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;
286 int state_get_restore_file(char * fname, int multi)
289 int i, choice, version, nsaves;
290 newmenu_item m[NUM_SAVES+2];
291 char filename[NUM_SAVES+1][30];
292 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
297 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
298 for (i=0;i<NUM_SAVES+1; i++ ) {
302 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
304 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
308 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
310 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
313 fp = PHYSFSX_openReadBuffered(filename[i]);
316 //FIXME: check for swapped file, react accordingly...
317 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
318 if ( !memcmp( id, dgss_id, 4 )) {
320 PHYSFS_read(fp, &version, sizeof(int), 1);
321 if (version >= STATE_COMPATIBLE_VERSION) {
323 PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
324 //rpad_string( desc[i], DESC_LENGTH-1 );
325 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
327 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
328 PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
331 PHYSFS_read(fp, pal, 3, 256);
332 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
341 strcpy( desc[i], TXT_EMPTY );
342 //rpad_string( desc[i], DESC_LENGTH-1 );
343 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
348 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
352 if (Current_display_mode == SM(640,400)) //restore menu won't fit on 640x400
353 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
357 #if defined(WINDOWS) || defined(MACINTOSH)
358 Hack_DblClick_MenuMode = 1;
362 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
365 #if defined(WINDOWS) || defined(MACINTOSH)
366 Hack_DblClick_MenuMode = 0;
369 if (Current_display_mode == SM(640,400)) //set flag back
370 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
373 for (i=0; i<NUM_SAVES+1; i++ ) {
375 gr_free_bitmap( sc_bmp[i] );
379 strcpy( fname, filename[choice-1] );
380 if (choice != NUM_SAVES+1) //no new default when restore from autosave
381 state_default_item = choice - 1;
387 #define DESC_OFFSET 8
389 // -----------------------------------------------------------------------------------
390 // Imagine if C had a function to copy a file...
391 int copy_file(char *old_file, char *new_file)
395 PHYSFS_file *in_file, *out_file;
397 out_file = PHYSFS_openWrite(new_file);
399 if (out_file == NULL)
402 in_file = PHYSFS_openRead(old_file);
407 buf_size = PHYSFS_fileLength(in_file);
408 while (buf_size && !(buf = d_malloc(buf_size)))
411 return -5; // likely to be an empty file
413 while (!PHYSFS_eof(in_file))
417 bytes_read = PHYSFS_read(in_file, buf, 1, buf_size);
419 Error("Cannot read from file <%s>: %s", old_file, PHYSFS_getLastError());
421 Assert(bytes_read == buf_size || PHYSFS_eof(in_file));
423 if (PHYSFS_write(out_file, buf, 1, bytes_read) < bytes_read)
424 Error("Cannot write to file <%s>: %s", new_file, PHYSFS_getLastError());
429 if (!PHYSFS_close(in_file))
431 PHYSFS_close(out_file);
435 if (!PHYSFS_close(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, int blind_save)
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 PHYSFS_delete(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]");
499 else if (!(filenum = state_get_save_file(filename, desc, 0, blind_save)))
507 // If not in multiplayer, do special secret level stuff.
508 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
509 // If it doesn't exist, then delete Nsecret.sgc
510 if (!secret_save && !(Game_mode & GM_MULTI)) {
512 char temp_fname[32], fc;
517 fc = (filenum-10) + 'a';
522 sprintf(temp_fname, "%csecret.sgc", fc);
524 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
527 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
529 if (PHYSFS_exists(temp_fname))
531 mprintf((0, "Deleting file %s\n", temp_fname));
532 if (!PHYSFS_delete(temp_fname))
533 Error("Cannot delete file <%s>: %s", temp_fname, PHYSFS_getLastError());
536 if (PHYSFS_exists(SECRETC_FILENAME))
538 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
539 rval = copy_file(SECRETC_FILENAME, temp_fname);
540 Assert(rval == 0); // Oops, error copying secret.sgc to temp_fname!
545 // Save file we're going to save over in last slot and call "[autosave backup]"
546 if (!filename_override) {
549 tfp = PHYSFSX_openWriteBuffered(filename);
555 sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
557 sprintf(newname, "Players/%s.sg%x", Players[Player_num].callsign, NUM_SAVES);
560 PHYSFS_seek(tfp, DESC_OFFSET);
561 PHYSFS_write(tfp, "[autosave backup]", sizeof(char) * DESC_LENGTH, 1);
563 PHYSFS_delete(newname);
564 PHYSFSX_rename(filename, newname);
568 rval = state_save_all_sub(filename, desc, between_levels);
569 if (rval && !secret_save)
570 HUD_init_message("Game saved.");
575 extern fix Flash_effect, Time_flash_last_played;
578 int state_save_all_sub(char *filename, char *desc, int between_levels)
585 Assert(between_levels == 0); //between levels save ripped out
587 /* if ( Game_mode & GM_MULTI ) {
594 #if defined(MACINTOSH) && !defined(NDEBUG)
595 if ( strncmp(filename, ":Players:", 9) )
599 fp = PHYSFSX_openWriteBuffered(filename);
601 if ( !(Game_mode & GM_MULTI) )
602 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
608 PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
612 PHYSFS_write(fp, &i, sizeof(int), 1);
615 PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
617 // Save the current screen shot...
619 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
625 GLint gl_draw_buffer;
627 grs_canvas * cnv_save;
628 cnv_save = grd_curcanv;
630 gr_set_current_canvas( cnv );
636 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
637 glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
638 glReadBuffer(gl_draw_buffer);
639 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
641 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
642 if (!(j = i % THUMBNAIL_W))
644 cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
645 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
648 # else // simpler d1x method, not tested yet
649 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);
655 PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
657 gr_set_current_canvas(cnv_save);
658 gr_free_canvas( cnv );
659 PHYSFS_write(fp, pal, 3, 256);
664 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
665 PHYSFS_write(fp, &color, sizeof(ubyte), 1);
668 // Save the Between levels flag...
669 PHYSFS_write(fp, &between_levels, sizeof(int), 1);
671 // Save the mission info...
672 mprintf ((0, "HEY! Mission name is %s\n", Current_mission_filename));
673 PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
676 PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
677 PHYSFS_write(fp, &Next_level_num, sizeof(int), 1);
680 PHYSFS_write(fp, &GameTime, sizeof(fix), 1);
682 // If coop save, save all
684 if (Game_mode & GM_MULTI_COOP)
686 PHYSFS_write(fp, &state_game_id,sizeof(int), 1);
687 PHYSFS_write(fp, &Netgame,sizeof(netgame_info), 1);
688 PHYSFS_write(fp, &NetPlayers,sizeof(AllNetPlayers_info), 1);
689 PHYSFS_write(fp, &N_players,sizeof(int), 1);
690 PHYSFS_write(fp, &Player_num,sizeof(int), 1);
691 for (i=0;i<N_players;i++)
692 PHYSFS_write(fp, &Players[i], sizeof(player), 1);
694 #ifdef RISKY_PROPOSITION
695 PHYSFS_write(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
696 PHYSFS_write(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
697 PHYSFS_write(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
698 PHYSFS_write(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
699 PHYSFS_write(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
700 PHYSFS_write(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
701 PHYSFS_write(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
703 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
704 PHYSFS_write(fp, robot_fire_buf[i][0], 18 + 3, 1);
711 PHYSFS_write(fp, &Players[Player_num], sizeof(player), 1);
713 // Save the current weapon info
714 PHYSFS_write(fp, &Primary_weapon, sizeof(sbyte), 1);
715 PHYSFS_write(fp, &Secondary_weapon, sizeof(sbyte), 1);
717 // Save the difficulty level
718 PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
719 // Save cheats enabled
720 PHYSFS_write(fp, &Cheats_enabled,sizeof(int), 1);
722 if ( !between_levels ) {
724 //Finish all morph objects
725 for (i=0; i<=Highest_object_index; i++ ) {
726 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
728 md = find_morph_data(&Objects[i]);
730 md->obj->control_type = md->morph_save_control_type;
731 md->obj->movement_type = md->morph_save_movement_type;
732 md->obj->render_type = RT_POLYOBJ;
733 md->obj->mtype.phys_info = md->morph_save_phys_info;
735 } else { //maybe loaded half-morphed from disk
736 Objects[i].flags |= OF_SHOULD_BE_DEAD;
737 Objects[i].render_type = RT_POLYOBJ;
738 Objects[i].control_type = CT_NONE;
739 Objects[i].movement_type = MT_NONE;
745 i = Highest_object_index+1;
746 PHYSFS_write(fp, &i, sizeof(int), 1);
747 PHYSFS_write(fp, Objects, sizeof(object), i);
751 PHYSFS_write(fp, &i, sizeof(int), 1);
752 PHYSFS_write(fp, Walls, sizeof(wall), i);
754 //Save exploding wall info
755 i = MAX_EXPLODING_WALLS;
756 PHYSFS_write(fp, &i, sizeof(int), 1);
757 PHYSFS_write(fp, expl_wall_list, sizeof(*expl_wall_list), i);
761 PHYSFS_write(fp, &i, sizeof(int), 1);
762 PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i);
764 //Save cloaking wall info
765 i = Num_cloaking_walls;
766 PHYSFS_write(fp, &i, sizeof(int), 1);
767 PHYSFS_write(fp, CloakingWalls, sizeof(cloaking_wall), i);
770 PHYSFS_write(fp, &Num_triggers, sizeof(int), 1);
771 PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers);
774 for (i = 0; i <= Highest_segment_index; i++)
776 for (j = 0; j < 6; j++)
778 PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
779 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
780 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
784 // Save the fuelcen info
785 PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1);
786 PHYSFS_write(fp, &Countdown_timer, sizeof(int), 1);
787 PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1);
788 PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
789 PHYSFS_write(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
790 PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1);
791 PHYSFS_write(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
793 // Save the control cen info
794 PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1);
795 PHYSFS_write(fp, &Control_center_player_been_seen, sizeof(int), 1);
796 PHYSFS_write(fp, &Control_center_next_fire_time, sizeof(int), 1);
797 PHYSFS_write(fp, &Control_center_present, sizeof(int), 1);
798 PHYSFS_write(fp, &Dead_controlcen_object_num, sizeof(int), 1);
803 // Save the automap visited info
804 PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
807 PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
808 PHYSFS_write(fp, &Laser_rapid_fire, sizeof(int), 1);
809 PHYSFS_write(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
810 PHYSFS_write(fp, &Lunacy, sizeof(int), 1);
812 // Save automap marker info
814 PHYSFS_write(fp, MarkerObject, sizeof(MarkerObject) ,1);
815 PHYSFS_write(fp, MarkerOwner, sizeof(MarkerOwner), 1);
816 PHYSFS_write(fp, MarkerMessage, sizeof(MarkerMessage), 1);
818 PHYSFS_write(fp, &Afterburner_charge, sizeof(fix), 1);
820 //save last was super information
821 PHYSFS_write(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
822 PHYSFS_write(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
824 // Save flash effect stuff
825 PHYSFS_write(fp, &Flash_effect, sizeof(int), 1);
826 PHYSFS_write(fp, &Time_flash_last_played, sizeof(int), 1);
827 PHYSFS_write(fp, &PaletteRedAdd, sizeof(int), 1);
828 PHYSFS_write(fp, &PaletteGreenAdd, sizeof(int), 1);
829 PHYSFS_write(fp, &PaletteBlueAdd, sizeof(int), 1);
831 PHYSFS_write(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
833 PHYSFS_write(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
835 if (PHYSFS_write(fp, &Omega_charge, sizeof(Omega_charge), 1) < 1)
837 if ( !(Game_mode & GM_MULTI) ) {
838 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
840 PHYSFS_delete(filename);
845 #ifdef MACINTOSH // set the type and creator of the saved game file
851 strcpy(pfilename, filename);
853 err = HGetFInfo(0, 0, pfilename, &finfo);
854 finfo.fdType = 'SVGM';
855 finfo.fdCreator = 'DCT2';
856 err = HSetFInfo(0, 0, pfilename, &finfo);
866 // -----------------------------------------------------------------------------------
867 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
868 void set_pos_from_return_segment(void)
870 int plobjnum = Players[Player_num].objnum;
872 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
873 obj_relink(plobjnum, Secret_return_segment);
874 reset_player_object();
875 Objects[plobjnum].orient = Secret_return_orient;
878 // -----------------------------------------------------------------------------------
879 int state_restore_all(int in_game, int secret_restore, char *filename_override)
885 if ( Game_mode & GM_MULTI ) {
887 multi_initiate_restore_game();
893 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
894 HUD_init_message( "Can't restore in secret level!" );
898 if ( Newdemo_state == ND_STATE_RECORDING )
899 newdemo_stop_recording();
901 if ( Newdemo_state != ND_STATE_NORMAL )
906 if (filename_override) {
907 strcpy(filename, filename_override);
908 filenum = NUM_SAVES+1; // So we don't trigger autosave
909 } else if (!(filenum = state_get_restore_file(filename, 0))) {
915 // If not in multiplayer, do special secret level stuff.
916 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
917 // If it doesn't exist, then delete secret.sgc
918 if (!secret_restore && !(Game_mode & GM_MULTI)) {
920 char temp_fname[32], fc;
924 fc = (filenum-10) + 'a';
929 sprintf(temp_fname, "%csecret.sgc", fc);
931 sprintf(temp_fname, "Players/%csecret.sgc", fc);
934 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
936 if (PHYSFS_exists(temp_fname))
938 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
939 rval = copy_file(temp_fname, SECRETC_FILENAME);
940 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
942 PHYSFS_delete(SECRETC_FILENAME);
946 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
947 if ((filenum != (NUM_SAVES+1)) && in_game) {
948 char temp_filename[128];
949 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
951 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
953 sprintf(temp_filename, "Players/%s.sg%x", Players[Player_num].callsign, NUM_SAVES);
955 state_save_all(!in_game, secret_restore, temp_filename, 0);
958 if ( !secret_restore && in_game ) {
960 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
969 return state_restore_all_sub(filename, 0, secret_restore);
972 extern void init_player_stats_new_ship(void);
974 void ShowLevelIntro(int level_num);
976 extern void do_cloak_invul_secret_stuff(fix old_gametime);
977 extern void copy_defaults_to_robot(object *objp);
979 int state_restore_all_sub(char *filename, int multi, int secret_restore)
981 int ObjectStartLocation;
982 int version,i, j, segnum;
985 int current_level, next_level;
988 char desc[DESC_LENGTH+1];
990 char org_callsign[CALLSIGN_LEN+16];
993 int nplayers; //,playid[12],mynum;
994 player restore_players[MAX_PLAYERS];
996 fix old_gametime = GameTime;
997 short TempTmapNum[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
998 short TempTmapNum2[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
1000 #if defined(MACINTOSH) && !defined(NDEBUG)
1001 if (strncmp(filename, "Players/", 9))
1005 fp = PHYSFSX_openReadBuffered(filename);
1006 if ( !fp ) return 0;
1009 //FIXME: check for swapped file, react accordingly...
1010 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
1011 if ( memcmp( id, dgss_id, 4 )) {
1017 PHYSFS_read(fp, &version, sizeof(int), 1);
1018 if (version < STATE_COMPATIBLE_VERSION) {
1024 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
1026 // Skip the current screen shot...
1027 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
1029 // And now...skip the goddamn palette stuff that somebody forgot to add
1030 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
1032 // Read the Between levels flag...
1033 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
1035 Assert(between_levels == 0); //between levels save ripped out
1037 // Read the mission info...
1038 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
1039 mprintf ((0,"Missionname to load = %s\n",mission));
1041 if (!load_mission_by_name( mission )) {
1042 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1048 PHYSFS_read(fp, ¤t_level, sizeof(int), 1);
1049 PHYSFS_read(fp, &next_level, sizeof(int), 1);
1052 PHYSFS_read(fp, &GameTime, sizeof(fix), 1);
1054 // Start new game....
1056 Game_mode = GM_NORMAL;
1057 Function_mode = FMODE_GAME;
1059 change_playernum_to(0);
1061 strcpy( org_callsign, Players[0].callsign );
1063 if (!secret_restore) {
1064 InitPlayerObject(); //make sure player's object set up
1065 init_player_stats_game(); //clear all stats
1068 strcpy( org_callsign, Players[Player_num].callsign );
1072 if (Game_mode & GM_MULTI)
1074 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1075 PHYSFS_read(fp, &Netgame, sizeof(netgame_info), 1);
1076 PHYSFS_read(fp, &NetPlayers, sizeof(AllNetPlayers_info), 1);
1077 PHYSFS_read(fp, &nplayers, sizeof(N_players), 1);
1078 PHYSFS_read(fp, &Player_num, sizeof(Player_num), 1);
1079 for (i=0;i<nplayers;i++)
1080 PHYSFS_read(fp, &restore_players[i], sizeof(player), 1);
1081 #ifdef RISKY_PROPOSITION
1082 PHYSFS_read(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1083 PHYSFS_read(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1084 PHYSFS_read(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1085 PHYSFS_read(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1086 PHYSFS_read(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1087 PHYSFS_read(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1088 PHYSFS_read(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1090 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1091 PHYSFS_read(fp, &robot_fire_buf[i][0],21,1);
1094 for (i=0;i<nplayers;i++)
1097 for (j=0;j<nplayers;j++)
1099 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1102 restore_players[i].connected=found;
1104 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1107 if (network_i_am_master())
1109 for (i=0;i<N_players;i++)
1113 Players[i].connected=0;
1117 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1125 StartNewLevelSub(current_level, 1, secret_restore);
1127 if (secret_restore) {
1128 player dummy_player;
1130 PHYSFS_read(fp, &dummy_player, sizeof(player), 1);
1131 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1132 Players[Player_num].level = dummy_player.level;
1133 Players[Player_num].last_score = dummy_player.last_score;
1134 Players[Player_num].time_level = dummy_player.time_level;
1136 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1137 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1138 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1139 Players[Player_num].hostages_total = dummy_player.hostages_total;
1140 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1141 Players[Player_num].hostages_level = dummy_player.hostages_level;
1142 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1143 Players[Player_num].hours_level = dummy_player.hours_level;
1144 Players[Player_num].hours_total = dummy_player.hours_total;
1145 do_cloak_invul_secret_stuff(old_gametime);
1147 Players[Player_num] = dummy_player;
1150 PHYSFS_read(fp, &Players[Player_num], sizeof(player), 1);
1153 strcpy( Players[Player_num].callsign, org_callsign );
1155 // Set the right level
1156 if ( between_levels )
1157 Players[Player_num].level = next_level;
1159 // Restore the weapon states
1160 PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1);
1161 PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1);
1163 select_weapon(Primary_weapon, 0, 0, 0);
1164 select_weapon(Secondary_weapon, 1, 0, 0);
1166 // Restore the difficulty level
1167 PHYSFS_read(fp, &Difficulty_level, sizeof(int), 1);
1169 // Restore the cheats enabled flag
1171 PHYSFS_read(fp, &Cheats_enabled, sizeof(int),1);
1173 if ( !between_levels ) {
1174 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1176 ObjectStartLocation = PHYSFS_tell(fp);
1177 //Clear out all the objects from the lvl file
1178 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1179 Segments[segnum].objects = -1;
1182 //Read objects, and pop 'em into their respective segments.
1183 PHYSFS_read(fp, &i, sizeof(int), 1);
1184 Highest_object_index = i-1;
1185 PHYSFS_read(fp, Objects, sizeof(object) * i, 1);
1187 Object_next_signature = 0;
1188 for (i=0; i<=Highest_object_index; i++ ) {
1190 obj->rtype.pobj_info.alt_textures = -1;
1191 segnum = obj->segnum;
1192 obj->next = obj->prev = obj->segnum = -1;
1193 if ( obj->type != OBJ_NONE ) {
1195 if ( obj->signature > Object_next_signature )
1196 Object_next_signature = obj->signature;
1199 //look for, and fix, boss with bogus shields
1200 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1201 fix save_shields = obj->shields;
1203 copy_defaults_to_robot(obj); //calculate starting shields
1205 //if in valid range, use loaded shield value
1206 if (save_shields > 0 && save_shields <= obj->shields)
1207 obj->shields = save_shields;
1209 obj->shields /= 2; //give player a break
1213 special_reset_objects();
1214 Object_next_signature++;
1216 // 1 = Didn't die on secret level.
1217 // 2 = Died on secret level.
1218 if (secret_restore && (Current_level_num >= 0)) {
1219 set_pos_from_return_segment();
1220 if (secret_restore == 2)
1221 init_player_stats_new_ship();
1225 PHYSFS_read(fp, &i, sizeof(int), 1);
1227 PHYSFS_read(fp, Walls, sizeof(wall), Num_walls);
1229 //now that we have the walls, check if any sounds are linked to
1230 //walls that are now open
1231 for (i=0;i<Num_walls;i++) {
1232 if (Walls[i].type == WALL_OPEN)
1233 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1236 //Restore exploding wall info
1237 if (version >= 10) {
1238 PHYSFS_read(fp, &i, sizeof(int), 1);
1239 PHYSFS_read(fp, expl_wall_list, sizeof(*expl_wall_list), i);
1243 PHYSFS_read(fp, &i, sizeof(int), 1);
1245 PHYSFS_read(fp, ActiveDoors, sizeof(active_door), Num_open_doors);
1247 if (version >= 14) { //Restore cloaking wall info
1248 PHYSFS_read(fp, &i, sizeof(int), 1);
1249 Num_cloaking_walls = i;
1250 PHYSFS_read(fp, CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls);
1253 //Restore trigger info
1254 PHYSFS_read(fp, &Num_triggers, sizeof(int), 1);
1255 PHYSFS_read(fp, Triggers, sizeof(trigger), Num_triggers);
1257 //Restore tmap info (to temp values so we can use compiled-in tmap info to compute static_light)
1258 for (i=0; i<=Highest_segment_index; i++ ) {
1259 for (j=0; j<6; j++ ) {
1260 PHYSFS_read(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
1261 PHYSFS_read(fp, &TempTmapNum[i][j], sizeof(short), 1);
1262 PHYSFS_read(fp, &TempTmapNum2[i][j], sizeof(short), 1);
1266 //Restore the fuelcen info
1267 PHYSFS_read(fp, &Control_center_destroyed, sizeof(int), 1);
1268 PHYSFS_read(fp, &Countdown_timer, sizeof(int), 1);
1269 PHYSFS_read(fp, &Num_robot_centers, sizeof(int), 1);
1270 PHYSFS_read(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
1271 PHYSFS_read(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
1272 PHYSFS_read(fp, &Num_fuelcenters, sizeof(int), 1);
1273 PHYSFS_read(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
1275 // Restore the control cen info
1276 PHYSFS_read(fp, &Control_center_been_hit, sizeof(int), 1);
1277 PHYSFS_read(fp, &Control_center_player_been_seen, sizeof(int), 1);
1278 PHYSFS_read(fp, &Control_center_next_fire_time, sizeof(int), 1);
1279 PHYSFS_read(fp, &Control_center_present, sizeof(int), 1);
1280 PHYSFS_read(fp, &Dead_controlcen_object_num, sizeof(int), 1);
1282 // Restore the AI state
1283 ai_restore_state( fp, version );
1285 // Restore the automap visited info
1286 PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
1288 // Restore hacked up weapon system stuff.
1289 Fusion_next_sound_time = GameTime;
1290 Auto_fire_fusion_cannon_time = 0;
1291 Next_laser_fire_time = GameTime;
1292 Next_missile_fire_time = GameTime;
1293 Last_laser_fired_time = GameTime;
1298 if ( version >= 7 ) {
1299 PHYSFS_read(fp, &state_game_id, sizeof(uint), 1);
1300 PHYSFS_read(fp, &Laser_rapid_fire, sizeof(int), 1);
1301 PHYSFS_read(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1302 PHYSFS_read(fp, &Lunacy, sizeof(int), 1);
1307 if (version >= 17) {
1308 PHYSFS_read(fp, MarkerObject, sizeof(MarkerObject), 1);
1309 PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1);
1310 PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage), 1);
1317 PHYSFS_read(fp, &num,sizeof(int), 1); // was NumOfMarkers
1318 PHYSFS_read(fp, &dummy,sizeof(int), 1); // was CurMarker
1320 PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40));
1322 for (num=0;num<NUM_MARKERS;num++)
1323 MarkerObject[num] = -1;
1327 if (secret_restore != 1)
1328 PHYSFS_read(fp, &Afterburner_charge, sizeof(fix), 1);
1331 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1335 //read last was super information
1336 PHYSFS_read(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
1337 PHYSFS_read(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
1340 if (version >= 12) {
1341 PHYSFS_read(fp, &Flash_effect, sizeof(int), 1);
1342 PHYSFS_read(fp, &Time_flash_last_played, sizeof(int), 1);
1343 PHYSFS_read(fp, &PaletteRedAdd, sizeof(int), 1);
1344 PHYSFS_read(fp, &PaletteGreenAdd, sizeof(int), 1);
1345 PHYSFS_read(fp, &PaletteBlueAdd, sizeof(int), 1);
1348 Time_flash_last_played = 0;
1350 PaletteGreenAdd = 0;
1354 // Load Light_subtracted
1355 if (version >= 16) {
1356 PHYSFS_read(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
1357 apply_all_changed_light();
1360 for (i=0; i<=Highest_segment_index; i++)
1361 Light_subtracted[i] = 0;
1364 // static_light should now be computed - now actually set tmap info
1365 for (i=0; i<=Highest_segment_index; i++ ) {
1366 for (j=0; j<6; j++ ) {
1367 Segments[i].sides[j].tmap_num=TempTmapNum[i][j];
1368 Segments[i].sides[j].tmap_num2=TempTmapNum2[i][j];
1372 if (!secret_restore) {
1373 if (version >= 20) {
1374 PHYSFS_read(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
1375 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1377 First_secret_visit = 1;
1379 First_secret_visit = 0;
1383 if (secret_restore != 1)
1384 PHYSFS_read(fp, &Omega_charge, sizeof(fix), 1);
1387 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1394 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1395 { // connected in the restored game
1396 for (i=0;i<nplayers;i++)
1398 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1399 if (Players[i].connected!=1)
1401 network_disconnect_player (i);
1402 create_player_appearance_effect(&Objects[Players[i].objnum]);
1403 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1410 // Load in bitmaps, etc..
1411 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1417 int state_get_game_id(char *filename)
1423 char desc[DESC_LENGTH+1];
1427 mprintf((0, "Restoring multigame from [%s]\n", filename));
1429 fp = PHYSFS_openRead(filename);
1433 //FIXME: check for swapped file, react accordingly...
1434 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
1435 if ( memcmp( id, dgss_id, 4 )) {
1441 PHYSFS_read(fp, &version, sizeof(int), 1);
1442 if (version < STATE_COMPATIBLE_VERSION) {
1448 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
1450 // Skip the current screen shot...
1451 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
1453 // And now...skip the palette stuff that somebody forgot to add
1454 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
1456 // Read the Between levels flag...
1457 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
1459 Assert(between_levels == 0); //between levels save ripped out
1461 // Read the mission info...
1462 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
1464 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1465 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1468 PHYSFS_read(fp, &dumbint, sizeof(fix), 1);
1470 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1472 return (state_game_id);