1 /* $Id: state.c,v 1.27 2006-07-24 08:20:39 chris 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 * Functions to save/restore game state.
33 #if !defined(_MSC_VER) && !defined(macintosh)
47 #if defined(__APPLE__) && defined(__MACH__)
48 #include <OpenGL/gl.h>
107 #define STATE_VERSION 22
108 #define STATE_COMPATIBLE_VERSION 20
109 // 0 - Put DGSS (Descent Game State Save) id at tof.
110 // 1 - Added Difficulty level save
111 // 2 - Added Cheats_enabled flag
112 // 3 - Added between levels save.
113 // 4 - Added mission support
114 // 5 - Mike changed ai and object structure.
115 // 6 - Added buggin' cheat save
116 // 7 - Added other cheat saves and game_id.
117 // 8 - Added AI stuff for escort and thief.
118 // 9 - Save palette with screen shot
119 // 12- Saved last_was_super array
120 // 13- Saved palette flash stuff
121 // 14- Save cloaking wall stuff
122 // 15- Save additional ai info
123 // 16- Save Light_subtracted
124 // 17- New marker save
125 // 18- Took out saving of old cheat status
126 // 19- Saved cheats_enabled flag
127 // 20- First_secret_visit
131 #define THUMBNAIL_W 100
132 #define THUMBNAIL_H 50
133 #define DESC_LENGTH 20
135 extern void multi_initiate_save_game();
136 extern void multi_initiate_restore_game();
137 extern void apply_all_changed_light(void);
139 extern int Do_appearance_effect;
140 extern fix Fusion_next_sound_time;
142 extern int Laser_rapid_fire;
143 extern int Physics_cheat_flag;
145 extern void do_lunacy_on(void);
146 extern void do_lunacy_off(void);
147 extern int First_secret_visit;
150 grs_bitmap *sc_bmp[NUM_SAVES+1];
152 char dgss_id[4] = "DGSS";
154 int state_default_item = 0;
158 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
159 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
160 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
161 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
162 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
163 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
164 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
165 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
168 #if defined(WINDOWS) || defined(MACINTOSH)
169 extern ubyte Hack_DblClick_MenuMode;
172 //-------------------------------------------------------------------
173 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
175 // if ( sc_last_item != citem ) {
176 // sc_last_item = citem;
178 if ( sc_bmp[citem-1] ) {
180 grs_canvas *save_canv = grd_curcanv;
181 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
182 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
183 gr_set_current_canvas(temp_canv);
184 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
185 gr_set_current_canvas( save_canv );
186 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
187 gr_free_canvas(temp_canv);
190 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
197 void rpad_string( char * string, int max_chars )
202 for( i=0; i<max_chars; i++ ) {
209 *string = 0; // NULL terminate
212 int state_get_save_file(char * fname, char * dsc, int multi, int blind_save)
215 int i, choice, version;
216 newmenu_item m[NUM_SAVES+2];
217 char filename[NUM_SAVES+1][30];
218 char desc[NUM_SAVES+1][DESC_LENGTH+16];
222 for (i=0;i<NUM_SAVES; i++ ) {
226 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
228 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
232 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
234 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
237 fp = PHYSFSX_openReadBuffered(filename[i]);
240 //FIXME: check for swapped file, react accordingly...
241 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
242 if ( !memcmp( id, dgss_id, 4 )) {
244 PHYSFS_read(fp, &version, sizeof(int), 1);
245 if (version >= STATE_COMPATIBLE_VERSION) {
247 PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
248 //rpad_string( desc[i], DESC_LENGTH-1 );
250 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
251 //PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
258 strcpy( desc[i], TXT_EMPTY );
259 //rpad_string( desc[i], DESC_LENGTH-1 );
261 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
265 if (blind_save && state_default_item >= 0)
266 choice = state_default_item;
268 choice = newmenu_do1(NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item);
270 for (i=0; i<NUM_SAVES; i++ ) {
272 gr_free_bitmap( sc_bmp[i] );
276 strcpy( fname, filename[choice] );
277 strcpy( dsc, desc[choice] );
278 state_default_item = choice;
285 extern int Current_display_mode;
287 int state_get_restore_file(char * fname, int multi)
290 int i, choice, version, nsaves;
291 newmenu_item m[NUM_SAVES+2];
292 char filename[NUM_SAVES+1][30];
293 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
298 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
299 for (i=0;i<NUM_SAVES+1; i++ ) {
303 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
305 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
309 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
311 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
314 fp = PHYSFSX_openReadBuffered(filename[i]);
317 //FIXME: check for swapped file, react accordingly...
318 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
319 if ( !memcmp( id, dgss_id, 4 )) {
321 PHYSFS_read(fp, &version, sizeof(int), 1);
322 if (version >= STATE_COMPATIBLE_VERSION) {
324 PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
325 //rpad_string( desc[i], DESC_LENGTH-1 );
326 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
328 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
329 PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
332 PHYSFS_read(fp, pal, 3, 256);
333 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
342 strcpy( desc[i], TXT_EMPTY );
343 //rpad_string( desc[i], DESC_LENGTH-1 );
344 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
349 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
353 if (Current_display_mode == 3) //restore menu won't fit on 640x400
354 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
358 #if defined(WINDOWS) || defined(MACINTOSH)
359 Hack_DblClick_MenuMode = 1;
363 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
366 #if defined(WINDOWS) || defined(MACINTOSH)
367 Hack_DblClick_MenuMode = 0;
370 if (Current_display_mode == 3) //set flag back
371 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
374 for (i=0; i<NUM_SAVES+1; i++ ) {
376 gr_free_bitmap( sc_bmp[i] );
380 strcpy( fname, filename[choice-1] );
381 if (choice != NUM_SAVES+1) //no new default when restore from autosave
382 state_default_item = choice - 1;
388 #define DESC_OFFSET 8
390 // -----------------------------------------------------------------------------------
391 // Imagine if C had a function to copy a file...
392 int copy_file(char *old_file, char *new_file)
396 PHYSFS_file *in_file, *out_file;
398 out_file = PHYSFS_openWrite(new_file);
400 if (out_file == NULL)
403 in_file = PHYSFS_openRead(old_file);
408 buf_size = PHYSFS_fileLength(in_file);
409 while (buf_size && !(buf = d_malloc(buf_size)))
412 return -5; // likely to be an empty file
414 while (!PHYSFS_eof(in_file))
418 bytes_read = PHYSFS_read(in_file, buf, 1, buf_size);
420 Error("Cannot read from file <%s>: %s", old_file, PHYSFS_getLastError());
422 Assert(bytes_read == buf_size || PHYSFS_eof(in_file));
424 if (PHYSFS_write(out_file, buf, 1, bytes_read) < bytes_read)
425 Error("Cannot write to file <%s>: %s", new_file, PHYSFS_getLastError());
430 if (!PHYSFS_close(in_file))
432 PHYSFS_close(out_file);
436 if (!PHYSFS_close(out_file))
443 #define SECRETB_FILENAME "secret.sgb"
444 #define SECRETC_FILENAME "secret.sgc"
446 #define SECRETB_FILENAME ":Players:secret.sgb"
447 #define SECRETC_FILENAME ":Players:secret.sgc"
450 extern int Final_boss_is_dead;
452 // -----------------------------------------------------------------------------------
453 // blind_save means don't prompt user for any info.
454 int state_save_all(int between_levels, int secret_save, char *filename_override, int blind_save)
456 int rval, filenum = -1;
458 char filename[128], desc[DESC_LENGTH+1];
460 Assert(between_levels == 0); //between levels save ripped out
463 if ( Game_mode & GM_MULTI ) {
464 multi_initiate_save_game();
469 if ((Current_level_num < 0) && (secret_save == 0)) {
470 HUD_init_message( "Can't save in secret level!" );
474 if (Final_boss_is_dead) //don't allow save while final boss is dying
477 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
479 // If this is a secret save and the control center has been destroyed, don't allow
480 // return to the base level.
481 if (secret_save && (Control_center_destroyed)) {
482 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
483 PHYSFS_delete(SECRETB_FILENAME);
489 if (secret_save == 1) {
490 filename_override = filename;
491 sprintf(filename_override, SECRETB_FILENAME);
492 } else if (secret_save == 2) {
493 filename_override = filename;
494 sprintf(filename_override, SECRETC_FILENAME);
496 if (filename_override) {
497 strcpy( filename, filename_override);
498 sprintf(desc, "[autosave backup]");
500 else if (!(filenum = state_get_save_file(filename, desc, 0, blind_save)))
508 // If not in multiplayer, do special secret level stuff.
509 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
510 // If it doesn't exist, then delete Nsecret.sgc
511 if (!secret_save && !(Game_mode & GM_MULTI)) {
513 char temp_fname[32], fc;
518 fc = (filenum-10) + 'a';
523 sprintf(temp_fname, "%csecret.sgc", fc);
525 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
528 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
530 if (PHYSFS_exists(temp_fname))
532 mprintf((0, "Deleting file %s\n", temp_fname));
533 if (!PHYSFS_delete(temp_fname))
534 Error("Cannot delete file <%s>: %s", temp_fname, PHYSFS_getLastError());
537 if (PHYSFS_exists(SECRETC_FILENAME))
539 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
540 rval = copy_file(SECRETC_FILENAME, temp_fname);
541 Assert(rval == 0); // Oops, error copying secret.sgc to temp_fname!
546 // Save file we're going to save over in last slot and call "[autosave backup]"
547 if (!filename_override) {
550 tfp = PHYSFSX_openWriteBuffered(filename);
556 sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
558 sprintf(newname, "Players/%s.sg%x", Players[Player_num].callsign, NUM_SAVES);
561 PHYSFS_seek(tfp, DESC_OFFSET);
562 PHYSFS_write(tfp, "[autosave backup]", sizeof(char) * DESC_LENGTH, 1);
564 PHYSFS_delete(newname);
565 PHYSFSX_rename(filename, newname);
569 rval = state_save_all_sub(filename, desc, between_levels);
570 if (rval && !secret_save)
571 HUD_init_message("Game saved.");
576 extern fix Flash_effect, Time_flash_last_played;
579 int state_save_all_sub(char *filename, char *desc, int between_levels)
586 Assert(between_levels == 0); //between levels save ripped out
588 /* if ( Game_mode & GM_MULTI ) {
595 #if defined(MACINTOSH) && !defined(NDEBUG)
596 if ( strncmp(filename, ":Players:", 9) )
600 fp = PHYSFSX_openWriteBuffered(filename);
602 if ( !(Game_mode & GM_MULTI) )
603 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
609 PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
613 PHYSFS_write(fp, &i, sizeof(int), 1);
616 PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
618 // Save the current screen shot...
620 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
626 GLint gl_draw_buffer;
628 grs_canvas * cnv_save;
629 cnv_save = grd_curcanv;
631 gr_set_current_canvas( cnv );
637 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
638 glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
639 glReadBuffer(gl_draw_buffer);
640 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
642 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
643 if (!(j = i % THUMBNAIL_W))
645 cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
646 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
649 # else // simpler d1x method, not tested yet
650 ogl_ubitblt_tolinear(grd_curcanv->cv_bitmap.bm_w, grd_curcanv->cv_bitmap.bm_h, 0, 0, 0, 0, &grd_curscreen->sc_canvas.cv_bitmap, &grd_curcanv->cv_bitmap);
656 PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
658 gr_set_current_canvas(cnv_save);
659 gr_free_canvas( cnv );
660 PHYSFS_write(fp, pal, 3, 256);
665 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
666 PHYSFS_write(fp, &color, sizeof(ubyte), 1);
669 // Save the Between levels flag...
670 PHYSFS_write(fp, &between_levels, sizeof(int), 1);
672 // Save the mission info...
673 mprintf ((0, "HEY! Mission name is %s\n", Current_mission_filename));
674 PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
677 PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
678 PHYSFS_write(fp, &Next_level_num, sizeof(int), 1);
681 PHYSFS_write(fp, &GameTime, sizeof(fix), 1);
683 // If coop save, save all
685 if (Game_mode & GM_MULTI_COOP)
687 PHYSFS_write(fp, &state_game_id,sizeof(int), 1);
688 PHYSFS_write(fp, &Netgame,sizeof(netgame_info), 1);
689 PHYSFS_write(fp, &NetPlayers,sizeof(AllNetPlayers_info), 1);
690 PHYSFS_write(fp, &N_players,sizeof(int), 1);
691 PHYSFS_write(fp, &Player_num,sizeof(int), 1);
692 for (i=0;i<N_players;i++)
693 PHYSFS_write(fp, &Players[i], sizeof(player), 1);
695 #ifdef RISKY_PROPOSITION
696 PHYSFS_write(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
697 PHYSFS_write(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
698 PHYSFS_write(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
699 PHYSFS_write(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
700 PHYSFS_write(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
701 PHYSFS_write(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
702 PHYSFS_write(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
704 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
705 PHYSFS_write(fp, robot_fire_buf[i][0], 18 + 3, 1);
712 PHYSFS_write(fp, &Players[Player_num], sizeof(player), 1);
714 // Save the current weapon info
715 PHYSFS_write(fp, &Primary_weapon, sizeof(sbyte), 1);
716 PHYSFS_write(fp, &Secondary_weapon, sizeof(sbyte), 1);
718 // Save the difficulty level
719 PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
720 // Save cheats enabled
721 PHYSFS_write(fp, &Cheats_enabled,sizeof(int), 1);
723 if ( !between_levels ) {
725 //Finish all morph objects
726 for (i=0; i<=Highest_object_index; i++ ) {
727 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
729 md = find_morph_data(&Objects[i]);
731 md->obj->control_type = md->morph_save_control_type;
732 md->obj->movement_type = md->morph_save_movement_type;
733 md->obj->render_type = RT_POLYOBJ;
734 md->obj->mtype.phys_info = md->morph_save_phys_info;
736 } else { //maybe loaded half-morphed from disk
737 Objects[i].flags |= OF_SHOULD_BE_DEAD;
738 Objects[i].render_type = RT_POLYOBJ;
739 Objects[i].control_type = CT_NONE;
740 Objects[i].movement_type = MT_NONE;
746 i = Highest_object_index+1;
747 PHYSFS_write(fp, &i, sizeof(int), 1);
748 PHYSFS_write(fp, Objects, sizeof(object), i);
752 PHYSFS_write(fp, &i, sizeof(int), 1);
753 PHYSFS_write(fp, Walls, sizeof(wall), i);
755 //Save exploding wall info
756 i = MAX_EXPLODING_WALLS;
757 PHYSFS_write(fp, &i, sizeof(int), 1);
758 PHYSFS_write(fp, expl_wall_list, sizeof(*expl_wall_list), i);
762 PHYSFS_write(fp, &i, sizeof(int), 1);
763 PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i);
765 //Save cloaking wall info
766 i = Num_cloaking_walls;
767 PHYSFS_write(fp, &i, sizeof(int), 1);
768 PHYSFS_write(fp, CloakingWalls, sizeof(cloaking_wall), i);
771 PHYSFS_write(fp, &Num_triggers, sizeof(int), 1);
772 PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers);
775 for (i = 0; i <= Highest_segment_index; i++)
777 for (j = 0; j < 6; j++)
779 PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
780 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
781 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
785 // Save the fuelcen info
786 PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1);
787 PHYSFS_write(fp, &Countdown_timer, sizeof(int), 1);
788 PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1);
789 PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
790 PHYSFS_write(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
791 PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1);
792 PHYSFS_write(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
794 // Save the control cen info
795 PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1);
796 PHYSFS_write(fp, &Control_center_player_been_seen, sizeof(int), 1);
797 PHYSFS_write(fp, &Control_center_next_fire_time, sizeof(int), 1);
798 PHYSFS_write(fp, &Control_center_present, sizeof(int), 1);
799 PHYSFS_write(fp, &Dead_controlcen_object_num, sizeof(int), 1);
804 // Save the automap visited info
805 PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
808 PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
809 PHYSFS_write(fp, &Laser_rapid_fire, sizeof(int), 1);
810 PHYSFS_write(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
811 PHYSFS_write(fp, &Lunacy, sizeof(int), 1);
813 // Save automap marker info
815 PHYSFS_write(fp, MarkerObject, sizeof(MarkerObject) ,1);
816 PHYSFS_write(fp, MarkerOwner, sizeof(MarkerOwner), 1);
817 PHYSFS_write(fp, MarkerMessage, sizeof(MarkerMessage), 1);
819 PHYSFS_write(fp, &Afterburner_charge, sizeof(fix), 1);
821 //save last was super information
822 PHYSFS_write(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
823 PHYSFS_write(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
825 // Save flash effect stuff
826 PHYSFS_write(fp, &Flash_effect, sizeof(int), 1);
827 PHYSFS_write(fp, &Time_flash_last_played, sizeof(int), 1);
828 PHYSFS_write(fp, &PaletteRedAdd, sizeof(int), 1);
829 PHYSFS_write(fp, &PaletteGreenAdd, sizeof(int), 1);
830 PHYSFS_write(fp, &PaletteBlueAdd, sizeof(int), 1);
832 PHYSFS_write(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
834 PHYSFS_write(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
836 if (PHYSFS_write(fp, &Omega_charge, sizeof(Omega_charge), 1) < 1)
838 if ( !(Game_mode & GM_MULTI) ) {
839 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
841 PHYSFS_delete(filename);
846 #ifdef MACINTOSH // set the type and creator of the saved game file
852 strcpy(pfilename, filename);
854 err = HGetFInfo(0, 0, pfilename, &finfo);
855 finfo.fdType = 'SVGM';
856 finfo.fdCreator = 'DCT2';
857 err = HSetFInfo(0, 0, pfilename, &finfo);
867 // -----------------------------------------------------------------------------------
868 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
869 void set_pos_from_return_segment(void)
871 int plobjnum = Players[Player_num].objnum;
873 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
874 obj_relink(plobjnum, Secret_return_segment);
875 reset_player_object();
876 Objects[plobjnum].orient = Secret_return_orient;
879 // -----------------------------------------------------------------------------------
880 int state_restore_all(int in_game, int secret_restore, char *filename_override)
886 if ( Game_mode & GM_MULTI ) {
888 multi_initiate_restore_game();
894 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
895 HUD_init_message( "Can't restore in secret level!" );
899 if ( Newdemo_state == ND_STATE_RECORDING )
900 newdemo_stop_recording();
902 if ( Newdemo_state != ND_STATE_NORMAL )
907 if (filename_override) {
908 strcpy(filename, filename_override);
909 filenum = NUM_SAVES+1; // So we don't trigger autosave
910 } else if (!(filenum = state_get_restore_file(filename, 0))) {
916 // If not in multiplayer, do special secret level stuff.
917 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
918 // If it doesn't exist, then delete secret.sgc
919 if (!secret_restore && !(Game_mode & GM_MULTI)) {
921 char temp_fname[32], fc;
925 fc = (filenum-10) + 'a';
930 sprintf(temp_fname, "%csecret.sgc", fc);
932 sprintf(temp_fname, "Players/%csecret.sgc", fc);
935 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
937 if (PHYSFS_exists(temp_fname))
939 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
940 rval = copy_file(temp_fname, SECRETC_FILENAME);
941 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
943 PHYSFS_delete(SECRETC_FILENAME);
947 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
948 if ((filenum != (NUM_SAVES+1)) && in_game) {
949 char temp_filename[128];
950 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
952 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
954 sprintf(temp_filename, "Players/%s.sg%x", Players[Player_num].callsign, NUM_SAVES);
956 state_save_all(!in_game, secret_restore, temp_filename, 0);
959 if ( !secret_restore && in_game ) {
961 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
970 return state_restore_all_sub(filename, 0, secret_restore);
973 extern void init_player_stats_new_ship(void);
975 void ShowLevelIntro(int level_num);
977 extern void do_cloak_invul_secret_stuff(fix old_gametime);
978 extern void copy_defaults_to_robot(object *objp);
980 int state_restore_all_sub(char *filename, int multi, int secret_restore)
982 int ObjectStartLocation;
983 int version,i, j, segnum;
986 int current_level, next_level;
989 char desc[DESC_LENGTH+1];
991 char org_callsign[CALLSIGN_LEN+16];
994 int nplayers; //,playid[12],mynum;
995 player restore_players[MAX_PLAYERS];
997 fix old_gametime = GameTime;
998 short TempTmapNum[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
999 short TempTmapNum2[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
1001 #if defined(MACINTOSH) && !defined(NDEBUG)
1002 if (strncmp(filename, "Players/", 9))
1006 fp = PHYSFSX_openReadBuffered(filename);
1007 if ( !fp ) return 0;
1010 //FIXME: check for swapped file, react accordingly...
1011 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
1012 if ( memcmp( id, dgss_id, 4 )) {
1018 PHYSFS_read(fp, &version, sizeof(int), 1);
1019 if (version < STATE_COMPATIBLE_VERSION) {
1025 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
1027 // Skip the current screen shot...
1028 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
1030 // And now...skip the goddamn palette stuff that somebody forgot to add
1031 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
1033 // Read the Between levels flag...
1034 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
1036 Assert(between_levels == 0); //between levels save ripped out
1038 // Read the mission info...
1039 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
1040 mprintf ((0,"Missionname to load = %s\n",mission));
1042 if (!load_mission_by_name( mission )) {
1043 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1049 PHYSFS_read(fp, ¤t_level, sizeof(int), 1);
1050 PHYSFS_read(fp, &next_level, sizeof(int), 1);
1053 PHYSFS_read(fp, &GameTime, sizeof(fix), 1);
1055 // Start new game....
1057 Game_mode = GM_NORMAL;
1058 Function_mode = FMODE_GAME;
1060 change_playernum_to(0);
1062 strcpy( org_callsign, Players[0].callsign );
1064 if (!secret_restore) {
1065 InitPlayerObject(); //make sure player's object set up
1066 init_player_stats_game(); //clear all stats
1069 strcpy( org_callsign, Players[Player_num].callsign );
1073 if (Game_mode & GM_MULTI)
1075 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1076 PHYSFS_read(fp, &Netgame, sizeof(netgame_info), 1);
1077 PHYSFS_read(fp, &NetPlayers, sizeof(AllNetPlayers_info), 1);
1078 PHYSFS_read(fp, &nplayers, sizeof(N_players), 1);
1079 PHYSFS_read(fp, &Player_num, sizeof(Player_num), 1);
1080 for (i=0;i<nplayers;i++)
1081 PHYSFS_read(fp, &restore_players[i], sizeof(player), 1);
1082 #ifdef RISKY_PROPOSITION
1083 PHYSFS_read(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1084 PHYSFS_read(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1085 PHYSFS_read(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1086 PHYSFS_read(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1087 PHYSFS_read(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1088 PHYSFS_read(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1089 PHYSFS_read(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1091 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1092 PHYSFS_read(fp, &robot_fire_buf[i][0],21,1);
1095 for (i=0;i<nplayers;i++)
1098 for (j=0;j<nplayers;j++)
1100 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1103 restore_players[i].connected=found;
1105 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1108 if (network_i_am_master())
1110 for (i=0;i<N_players;i++)
1114 Players[i].connected=0;
1118 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1126 StartNewLevelSub(current_level, 1, secret_restore);
1128 if (secret_restore) {
1129 player dummy_player;
1131 PHYSFS_read(fp, &dummy_player, sizeof(player), 1);
1132 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1133 Players[Player_num].level = dummy_player.level;
1134 Players[Player_num].last_score = dummy_player.last_score;
1135 Players[Player_num].time_level = dummy_player.time_level;
1137 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1138 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1139 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1140 Players[Player_num].hostages_total = dummy_player.hostages_total;
1141 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1142 Players[Player_num].hostages_level = dummy_player.hostages_level;
1143 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1144 Players[Player_num].hours_level = dummy_player.hours_level;
1145 Players[Player_num].hours_total = dummy_player.hours_total;
1146 do_cloak_invul_secret_stuff(old_gametime);
1148 Players[Player_num] = dummy_player;
1151 PHYSFS_read(fp, &Players[Player_num], sizeof(player), 1);
1154 strcpy( Players[Player_num].callsign, org_callsign );
1156 // Set the right level
1157 if ( between_levels )
1158 Players[Player_num].level = next_level;
1160 // Restore the weapon states
1161 PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1);
1162 PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1);
1164 select_weapon(Primary_weapon, 0, 0, 0);
1165 select_weapon(Secondary_weapon, 1, 0, 0);
1167 // Restore the difficulty level
1168 PHYSFS_read(fp, &Difficulty_level, sizeof(int), 1);
1170 // Restore the cheats enabled flag
1172 PHYSFS_read(fp, &Cheats_enabled, sizeof(int),1);
1174 if ( !between_levels ) {
1175 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1177 ObjectStartLocation = PHYSFS_tell(fp);
1178 //Clear out all the objects from the lvl file
1179 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1180 Segments[segnum].objects = -1;
1183 //Read objects, and pop 'em into their respective segments.
1184 PHYSFS_read(fp, &i, sizeof(int), 1);
1185 Highest_object_index = i-1;
1186 PHYSFS_read(fp, Objects, sizeof(object) * i, 1);
1188 Object_next_signature = 0;
1189 for (i=0; i<=Highest_object_index; i++ ) {
1191 obj->rtype.pobj_info.alt_textures = -1;
1192 segnum = obj->segnum;
1193 obj->next = obj->prev = obj->segnum = -1;
1194 if ( obj->type != OBJ_NONE ) {
1196 if ( obj->signature > Object_next_signature )
1197 Object_next_signature = obj->signature;
1200 //look for, and fix, boss with bogus shields
1201 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1202 fix save_shields = obj->shields;
1204 copy_defaults_to_robot(obj); //calculate starting shields
1206 //if in valid range, use loaded shield value
1207 if (save_shields > 0 && save_shields <= obj->shields)
1208 obj->shields = save_shields;
1210 obj->shields /= 2; //give player a break
1214 special_reset_objects();
1215 Object_next_signature++;
1217 // 1 = Didn't die on secret level.
1218 // 2 = Died on secret level.
1219 if (secret_restore && (Current_level_num >= 0)) {
1220 set_pos_from_return_segment();
1221 if (secret_restore == 2)
1222 init_player_stats_new_ship();
1226 PHYSFS_read(fp, &i, sizeof(int), 1);
1228 PHYSFS_read(fp, Walls, sizeof(wall), Num_walls);
1230 //now that we have the walls, check if any sounds are linked to
1231 //walls that are now open
1232 for (i=0;i<Num_walls;i++) {
1233 if (Walls[i].type == WALL_OPEN)
1234 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1237 //Restore exploding wall info
1238 if (version >= 10) {
1239 PHYSFS_read(fp, &i, sizeof(int), 1);
1240 PHYSFS_read(fp, expl_wall_list, sizeof(*expl_wall_list), i);
1244 PHYSFS_read(fp, &i, sizeof(int), 1);
1246 PHYSFS_read(fp, ActiveDoors, sizeof(active_door), Num_open_doors);
1248 if (version >= 14) { //Restore cloaking wall info
1249 PHYSFS_read(fp, &i, sizeof(int), 1);
1250 Num_cloaking_walls = i;
1251 PHYSFS_read(fp, CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls);
1254 //Restore trigger info
1255 PHYSFS_read(fp, &Num_triggers, sizeof(int), 1);
1256 PHYSFS_read(fp, Triggers, sizeof(trigger), Num_triggers);
1258 //Restore tmap info (to temp values so we can use compiled-in tmap info to compute static_light)
1259 for (i=0; i<=Highest_segment_index; i++ ) {
1260 for (j=0; j<6; j++ ) {
1261 PHYSFS_read(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
1262 PHYSFS_read(fp, &TempTmapNum[i][j], sizeof(short), 1);
1263 PHYSFS_read(fp, &TempTmapNum2[i][j], sizeof(short), 1);
1267 //Restore the fuelcen info
1268 PHYSFS_read(fp, &Control_center_destroyed, sizeof(int), 1);
1269 PHYSFS_read(fp, &Countdown_timer, sizeof(int), 1);
1270 PHYSFS_read(fp, &Num_robot_centers, sizeof(int), 1);
1271 PHYSFS_read(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
1272 PHYSFS_read(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
1273 PHYSFS_read(fp, &Num_fuelcenters, sizeof(int), 1);
1274 PHYSFS_read(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
1276 // Restore the control cen info
1277 PHYSFS_read(fp, &Control_center_been_hit, sizeof(int), 1);
1278 PHYSFS_read(fp, &Control_center_player_been_seen, sizeof(int), 1);
1279 PHYSFS_read(fp, &Control_center_next_fire_time, sizeof(int), 1);
1280 PHYSFS_read(fp, &Control_center_present, sizeof(int), 1);
1281 PHYSFS_read(fp, &Dead_controlcen_object_num, sizeof(int), 1);
1283 // Restore the AI state
1284 ai_restore_state( fp, version );
1286 // Restore the automap visited info
1287 PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
1289 // Restore hacked up weapon system stuff.
1290 Fusion_next_sound_time = GameTime;
1291 Auto_fire_fusion_cannon_time = 0;
1292 Next_laser_fire_time = GameTime;
1293 Next_missile_fire_time = GameTime;
1294 Last_laser_fired_time = GameTime;
1299 if ( version >= 7 ) {
1300 PHYSFS_read(fp, &state_game_id, sizeof(uint), 1);
1301 PHYSFS_read(fp, &Laser_rapid_fire, sizeof(int), 1);
1302 PHYSFS_read(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1303 PHYSFS_read(fp, &Lunacy, sizeof(int), 1);
1308 if (version >= 17) {
1309 PHYSFS_read(fp, MarkerObject, sizeof(MarkerObject), 1);
1310 PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1);
1311 PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage), 1);
1318 PHYSFS_read(fp, &num,sizeof(int), 1); // was NumOfMarkers
1319 PHYSFS_read(fp, &dummy,sizeof(int), 1); // was CurMarker
1321 PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40));
1323 for (num=0;num<NUM_MARKERS;num++)
1324 MarkerObject[num] = -1;
1328 if (secret_restore != 1)
1329 PHYSFS_read(fp, &Afterburner_charge, sizeof(fix), 1);
1332 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1336 //read last was super information
1337 PHYSFS_read(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
1338 PHYSFS_read(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
1341 if (version >= 12) {
1342 PHYSFS_read(fp, &Flash_effect, sizeof(int), 1);
1343 PHYSFS_read(fp, &Time_flash_last_played, sizeof(int), 1);
1344 PHYSFS_read(fp, &PaletteRedAdd, sizeof(int), 1);
1345 PHYSFS_read(fp, &PaletteGreenAdd, sizeof(int), 1);
1346 PHYSFS_read(fp, &PaletteBlueAdd, sizeof(int), 1);
1349 Time_flash_last_played = 0;
1351 PaletteGreenAdd = 0;
1355 // Load Light_subtracted
1356 if (version >= 16) {
1357 PHYSFS_read(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
1358 apply_all_changed_light();
1361 for (i=0; i<=Highest_segment_index; i++)
1362 Light_subtracted[i] = 0;
1365 // static_light should now be computed - now actually set tmap info
1366 for (i=0; i<=Highest_segment_index; i++ ) {
1367 for (j=0; j<6; j++ ) {
1368 Segments[i].sides[j].tmap_num=TempTmapNum[i][j];
1369 Segments[i].sides[j].tmap_num2=TempTmapNum2[i][j];
1373 if (!secret_restore) {
1374 if (version >= 20) {
1375 PHYSFS_read(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
1376 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1378 First_secret_visit = 1;
1380 First_secret_visit = 0;
1384 if (secret_restore != 1)
1385 PHYSFS_read(fp, &Omega_charge, sizeof(fix), 1);
1388 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1395 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1396 { // connected in the restored game
1397 for (i=0;i<nplayers;i++)
1399 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1400 if (Players[i].connected!=1)
1402 network_disconnect_player (i);
1403 create_player_appearance_effect(&Objects[Players[i].objnum]);
1404 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1411 // Load in bitmaps, etc..
1412 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1418 int state_get_game_id(char *filename)
1424 char desc[DESC_LENGTH+1];
1428 mprintf((0, "Restoring multigame from [%s]\n", filename));
1430 fp = PHYSFS_openRead(filename);
1434 //FIXME: check for swapped file, react accordingly...
1435 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
1436 if ( memcmp( id, dgss_id, 4 )) {
1442 PHYSFS_read(fp, &version, sizeof(int), 1);
1443 if (version < STATE_COMPATIBLE_VERSION) {
1449 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
1451 // Skip the current screen shot...
1452 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
1454 // And now...skip the palette stuff that somebody forgot to add
1455 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
1457 // Read the Between levels flag...
1458 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
1460 Assert(between_levels == 0); //between levels save ripped out
1462 // Read the mission info...
1463 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
1465 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1466 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1469 PHYSFS_read(fp, &dumbint, sizeof(fix), 1);
1471 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1473 return (state_game_id);