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.
16 * Game save/restore functions
42 #include <OpenGL/gl.h>
49 #include "pa_enabl.h" //$$POLY_ACC
105 #define STATE_VERSION 22
106 #define STATE_COMPATIBLE_VERSION 20
107 // 0 - Put DGSS (Descent Game State Save) id at tof.
108 // 1 - Added Difficulty level save
109 // 2 - Added Cheats_enabled flag
110 // 3 - Added between levels save.
111 // 4 - Added mission support
112 // 5 - Mike changed ai and object structure.
113 // 6 - Added buggin' cheat save
114 // 7 - Added other cheat saves and game_id.
115 // 8 - Added AI stuff for escort and thief.
116 // 9 - Save palette with screen shot
117 // 12- Saved last_was_super array
118 // 13- Saved palette flash stuff
119 // 14- Save cloaking wall stuff
120 // 15- Save additional ai info
121 // 16- Save Light_subtracted
122 // 17- New marker save
123 // 18- Took out saving of old cheat status
124 // 19- Saved cheats_enabled flag
125 // 20- First_secret_visit
129 #define THUMBNAIL_W 100
130 #define THUMBNAIL_H 50
131 #define DESC_LENGTH 20
133 extern void multi_initiate_save_game();
134 extern void multi_initiate_restore_game();
135 extern void apply_all_changed_light(void);
137 extern int Do_appearance_effect;
138 extern fix Fusion_next_sound_time;
140 extern int Laser_rapid_fire;
141 extern int Physics_cheat_flag;
143 extern void do_lunacy_on(void);
144 extern void do_lunacy_off(void);
145 extern int First_secret_visit;
148 grs_bitmap *sc_bmp[NUM_SAVES+1];
150 char dgss_id[4] = "DGSS";
152 int state_default_item = 0;
156 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
157 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
158 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
159 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
160 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
161 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
162 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
163 extern byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
166 #if defined(WINDOWS) || defined(MACINTOSH)
167 extern ubyte Hack_DblClick_MenuMode;
170 void compute_all_static_light(void);
172 //-------------------------------------------------------------------
173 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
178 // if ( sc_last_item != citem ) {
179 // sc_last_item = citem;
181 if ( sc_bmp[citem-1] ) {
184 dd_grs_canvas *save_canv = dd_grd_curcanv,
185 grs_canvas *save_canv = grd_curcanv
187 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
188 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
189 gr_set_current_canvas(temp_canv);
190 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
192 dd_gr_set_current_canvas(save_canv),
193 gr_set_current_canvas( save_canv )
195 WIN(DDGRLOCK(dd_grd_curcanv));
196 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
197 WIN(DDGRUNLOCK(dd_grd_curcanv));
198 gr_free_canvas(temp_canv);
204 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
212 void rpad_string( char * string, int max_chars )
217 for( i=0; i<max_chars; i++ ) {
224 *string = 0; // NULL terminate
227 int state_get_save_file(char * fname, char * dsc, int multi )
230 int i, choice, version;
231 newmenu_item m[NUM_SAVES+2];
232 char filename[NUM_SAVES+1][30];
233 char desc[NUM_SAVES+1][DESC_LENGTH+16];
237 for (i=0;i<NUM_SAVES; i++ ) {
241 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
243 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
247 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
249 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
252 fp = fopen( filename[i], "rb" );
255 fread( id, sizeof(char)*4, 1, fp );
256 if ( !memcmp( id, dgss_id, 4 )) {
258 fread( &version, sizeof(int), 1, fp );
259 if (version >= STATE_COMPATIBLE_VERSION) {
261 fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
262 //rpad_string( desc[i], DESC_LENGTH-1 );
264 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
265 //fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
272 strcpy( desc[i], TXT_EMPTY );
273 //rpad_string( desc[i], DESC_LENGTH-1 );
275 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
279 choice = newmenu_do1( NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item );
281 for (i=0; i<NUM_SAVES; i++ ) {
283 gr_free_bitmap( sc_bmp[i] );
287 strcpy( fname, filename[choice] );
288 strcpy( dsc, desc[choice] );
289 state_default_item = choice;
296 extern int Current_display_mode;
298 int state_get_restore_file(char * fname, int multi)
301 int i, choice, version, nsaves;
302 newmenu_item m[NUM_SAVES+2];
303 char filename[NUM_SAVES+1][30];
304 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
309 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
310 for (i=0;i<NUM_SAVES+1; i++ ) {
314 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
316 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
320 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
322 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
325 fp = fopen( filename[i], "rb" );
328 fread( id, sizeof(char)*4, 1, fp );
329 if ( !memcmp( id, dgss_id, 4 )) {
331 fread( &version, sizeof(int), 1, fp );
332 if (version >= STATE_COMPATIBLE_VERSION) {
334 fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
335 //rpad_string( desc[i], DESC_LENGTH-1 );
336 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
338 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
339 fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
342 fread( pal, 3, 256, fp);
343 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
352 strcpy( desc[i], TXT_EMPTY );
353 //rpad_string( desc[i], DESC_LENGTH-1 );
354 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
359 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
363 if (Current_display_mode == 3) //restore menu won't fit on 640x400
364 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
368 #if defined(WINDOWS) || defined(MACINTOSH)
369 Hack_DblClick_MenuMode = 1;
373 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
376 #if defined(WINDOWS) || defined(MACINTOSH)
377 Hack_DblClick_MenuMode = 0;
380 if (Current_display_mode == 3) //set flag back
381 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
384 for (i=0; i<NUM_SAVES+1; i++ ) {
386 gr_free_bitmap( sc_bmp[i] );
390 strcpy( fname, filename[choice-1] );
391 if (choice != NUM_SAVES+1) //no new default when restore from autosave
392 state_default_item = choice - 1;
398 #define DESC_OFFSET 8
400 // -----------------------------------------------------------------------------------
401 // Return true if the file named *filename exists, else return false.
402 int file_exists(char *filename)
406 if ((fp = fopen(filename, "rb")) != NULL) {
414 #define CF_BUF_SIZE 1024
416 // -----------------------------------------------------------------------------------
417 // Imagine if C had a function to copy a file...
418 int copy_file(char *old_file, char *new_file)
420 byte buf[CF_BUF_SIZE];
421 FILE *in_file, *out_file;
423 out_file = fopen(new_file, "wb");
425 if (out_file == NULL)
428 in_file = fopen(old_file, "rb");
433 while (!feof(in_file)) {
436 bytes_read = fread(buf, 1, CF_BUF_SIZE, in_file);
438 Error("Cannot read from file <%s>: %s", old_file, strerror(errno));
440 Assert(bytes_read == CF_BUF_SIZE || feof(in_file));
442 fwrite(buf, 1, bytes_read, out_file);
444 if (ferror(out_file))
445 Error("Cannot write to file <%s>: %s", new_file, strerror(errno));
448 if (fclose(in_file)) {
453 if (fclose(out_file))
460 #define SECRETB_FILENAME "secret.sgb"
461 #define SECRETC_FILENAME "secret.sgc"
463 #define SECRETB_FILENAME ":Players:secret.sgb"
464 #define SECRETC_FILENAME ":Players:secret.sgc"
467 extern int Final_boss_is_dead;
469 // -----------------------------------------------------------------------------------
470 // blind_save means don't prompt user for any info.
471 int state_save_all(int between_levels, int secret_save, char *filename_override)
473 int rval, filenum = -1;
475 char filename[128], desc[DESC_LENGTH+1];
477 Assert(between_levels == 0); //between levels save ripped out
480 if ( Game_mode & GM_MULTI ) {
481 multi_initiate_save_game();
486 if ((Current_level_num < 0) && (secret_save == 0)) {
487 HUD_init_message( "Can't save in secret level!" );
491 if (Final_boss_is_dead) //don't allow save while final boss is dying
494 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
496 // If this is a secret save and the control center has been destroyed, don't allow
497 // return to the base level.
498 if (secret_save && (Control_center_destroyed)) {
499 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
500 unlink(SECRETB_FILENAME);
506 if (secret_save == 1) {
507 filename_override = filename;
508 sprintf(filename_override, SECRETB_FILENAME);
509 } else if (secret_save == 2) {
510 filename_override = filename;
511 sprintf(filename_override, SECRETC_FILENAME);
513 if (filename_override) {
514 strcpy( filename, filename_override);
515 sprintf(desc, "[autosave backup]");
516 } else if (!(filenum = state_get_save_file(filename,desc,0))) {
523 // If not in multiplayer, do special secret level stuff.
524 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
525 // If it doesn't exist, then delete Nsecret.sgc
526 if (!secret_save && !(Game_mode & GM_MULTI)) {
528 char temp_fname[32], fc;
533 fc = (filenum-10) + 'a';
538 sprintf(temp_fname, "%csecret.sgc", fc);
540 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
543 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
545 if (file_exists(temp_fname)) {
546 mprintf((0, "Deleting file %s\n", temp_fname));
547 rval = unlink(temp_fname);
548 Assert(rval == 0); // Oops, error deleting file in temp_fname.
551 if (file_exists(SECRETC_FILENAME)) {
552 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
553 rval = copy_file(SECRETC_FILENAME, temp_fname);
554 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
559 // Save file we're going to save over in last slot and call "[autosave backup]"
560 if (!filename_override) {
563 tfp = fopen( filename, "r+b" );
569 sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
571 sprintf( newname, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
574 fseek( tfp, DESC_OFFSET, SEEK_SET);
575 fwrite( "[autosave backup]", sizeof(char)*DESC_LENGTH, 1, tfp );
578 rename(filename, newname);
582 rval = state_save_all_sub(filename, desc, between_levels);
587 extern fix Flash_effect, Time_flash_last_played;
590 int state_save_all_sub(char *filename, char *desc, int between_levels)
596 grs_canvas cnv2,*save_cnv2;
600 Assert(between_levels == 0); //between levels save ripped out
602 /* if ( Game_mode & GM_MULTI ) {
609 #if defined(MACINTOSH) && !defined(NDEBUG)
610 if ( strncmp(filename, ":Players:", 9) )
614 fp = fopen( filename, "wb" );
616 if ( !(Game_mode & GM_MULTI) )
617 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
623 fwrite( dgss_id, sizeof(char)*4, 1, fp );
627 fwrite( &i, sizeof(int), 1, fp );
630 fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp );
632 // Save the current screen shot...
634 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
642 dd_grs_canvas *cnv_save;
643 cnv_save = dd_grd_curcanv;
645 grs_canvas * cnv_save;
646 cnv_save = grd_curcanv;
651 #if defined(POLY_ACC)
653 PA_DFX (pa_fool_to_backbuffer());
655 //for poly_acc, we render the frame to the normal render buffer
656 //so that this doesn't show, we create yet another canvas to save
657 //and restore what's on the render buffer
658 PA_DFX (pa_alpha_always());
659 PA_DFX (pa_set_front_to_read());
660 gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H );
661 save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type);
662 gr_set_current_canvas( save_cnv2 );
663 PA_DFX (pa_set_front_to_read());
664 gr_bitmap(0,0,&cnv2.cv_bitmap);
665 gr_set_current_canvas( &cnv2 );
667 gr_set_current_canvas( cnv );
670 PA_DFX (pa_set_backbuffer_current());
672 PA_DFX (pa_alpha_always());
674 #if defined(POLY_ACC)
676 screen_shot_pa(cnv,&cnv2);
679 screen_shot_pa(cnv,&cnv2);
682 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
683 glReadBuffer(GL_FRONT);
684 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
686 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
687 if (!(j = i % THUMBNAIL_W))
689 cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
690 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
697 fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
699 #if defined(POLY_ACC)
700 PA_DFX (pa_alpha_always());
701 PA_DFX (pa_set_frontbuffer_current());
702 PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap));
703 PA_DFX (pa_set_backbuffer_current());
704 gr_bitmap(0,0,&save_cnv2->cv_bitmap);
705 gr_free_canvas(save_cnv2);
706 PA_DFX (pa_fool_to_offscreen());
710 #else // macintosh stuff below
712 #if defined(POLY_ACC)
713 int savePAEnabled = PAEnabled;
717 gr_set_current_canvas( cnv );
720 fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
722 #if defined(POLY_ACC)
723 PAEnabled = savePAEnabled;
726 #endif // end of ifndef macintosh
730 dd_gr_set_current_canvas(cnv_save),
731 gr_set_current_canvas(cnv_save)
733 gr_free_canvas( cnv );
734 fwrite( pal, 3, 256, fp);
739 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
740 fwrite( &color, sizeof(ubyte), 1, fp );
743 // Save the Between levels flag...
744 fwrite( &between_levels, sizeof(int), 1, fp );
746 // Save the mission info...
747 mprintf ((0,"HEY! Mission name is %s\n",Mission_list[Current_mission_num].filename));
748 fwrite( &Mission_list[Current_mission_num], sizeof(char)*9, 1, fp );
751 fwrite( &Current_level_num, sizeof(int), 1, fp );
752 fwrite( &Next_level_num, sizeof(int), 1, fp );
755 fwrite( &GameTime, sizeof(fix), 1, fp );
757 // If coop save, save all
759 if (Game_mode & GM_MULTI_COOP)
761 fwrite (&state_game_id,sizeof(int),1,fp);
762 fwrite (&Netgame,sizeof(netgame_info),1,fp);
763 fwrite (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
764 fwrite (&N_players,sizeof(int),1,fp);
765 fwrite (&Player_num,sizeof(int),1,fp);
766 for (i=0;i<N_players;i++)
767 fwrite (&Players[i],sizeof(player),1,fp);
769 #ifdef RISKY_PROPOSITION
770 fwrite (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
771 fwrite (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
772 fwrite (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
773 fwrite (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
774 fwrite (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
775 fwrite (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
776 fwrite (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
778 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
779 fwrite (robot_fire_buf[i][0],18+3,1,fp);
786 fwrite( &Players[Player_num], sizeof(player), 1, fp );
788 // Save the current weapon info
789 fwrite( &Primary_weapon, sizeof(byte), 1, fp );
790 fwrite( &Secondary_weapon, sizeof(byte), 1, fp );
792 // Save the difficulty level
793 fwrite( &Difficulty_level, sizeof(int), 1, fp );
794 // Save cheats enabled
795 fwrite (&Cheats_enabled,sizeof(int),1,fp);
797 if ( !between_levels ) {
799 //Finish all morph objects
800 for (i=0; i<=Highest_object_index; i++ ) {
801 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
803 md = find_morph_data(&Objects[i]);
805 md->obj->control_type = md->morph_save_control_type;
806 md->obj->movement_type = md->morph_save_movement_type;
807 md->obj->render_type = RT_POLYOBJ;
808 md->obj->mtype.phys_info = md->morph_save_phys_info;
810 } else { //maybe loaded half-morphed from disk
811 Objects[i].flags |= OF_SHOULD_BE_DEAD;
812 Objects[i].render_type = RT_POLYOBJ;
813 Objects[i].control_type = CT_NONE;
814 Objects[i].movement_type = MT_NONE;
820 i = Highest_object_index+1;
821 fwrite( &i, sizeof(int), 1, fp );
822 fwrite( Objects, sizeof(object)*i, 1, fp );
826 fwrite( &i, sizeof(int), 1, fp );
827 fwrite( Walls, sizeof(wall)*i, 1, fp );
829 //Save exploding wall info
830 i = MAX_EXPLODING_WALLS;
831 fwrite( &i, sizeof(int), 1, fp);
832 fwrite( expl_wall_list, sizeof(*expl_wall_list), i, fp );
836 fwrite( &i, sizeof(int), 1, fp );
837 fwrite( ActiveDoors, sizeof(active_door)*i, 1, fp );
839 //Save cloaking wall info
840 i = Num_cloaking_walls;
841 fwrite( &i, sizeof(int), 1, fp );
842 fwrite( CloakingWalls, sizeof(cloaking_wall), i, fp );
845 fwrite( &Num_triggers, sizeof(int), 1, fp );
846 fwrite( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
849 for (i=0; i<=Highest_segment_index; i++ ) {
850 for (j=0; j<6; j++ ) {
851 fwrite( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
852 fwrite( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
853 fwrite( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
857 // Save the fuelcen info
858 fwrite( &Control_center_destroyed, sizeof(int), 1, fp );
859 fwrite( &Countdown_timer, sizeof(int), 1, fp );
860 fwrite( &Num_robot_centers, sizeof(int), 1, fp );
861 fwrite( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
862 fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
863 fwrite( &Num_fuelcenters, sizeof(int), 1, fp );
864 fwrite( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
866 // Save the control cen info
867 fwrite( &Control_center_been_hit, sizeof(int), 1, fp );
868 fwrite( &Control_center_player_been_seen, sizeof(int), 1, fp );
869 fwrite( &Control_center_next_fire_time, sizeof(int), 1, fp );
870 fwrite( &Control_center_present, sizeof(int), 1, fp );
871 fwrite( &Dead_controlcen_object_num, sizeof(int), 1, fp );
876 // Save the automap visited info
877 fwrite( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
880 fwrite( &state_game_id, sizeof(uint), 1, fp );
881 fwrite( &Laser_rapid_fire, sizeof(int), 1, fp );
882 fwrite( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
883 fwrite( &Lunacy, sizeof(int), 1, fp );
885 // Save automap marker info
887 fwrite(MarkerObject,sizeof(MarkerObject),1,fp);
888 fwrite(MarkerOwner,sizeof(MarkerOwner),1,fp);
889 fwrite(MarkerMessage,sizeof(MarkerMessage),1,fp);
891 fwrite (&Afterburner_charge,sizeof(fix),1,fp);
893 //save last was super information
894 fwrite(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
895 fwrite(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
897 // Save flash effect stuff
898 fwrite( &Flash_effect, sizeof(int), 1, fp );
899 fwrite( &Time_flash_last_played, sizeof(int), 1, fp );
900 fwrite( &PaletteRedAdd, sizeof(int), 1, fp);
901 fwrite( &PaletteGreenAdd, sizeof(int), 1, fp);
902 fwrite( &PaletteBlueAdd, sizeof(int), 1, fp);
904 fwrite(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
906 fwrite(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
908 fwrite(&Omega_charge, sizeof(Omega_charge), 1, fp);
911 if ( !(Game_mode & GM_MULTI) ) {
912 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
919 #ifdef MACINTOSH // set the type and creator of the saved game file
925 strcpy(pfilename, filename);
927 err = HGetFInfo(0, 0, pfilename, &finfo);
928 finfo.fdType = 'SVGM';
929 finfo.fdCreator = 'DCT2';
930 err = HSetFInfo(0, 0, pfilename, &finfo);
940 // -----------------------------------------------------------------------------------
941 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
942 void set_pos_from_return_segment(void)
944 int plobjnum = Players[Player_num].objnum;
946 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
947 obj_relink(plobjnum, Secret_return_segment);
948 reset_player_object();
949 Objects[plobjnum].orient = Secret_return_orient;
952 // -----------------------------------------------------------------------------------
953 int state_restore_all(int in_game, int secret_restore, char *filename_override)
959 if ( Game_mode & GM_MULTI ) {
961 multi_initiate_restore_game();
967 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
968 HUD_init_message( "Can't restore in secret level!" );
972 if ( Newdemo_state == ND_STATE_RECORDING )
973 newdemo_stop_recording();
975 if ( Newdemo_state != ND_STATE_NORMAL )
980 if (filename_override) {
981 strcpy(filename, filename_override);
982 filenum = NUM_SAVES+1; // So we don't trigger autosave
983 } else if (!(filenum = state_get_restore_file(filename, 0))) {
989 // If not in multiplayer, do special secret level stuff.
990 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
991 // If it doesn't exist, then delete secret.sgc
992 if (!secret_restore && !(Game_mode & GM_MULTI)) {
994 char temp_fname[32], fc;
998 fc = (filenum-10) + 'a';
1003 sprintf(temp_fname, "%csecret.sgc", fc);
1005 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
1008 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
1010 if (file_exists(temp_fname)) {
1011 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
1012 rval = copy_file(temp_fname, SECRETC_FILENAME);
1013 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
1015 unlink(SECRETC_FILENAME);
1019 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
1020 if ((filenum != (NUM_SAVES+1)) && in_game) {
1021 char temp_filename[128];
1022 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
1024 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1026 sprintf( temp_filename, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1028 state_save_all(!in_game, secret_restore, temp_filename);
1031 if ( !secret_restore && in_game ) {
1033 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
1034 if ( choice != 0 ) {
1042 return state_restore_all_sub(filename, 0, secret_restore);
1045 extern void init_player_stats_new_ship(void);
1047 void ShowLevelIntro(int level_num);
1049 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1050 extern void copy_defaults_to_robot(object *objp);
1052 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1054 int ObjectStartLocation;
1055 int version,i, j, segnum;
1058 int current_level, next_level;
1061 char desc[DESC_LENGTH+1];
1063 char org_callsign[CALLSIGN_LEN+16];
1066 int nplayers; //,playid[12],mynum;
1067 player restore_players[MAX_PLAYERS];
1069 fix old_gametime = GameTime;
1071 #if defined(MACINTOSH) && !defined(NDEBUG)
1072 if ( strncmp(filename, ":Players:", 9) )
1076 fp = fopen( filename, "rb" );
1077 if ( !fp ) return 0;
1080 fread( id, sizeof(char)*4, 1, fp );
1081 if ( memcmp( id, dgss_id, 4 )) {
1087 fread( &version, sizeof(int), 1, fp );
1088 if (version < STATE_COMPATIBLE_VERSION) {
1094 fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1096 // Skip the current screen shot...
1097 fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1099 // And now...skip the goddamn palette stuff that somebody forgot to add
1100 fseek( fp, 768, SEEK_CUR );
1102 // Read the Between levels flag...
1103 fread( &between_levels, sizeof(int), 1, fp );
1105 Assert(between_levels == 0); //between levels save ripped out
1107 // Read the mission info...
1108 fread( mission, sizeof(char)*9, 1, fp );
1109 mprintf ((0,"Missionname to load = %s\n",mission));
1111 if (!load_mission_by_name( mission )) {
1112 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1118 fread( ¤t_level, sizeof(int), 1, fp );
1119 fread( &next_level, sizeof(int), 1, fp );
1122 fread( &GameTime, sizeof(fix), 1, fp );
1124 // Start new game....
1126 Game_mode = GM_NORMAL;
1127 Function_mode = FMODE_GAME;
1129 change_playernum_to(0);
1131 strcpy( org_callsign, Players[0].callsign );
1133 if (!secret_restore) {
1134 InitPlayerObject(); //make sure player's object set up
1135 init_player_stats_game(); //clear all stats
1138 strcpy( org_callsign, Players[Player_num].callsign );
1142 if (Game_mode & GM_MULTI)
1144 fread (&state_game_id,sizeof(int),1,fp);
1145 fread (&Netgame,sizeof(netgame_info),1,fp);
1146 fread (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
1147 fread (&nplayers,sizeof(N_players),1,fp);
1148 fread (&Player_num,sizeof(Player_num),1,fp);
1149 for (i=0;i<nplayers;i++)
1150 fread (&restore_players[i],sizeof(player),1,fp);
1151 #ifdef RISKY_PROPOSITION
1152 fread (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1153 fread (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1154 fread (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1155 fread (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1156 fread (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1157 fread (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1158 fread (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1160 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1161 fread (&robot_fire_buf[i][0],21,1,fp);
1164 for (i=0;i<nplayers;i++)
1167 for (j=0;j<nplayers;j++)
1169 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1172 restore_players[i].connected=found;
1174 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1177 if (network_i_am_master())
1179 for (i=0;i<N_players;i++)
1183 Players[i].connected=0;
1187 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1195 StartNewLevelSub(current_level, 1, secret_restore);
1197 if (secret_restore) {
1198 player dummy_player;
1200 fread( &dummy_player, sizeof(player), 1, fp );
1201 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1202 Players[Player_num].level = dummy_player.level;
1203 Players[Player_num].last_score = dummy_player.last_score;
1204 Players[Player_num].time_level = dummy_player.time_level;
1206 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1207 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1208 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1209 Players[Player_num].hostages_total = dummy_player.hostages_total;
1210 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1211 Players[Player_num].hostages_level = dummy_player.hostages_level;
1212 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1213 Players[Player_num].hours_level = dummy_player.hours_level;
1214 Players[Player_num].hours_total = dummy_player.hours_total;
1215 do_cloak_invul_secret_stuff(old_gametime);
1217 Players[Player_num] = dummy_player;
1220 fread( &Players[Player_num], sizeof(player), 1, fp );
1223 strcpy( Players[Player_num].callsign, org_callsign );
1225 // Set the right level
1226 if ( between_levels )
1227 Players[Player_num].level = next_level;
1229 // Restore the weapon states
1230 fread( &Primary_weapon, sizeof(byte), 1, fp );
1231 fread( &Secondary_weapon, sizeof(byte), 1, fp );
1233 select_weapon(Primary_weapon, 0, 0, 0);
1234 select_weapon(Secondary_weapon, 1, 0, 0);
1236 // Restore the difficulty level
1237 fread( &Difficulty_level, sizeof(int), 1, fp );
1239 // Restore the cheats enabled flag
1241 fread (&Cheats_enabled,sizeof(int),1,fp);
1243 if ( !between_levels ) {
1244 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1246 ObjectStartLocation = ftell( fp );
1247 //Clear out all the objects from the lvl file
1248 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1249 Segments[segnum].objects = -1;
1252 //Read objects, and pop 'em into their respective segments.
1253 fread( &i, sizeof(int), 1, fp );
1254 Highest_object_index = i-1;
1255 fread( Objects, sizeof(object)*i, 1, fp );
1257 Object_next_signature = 0;
1258 for (i=0; i<=Highest_object_index; i++ ) {
1260 obj->rtype.pobj_info.alt_textures = -1;
1261 segnum = obj->segnum;
1262 obj->next = obj->prev = obj->segnum = -1;
1263 if ( obj->type != OBJ_NONE ) {
1265 if ( obj->signature > Object_next_signature )
1266 Object_next_signature = obj->signature;
1269 //look for, and fix, boss with bogus shields
1270 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1271 fix save_shields = obj->shields;
1273 copy_defaults_to_robot(obj); //calculate starting shields
1275 //if in valid range, use loaded shield value
1276 if (save_shields > 0 && save_shields <= obj->shields)
1277 obj->shields = save_shields;
1279 obj->shields /= 2; //give player a break
1283 special_reset_objects();
1284 Object_next_signature++;
1286 // 1 = Didn't die on secret level.
1287 // 2 = Died on secret level.
1288 if (secret_restore && (Current_level_num >= 0)) {
1289 set_pos_from_return_segment();
1290 if (secret_restore == 2)
1291 init_player_stats_new_ship();
1295 fread( &i, sizeof(int), 1, fp );
1297 fread( Walls, sizeof(wall)*Num_walls, 1, fp );
1299 //now that we have the walls, check if any sounds are linked to
1300 //walls that are now open
1301 for (i=0;i<Num_walls;i++) {
1302 if (Walls[i].type == WALL_OPEN)
1303 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1306 //Restore exploding wall info
1307 if (version >= 10) {
1308 fread( &i, sizeof(int), 1, fp );
1309 fread( expl_wall_list, sizeof(*expl_wall_list), i, fp );
1313 fread( &i, sizeof(int), 1, fp );
1315 fread( ActiveDoors, sizeof(active_door)*Num_open_doors, 1, fp );
1317 if (version >= 14) { //Restore cloaking wall info
1318 fread( &i, sizeof(int), 1, fp );
1319 Num_cloaking_walls = i;
1320 fread( CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls, fp );
1323 //Restore trigger info
1324 fread( &Num_triggers, sizeof(int), 1, fp );
1325 fread( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
1328 for (i=0; i<=Highest_segment_index; i++ ) {
1329 for (j=0; j<6; j++ ) {
1330 fread( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
1331 fread( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
1332 fread( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
1336 //Restore the fuelcen info
1337 fread( &Control_center_destroyed, sizeof(int), 1, fp );
1338 fread( &Countdown_timer, sizeof(int), 1, fp );
1339 fread( &Num_robot_centers, sizeof(int), 1, fp );
1340 fread( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
1341 fread( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
1342 fread( &Num_fuelcenters, sizeof(int), 1, fp );
1343 fread( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
1345 // Restore the control cen info
1346 fread( &Control_center_been_hit, sizeof(int), 1, fp );
1347 fread( &Control_center_player_been_seen, sizeof(int), 1, fp );
1348 fread( &Control_center_next_fire_time, sizeof(int), 1, fp );
1349 fread( &Control_center_present, sizeof(int), 1, fp );
1350 fread( &Dead_controlcen_object_num, sizeof(int), 1, fp );
1352 // Restore the AI state
1353 ai_restore_state( fp, version );
1355 // Restore the automap visited info
1356 fread( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
1358 // Restore hacked up weapon system stuff.
1359 Fusion_next_sound_time = GameTime;
1360 Auto_fire_fusion_cannon_time = 0;
1361 Next_laser_fire_time = GameTime;
1362 Next_missile_fire_time = GameTime;
1363 Last_laser_fired_time = GameTime;
1368 if ( version >= 7 ) {
1369 fread( &state_game_id, sizeof(uint), 1, fp );
1370 fread( &Laser_rapid_fire, sizeof(int), 1, fp );
1371 fread( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1372 fread( &Lunacy, sizeof(int), 1, fp );
1377 if (version >= 17) {
1378 fread(MarkerObject,sizeof(MarkerObject),1,fp);
1379 fread(MarkerOwner,sizeof(MarkerOwner),1,fp);
1380 fread(MarkerMessage,sizeof(MarkerMessage),1,fp);
1387 fread (&num,sizeof(int),1,fp); //was NumOfMarkers
1388 fread (&dummy,sizeof(int),1,fp); //was CurMarker
1390 fseek( fp, num * (sizeof(vms_vector) + 40), SEEK_CUR );
1392 for (num=0;num<NUM_MARKERS;num++)
1393 MarkerObject[num] = -1;
1397 if (secret_restore != 1)
1398 fread (&Afterburner_charge,sizeof(fix),1,fp);
1401 fread (&dummy_fix,sizeof(fix),1,fp);
1405 //read last was super information
1406 fread(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
1407 fread(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
1410 if (version >= 12) {
1411 fread( &Flash_effect, sizeof(int), 1, fp );
1412 fread( &Time_flash_last_played, sizeof(int), 1, fp );
1413 fread( &PaletteRedAdd, sizeof(int), 1, fp);
1414 fread( &PaletteGreenAdd, sizeof(int), 1, fp);
1415 fread( &PaletteBlueAdd, sizeof(int), 1, fp);
1418 Time_flash_last_played = 0;
1420 PaletteGreenAdd = 0;
1424 // Load Light_subtracted
1425 if (version >= 16) {
1426 fread(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1427 apply_all_changed_light();
1428 compute_all_static_light(); // set static_light field in segment struct. See note at that function.
1431 for (i=0; i<=Highest_segment_index; i++)
1432 Light_subtracted[i] = 0;
1435 if (!secret_restore) {
1436 if (version >= 20) {
1437 fread(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1438 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1440 First_secret_visit = 1;
1442 First_secret_visit = 0;
1446 if (secret_restore != 1)
1447 fread (&Omega_charge,sizeof(fix),1,fp);
1450 fread (&dummy_fix,sizeof(fix),1,fp);
1457 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1458 { // connected in the restored game
1459 for (i=0;i<nplayers;i++)
1461 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1462 if (Players[i].connected!=1)
1464 network_disconnect_player (i);
1465 create_player_appearance_effect(&Objects[Players[i].objnum]);
1466 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1473 // Load in bitmaps, etc..
1474 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1479 // When loading a saved game, segp->static_light is bogus.
1480 // This is because apply_all_changed_light, which is supposed to properly update this value,
1481 // cannot do so because it needs the original light cast from a light which is no longer there.
1482 // That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1483 // which is present in the static_light field contains the light cast from that light.
1484 void compute_all_static_light(void)
1488 for (i=0; i<=Highest_segment_index; i++) {
1492 segp = &Segments[i];
1495 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1498 sidep = &segp->sides[j];
1501 total_light += sidep->uvls[k].l;
1504 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1510 int state_get_game_id(char *filename)
1516 char desc[DESC_LENGTH+1];
1520 mprintf((0, "Restoring multigame from [%s]\n", filename));
1522 fp = fopen( filename, "rb" );
1523 if ( !fp ) return 0;
1526 fread( id, sizeof(char)*4, 1, fp );
1527 if ( memcmp( id, dgss_id, 4 )) {
1533 fread( &version, sizeof(int), 1, fp );
1534 if (version < STATE_COMPATIBLE_VERSION) {
1540 fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1542 // Skip the current screen shot...
1543 fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1545 // And now...skip the palette stuff that somebody forgot to add
1546 fseek( fp, 768, SEEK_CUR );
1548 // Read the Between levels flag...
1549 fread( &between_levels, sizeof(int), 1, fp );
1551 Assert(between_levels == 0); //between levels save ripped out
1553 // Read the mission info...
1554 fread( mission, sizeof(char)*9, 1, fp );
1556 fread( &dumbint, sizeof(int), 1, fp );
1557 fread( &dumbint, sizeof(int), 1, fp );
1560 fread( &dumbint, sizeof(fix), 1, fp );
1562 fread (&state_game_id,sizeof(int),1,fp);
1564 return (state_game_id);
1567 #if defined(POLY_ACC)
1568 //void screen_shot_pa(ubyte *dst,ushort *src)
1570 // //ushort *src = pa_get_buffer_address(0),
1572 // fix u, v, du, dv;
1577 // du = (640.0 / (float)THUMBNAIL_W) * 65536.0;
1578 // dv = (480.0 / (float)THUMBNAIL_H) * 65536.0;
1580 // for(v = h = 0; h != THUMBNAIL_H; ++h)
1582 // s = src + f2i(v) * 640;
1584 // for(u = w = 0; w != THUMBNAIL_W; ++w)
1587 // *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e);
1593 void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv)
1595 #if !defined(MACINTOSH)
1600 Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h);
1604 src = (ushort *) scanv->cv_bitmap.bm_data;
1605 dst = dcanv->cv_bitmap.bm_data;
1607 #ifdef PA_3DFX_VOODOO
1608 src=(ushort *)pa_set_back_to_read();
1611 for (y=0; y<scanv->cv_h; y++) {
1612 for (x=0; x<scanv->cv_w; x++) {
1613 #ifdef PA_3DFX_VOODOO
1614 *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e);
1616 *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e);
1621 src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP)));
1622 dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w;
1624 #ifdef PA_3DFX_VOODOO
1625 pa_set_front_to_read();