval = copy_file(SECRETC_FILENAME, temp_fname);
553 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
558 // Save file we're going to save over in last slot and call "[autosave backup]"
559 if (!filename_override) {
562 tfp = fopen( filename, "r+b" );
568 sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
570 sprintf( newname, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
573 fseek( tfp, DESC_OFFSET, SEEK_SET);
574 fwrite( "[autosave backup]", sizeof(char)*DESC_LENGTH, 1, tfp );
577 rename(filename, newname);
581 rval = state_save_all_sub(filename, desc, between_levels);
586 extern fix Flash_effect, Time_flash_last_played;
589 int state_save_all_sub(char *filename, char *desc, int between_levels)
595 grs_canvas cnv2,*save_cnv2;
599 Assert(between_levels == 0); //between levels save ripped out
601 /* if ( Game_mode & GM_MULTI ) {
608 #if defined(MACINTOSH) && !defined(NDEBUG)
609 if ( strncmp(filename, ":Players:", 9) )
613 fp = fopen( filename, "wb" );
615 if ( !(Game_mode & GM_MULTI) )
616 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
622 fwrite( dgss_id, sizeof(char)*4, 1, fp );
626 fwrite( &i, sizeof(int), 1, fp );
629 fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp );
631 // Save the current screen shot...
633 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
641 dd_grs_canvas *cnv_save;
642 cnv_save = dd_grd_curcanv;
644 grs_canvas * cnv_save;
645 cnv_save = grd_curcanv;
650 #if defined(POLY_ACC)
652 PA_DFX (pa_fool_to_backbuffer());
654 //for poly_acc, we render the frame to the normal render buffer
655 //so that this doesn't show, we create yet another canvas to save
656 //and restore what's on the render buffer
657 PA_DFX (pa_alpha_always());
658 PA_DFX (pa_set_front_to_read());
659 gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H );
660 save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type);
661 gr_set_current_canvas( save_cnv2 );
662 PA_DFX (pa_set_front_to_read());
663 gr_bitmap(0,0,&cnv2.cv_bitmap);
664 gr_set_current_canvas( &cnv2 );
666 gr_set_current_canvas( cnv );
669 PA_DFX (pa_set_backbuffer_current());
671 PA_DFX (pa_alpha_always());
673 #if defined(POLY_ACC)
675 screen_shot_pa(cnv,&cnv2);
678 screen_shot_pa(cnv,&cnv2);
681 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
682 glReadBuffer(GL_FRONT);
683 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
685 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
686 if (!(j = i % THUMBNAIL_W))
688 cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
689 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
696 fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
698 #if defined(POLY_ACC)
699 PA_DFX (pa_alpha_always());
700 PA_DFX (pa_set_frontbuffer_current());
701 PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap));
702 PA_DFX (pa_set_backbuffer_current());
703 gr_bitmap(0,0,&save_cnv2->cv_bitmap);
704 gr_free_canvas(save_cnv2);
705 PA_DFX (pa_fool_to_offscreen());
709 #else // macintosh stuff below
711 #if defined(POLY_ACC)
712 int savePAEnabled = PAEnabled;
716 gr_set_current_canvas( cnv );
719 fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
721 #if defined(POLY_ACC)
722 PAEnabled = savePAEnabled;
725 #endif // end of ifndef macintosh
729 dd_gr_set_current_canvas(cnv_save),
730 gr_set_current_canvas(cnv_save)
732 gr_free_canvas( cnv );
733 fwrite( pal, 3, 256, fp);
738 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
739 fwrite( &color, sizeof(ubyte), 1, fp );
742 // Save the Between levels flag...
743 fwrite( &between_levels, sizeof(int), 1, fp );
745 // Save the mission info...
746 mprintf ((0,"HEY! Mission name is %s\n",Mission_list[Current_mission_num].filename));
747 fwrite( &Mission_list[Current_mission_num], sizeof(char)*9, 1, fp );
750 fwrite( &Current_level_num, sizeof(int), 1, fp );
751 fwrite( &Next_level_num, sizeof(int), 1, fp );
754 fwrite( &GameTime, sizeof(fix), 1, fp );
756 // If coop save, save all
758 if (Game_mode & GM_MULTI_COOP)
760 fwrite (&state_game_id,sizeof(int),1,fp);
761 fwrite (&Netgame,sizeof(netgame_info),1,fp);
762 fwrite (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
763 fwrite (&N_players,sizeof(int),1,fp);
764 fwrite (&Player_num,sizeof(int),1,fp);
765 for (i=0;i<N_players;i++)
766 fwrite (&Players[i],sizeof(player),1,fp);
768 #ifdef RISKY_PROPOSITION
769 fwrite (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
770 fwrite (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
771 fwrite (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
772 fwrite (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
773 fwrite (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
774 fwrite (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
775 fwrite (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
777 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
778 fwrite (robot_fire_buf[i][0],18+3,1,fp);
785 fwrite( &Players[Player_num], sizeof(player), 1, fp );
787 // Save the current weapon info
788 fwrite( &Primary_weapon, sizeof(byte), 1, fp );
789 fwrite( &Secondary_weapon, sizeof(byte), 1, fp );
791 // Save the difficulty level
792 fwrite( &Difficulty_level, sizeof(int), 1, fp );
793 // Save cheats enabled
794 fwrite (&Cheats_enabled,sizeof(int),1,fp);
796 if ( !between_levels ) {
798 //Finish all morph objects
799 for (i=0; i<=Highest_object_index; i++ ) {
800 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
802 md = find_morph_data(&Objects[i]);
804 md->obj->control_type = md->morph_save_control_type;
805 md->obj->movement_type = md->morph_save_movement_type;
806 md->obj->render_type = RT_POLYOBJ;
807 md->obj->mtype.phys_info = md->morph_save_phys_info;
809 } else { //maybe loaded half-morphed from disk
810 Objects[i].flags |= OF_SHOULD_BE_DEAD;
811 Objects[i].render_type = RT_POLYOBJ;
812 Objects[i].control_type = CT_NONE;
813 Objects[i].movement_type = MT_NONE;
819 i = Highest_object_index+1;
820 fwrite( &i, sizeof(int), 1, fp );
821 fwrite( Objects, sizeof(object)*i, 1, fp );
825 fwrite( &i, sizeof(int), 1, fp );
826 fwrite( Walls, sizeof(wall)*i, 1, fp );
828 //Save exploding wall info
829 i = MAX_EXPLODING_WALLS;
830 fwrite( &i, sizeof(int), 1, fp);
831 fwrite( expl_wall_list, sizeof(*expl_wall_list), i, fp );
835 fwrite( &i, sizeof(int), 1, fp );
836 fwrite( ActiveDoors, sizeof(active_door)*i, 1, fp );
838 //Save cloaking wall info
839 i = Num_cloaking_walls;
840 fwrite( &i, sizeof(int), 1, fp );
841 fwrite( CloakingWalls, sizeof(cloaking_wall), i, fp );
844 fwrite( &Num_triggers, sizeof(int), 1, fp );
845 fwrite( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
848 for (i=0; i<=Highest_segment_index; i++ ) {
849 for (j=0; j<6; j++ ) {
850 fwrite( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
851 fwrite( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
852 fwrite( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
856 // Save the fuelcen info
857 fwrite( &Control_center_destroyed, sizeof(int), 1, fp );
858 fwrite( &Countdown_timer, sizeof(int), 1, fp );
859 fwrite( &Num_robot_centers, sizeof(int), 1, fp );
860 fwrite( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
861 fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
862 fwrite( &Num_fuelcenters, sizeof(int), 1, fp );
863 fwrite( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
865 // Save the control cen info
866 fwrite( &Control_center_been_hit, sizeof(int), 1, fp );
867 fwrite( &Control_center_player_been_seen, sizeof(int), 1, fp );
868 fwrite( &Control_center_next_fire_time, sizeof(int), 1, fp );
869 fwrite( &Control_center_present, sizeof(int), 1, fp );
870 fwrite( &Dead_controlcen_object_num, sizeof(int), 1, fp );
875 // Save the automap visited info
876 fwrite( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
879 fwrite( &state_game_id, sizeof(uint), 1, fp );
880 fwrite( &Laser_rapid_fire, sizeof(int), 1, fp );
881 fwrite( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
882 fwrite( &Lunacy, sizeof(int), 1, fp );
884 // Save automap marker info
886 fwrite(MarkerObject,sizeof(MarkerObject),1,fp);
887 fwrite(MarkerOwner,sizeof(MarkerOwner),1,fp);
888 fwrite(MarkerMessage,sizeof(MarkerMessage),1,fp);
890 fwrite (&Afterburner_charge,sizeof(fix),1,fp);
892 //save last was super information
893 fwrite(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
894 fwrite(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
896 // Save flash effect stuff
897 fwrite( &Flash_effect, sizeof(int), 1, fp );
898 fwrite( &Time_flash_last_played, sizeof(int), 1, fp );
899 fwrite( &PaletteRedAdd, sizeof(int), 1, fp);
900 fwrite( &PaletteGreenAdd, sizeof(int), 1, fp);
901 fwrite( &PaletteBlueAdd, sizeof(int), 1, fp);
903 fwrite(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
905 fwrite(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
907 fwrite(&Omega_charge, sizeof(Omega_charge), 1, fp);
910 if ( !(Game_mode & GM_MULTI) ) {
911 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
918 #ifdef MACINTOSH // set the type and creator of the saved game file
924 strcpy(pfilename, filename);
926 err = HGetFInfo(0, 0, pfilename, &finfo);
927 finfo.fdType = 'SVGM';
928 finfo.fdCreator = 'DCT2';
929 err = HSetFInfo(0, 0, pfilename, &finfo);
939 // -----------------------------------------------------------------------------------
940 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
941 void set_pos_from_return_segment(void)
943 int plobjnum = Players[Player_num].objnum;
945 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
946 obj_relink(plobjnum, Secret_return_segment);
947 reset_player_object();
948 Objects[plobjnum].orient = Secret_return_orient;
951 // -----------------------------------------------------------------------------------
952 int state_restore_all(int in_game, int secret_restore, char *filename_override)
958 if ( Game_mode & GM_MULTI ) {
960 multi_initiate_restore_game();
966 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
967 HUD_init_message( "Can't restore in secret level!" );
971 if ( Newdemo_state == ND_STATE_RECORDING )
972 newdemo_stop_recording();
974 if ( Newdemo_state != ND_STATE_NORMAL )
979 if (filename_override) {
980 strcpy(filename, filename_override);
981 filenum = NUM_SAVES+1; // So we don't trigger autosave
982 } else if (!(filenum = state_get_restore_file(filename, 0))) {
988 // If not in multiplayer, do special secret level stuff.
989 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
990 // If it doesn't exist, then delete secret.sgc
991 if (!secret_restore && !(Game_mode & GM_MULTI)) {
993 char temp_fname[32], fc;
997 fc = (filenum-10) + 'a';
1002 sprintf(temp_fname, "%csecret.sgc", fc);
1004 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
1007 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
1009 if (file_exists(temp_fname)) {
1010 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
1011 rval = copy_file(temp_fname, SECRETC_FILENAME);
1012 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
1014 unlink(SECRETC_FILENAME);
1018 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
1019 if ((filenum != (NUM_SAVES+1)) && in_game) {
1020 char temp_filename[128];
1021 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
1023 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1025 sprintf( temp_filename, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1027 state_save_all(!in_game, secret_restore, temp_filename);
1030 if ( !secret_restore && in_game ) {
1032 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
1033 if ( choice != 0 ) {
1041 return state_restore_all_sub(filename, 0, secret_restore);
1044 extern void init_player_stats_new_ship(void);
1046 void ShowLevelIntro(int level_num);
1048 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1049 extern void copy_defaults_to_robot(object *objp);
1051 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1053 int ObjectStartLocation;
1054 int version,i, j, segnum;
1057 int current_level, next_level;
1060 char desc[DESC_LENGTH+1];
1062 char org_callsign[CALLSIGN_LEN+16];
1065 int nplayers; //,playid[12],mynum;
1066 player restore_players[MAX_PLAYERS];
1068 fix old_gametime = GameTime;
1070 #if defined(MACINTOSH) && !defined(NDEBUG)
1071 if ( strncmp(filename, ":Players:", 9) )
1075 fp = fopen( filename, "rb" );
1076 if ( !fp ) return 0;
1079 fread( id, sizeof(char)*4, 1, fp );
1080 if ( memcmp( id, dgss_id, 4 )) {
1086 fread( &version, sizeof(int), 1, fp );
1087 if (version < STATE_COMPATIBLE_VERSION) {
1093 fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1095 // Skip the current screen shot...
1096 fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1098 // And now...skip the goddamn palette stuff that somebody forgot to add
1099 fseek( fp, 768, SEEK_CUR );
1101 // Read the Between levels flag...
1102 fread( &between_levels, sizeof(int), 1, fp );
1104 Assert(between_levels == 0); //between levels save ripped out
1106 // Read the mission info...
1107 fread( mission, sizeof(char)*9, 1, fp );
1108 mprintf ((0,"Missionname to load = %s\n",mission));
1110 if (!load_mission_by_name( mission )) {
1111 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1117 fread( ¤t_level, sizeof(int), 1, fp );
1118 fread( &next_level, sizeof(int), 1, fp );
1121 fread( &GameTime, sizeof(fix), 1, fp );
1123 // Start new game....
1125 Game_mode = GM_NORMAL;
1126 Function_mode = FMODE_GAME;
1128 change_playernum_to(0);
1130 strcpy( org_callsign, Players[0].callsign );
1132 if (!secret_restore) {
1133 InitPlayerObject(); //make sure player's object set up
1134 init_player_stats_game(); //clear all stats
1137 strcpy( org_callsign, Players[Player_num].callsign );
1141 if (Game_mode & GM_MULTI)
1143 fread (&state_game_id,sizeof(int),1,fp);
1144 fread (&Netgame,sizeof(netgame_info),1,fp);
1145 fread (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
1146 fread (&nplayers,sizeof(N_players),1,fp);
1147 fread (&Player_num,sizeof(Player_num),1,fp);
1148 for (i=0;i<nplayers;i++)
1149 fread (&restore_players[i],sizeof(player),1,fp);
1150 #ifdef RISKY_PROPOSITION
1151 fread (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1152 fread (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1153 fread (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1154 fread (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1155 fread (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1156 fread (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1157 fread (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1159 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1160 fread (&robot_fire_buf[i][0],21,1,fp);
1163 for (i=0;i<nplayers;i++)
1166 for (j=0;j<nplayers;j++)
1168 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1171 restore_players[i].connected=found;
1173 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1176 if (network_i_am_master())
1178 for (i=0;i<N_players;i++)
1182 Players[i].connected=0;
1186 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1194 StartNewLevelSub(current_level, 1, secret_restore);
1196 if (secret_restore) {
1197 player dummy_player;
1199 fread( &dummy_player, sizeof(player), 1, fp );
1200 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1201 Players[Player_num].level = dummy_player.level;
1202 Players[Player_num].last_score = dummy_player.last_score;
1203 Players[Player_num].time_level = dummy_player.time_level;
1205 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1206 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1207 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1208 Players[Player_num].hostages_total = dummy_player.hostages_total;
1209 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1210 Players[Player_num].hostages_level = dummy_player.hostages_level;
1211 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1212 Players[Player_num].hours_level = dummy_player.hours_level;
1213 Players[Player_num].hours_total = dummy_player.hours_total;
1214 do_cloak_invul_secret_stuff(old_gametime);
1216 Players[Player_num] = dummy_player;
1219 fread( &Players[Player_num], sizeof(player), 1, fp );
1222 strcpy( Players[Player_num].callsign, org_callsign );
1224 // Set the right level
1225 if ( between_levels )
1226 Players[Player_num].level = next_level;
1228 // Restore the weapon states
1229 fread( &Primary_weapon, sizeof(byte), 1, fp );
1230 fread( &Secondary_weapon, sizeof(byte), 1, fp );
1232 select_weapon(Primary_weapon, 0, 0, 0);
1233 select_weapon(Secondary_weapon, 1, 0, 0);
1235 // Restore the difficulty level
1236 fread( &Difficulty_level, sizeof(int), 1, fp );
1238 // Restore the cheats enabled flag
1240 fread (&Cheats_enabled,sizeof(int),1,fp);
1242 if ( !between_levels ) {
1243 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1245 ObjectStartLocation = ftell( fp );
1246 //Clear out all the objects from the lvl file
1247 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1248 Segments[segnum].objects = -1;
1251 //Read objects, and pop 'em into their respective segments.
1252 fread( &i, sizeof(int), 1, fp );
1253 Highest_object_index = i-1;
1254 fread( Objects, sizeof(object)*i, 1, fp );
1256 Object_next_signature = 0;
1257 for (i=0; i<=Highest_object_index; i++ ) {
1259 obj->rtype.pobj_info.alt_textures = -1;
1260 segnum = obj->segnum;
1261 obj->next = obj->prev = obj->segnum = -1;
1262 if ( obj->type != OBJ_NONE ) {
1264 if ( obj->signature > Object_next_signature )
1265 Object_next_signature = obj->signature;
1268 //look for, and fix, boss with bogus shields
1269 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1270 fix save_shields = obj->shields;
1272 copy_defaults_to_robot(obj); //calculate starting shields
1274 //if in valid range, use loaded shield value
1275 if (save_shields > 0 && save_shields <= obj->shields)
1276 obj->shields = save_shields;
1278 obj->shields /= 2; //give player a break
1282 special_reset_objects();
1283 Object_next_signature++;
1285 // 1 = Didn't die on secret level.
1286 // 2 = Died on secret level.
1287 if (secret_restore && (Current_level_num >= 0)) {
1288 set_pos_from_return_segment();
1289 if (secret_restore == 2)
1290 init_player_stats_new_ship();
1294 fread( &i, sizeof(int), 1, fp );
1296 fread( Walls, sizeof(wall)*Num_walls, 1, fp );
1298 //now that we have the walls, check if any sounds are linked to
1299 //walls that are now open
1300 for (i=0;i<Num_walls;i++) {
1301 if (Walls[i].type == WALL_OPEN)
1302 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1305 //Restore exploding wall info
1306 if (version >= 10) {
1307 fread( &i, sizeof(int), 1, fp );
1308 fread( expl_wall_list, sizeof(*expl_wall_list), i, fp );
1312 fread( &i, sizeof(int), 1, fp );
1314 fread( ActiveDoors, sizeof(active_door)*Num_open_doors, 1, fp );
1316 if (version >= 14) { //Restore cloaking wall info
1317 fread( &i, sizeof(int), 1, fp );
1318 Num_cloaking_walls = i;
1319 fread( CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls, fp );
1322 //Restore trigger info
1323 fread( &Num_triggers, sizeof(int), 1, fp );
1324 fread( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
1327 for (i=0; i<=Highest_segment_index; i++ ) {
1328 for (j=0; j<6; j++ ) {
1329 fread( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
1330 fread( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
1331 fread( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
1335 //Restore the fuelcen info
1336 fread( &Control_center_destroyed, sizeof(int), 1, fp );
1337 fread( &Countdown_timer, sizeof(int), 1, fp );
1338 fread( &Num_robot_centers, sizeof(int), 1, fp );
1339 fread( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
1340 fread( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
1341 fread( &Num_fuelcenters, sizeof(int), 1, fp );
1342 fread( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
1344 // Restore the control cen info
1345 fread( &Control_center_been_hit, sizeof(int), 1, fp );
1346 fread( &Control_center_player_been_seen, sizeof(int), 1, fp );
1347 fread( &Control_center_next_fire_time, sizeof(int), 1, fp );
1348 fread( &Control_center_present, sizeof(int), 1, fp );
1349 fread( &Dead_controlcen_object_num, sizeof(int), 1, fp );
1351 // Restore the AI state
1352 ai_restore_state( fp, version );
1354 // Restore the automap visited info
1355 fread( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
1357 // Restore hacked up weapon system stuff.
1358 Fusion_next_sound_time = GameTime;
1359 Auto_fire_fusion_cannon_time = 0;
1360 Next_laser_fire_time = GameTime;
1361 Next_missile_fire_time = GameTime;
1362 Last_laser_fired_time = GameTime;
1367 if ( version >= 7 ) {
1368 fread( &state_game_id, sizeof(uint), 1, fp );
1369 fread( &Laser_rapid_fire, sizeof(int), 1, fp );
1370 fread( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1371 fread( &Lunacy, sizeof(int), 1, fp );
1376 if (version >= 17) {
1377 fread(MarkerObject,sizeof(MarkerObject),1,fp);
1378 fread(MarkerOwner,sizeof(MarkerOwner),1,fp);
1379 fread(MarkerMessage,sizeof(MarkerMessage),1,fp);
1386 fread (&num,sizeof(int),1,fp); //was NumOfMarkers
1387 fread (&dummy,sizeof(int),1,fp); //was CurMarker
1389 fseek( fp, num * (sizeof(vms_vector) + 40), SEEK_CUR );
1391 for (num=0;num<NUM_MARKERS;num++)
1392 MarkerObject[num] = -1;
1396 if (secret_restore != 1)
1397 fread (&Afterburner_charge,sizeof(fix),1,fp);
1400 fread (&dummy_fix,sizeof(fix),1,fp);
1404 //read last was super information
1405 fread(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
1406 fread(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
1409 if (version >= 12) {
1410 fread( &Flash_effect, sizeof(int), 1, fp );
1411 fread( &Time_flash_last_played, sizeof(int), 1, fp );
1412 fread( &PaletteRedAdd, sizeof(int), 1, fp);
1413 fread( &PaletteGreenAdd, sizeof(int), 1, fp);
1414 fread( &PaletteBlueAdd, sizeof(int), 1, fp);
1417 Time_flash_last_played = 0;
1419 PaletteGreenAdd = 0;
1423 // Load Light_subtracted
1424 if (version >= 16) {
1425 fread(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1426 apply_all_changed_light();
1427 compute_all_static_light(); // set static_light field in segment struct. See note at that function.
1430 for (i=0; i<=Highest_segment_index; i++)
1431 Light_subtracted[i] = 0;
1434 if (!secret_restore) {
1435 if (version >= 20) {
1436 fread(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1437 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1439 First_secret_visit = 1;
1441 First_secret_visit = 0;
1445 if (secret_restore != 1)
1446 fread (&Omega_charge,sizeof(fix),1,fp);
1449 fread (&dummy_fix,sizeof(fix),1,fp);
1456 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1457 { // connected in the restored game
1458 for (i=0;i<nplayers;i++)
1460 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1461 if (Players[i].connected!=1)
1463 network_disconnect_player (i);
1464 create_player_appearance_effect(&Objects[Players[i].objnum]);
1465 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1472 // Load in bitmaps, etc..
1473 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1478 // When loading a saved game, segp->static_light is bogus.
1479 // This is because apply_all_changed_light, which is supposed to properly update this value,
1480 // cannot do so because it needs the original light cast from a light which is no longer there.
1481 // That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1482 // which is present in the static_light field contains the light cast from that light.
1483 void compute_all_static_light(void)
1487 for (i=0; i<=Highest_segment_index; i++) {
1491 segp = &Segments[i];
1494 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1497 sidep = &segp->sides[j];
1500 total_light += sidep->uvls[k].l;
1503 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1509 int state_get_game_id(char *filename)
1515 char desc[DESC_LENGTH+1];
1519 mprintf((0, "Restoring multigame from [%s]\n", filename));
1521 fp = fopen( filename, "rb" );
1522 if ( !fp ) return 0;
1525 fread( id, sizeof(char)*4, 1, fp );
1526 if ( memcmp( id, dgss_id, 4 )) {
1532 fread( &version, sizeof(int), 1, fp );
1533 if (version < STATE_COMPATIBLE_VERSION) {
1539 fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1541 // Skip the current screen shot...
1542 fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1544 // And now...skip the palette stuff that somebody forgot to add
1545 fseek( fp, 768, SEEK_CUR );
1547 // Read the Between levels flag...
1548 fread( &between_levels, sizeof(int), 1, fp );
1550 Assert(between_levels == 0); //between levels save ripped out
1552 // Read the mission info...
1553 fread( mission, sizeof(char)*9, 1, fp );
1555 fread( &dumbint, sizeof(int), 1, fp );
1556 fread( &dumbint, sizeof(int), 1, fp );
1559 fread( &dumbint, sizeof(fix), 1, fp );
1561 fread (&state_game_id,sizeof(int),1,fp);
1563 return (state_game_id);
1566 #if defined(POLY_ACC)
1567 //void screen_shot_pa(ubyte *dst,ushort *src)
1569 // //ushort *src = pa_get_buffer_address(0),
1571 // fix u, v, du, dv;
1576 // du = (640.0 / (float)THUMBNAIL_W) * 65536.0;
1577 // dv = (480.0 / (float)THUMBNAIL_H) * 65536.0;
1579 // for(v = h = 0; h != THUMBNAIL_H; ++h)
1581 // s = src + f2i(v) * 640;
1583 // for(u = w = 0; w != THUMBNAIL_W; ++w)
1586 // *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e);
1592 void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv)
1594 #if !defined(MACINTOSH)
1599 Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h);
1603 src = (ushort *) scanv->cv_bitmap.bm_data;
1604 dst = dcanv->cv_bitmap.bm_data;
1606 #ifdef PA_3DFX_VOODOO
1607 src=(ushort *)pa_set_back_to_read();
1610 for (y=0; y<scanv->cv_h; y++) {
1611 for (x=0; x<scanv->cv_w; x++) {
1612 #ifdef PA_3DFX_VOODOO
1613 *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e);
1615 *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e);
1620 src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP)));
1621 dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w;
1623 #ifdef PA_3DFX_VOODOO
1624 pa_set_front_to_read();