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 * Functions to save/restore game state.
32 #if !defined(_MSC_VER) && !defined(macintosh)
46 #if defined(__APPLE__) && defined(__MACH__)
47 #include <OpenGL/gl.h>
105 #define STATE_VERSION 22
106 #define STATE_COMPATIBLE_VERSION 20
107 // 0 - Put DGSS (Descent Game State Save) id at tof.
108 // 1 - Added Difficulty level save
109 // 2 - Added Cheats_enabled flag
110 // 3 - Added between levels save.
111 // 4 - Added mission support
112 // 5 - Mike changed ai and object structure.
113 // 6 - Added buggin' cheat save
114 // 7 - Added other cheat saves and game_id.
115 // 8 - Added AI stuff for escort and thief.
116 // 9 - Save palette with screen shot
117 // 12- Saved last_was_super array
118 // 13- Saved palette flash stuff
119 // 14- Save cloaking wall stuff
120 // 15- Save additional ai info
121 // 16- Save Light_subtracted
122 // 17- New marker save
123 // 18- Took out saving of old cheat status
124 // 19- Saved cheats_enabled flag
125 // 20- First_secret_visit
129 #define THUMBNAIL_W 100
130 #define THUMBNAIL_H 50
131 #define DESC_LENGTH 20
133 extern void multi_initiate_save_game();
134 extern void multi_initiate_restore_game();
135 extern void apply_all_changed_light(void);
137 extern int Do_appearance_effect;
138 extern fix Fusion_next_sound_time;
140 extern int Laser_rapid_fire;
141 extern int Physics_cheat_flag;
143 extern void do_lunacy_on(void);
144 extern void do_lunacy_off(void);
145 extern int First_secret_visit;
148 grs_bitmap *sc_bmp[NUM_SAVES+1];
150 char dgss_id[4] = "DGSS";
152 int state_default_item = 0;
156 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
157 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
158 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
159 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
160 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
161 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
162 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
163 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
167 extern ubyte Hack_DblClick_MenuMode;
170 //-------------------------------------------------------------------
171 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
173 // if ( sc_last_item != citem ) {
174 // sc_last_item = citem;
176 if ( sc_bmp[citem-1] ) {
178 grs_canvas *save_canv = grd_curcanv;
179 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
180 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
181 gr_set_current_canvas(temp_canv);
182 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
183 gr_set_current_canvas( save_canv );
184 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
185 gr_free_canvas(temp_canv);
188 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
195 void rpad_string( char * string, int max_chars )
200 for( i=0; i<max_chars; i++ ) {
207 *string = 0; // NULL terminate
210 int state_get_save_file(char * fname, char * dsc, int multi, int blind_save)
213 int i, choice, version;
214 newmenu_item m[NUM_SAVES+2];
215 char filename[NUM_SAVES+1][30];
216 char desc[NUM_SAVES+1][DESC_LENGTH+16];
220 for (i=0;i<NUM_SAVES; i++ ) {
223 sprintf( filename[i], PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, i );
225 sprintf( filename[i], PLAYER_DIR "%s.mg%x", Players[Player_num].callsign, i );
227 fp = PHYSFSX_openReadBuffered(filename[i]);
230 //FIXME: check for swapped file, react accordingly...
231 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
232 if ( !memcmp( id, dgss_id, 4 )) {
234 PHYSFS_read(fp, &version, sizeof(int), 1);
235 if (version >= STATE_COMPATIBLE_VERSION) {
237 PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
238 //rpad_string( desc[i], DESC_LENGTH-1 );
240 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
241 //PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
248 strcpy( desc[i], TXT_EMPTY );
249 //rpad_string( desc[i], DESC_LENGTH-1 );
251 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
255 if (blind_save && state_default_item >= 0)
256 choice = state_default_item;
258 choice = newmenu_do1(NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item);
260 for (i=0; i<NUM_SAVES; i++ ) {
262 gr_free_bitmap( sc_bmp[i] );
266 strcpy( fname, filename[choice] );
267 strcpy( dsc, desc[choice] );
268 state_default_item = choice;
276 int state_get_restore_file(char * fname, int multi)
279 int i, choice, version, nsaves;
280 newmenu_item m[NUM_SAVES+2];
281 char filename[NUM_SAVES+1][30];
282 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
287 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
288 for (i=0;i<NUM_SAVES+1; i++ ) {
291 sprintf( filename[i], PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, i );
293 sprintf( filename[i], PLAYER_DIR "%s.mg%x", Players[Player_num].callsign, i );
295 fp = PHYSFSX_openReadBuffered(filename[i]);
298 //FIXME: check for swapped file, react accordingly...
299 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
300 if ( !memcmp( id, dgss_id, 4 )) {
302 PHYSFS_read(fp, &version, sizeof(int), 1);
303 if (version >= STATE_COMPATIBLE_VERSION) {
305 PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
306 //rpad_string( desc[i], DESC_LENGTH-1 );
307 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
309 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
310 PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
313 PHYSFS_read(fp, pal, 3, 256);
314 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
323 strcpy( desc[i], TXT_EMPTY );
324 //rpad_string( desc[i], DESC_LENGTH-1 );
325 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
330 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
334 if (Current_display_mode == SM(640,400)) //restore menu won't fit on 640x400
335 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
340 Hack_DblClick_MenuMode = 1;
344 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
348 Hack_DblClick_MenuMode = 0;
351 if (Current_display_mode == SM(640,400)) //set flag back
352 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
355 for (i=0; i<NUM_SAVES+1; i++ ) {
357 gr_free_bitmap( sc_bmp[i] );
361 strcpy( fname, filename[choice-1] );
362 if (choice != NUM_SAVES+1) //no new default when restore from autosave
363 state_default_item = choice - 1;
369 #define DESC_OFFSET 8
371 // -----------------------------------------------------------------------------------
372 // Imagine if C had a function to copy a file...
373 int copy_file(char *old_file, char *new_file)
377 PHYSFS_file *in_file, *out_file;
379 out_file = PHYSFS_openWrite(new_file);
381 if (out_file == NULL)
384 in_file = PHYSFS_openRead(old_file);
389 buf_size = (int)PHYSFS_fileLength(in_file);
390 while (buf_size && !(buf = d_malloc(buf_size)))
393 return -5; // likely to be an empty file
395 while (!PHYSFS_eof(in_file))
399 bytes_read = (int)PHYSFS_read(in_file, buf, 1, buf_size);
401 Error("Cannot read from file <%s>: %s", old_file, PHYSFS_getLastError());
403 Assert(bytes_read == buf_size || PHYSFS_eof(in_file));
405 if (PHYSFS_write(out_file, buf, 1, bytes_read) < bytes_read)
406 Error("Cannot write to file <%s>: %s", new_file, PHYSFS_getLastError());
411 if (!PHYSFS_close(in_file))
413 PHYSFS_close(out_file);
417 if (!PHYSFS_close(out_file))
424 extern int Final_boss_is_dead;
426 // -----------------------------------------------------------------------------------
427 // blind_save means don't prompt user for any info.
428 int state_save_all(int between_levels, int secret_save, char *filename_override, int blind_save)
430 int rval, filenum = -1;
432 char filename[128], desc[DESC_LENGTH+1];
434 Assert(between_levels == 0); //between levels save ripped out
437 if ( Game_mode & GM_MULTI ) {
438 multi_initiate_save_game();
443 if ((Current_level_num < 0) && (secret_save == 0)) {
444 HUD_init_message( "Can't save in secret level!" );
448 if (Final_boss_is_dead) //don't allow save while final boss is dying
451 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
453 // If this is a secret save and the control center has been destroyed, don't allow
454 // return to the base level.
455 if (secret_save && (Control_center_destroyed)) {
456 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
457 PHYSFS_delete(PLAYER_DIR "secret.sgb");
463 if (secret_save == 1) {
464 filename_override = filename;
465 sprintf(filename_override, PLAYER_DIR "secret.sgb");
466 } else if (secret_save == 2) {
467 filename_override = filename;
468 sprintf(filename_override, PLAYER_DIR "secret.sgc");
470 if (filename_override) {
471 strcpy( filename, filename_override);
472 sprintf(desc, "[autosave backup]");
474 else if (!(filenum = state_get_save_file(filename, desc, 0, blind_save)))
482 // If not in multiplayer, do special secret level stuff.
483 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
484 // If it doesn't exist, then delete Nsecret.sgc
485 if (!secret_save && !(Game_mode & GM_MULTI)) {
487 char temp_fname[32], fc;
492 fc = (filenum-10) + 'a';
496 sprintf(temp_fname, PLAYER_DIR "%csecret.sgc", fc);
498 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
500 if (PHYSFS_exists(temp_fname))
502 mprintf((0, "Deleting file %s\n", temp_fname));
503 if (!PHYSFS_delete(temp_fname))
504 Error("Cannot delete file <%s>: %s", temp_fname, PHYSFS_getLastError());
507 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
509 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
510 rval = copy_file(PLAYER_DIR "secret.sgc", temp_fname);
511 Assert(rval == 0); // Oops, error copying secret.sgc to temp_fname!
516 // Save file we're going to save over in last slot and call "[autosave backup]"
517 if (!filename_override) {
520 tfp = PHYSFSX_openWriteBuffered(filename);
525 sprintf( newname, PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
527 PHYSFS_seek(tfp, DESC_OFFSET);
528 PHYSFS_write(tfp, "[autosave backup]", sizeof(char) * DESC_LENGTH, 1);
530 PHYSFS_delete(newname);
531 PHYSFSX_rename(filename, newname);
535 rval = state_save_all_sub(filename, desc, between_levels);
536 if (rval && !secret_save)
537 HUD_init_message("Game saved.");
542 extern fix Flash_effect, Time_flash_last_played;
545 int state_save_all_sub(char *filename, char *desc, int between_levels)
552 Assert(between_levels == 0); //between levels save ripped out
554 /* if ( Game_mode & GM_MULTI ) {
561 #if defined(MACINTOSH) && !defined(NDEBUG)
562 if ( strncmp(filename, PLAYER_DIR, 9) )
566 fp = PHYSFSX_openWriteBuffered(filename);
568 if ( !(Game_mode & GM_MULTI) )
569 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
575 PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
579 PHYSFS_write(fp, &i, sizeof(int), 1);
582 PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
584 // Save the current screen shot...
586 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
592 GLint gl_draw_buffer;
594 grs_canvas * cnv_save;
595 cnv_save = grd_curcanv;
597 gr_set_current_canvas( cnv );
603 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
604 glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
605 glReadBuffer(gl_draw_buffer);
606 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
608 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
609 if (!(j = i % THUMBNAIL_W))
611 cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
612 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
615 # else // simpler d1x method, not tested yet
616 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);
622 PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
624 gr_set_current_canvas(cnv_save);
625 gr_free_canvas( cnv );
626 PHYSFS_write(fp, pal, 3, 256);
631 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
632 PHYSFS_write(fp, &color, sizeof(ubyte), 1);
635 // Save the Between levels flag...
636 PHYSFS_write(fp, &between_levels, sizeof(int), 1);
638 // Save the mission info...
639 mprintf ((0, "HEY! Mission name is %s\n", Current_mission_filename));
640 PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
643 PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
644 PHYSFS_write(fp, &Next_level_num, sizeof(int), 1);
647 PHYSFS_write(fp, &GameTime, sizeof(fix), 1);
649 // If coop save, save all
651 if (Game_mode & GM_MULTI_COOP)
653 PHYSFS_write(fp, &state_game_id,sizeof(int), 1);
654 PHYSFS_write(fp, &Netgame,sizeof(netgame_info), 1);
655 PHYSFS_write(fp, &NetPlayers,sizeof(AllNetPlayers_info), 1);
656 PHYSFS_write(fp, &N_players,sizeof(int), 1);
657 PHYSFS_write(fp, &Player_num,sizeof(int), 1);
658 for (i=0;i<N_players;i++)
659 PHYSFS_write(fp, &Players[i], sizeof(player), 1);
661 #ifdef RISKY_PROPOSITION
662 PHYSFS_write(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
663 PHYSFS_write(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
664 PHYSFS_write(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
665 PHYSFS_write(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
666 PHYSFS_write(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
667 PHYSFS_write(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
668 PHYSFS_write(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
670 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
671 PHYSFS_write(fp, robot_fire_buf[i][0], 18 + 3, 1);
678 PHYSFS_write(fp, &Players[Player_num], sizeof(player), 1);
680 // Save the current weapon info
681 PHYSFS_write(fp, &Primary_weapon, sizeof(sbyte), 1);
682 PHYSFS_write(fp, &Secondary_weapon, sizeof(sbyte), 1);
684 // Save the difficulty level
685 PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
686 // Save cheats enabled
687 PHYSFS_write(fp, &Cheats_enabled,sizeof(int), 1);
689 if ( !between_levels ) {
691 //Finish all morph objects
692 for (i=0; i<=Highest_object_index; i++ ) {
693 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
695 md = find_morph_data(&Objects[i]);
697 md->obj->control_type = md->morph_save_control_type;
698 md->obj->movement_type = md->morph_save_movement_type;
699 md->obj->render_type = RT_POLYOBJ;
700 md->obj->mtype.phys_info = md->morph_save_phys_info;
702 } else { //maybe loaded half-morphed from disk
703 Objects[i].flags |= OF_SHOULD_BE_DEAD;
704 Objects[i].render_type = RT_POLYOBJ;
705 Objects[i].control_type = CT_NONE;
706 Objects[i].movement_type = MT_NONE;
712 i = Highest_object_index+1;
713 PHYSFS_write(fp, &i, sizeof(int), 1);
714 PHYSFS_write(fp, Objects, sizeof(object), i);
718 PHYSFS_write(fp, &i, sizeof(int), 1);
719 PHYSFS_write(fp, Walls, sizeof(wall), i);
721 //Save exploding wall info
722 i = MAX_EXPLODING_WALLS;
723 PHYSFS_write(fp, &i, sizeof(int), 1);
724 PHYSFS_write(fp, expl_wall_list, sizeof(*expl_wall_list), i);
728 PHYSFS_write(fp, &i, sizeof(int), 1);
729 PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i);
731 //Save cloaking wall info
732 i = Num_cloaking_walls;
733 PHYSFS_write(fp, &i, sizeof(int), 1);
734 PHYSFS_write(fp, CloakingWalls, sizeof(cloaking_wall), i);
737 PHYSFS_write(fp, &Num_triggers, sizeof(int), 1);
738 PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers);
741 for (i = 0; i <= Highest_segment_index; i++)
743 for (j = 0; j < 6; j++)
745 PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
746 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
747 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
751 // Save the fuelcen info
752 PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1);
753 PHYSFS_write(fp, &Countdown_timer, sizeof(int), 1);
754 PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1);
755 PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
756 PHYSFS_write(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
757 PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1);
758 PHYSFS_write(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
760 // Save the control cen info
761 PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1);
762 PHYSFS_write(fp, &Control_center_player_been_seen, sizeof(int), 1);
763 PHYSFS_write(fp, &Control_center_next_fire_time, sizeof(int), 1);
764 PHYSFS_write(fp, &Control_center_present, sizeof(int), 1);
765 PHYSFS_write(fp, &Dead_controlcen_object_num, sizeof(int), 1);
770 // Save the automap visited info
771 PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
774 PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
775 PHYSFS_write(fp, &Laser_rapid_fire, sizeof(int), 1);
776 PHYSFS_write(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
777 PHYSFS_write(fp, &Lunacy, sizeof(int), 1);
779 // Save automap marker info
781 PHYSFS_write(fp, MarkerObject, sizeof(MarkerObject) ,1);
782 PHYSFS_write(fp, MarkerOwner, sizeof(MarkerOwner), 1);
783 PHYSFS_write(fp, MarkerMessage, sizeof(MarkerMessage), 1);
785 PHYSFS_write(fp, &Afterburner_charge, sizeof(fix), 1);
787 //save last was super information
788 PHYSFS_write(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
789 PHYSFS_write(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
791 // Save flash effect stuff
792 PHYSFS_write(fp, &Flash_effect, sizeof(int), 1);
793 PHYSFS_write(fp, &Time_flash_last_played, sizeof(int), 1);
794 PHYSFS_write(fp, &PaletteRedAdd, sizeof(int), 1);
795 PHYSFS_write(fp, &PaletteGreenAdd, sizeof(int), 1);
796 PHYSFS_write(fp, &PaletteBlueAdd, sizeof(int), 1);
798 PHYSFS_write(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
800 PHYSFS_write(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
802 if (PHYSFS_write(fp, &Omega_charge, sizeof(Omega_charge), 1) < 1)
804 if ( !(Game_mode & GM_MULTI) ) {
805 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
807 PHYSFS_delete(filename);
812 #ifdef MACINTOSH // set the type and creator of the saved game file
818 strcpy(pfilename, filename);
820 err = HGetFInfo(0, 0, pfilename, &finfo);
821 finfo.fdType = 'SVGM';
822 finfo.fdCreator = 'DCT2';
823 err = HSetFInfo(0, 0, pfilename, &finfo);
833 // -----------------------------------------------------------------------------------
834 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
835 void set_pos_from_return_segment(void)
837 int plobjnum = Players[Player_num].objnum;
839 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
840 obj_relink(plobjnum, Secret_return_segment);
841 reset_player_object();
842 Objects[plobjnum].orient = Secret_return_orient;
845 // -----------------------------------------------------------------------------------
846 int state_restore_all(int in_game, int secret_restore, char *filename_override)
852 if ( Game_mode & GM_MULTI ) {
854 multi_initiate_restore_game();
860 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
861 HUD_init_message( "Can't restore in secret level!" );
865 if ( Newdemo_state == ND_STATE_RECORDING )
866 newdemo_stop_recording();
868 if ( Newdemo_state != ND_STATE_NORMAL )
873 if (filename_override) {
874 strcpy(filename, filename_override);
875 filenum = NUM_SAVES+1; // So we don't trigger autosave
876 } else if (!(filenum = state_get_restore_file(filename, 0))) {
882 // If not in multiplayer, do special secret level stuff.
883 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
884 // If it doesn't exist, then delete secret.sgc
885 if (!secret_restore && !(Game_mode & GM_MULTI)) {
887 char temp_fname[32], fc;
891 fc = (filenum-10) + 'a';
895 sprintf(temp_fname, PLAYER_DIR "%csecret.sgc", fc);
897 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
899 if (PHYSFS_exists(temp_fname))
901 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
902 rval = copy_file(temp_fname, PLAYER_DIR "secret.sgc");
903 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
905 PHYSFS_delete(PLAYER_DIR "secret.sgc");
909 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
910 if ((filenum != (NUM_SAVES+1)) && in_game) {
911 char temp_filename[128];
912 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
913 sprintf( temp_filename, PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
914 state_save_all(!in_game, secret_restore, temp_filename, 0);
917 if ( !secret_restore && in_game ) {
919 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
928 return state_restore_all_sub(filename, 0, secret_restore);
931 extern void init_player_stats_new_ship(void);
933 void ShowLevelIntro(int level_num);
935 extern void do_cloak_invul_secret_stuff(fix old_gametime);
936 extern void copy_defaults_to_robot(object *objp);
938 int state_restore_all_sub(char *filename, int multi, int secret_restore)
940 int ObjectStartLocation;
941 int version,i, j, segnum;
944 int current_level, next_level;
947 char desc[DESC_LENGTH+1];
949 char org_callsign[CALLSIGN_LEN+16];
952 int nplayers = 0; //,playid[12],mynum;
953 player restore_players[MAX_PLAYERS];
955 fix old_gametime = GameTime;
956 short TempTmapNum[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
957 short TempTmapNum2[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
959 #if defined(MACINTOSH) && !defined(NDEBUG)
960 if (strncmp(filename, PLAYER_DIR, 9))
964 fp = PHYSFSX_openReadBuffered(filename);
968 //FIXME: check for swapped file, react accordingly...
969 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
970 if ( memcmp( id, dgss_id, 4 )) {
976 PHYSFS_read(fp, &version, sizeof(int), 1);
977 if (version < STATE_COMPATIBLE_VERSION) {
983 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
985 // Skip the current screen shot...
986 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
988 // And now...skip the goddamn palette stuff that somebody forgot to add
989 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
991 // Read the Between levels flag...
992 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
994 Assert(between_levels == 0); //between levels save ripped out
996 // Read the mission info...
997 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
998 mprintf ((0,"Missionname to load = %s\n",mission));
1000 if (!load_mission_by_name( mission )) {
1001 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1007 PHYSFS_read(fp, ¤t_level, sizeof(int), 1);
1008 PHYSFS_read(fp, &next_level, sizeof(int), 1);
1011 PHYSFS_read(fp, &GameTime, sizeof(fix), 1);
1013 // Start new game....
1015 Game_mode = GM_NORMAL;
1016 Function_mode = FMODE_GAME;
1018 change_playernum_to(0);
1020 strcpy( org_callsign, Players[0].callsign );
1022 if (!secret_restore) {
1023 InitPlayerObject(); //make sure player's object set up
1024 init_player_stats_game(); //clear all stats
1027 strcpy( org_callsign, Players[Player_num].callsign );
1031 if (Game_mode & GM_MULTI)
1033 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1034 PHYSFS_read(fp, &Netgame, sizeof(netgame_info), 1);
1035 PHYSFS_read(fp, &NetPlayers, sizeof(AllNetPlayers_info), 1);
1036 PHYSFS_read(fp, &nplayers, sizeof(N_players), 1);
1037 PHYSFS_read(fp, &Player_num, sizeof(Player_num), 1);
1038 for (i=0;i<nplayers;i++)
1039 PHYSFS_read(fp, &restore_players[i], sizeof(player), 1);
1040 #ifdef RISKY_PROPOSITION
1041 PHYSFS_read(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1042 PHYSFS_read(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1043 PHYSFS_read(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1044 PHYSFS_read(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1045 PHYSFS_read(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1046 PHYSFS_read(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1047 PHYSFS_read(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1049 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1050 PHYSFS_read(fp, &robot_fire_buf[i][0],21,1);
1053 for (i=0;i<nplayers;i++)
1056 for (j=0;j<nplayers;j++)
1058 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1061 restore_players[i].connected=found;
1063 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1066 if (network_i_am_master())
1068 for (i=0;i<N_players;i++)
1072 Players[i].connected=0;
1076 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1084 StartNewLevelSub(current_level, 1, secret_restore);
1086 if (secret_restore) {
1087 player dummy_player;
1089 PHYSFS_read(fp, &dummy_player, sizeof(player), 1);
1090 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1091 Players[Player_num].level = dummy_player.level;
1092 Players[Player_num].last_score = dummy_player.last_score;
1093 Players[Player_num].time_level = dummy_player.time_level;
1095 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1096 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1097 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1098 Players[Player_num].hostages_total = dummy_player.hostages_total;
1099 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1100 Players[Player_num].hostages_level = dummy_player.hostages_level;
1101 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1102 Players[Player_num].hours_level = dummy_player.hours_level;
1103 Players[Player_num].hours_total = dummy_player.hours_total;
1104 do_cloak_invul_secret_stuff(old_gametime);
1106 Players[Player_num] = dummy_player;
1109 PHYSFS_read(fp, &Players[Player_num], sizeof(player), 1);
1112 strcpy( Players[Player_num].callsign, org_callsign );
1114 // Set the right level
1115 if ( between_levels )
1116 Players[Player_num].level = next_level;
1118 // Restore the weapon states
1119 PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1);
1120 PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1);
1122 select_weapon(Primary_weapon, 0, 0, 0);
1123 select_weapon(Secondary_weapon, 1, 0, 0);
1125 // Restore the difficulty level
1126 PHYSFS_read(fp, &Difficulty_level, sizeof(int), 1);
1128 // Restore the cheats enabled flag
1130 PHYSFS_read(fp, &Cheats_enabled, sizeof(int),1);
1132 if ( !between_levels ) {
1133 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1135 ObjectStartLocation = (int)PHYSFS_tell(fp);
1136 //Clear out all the objects from the lvl file
1137 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1138 Segments[segnum].objects = -1;
1141 //Read objects, and pop 'em into their respective segments.
1142 PHYSFS_read(fp, &i, sizeof(int), 1);
1143 Highest_object_index = i-1;
1144 PHYSFS_read(fp, Objects, sizeof(object) * i, 1);
1146 Object_next_signature = 0;
1147 for (i=0; i<=Highest_object_index; i++ ) {
1149 obj->rtype.pobj_info.alt_textures = -1;
1150 segnum = obj->segnum;
1151 obj->next = obj->prev = obj->segnum = -1;
1152 if ( obj->type != OBJ_NONE ) {
1154 if ( obj->signature > Object_next_signature )
1155 Object_next_signature = obj->signature;
1158 //look for, and fix, boss with bogus shields
1159 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1160 fix save_shields = obj->shields;
1162 copy_defaults_to_robot(obj); //calculate starting shields
1164 //if in valid range, use loaded shield value
1165 if (save_shields > 0 && save_shields <= obj->shields)
1166 obj->shields = save_shields;
1168 obj->shields /= 2; //give player a break
1172 special_reset_objects();
1173 Object_next_signature++;
1175 // 1 = Didn't die on secret level.
1176 // 2 = Died on secret level.
1177 if (secret_restore && (Current_level_num >= 0)) {
1178 set_pos_from_return_segment();
1179 if (secret_restore == 2)
1180 init_player_stats_new_ship();
1184 PHYSFS_read(fp, &i, sizeof(int), 1);
1186 PHYSFS_read(fp, Walls, sizeof(wall), Num_walls);
1188 //now that we have the walls, check if any sounds are linked to
1189 //walls that are now open
1190 for (i=0;i<Num_walls;i++) {
1191 if (Walls[i].type == WALL_OPEN)
1192 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1195 //Restore exploding wall info
1196 if (version >= 10) {
1197 PHYSFS_read(fp, &i, sizeof(int), 1);
1198 PHYSFS_read(fp, expl_wall_list, sizeof(*expl_wall_list), i);
1202 PHYSFS_read(fp, &i, sizeof(int), 1);
1204 PHYSFS_read(fp, ActiveDoors, sizeof(active_door), Num_open_doors);
1206 if (version >= 14) { //Restore cloaking wall info
1207 PHYSFS_read(fp, &i, sizeof(int), 1);
1208 Num_cloaking_walls = i;
1209 PHYSFS_read(fp, CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls);
1212 //Restore trigger info
1213 PHYSFS_read(fp, &Num_triggers, sizeof(int), 1);
1214 PHYSFS_read(fp, Triggers, sizeof(trigger), Num_triggers);
1216 //Restore tmap info (to temp values so we can use compiled-in tmap info to compute static_light)
1217 for (i=0; i<=Highest_segment_index; i++ ) {
1218 for (j=0; j<6; j++ ) {
1219 PHYSFS_read(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
1220 PHYSFS_read(fp, &TempTmapNum[i][j], sizeof(short), 1);
1221 PHYSFS_read(fp, &TempTmapNum2[i][j], sizeof(short), 1);
1225 //Restore the fuelcen info
1226 PHYSFS_read(fp, &Control_center_destroyed, sizeof(int), 1);
1227 PHYSFS_read(fp, &Countdown_timer, sizeof(int), 1);
1228 PHYSFS_read(fp, &Num_robot_centers, sizeof(int), 1);
1229 PHYSFS_read(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
1230 PHYSFS_read(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
1231 PHYSFS_read(fp, &Num_fuelcenters, sizeof(int), 1);
1232 PHYSFS_read(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
1234 // Restore the control cen info
1235 PHYSFS_read(fp, &Control_center_been_hit, sizeof(int), 1);
1236 PHYSFS_read(fp, &Control_center_player_been_seen, sizeof(int), 1);
1237 PHYSFS_read(fp, &Control_center_next_fire_time, sizeof(int), 1);
1238 PHYSFS_read(fp, &Control_center_present, sizeof(int), 1);
1239 PHYSFS_read(fp, &Dead_controlcen_object_num, sizeof(int), 1);
1241 // Restore the AI state
1242 ai_restore_state( fp, version );
1244 // Restore the automap visited info
1245 PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
1247 // Restore hacked up weapon system stuff.
1248 Fusion_next_sound_time = GameTime;
1249 Auto_fire_fusion_cannon_time = 0;
1250 Next_laser_fire_time = GameTime;
1251 Next_missile_fire_time = GameTime;
1252 Last_laser_fired_time = GameTime;
1257 if ( version >= 7 ) {
1258 PHYSFS_read(fp, &state_game_id, sizeof(uint), 1);
1259 PHYSFS_read(fp, &Laser_rapid_fire, sizeof(int), 1);
1260 PHYSFS_read(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1261 PHYSFS_read(fp, &Lunacy, sizeof(int), 1);
1266 if (version >= 17) {
1267 PHYSFS_read(fp, MarkerObject, sizeof(MarkerObject), 1);
1268 PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1);
1269 PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage), 1);
1276 PHYSFS_read(fp, &num,sizeof(int), 1); // was NumOfMarkers
1277 PHYSFS_read(fp, &dummy,sizeof(int), 1); // was CurMarker
1279 PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40));
1281 for (num=0;num<NUM_MARKERS;num++)
1282 MarkerObject[num] = -1;
1286 if (secret_restore != 1)
1287 PHYSFS_read(fp, &Afterburner_charge, sizeof(fix), 1);
1290 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1294 //read last was super information
1295 PHYSFS_read(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
1296 PHYSFS_read(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
1299 if (version >= 12) {
1300 PHYSFS_read(fp, &Flash_effect, sizeof(int), 1);
1301 PHYSFS_read(fp, &Time_flash_last_played, sizeof(int), 1);
1302 PHYSFS_read(fp, &PaletteRedAdd, sizeof(int), 1);
1303 PHYSFS_read(fp, &PaletteGreenAdd, sizeof(int), 1);
1304 PHYSFS_read(fp, &PaletteBlueAdd, sizeof(int), 1);
1307 Time_flash_last_played = 0;
1309 PaletteGreenAdd = 0;
1313 // Load Light_subtracted
1314 if (version >= 16) {
1315 PHYSFS_read(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
1316 apply_all_changed_light();
1319 for (i=0; i<=Highest_segment_index; i++)
1320 Light_subtracted[i] = 0;
1323 // static_light should now be computed - now actually set tmap info
1324 for (i=0; i<=Highest_segment_index; i++ ) {
1325 for (j=0; j<6; j++ ) {
1326 Segments[i].sides[j].tmap_num=TempTmapNum[i][j];
1327 Segments[i].sides[j].tmap_num2=TempTmapNum2[i][j];
1331 if (!secret_restore) {
1332 if (version >= 20) {
1333 PHYSFS_read(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
1334 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1336 First_secret_visit = 1;
1338 First_secret_visit = 0;
1342 if (secret_restore != 1)
1343 PHYSFS_read(fp, &Omega_charge, sizeof(fix), 1);
1346 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1353 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1354 { // connected in the restored game
1355 for (i=0;i<nplayers;i++)
1357 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1358 if (Players[i].connected!=1)
1360 network_disconnect_player (i);
1361 create_player_appearance_effect(&Objects[Players[i].objnum]);
1362 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1369 // Load in bitmaps, etc..
1370 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1376 int state_get_game_id(char *filename)
1382 char desc[DESC_LENGTH+1];
1386 mprintf((0, "Restoring multigame from [%s]\n", filename));
1388 fp = PHYSFS_openRead(filename);
1392 //FIXME: check for swapped file, react accordingly...
1393 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
1394 if ( memcmp( id, dgss_id, 4 )) {
1400 PHYSFS_read(fp, &version, sizeof(int), 1);
1401 if (version < STATE_COMPATIBLE_VERSION) {
1407 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
1409 // Skip the current screen shot...
1410 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
1412 // And now...skip the palette stuff that somebody forgot to add
1413 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
1415 // Read the Between levels flag...
1416 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
1418 Assert(between_levels == 0); //between levels save ripped out
1420 // Read the mission info...
1421 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
1423 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1424 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1427 PHYSFS_read(fp, &dumbint, sizeof(fix), 1);
1429 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1431 return (state_game_id);