2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 char state_rcsid[] = "$Id: state.c,v 1.3 2001-01-31 14:04:45 bradleyb Exp $";
37 #include "pa_enabl.h" //$$POLY_ACC
87 #define STATE_VERSION 22
88 #define STATE_COMPATIBLE_VERSION 20
89 // 0 - Put DGSS (Descent Game State Save) id at tof.
90 // 1 - Added Difficulty level save
91 // 2 - Added Cheats_enabled flag
92 // 3 - Added between levels save.
93 // 4 - Added mission support
94 // 5 - Mike changed ai and object structure.
95 // 6 - Added buggin' cheat save
96 // 7 - Added other cheat saves and game_id.
97 // 8 - Added AI stuff for escort and thief.
98 // 9 - Save palette with screen shot
99 // 12- Saved last_was_super array
100 // 13- Saved palette flash stuff
101 // 14- Save cloaking wall stuff
102 // 15- Save additional ai info
103 // 16- Save Light_subtracted
104 // 17- New marker save
105 // 18- Took out saving of old cheat status
106 // 19- Saved cheats_enabled flag
107 // 20- First_secret_visit
111 #define THUMBNAIL_W 100
112 #define THUMBNAIL_H 50
113 #define DESC_LENGTH 20
115 extern void multi_initiate_save_game();
116 extern void multi_initiate_restore_game();
117 extern void apply_all_changed_light(void);
119 extern int Do_appearance_effect;
120 extern fix Fusion_next_sound_time;
122 extern int Laser_rapid_fire;
123 extern int Physics_cheat_flag;
125 extern void do_lunacy_on(void);
126 extern void do_lunacy_off(void);
127 extern int First_secret_visit;
130 grs_bitmap *sc_bmp[NUM_SAVES+1];
132 char dgss_id[4] = "DGSS";
134 int state_default_item = 0;
138 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
139 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
140 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
141 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
142 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
143 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
144 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
145 extern byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
148 #if defined(WINDOWS) || defined(MACINTOSH)
149 extern ubyte Hack_DblClick_MenuMode;
152 void compute_all_static_light(void);
154 //-------------------------------------------------------------------
155 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
160 // if ( sc_last_item != citem ) {
161 // sc_last_item = citem;
163 if ( sc_bmp[citem-1] ) {
166 dd_grs_canvas *save_canv = dd_grd_curcanv,
167 grs_canvas *save_canv = grd_curcanv
169 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
170 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
171 gr_set_current_canvas(temp_canv);
172 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
174 dd_gr_set_current_canvas(save_canv),
175 gr_set_current_canvas( save_canv )
177 WIN(DDGRLOCK(dd_grd_curcanv));
178 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
179 WIN(DDGRUNLOCK(dd_grd_curcanv));
180 gr_free_canvas(temp_canv);
186 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
194 void rpad_string( char * string, int max_chars )
199 for( i=0; i<max_chars; i++ ) {
206 *string = 0; // NULL terminate
209 int state_get_save_file(char * fname, char * dsc, int multi )
212 int i, choice, version;
213 newmenu_item m[NUM_SAVES+2];
214 char filename[NUM_SAVES+1][30];
215 char desc[NUM_SAVES+1][DESC_LENGTH+16];
219 for (i=0;i<NUM_SAVES; i++ ) {
223 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
225 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
229 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
231 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
234 fp = fopen( filename[i], "rb" );
237 fread( id, sizeof(char)*4, 1, fp );
238 if ( !memcmp( id, dgss_id, 4 )) {
240 fread( &version, sizeof(int), 1, fp );
241 if (version >= STATE_COMPATIBLE_VERSION) {
243 fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
244 //rpad_string( desc[i], DESC_LENGTH-1 );
246 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
247 //fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
254 strcpy( desc[i], TXT_EMPTY );
255 //rpad_string( desc[i], DESC_LENGTH-1 );
257 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
261 choice = newmenu_do1( NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item );
263 for (i=0; i<NUM_SAVES; i++ ) {
265 gr_free_bitmap( sc_bmp[i] );
269 strcpy( fname, filename[choice] );
270 strcpy( dsc, desc[choice] );
271 state_default_item = choice;
278 extern int Current_display_mode;
280 int state_get_restore_file(char * fname, int multi)
283 int i, choice, version, nsaves;
284 newmenu_item m[NUM_SAVES+2];
285 char filename[NUM_SAVES+1][30];
286 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
291 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
292 for (i=0;i<NUM_SAVES+1; i++ ) {
296 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
298 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
302 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
304 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
307 fp = fopen( filename[i], "rb" );
310 fread( id, sizeof(char)*4, 1, fp );
311 if ( !memcmp( id, dgss_id, 4 )) {
313 fread( &version, sizeof(int), 1, fp );
314 if (version >= STATE_COMPATIBLE_VERSION) {
316 fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
317 //rpad_string( desc[i], DESC_LENGTH-1 );
318 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
320 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
321 fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
324 fread( pal, 3, 256, fp);
325 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
334 strcpy( desc[i], TXT_EMPTY );
335 //rpad_string( desc[i], DESC_LENGTH-1 );
336 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
341 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
345 if (Current_display_mode == 3) //restore menu won't fit on 640x400
346 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
350 #if defined(WINDOWS) || defined(MACINTOSH)
351 Hack_DblClick_MenuMode = 1;
355 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
358 #if defined(WINDOWS) || defined(MACINTOSH)
359 Hack_DblClick_MenuMode = 0;
362 if (Current_display_mode == 3) //set flag back
363 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
366 for (i=0; i<NUM_SAVES+1; i++ ) {
368 gr_free_bitmap( sc_bmp[i] );
372 strcpy( fname, filename[choice-1] );
373 if (choice != NUM_SAVES+1) //no new default when restore from autosave
374 state_default_item = choice - 1;
380 #define DESC_OFFSET 8
382 // -----------------------------------------------------------------------------------
383 // Return true if the file named *filename exists, else return false.
384 int file_exists(char *filename)
388 if ((fp = fopen(filename, "rb")) != NULL) {
396 #define CF_BUF_SIZE 1024
398 // -----------------------------------------------------------------------------------
399 // Imagine if C had a function to copy a file...
400 int copy_file(char *old_file, char *new_file)
402 byte buf[CF_BUF_SIZE];
403 FILE *in_file, *out_file;
405 out_file = fopen(new_file, "wb");
407 if (out_file == NULL)
410 in_file = fopen(old_file, "rb");
415 while (!feof(in_file)) {
418 bytes_read = fread(buf, 1, CF_BUF_SIZE, in_file);
420 Error("Cannot read from file <%s>: %s", old_file, strerror(errno));
422 Assert(bytes_read == CF_BUF_SIZE || feof(in_file));
424 fwrite(buf, 1, bytes_read, out_file);
426 if (ferror(out_file))
427 Error("Cannot write to file <%s>: %s", new_file, strerror(errno));
430 if (fclose(in_file)) {
435 if (fclose(out_file))
442 #define SECRETB_FILENAME "secret.sgb"
443 #define SECRETC_FILENAME "secret.sgc"
445 #define SECRETB_FILENAME ":Players:secret.sgb"
446 #define SECRETC_FILENAME ":Players:secret.sgc"
449 extern int Final_boss_is_dead;
451 // -----------------------------------------------------------------------------------
452 // blind_save means don't prompt user for any info.
453 int state_save_all(int between_levels, int secret_save, char *filename_override)
455 int rval, filenum = -1;
457 char filename[128], desc[DESC_LENGTH+1];
459 Assert(between_levels == 0); //between levels save ripped out
462 if ( Game_mode & GM_MULTI ) {
463 multi_initiate_save_game();
468 if ((Current_level_num < 0) && (secret_save == 0)) {
469 HUD_init_message( "Can't save in secret level!" );
473 if (Final_boss_is_dead) //don't allow save while final boss is dying
476 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
478 // If this is a secret save and the control center has been destroyed, don't allow
479 // return to the base level.
480 if (secret_save && (Control_center_destroyed)) {
481 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
482 unlink(SECRETB_FILENAME);
488 if (secret_save == 1) {
489 filename_override = filename;
490 sprintf(filename_override, SECRETB_FILENAME);
491 } else if (secret_save == 2) {
492 filename_override = filename;
493 sprintf(filename_override, SECRETC_FILENAME);
495 if (filename_override) {
496 strcpy( filename, filename_override);
497 sprintf(desc, "[autosave backup]");
498 } else if (!(filenum = state_get_save_file(filename,desc,0))) {
505 // If not in multiplayer, do special secret level stuff.
506 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
507 // If it doesn't exist, then delete Nsecret.sgc
508 if (!secret_save && !(Game_mode & GM_MULTI)) {
510 char temp_fname[32], fc;
515 fc = (filenum-10) + 'a';
520 sprintf(temp_fname, "%csecret.sgc", fc);
522 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
525 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
527 if (file_exists(temp_fname)) {
528 mprintf((0, "Deleting file %s\n", temp_fname));
529 rval = unlink(temp_fname);
530 Assert(rval == 0); // Oops, error deleting file in temp_fname.
533 if (file_exists(SECRETC_FILENAME)) {
534 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
535 rval = copy_file(SECRETC_FILENAME, temp_fname);
536 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
541 // Save file we're going to save over in last slot and call "[autosave backup]"
542 if (!filename_override) {
545 tfp = fopen( filename, "r+b" );
551 sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
553 sprintf( newname, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
556 fseek( tfp, DESC_OFFSET, SEEK_SET);
557 fwrite( "[autosave backup]", sizeof(char)*DESC_LENGTH, 1, tfp );
560 rename(filename, newname);
564 rval = state_save_all_sub(filename, desc, between_levels);
569 extern fix Flash_effect, Time_flash_last_played;
572 int state_save_all_sub(char *filename, char *desc, int between_levels)
578 grs_canvas cnv2,*save_cnv2;
582 Assert(between_levels == 0); //between levels save ripped out
584 /* if ( Game_mode & GM_MULTI ) {
591 #if defined(MACINTOSH) && !defined(NDEBUG)
592 if ( strncmp(filename, ":Players:", 9) )
596 fp = fopen( filename, "wb" );
598 if ( !(Game_mode & GM_MULTI) )
599 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
605 fwrite( dgss_id, sizeof(char)*4, 1, fp );
609 fwrite( &i, sizeof(int), 1, fp );
612 fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp );
614 // Save the current screen shot...
616 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
620 dd_grs_canvas *cnv_save;
621 cnv_save = dd_grd_curcanv;
623 grs_canvas * cnv_save;
624 cnv_save = grd_curcanv;
629 #if defined(POLY_ACC)
631 PA_DFX (pa_fool_to_backbuffer());
633 //for poly_acc, we render the frame to the normal render buffer
634 //so that this doesn't show, we create yet another canvas to save
635 //and restore what's on the render buffer
636 PA_DFX (pa_alpha_always());
637 PA_DFX (pa_set_front_to_read());
638 gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H );
639 save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type);
640 gr_set_current_canvas( save_cnv2 );
641 PA_DFX (pa_set_front_to_read());
642 gr_bitmap(0,0,&cnv2.cv_bitmap);
643 gr_set_current_canvas( &cnv2 );
645 gr_set_current_canvas( cnv );
648 PA_DFX (pa_set_backbuffer_current());
650 PA_DFX (pa_alpha_always());
652 #if defined(POLY_ACC)
654 screen_shot_pa(cnv,&cnv2);
657 screen_shot_pa(cnv,&cnv2);
663 fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
665 #if defined(POLY_ACC)
666 PA_DFX (pa_alpha_always());
667 PA_DFX (pa_set_frontbuffer_current());
668 PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap));
669 PA_DFX (pa_set_backbuffer_current());
670 gr_bitmap(0,0,&save_cnv2->cv_bitmap);
671 gr_free_canvas(save_cnv2);
672 PA_DFX (pa_fool_to_offscreen());
676 #else // macintosh stuff below
678 #if defined(POLY_ACC)
679 int savePAEnabled = PAEnabled;
683 gr_set_current_canvas( cnv );
686 fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
688 #if defined(POLY_ACC)
689 PAEnabled = savePAEnabled;
692 #endif // end of ifndef macintosh
696 dd_gr_set_current_canvas(cnv_save),
697 gr_set_current_canvas(cnv_save)
699 gr_free_canvas( cnv );
700 fwrite( pal, 3, 256, fp);
705 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
706 fwrite( &color, sizeof(ubyte), 1, fp );
709 // Save the Between levels flag...
710 fwrite( &between_levels, sizeof(int), 1, fp );
712 // Save the mission info...
713 mprintf ((0,"HEY! Mission name is %s\n",Mission_list[Current_mission_num].filename));
714 fwrite( &Mission_list[Current_mission_num], sizeof(char)*9, 1, fp );
717 fwrite( &Current_level_num, sizeof(int), 1, fp );
718 fwrite( &Next_level_num, sizeof(int), 1, fp );
721 fwrite( &GameTime, sizeof(fix), 1, fp );
723 // If coop save, save all
725 if (Game_mode & GM_MULTI_COOP)
727 fwrite (&state_game_id,sizeof(int),1,fp);
728 fwrite (&Netgame,sizeof(netgame_info),1,fp);
729 fwrite (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
730 fwrite (&N_players,sizeof(int),1,fp);
731 fwrite (&Player_num,sizeof(int),1,fp);
732 for (i=0;i<N_players;i++)
733 fwrite (&Players[i],sizeof(player),1,fp);
735 #ifdef RISKY_PROPOSITION
736 fwrite (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
737 fwrite (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
738 fwrite (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
739 fwrite (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
740 fwrite (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
741 fwrite (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
742 fwrite (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
744 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
745 fwrite (robot_fire_buf[i][0],18+3,1,fp);
752 fwrite( &Players[Player_num], sizeof(player), 1, fp );
754 // Save the current weapon info
755 fwrite( &Primary_weapon, sizeof(byte), 1, fp );
756 fwrite( &Secondary_weapon, sizeof(byte), 1, fp );
758 // Save the difficulty level
759 fwrite( &Difficulty_level, sizeof(int), 1, fp );
760 // Save cheats enabled
761 fwrite (&Cheats_enabled,sizeof(int),1,fp);
763 if ( !between_levels ) {
765 //Finish all morph objects
766 for (i=0; i<=Highest_object_index; i++ ) {
767 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
769 md = find_morph_data(&Objects[i]);
771 md->obj->control_type = md->morph_save_control_type;
772 md->obj->movement_type = md->morph_save_movement_type;
773 md->obj->render_type = RT_POLYOBJ;
774 md->obj->mtype.phys_info = md->morph_save_phys_info;
776 } else { //maybe loaded half-morphed from disk
777 Objects[i].flags |= OF_SHOULD_BE_DEAD;
778 Objects[i].render_type = RT_POLYOBJ;
779 Objects[i].control_type = CT_NONE;
780 Objects[i].movement_type = MT_NONE;
786 i = Highest_object_index+1;
787 fwrite( &i, sizeof(int), 1, fp );
788 fwrite( Objects, sizeof(object)*i, 1, fp );
792 fwrite( &i, sizeof(int), 1, fp );
793 fwrite( Walls, sizeof(wall)*i, 1, fp );
795 //Save exploding wall info
796 i = MAX_EXPLODING_WALLS;
797 fwrite( &i, sizeof(int), 1, fp);
798 fwrite( expl_wall_list, sizeof(*expl_wall_list), i, fp );
802 fwrite( &i, sizeof(int), 1, fp );
803 fwrite( ActiveDoors, sizeof(active_door)*i, 1, fp );
805 //Save cloaking wall info
806 i = Num_cloaking_walls;
807 fwrite( &i, sizeof(int), 1, fp );
808 fwrite( CloakingWalls, sizeof(cloaking_wall), i, fp );
811 fwrite( &Num_triggers, sizeof(int), 1, fp );
812 fwrite( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
815 for (i=0; i<=Highest_segment_index; i++ ) {
816 for (j=0; j<6; j++ ) {
817 fwrite( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
818 fwrite( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
819 fwrite( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
823 // Save the fuelcen info
824 fwrite( &Control_center_destroyed, sizeof(int), 1, fp );
825 fwrite( &Countdown_timer, sizeof(int), 1, fp );
826 fwrite( &Num_robot_centers, sizeof(int), 1, fp );
827 fwrite( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
828 fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
829 fwrite( &Num_fuelcenters, sizeof(int), 1, fp );
830 fwrite( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
832 // Save the control cen info
833 fwrite( &Control_center_been_hit, sizeof(int), 1, fp );
834 fwrite( &Control_center_player_been_seen, sizeof(int), 1, fp );
835 fwrite( &Control_center_next_fire_time, sizeof(int), 1, fp );
836 fwrite( &Control_center_present, sizeof(int), 1, fp );
837 fwrite( &Dead_controlcen_object_num, sizeof(int), 1, fp );
842 // Save the automap visited info
843 fwrite( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
846 fwrite( &state_game_id, sizeof(uint), 1, fp );
847 fwrite( &Laser_rapid_fire, sizeof(int), 1, fp );
848 fwrite( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
849 fwrite( &Lunacy, sizeof(int), 1, fp );
851 // Save automap marker info
853 fwrite(MarkerObject,sizeof(MarkerObject),1,fp);
854 fwrite(MarkerOwner,sizeof(MarkerOwner),1,fp);
855 fwrite(MarkerMessage,sizeof(MarkerMessage),1,fp);
857 fwrite (&Afterburner_charge,sizeof(fix),1,fp);
859 //save last was super information
860 fwrite(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
861 fwrite(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
863 // Save flash effect stuff
864 fwrite( &Flash_effect, sizeof(int), 1, fp );
865 fwrite( &Time_flash_last_played, sizeof(int), 1, fp );
866 fwrite( &PaletteRedAdd, sizeof(int), 1, fp);
867 fwrite( &PaletteGreenAdd, sizeof(int), 1, fp);
868 fwrite( &PaletteBlueAdd, sizeof(int), 1, fp);
870 fwrite(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
872 fwrite(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
874 fwrite(&Omega_charge, sizeof(Omega_charge), 1, fp);
877 if ( !(Game_mode & GM_MULTI) ) {
878 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
885 #ifdef MACINTOSH // set the type and creator of the saved game file
891 strcpy(pfilename, filename);
893 err = HGetFInfo(0, 0, pfilename, &finfo);
894 finfo.fdType = 'SVGM';
895 finfo.fdCreator = 'DCT2';
896 err = HSetFInfo(0, 0, pfilename, &finfo);
906 // -----------------------------------------------------------------------------------
907 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
908 void set_pos_from_return_segment(void)
910 int plobjnum = Players[Player_num].objnum;
912 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
913 obj_relink(plobjnum, Secret_return_segment);
914 reset_player_object();
915 Objects[plobjnum].orient = Secret_return_orient;
918 // -----------------------------------------------------------------------------------
919 int state_restore_all(int in_game, int secret_restore, char *filename_override)
925 if ( Game_mode & GM_MULTI ) {
927 multi_initiate_restore_game();
933 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
934 HUD_init_message( "Can't restore in secret level!" );
938 if ( Newdemo_state == ND_STATE_RECORDING )
939 newdemo_stop_recording();
941 if ( Newdemo_state != ND_STATE_NORMAL )
946 if (filename_override) {
947 strcpy(filename, filename_override);
948 filenum = NUM_SAVES+1; // So we don't trigger autosave
949 } else if (!(filenum = state_get_restore_file(filename, 0))) {
955 // If not in multiplayer, do special secret level stuff.
956 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
957 // If it doesn't exist, then delete secret.sgc
958 if (!secret_restore && !(Game_mode & GM_MULTI)) {
960 char temp_fname[32], fc;
964 fc = (filenum-10) + 'a';
969 sprintf(temp_fname, "%csecret.sgc", fc);
971 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
974 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
976 if (file_exists(temp_fname)) {
977 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
978 rval = copy_file(temp_fname, SECRETC_FILENAME);
979 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
981 unlink(SECRETC_FILENAME);
985 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
986 if ((filenum != (NUM_SAVES+1)) && in_game) {
987 char temp_filename[128];
988 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
990 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
992 sprintf( temp_filename, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
994 state_save_all(!in_game, secret_restore, temp_filename);
997 if ( !secret_restore && in_game ) {
999 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
1000 if ( choice != 0 ) {
1008 return state_restore_all_sub(filename, 0, secret_restore);
1011 extern void init_player_stats_new_ship(void);
1013 void ShowLevelIntro(int level_num);
1015 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1016 extern void copy_defaults_to_robot(object *objp);
1018 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1020 int ObjectStartLocation;
1021 int version,i, j, segnum;
1024 int current_level, next_level;
1027 char desc[DESC_LENGTH+1];
1029 char org_callsign[CALLSIGN_LEN+16];
1032 int nplayers; //,playid[12],mynum;
1033 player restore_players[MAX_PLAYERS];
1035 fix old_gametime = GameTime;
1037 #if defined(MACINTOSH) && !defined(NDEBUG)
1038 if ( strncmp(filename, ":Players:", 9) )
1042 fp = fopen( filename, "rb" );
1043 if ( !fp ) return 0;
1046 fread( id, sizeof(char)*4, 1, fp );
1047 if ( memcmp( id, dgss_id, 4 )) {
1053 fread( &version, sizeof(int), 1, fp );
1054 if (version < STATE_COMPATIBLE_VERSION) {
1060 fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1062 // Skip the current screen shot...
1063 fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1065 // And now...skip the goddamn palette stuff that somebody forgot to add
1066 fseek( fp, 768, SEEK_CUR );
1068 // Read the Between levels flag...
1069 fread( &between_levels, sizeof(int), 1, fp );
1071 Assert(between_levels == 0); //between levels save ripped out
1073 // Read the mission info...
1074 fread( mission, sizeof(char)*9, 1, fp );
1075 mprintf ((0,"Missionname to load = %s\n",mission));
1077 if (!load_mission_by_name( mission )) {
1078 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1084 fread( ¤t_level, sizeof(int), 1, fp );
1085 fread( &next_level, sizeof(int), 1, fp );
1088 fread( &GameTime, sizeof(fix), 1, fp );
1090 // Start new game....
1092 Game_mode = GM_NORMAL;
1093 Function_mode = FMODE_GAME;
1095 change_playernum_to(0);
1097 strcpy( org_callsign, Players[0].callsign );
1099 if (!secret_restore) {
1100 InitPlayerObject(); //make sure player's object set up
1101 init_player_stats_game(); //clear all stats
1104 strcpy( org_callsign, Players[Player_num].callsign );
1108 if (Game_mode & GM_MULTI)
1110 fread (&state_game_id,sizeof(int),1,fp);
1111 fread (&Netgame,sizeof(netgame_info),1,fp);
1112 fread (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
1113 fread (&nplayers,sizeof(N_players),1,fp);
1114 fread (&Player_num,sizeof(Player_num),1,fp);
1115 for (i=0;i<nplayers;i++)
1116 fread (&restore_players[i],sizeof(player),1,fp);
1117 #ifdef RISKY_PROPOSITION
1118 fread (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1119 fread (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1120 fread (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1121 fread (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1122 fread (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1123 fread (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1124 fread (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1126 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1127 fread (&robot_fire_buf[i][0],21,1,fp);
1130 for (i=0;i<nplayers;i++)
1133 for (j=0;j<nplayers;j++)
1135 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1138 restore_players[i].connected=found;
1140 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1143 if (network_i_am_master())
1145 for (i=0;i<N_players;i++)
1149 Players[i].connected=0;
1153 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1161 StartNewLevelSub(current_level, 1, secret_restore);
1163 if (secret_restore) {
1164 player dummy_player;
1166 fread( &dummy_player, sizeof(player), 1, fp );
1167 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1168 Players[Player_num].level = dummy_player.level;
1169 Players[Player_num].last_score = dummy_player.last_score;
1170 Players[Player_num].time_level = dummy_player.time_level;
1172 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1173 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1174 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1175 Players[Player_num].hostages_total = dummy_player.hostages_total;
1176 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1177 Players[Player_num].hostages_level = dummy_player.hostages_level;
1178 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1179 Players[Player_num].hours_level = dummy_player.hours_level;
1180 Players[Player_num].hours_total = dummy_player.hours_total;
1181 do_cloak_invul_secret_stuff(old_gametime);
1183 Players[Player_num] = dummy_player;
1186 fread( &Players[Player_num], sizeof(player), 1, fp );
1189 strcpy( Players[Player_num].callsign, org_callsign );
1191 // Set the right level
1192 if ( between_levels )
1193 Players[Player_num].level = next_level;
1195 // Restore the weapon states
1196 fread( &Primary_weapon, sizeof(byte), 1, fp );
1197 fread( &Secondary_weapon, sizeof(byte), 1, fp );
1199 select_weapon(Primary_weapon, 0, 0, 0);
1200 select_weapon(Secondary_weapon, 1, 0, 0);
1202 // Restore the difficulty level
1203 fread( &Difficulty_level, sizeof(int), 1, fp );
1205 // Restore the cheats enabled flag
1207 fread (&Cheats_enabled,sizeof(int),1,fp);
1209 if ( !between_levels ) {
1210 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1212 ObjectStartLocation = ftell( fp );
1213 //Clear out all the objects from the lvl file
1214 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1215 Segments[segnum].objects = -1;
1218 //Read objects, and pop 'em into their respective segments.
1219 fread( &i, sizeof(int), 1, fp );
1220 Highest_object_index = i-1;
1221 fread( Objects, sizeof(object)*i, 1, fp );
1223 Object_next_signature = 0;
1224 for (i=0; i<=Highest_object_index; i++ ) {
1226 obj->rtype.pobj_info.alt_textures = -1;
1227 segnum = obj->segnum;
1228 obj->next = obj->prev = obj->segnum = -1;
1229 if ( obj->type != OBJ_NONE ) {
1231 if ( obj->signature > Object_next_signature )
1232 Object_next_signature = obj->signature;
1235 //look for, and fix, boss with bogus shields
1236 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1237 fix save_shields = obj->shields;
1239 copy_defaults_to_robot(obj); //calculate starting shields
1241 //if in valid range, use loaded shield value
1242 if (save_shields > 0 && save_shields <= obj->shields)
1243 obj->shields = save_shields;
1245 obj->shields /= 2; //give player a break
1249 special_reset_objects();
1250 Object_next_signature++;
1252 // 1 = Didn't die on secret level.
1253 // 2 = Died on secret level.
1254 if (secret_restore && (Current_level_num >= 0)) {
1255 set_pos_from_return_segment();
1256 if (secret_restore == 2)
1257 init_player_stats_new_ship();
1261 fread( &i, sizeof(int), 1, fp );
1263 fread( Walls, sizeof(wall)*Num_walls, 1, fp );
1265 //now that we have the walls, check if any sounds are linked to
1266 //walls that are now open
1267 for (i=0;i<Num_walls;i++) {
1268 if (Walls[i].type == WALL_OPEN)
1269 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1272 //Restore exploding wall info
1273 if (version >= 10) {
1274 fread( &i, sizeof(int), 1, fp );
1275 fread( expl_wall_list, sizeof(*expl_wall_list), i, fp );
1279 fread( &i, sizeof(int), 1, fp );
1281 fread( ActiveDoors, sizeof(active_door)*Num_open_doors, 1, fp );
1283 if (version >= 14) { //Restore cloaking wall info
1284 fread( &i, sizeof(int), 1, fp );
1285 Num_cloaking_walls = i;
1286 fread( CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls, fp );
1289 //Restore trigger info
1290 fread( &Num_triggers, sizeof(int), 1, fp );
1291 fread( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
1294 for (i=0; i<=Highest_segment_index; i++ ) {
1295 for (j=0; j<6; j++ ) {
1296 fread( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
1297 fread( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
1298 fread( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
1302 //Restore the fuelcen info
1303 fread( &Control_center_destroyed, sizeof(int), 1, fp );
1304 fread( &Countdown_timer, sizeof(int), 1, fp );
1305 fread( &Num_robot_centers, sizeof(int), 1, fp );
1306 fread( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
1307 fread( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
1308 fread( &Num_fuelcenters, sizeof(int), 1, fp );
1309 fread( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
1311 // Restore the control cen info
1312 fread( &Control_center_been_hit, sizeof(int), 1, fp );
1313 fread( &Control_center_player_been_seen, sizeof(int), 1, fp );
1314 fread( &Control_center_next_fire_time, sizeof(int), 1, fp );
1315 fread( &Control_center_present, sizeof(int), 1, fp );
1316 fread( &Dead_controlcen_object_num, sizeof(int), 1, fp );
1318 // Restore the AI state
1319 ai_restore_state( fp, version );
1321 // Restore the automap visited info
1322 fread( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
1324 // Restore hacked up weapon system stuff.
1325 Fusion_next_sound_time = GameTime;
1326 Auto_fire_fusion_cannon_time = 0;
1327 Next_laser_fire_time = GameTime;
1328 Next_missile_fire_time = GameTime;
1329 Last_laser_fired_time = GameTime;
1334 if ( version >= 7 ) {
1335 fread( &state_game_id, sizeof(uint), 1, fp );
1336 fread( &Laser_rapid_fire, sizeof(int), 1, fp );
1337 fread( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1338 fread( &Lunacy, sizeof(int), 1, fp );
1343 if (version >= 17) {
1344 fread(MarkerObject,sizeof(MarkerObject),1,fp);
1345 fread(MarkerOwner,sizeof(MarkerOwner),1,fp);
1346 fread(MarkerMessage,sizeof(MarkerMessage),1,fp);
1353 fread (&num,sizeof(int),1,fp); //was NumOfMarkers
1354 fread (&dummy,sizeof(int),1,fp); //was CurMarker
1356 fseek( fp, num * (sizeof(vms_vector) + 40), SEEK_CUR );
1358 for (num=0;num<NUM_MARKERS;num++)
1359 MarkerObject[num] = -1;
1363 if (secret_restore != 1)
1364 fread (&Afterburner_charge,sizeof(fix),1,fp);
1367 fread (&dummy_fix,sizeof(fix),1,fp);
1371 //read last was super information
1372 fread(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
1373 fread(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
1376 if (version >= 12) {
1377 fread( &Flash_effect, sizeof(int), 1, fp );
1378 fread( &Time_flash_last_played, sizeof(int), 1, fp );
1379 fread( &PaletteRedAdd, sizeof(int), 1, fp);
1380 fread( &PaletteGreenAdd, sizeof(int), 1, fp);
1381 fread( &PaletteBlueAdd, sizeof(int), 1, fp);
1384 Time_flash_last_played = 0;
1386 PaletteGreenAdd = 0;
1390 // Load Light_subtracted
1391 if (version >= 16) {
1392 fread(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1393 apply_all_changed_light();
1394 compute_all_static_light(); // set static_light field in segment struct. See note at that function.
1397 for (i=0; i<=Highest_segment_index; i++)
1398 Light_subtracted[i] = 0;
1401 if (!secret_restore) {
1402 if (version >= 20) {
1403 fread(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1404 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1406 First_secret_visit = 1;
1408 First_secret_visit = 0;
1412 if (secret_restore != 1)
1413 fread (&Omega_charge,sizeof(fix),1,fp);
1416 fread (&dummy_fix,sizeof(fix),1,fp);
1423 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1424 { // connected in the restored game
1425 for (i=0;i<nplayers;i++)
1427 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1428 if (Players[i].connected!=1)
1430 network_disconnect_player (i);
1431 create_player_appearance_effect(&Objects[Players[i].objnum]);
1432 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1439 // Load in bitmaps, etc..
1440 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1445 // When loading a saved game, segp->static_light is bogus.
1446 // This is because apply_all_changed_light, which is supposed to properly update this value,
1447 // cannot do so because it needs the original light cast from a light which is no longer there.
1448 // That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1449 // which is present in the static_light field contains the light cast from that light.
1450 void compute_all_static_light(void)
1454 for (i=0; i<=Highest_segment_index; i++) {
1458 segp = &Segments[i];
1461 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1464 sidep = &segp->sides[j];
1467 total_light += sidep->uvls[k].l;
1470 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1476 int state_get_game_id(char *filename)
1482 char desc[DESC_LENGTH+1];
1486 mprintf((0, "Restoring multigame from [%s]\n", filename));
1488 fp = fopen( filename, "rb" );
1489 if ( !fp ) return 0;
1492 fread( id, sizeof(char)*4, 1, fp );
1493 if ( memcmp( id, dgss_id, 4 )) {
1499 fread( &version, sizeof(int), 1, fp );
1500 if (version < STATE_COMPATIBLE_VERSION) {
1506 fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1508 // Skip the current screen shot...
1509 fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1511 // And now...skip the palette stuff that somebody forgot to add
1512 fseek( fp, 768, SEEK_CUR );
1514 // Read the Between levels flag...
1515 fread( &between_levels, sizeof(int), 1, fp );
1517 Assert(between_levels == 0); //between levels save ripped out
1519 // Read the mission info...
1520 fread( mission, sizeof(char)*9, 1, fp );
1522 fread( &dumbint, sizeof(int), 1, fp );
1523 fread( &dumbint, sizeof(int), 1, fp );
1526 fread( &dumbint, sizeof(fix), 1, fp );
1528 fread (&state_game_id,sizeof(int),1,fp);
1530 return (state_game_id);
1533 #if defined(POLY_ACC)
1534 //void screen_shot_pa(ubyte *dst,ushort *src)
1536 // //ushort *src = pa_get_buffer_address(0),
1538 // fix u, v, du, dv;
1543 // du = (640.0 / (float)THUMBNAIL_W) * 65536.0;
1544 // dv = (480.0 / (float)THUMBNAIL_H) * 65536.0;
1546 // for(v = h = 0; h != THUMBNAIL_H; ++h)
1548 // s = src + f2i(v) * 640;
1550 // for(u = w = 0; w != THUMBNAIL_W; ++w)
1553 // *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e);
1559 void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv)
1561 #if !defined(MACINTOSH)
1566 Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h);
1570 src = (ushort *) scanv->cv_bitmap.bm_data;
1571 dst = dcanv->cv_bitmap.bm_data;
1573 #ifdef PA_3DFX_VOODOO
1574 src=(ushort *)pa_set_back_to_read();
1577 for (y=0; y<scanv->cv_h; y++) {
1578 for (x=0; x<scanv->cv_w; x++) {
1579 #ifdef PA_3DFX_VOODOO
1580 *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e);
1582 *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e);
1587 src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP)));
1588 dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w;
1590 #ifdef PA_3DFX_VOODOO
1591 pa_set_front_to_read();