1 /* $Id: state.c,v 1.17 2004-12-01 12:48:13 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.
33 #if !defined(_MSC_VER) && !defined(macintosh)
47 #if defined(__APPLE__) && defined(__MACH__)
48 #include <OpenGL/gl.h>
55 #include "pa_enabl.h" //$$POLY_ACC
100 #include "multibot.h"
103 #if defined(POLY_ACC)
104 #include "poly_acc.h"
112 #define STATE_VERSION 22
113 #define STATE_COMPATIBLE_VERSION 20
114 // 0 - Put DGSS (Descent Game State Save) id at tof.
115 // 1 - Added Difficulty level save
116 // 2 - Added Cheats_enabled flag
117 // 3 - Added between levels save.
118 // 4 - Added mission support
119 // 5 - Mike changed ai and object structure.
120 // 6 - Added buggin' cheat save
121 // 7 - Added other cheat saves and game_id.
122 // 8 - Added AI stuff for escort and thief.
123 // 9 - Save palette with screen shot
124 // 12- Saved last_was_super array
125 // 13- Saved palette flash stuff
126 // 14- Save cloaking wall stuff
127 // 15- Save additional ai info
128 // 16- Save Light_subtracted
129 // 17- New marker save
130 // 18- Took out saving of old cheat status
131 // 19- Saved cheats_enabled flag
132 // 20- First_secret_visit
136 #define THUMBNAIL_W 100
137 #define THUMBNAIL_H 50
138 #define DESC_LENGTH 20
140 extern void multi_initiate_save_game();
141 extern void multi_initiate_restore_game();
142 extern void apply_all_changed_light(void);
144 extern int Do_appearance_effect;
145 extern fix Fusion_next_sound_time;
147 extern int Laser_rapid_fire;
148 extern int Physics_cheat_flag;
150 extern void do_lunacy_on(void);
151 extern void do_lunacy_off(void);
152 extern int First_secret_visit;
155 grs_bitmap *sc_bmp[NUM_SAVES+1];
157 char dgss_id[4] = "DGSS";
159 int state_default_item = 0;
163 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
164 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
165 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
166 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
167 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
168 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
169 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
170 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
173 #if defined(WINDOWS) || defined(MACINTOSH)
174 extern ubyte Hack_DblClick_MenuMode;
177 void compute_all_static_light(void);
179 //-------------------------------------------------------------------
180 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
185 // if ( sc_last_item != citem ) {
186 // sc_last_item = citem;
188 if ( sc_bmp[citem-1] ) {
191 dd_grs_canvas *save_canv = dd_grd_curcanv,
192 grs_canvas *save_canv = grd_curcanv
194 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
195 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
196 gr_set_current_canvas(temp_canv);
197 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
199 dd_gr_set_current_canvas(save_canv),
200 gr_set_current_canvas( save_canv )
202 WIN(DDGRLOCK(dd_grd_curcanv));
203 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
204 WIN(DDGRUNLOCK(dd_grd_curcanv));
205 gr_free_canvas(temp_canv);
211 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
219 void rpad_string( char * string, int max_chars )
224 for( i=0; i<max_chars; i++ ) {
231 *string = 0; // NULL terminate
234 int state_get_save_file(char * fname, char * dsc, int multi )
237 int i, choice, version;
238 newmenu_item m[NUM_SAVES+2];
239 char filename[NUM_SAVES+1][30];
240 char desc[NUM_SAVES+1][DESC_LENGTH+16];
244 for (i=0;i<NUM_SAVES; i++ ) {
248 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
250 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
254 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
256 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
259 fp = PHYSFS_openRead(filename[i]);
262 //FIXME: check for swapped file, react accordingly...
263 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
264 if ( !memcmp( id, dgss_id, 4 )) {
266 PHYSFS_read(fp, &version, sizeof(int), 1);
267 if (version >= STATE_COMPATIBLE_VERSION) {
269 PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
270 //rpad_string( desc[i], DESC_LENGTH-1 );
272 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
273 //PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
280 strcpy( desc[i], TXT_EMPTY );
281 //rpad_string( desc[i], DESC_LENGTH-1 );
283 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
287 choice = newmenu_do1( NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item );
289 for (i=0; i<NUM_SAVES; i++ ) {
291 gr_free_bitmap( sc_bmp[i] );
295 strcpy( fname, filename[choice] );
296 strcpy( dsc, desc[choice] );
297 state_default_item = choice;
304 extern int Current_display_mode;
306 int state_get_restore_file(char * fname, int multi)
309 int i, choice, version, nsaves;
310 newmenu_item m[NUM_SAVES+2];
311 char filename[NUM_SAVES+1][30];
312 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
317 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
318 for (i=0;i<NUM_SAVES+1; i++ ) {
322 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
324 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
328 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
330 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
333 fp = PHYSFS_openRead(filename[i]);
336 //FIXME: check for swapped file, react accordingly...
337 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
338 if ( !memcmp( id, dgss_id, 4 )) {
340 PHYSFS_read(fp, &version, sizeof(int), 1);
341 if (version >= STATE_COMPATIBLE_VERSION) {
343 PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
344 //rpad_string( desc[i], DESC_LENGTH-1 );
345 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
347 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
348 PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
351 PHYSFS_read(fp, pal, 3, 256);
352 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
361 strcpy( desc[i], TXT_EMPTY );
362 //rpad_string( desc[i], DESC_LENGTH-1 );
363 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
368 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
372 if (Current_display_mode == 3) //restore menu won't fit on 640x400
373 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
377 #if defined(WINDOWS) || defined(MACINTOSH)
378 Hack_DblClick_MenuMode = 1;
382 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
385 #if defined(WINDOWS) || defined(MACINTOSH)
386 Hack_DblClick_MenuMode = 0;
389 if (Current_display_mode == 3) //set flag back
390 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
393 for (i=0; i<NUM_SAVES+1; i++ ) {
395 gr_free_bitmap( sc_bmp[i] );
399 strcpy( fname, filename[choice-1] );
400 if (choice != NUM_SAVES+1) //no new default when restore from autosave
401 state_default_item = choice - 1;
407 #define DESC_OFFSET 8
409 #define CF_BUF_SIZE 1024
411 // -----------------------------------------------------------------------------------
412 // Imagine if C had a function to copy a file...
413 int copy_file(char *old_file, char *new_file)
415 sbyte buf[CF_BUF_SIZE];
416 PHYSFS_file *in_file, *out_file;
418 out_file = PHYSFS_openWrite(new_file);
420 if (out_file == NULL)
423 in_file = PHYSFS_openRead(old_file);
428 while (!PHYSFS_eof(in_file))
432 bytes_read = PHYSFS_read(in_file, buf, 1, CF_BUF_SIZE);
434 Error("Cannot read from file <%s>: %s", old_file, PHYSFS_getLastError());
436 Assert(bytes_read == CF_BUF_SIZE || PHYSFS_eof(in_file));
438 if (PHYSFS_write(out_file, buf, 1, bytes_read) < bytes_read);
439 Error("Cannot write to file <%s>: %s", new_file, PHYSFS_getLastError());
442 if (!PHYSFS_close(in_file))
444 PHYSFS_close(out_file);
448 if (!PHYSFS_close(out_file))
455 #define SECRETB_FILENAME "secret.sgb"
456 #define SECRETC_FILENAME "secret.sgc"
458 #define SECRETB_FILENAME ":Players:secret.sgb"
459 #define SECRETC_FILENAME ":Players:secret.sgc"
462 extern int Final_boss_is_dead;
464 // -----------------------------------------------------------------------------------
465 // blind_save means don't prompt user for any info.
466 int state_save_all(int between_levels, int secret_save, char *filename_override)
468 int rval, filenum = -1;
470 char filename[128], desc[DESC_LENGTH+1];
472 Assert(between_levels == 0); //between levels save ripped out
475 if ( Game_mode & GM_MULTI ) {
476 multi_initiate_save_game();
481 if ((Current_level_num < 0) && (secret_save == 0)) {
482 HUD_init_message( "Can't save in secret level!" );
486 if (Final_boss_is_dead) //don't allow save while final boss is dying
489 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
491 // If this is a secret save and the control center has been destroyed, don't allow
492 // return to the base level.
493 if (secret_save && (Control_center_destroyed)) {
494 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
495 PHYSFS_delete(SECRETB_FILENAME);
501 if (secret_save == 1) {
502 filename_override = filename;
503 sprintf(filename_override, SECRETB_FILENAME);
504 } else if (secret_save == 2) {
505 filename_override = filename;
506 sprintf(filename_override, SECRETC_FILENAME);
508 if (filename_override) {
509 strcpy( filename, filename_override);
510 sprintf(desc, "[autosave backup]");
511 } else if (!(filenum = state_get_save_file(filename,desc,0))) {
518 // If not in multiplayer, do special secret level stuff.
519 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
520 // If it doesn't exist, then delete Nsecret.sgc
521 if (!secret_save && !(Game_mode & GM_MULTI)) {
523 char temp_fname[32], fc;
528 fc = (filenum-10) + 'a';
533 sprintf(temp_fname, "%csecret.sgc", fc);
535 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
538 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
540 if (PHYSFS_exists(temp_fname))
542 mprintf((0, "Deleting file %s\n", temp_fname));
543 rval = PHYSFS_delete(temp_fname);
544 Assert(rval == 0); // Oops, error deleting file in temp_fname.
547 if (PHYSFS_exists(SECRETC_FILENAME))
549 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
550 rval = copy_file(SECRETC_FILENAME, temp_fname);
551 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
556 // Save file we're going to save over in last slot and call "[autosave backup]"
557 if (!filename_override) {
560 tfp = PHYSFS_openRead(filename);
566 sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
568 sprintf(newname, "Players/%s.sg%x", Players[Player_num].callsign, NUM_SAVES);
571 PHYSFS_seek(tfp, DESC_OFFSET);
572 PHYSFS_write(tfp, "[autosave backup]", sizeof(char) * DESC_LENGTH, 1);
574 PHYSFS_delete(newname);
575 PHYSFSX_rename(filename, newname);
579 rval = state_save_all_sub(filename, desc, between_levels);
584 extern fix Flash_effect, Time_flash_last_played;
587 int state_save_all_sub(char *filename, char *desc, int between_levels)
593 grs_canvas cnv2,*save_cnv2;
597 Assert(between_levels == 0); //between levels save ripped out
599 /* if ( Game_mode & GM_MULTI ) {
606 #if defined(MACINTOSH) && !defined(NDEBUG)
607 if ( strncmp(filename, ":Players:", 9) )
611 fp = PHYSFS_openWrite(filename);
613 if ( !(Game_mode & GM_MULTI) )
614 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
620 PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
624 PHYSFS_write(fp, &i, sizeof(int), 1);
627 PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
629 // Save the current screen shot...
631 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
639 dd_grs_canvas *cnv_save;
640 cnv_save = dd_grd_curcanv;
642 grs_canvas * cnv_save;
643 cnv_save = grd_curcanv;
648 #if defined(POLY_ACC)
650 PA_DFX (pa_fool_to_backbuffer());
652 //for poly_acc, we render the frame to the normal render buffer
653 //so that this doesn't show, we create yet another canvas to save
654 //and restore what's on the render buffer
655 PA_DFX (pa_alpha_always());
656 PA_DFX (pa_set_front_to_read());
657 gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H );
658 save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type);
659 gr_set_current_canvas( save_cnv2 );
660 PA_DFX (pa_set_front_to_read());
661 gr_bitmap(0,0,&cnv2.cv_bitmap);
662 gr_set_current_canvas( &cnv2 );
664 gr_set_current_canvas( cnv );
667 PA_DFX (pa_set_backbuffer_current());
669 PA_DFX (pa_alpha_always());
671 #if defined(POLY_ACC)
673 screen_shot_pa(cnv,&cnv2);
676 screen_shot_pa(cnv,&cnv2);
680 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
681 glReadBuffer(GL_FRONT);
682 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
684 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
685 if (!(j = i % THUMBNAIL_W))
687 cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
688 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
691 # else // simpler d1x method, not tested yet
692 ogl_ubitblt_tolinear(grd_curcanv->cv_bitmap.bm_w, grd_curcanv->cv_bitmap.bm_h, 0, 0, 0, 0, &grd_curscreen->sc_canvas.cv_bitmap, &grd_curcanv->cv_bitmap);
698 PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
700 #if defined(POLY_ACC)
701 PA_DFX (pa_alpha_always());
702 PA_DFX (pa_set_frontbuffer_current());
703 PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap));
704 PA_DFX (pa_set_backbuffer_current());
705 gr_bitmap(0,0,&save_cnv2->cv_bitmap);
706 gr_free_canvas(save_cnv2);
707 PA_DFX (pa_fool_to_offscreen());
711 #else // macintosh stuff below
713 #if defined(POLY_ACC)
714 int savePAEnabled = PAEnabled;
718 gr_set_current_canvas( cnv );
721 PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
723 #if defined(POLY_ACC)
724 PAEnabled = savePAEnabled;
727 #endif // end of ifndef macintosh
731 dd_gr_set_current_canvas(cnv_save),
732 gr_set_current_canvas(cnv_save)
734 gr_free_canvas( cnv );
735 PHYSFS_write(fp, pal, 3, 256);
740 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
741 PHYSFS_write(fp, &color, sizeof(ubyte), 1);
744 // Save the Between levels flag...
745 PHYSFS_write(fp, &between_levels, sizeof(int), 1);
747 // Save the mission info...
748 mprintf ((0, "HEY! Mission name is %s\n", Current_mission_filename));
749 PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
752 PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
753 PHYSFS_write(fp, &Next_level_num, sizeof(int), 1);
756 PHYSFS_write(fp, &GameTime, sizeof(fix), 1);
758 // If coop save, save all
760 if (Game_mode & GM_MULTI_COOP)
762 PHYSFS_write(fp, &state_game_id,sizeof(int), 1);
763 PHYSFS_write(fp, &Netgame,sizeof(netgame_info), 1);
764 PHYSFS_write(fp, &NetPlayers,sizeof(AllNetPlayers_info), 1);
765 PHYSFS_write(fp, &N_players,sizeof(int), 1);
766 PHYSFS_write(fp, &Player_num,sizeof(int), 1);
767 for (i=0;i<N_players;i++)
768 PHYSFS_write(fp, &Players[i], sizeof(player), 1);
770 #ifdef RISKY_PROPOSITION
771 PHYSFS_write(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
772 PHYSFS_write(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
773 PHYSFS_write(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
774 PHYSFS_write(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
775 PHYSFS_write(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
776 PHYSFS_write(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
777 PHYSFS_write(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
779 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
780 PHYSFS_write(fp, robot_fire_buf[i][0], 18 + 3, 1);
787 PHYSFS_write(fp, &Players[Player_num], sizeof(player), 1);
789 // Save the current weapon info
790 PHYSFS_write(fp, &Primary_weapon, sizeof(sbyte), 1);
791 PHYSFS_write(fp, &Secondary_weapon, sizeof(sbyte), 1);
793 // Save the difficulty level
794 PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
795 // Save cheats enabled
796 PHYSFS_write(fp, &Cheats_enabled,sizeof(int), 1);
798 if ( !between_levels ) {
800 //Finish all morph objects
801 for (i=0; i<=Highest_object_index; i++ ) {
802 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
804 md = find_morph_data(&Objects[i]);
806 md->obj->control_type = md->morph_save_control_type;
807 md->obj->movement_type = md->morph_save_movement_type;
808 md->obj->render_type = RT_POLYOBJ;
809 md->obj->mtype.phys_info = md->morph_save_phys_info;
811 } else { //maybe loaded half-morphed from disk
812 Objects[i].flags |= OF_SHOULD_BE_DEAD;
813 Objects[i].render_type = RT_POLYOBJ;
814 Objects[i].control_type = CT_NONE;
815 Objects[i].movement_type = MT_NONE;
821 i = Highest_object_index+1;
822 PHYSFS_write(fp, &i, sizeof(int), 1);
823 PHYSFS_write(fp, Objects, sizeof(object), i);
827 PHYSFS_write(fp, &i, sizeof(int), 1);
828 PHYSFS_write(fp, Walls, sizeof(wall), i);
830 //Save exploding wall info
831 i = MAX_EXPLODING_WALLS;
832 PHYSFS_write(fp, &i, sizeof(int), 1);
833 PHYSFS_write(fp, expl_wall_list, sizeof(*expl_wall_list), i);
837 PHYSFS_write(fp, &i, sizeof(int), 1);
838 PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i);
840 //Save cloaking wall info
841 i = Num_cloaking_walls;
842 PHYSFS_write(fp, &i, sizeof(int), 1);
843 PHYSFS_write(fp, CloakingWalls, sizeof(cloaking_wall), i);
846 PHYSFS_write(fp, &Num_triggers, sizeof(int), 1);
847 PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers);
850 for (i = 0; i <= Highest_segment_index; i++)
852 for (j = 0; j < 6; j++)
854 PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
855 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
856 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
860 // Save the fuelcen info
861 PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1);
862 PHYSFS_write(fp, &Countdown_timer, sizeof(int), 1);
863 PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1);
864 PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
865 PHYSFS_write(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
866 PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1);
867 PHYSFS_write(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
869 // Save the control cen info
870 PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1);
871 PHYSFS_write(fp, &Control_center_player_been_seen, sizeof(int), 1);
872 PHYSFS_write(fp, &Control_center_next_fire_time, sizeof(int), 1);
873 PHYSFS_write(fp, &Control_center_present, sizeof(int), 1);
874 PHYSFS_write(fp, &Dead_controlcen_object_num, sizeof(int), 1);
879 // Save the automap visited info
880 PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
883 PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
884 PHYSFS_write(fp, &Laser_rapid_fire, sizeof(int), 1);
885 PHYSFS_write(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
886 PHYSFS_write(fp, &Lunacy, sizeof(int), 1);
888 // Save automap marker info
890 PHYSFS_write(fp, MarkerObject, sizeof(MarkerObject) ,1);
891 PHYSFS_write(fp, MarkerOwner, sizeof(MarkerOwner), 1);
892 PHYSFS_write(fp, MarkerMessage, sizeof(MarkerMessage), 1);
894 PHYSFS_write(fp, &Afterburner_charge, sizeof(fix), 1);
896 //save last was super information
897 PHYSFS_write(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
898 PHYSFS_write(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
900 // Save flash effect stuff
901 PHYSFS_write(fp, &Flash_effect, sizeof(int), 1);
902 PHYSFS_write(fp, &Time_flash_last_played, sizeof(int), 1);
903 PHYSFS_write(fp, &PaletteRedAdd, sizeof(int), 1);
904 PHYSFS_write(fp, &PaletteGreenAdd, sizeof(int), 1);
905 PHYSFS_write(fp, &PaletteBlueAdd, sizeof(int), 1);
907 PHYSFS_write(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
909 PHYSFS_write(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
911 if (PHYSFS_write(fp, &Omega_charge, sizeof(Omega_charge), 1) < 1)
913 if ( !(Game_mode & GM_MULTI) ) {
914 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
916 PHYSFS_delete(filename);
921 #ifdef MACINTOSH // set the type and creator of the saved game file
927 strcpy(pfilename, filename);
929 err = HGetFInfo(0, 0, pfilename, &finfo);
930 finfo.fdType = 'SVGM';
931 finfo.fdCreator = 'DCT2';
932 err = HSetFInfo(0, 0, pfilename, &finfo);
942 // -----------------------------------------------------------------------------------
943 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
944 void set_pos_from_return_segment(void)
946 int plobjnum = Players[Player_num].objnum;
948 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
949 obj_relink(plobjnum, Secret_return_segment);
950 reset_player_object();
951 Objects[plobjnum].orient = Secret_return_orient;
954 // -----------------------------------------------------------------------------------
955 int state_restore_all(int in_game, int secret_restore, char *filename_override)
961 if ( Game_mode & GM_MULTI ) {
963 multi_initiate_restore_game();
969 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
970 HUD_init_message( "Can't restore in secret level!" );
974 if ( Newdemo_state == ND_STATE_RECORDING )
975 newdemo_stop_recording();
977 if ( Newdemo_state != ND_STATE_NORMAL )
982 if (filename_override) {
983 strcpy(filename, filename_override);
984 filenum = NUM_SAVES+1; // So we don't trigger autosave
985 } else if (!(filenum = state_get_restore_file(filename, 0))) {
991 // If not in multiplayer, do special secret level stuff.
992 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
993 // If it doesn't exist, then delete secret.sgc
994 if (!secret_restore && !(Game_mode & GM_MULTI)) {
996 char temp_fname[32], fc;
1000 fc = (filenum-10) + 'a';
1005 sprintf(temp_fname, "%csecret.sgc", fc);
1007 sprintf(temp_fname, "Players/%csecret.sgc", fc);
1010 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
1012 if (PHYSFS_exists(temp_fname))
1014 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
1015 rval = copy_file(temp_fname, SECRETC_FILENAME);
1016 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
1018 PHYSFS_delete(SECRETC_FILENAME);
1022 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
1023 if ((filenum != (NUM_SAVES+1)) && in_game) {
1024 char temp_filename[128];
1025 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
1027 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1029 sprintf(temp_filename, "Players/%s.sg%x", Players[Player_num].callsign, NUM_SAVES);
1031 state_save_all(!in_game, secret_restore, temp_filename);
1034 if ( !secret_restore && in_game ) {
1036 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
1037 if ( choice != 0 ) {
1045 return state_restore_all_sub(filename, 0, secret_restore);
1048 extern void init_player_stats_new_ship(void);
1050 void ShowLevelIntro(int level_num);
1052 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1053 extern void copy_defaults_to_robot(object *objp);
1055 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1057 int ObjectStartLocation;
1058 int version,i, j, segnum;
1061 int current_level, next_level;
1064 char desc[DESC_LENGTH+1];
1066 char org_callsign[CALLSIGN_LEN+16];
1069 int nplayers; //,playid[12],mynum;
1070 player restore_players[MAX_PLAYERS];
1072 fix old_gametime = GameTime;
1074 #if defined(MACINTOSH) && !defined(NDEBUG)
1075 if (strncmp(filename, "Players/", 9))
1079 fp = PHYSFS_openRead(filename);
1080 if ( !fp ) return 0;
1083 //FIXME: check for swapped file, react accordingly...
1084 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
1085 if ( memcmp( id, dgss_id, 4 )) {
1091 PHYSFS_read(fp, &version, sizeof(int), 1);
1092 if (version < STATE_COMPATIBLE_VERSION) {
1098 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
1100 // Skip the current screen shot...
1101 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
1103 // And now...skip the goddamn palette stuff that somebody forgot to add
1104 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
1106 // Read the Between levels flag...
1107 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
1109 Assert(between_levels == 0); //between levels save ripped out
1111 // Read the mission info...
1112 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
1113 mprintf ((0,"Missionname to load = %s\n",mission));
1115 if (!load_mission_by_name( mission )) {
1116 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1122 PHYSFS_read(fp, ¤t_level, sizeof(int), 1);
1123 PHYSFS_read(fp, &next_level, sizeof(int), 1);
1126 PHYSFS_read(fp, &GameTime, sizeof(fix), 1);
1128 // Start new game....
1130 Game_mode = GM_NORMAL;
1131 Function_mode = FMODE_GAME;
1133 change_playernum_to(0);
1135 strcpy( org_callsign, Players[0].callsign );
1137 if (!secret_restore) {
1138 InitPlayerObject(); //make sure player's object set up
1139 init_player_stats_game(); //clear all stats
1142 strcpy( org_callsign, Players[Player_num].callsign );
1146 if (Game_mode & GM_MULTI)
1148 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1149 PHYSFS_read(fp, &Netgame, sizeof(netgame_info), 1);
1150 PHYSFS_read(fp, &NetPlayers, sizeof(AllNetPlayers_info), 1);
1151 PHYSFS_read(fp, &nplayers, sizeof(N_players), 1);
1152 PHYSFS_read(fp, &Player_num, sizeof(Player_num), 1);
1153 for (i=0;i<nplayers;i++)
1154 PHYSFS_read(fp, &restore_players[i], sizeof(player), 1);
1155 #ifdef RISKY_PROPOSITION
1156 PHYSFS_read(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1157 PHYSFS_read(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1158 PHYSFS_read(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1159 PHYSFS_read(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1160 PHYSFS_read(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1161 PHYSFS_read(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1162 PHYSFS_read(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1164 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1165 PHYSFS_read(fp, &robot_fire_buf[i][0],21,1);
1168 for (i=0;i<nplayers;i++)
1171 for (j=0;j<nplayers;j++)
1173 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1176 restore_players[i].connected=found;
1178 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1181 if (network_i_am_master())
1183 for (i=0;i<N_players;i++)
1187 Players[i].connected=0;
1191 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1199 StartNewLevelSub(current_level, 1, secret_restore);
1201 if (secret_restore) {
1202 player dummy_player;
1204 PHYSFS_read(fp, &dummy_player, sizeof(player), 1);
1205 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1206 Players[Player_num].level = dummy_player.level;
1207 Players[Player_num].last_score = dummy_player.last_score;
1208 Players[Player_num].time_level = dummy_player.time_level;
1210 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1211 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1212 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1213 Players[Player_num].hostages_total = dummy_player.hostages_total;
1214 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1215 Players[Player_num].hostages_level = dummy_player.hostages_level;
1216 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1217 Players[Player_num].hours_level = dummy_player.hours_level;
1218 Players[Player_num].hours_total = dummy_player.hours_total;
1219 do_cloak_invul_secret_stuff(old_gametime);
1221 Players[Player_num] = dummy_player;
1224 PHYSFS_read(fp, &Players[Player_num], sizeof(player), 1);
1227 strcpy( Players[Player_num].callsign, org_callsign );
1229 // Set the right level
1230 if ( between_levels )
1231 Players[Player_num].level = next_level;
1233 // Restore the weapon states
1234 PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1);
1235 PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1);
1237 select_weapon(Primary_weapon, 0, 0, 0);
1238 select_weapon(Secondary_weapon, 1, 0, 0);
1240 // Restore the difficulty level
1241 PHYSFS_read(fp, &Difficulty_level, sizeof(int), 1);
1243 // Restore the cheats enabled flag
1245 PHYSFS_read(fp, &Cheats_enabled, sizeof(int),1);
1247 if ( !between_levels ) {
1248 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1250 ObjectStartLocation = PHYSFS_tell(fp);
1251 //Clear out all the objects from the lvl file
1252 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1253 Segments[segnum].objects = -1;
1256 //Read objects, and pop 'em into their respective segments.
1257 PHYSFS_read(fp, &i, sizeof(int), 1);
1258 Highest_object_index = i-1;
1259 PHYSFS_read(fp, Objects, sizeof(object) * i, 1);
1261 Object_next_signature = 0;
1262 for (i=0; i<=Highest_object_index; i++ ) {
1264 obj->rtype.pobj_info.alt_textures = -1;
1265 segnum = obj->segnum;
1266 obj->next = obj->prev = obj->segnum = -1;
1267 if ( obj->type != OBJ_NONE ) {
1269 if ( obj->signature > Object_next_signature )
1270 Object_next_signature = obj->signature;
1273 //look for, and fix, boss with bogus shields
1274 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1275 fix save_shields = obj->shields;
1277 copy_defaults_to_robot(obj); //calculate starting shields
1279 //if in valid range, use loaded shield value
1280 if (save_shields > 0 && save_shields <= obj->shields)
1281 obj->shields = save_shields;
1283 obj->shields /= 2; //give player a break
1287 special_reset_objects();
1288 Object_next_signature++;
1290 // 1 = Didn't die on secret level.
1291 // 2 = Died on secret level.
1292 if (secret_restore && (Current_level_num >= 0)) {
1293 set_pos_from_return_segment();
1294 if (secret_restore == 2)
1295 init_player_stats_new_ship();
1299 PHYSFS_read(fp, &i, sizeof(int), 1);
1301 PHYSFS_read(fp, Walls, sizeof(wall) * Num_walls, 1);
1303 //now that we have the walls, check if any sounds are linked to
1304 //walls that are now open
1305 for (i=0;i<Num_walls;i++) {
1306 if (Walls[i].type == WALL_OPEN)
1307 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1310 //Restore exploding wall info
1311 if (version >= 10) {
1312 PHYSFS_read(fp, &i, sizeof(int), 1);
1313 PHYSFS_read(fp, expl_wall_list, sizeof(*expl_wall_list), i);
1317 PHYSFS_read(fp, &i, sizeof(int), 1);
1319 PHYSFS_read(fp, ActiveDoors, sizeof(active_door), Num_open_doors);
1321 if (version >= 14) { //Restore cloaking wall info
1322 PHYSFS_read(fp, &i, sizeof(int), 1);
1323 Num_cloaking_walls = i;
1324 PHYSFS_read(fp, CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls);
1327 //Restore trigger info
1328 PHYSFS_read(fp, &Num_triggers, sizeof(int), 1);
1329 PHYSFS_read(fp, Triggers, sizeof(trigger), Num_triggers);
1332 for (i=0; i<=Highest_segment_index; i++ ) {
1333 for (j=0; j<6; j++ ) {
1334 PHYSFS_read(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
1335 PHYSFS_read(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
1336 PHYSFS_read(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
1340 //Restore the fuelcen info
1341 PHYSFS_read(fp, &Control_center_destroyed, sizeof(int), 1);
1342 PHYSFS_read(fp, &Countdown_timer, sizeof(int), 1);
1343 PHYSFS_read(fp, &Num_robot_centers, sizeof(int), 1);
1344 PHYSFS_read(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
1345 PHYSFS_read(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
1346 PHYSFS_read(fp, &Num_fuelcenters, sizeof(int), 1);
1347 PHYSFS_read(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
1349 // Restore the control cen info
1350 PHYSFS_read(fp, &Control_center_been_hit, sizeof(int), 1);
1351 PHYSFS_read(fp, &Control_center_player_been_seen, sizeof(int), 1);
1352 PHYSFS_read(fp, &Control_center_next_fire_time, sizeof(int), 1);
1353 PHYSFS_read(fp, &Control_center_present, sizeof(int), 1);
1354 PHYSFS_read(fp, &Dead_controlcen_object_num, sizeof(int), 1);
1356 // Restore the AI state
1357 ai_restore_state( fp, version );
1359 // Restore the automap visited info
1360 PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
1362 // Restore hacked up weapon system stuff.
1363 Fusion_next_sound_time = GameTime;
1364 Auto_fire_fusion_cannon_time = 0;
1365 Next_laser_fire_time = GameTime;
1366 Next_missile_fire_time = GameTime;
1367 Last_laser_fired_time = GameTime;
1372 if ( version >= 7 ) {
1373 PHYSFS_read(fp, &state_game_id, sizeof(uint), 1);
1374 PHYSFS_read(fp, &Laser_rapid_fire, sizeof(int), 1);
1375 PHYSFS_read(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1376 PHYSFS_read(fp, &Lunacy, sizeof(int), 1);
1381 if (version >= 17) {
1382 PHYSFS_read(fp, MarkerObject, sizeof(MarkerObject), 1);
1383 PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1);
1384 PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage), 1);
1391 PHYSFS_read(fp, &num,sizeof(int), 1); // was NumOfMarkers
1392 PHYSFS_read(fp, &dummy,sizeof(int), 1); // was CurMarker
1394 PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40));
1396 for (num=0;num<NUM_MARKERS;num++)
1397 MarkerObject[num] = -1;
1401 if (secret_restore != 1)
1402 PHYSFS_read(fp, &Afterburner_charge, sizeof(fix), 1);
1405 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1409 //read last was super information
1410 PHYSFS_read(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
1411 PHYSFS_read(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
1414 if (version >= 12) {
1415 PHYSFS_read(fp, &Flash_effect, sizeof(int), 1);
1416 PHYSFS_read(fp, &Time_flash_last_played, sizeof(int), 1);
1417 PHYSFS_read(fp, &PaletteRedAdd, sizeof(int), 1);
1418 PHYSFS_read(fp, &PaletteGreenAdd, sizeof(int), 1);
1419 PHYSFS_read(fp, &PaletteBlueAdd, sizeof(int), 1);
1422 Time_flash_last_played = 0;
1424 PaletteGreenAdd = 0;
1428 // Load Light_subtracted
1429 if (version >= 16) {
1430 PHYSFS_read(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
1431 apply_all_changed_light();
1432 compute_all_static_light(); // set static_light field in segment struct. See note at that function.
1435 for (i=0; i<=Highest_segment_index; i++)
1436 Light_subtracted[i] = 0;
1439 if (!secret_restore) {
1440 if (version >= 20) {
1441 PHYSFS_read(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
1442 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1444 First_secret_visit = 1;
1446 First_secret_visit = 0;
1450 if (secret_restore != 1)
1451 PHYSFS_read(fp, &Omega_charge, sizeof(fix), 1);
1454 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1461 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1462 { // connected in the restored game
1463 for (i=0;i<nplayers;i++)
1465 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1466 if (Players[i].connected!=1)
1468 network_disconnect_player (i);
1469 create_player_appearance_effect(&Objects[Players[i].objnum]);
1470 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1477 // Load in bitmaps, etc..
1478 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1483 // When loading a saved game, segp->static_light is bogus.
1484 // This is because apply_all_changed_light, which is supposed to properly update this value,
1485 // cannot do so because it needs the original light cast from a light which is no longer there.
1486 // That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1487 // which is present in the static_light field contains the light cast from that light.
1488 void compute_all_static_light(void)
1492 for (i=0; i<=Highest_segment_index; i++) {
1496 segp = &Segments[i];
1499 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1502 sidep = &segp->sides[j];
1505 total_light += sidep->uvls[k].l;
1508 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1514 int state_get_game_id(char *filename)
1520 char desc[DESC_LENGTH+1];
1524 mprintf((0, "Restoring multigame from [%s]\n", filename));
1526 fp = PHYSFS_openRead(filename);
1530 //FIXME: check for swapped file, react accordingly...
1531 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
1532 if ( memcmp( id, dgss_id, 4 )) {
1538 PHYSFS_read(fp, &version, sizeof(int), 1);
1539 if (version < STATE_COMPATIBLE_VERSION) {
1545 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
1547 // Skip the current screen shot...
1548 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
1550 // And now...skip the palette stuff that somebody forgot to add
1551 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
1553 // Read the Between levels flag...
1554 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
1556 Assert(between_levels == 0); //between levels save ripped out
1558 // Read the mission info...
1559 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
1561 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1562 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1565 PHYSFS_read(fp, &dumbint, sizeof(fix), 1);
1567 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1569 return (state_game_id);
1572 #if defined(POLY_ACC)
1573 //void screen_shot_pa(ubyte *dst,ushort *src)
1575 // //ushort *src = pa_get_buffer_address(0),
1577 // fix u, v, du, dv;
1582 // du = (640.0 / (float)THUMBNAIL_W) * 65536.0;
1583 // dv = (480.0 / (float)THUMBNAIL_H) * 65536.0;
1585 // for(v = h = 0; h != THUMBNAIL_H; ++h)
1587 // s = src + f2i(v) * 640;
1589 // for(u = w = 0; w != THUMBNAIL_W; ++w)
1592 // *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e);
1598 void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv)
1600 #if !defined(MACINTOSH)
1605 Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h);
1609 src = (ushort *) scanv->cv_bitmap.bm_data;
1610 dst = dcanv->cv_bitmap.bm_data;
1612 #ifdef PA_3DFX_VOODOO
1613 src=(ushort *)pa_set_back_to_read();
1616 for (y=0; y<scanv->cv_h; y++) {
1617 for (x=0; x<scanv->cv_w; x++) {
1618 #ifdef PA_3DFX_VOODOO
1619 *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e);
1621 *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e);
1626 src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP)));
1627 dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w;
1629 #ifdef PA_3DFX_VOODOO
1630 pa_set_front_to_read();