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1 /* $Id: state.c,v 1.10 2003-10-04 03:14:47 btb Exp $ */
2 /*
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.
13 */
14
15 /*
16  *
17  * Functions to save/restore game state.
18  *
19  * Old Log:
20  * Revision 1.7  1995/10/31  10:18:25  allender
21  * shareware stuff
22  *
23  * Revision 1.6  1995/10/21  22:25:45  allender
24  * put in creator code and file type for saved games.
25  * put save games in players folder
26  *
27  * Revision 1.5  1995/10/20  00:51:21  allender
28  * close boxes and proper mouse support on save game stuff
29  *
30  * Revision 1.4  1995/10/17  13:19:02  allender
31  * close boxes for load and save game
32  *
33  * Revision 1.3  1995/09/18  08:09:15  allender
34  * made larger thumbnail and handled NULL gr_bitmap pointers
35  * better
36  *
37  * Revision 1.2  1995/08/14  14:36:12  allender
38  * change transparency to 0
39  *
40  * Revision 1.1  1995/05/16  15:31:12  allender
41  * Initial revision
42  *
43  * Revision 2.14  1995/05/26  16:16:10  john
44  * Split SATURN into define's for requiring cd, using cd, etc.
45  * Also started adding all the Rockwell stuff.
46  *
47  * Revision 2.13  1995/04/06  15:12:20  john
48  * Fixed bug with lunacy not working.
49  *
50  * Revision 2.12  1995/04/04  13:33:05  john
51  * Removed multiplayer save.
52  *
53  * Revision 2.11  1995/03/31  13:42:10  john
54  * Made saved games from the bogus saturn version read in
55  * correctly.
56  *
57  * Revision 2.10  1995/03/31  12:45:28  john
58  * Fixed bug with previous.
59  *
60  * Revision 2.9  1995/03/31  12:24:40  john
61  * I had changed alt_textures from a pointer to a byte. This hosed old
62  * saved games, so I restored it to an int.
63  *
64  * Revision 2.8  1995/03/28  11:22:47  john
65  * Added cheats to save file. Changed lunacy text.
66  *
67  * Revision 2.7  1995/03/27  21:41:03  john
68  * Added code to verify that the proper multi save file
69  * is used when restoring a network game.
70  *
71  * Revision 2.6  1995/03/27  18:04:18  john
72  * Made multi save/restore require the -multisave command line arg.
73  *
74  * Revision 2.5  1995/03/27  17:01:52  john
75  * Made deafult choice work better.
76  *
77  * Revision 2.4  1995/03/27  15:49:44  john
78  * Added slots to save games.
79  *
80  * Revision 2.3  1995/03/27  12:59:19  john
81  * Initial version of multiplayer save games.
82  *
83  * Revision 2.2  1995/03/24  13:11:35  john
84  * Added save game during briefing screens.
85  *
86  * Revision 2.1  1995/03/21  14:38:36  john
87  * Ifdef'd out the NETWORK code.
88  *
89  * Revision 2.0  1995/02/27  11:27:00  john
90  * New version 2.0, which has no anonymous unions, builds with
91  * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
92  *
93  * Revision 1.43  1995/02/22  14:32:41  allender
94  * remove anonymous unions from object structure
95  *
96  * Revision 1.42  1995/02/13  20:34:33  john
97  * Lintized
98  *
99  * Revision 1.41  1995/02/13  10:37:30  john
100  * Saved Buggin' cheat mode to save file.
101  *
102  * Revision 1.40  1995/02/09  10:24:25  john
103  * *** empty log message ***
104  *
105  * Revision 1.39  1995/02/09  10:22:20  john
106  * Fixed bug with callsign getting trashed if you copy somebody else
107  * 's save game file into your directory.
108  *
109  * Revision 1.38  1995/02/08  21:01:27  john
110  * Closed state file around the code that shows briefing screens so that the
111  * code works on machines with clean boot with only 5 file handles.
112  *
113  * Revision 1.37  1995/02/07  14:02:33  john
114  * Added code to verify game restore.
115  *
116  * Revision 1.36  1995/02/07  11:07:43  john
117  * Added hooks for confirm on game state restore.
118  *
119  * Revision 1.35  1995/02/03  11:27:36  john
120  * Made inbetween level save's thumbnail's have correct aspect.
121  *
122  * Revision 1.34  1995/02/03  10:58:43  john
123  * Added code to save shareware style saved games into new format...
124  * Also, made new player file format not have the saved game array in it.
125  *
126  * Revision 1.33  1995/02/02  19:40:52  john
127  * Added 10 save game slots.
128  *
129  * Revision 1.32  1995/02/02  12:23:20  john
130  * Made between level saves have picture.
131  *
132  * Revision 1.31  1995/01/31  11:21:43  john
133  * Added code for fixed with menus.
134  *
135  * Revision 1.30  1995/01/29  21:37:29  mike
136  * initialize variables on game load so you don't drain your energy when you fire.
137  *
138  * Revision 1.29  1995/01/29  13:47:58  mike
139  * Restore some variables on game load (in game).
140  *
141  * Revision 1.28  1995/01/26  10:46:57  john
142  * Fixed bug with state names getting hosed.
143  *
144  * Revision 1.27  1995/01/26  09:51:23  john
145  * Fixed bug with game descriptions getting hosed.
146  *
147  * Revision 1.26  1995/01/25  16:35:49  john
148  * Made so that when you hit enter during
149  * game save, -empty- goes away.
150  *
151  * Revision 1.25  1995/01/25  15:01:39  john
152  * Upped the save file version.
153  *
154  * Revision 1.24  1995/01/24  20:35:35  john
155  * *** empty log message ***
156  *
157  * Revision 1.23  1995/01/24  20:34:24  john
158  * Fixed bug with player stats not being set right for in
159  * between level saves.
160  *
161  * Revision 1.22  1995/01/23  10:39:03  john
162  * Added mission stuff to game saves.
163  *
164  * Revision 1.21  1995/01/22  16:07:12  mike
165  * localization.
166  *
167  * Revision 1.20  1995/01/22  15:58:32  mike
168  * localization
169  *
170  * Revision 1.19  1995/01/20  11:04:40  john
171  * Upped state save version.
172  *
173  * Revision 1.18  1995/01/19  17:00:44  john
174  * Made save game work between levels.
175  *
176  * Revision 1.17  1995/01/17  14:27:33  john
177  * *** empty log message ***
178  *
179  * Revision 1.16  1995/01/17  13:36:37  john
180  * Moved pig loading into StartNewLevelSub.
181  *
182  * Revision 1.15  1995/01/16  16:53:38  john
183  * Added code to save cheat state during save game.
184  *
185  * Revision 1.14  1995/01/15  16:55:22  john
186  * Improved mine texture parsing.
187  *
188  * Revision 1.13  1995/01/12  10:45:15  john
189  * Added difficulty level to save/restore game.
190  *
191  * Revision 1.12  1995/01/05  15:46:55  john
192  * Made weapons not rearm when starting a saved game.
193  *
194  * Revision 1.11  1995/01/05  11:51:45  john
195  * Added better Abort game menu.
196  * Made save state return success or nopt.
197  *
198  * Revision 1.10  1995/01/05  11:34:51  john
199  * Took out endlevel save stuff for registered.
200  *
201  * Revision 1.9  1995/01/04  18:19:52  john
202  * Added automap visited list saving.
203  *
204  * Revision 1.8  1995/01/04  17:29:56  john
205  * Made save/restore ALT+F?. Also made them not work
206  * in network mode, and if recording a demo, will
207  * quit recording.
208  *
209  * Revision 1.7  1995/01/04  13:18:31  john
210  * Added cool 6 game save.
211  *
212  * Revision 1.6  1995/01/03  20:38:46  john
213  * Saved morph objects.
214  *
215  * Revision 1.5  1995/01/03  20:19:29  john
216  * Pretty good working version of game save.
217  *
218  * Revision 1.4  1995/01/03  14:18:18  matt
219  * ifdefs added to compile code add.  Added by Mike, I think.
220  *
221  * Revision 1.3  1994/12/29  18:40:19  john
222  * Initial version.
223  *
224  * Revision 1.2  1994/12/29  15:26:40  john
225  * Put in hooks for saving/restoring game state.
226  *
227  * Revision 1.1  1994/12/29  15:16:02  john
228  * Initial revision
229  *
230  *
231  */
232
233 #ifdef HAVE_CONFIG_H
234 #include <conf.h>
235 #endif
236
237 #ifdef WINDOWS
238 #include "desw.h"
239 #endif
240
241 #include <stdio.h>
242 #include <stdlib.h>
243 #include <math.h>
244 #include <string.h>
245 #include <unistd.h>
246 #include <errno.h>
247 #ifdef MACINTOSH
248 #include <Files.h>
249 #endif
250
251 #ifdef OGL
252 #if defined(__APPLE__) && defined(__MACH__)
253 #include <OpenGL/gl.h>
254 #else
255 #include <GL/gl.h>
256 #endif
257 #endif
258
259 #include "pstypes.h"
260 #include "pa_enabl.h"                   //$$POLY_ACC
261 #include "mono.h"
262 #include "inferno.h"
263 #include "segment.h"
264 #include "textures.h"
265 #include "wall.h"
266 #include "object.h"
267 #include "digi.h"
268 #include "gamemine.h"
269 #include "error.h"
270 #include "gameseg.h"
271 #include "menu.h"
272 #include "switch.h"
273 #include "game.h"
274 #include "screens.h"
275 #include "newmenu.h"
276 #include "cfile.h"
277 #include "fuelcen.h"
278 #include "hash.h"
279 #include "key.h"
280 #include "piggy.h"
281 #include "player.h"
282 #include "cntrlcen.h"
283 #include "morph.h"
284 #include "weapon.h"
285 #include "render.h"
286 #include "gameseq.h"
287 #include "gauges.h"
288 #include "newdemo.h"
289 #include "automap.h"
290 #include "piggy.h"
291 #include "paging.h"
292 #include "titles.h"
293 #include "text.h"
294 #include "mission.h"
295 #include "pcx.h"
296 #include "u_mem.h"
297 #ifdef NETWORK
298 #include "network.h"
299 #endif
300 #include "args.h"
301 #include "ai.h"
302 #include "fireball.h"
303 #include "controls.h"
304 #include "laser.h"
305 #include "multibot.h"
306 #include "state.h"
307
308 #if defined(POLY_ACC)
309 #include "poly_acc.h"
310 #endif
311
312 #ifdef OGL
313 #include "gr.h"
314 #endif
315
316 #define STATE_VERSION 22
317 #define STATE_COMPATIBLE_VERSION 20
318 // 0 - Put DGSS (Descent Game State Save) id at tof.
319 // 1 - Added Difficulty level save
320 // 2 - Added Cheats_enabled flag
321 // 3 - Added between levels save.
322 // 4 - Added mission support
323 // 5 - Mike changed ai and object structure.
324 // 6 - Added buggin' cheat save
325 // 7 - Added other cheat saves and game_id.
326 // 8 - Added AI stuff for escort and thief.
327 // 9 - Save palette with screen shot
328 // 12- Saved last_was_super array
329 // 13- Saved palette flash stuff
330 // 14- Save cloaking wall stuff
331 // 15- Save additional ai info
332 // 16- Save Light_subtracted
333 // 17- New marker save
334 // 18- Took out saving of old cheat status
335 // 19- Saved cheats_enabled flag
336 // 20- First_secret_visit
337 // 22- Omega_charge
338
339 #define NUM_SAVES 9
340 #define THUMBNAIL_W 100
341 #define THUMBNAIL_H 50
342 #define DESC_LENGTH 20
343
344 extern void multi_initiate_save_game();
345 extern void multi_initiate_restore_game();
346 extern void apply_all_changed_light(void);
347
348 extern int Do_appearance_effect;
349 extern fix Fusion_next_sound_time;
350
351 extern int Laser_rapid_fire;
352 extern int Physics_cheat_flag;
353 extern int Lunacy;
354 extern void do_lunacy_on(void);
355 extern void do_lunacy_off(void);
356 extern int First_secret_visit;
357
358 int sc_last_item= 0;
359 grs_bitmap *sc_bmp[NUM_SAVES+1];
360
361 char dgss_id[4] = "DGSS";
362
363 int state_default_item = 0;
364
365 uint state_game_id;
366
367 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
368 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
369 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
370 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
371 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
372 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
373 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
374 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
375
376
377 #if defined(WINDOWS) || defined(MACINTOSH)
378 extern ubyte Hack_DblClick_MenuMode;
379 #endif
380
381 void compute_all_static_light(void);
382
383 //-------------------------------------------------------------------
384 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
385 {
386         nitems = nitems;
387         last_key = last_key;
388         
389 //      if ( sc_last_item != citem )    {
390 //              sc_last_item = citem;
391                 if ( citem > 0 )        {
392                         if ( sc_bmp[citem-1] )  {
393                                 if (MenuHires) {
394                                 WINDOS(
395                                         dd_grs_canvas *save_canv = dd_grd_curcanv,
396                                         grs_canvas *save_canv = grd_curcanv
397                                 );
398                                         grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
399                                         grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
400                                         gr_set_current_canvas(temp_canv);
401                                         scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
402                                 WINDOS(
403                                         dd_gr_set_current_canvas(save_canv),
404                                         gr_set_current_canvas( save_canv )
405                                 );
406                                 WIN(DDGRLOCK(dd_grd_curcanv));
407                                         gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
408                                 WIN(DDGRUNLOCK(dd_grd_curcanv));
409                                         gr_free_canvas(temp_canv);
410                                 }
411                                 else    {
412                                 #ifdef WINDOWS
413                                         Int3();
414                                 #else
415                                         gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
416                                 #endif
417                                 }
418                         }
419                 }
420 //      }       
421 }
422
423 void rpad_string( char * string, int max_chars )
424 {
425         int i, end_found;
426
427         end_found = 0;
428         for( i=0; i<max_chars; i++ )    {
429                 if ( *string == 0 )
430                         end_found = 1;
431                 if ( end_found )
432                         *string = ' ';
433                 string++;
434         }
435         *string = 0;            // NULL terminate
436 }
437
438 int state_get_save_file(char * fname, char * dsc, int multi )
439 {
440         CFILE *fp;
441         int i, choice, version;
442         newmenu_item m[NUM_SAVES+2];
443         char filename[NUM_SAVES+1][30];
444         char desc[NUM_SAVES+1][DESC_LENGTH+16];
445         char id[5];
446         int valid=0;
447         
448         for (i=0;i<NUM_SAVES; i++ )     {
449                 sc_bmp[i] = NULL;
450                 if ( !multi )
451                         #ifndef MACINTOSH
452                         sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
453                         #else
454                         sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
455                         #endif
456                 else
457                         #ifndef MACINTOSH
458                         sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
459                         #else
460                         sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
461                         #endif
462                 valid = 0;
463                 fp = cfopen(filename[i], "rb");
464                 if ( fp ) {
465                         //Read id
466                         cfread(id, sizeof(char)*4, 1, fp);
467                         if ( !memcmp( id, dgss_id, 4 )) {
468                                 //Read version
469                                 cfread(&version, sizeof(int), 1, fp);
470                                 if (version >= STATE_COMPATIBLE_VERSION)        {
471                                         // Read description
472                                         cfread(desc[i], sizeof(char)*DESC_LENGTH, 1, fp);
473                                         //rpad_string( desc[i], DESC_LENGTH-1 );
474                                         // Read thumbnail
475                                         //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
476                                         //cfread(sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
477                                         valid = 1;
478                                 }
479                         }
480                         cfclose(fp);
481                 }
482                 if (!valid) {
483                         strcpy( desc[i], TXT_EMPTY );
484                         //rpad_string( desc[i], DESC_LENGTH-1 );
485                 }
486                 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
487         }
488
489         sc_last_item = -1;
490         choice = newmenu_do1( NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item );
491
492         for (i=0; i<NUM_SAVES; i++ )    {
493                 if ( sc_bmp[i] )
494                         gr_free_bitmap( sc_bmp[i] );
495         }
496
497         if (choice > -1) {
498                 strcpy( fname, filename[choice] );
499                 strcpy( dsc, desc[choice] );
500                 state_default_item = choice;
501                 return choice+1;
502         }
503         return 0;
504 }
505
506 int RestoringMenu=0;
507 extern int Current_display_mode;
508
509 int state_get_restore_file(char * fname, int multi)
510 {
511         CFILE *fp;
512         int i, choice, version, nsaves;
513         newmenu_item m[NUM_SAVES+2];
514         char filename[NUM_SAVES+1][30];
515         char desc[NUM_SAVES+1][DESC_LENGTH + 16];
516         char id[5];
517         int valid;
518
519         nsaves=0;
520         m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";       
521         for (i=0;i<NUM_SAVES+1; i++ )   {
522                 sc_bmp[i] = NULL;
523                 if (!multi)
524                         #ifndef MACINTOSH
525                         sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
526                         #else
527                         sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
528                         #endif
529                 else
530                         #ifndef MACINTOSH
531                         sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
532                         #else
533                         sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
534                         #endif
535                 valid = 0;
536                 fp = cfopen(filename[i], "rb");
537                 if ( fp ) {
538                         //Read id
539                         cfread(id, sizeof(char)*4, 1, fp);
540                         if ( !memcmp( id, dgss_id, 4 )) {
541                                 //Read version
542                                 cfread(&version, sizeof(int), 1, fp);
543                                 if (version >= STATE_COMPATIBLE_VERSION)        {
544                                         // Read description
545                                         cfread(desc[i], sizeof(char)*DESC_LENGTH, 1, fp);
546                                         //rpad_string( desc[i], DESC_LENGTH-1 );
547                                         m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
548                                         // Read thumbnail
549                                         sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
550                                         cfread(sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
551                                         if (version >= 9) {
552                                                 ubyte pal[256*3];
553                                                 cfread(pal, 3, 256, fp);
554                                                 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
555                                         }
556                                         nsaves++;
557                                         valid = 1;
558                                 }
559                         }
560                         cfclose(fp);
561                 }
562                 if (!valid) {
563                         strcpy( desc[i], TXT_EMPTY );
564                         //rpad_string( desc[i], DESC_LENGTH-1 );
565                         m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
566                 }
567         }
568
569         if ( nsaves < 1 )       {
570                 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
571                 return 0;
572         }
573
574         if (Current_display_mode == 3)  //restore menu won't fit on 640x400
575                 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
576
577         sc_last_item = -1;
578
579 #if defined(WINDOWS) || defined(MACINTOSH)
580         Hack_DblClick_MenuMode = 1;
581 #endif
582
583    RestoringMenu=1;
584         choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
585    RestoringMenu=0;
586
587 #if defined(WINDOWS) || defined(MACINTOSH)
588         Hack_DblClick_MenuMode = 0;
589 #endif
590
591         if (Current_display_mode == 3)  //set flag back
592                 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
593
594
595         for (i=0; i<NUM_SAVES+1; i++ )  {
596                 if ( sc_bmp[i] )
597                         gr_free_bitmap( sc_bmp[i] );
598         }
599
600         if (choice > 0) {
601                 strcpy( fname, filename[choice-1] );
602                 if (choice != NUM_SAVES+1)              //no new default when restore from autosave
603                         state_default_item = choice - 1;
604                 return choice;
605         }
606         return 0;
607 }
608
609 #define DESC_OFFSET     8
610
611 #define CF_BUF_SIZE     1024
612
613 //      -----------------------------------------------------------------------------------
614 //      Imagine if C had a function to copy a file...
615 int copy_file(char *old_file, char *new_file)
616 {
617         sbyte   buf[CF_BUF_SIZE];
618         CFILE   *in_file, *out_file;
619
620         out_file = cfopen(new_file, "wb");
621
622         if (out_file == NULL)
623                 return -1;
624
625         in_file = cfopen(old_file, "rb");
626
627         if (in_file == NULL)
628                 return -2;
629
630         while (!cfeof(in_file))
631         {
632                 int bytes_read;
633
634                 bytes_read = cfread(buf, 1, CF_BUF_SIZE, in_file);
635                 if (cferror(in_file))
636                         Error("Cannot read from file <%s>: %s", old_file, strerror(errno));
637
638                 Assert(bytes_read == CF_BUF_SIZE || cfeof(in_file));
639
640                 cfwrite(buf, 1, bytes_read, out_file);
641
642                 if (cferror(out_file))
643                         Error("Cannot write to file <%s>: %s", new_file, strerror(errno));
644         }
645
646         if (cfclose(in_file)) {
647                 cfclose(out_file);
648                 return -3;
649         }
650
651         if (cfclose(out_file))
652                 return -4;
653
654         return 0;
655 }
656
657 #ifndef MACINTOSH
658 #define SECRETB_FILENAME        "secret.sgb"
659 #define SECRETC_FILENAME        "secret.sgc"
660 #else
661 #define SECRETB_FILENAME        ":Players:secret.sgb"
662 #define SECRETC_FILENAME        ":Players:secret.sgc"
663 #endif
664
665 extern int Final_boss_is_dead;
666
667 //      -----------------------------------------------------------------------------------
668 //      blind_save means don't prompt user for any info.
669 int state_save_all(int between_levels, int secret_save, char *filename_override)
670 {
671         int     rval, filenum = -1;
672
673         char    filename[128], desc[DESC_LENGTH+1];
674
675         Assert(between_levels == 0);    //between levels save ripped out
676
677 #ifdef NETWORK
678         if ( Game_mode & GM_MULTI )     {
679                         multi_initiate_save_game();
680                 return 0;
681         }
682 #endif
683
684         if ((Current_level_num < 0) && (secret_save == 0)) {
685                 HUD_init_message( "Can't save in secret level!" );
686                 return 0;
687         }
688
689         if (Final_boss_is_dead)         //don't allow save while final boss is dying
690                 return 0;
691
692         mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
693         
694         //      If this is a secret save and the control center has been destroyed, don't allow
695         //      return to the base level.
696         if (secret_save && (Control_center_destroyed)) {
697                 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
698                 cfile_delete(SECRETB_FILENAME);
699                 return 0;
700         }
701
702         stop_time();
703
704         if (secret_save == 1) {
705                 filename_override = filename;
706                 sprintf(filename_override, SECRETB_FILENAME);
707         } else if (secret_save == 2) {
708                 filename_override = filename;
709                 sprintf(filename_override, SECRETC_FILENAME);
710         } else {
711                 if (filename_override) {
712                         strcpy( filename, filename_override);
713                         sprintf(desc, "[autosave backup]");
714                 } else if (!(filenum = state_get_save_file(filename,desc,0))) {
715                         start_time();
716                         return 0;
717                 }
718         }
719                 
720         //      MK, 1/1/96
721         //      If not in multiplayer, do special secret level stuff.
722         //      If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
723         //      If it doesn't exist, then delete Nsecret.sgc
724         if (!secret_save && !(Game_mode & GM_MULTI)) {
725                 int     rval;
726                 char    temp_fname[32], fc;
727
728                 if (filenum != -1) {
729
730                         if (filenum >= 10)
731                                 fc = (filenum-10) + 'a';
732                         else
733                                 fc = '0' + filenum;
734
735                         #ifndef MACINTOSH
736                         sprintf(temp_fname, "%csecret.sgc", fc);
737                         #else
738                         sprintf(temp_fname, ":Players:%csecret.sgc", fc);
739                         #endif
740
741                         mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
742
743                         if (cfexist(temp_fname))
744                         {
745                                 mprintf((0, "Deleting file %s\n", temp_fname));
746                                 rval = cfile_delete(temp_fname);
747                                 Assert(rval == 0);      //      Oops, error deleting file in temp_fname.
748                         }
749
750                         if (cfexist(SECRETC_FILENAME))
751                         {
752                                 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
753                                 rval = copy_file(SECRETC_FILENAME, temp_fname);
754                                 Assert(rval == 0);      //      Oops, error copying temp_fname to secret.sgc!
755                         }
756                 }
757         }
758
759         //      Save file we're going to save over in last slot and call "[autosave backup]"
760         if (!filename_override) {
761                 CFILE *tfp;
762         
763                 tfp = cfopen(filename, "rb");
764
765                 if ( tfp ) {
766                         char    newname[128];
767
768                         #ifndef MACINTOSH
769                         sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
770                         #else
771                         sprintf( newname, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
772                         #endif
773                         
774                         cfseek(tfp, DESC_OFFSET, SEEK_SET);
775                         cfwrite("[autosave backup]", sizeof(char)*DESC_LENGTH, 1, tfp);
776                         cfclose(tfp);
777                         cfile_delete(newname);
778                         cfile_rename(filename, newname);
779                 }
780         }
781         
782         rval = state_save_all_sub(filename, desc, between_levels);
783
784         return rval;
785 }
786
787 extern  fix     Flash_effect, Time_flash_last_played;
788
789
790 int state_save_all_sub(char *filename, char *desc, int between_levels)
791 {
792         int i,j;
793         CFILE *fp;
794         grs_canvas * cnv;
795         #ifdef POLY_ACC
796         grs_canvas cnv2,*save_cnv2;
797         #endif
798         ubyte *pal;
799
800         Assert(between_levels == 0);    //between levels save ripped out
801
802 /*      if ( Game_mode & GM_MULTI )     {
803                 {
804                 start_time();
805                 return 0;
806                 }
807         }*/
808
809         #if defined(MACINTOSH) && !defined(NDEBUG)
810         if ( strncmp(filename, ":Players:", 9) )
811                 Int3();
812         #endif
813
814         fp = cfopen(filename, "wb");
815         if ( !fp ) {
816                 if ( !(Game_mode & GM_MULTI) )
817                         nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
818                 start_time();
819                 return 0;
820         }
821
822 //Save id
823         cfwrite(dgss_id, sizeof(char)*4, 1, fp);
824
825 //Save version
826         i = STATE_VERSION;
827         cfwrite(&i, sizeof(int), 1, fp);
828
829 //Save description
830         cfwrite(desc, sizeof(char) * DESC_LENGTH, 1, fp);
831         
832 // Save the current screen shot...
833
834         cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
835         if ( cnv )
836         {
837 #ifdef OGL
838                 ubyte *buf;
839                 int k;
840 #endif
841                 #ifdef WINDOWS
842                         dd_grs_canvas *cnv_save;
843                         cnv_save = dd_grd_curcanv;
844                 #else
845                         grs_canvas * cnv_save;
846                         cnv_save = grd_curcanv;
847                 #endif
848
849                 #ifndef MACINTOSH
850                 
851                         #if defined(POLY_ACC)
852                         
853                                         PA_DFX (pa_fool_to_backbuffer());
854                         
855                                         //for poly_acc, we render the frame to the normal render buffer
856                                         //so that this doesn't show, we create yet another canvas to save
857                                         //and restore what's on the render buffer
858                                         PA_DFX (pa_alpha_always());     
859                                         PA_DFX (pa_set_front_to_read());
860                                         gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H );
861                                         save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type);
862                                         gr_set_current_canvas( save_cnv2 );
863                                         PA_DFX (pa_set_front_to_read());
864                                         gr_bitmap(0,0,&cnv2.cv_bitmap);
865                                         gr_set_current_canvas( &cnv2 );
866                         #else
867                                         gr_set_current_canvas( cnv );
868                         #endif
869                         
870                                         PA_DFX (pa_set_backbuffer_current());
871                                         render_frame(0, 0);
872                                         PA_DFX (pa_alpha_always());
873                         
874 #if defined(POLY_ACC)
875                                         #ifndef MACINTOSH
876                                         screen_shot_pa(cnv,&cnv2);
877                                         #else
878                                         if ( PAEnabled )
879                                                 screen_shot_pa(cnv,&cnv2);
880                                         #endif
881 #elif defined(OGL)
882                 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
883                 glReadBuffer(GL_FRONT);
884                 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
885                 k = THUMBNAIL_H;
886                 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
887                         if (!(j = i % THUMBNAIL_W))
888                                 k--;
889                         cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
890                                 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
891                 }
892                 d_free(buf);
893 #endif
894
895                                         pal = gr_palette;
896
897                                         cfwrite(cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
898
899                         #if defined(POLY_ACC)
900                                         PA_DFX (pa_alpha_always());     
901                                         PA_DFX (pa_set_frontbuffer_current());
902                                         PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap));
903                                         PA_DFX (pa_set_backbuffer_current());
904                                         gr_bitmap(0,0,&save_cnv2->cv_bitmap);
905                                         gr_free_canvas(save_cnv2);
906                                         PA_DFX (pa_fool_to_offscreen());
907                         
908                         #endif
909                 
910                 #else   // macintosh stuff below
911                 {
912                         #if defined(POLY_ACC)
913                                 int     savePAEnabled = PAEnabled;
914                                 PAEnabled = false;
915                         #endif
916
917                         gr_set_current_canvas( cnv );
918                         render_frame(0, 0);
919                         pal = gr_palette;
920                         cfwrite(cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
921                         
922                         #if defined(POLY_ACC)
923                                 PAEnabled = savePAEnabled;
924                         #endif
925                 }       
926                 #endif  // end of ifndef macintosh
927                 
928                 
929                 WINDOS(
930                         dd_gr_set_current_canvas(cnv_save),
931                         gr_set_current_canvas(cnv_save)
932                 );
933                 gr_free_canvas( cnv );
934                 cfwrite(pal, 3, 256, fp);
935         }
936         else
937         {
938                 ubyte color = 0;
939                 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
940                         cfwrite(&color, sizeof(ubyte), 1, fp);
941         }
942
943 // Save the Between levels flag...
944         cfwrite(&between_levels, sizeof(int), 1, fp);
945
946 // Save the mission info...
947         mprintf ((0,"HEY! Mission name is %s\n",Mission_list[Current_mission_num].filename));
948         cfwrite(&Mission_list[Current_mission_num], sizeof(char), 9, fp);
949
950 //Save level info
951         cfwrite(&Current_level_num, sizeof(int), 1, fp);
952         cfwrite(&Next_level_num, sizeof(int), 1, fp);
953
954 //Save GameTime
955         cfwrite(&GameTime, sizeof(fix), 1, fp);
956
957 // If coop save, save all
958 #ifdef NETWORK
959    if (Game_mode & GM_MULTI_COOP)
960          {
961                 cfwrite(&state_game_id, sizeof(int), 1, fp);
962                 cfwrite(&Netgame, sizeof(netgame_info), 1, fp);
963                 cfwrite(&NetPlayers, sizeof(AllNetPlayers_info), 1, fp);
964                 cfwrite(&N_players, sizeof(int), 1, fp);
965                 cfwrite(&Player_num, sizeof(int), 1, fp);
966                 for (i=0;i<N_players;i++)
967                         cfwrite(&Players[i], sizeof(player), 1, fp);
968
969 #ifdef RISKY_PROPOSITION
970                 cfwrite(&robot_controlled[0], 4, MAX_ROBOTS_CONTROLLED, fp);
971                 cfwrite(&robot_agitation[0], 4, MAX_ROBOTS_CONTROLLED, fp);
972                 cfwrite(&robot_controlled_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
973                 cfwrite(&robot_last_send_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
974                 cfwrite(&robot_last_message_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
975                 cfwrite(&robot_send_pending[0], 4, MAX_ROBOTS_CONTROLLED, fp);
976                 cfwrite(&robot_fired[0], 4, MAX_ROBOTS_CONTROLLED, fp);
977
978       for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
979                         cfwrite(robot_fire_buf[i][0], 18 + 3, 1, fp);
980 #endif
981
982          }
983 #endif
984
985 //Save player info
986         cfwrite(&Players[Player_num], sizeof(player), 1, fp);
987
988 // Save the current weapon info
989         cfwrite(&Primary_weapon, sizeof(sbyte), 1, fp);
990         cfwrite(&Secondary_weapon, sizeof(sbyte), 1, fp);
991
992 // Save the difficulty level
993         cfwrite(&Difficulty_level, sizeof(int), 1, fp);
994 // Save cheats enabled
995         cfwrite(&Cheats_enabled, sizeof(int), 1, fp);
996
997         if ( !between_levels )  {
998
999         //Finish all morph objects
1000                 for (i=0; i<=Highest_object_index; i++ )        {
1001                         if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH))       {
1002                                 morph_data *md;
1003                                 md = find_morph_data(&Objects[i]);
1004                                 if (md) {                                       
1005                                         md->obj->control_type = md->morph_save_control_type;
1006                                         md->obj->movement_type = md->morph_save_movement_type;
1007                                         md->obj->render_type = RT_POLYOBJ;
1008                                         md->obj->mtype.phys_info = md->morph_save_phys_info;
1009                                         md->obj = NULL;
1010                                 } else {                                                //maybe loaded half-morphed from disk
1011                                         Objects[i].flags |= OF_SHOULD_BE_DEAD;
1012                                         Objects[i].render_type = RT_POLYOBJ;
1013                                         Objects[i].control_type = CT_NONE;
1014                                         Objects[i].movement_type = MT_NONE;
1015                                 }
1016                         }
1017                 }
1018         
1019         //Save object info
1020                 i = Highest_object_index+1;
1021                 cfwrite(&i, sizeof(int), 1, fp);
1022                 cfwrite(Objects, sizeof(object), i, fp);
1023                 
1024         //Save wall info
1025                 i = Num_walls;
1026                 cfwrite(&i, sizeof(int), 1, fp);
1027                 cfwrite(Walls, sizeof(wall), i, fp);
1028
1029         //Save exploding wall info
1030                 i = MAX_EXPLODING_WALLS;
1031                 cfwrite(&i, sizeof(int), 1, fp);
1032                 cfwrite(expl_wall_list, sizeof(*expl_wall_list), i, fp);
1033         
1034         //Save door info
1035                 i = Num_open_doors;
1036                 cfwrite(&i, sizeof(int), 1, fp );
1037                 cfwrite(ActiveDoors, sizeof(active_door), i, fp);
1038         
1039         //Save cloaking wall info
1040                 i = Num_cloaking_walls;
1041                 cfwrite(&i, sizeof(int), 1, fp );
1042                 cfwrite(CloakingWalls, sizeof(cloaking_wall), i, fp);
1043         
1044         //Save trigger info
1045                 cfwrite(&Num_triggers, sizeof(int), 1, fp);
1046                 cfwrite(Triggers, sizeof(trigger), Num_triggers, fp);
1047         
1048         //Save tmap info
1049                 for (i=0; i<=Highest_segment_index; i++ )       {
1050                         for (j=0; j<6; j++ )    {
1051                                 cfwrite(&Segments[i].sides[j].wall_num, sizeof(short), 1, fp);
1052                                 cfwrite(&Segments[i].sides[j].tmap_num, sizeof(short), 1, fp);
1053                                 cfwrite(&Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp);
1054                         }
1055                 }
1056         
1057         // Save the fuelcen info
1058                 cfwrite(&Control_center_destroyed, sizeof(int), 1, fp);
1059                 cfwrite(&Countdown_timer, sizeof(int), 1, fp);
1060                 cfwrite(&Num_robot_centers, sizeof(int), 1, fp);
1061                 cfwrite(RobotCenters, sizeof(matcen_info), Num_robot_centers, fp);
1062                 cfwrite(&ControlCenterTriggers, sizeof(control_center_triggers), 1, fp);
1063                 cfwrite(&Num_fuelcenters, sizeof(int), 1, fp);
1064                 cfwrite(Station, sizeof(FuelCenter), Num_fuelcenters, fp);
1065         
1066         // Save the control cen info
1067                 cfwrite(&Control_center_been_hit, sizeof(int), 1, fp);
1068                 cfwrite(&Control_center_player_been_seen, sizeof(int), 1, fp);
1069                 cfwrite(&Control_center_next_fire_time, sizeof(int), 1, fp);
1070                 cfwrite(&Control_center_present, sizeof(int), 1, fp);
1071                 cfwrite(&Dead_controlcen_object_num, sizeof(int), 1, fp);
1072         
1073         // Save the AI state
1074                 ai_save_state( fp );
1075         
1076         // Save the automap visited info
1077                 cfwrite(Automap_visited, sizeof(ubyte) * MAX_SEGMENTS, 1, fp);
1078
1079         }
1080         cfwrite(&state_game_id, sizeof(uint), 1, fp);
1081         cfwrite(&Laser_rapid_fire, sizeof(int), 1, fp);
1082         cfwrite(&Lunacy, sizeof(int), 1, fp);           //      Yes, writing this twice.  Removed the Ugly robot system, but didn't want to change savegame format.
1083         cfwrite(&Lunacy, sizeof(int), 1, fp);
1084
1085         // Save automap marker info
1086
1087         cfwrite(MarkerObject, sizeof(MarkerObject), 1, fp);
1088         cfwrite(MarkerOwner, sizeof(MarkerOwner), 1, fp);
1089         cfwrite(MarkerMessage, sizeof(MarkerMessage), 1, fp);
1090
1091         cfwrite(&Afterburner_charge, sizeof(fix), 1, fp);
1092
1093         //save last was super information
1094         cfwrite(&Primary_last_was_super, sizeof(Primary_last_was_super), 1, fp);
1095         cfwrite(&Secondary_last_was_super, sizeof(Secondary_last_was_super), 1, fp);
1096
1097         //      Save flash effect stuff
1098         cfwrite(&Flash_effect, sizeof(int), 1, fp);
1099         cfwrite(&Time_flash_last_played, sizeof(int), 1, fp);
1100         cfwrite(&PaletteRedAdd, sizeof(int), 1, fp);
1101         cfwrite(&PaletteGreenAdd, sizeof(int), 1, fp);
1102         cfwrite(&PaletteBlueAdd, sizeof(int), 1, fp);
1103
1104         cfwrite(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1105
1106         cfwrite(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1107
1108         cfwrite(&Omega_charge, sizeof(Omega_charge), 1, fp);
1109         
1110         if (cferror(fp))
1111         {
1112                 if ( !(Game_mode & GM_MULTI) ) {
1113                         nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
1114                         cfclose(fp);
1115                         cfile_delete(filename);
1116                 }
1117         } else  {
1118                 cfclose(fp);
1119
1120                 #ifdef MACINTOSH                // set the type and creator of the saved game file
1121                 {
1122                         FInfo finfo;
1123                         OSErr err;
1124                         Str255 pfilename;
1125         
1126                         strcpy(pfilename, filename);
1127                         c2pstr(pfilename);
1128                         err = HGetFInfo(0, 0, pfilename, &finfo);
1129                         finfo.fdType = 'SVGM';
1130                         finfo.fdCreator = 'DCT2';
1131                         err = HSetFInfo(0, 0, pfilename, &finfo);
1132                 }
1133                 #endif
1134         }
1135         
1136         start_time();
1137
1138         return 1;
1139 }
1140
1141 //      -----------------------------------------------------------------------------------
1142 //      Set the player's position from the globals Secret_return_segment and Secret_return_orient.
1143 void set_pos_from_return_segment(void)
1144 {
1145         int     plobjnum = Players[Player_num].objnum;
1146
1147         compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
1148         obj_relink(plobjnum, Secret_return_segment);
1149         reset_player_object();
1150         Objects[plobjnum].orient = Secret_return_orient;
1151 }
1152
1153 //      -----------------------------------------------------------------------------------
1154 int state_restore_all(int in_game, int secret_restore, char *filename_override)
1155 {
1156         char filename[128];
1157         int     filenum = -1;
1158
1159 #ifdef NETWORK
1160         if ( Game_mode & GM_MULTI )     {
1161 #ifdef MULTI_SAVE
1162                         multi_initiate_restore_game();
1163 #endif
1164                 return 0;
1165         }
1166 #endif
1167
1168         if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
1169                 HUD_init_message( "Can't restore in secret level!" );
1170                 return 0;
1171         }
1172
1173         if ( Newdemo_state == ND_STATE_RECORDING )
1174                 newdemo_stop_recording();
1175
1176         if ( Newdemo_state != ND_STATE_NORMAL )
1177                 return 0;
1178
1179         stop_time();
1180
1181         if (filename_override) {
1182                 strcpy(filename, filename_override);
1183                 filenum = NUM_SAVES+1;          //      So we don't trigger autosave
1184         } else if (!(filenum = state_get_restore_file(filename, 0)))    {
1185                 start_time();
1186                 return 0;
1187         }
1188         
1189         //      MK, 1/1/96
1190         //      If not in multiplayer, do special secret level stuff.
1191         //      If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
1192         //      If it doesn't exist, then delete secret.sgc
1193         if (!secret_restore && !(Game_mode & GM_MULTI)) {
1194                 int     rval;
1195                 char    temp_fname[32], fc;
1196
1197                 if (filenum != -1) {
1198                         if (filenum >= 10)
1199                                 fc = (filenum-10) + 'a';
1200                         else
1201                                 fc = '0' + filenum;
1202                         
1203                         #ifndef MACINTOSH
1204                         sprintf(temp_fname, "%csecret.sgc", fc);
1205                         #else
1206                         sprintf(temp_fname, ":Players:%csecret.sgc", fc);
1207                         #endif
1208
1209                         mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
1210
1211                         if (cfexist(temp_fname))
1212                         {
1213                                 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
1214                                 rval = copy_file(temp_fname, SECRETC_FILENAME);
1215                                 Assert(rval == 0);      //      Oops, error copying temp_fname to secret.sgc!
1216                         } else
1217                                 cfile_delete(SECRETC_FILENAME);
1218                 }
1219         }
1220
1221         //      Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
1222         if ((filenum != (NUM_SAVES+1)) && in_game) {
1223                 char    temp_filename[128];
1224                 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
1225                 #ifndef MACINTOSH
1226                 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1227                 #else
1228                 sprintf( temp_filename, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1229                 #endif          
1230                 state_save_all(!in_game, secret_restore, temp_filename);
1231         }
1232
1233         if ( !secret_restore && in_game ) {
1234                 int choice;
1235                 choice =  nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
1236                 if ( choice != 0 )      {
1237                         start_time();
1238                         return 0;
1239                 }
1240         }
1241
1242         start_time();
1243
1244         return state_restore_all_sub(filename, 0, secret_restore);
1245 }
1246
1247 extern void init_player_stats_new_ship(void);
1248
1249 void ShowLevelIntro(int level_num);
1250
1251 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1252 extern void copy_defaults_to_robot(object *objp);
1253
1254 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1255 {
1256         int ObjectStartLocation;
1257         int version,i, j, segnum;
1258         object * obj;
1259         CFILE *fp;
1260         int current_level, next_level;
1261         int between_levels;
1262         char mission[16];
1263         char desc[DESC_LENGTH+1];
1264         char id[5];
1265         char org_callsign[CALLSIGN_LEN+16];
1266 #ifdef NETWORK
1267         int found;
1268         int nplayers;   //,playid[12],mynum;
1269         player restore_players[MAX_PLAYERS];
1270 #endif
1271         fix     old_gametime = GameTime;
1272
1273         #if defined(MACINTOSH) && !defined(NDEBUG)
1274         if ( strncmp(filename, ":Players:", 9) )
1275                 Int3();
1276         #endif
1277
1278         fp = cfopen(filename, "rb");
1279         if ( !fp ) return 0;
1280
1281 //Read id
1282         cfread(id, sizeof(char)*4, 1, fp);
1283         if ( memcmp( id, dgss_id, 4 )) {
1284                 cfclose(fp);
1285                 return 0;
1286         }
1287
1288 //Read version
1289         cfread(&version, sizeof(int), 1, fp);
1290         if (version < STATE_COMPATIBLE_VERSION) {
1291                 cfclose(fp);
1292                 return 0;
1293         }
1294
1295 // Read description
1296         cfread(desc, sizeof(char) * DESC_LENGTH, 1, fp);
1297
1298 // Skip the current screen shot...
1299         cfseek(fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR);
1300
1301 // And now...skip the goddamn palette stuff that somebody forgot to add
1302         cfseek(fp, 768, SEEK_CUR);
1303
1304 // Read the Between levels flag...
1305         cfread(&between_levels, sizeof(int), 1, fp);
1306
1307         Assert(between_levels == 0);    //between levels save ripped out
1308
1309 // Read the mission info...
1310         cfread(mission, sizeof(char), 9, fp);
1311         mprintf ((0,"Missionname to load = %s\n",mission));
1312
1313         if (!load_mission_by_name( mission ))   {
1314                 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1315                 cfclose(fp);
1316                 return 0;
1317         }
1318
1319 //Read level info
1320         cfread(&current_level, sizeof(int), 1, fp);
1321         cfread(&next_level, sizeof(int), 1, fp);
1322
1323 //Restore GameTime
1324         cfread(&GameTime, sizeof(fix), 1, fp);
1325
1326 // Start new game....
1327         if (!multi)     {
1328                 Game_mode = GM_NORMAL;
1329                 Function_mode = FMODE_GAME;
1330 #ifdef NETWORK
1331                 change_playernum_to(0);
1332 #endif
1333                 strcpy( org_callsign, Players[0].callsign );
1334                 N_players = 1;
1335                 if (!secret_restore) {
1336                         InitPlayerObject();                             //make sure player's object set up
1337                         init_player_stats_game();               //clear all stats
1338                 }
1339         } else {
1340                 strcpy( org_callsign, Players[Player_num].callsign );
1341         }
1342
1343 #ifdef NETWORK
1344    if (Game_mode & GM_MULTI)
1345          {
1346                 cfread(&state_game_id,sizeof(int), 1, fp);
1347                 cfread(&Netgame,sizeof(netgame_info), 1, fp);
1348                 cfread(&NetPlayers,sizeof(AllNetPlayers_info), 1, fp);
1349                 cfread(&nplayers,sizeof(N_players), 1, fp);
1350                 cfread(&Player_num,sizeof(Player_num), 1, fp);
1351                 for (i=0;i<nplayers;i++)
1352                         cfread(&restore_players[i], sizeof(player), 1, fp);
1353 #ifdef RISKY_PROPOSITION
1354                 cfread(&robot_controlled[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1355                 cfread(&robot_agitation[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1356                 cfread(&robot_controlled_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1357                 cfread(&robot_last_send_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1358                 cfread(&robot_last_message_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1359                 cfread(&robot_send_pending[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1360                 cfread(&robot_fired[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1361
1362       for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1363                         cfread(&robot_fire_buf[i][0], 21, 1, fp);
1364 #endif
1365
1366            for (i=0;i<nplayers;i++)
1367                  {
1368                   found=0;
1369                   for (j=0;j<nplayers;j++)
1370                          {
1371            if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1372                                  found=1;
1373                          }
1374                   restore_players[i].connected=found;
1375             }
1376                 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1377                 N_players=nplayers;
1378
1379       if (network_i_am_master())
1380                  {
1381                   for (i=0;i<N_players;i++)
1382                         {
1383                          if (i==Player_num)
1384                                 continue;
1385                  Players[i].connected=0;
1386                         }
1387                  }
1388
1389                 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1390          }
1391
1392 #endif
1393
1394 //Read player info
1395
1396         {
1397                 StartNewLevelSub(current_level, 1, secret_restore);
1398
1399                 if (secret_restore) {
1400                         player  dummy_player;
1401
1402                         cfread(&dummy_player, sizeof(player), 1, fp);
1403                         if (secret_restore == 1) {              //      This means he didn't die, so he keeps what he got in the secret level.
1404                                 Players[Player_num].level = dummy_player.level;
1405                                 Players[Player_num].last_score = dummy_player.last_score;
1406                                 Players[Player_num].time_level = dummy_player.time_level;
1407
1408                                 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1409                                 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1410                                 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1411                                 Players[Player_num].hostages_total = dummy_player.hostages_total;
1412                                 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1413                                 Players[Player_num].hostages_level = dummy_player.hostages_level;
1414                                 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1415                                 Players[Player_num].hours_level = dummy_player.hours_level;
1416                                 Players[Player_num].hours_total = dummy_player.hours_total;
1417                                 do_cloak_invul_secret_stuff(old_gametime);
1418                         } else {
1419                                 Players[Player_num] = dummy_player;
1420                         }
1421                 } else {
1422                         cfread(&Players[Player_num], sizeof(player), 1, fp);
1423                 }
1424         }
1425         strcpy( Players[Player_num].callsign, org_callsign );
1426
1427 // Set the right level
1428         if ( between_levels )
1429                 Players[Player_num].level = next_level;
1430
1431 // Restore the weapon states
1432         cfread(&Primary_weapon, sizeof(sbyte), 1, fp);
1433         cfread(&Secondary_weapon, sizeof(sbyte), 1, fp);
1434
1435         select_weapon(Primary_weapon, 0, 0, 0);
1436         select_weapon(Secondary_weapon, 1, 0, 0);
1437
1438 // Restore the difficulty level
1439         cfread(&Difficulty_level, sizeof(int), 1, fp);
1440
1441 // Restore the cheats enabled flag
1442
1443         cfread(&Cheats_enabled, sizeof(int), 1, fp);
1444
1445         if ( !between_levels )  {
1446                 Do_appearance_effect = 0;                       // Don't do this for middle o' game stuff.
1447
1448                 ObjectStartLocation = cftell(fp);
1449                 //Clear out all the objects from the lvl file
1450                 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1451                         Segments[segnum].objects = -1;
1452                 reset_objects(1);
1453         
1454                 //Read objects, and pop 'em into their respective segments.
1455                 cfread(&i, sizeof(int), 1, fp);
1456                 Highest_object_index = i-1;
1457                 cfread(Objects, sizeof(object), i, fp);
1458         
1459                 Object_next_signature = 0;
1460                 for (i=0; i<=Highest_object_index; i++ )        {
1461                         obj = &Objects[i];
1462                         obj->rtype.pobj_info.alt_textures = -1;
1463                         segnum = obj->segnum;
1464                         obj->next = obj->prev = obj->segnum = -1;
1465                         if ( obj->type != OBJ_NONE )    {
1466                                 obj_link(i,segnum);
1467                                 if ( obj->signature > Object_next_signature )
1468                                         Object_next_signature = obj->signature;
1469                         }
1470
1471                         //look for, and fix, boss with bogus shields
1472                         if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1473                                 fix save_shields = obj->shields;
1474
1475                                 copy_defaults_to_robot(obj);            //calculate starting shields
1476
1477                                 //if in valid range, use loaded shield value
1478                                 if (save_shields > 0 && save_shields <= obj->shields)
1479                                         obj->shields = save_shields;
1480                                 else
1481                                         obj->shields /= 2;  //give player a break
1482                         }
1483
1484                 }       
1485                 special_reset_objects();
1486                 Object_next_signature++;
1487         
1488                 //      1 = Didn't die on secret level.
1489                 //      2 = Died on secret level.
1490                 if (secret_restore && (Current_level_num >= 0)) {
1491                         set_pos_from_return_segment();
1492                         if (secret_restore == 2)
1493                                 init_player_stats_new_ship();
1494                 }
1495
1496                 //Restore wall info
1497                 cfread(&i, sizeof(int), 1, fp);
1498                 Num_walls = i;
1499                 cfread(Walls, sizeof(wall), Num_walls, fp);
1500
1501                 //now that we have the walls, check if any sounds are linked to
1502                 //walls that are now open
1503                 for (i=0;i<Num_walls;i++) {
1504                         if (Walls[i].type == WALL_OPEN)
1505                                 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1506                 }
1507
1508                 //Restore exploding wall info
1509                 if (version >= 10) {
1510                         cfread(&i, sizeof(int), 1, fp);
1511                         cfread(expl_wall_list, sizeof(*expl_wall_list), i, fp);
1512                 }
1513
1514                 //Restore door info
1515                 cfread(&i, sizeof(int), 1, fp);
1516                 Num_open_doors = i;
1517                 cfread(ActiveDoors, sizeof(active_door), Num_open_doors, fp);
1518         
1519                 if (version >= 14) {            //Restore cloaking wall info
1520                         cfread(&i, sizeof(int), 1, fp);
1521                         Num_cloaking_walls = i;
1522                         cfread(CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls, fp);
1523                 }
1524         
1525                 //Restore trigger info
1526                 cfread(&Num_triggers, sizeof(int), 1, fp);
1527                 cfread(Triggers, sizeof(trigger), Num_triggers, fp);
1528         
1529                 //Restore tmap info
1530                 for (i=0; i<=Highest_segment_index; i++ )       {
1531                         for (j=0; j<6; j++ )    {
1532                                 cfread(&Segments[i].sides[j].wall_num, sizeof(short), 1, fp);
1533                                 cfread(&Segments[i].sides[j].tmap_num, sizeof(short), 1, fp);
1534                                 cfread(&Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp);
1535                         }
1536                 }
1537         
1538                 //Restore the fuelcen info
1539                 cfread(&Control_center_destroyed, sizeof(int), 1, fp);
1540                 cfread(&Countdown_timer, sizeof(int), 1, fp);
1541                 cfread(&Num_robot_centers, sizeof(int), 1, fp);
1542                 cfread(RobotCenters, sizeof(matcen_info), Num_robot_centers, fp);
1543                 cfread(&ControlCenterTriggers, sizeof(control_center_triggers), 1, fp);
1544                 cfread(&Num_fuelcenters, sizeof(int), 1, fp);
1545                 cfread(Station, sizeof(FuelCenter), Num_fuelcenters, fp);
1546         
1547                 // Restore the control cen info
1548                 cfread(&Control_center_been_hit, sizeof(int), 1, fp);
1549                 cfread(&Control_center_player_been_seen, sizeof(int), 1, fp);
1550                 cfread(&Control_center_next_fire_time, sizeof(int), 1, fp);
1551                 cfread(&Control_center_present, sizeof(int), 1, fp);
1552                 cfread(&Dead_controlcen_object_num, sizeof(int), 1, fp);
1553         
1554                 // Restore the AI state
1555                 ai_restore_state( fp, version );
1556         
1557                 // Restore the automap visited info
1558                 cfread( Automap_visited, sizeof(ubyte), MAX_SEGMENTS, fp);
1559
1560                 //      Restore hacked up weapon system stuff.
1561                 Fusion_next_sound_time = GameTime;
1562                 Auto_fire_fusion_cannon_time = 0;
1563                 Next_laser_fire_time = GameTime;
1564                 Next_missile_fire_time = GameTime;
1565                 Last_laser_fired_time = GameTime;
1566
1567         }
1568         state_game_id = 0;
1569
1570         if ( version >= 7 )     {
1571                 cfread(&state_game_id, sizeof(uint), 1, fp);
1572                 cfread(&Laser_rapid_fire, sizeof(int), 1, fp);
1573                 cfread(&Lunacy, sizeof(int), 1, fp);            //      Yes, writing this twice.  Removed the Ugly robot system, but didn't want to change savegame format.
1574                 cfread(&Lunacy, sizeof(int), 1, fp);
1575                 if ( Lunacy )
1576                         do_lunacy_on();
1577         }
1578
1579         if (version >= 17) {
1580                 cfread(MarkerObject, sizeof(MarkerObject), 1, fp);
1581                 cfread(MarkerOwner, sizeof(MarkerOwner), 1, fp);
1582                 cfread(MarkerMessage, sizeof(MarkerMessage), 1, fp);
1583         }
1584         else {
1585                 int num,dummy;
1586
1587                 // skip dummy info
1588
1589                 cfread(&num, sizeof(int), 1, fp);       //was NumOfMarkers
1590                 cfread(&dummy, sizeof(int), 1, fp);     //was CurMarker
1591
1592                 cfseek(fp, num * (sizeof(vms_vector) + 40), SEEK_CUR);
1593
1594                 for (num=0;num<NUM_MARKERS;num++)
1595                         MarkerObject[num] = -1;
1596         }
1597
1598         if (version>=11) {
1599                 if (secret_restore != 1)
1600                         cfread(&Afterburner_charge, sizeof(fix), 1, fp);
1601                 else {
1602                         fix     dummy_fix;
1603                         cfread(&dummy_fix,sizeof(fix), 1, fp);
1604                 }
1605         }
1606         if (version>=12) {
1607                 //read last was super information
1608                 cfread(&Primary_last_was_super, sizeof(Primary_last_was_super), 1, fp);
1609                 cfread(&Secondary_last_was_super, sizeof(Secondary_last_was_super), 1, fp);
1610         }
1611
1612         if (version >= 12) {
1613                 cfread(&Flash_effect, sizeof(int), 1, fp);
1614                 cfread(&Time_flash_last_played, sizeof(int), 1, fp);
1615                 cfread(&PaletteRedAdd, sizeof(int), 1, fp);
1616                 cfread(&PaletteGreenAdd, sizeof(int), 1, fp);
1617                 cfread(&PaletteBlueAdd, sizeof(int), 1, fp);
1618         } else {
1619                 Flash_effect = 0;
1620                 Time_flash_last_played = 0;
1621                 PaletteRedAdd = 0;
1622                 PaletteGreenAdd = 0;
1623                 PaletteBlueAdd = 0;
1624         }
1625
1626         //      Load Light_subtracted
1627         if (version >= 16) {
1628                 cfread(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1629                 apply_all_changed_light();
1630                 compute_all_static_light();     //      set static_light field in segment struct.  See note at that function.
1631         } else {
1632                 int     i;
1633                 for (i=0; i<=Highest_segment_index; i++)
1634                         Light_subtracted[i] = 0;
1635         }
1636
1637         if (!secret_restore) {
1638                 if (version >= 20) {
1639                         cfread(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1640                         mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1641                 } else
1642                         First_secret_visit = 1;
1643         } else
1644                 First_secret_visit = 0;
1645
1646         if (version >= 22)
1647         {
1648                 if (secret_restore != 1)
1649                         cfread(&Omega_charge,sizeof(fix), 1, fp);
1650                 else {
1651                         fix     dummy_fix;
1652                         cfread(&dummy_fix,sizeof(fix), 1, fp);
1653                 }
1654         }
1655
1656         cfclose(fp);
1657
1658 #ifdef NETWORK
1659    if (Game_mode & GM_MULTI)   // Get rid of ships that aren't
1660          {                                                                       // connected in the restored game
1661                 for (i=0;i<nplayers;i++)
1662                  {
1663                   mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1664                   if (Players[i].connected!=1)
1665                    {
1666                     network_disconnect_player (i);
1667                create_player_appearance_effect(&Objects[Players[i].objnum]);
1668                          mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1669               }
1670                  }
1671                         
1672          }
1673 #endif
1674
1675 // Load in bitmaps, etc..
1676 //!!    piggy_load_level_data();        //already done by StartNewLevelSub()
1677
1678         return 1;
1679 }
1680
1681 //      When loading a saved game, segp->static_light is bogus.
1682 //      This is because apply_all_changed_light, which is supposed to properly update this value,
1683 //      cannot do so because it needs the original light cast from a light which is no longer there.
1684 //      That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1685 //      which is present in the static_light field contains the light cast from that light.
1686 void compute_all_static_light(void)
1687 {
1688         int     i, j, k;
1689
1690         for (i=0; i<=Highest_segment_index; i++) {
1691                 fix     total_light;
1692                 segment *segp;
1693
1694                 segp = &Segments[i];
1695                 total_light = 0;
1696
1697                 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1698                         side    *sidep;
1699
1700                         sidep = &segp->sides[j];
1701
1702                         for (k=0; k<4; k++)
1703                                 total_light += sidep->uvls[k].l;
1704                 }
1705
1706                 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1707         }
1708
1709 }
1710
1711
1712 int state_get_game_id(char *filename)
1713 {
1714         int version;
1715         CFILE *fp;
1716         int between_levels;
1717         char mission[16];
1718         char desc[DESC_LENGTH+1];
1719         char id[5];
1720         int dumbint;
1721
1722 mprintf((0, "Restoring multigame from [%s]\n", filename));
1723
1724         fp = cfopen(filename, "rb");
1725         if ( !fp ) return 0;
1726
1727 //Read id
1728         cfread(id, sizeof(char)*4, 1, fp);
1729         if ( memcmp( id, dgss_id, 4 )) {
1730                 cfclose(fp);
1731                 return 0;
1732         }
1733
1734 //Read version
1735         cfread(&version, sizeof(int), 1, fp);
1736         if (version < STATE_COMPATIBLE_VERSION) {
1737                 cfclose(fp);
1738                 return 0;
1739         }
1740
1741 // Read description
1742         cfread(desc, sizeof(char)*DESC_LENGTH, 1, fp);
1743
1744 // Skip the current screen shot...
1745         cfseek(fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR);
1746
1747 // And now...skip the palette stuff that somebody forgot to add
1748         cfseek(fp, 768, SEEK_CUR);
1749
1750 // Read the Between levels flag...
1751         cfread(&between_levels, sizeof(int), 1, fp);
1752
1753         Assert(between_levels == 0);    //between levels save ripped out
1754
1755 // Read the mission info...
1756         cfread(mission, sizeof(char), 9, fp);
1757 //Read level info
1758         cfread(&dumbint, sizeof(int), 1, fp);
1759         cfread(&dumbint, sizeof(int), 1, fp);
1760
1761 //Restore GameTime
1762         cfread(&dumbint, sizeof(fix), 1, fp);
1763
1764         cfread(&state_game_id, sizeof(int), 1, fp);
1765
1766         return (state_game_id);
1767  }
1768
1769 #if defined(POLY_ACC)
1770 //void screen_shot_pa(ubyte *dst,ushort *src)
1771 //{
1772 //    //ushort *src = pa_get_buffer_address(0),
1773 //    ushort *s;
1774 //    fix u, v, du, dv;
1775 //    int ui, w, h;
1776 //
1777 //    pa_flush();
1778 //
1779 //    du = (640.0 / (float)THUMBNAIL_W) * 65536.0;
1780 //    dv = (480.0 / (float)THUMBNAIL_H) * 65536.0;
1781 //
1782 //    for(v = h = 0; h != THUMBNAIL_H; ++h)
1783 //    {
1784 //        s = src + f2i(v) * 640;
1785 //        v += dv;
1786 //        for(u = w = 0; w != THUMBNAIL_W; ++w)
1787 //        {
1788 //            ui = f2i(u);
1789 //            *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e);
1790 //            u += du;
1791 //        }
1792 //    }
1793 //}
1794
1795 void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv)
1796 {
1797 #if !defined(MACINTOSH)
1798         ubyte *dst;
1799         ushort *src;
1800         int x,y;
1801
1802         Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h);
1803
1804         pa_flush();
1805
1806         src = (ushort *) scanv->cv_bitmap.bm_data;
1807         dst = dcanv->cv_bitmap.bm_data;
1808
1809         #ifdef PA_3DFX_VOODOO
1810    src=(ushort *)pa_set_back_to_read();
1811         #endif
1812
1813         for (y=0; y<scanv->cv_h; y++) {
1814                 for (x=0; x<scanv->cv_w; x++) {
1815                         #ifdef PA_3DFX_VOODOO
1816                         *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e);
1817                         #else
1818                         *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e);
1819                         #endif
1820
1821                         src++;
1822                 }
1823                 src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP)));
1824                 dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w;
1825         }
1826         #ifdef PA_3DFX_VOODOO
1827         pa_set_front_to_read();
1828         #endif
1829 #endif
1830 }
1831 #endif
1832