1 /* $Id: state.c,v 1.11 2003-11-26 12:26:33 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Functions to save/restore game state.
20 * Revision 1.7 1995/10/31 10:18:25 allender
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
27 * Revision 1.5 1995/10/20 00:51:21 allender
28 * close boxes and proper mouse support on save game stuff
30 * Revision 1.4 1995/10/17 13:19:02 allender
31 * close boxes for load and save game
33 * Revision 1.3 1995/09/18 08:09:15 allender
34 * made larger thumbnail and handled NULL gr_bitmap pointers
37 * Revision 1.2 1995/08/14 14:36:12 allender
38 * change transparency to 0
40 * Revision 1.1 1995/05/16 15:31:12 allender
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.
47 * Revision 2.13 1995/04/06 15:12:20 john
48 * Fixed bug with lunacy not working.
50 * Revision 2.12 1995/04/04 13:33:05 john
51 * Removed multiplayer save.
53 * Revision 2.11 1995/03/31 13:42:10 john
54 * Made saved games from the bogus saturn version read in
57 * Revision 2.10 1995/03/31 12:45:28 john
58 * Fixed bug with previous.
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.
64 * Revision 2.8 1995/03/28 11:22:47 john
65 * Added cheats to save file. Changed lunacy text.
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.
71 * Revision 2.6 1995/03/27 18:04:18 john
72 * Made multi save/restore require the -multisave command line arg.
74 * Revision 2.5 1995/03/27 17:01:52 john
75 * Made deafult choice work better.
77 * Revision 2.4 1995/03/27 15:49:44 john
78 * Added slots to save games.
80 * Revision 2.3 1995/03/27 12:59:19 john
81 * Initial version of multiplayer save games.
83 * Revision 2.2 1995/03/24 13:11:35 john
84 * Added save game during briefing screens.
86 * Revision 2.1 1995/03/21 14:38:36 john
87 * Ifdef'd out the NETWORK code.
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.
93 * Revision 1.43 1995/02/22 14:32:41 allender
94 * remove anonymous unions from object structure
96 * Revision 1.42 1995/02/13 20:34:33 john
99 * Revision 1.41 1995/02/13 10:37:30 john
100 * Saved Buggin' cheat mode to save file.
102 * Revision 1.40 1995/02/09 10:24:25 john
103 * *** empty log message ***
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.
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.
113 * Revision 1.37 1995/02/07 14:02:33 john
114 * Added code to verify game restore.
116 * Revision 1.36 1995/02/07 11:07:43 john
117 * Added hooks for confirm on game state restore.
119 * Revision 1.35 1995/02/03 11:27:36 john
120 * Made inbetween level save's thumbnail's have correct aspect.
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.
126 * Revision 1.33 1995/02/02 19:40:52 john
127 * Added 10 save game slots.
129 * Revision 1.32 1995/02/02 12:23:20 john
130 * Made between level saves have picture.
132 * Revision 1.31 1995/01/31 11:21:43 john
133 * Added code for fixed with menus.
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.
138 * Revision 1.29 1995/01/29 13:47:58 mike
139 * Restore some variables on game load (in game).
141 * Revision 1.28 1995/01/26 10:46:57 john
142 * Fixed bug with state names getting hosed.
144 * Revision 1.27 1995/01/26 09:51:23 john
145 * Fixed bug with game descriptions getting hosed.
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.
151 * Revision 1.25 1995/01/25 15:01:39 john
152 * Upped the save file version.
154 * Revision 1.24 1995/01/24 20:35:35 john
155 * *** empty log message ***
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.
161 * Revision 1.22 1995/01/23 10:39:03 john
162 * Added mission stuff to game saves.
164 * Revision 1.21 1995/01/22 16:07:12 mike
167 * Revision 1.20 1995/01/22 15:58:32 mike
170 * Revision 1.19 1995/01/20 11:04:40 john
171 * Upped state save version.
173 * Revision 1.18 1995/01/19 17:00:44 john
174 * Made save game work between levels.
176 * Revision 1.17 1995/01/17 14:27:33 john
177 * *** empty log message ***
179 * Revision 1.16 1995/01/17 13:36:37 john
180 * Moved pig loading into StartNewLevelSub.
182 * Revision 1.15 1995/01/16 16:53:38 john
183 * Added code to save cheat state during save game.
185 * Revision 1.14 1995/01/15 16:55:22 john
186 * Improved mine texture parsing.
188 * Revision 1.13 1995/01/12 10:45:15 john
189 * Added difficulty level to save/restore game.
191 * Revision 1.12 1995/01/05 15:46:55 john
192 * Made weapons not rearm when starting a saved game.
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.
198 * Revision 1.10 1995/01/05 11:34:51 john
199 * Took out endlevel save stuff for registered.
201 * Revision 1.9 1995/01/04 18:19:52 john
202 * Added automap visited list saving.
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
209 * Revision 1.7 1995/01/04 13:18:31 john
210 * Added cool 6 game save.
212 * Revision 1.6 1995/01/03 20:38:46 john
213 * Saved morph objects.
215 * Revision 1.5 1995/01/03 20:19:29 john
216 * Pretty good working version of game save.
218 * Revision 1.4 1995/01/03 14:18:18 matt
219 * ifdefs added to compile code add. Added by Mike, I think.
221 * Revision 1.3 1994/12/29 18:40:19 john
224 * Revision 1.2 1994/12/29 15:26:40 john
225 * Put in hooks for saving/restoring game state.
227 * Revision 1.1 1994/12/29 15:16:02 john
256 #if defined(__APPLE__) && defined(__MACH__)
257 #include <OpenGL/gl.h>
264 #include "pa_enabl.h" //$$POLY_ACC
268 #include "textures.h"
272 #include "gamemine.h"
286 #include "cntrlcen.h"
306 #include "fireball.h"
307 #include "controls.h"
309 #include "multibot.h"
312 #if defined(POLY_ACC)
313 #include "poly_acc.h"
320 #define STATE_VERSION 22
321 #define STATE_COMPATIBLE_VERSION 20
322 // 0 - Put DGSS (Descent Game State Save) id at tof.
323 // 1 - Added Difficulty level save
324 // 2 - Added Cheats_enabled flag
325 // 3 - Added between levels save.
326 // 4 - Added mission support
327 // 5 - Mike changed ai and object structure.
328 // 6 - Added buggin' cheat save
329 // 7 - Added other cheat saves and game_id.
330 // 8 - Added AI stuff for escort and thief.
331 // 9 - Save palette with screen shot
332 // 12- Saved last_was_super array
333 // 13- Saved palette flash stuff
334 // 14- Save cloaking wall stuff
335 // 15- Save additional ai info
336 // 16- Save Light_subtracted
337 // 17- New marker save
338 // 18- Took out saving of old cheat status
339 // 19- Saved cheats_enabled flag
340 // 20- First_secret_visit
344 #define THUMBNAIL_W 100
345 #define THUMBNAIL_H 50
346 #define DESC_LENGTH 20
348 extern void multi_initiate_save_game();
349 extern void multi_initiate_restore_game();
350 extern void apply_all_changed_light(void);
352 extern int Do_appearance_effect;
353 extern fix Fusion_next_sound_time;
355 extern int Laser_rapid_fire;
356 extern int Physics_cheat_flag;
358 extern void do_lunacy_on(void);
359 extern void do_lunacy_off(void);
360 extern int First_secret_visit;
363 grs_bitmap *sc_bmp[NUM_SAVES+1];
365 char dgss_id[4] = "DGSS";
367 int state_default_item = 0;
371 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
372 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
373 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
374 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
375 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
376 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
377 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
378 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
381 #if defined(WINDOWS) || defined(MACINTOSH)
382 extern ubyte Hack_DblClick_MenuMode;
385 void compute_all_static_light(void);
387 //-------------------------------------------------------------------
388 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
393 // if ( sc_last_item != citem ) {
394 // sc_last_item = citem;
396 if ( sc_bmp[citem-1] ) {
399 dd_grs_canvas *save_canv = dd_grd_curcanv,
400 grs_canvas *save_canv = grd_curcanv
402 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
403 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
404 gr_set_current_canvas(temp_canv);
405 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
407 dd_gr_set_current_canvas(save_canv),
408 gr_set_current_canvas( save_canv )
410 WIN(DDGRLOCK(dd_grd_curcanv));
411 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
412 WIN(DDGRUNLOCK(dd_grd_curcanv));
413 gr_free_canvas(temp_canv);
419 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
427 void rpad_string( char * string, int max_chars )
432 for( i=0; i<max_chars; i++ ) {
439 *string = 0; // NULL terminate
442 int state_get_save_file(char * fname, char * dsc, int multi )
445 int i, choice, version;
446 newmenu_item m[NUM_SAVES+2];
447 char filename[NUM_SAVES+1][30];
448 char desc[NUM_SAVES+1][DESC_LENGTH+16];
452 for (i=0;i<NUM_SAVES; i++ ) {
456 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
458 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
462 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
464 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
467 fp = cfopen(filename[i], "rb");
470 cfread(id, sizeof(char)*4, 1, fp);
471 if ( !memcmp( id, dgss_id, 4 )) {
473 cfread(&version, sizeof(int), 1, fp);
474 if (version >= STATE_COMPATIBLE_VERSION) {
476 cfread(desc[i], sizeof(char)*DESC_LENGTH, 1, fp);
477 //rpad_string( desc[i], DESC_LENGTH-1 );
479 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
480 //cfread(sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
487 strcpy( desc[i], TXT_EMPTY );
488 //rpad_string( desc[i], DESC_LENGTH-1 );
490 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
494 choice = newmenu_do1( NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item );
496 for (i=0; i<NUM_SAVES; i++ ) {
498 gr_free_bitmap( sc_bmp[i] );
502 strcpy( fname, filename[choice] );
503 strcpy( dsc, desc[choice] );
504 state_default_item = choice;
511 extern int Current_display_mode;
513 int state_get_restore_file(char * fname, int multi)
516 int i, choice, version, nsaves;
517 newmenu_item m[NUM_SAVES+2];
518 char filename[NUM_SAVES+1][30];
519 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
524 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
525 for (i=0;i<NUM_SAVES+1; i++ ) {
529 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
531 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
535 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
537 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
540 fp = cfopen(filename[i], "rb");
543 cfread(id, sizeof(char)*4, 1, fp);
544 if ( !memcmp( id, dgss_id, 4 )) {
546 cfread(&version, sizeof(int), 1, fp);
547 if (version >= STATE_COMPATIBLE_VERSION) {
549 cfread(desc[i], sizeof(char)*DESC_LENGTH, 1, fp);
550 //rpad_string( desc[i], DESC_LENGTH-1 );
551 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
553 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
554 cfread(sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
557 cfread(pal, 3, 256, fp);
558 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
567 strcpy( desc[i], TXT_EMPTY );
568 //rpad_string( desc[i], DESC_LENGTH-1 );
569 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
574 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
578 if (Current_display_mode == 3) //restore menu won't fit on 640x400
579 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
583 #if defined(WINDOWS) || defined(MACINTOSH)
584 Hack_DblClick_MenuMode = 1;
588 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
591 #if defined(WINDOWS) || defined(MACINTOSH)
592 Hack_DblClick_MenuMode = 0;
595 if (Current_display_mode == 3) //set flag back
596 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
599 for (i=0; i<NUM_SAVES+1; i++ ) {
601 gr_free_bitmap( sc_bmp[i] );
605 strcpy( fname, filename[choice-1] );
606 if (choice != NUM_SAVES+1) //no new default when restore from autosave
607 state_default_item = choice - 1;
613 #define DESC_OFFSET 8
615 #define CF_BUF_SIZE 1024
619 # define strerror(x) "Unknown Error"
623 // -----------------------------------------------------------------------------------
624 // Imagine if C had a function to copy a file...
625 int copy_file(char *old_file, char *new_file)
627 sbyte buf[CF_BUF_SIZE];
628 CFILE *in_file, *out_file;
630 out_file = cfopen(new_file, "wb");
632 if (out_file == NULL)
635 in_file = cfopen(old_file, "rb");
640 while (!cfeof(in_file))
644 bytes_read = cfread(buf, 1, CF_BUF_SIZE, in_file);
645 if (cferror(in_file))
646 Error("Cannot read from file <%s>: %s", old_file, strerror(errno));
648 Assert(bytes_read == CF_BUF_SIZE || cfeof(in_file));
650 cfwrite(buf, 1, bytes_read, out_file);
652 if (cferror(out_file))
653 Error("Cannot write to file <%s>: %s", new_file, strerror(errno));
656 if (cfclose(in_file)) {
661 if (cfclose(out_file))
668 #define SECRETB_FILENAME "secret.sgb"
669 #define SECRETC_FILENAME "secret.sgc"
671 #define SECRETB_FILENAME ":Players:secret.sgb"
672 #define SECRETC_FILENAME ":Players:secret.sgc"
675 extern int Final_boss_is_dead;
677 // -----------------------------------------------------------------------------------
678 // blind_save means don't prompt user for any info.
679 int state_save_all(int between_levels, int secret_save, char *filename_override)
681 int rval, filenum = -1;
683 char filename[128], desc[DESC_LENGTH+1];
685 Assert(between_levels == 0); //between levels save ripped out
688 if ( Game_mode & GM_MULTI ) {
689 multi_initiate_save_game();
694 if ((Current_level_num < 0) && (secret_save == 0)) {
695 HUD_init_message( "Can't save in secret level!" );
699 if (Final_boss_is_dead) //don't allow save while final boss is dying
702 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
704 // If this is a secret save and the control center has been destroyed, don't allow
705 // return to the base level.
706 if (secret_save && (Control_center_destroyed)) {
707 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
708 cfile_delete(SECRETB_FILENAME);
714 if (secret_save == 1) {
715 filename_override = filename;
716 sprintf(filename_override, SECRETB_FILENAME);
717 } else if (secret_save == 2) {
718 filename_override = filename;
719 sprintf(filename_override, SECRETC_FILENAME);
721 if (filename_override) {
722 strcpy( filename, filename_override);
723 sprintf(desc, "[autosave backup]");
724 } else if (!(filenum = state_get_save_file(filename,desc,0))) {
731 // If not in multiplayer, do special secret level stuff.
732 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
733 // If it doesn't exist, then delete Nsecret.sgc
734 if (!secret_save && !(Game_mode & GM_MULTI)) {
736 char temp_fname[32], fc;
741 fc = (filenum-10) + 'a';
746 sprintf(temp_fname, "%csecret.sgc", fc);
748 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
751 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
753 if (cfexist(temp_fname))
755 mprintf((0, "Deleting file %s\n", temp_fname));
756 rval = cfile_delete(temp_fname);
757 Assert(rval == 0); // Oops, error deleting file in temp_fname.
760 if (cfexist(SECRETC_FILENAME))
762 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
763 rval = copy_file(SECRETC_FILENAME, temp_fname);
764 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
769 // Save file we're going to save over in last slot and call "[autosave backup]"
770 if (!filename_override) {
773 tfp = cfopen(filename, "rb");
779 sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
781 sprintf( newname, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
784 cfseek(tfp, DESC_OFFSET, SEEK_SET);
785 cfwrite("[autosave backup]", sizeof(char)*DESC_LENGTH, 1, tfp);
787 cfile_delete(newname);
788 cfile_rename(filename, newname);
792 rval = state_save_all_sub(filename, desc, between_levels);
797 extern fix Flash_effect, Time_flash_last_played;
800 int state_save_all_sub(char *filename, char *desc, int between_levels)
806 grs_canvas cnv2,*save_cnv2;
810 Assert(between_levels == 0); //between levels save ripped out
812 /* if ( Game_mode & GM_MULTI ) {
819 #if defined(MACINTOSH) && !defined(NDEBUG)
820 if ( strncmp(filename, ":Players:", 9) )
824 fp = cfopen(filename, "wb");
826 if ( !(Game_mode & GM_MULTI) )
827 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
833 cfwrite(dgss_id, sizeof(char)*4, 1, fp);
837 cfwrite(&i, sizeof(int), 1, fp);
840 cfwrite(desc, sizeof(char) * DESC_LENGTH, 1, fp);
842 // Save the current screen shot...
844 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
852 dd_grs_canvas *cnv_save;
853 cnv_save = dd_grd_curcanv;
855 grs_canvas * cnv_save;
856 cnv_save = grd_curcanv;
861 #if defined(POLY_ACC)
863 PA_DFX (pa_fool_to_backbuffer());
865 //for poly_acc, we render the frame to the normal render buffer
866 //so that this doesn't show, we create yet another canvas to save
867 //and restore what's on the render buffer
868 PA_DFX (pa_alpha_always());
869 PA_DFX (pa_set_front_to_read());
870 gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H );
871 save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type);
872 gr_set_current_canvas( save_cnv2 );
873 PA_DFX (pa_set_front_to_read());
874 gr_bitmap(0,0,&cnv2.cv_bitmap);
875 gr_set_current_canvas( &cnv2 );
877 gr_set_current_canvas( cnv );
880 PA_DFX (pa_set_backbuffer_current());
882 PA_DFX (pa_alpha_always());
884 #if defined(POLY_ACC)
886 screen_shot_pa(cnv,&cnv2);
889 screen_shot_pa(cnv,&cnv2);
892 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
893 glReadBuffer(GL_FRONT);
894 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
896 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
897 if (!(j = i % THUMBNAIL_W))
899 cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
900 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
907 cfwrite(cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
909 #if defined(POLY_ACC)
910 PA_DFX (pa_alpha_always());
911 PA_DFX (pa_set_frontbuffer_current());
912 PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap));
913 PA_DFX (pa_set_backbuffer_current());
914 gr_bitmap(0,0,&save_cnv2->cv_bitmap);
915 gr_free_canvas(save_cnv2);
916 PA_DFX (pa_fool_to_offscreen());
920 #else // macintosh stuff below
922 #if defined(POLY_ACC)
923 int savePAEnabled = PAEnabled;
927 gr_set_current_canvas( cnv );
930 cfwrite(cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
932 #if defined(POLY_ACC)
933 PAEnabled = savePAEnabled;
936 #endif // end of ifndef macintosh
940 dd_gr_set_current_canvas(cnv_save),
941 gr_set_current_canvas(cnv_save)
943 gr_free_canvas( cnv );
944 cfwrite(pal, 3, 256, fp);
949 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
950 cfwrite(&color, sizeof(ubyte), 1, fp);
953 // Save the Between levels flag...
954 cfwrite(&between_levels, sizeof(int), 1, fp);
956 // Save the mission info...
957 mprintf ((0,"HEY! Mission name is %s\n",Mission_list[Current_mission_num].filename));
958 cfwrite(&Mission_list[Current_mission_num], sizeof(char), 9, fp);
961 cfwrite(&Current_level_num, sizeof(int), 1, fp);
962 cfwrite(&Next_level_num, sizeof(int), 1, fp);
965 cfwrite(&GameTime, sizeof(fix), 1, fp);
967 // If coop save, save all
969 if (Game_mode & GM_MULTI_COOP)
971 cfwrite(&state_game_id, sizeof(int), 1, fp);
972 cfwrite(&Netgame, sizeof(netgame_info), 1, fp);
973 cfwrite(&NetPlayers, sizeof(AllNetPlayers_info), 1, fp);
974 cfwrite(&N_players, sizeof(int), 1, fp);
975 cfwrite(&Player_num, sizeof(int), 1, fp);
976 for (i=0;i<N_players;i++)
977 cfwrite(&Players[i], sizeof(player), 1, fp);
979 #ifdef RISKY_PROPOSITION
980 cfwrite(&robot_controlled[0], 4, MAX_ROBOTS_CONTROLLED, fp);
981 cfwrite(&robot_agitation[0], 4, MAX_ROBOTS_CONTROLLED, fp);
982 cfwrite(&robot_controlled_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
983 cfwrite(&robot_last_send_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
984 cfwrite(&robot_last_message_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
985 cfwrite(&robot_send_pending[0], 4, MAX_ROBOTS_CONTROLLED, fp);
986 cfwrite(&robot_fired[0], 4, MAX_ROBOTS_CONTROLLED, fp);
988 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
989 cfwrite(robot_fire_buf[i][0], 18 + 3, 1, fp);
996 cfwrite(&Players[Player_num], sizeof(player), 1, fp);
998 // Save the current weapon info
999 cfwrite(&Primary_weapon, sizeof(sbyte), 1, fp);
1000 cfwrite(&Secondary_weapon, sizeof(sbyte), 1, fp);
1002 // Save the difficulty level
1003 cfwrite(&Difficulty_level, sizeof(int), 1, fp);
1004 // Save cheats enabled
1005 cfwrite(&Cheats_enabled, sizeof(int), 1, fp);
1007 if ( !between_levels ) {
1009 //Finish all morph objects
1010 for (i=0; i<=Highest_object_index; i++ ) {
1011 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
1013 md = find_morph_data(&Objects[i]);
1015 md->obj->control_type = md->morph_save_control_type;
1016 md->obj->movement_type = md->morph_save_movement_type;
1017 md->obj->render_type = RT_POLYOBJ;
1018 md->obj->mtype.phys_info = md->morph_save_phys_info;
1020 } else { //maybe loaded half-morphed from disk
1021 Objects[i].flags |= OF_SHOULD_BE_DEAD;
1022 Objects[i].render_type = RT_POLYOBJ;
1023 Objects[i].control_type = CT_NONE;
1024 Objects[i].movement_type = MT_NONE;
1030 i = Highest_object_index+1;
1031 cfwrite(&i, sizeof(int), 1, fp);
1032 cfwrite(Objects, sizeof(object), i, fp);
1036 cfwrite(&i, sizeof(int), 1, fp);
1037 cfwrite(Walls, sizeof(wall), i, fp);
1039 //Save exploding wall info
1040 i = MAX_EXPLODING_WALLS;
1041 cfwrite(&i, sizeof(int), 1, fp);
1042 cfwrite(expl_wall_list, sizeof(*expl_wall_list), i, fp);
1046 cfwrite(&i, sizeof(int), 1, fp );
1047 cfwrite(ActiveDoors, sizeof(active_door), i, fp);
1049 //Save cloaking wall info
1050 i = Num_cloaking_walls;
1051 cfwrite(&i, sizeof(int), 1, fp );
1052 cfwrite(CloakingWalls, sizeof(cloaking_wall), i, fp);
1055 cfwrite(&Num_triggers, sizeof(int), 1, fp);
1056 cfwrite(Triggers, sizeof(trigger), Num_triggers, fp);
1059 for (i=0; i<=Highest_segment_index; i++ ) {
1060 for (j=0; j<6; j++ ) {
1061 cfwrite(&Segments[i].sides[j].wall_num, sizeof(short), 1, fp);
1062 cfwrite(&Segments[i].sides[j].tmap_num, sizeof(short), 1, fp);
1063 cfwrite(&Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp);
1067 // Save the fuelcen info
1068 cfwrite(&Control_center_destroyed, sizeof(int), 1, fp);
1069 cfwrite(&Countdown_timer, sizeof(int), 1, fp);
1070 cfwrite(&Num_robot_centers, sizeof(int), 1, fp);
1071 cfwrite(RobotCenters, sizeof(matcen_info), Num_robot_centers, fp);
1072 cfwrite(&ControlCenterTriggers, sizeof(control_center_triggers), 1, fp);
1073 cfwrite(&Num_fuelcenters, sizeof(int), 1, fp);
1074 cfwrite(Station, sizeof(FuelCenter), Num_fuelcenters, fp);
1076 // Save the control cen info
1077 cfwrite(&Control_center_been_hit, sizeof(int), 1, fp);
1078 cfwrite(&Control_center_player_been_seen, sizeof(int), 1, fp);
1079 cfwrite(&Control_center_next_fire_time, sizeof(int), 1, fp);
1080 cfwrite(&Control_center_present, sizeof(int), 1, fp);
1081 cfwrite(&Dead_controlcen_object_num, sizeof(int), 1, fp);
1083 // Save the AI state
1084 ai_save_state( fp );
1086 // Save the automap visited info
1087 cfwrite(Automap_visited, sizeof(ubyte) * MAX_SEGMENTS, 1, fp);
1090 cfwrite(&state_game_id, sizeof(uint), 1, fp);
1091 cfwrite(&Laser_rapid_fire, sizeof(int), 1, fp);
1092 cfwrite(&Lunacy, sizeof(int), 1, fp); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1093 cfwrite(&Lunacy, sizeof(int), 1, fp);
1095 // Save automap marker info
1097 cfwrite(MarkerObject, sizeof(MarkerObject), 1, fp);
1098 cfwrite(MarkerOwner, sizeof(MarkerOwner), 1, fp);
1099 cfwrite(MarkerMessage, sizeof(MarkerMessage), 1, fp);
1101 cfwrite(&Afterburner_charge, sizeof(fix), 1, fp);
1103 //save last was super information
1104 cfwrite(&Primary_last_was_super, sizeof(Primary_last_was_super), 1, fp);
1105 cfwrite(&Secondary_last_was_super, sizeof(Secondary_last_was_super), 1, fp);
1107 // Save flash effect stuff
1108 cfwrite(&Flash_effect, sizeof(int), 1, fp);
1109 cfwrite(&Time_flash_last_played, sizeof(int), 1, fp);
1110 cfwrite(&PaletteRedAdd, sizeof(int), 1, fp);
1111 cfwrite(&PaletteGreenAdd, sizeof(int), 1, fp);
1112 cfwrite(&PaletteBlueAdd, sizeof(int), 1, fp);
1114 cfwrite(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1116 cfwrite(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1118 cfwrite(&Omega_charge, sizeof(Omega_charge), 1, fp);
1122 if ( !(Game_mode & GM_MULTI) ) {
1123 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
1125 cfile_delete(filename);
1130 #ifdef MACINTOSH // set the type and creator of the saved game file
1136 strcpy(pfilename, filename);
1138 err = HGetFInfo(0, 0, pfilename, &finfo);
1139 finfo.fdType = 'SVGM';
1140 finfo.fdCreator = 'DCT2';
1141 err = HSetFInfo(0, 0, pfilename, &finfo);
1151 // -----------------------------------------------------------------------------------
1152 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
1153 void set_pos_from_return_segment(void)
1155 int plobjnum = Players[Player_num].objnum;
1157 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
1158 obj_relink(plobjnum, Secret_return_segment);
1159 reset_player_object();
1160 Objects[plobjnum].orient = Secret_return_orient;
1163 // -----------------------------------------------------------------------------------
1164 int state_restore_all(int in_game, int secret_restore, char *filename_override)
1170 if ( Game_mode & GM_MULTI ) {
1172 multi_initiate_restore_game();
1178 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
1179 HUD_init_message( "Can't restore in secret level!" );
1183 if ( Newdemo_state == ND_STATE_RECORDING )
1184 newdemo_stop_recording();
1186 if ( Newdemo_state != ND_STATE_NORMAL )
1191 if (filename_override) {
1192 strcpy(filename, filename_override);
1193 filenum = NUM_SAVES+1; // So we don't trigger autosave
1194 } else if (!(filenum = state_get_restore_file(filename, 0))) {
1200 // If not in multiplayer, do special secret level stuff.
1201 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
1202 // If it doesn't exist, then delete secret.sgc
1203 if (!secret_restore && !(Game_mode & GM_MULTI)) {
1205 char temp_fname[32], fc;
1207 if (filenum != -1) {
1209 fc = (filenum-10) + 'a';
1214 sprintf(temp_fname, "%csecret.sgc", fc);
1216 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
1219 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
1221 if (cfexist(temp_fname))
1223 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
1224 rval = copy_file(temp_fname, SECRETC_FILENAME);
1225 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
1227 cfile_delete(SECRETC_FILENAME);
1231 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
1232 if ((filenum != (NUM_SAVES+1)) && in_game) {
1233 char temp_filename[128];
1234 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
1236 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1238 sprintf( temp_filename, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1240 state_save_all(!in_game, secret_restore, temp_filename);
1243 if ( !secret_restore && in_game ) {
1245 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
1246 if ( choice != 0 ) {
1254 return state_restore_all_sub(filename, 0, secret_restore);
1257 extern void init_player_stats_new_ship(void);
1259 void ShowLevelIntro(int level_num);
1261 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1262 extern void copy_defaults_to_robot(object *objp);
1264 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1266 int ObjectStartLocation;
1267 int version,i, j, segnum;
1270 int current_level, next_level;
1273 char desc[DESC_LENGTH+1];
1275 char org_callsign[CALLSIGN_LEN+16];
1278 int nplayers; //,playid[12],mynum;
1279 player restore_players[MAX_PLAYERS];
1281 fix old_gametime = GameTime;
1283 #if defined(MACINTOSH) && !defined(NDEBUG)
1284 if ( strncmp(filename, ":Players:", 9) )
1288 fp = cfopen(filename, "rb");
1289 if ( !fp ) return 0;
1292 cfread(id, sizeof(char)*4, 1, fp);
1293 if ( memcmp( id, dgss_id, 4 )) {
1299 cfread(&version, sizeof(int), 1, fp);
1300 if (version < STATE_COMPATIBLE_VERSION) {
1306 cfread(desc, sizeof(char) * DESC_LENGTH, 1, fp);
1308 // Skip the current screen shot...
1309 cfseek(fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR);
1311 // And now...skip the goddamn palette stuff that somebody forgot to add
1312 cfseek(fp, 768, SEEK_CUR);
1314 // Read the Between levels flag...
1315 cfread(&between_levels, sizeof(int), 1, fp);
1317 Assert(between_levels == 0); //between levels save ripped out
1319 // Read the mission info...
1320 cfread(mission, sizeof(char), 9, fp);
1321 mprintf ((0,"Missionname to load = %s\n",mission));
1323 if (!load_mission_by_name( mission )) {
1324 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1330 cfread(¤t_level, sizeof(int), 1, fp);
1331 cfread(&next_level, sizeof(int), 1, fp);
1334 cfread(&GameTime, sizeof(fix), 1, fp);
1336 // Start new game....
1338 Game_mode = GM_NORMAL;
1339 Function_mode = FMODE_GAME;
1341 change_playernum_to(0);
1343 strcpy( org_callsign, Players[0].callsign );
1345 if (!secret_restore) {
1346 InitPlayerObject(); //make sure player's object set up
1347 init_player_stats_game(); //clear all stats
1350 strcpy( org_callsign, Players[Player_num].callsign );
1354 if (Game_mode & GM_MULTI)
1356 cfread(&state_game_id,sizeof(int), 1, fp);
1357 cfread(&Netgame,sizeof(netgame_info), 1, fp);
1358 cfread(&NetPlayers,sizeof(AllNetPlayers_info), 1, fp);
1359 cfread(&nplayers,sizeof(N_players), 1, fp);
1360 cfread(&Player_num,sizeof(Player_num), 1, fp);
1361 for (i=0;i<nplayers;i++)
1362 cfread(&restore_players[i], sizeof(player), 1, fp);
1363 #ifdef RISKY_PROPOSITION
1364 cfread(&robot_controlled[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1365 cfread(&robot_agitation[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1366 cfread(&robot_controlled_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1367 cfread(&robot_last_send_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1368 cfread(&robot_last_message_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1369 cfread(&robot_send_pending[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1370 cfread(&robot_fired[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1372 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1373 cfread(&robot_fire_buf[i][0], 21, 1, fp);
1376 for (i=0;i<nplayers;i++)
1379 for (j=0;j<nplayers;j++)
1381 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1384 restore_players[i].connected=found;
1386 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1389 if (network_i_am_master())
1391 for (i=0;i<N_players;i++)
1395 Players[i].connected=0;
1399 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1407 StartNewLevelSub(current_level, 1, secret_restore);
1409 if (secret_restore) {
1410 player dummy_player;
1412 cfread(&dummy_player, sizeof(player), 1, fp);
1413 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1414 Players[Player_num].level = dummy_player.level;
1415 Players[Player_num].last_score = dummy_player.last_score;
1416 Players[Player_num].time_level = dummy_player.time_level;
1418 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1419 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1420 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1421 Players[Player_num].hostages_total = dummy_player.hostages_total;
1422 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1423 Players[Player_num].hostages_level = dummy_player.hostages_level;
1424 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1425 Players[Player_num].hours_level = dummy_player.hours_level;
1426 Players[Player_num].hours_total = dummy_player.hours_total;
1427 do_cloak_invul_secret_stuff(old_gametime);
1429 Players[Player_num] = dummy_player;
1432 cfread(&Players[Player_num], sizeof(player), 1, fp);
1435 strcpy( Players[Player_num].callsign, org_callsign );
1437 // Set the right level
1438 if ( between_levels )
1439 Players[Player_num].level = next_level;
1441 // Restore the weapon states
1442 cfread(&Primary_weapon, sizeof(sbyte), 1, fp);
1443 cfread(&Secondary_weapon, sizeof(sbyte), 1, fp);
1445 select_weapon(Primary_weapon, 0, 0, 0);
1446 select_weapon(Secondary_weapon, 1, 0, 0);
1448 // Restore the difficulty level
1449 cfread(&Difficulty_level, sizeof(int), 1, fp);
1451 // Restore the cheats enabled flag
1453 cfread(&Cheats_enabled, sizeof(int), 1, fp);
1455 if ( !between_levels ) {
1456 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1458 ObjectStartLocation = cftell(fp);
1459 //Clear out all the objects from the lvl file
1460 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1461 Segments[segnum].objects = -1;
1464 //Read objects, and pop 'em into their respective segments.
1465 cfread(&i, sizeof(int), 1, fp);
1466 Highest_object_index = i-1;
1467 cfread(Objects, sizeof(object), i, fp);
1469 Object_next_signature = 0;
1470 for (i=0; i<=Highest_object_index; i++ ) {
1472 obj->rtype.pobj_info.alt_textures = -1;
1473 segnum = obj->segnum;
1474 obj->next = obj->prev = obj->segnum = -1;
1475 if ( obj->type != OBJ_NONE ) {
1477 if ( obj->signature > Object_next_signature )
1478 Object_next_signature = obj->signature;
1481 //look for, and fix, boss with bogus shields
1482 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1483 fix save_shields = obj->shields;
1485 copy_defaults_to_robot(obj); //calculate starting shields
1487 //if in valid range, use loaded shield value
1488 if (save_shields > 0 && save_shields <= obj->shields)
1489 obj->shields = save_shields;
1491 obj->shields /= 2; //give player a break
1495 special_reset_objects();
1496 Object_next_signature++;
1498 // 1 = Didn't die on secret level.
1499 // 2 = Died on secret level.
1500 if (secret_restore && (Current_level_num >= 0)) {
1501 set_pos_from_return_segment();
1502 if (secret_restore == 2)
1503 init_player_stats_new_ship();
1507 cfread(&i, sizeof(int), 1, fp);
1509 cfread(Walls, sizeof(wall), Num_walls, fp);
1511 //now that we have the walls, check if any sounds are linked to
1512 //walls that are now open
1513 for (i=0;i<Num_walls;i++) {
1514 if (Walls[i].type == WALL_OPEN)
1515 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1518 //Restore exploding wall info
1519 if (version >= 10) {
1520 cfread(&i, sizeof(int), 1, fp);
1521 cfread(expl_wall_list, sizeof(*expl_wall_list), i, fp);
1525 cfread(&i, sizeof(int), 1, fp);
1527 cfread(ActiveDoors, sizeof(active_door), Num_open_doors, fp);
1529 if (version >= 14) { //Restore cloaking wall info
1530 cfread(&i, sizeof(int), 1, fp);
1531 Num_cloaking_walls = i;
1532 cfread(CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls, fp);
1535 //Restore trigger info
1536 cfread(&Num_triggers, sizeof(int), 1, fp);
1537 cfread(Triggers, sizeof(trigger), Num_triggers, fp);
1540 for (i=0; i<=Highest_segment_index; i++ ) {
1541 for (j=0; j<6; j++ ) {
1542 cfread(&Segments[i].sides[j].wall_num, sizeof(short), 1, fp);
1543 cfread(&Segments[i].sides[j].tmap_num, sizeof(short), 1, fp);
1544 cfread(&Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp);
1548 //Restore the fuelcen info
1549 cfread(&Control_center_destroyed, sizeof(int), 1, fp);
1550 cfread(&Countdown_timer, sizeof(int), 1, fp);
1551 cfread(&Num_robot_centers, sizeof(int), 1, fp);
1552 cfread(RobotCenters, sizeof(matcen_info), Num_robot_centers, fp);
1553 cfread(&ControlCenterTriggers, sizeof(control_center_triggers), 1, fp);
1554 cfread(&Num_fuelcenters, sizeof(int), 1, fp);
1555 cfread(Station, sizeof(FuelCenter), Num_fuelcenters, fp);
1557 // Restore the control cen info
1558 cfread(&Control_center_been_hit, sizeof(int), 1, fp);
1559 cfread(&Control_center_player_been_seen, sizeof(int), 1, fp);
1560 cfread(&Control_center_next_fire_time, sizeof(int), 1, fp);
1561 cfread(&Control_center_present, sizeof(int), 1, fp);
1562 cfread(&Dead_controlcen_object_num, sizeof(int), 1, fp);
1564 // Restore the AI state
1565 ai_restore_state( fp, version );
1567 // Restore the automap visited info
1568 cfread( Automap_visited, sizeof(ubyte), MAX_SEGMENTS, fp);
1570 // Restore hacked up weapon system stuff.
1571 Fusion_next_sound_time = GameTime;
1572 Auto_fire_fusion_cannon_time = 0;
1573 Next_laser_fire_time = GameTime;
1574 Next_missile_fire_time = GameTime;
1575 Last_laser_fired_time = GameTime;
1580 if ( version >= 7 ) {
1581 cfread(&state_game_id, sizeof(uint), 1, fp);
1582 cfread(&Laser_rapid_fire, sizeof(int), 1, fp);
1583 cfread(&Lunacy, sizeof(int), 1, fp); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1584 cfread(&Lunacy, sizeof(int), 1, fp);
1589 if (version >= 17) {
1590 cfread(MarkerObject, sizeof(MarkerObject), 1, fp);
1591 cfread(MarkerOwner, sizeof(MarkerOwner), 1, fp);
1592 cfread(MarkerMessage, sizeof(MarkerMessage), 1, fp);
1599 cfread(&num, sizeof(int), 1, fp); //was NumOfMarkers
1600 cfread(&dummy, sizeof(int), 1, fp); //was CurMarker
1602 cfseek(fp, num * (sizeof(vms_vector) + 40), SEEK_CUR);
1604 for (num=0;num<NUM_MARKERS;num++)
1605 MarkerObject[num] = -1;
1609 if (secret_restore != 1)
1610 cfread(&Afterburner_charge, sizeof(fix), 1, fp);
1613 cfread(&dummy_fix,sizeof(fix), 1, fp);
1617 //read last was super information
1618 cfread(&Primary_last_was_super, sizeof(Primary_last_was_super), 1, fp);
1619 cfread(&Secondary_last_was_super, sizeof(Secondary_last_was_super), 1, fp);
1622 if (version >= 12) {
1623 cfread(&Flash_effect, sizeof(int), 1, fp);
1624 cfread(&Time_flash_last_played, sizeof(int), 1, fp);
1625 cfread(&PaletteRedAdd, sizeof(int), 1, fp);
1626 cfread(&PaletteGreenAdd, sizeof(int), 1, fp);
1627 cfread(&PaletteBlueAdd, sizeof(int), 1, fp);
1630 Time_flash_last_played = 0;
1632 PaletteGreenAdd = 0;
1636 // Load Light_subtracted
1637 if (version >= 16) {
1638 cfread(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1639 apply_all_changed_light();
1640 compute_all_static_light(); // set static_light field in segment struct. See note at that function.
1643 for (i=0; i<=Highest_segment_index; i++)
1644 Light_subtracted[i] = 0;
1647 if (!secret_restore) {
1648 if (version >= 20) {
1649 cfread(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1650 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1652 First_secret_visit = 1;
1654 First_secret_visit = 0;
1658 if (secret_restore != 1)
1659 cfread(&Omega_charge,sizeof(fix), 1, fp);
1662 cfread(&dummy_fix,sizeof(fix), 1, fp);
1669 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1670 { // connected in the restored game
1671 for (i=0;i<nplayers;i++)
1673 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1674 if (Players[i].connected!=1)
1676 network_disconnect_player (i);
1677 create_player_appearance_effect(&Objects[Players[i].objnum]);
1678 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1685 // Load in bitmaps, etc..
1686 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1691 // When loading a saved game, segp->static_light is bogus.
1692 // This is because apply_all_changed_light, which is supposed to properly update this value,
1693 // cannot do so because it needs the original light cast from a light which is no longer there.
1694 // That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1695 // which is present in the static_light field contains the light cast from that light.
1696 void compute_all_static_light(void)
1700 for (i=0; i<=Highest_segment_index; i++) {
1704 segp = &Segments[i];
1707 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1710 sidep = &segp->sides[j];
1713 total_light += sidep->uvls[k].l;
1716 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1722 int state_get_game_id(char *filename)
1728 char desc[DESC_LENGTH+1];
1732 mprintf((0, "Restoring multigame from [%s]\n", filename));
1734 fp = cfopen(filename, "rb");
1735 if ( !fp ) return 0;
1738 cfread(id, sizeof(char)*4, 1, fp);
1739 if ( memcmp( id, dgss_id, 4 )) {
1745 cfread(&version, sizeof(int), 1, fp);
1746 if (version < STATE_COMPATIBLE_VERSION) {
1752 cfread(desc, sizeof(char)*DESC_LENGTH, 1, fp);
1754 // Skip the current screen shot...
1755 cfseek(fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR);
1757 // And now...skip the palette stuff that somebody forgot to add
1758 cfseek(fp, 768, SEEK_CUR);
1760 // Read the Between levels flag...
1761 cfread(&between_levels, sizeof(int), 1, fp);
1763 Assert(between_levels == 0); //between levels save ripped out
1765 // Read the mission info...
1766 cfread(mission, sizeof(char), 9, fp);
1768 cfread(&dumbint, sizeof(int), 1, fp);
1769 cfread(&dumbint, sizeof(int), 1, fp);
1772 cfread(&dumbint, sizeof(fix), 1, fp);
1774 cfread(&state_game_id, sizeof(int), 1, fp);
1776 return (state_game_id);
1779 #if defined(POLY_ACC)
1780 //void screen_shot_pa(ubyte *dst,ushort *src)
1782 // //ushort *src = pa_get_buffer_address(0),
1784 // fix u, v, du, dv;
1789 // du = (640.0 / (float)THUMBNAIL_W) * 65536.0;
1790 // dv = (480.0 / (float)THUMBNAIL_H) * 65536.0;
1792 // for(v = h = 0; h != THUMBNAIL_H; ++h)
1794 // s = src + f2i(v) * 640;
1796 // for(u = w = 0; w != THUMBNAIL_W; ++w)
1799 // *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e);
1805 void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv)
1807 #if !defined(MACINTOSH)
1812 Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h);
1816 src = (ushort *) scanv->cv_bitmap.bm_data;
1817 dst = dcanv->cv_bitmap.bm_data;
1819 #ifdef PA_3DFX_VOODOO
1820 src=(ushort *)pa_set_back_to_read();
1823 for (y=0; y<scanv->cv_h; y++) {
1824 for (x=0; x<scanv->cv_w; x++) {
1825 #ifdef PA_3DFX_VOODOO
1826 *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e);
1828 *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e);
1833 src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP)));
1834 dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w;
1836 #ifdef PA_3DFX_VOODOO
1837 pa_set_front_to_read();