1 /* $Id: state.c,v 1.13 2004-05-19 02:47:49 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
257 # include <windows.h>
259 #if defined(__APPLE__) && defined(__MACH__)
260 #include <OpenGL/gl.h>
267 #include "pa_enabl.h" //$$POLY_ACC
271 #include "textures.h"
275 #include "gamemine.h"
289 #include "cntrlcen.h"
309 #include "fireball.h"
310 #include "controls.h"
312 #include "multibot.h"
315 #if defined(POLY_ACC)
316 #include "poly_acc.h"
323 #define STATE_VERSION 22
324 #define STATE_COMPATIBLE_VERSION 20
325 // 0 - Put DGSS (Descent Game State Save) id at tof.
326 // 1 - Added Difficulty level save
327 // 2 - Added Cheats_enabled flag
328 // 3 - Added between levels save.
329 // 4 - Added mission support
330 // 5 - Mike changed ai and object structure.
331 // 6 - Added buggin' cheat save
332 // 7 - Added other cheat saves and game_id.
333 // 8 - Added AI stuff for escort and thief.
334 // 9 - Save palette with screen shot
335 // 12- Saved last_was_super array
336 // 13- Saved palette flash stuff
337 // 14- Save cloaking wall stuff
338 // 15- Save additional ai info
339 // 16- Save Light_subtracted
340 // 17- New marker save
341 // 18- Took out saving of old cheat status
342 // 19- Saved cheats_enabled flag
343 // 20- First_secret_visit
347 #define THUMBNAIL_W 100
348 #define THUMBNAIL_H 50
349 #define DESC_LENGTH 20
351 extern void multi_initiate_save_game();
352 extern void multi_initiate_restore_game();
353 extern void apply_all_changed_light(void);
355 extern int Do_appearance_effect;
356 extern fix Fusion_next_sound_time;
358 extern int Laser_rapid_fire;
359 extern int Physics_cheat_flag;
361 extern void do_lunacy_on(void);
362 extern void do_lunacy_off(void);
363 extern int First_secret_visit;
366 grs_bitmap *sc_bmp[NUM_SAVES+1];
368 char dgss_id[4] = "DGSS";
370 int state_default_item = 0;
374 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
375 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
376 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
377 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
378 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
379 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
380 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
381 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
384 #if defined(WINDOWS) || defined(MACINTOSH)
385 extern ubyte Hack_DblClick_MenuMode;
388 void compute_all_static_light(void);
390 //-------------------------------------------------------------------
391 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
396 // if ( sc_last_item != citem ) {
397 // sc_last_item = citem;
399 if ( sc_bmp[citem-1] ) {
402 dd_grs_canvas *save_canv = dd_grd_curcanv,
403 grs_canvas *save_canv = grd_curcanv
405 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
406 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
407 gr_set_current_canvas(temp_canv);
408 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
410 dd_gr_set_current_canvas(save_canv),
411 gr_set_current_canvas( save_canv )
413 WIN(DDGRLOCK(dd_grd_curcanv));
414 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
415 WIN(DDGRUNLOCK(dd_grd_curcanv));
416 gr_free_canvas(temp_canv);
422 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
430 void rpad_string( char * string, int max_chars )
435 for( i=0; i<max_chars; i++ ) {
442 *string = 0; // NULL terminate
445 int state_get_save_file(char * fname, char * dsc, int multi )
448 int i, choice, version;
449 newmenu_item m[NUM_SAVES+2];
450 char filename[NUM_SAVES+1][30];
451 char desc[NUM_SAVES+1][DESC_LENGTH+16];
455 for (i=0;i<NUM_SAVES; i++ ) {
459 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
461 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
465 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
467 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
470 fp = cfopen(filename[i], "rb");
473 cfread(id, sizeof(char)*4, 1, fp);
474 if ( !memcmp( id, dgss_id, 4 )) {
476 cfread(&version, sizeof(int), 1, fp);
477 if (version >= STATE_COMPATIBLE_VERSION) {
479 cfread(desc[i], sizeof(char)*DESC_LENGTH, 1, fp);
480 //rpad_string( desc[i], DESC_LENGTH-1 );
482 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
483 //cfread(sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
490 strcpy( desc[i], TXT_EMPTY );
491 //rpad_string( desc[i], DESC_LENGTH-1 );
493 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
497 choice = newmenu_do1( NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item );
499 for (i=0; i<NUM_SAVES; i++ ) {
501 gr_free_bitmap( sc_bmp[i] );
505 strcpy( fname, filename[choice] );
506 strcpy( dsc, desc[choice] );
507 state_default_item = choice;
514 extern int Current_display_mode;
516 int state_get_restore_file(char * fname, int multi)
519 int i, choice, version, nsaves;
520 newmenu_item m[NUM_SAVES+2];
521 char filename[NUM_SAVES+1][30];
522 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
527 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
528 for (i=0;i<NUM_SAVES+1; i++ ) {
532 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
534 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
538 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
540 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
543 fp = cfopen(filename[i], "rb");
546 cfread(id, sizeof(char)*4, 1, fp);
547 if ( !memcmp( id, dgss_id, 4 )) {
549 cfread(&version, sizeof(int), 1, fp);
550 if (version >= STATE_COMPATIBLE_VERSION) {
552 cfread(desc[i], sizeof(char)*DESC_LENGTH, 1, fp);
553 //rpad_string( desc[i], DESC_LENGTH-1 );
554 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
556 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
557 cfread(sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
560 cfread(pal, 3, 256, fp);
561 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
570 strcpy( desc[i], TXT_EMPTY );
571 //rpad_string( desc[i], DESC_LENGTH-1 );
572 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
577 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
581 if (Current_display_mode == 3) //restore menu won't fit on 640x400
582 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
586 #if defined(WINDOWS) || defined(MACINTOSH)
587 Hack_DblClick_MenuMode = 1;
591 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
594 #if defined(WINDOWS) || defined(MACINTOSH)
595 Hack_DblClick_MenuMode = 0;
598 if (Current_display_mode == 3) //set flag back
599 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
602 for (i=0; i<NUM_SAVES+1; i++ ) {
604 gr_free_bitmap( sc_bmp[i] );
608 strcpy( fname, filename[choice-1] );
609 if (choice != NUM_SAVES+1) //no new default when restore from autosave
610 state_default_item = choice - 1;
616 #define DESC_OFFSET 8
618 #define CF_BUF_SIZE 1024
622 # define strerror(x) "Unknown Error"
626 // -----------------------------------------------------------------------------------
627 // Imagine if C had a function to copy a file...
628 int copy_file(char *old_file, char *new_file)
630 sbyte buf[CF_BUF_SIZE];
631 CFILE *in_file, *out_file;
633 out_file = cfopen(new_file, "wb");
635 if (out_file == NULL)
638 in_file = cfopen(old_file, "rb");
643 while (!cfeof(in_file))
647 bytes_read = cfread(buf, 1, CF_BUF_SIZE, in_file);
648 if (cferror(in_file))
649 Error("Cannot read from file <%s>: %s", old_file, strerror(errno));
651 Assert(bytes_read == CF_BUF_SIZE || cfeof(in_file));
653 cfwrite(buf, 1, bytes_read, out_file);
655 if (cferror(out_file))
656 Error("Cannot write to file <%s>: %s", new_file, strerror(errno));
659 if (cfclose(in_file)) {
664 if (cfclose(out_file))
671 #define SECRETB_FILENAME "secret.sgb"
672 #define SECRETC_FILENAME "secret.sgc"
674 #define SECRETB_FILENAME ":Players:secret.sgb"
675 #define SECRETC_FILENAME ":Players:secret.sgc"
678 extern int Final_boss_is_dead;
680 // -----------------------------------------------------------------------------------
681 // blind_save means don't prompt user for any info.
682 int state_save_all(int between_levels, int secret_save, char *filename_override)
684 int rval, filenum = -1;
686 char filename[128], desc[DESC_LENGTH+1];
688 Assert(between_levels == 0); //between levels save ripped out
691 if ( Game_mode & GM_MULTI ) {
692 multi_initiate_save_game();
697 if ((Current_level_num < 0) && (secret_save == 0)) {
698 HUD_init_message( "Can't save in secret level!" );
702 if (Final_boss_is_dead) //don't allow save while final boss is dying
705 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
707 // If this is a secret save and the control center has been destroyed, don't allow
708 // return to the base level.
709 if (secret_save && (Control_center_destroyed)) {
710 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
711 cfile_delete(SECRETB_FILENAME);
717 if (secret_save == 1) {
718 filename_override = filename;
719 sprintf(filename_override, SECRETB_FILENAME);
720 } else if (secret_save == 2) {
721 filename_override = filename;
722 sprintf(filename_override, SECRETC_FILENAME);
724 if (filename_override) {
725 strcpy( filename, filename_override);
726 sprintf(desc, "[autosave backup]");
727 } else if (!(filenum = state_get_save_file(filename,desc,0))) {
734 // If not in multiplayer, do special secret level stuff.
735 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
736 // If it doesn't exist, then delete Nsecret.sgc
737 if (!secret_save && !(Game_mode & GM_MULTI)) {
739 char temp_fname[32], fc;
744 fc = (filenum-10) + 'a';
749 sprintf(temp_fname, "%csecret.sgc", fc);
751 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
754 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
756 if (cfexist(temp_fname))
758 mprintf((0, "Deleting file %s\n", temp_fname));
759 rval = cfile_delete(temp_fname);
760 Assert(rval == 0); // Oops, error deleting file in temp_fname.
763 if (cfexist(SECRETC_FILENAME))
765 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
766 rval = copy_file(SECRETC_FILENAME, temp_fname);
767 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
772 // Save file we're going to save over in last slot and call "[autosave backup]"
773 if (!filename_override) {
776 tfp = cfopen(filename, "rb");
782 sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
784 sprintf( newname, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
787 cfseek(tfp, DESC_OFFSET, SEEK_SET);
788 cfwrite("[autosave backup]", sizeof(char)*DESC_LENGTH, 1, tfp);
790 cfile_delete(newname);
791 cfile_rename(filename, newname);
795 rval = state_save_all_sub(filename, desc, between_levels);
800 extern fix Flash_effect, Time_flash_last_played;
803 int state_save_all_sub(char *filename, char *desc, int between_levels)
809 grs_canvas cnv2,*save_cnv2;
813 Assert(between_levels == 0); //between levels save ripped out
815 /* if ( Game_mode & GM_MULTI ) {
822 #if defined(MACINTOSH) && !defined(NDEBUG)
823 if ( strncmp(filename, ":Players:", 9) )
827 fp = cfopen(filename, "wb");
829 if ( !(Game_mode & GM_MULTI) )
830 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
836 cfwrite(dgss_id, sizeof(char)*4, 1, fp);
840 cfwrite(&i, sizeof(int), 1, fp);
843 cfwrite(desc, sizeof(char) * DESC_LENGTH, 1, fp);
845 // Save the current screen shot...
847 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
855 dd_grs_canvas *cnv_save;
856 cnv_save = dd_grd_curcanv;
858 grs_canvas * cnv_save;
859 cnv_save = grd_curcanv;
864 #if defined(POLY_ACC)
866 PA_DFX (pa_fool_to_backbuffer());
868 //for poly_acc, we render the frame to the normal render buffer
869 //so that this doesn't show, we create yet another canvas to save
870 //and restore what's on the render buffer
871 PA_DFX (pa_alpha_always());
872 PA_DFX (pa_set_front_to_read());
873 gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H );
874 save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type);
875 gr_set_current_canvas( save_cnv2 );
876 PA_DFX (pa_set_front_to_read());
877 gr_bitmap(0,0,&cnv2.cv_bitmap);
878 gr_set_current_canvas( &cnv2 );
880 gr_set_current_canvas( cnv );
883 PA_DFX (pa_set_backbuffer_current());
885 PA_DFX (pa_alpha_always());
887 #if defined(POLY_ACC)
889 screen_shot_pa(cnv,&cnv2);
892 screen_shot_pa(cnv,&cnv2);
896 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
897 glReadBuffer(GL_FRONT);
898 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
900 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
901 if (!(j = i % THUMBNAIL_W))
903 cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
904 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
907 # else // simpler d1x method, not tested yet
908 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);
914 cfwrite(cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
916 #if defined(POLY_ACC)
917 PA_DFX (pa_alpha_always());
918 PA_DFX (pa_set_frontbuffer_current());
919 PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap));
920 PA_DFX (pa_set_backbuffer_current());
921 gr_bitmap(0,0,&save_cnv2->cv_bitmap);
922 gr_free_canvas(save_cnv2);
923 PA_DFX (pa_fool_to_offscreen());
927 #else // macintosh stuff below
929 #if defined(POLY_ACC)
930 int savePAEnabled = PAEnabled;
934 gr_set_current_canvas( cnv );
937 cfwrite(cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp);
939 #if defined(POLY_ACC)
940 PAEnabled = savePAEnabled;
943 #endif // end of ifndef macintosh
947 dd_gr_set_current_canvas(cnv_save),
948 gr_set_current_canvas(cnv_save)
950 gr_free_canvas( cnv );
951 cfwrite(pal, 3, 256, fp);
956 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
957 cfwrite(&color, sizeof(ubyte), 1, fp);
960 // Save the Between levels flag...
961 cfwrite(&between_levels, sizeof(int), 1, fp);
963 // Save the mission info...
964 mprintf ((0,"HEY! Mission name is %s\n",Mission_list[Current_mission_num].filename));
965 cfwrite(&Mission_list[Current_mission_num], sizeof(char), 9, fp);
968 cfwrite(&Current_level_num, sizeof(int), 1, fp);
969 cfwrite(&Next_level_num, sizeof(int), 1, fp);
972 cfwrite(&GameTime, sizeof(fix), 1, fp);
974 // If coop save, save all
976 if (Game_mode & GM_MULTI_COOP)
978 cfwrite(&state_game_id, sizeof(int), 1, fp);
979 cfwrite(&Netgame, sizeof(netgame_info), 1, fp);
980 cfwrite(&NetPlayers, sizeof(AllNetPlayers_info), 1, fp);
981 cfwrite(&N_players, sizeof(int), 1, fp);
982 cfwrite(&Player_num, sizeof(int), 1, fp);
983 for (i=0;i<N_players;i++)
984 cfwrite(&Players[i], sizeof(player), 1, fp);
986 #ifdef RISKY_PROPOSITION
987 cfwrite(&robot_controlled[0], 4, MAX_ROBOTS_CONTROLLED, fp);
988 cfwrite(&robot_agitation[0], 4, MAX_ROBOTS_CONTROLLED, fp);
989 cfwrite(&robot_controlled_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
990 cfwrite(&robot_last_send_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
991 cfwrite(&robot_last_message_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
992 cfwrite(&robot_send_pending[0], 4, MAX_ROBOTS_CONTROLLED, fp);
993 cfwrite(&robot_fired[0], 4, MAX_ROBOTS_CONTROLLED, fp);
995 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
996 cfwrite(robot_fire_buf[i][0], 18 + 3, 1, fp);
1003 cfwrite(&Players[Player_num], sizeof(player), 1, fp);
1005 // Save the current weapon info
1006 cfwrite(&Primary_weapon, sizeof(sbyte), 1, fp);
1007 cfwrite(&Secondary_weapon, sizeof(sbyte), 1, fp);
1009 // Save the difficulty level
1010 cfwrite(&Difficulty_level, sizeof(int), 1, fp);
1011 // Save cheats enabled
1012 cfwrite(&Cheats_enabled, sizeof(int), 1, fp);
1014 if ( !between_levels ) {
1016 //Finish all morph objects
1017 for (i=0; i<=Highest_object_index; i++ ) {
1018 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
1020 md = find_morph_data(&Objects[i]);
1022 md->obj->control_type = md->morph_save_control_type;
1023 md->obj->movement_type = md->morph_save_movement_type;
1024 md->obj->render_type = RT_POLYOBJ;
1025 md->obj->mtype.phys_info = md->morph_save_phys_info;
1027 } else { //maybe loaded half-morphed from disk
1028 Objects[i].flags |= OF_SHOULD_BE_DEAD;
1029 Objects[i].render_type = RT_POLYOBJ;
1030 Objects[i].control_type = CT_NONE;
1031 Objects[i].movement_type = MT_NONE;
1037 i = Highest_object_index+1;
1038 cfwrite(&i, sizeof(int), 1, fp);
1039 cfwrite(Objects, sizeof(object), i, fp);
1043 cfwrite(&i, sizeof(int), 1, fp);
1044 cfwrite(Walls, sizeof(wall), i, fp);
1046 //Save exploding wall info
1047 i = MAX_EXPLODING_WALLS;
1048 cfwrite(&i, sizeof(int), 1, fp);
1049 cfwrite(expl_wall_list, sizeof(*expl_wall_list), i, fp);
1053 cfwrite(&i, sizeof(int), 1, fp );
1054 cfwrite(ActiveDoors, sizeof(active_door), i, fp);
1056 //Save cloaking wall info
1057 i = Num_cloaking_walls;
1058 cfwrite(&i, sizeof(int), 1, fp );
1059 cfwrite(CloakingWalls, sizeof(cloaking_wall), i, fp);
1062 cfwrite(&Num_triggers, sizeof(int), 1, fp);
1063 cfwrite(Triggers, sizeof(trigger), Num_triggers, fp);
1066 for (i=0; i<=Highest_segment_index; i++ ) {
1067 for (j=0; j<6; j++ ) {
1068 cfwrite(&Segments[i].sides[j].wall_num, sizeof(short), 1, fp);
1069 cfwrite(&Segments[i].sides[j].tmap_num, sizeof(short), 1, fp);
1070 cfwrite(&Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp);
1074 // Save the fuelcen info
1075 cfwrite(&Control_center_destroyed, sizeof(int), 1, fp);
1076 cfwrite(&Countdown_timer, sizeof(int), 1, fp);
1077 cfwrite(&Num_robot_centers, sizeof(int), 1, fp);
1078 cfwrite(RobotCenters, sizeof(matcen_info), Num_robot_centers, fp);
1079 cfwrite(&ControlCenterTriggers, sizeof(control_center_triggers), 1, fp);
1080 cfwrite(&Num_fuelcenters, sizeof(int), 1, fp);
1081 cfwrite(Station, sizeof(FuelCenter), Num_fuelcenters, fp);
1083 // Save the control cen info
1084 cfwrite(&Control_center_been_hit, sizeof(int), 1, fp);
1085 cfwrite(&Control_center_player_been_seen, sizeof(int), 1, fp);
1086 cfwrite(&Control_center_next_fire_time, sizeof(int), 1, fp);
1087 cfwrite(&Control_center_present, sizeof(int), 1, fp);
1088 cfwrite(&Dead_controlcen_object_num, sizeof(int), 1, fp);
1090 // Save the AI state
1091 ai_save_state( fp );
1093 // Save the automap visited info
1094 cfwrite(Automap_visited, sizeof(ubyte) * MAX_SEGMENTS, 1, fp);
1097 cfwrite(&state_game_id, sizeof(uint), 1, fp);
1098 cfwrite(&Laser_rapid_fire, sizeof(int), 1, fp);
1099 cfwrite(&Lunacy, sizeof(int), 1, fp); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1100 cfwrite(&Lunacy, sizeof(int), 1, fp);
1102 // Save automap marker info
1104 cfwrite(MarkerObject, sizeof(MarkerObject), 1, fp);
1105 cfwrite(MarkerOwner, sizeof(MarkerOwner), 1, fp);
1106 cfwrite(MarkerMessage, sizeof(MarkerMessage), 1, fp);
1108 cfwrite(&Afterburner_charge, sizeof(fix), 1, fp);
1110 //save last was super information
1111 cfwrite(&Primary_last_was_super, sizeof(Primary_last_was_super), 1, fp);
1112 cfwrite(&Secondary_last_was_super, sizeof(Secondary_last_was_super), 1, fp);
1114 // Save flash effect stuff
1115 cfwrite(&Flash_effect, sizeof(int), 1, fp);
1116 cfwrite(&Time_flash_last_played, sizeof(int), 1, fp);
1117 cfwrite(&PaletteRedAdd, sizeof(int), 1, fp);
1118 cfwrite(&PaletteGreenAdd, sizeof(int), 1, fp);
1119 cfwrite(&PaletteBlueAdd, sizeof(int), 1, fp);
1121 cfwrite(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1123 cfwrite(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1125 cfwrite(&Omega_charge, sizeof(Omega_charge), 1, fp);
1129 if ( !(Game_mode & GM_MULTI) ) {
1130 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
1132 cfile_delete(filename);
1137 #ifdef MACINTOSH // set the type and creator of the saved game file
1143 strcpy(pfilename, filename);
1145 err = HGetFInfo(0, 0, pfilename, &finfo);
1146 finfo.fdType = 'SVGM';
1147 finfo.fdCreator = 'DCT2';
1148 err = HSetFInfo(0, 0, pfilename, &finfo);
1158 // -----------------------------------------------------------------------------------
1159 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
1160 void set_pos_from_return_segment(void)
1162 int plobjnum = Players[Player_num].objnum;
1164 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
1165 obj_relink(plobjnum, Secret_return_segment);
1166 reset_player_object();
1167 Objects[plobjnum].orient = Secret_return_orient;
1170 // -----------------------------------------------------------------------------------
1171 int state_restore_all(int in_game, int secret_restore, char *filename_override)
1177 if ( Game_mode & GM_MULTI ) {
1179 multi_initiate_restore_game();
1185 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
1186 HUD_init_message( "Can't restore in secret level!" );
1190 if ( Newdemo_state == ND_STATE_RECORDING )
1191 newdemo_stop_recording();
1193 if ( Newdemo_state != ND_STATE_NORMAL )
1198 if (filename_override) {
1199 strcpy(filename, filename_override);
1200 filenum = NUM_SAVES+1; // So we don't trigger autosave
1201 } else if (!(filenum = state_get_restore_file(filename, 0))) {
1207 // If not in multiplayer, do special secret level stuff.
1208 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
1209 // If it doesn't exist, then delete secret.sgc
1210 if (!secret_restore && !(Game_mode & GM_MULTI)) {
1212 char temp_fname[32], fc;
1214 if (filenum != -1) {
1216 fc = (filenum-10) + 'a';
1221 sprintf(temp_fname, "%csecret.sgc", fc);
1223 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
1226 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
1228 if (cfexist(temp_fname))
1230 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
1231 rval = copy_file(temp_fname, SECRETC_FILENAME);
1232 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
1234 cfile_delete(SECRETC_FILENAME);
1238 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
1239 if ((filenum != (NUM_SAVES+1)) && in_game) {
1240 char temp_filename[128];
1241 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
1243 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1245 sprintf( temp_filename, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1247 state_save_all(!in_game, secret_restore, temp_filename);
1250 if ( !secret_restore && in_game ) {
1252 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
1253 if ( choice != 0 ) {
1261 return state_restore_all_sub(filename, 0, secret_restore);
1264 extern void init_player_stats_new_ship(void);
1266 void ShowLevelIntro(int level_num);
1268 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1269 extern void copy_defaults_to_robot(object *objp);
1271 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1273 int ObjectStartLocation;
1274 int version,i, j, segnum;
1277 int current_level, next_level;
1280 char desc[DESC_LENGTH+1];
1282 char org_callsign[CALLSIGN_LEN+16];
1285 int nplayers; //,playid[12],mynum;
1286 player restore_players[MAX_PLAYERS];
1288 fix old_gametime = GameTime;
1290 #if defined(MACINTOSH) && !defined(NDEBUG)
1291 if ( strncmp(filename, ":Players:", 9) )
1295 fp = cfopen(filename, "rb");
1296 if ( !fp ) return 0;
1299 cfread(id, sizeof(char)*4, 1, fp);
1300 if ( memcmp( id, dgss_id, 4 )) {
1306 cfread(&version, sizeof(int), 1, fp);
1307 if (version < STATE_COMPATIBLE_VERSION) {
1313 cfread(desc, sizeof(char) * DESC_LENGTH, 1, fp);
1315 // Skip the current screen shot...
1316 cfseek(fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR);
1318 // And now...skip the goddamn palette stuff that somebody forgot to add
1319 cfseek(fp, 768, SEEK_CUR);
1321 // Read the Between levels flag...
1322 cfread(&between_levels, sizeof(int), 1, fp);
1324 Assert(between_levels == 0); //between levels save ripped out
1326 // Read the mission info...
1327 cfread(mission, sizeof(char), 9, fp);
1328 mprintf ((0,"Missionname to load = %s\n",mission));
1330 if (!load_mission_by_name( mission )) {
1331 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1337 cfread(¤t_level, sizeof(int), 1, fp);
1338 cfread(&next_level, sizeof(int), 1, fp);
1341 cfread(&GameTime, sizeof(fix), 1, fp);
1343 // Start new game....
1345 Game_mode = GM_NORMAL;
1346 Function_mode = FMODE_GAME;
1348 change_playernum_to(0);
1350 strcpy( org_callsign, Players[0].callsign );
1352 if (!secret_restore) {
1353 InitPlayerObject(); //make sure player's object set up
1354 init_player_stats_game(); //clear all stats
1357 strcpy( org_callsign, Players[Player_num].callsign );
1361 if (Game_mode & GM_MULTI)
1363 cfread(&state_game_id,sizeof(int), 1, fp);
1364 cfread(&Netgame,sizeof(netgame_info), 1, fp);
1365 cfread(&NetPlayers,sizeof(AllNetPlayers_info), 1, fp);
1366 cfread(&nplayers,sizeof(N_players), 1, fp);
1367 cfread(&Player_num,sizeof(Player_num), 1, fp);
1368 for (i=0;i<nplayers;i++)
1369 cfread(&restore_players[i], sizeof(player), 1, fp);
1370 #ifdef RISKY_PROPOSITION
1371 cfread(&robot_controlled[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1372 cfread(&robot_agitation[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1373 cfread(&robot_controlled_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1374 cfread(&robot_last_send_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1375 cfread(&robot_last_message_time[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1376 cfread(&robot_send_pending[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1377 cfread(&robot_fired[0], 4, MAX_ROBOTS_CONTROLLED, fp);
1379 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1380 cfread(&robot_fire_buf[i][0], 21, 1, fp);
1383 for (i=0;i<nplayers;i++)
1386 for (j=0;j<nplayers;j++)
1388 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1391 restore_players[i].connected=found;
1393 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1396 if (network_i_am_master())
1398 for (i=0;i<N_players;i++)
1402 Players[i].connected=0;
1406 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1414 StartNewLevelSub(current_level, 1, secret_restore);
1416 if (secret_restore) {
1417 player dummy_player;
1419 cfread(&dummy_player, sizeof(player), 1, fp);
1420 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1421 Players[Player_num].level = dummy_player.level;
1422 Players[Player_num].last_score = dummy_player.last_score;
1423 Players[Player_num].time_level = dummy_player.time_level;
1425 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1426 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1427 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1428 Players[Player_num].hostages_total = dummy_player.hostages_total;
1429 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1430 Players[Player_num].hostages_level = dummy_player.hostages_level;
1431 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1432 Players[Player_num].hours_level = dummy_player.hours_level;
1433 Players[Player_num].hours_total = dummy_player.hours_total;
1434 do_cloak_invul_secret_stuff(old_gametime);
1436 Players[Player_num] = dummy_player;
1439 cfread(&Players[Player_num], sizeof(player), 1, fp);
1442 strcpy( Players[Player_num].callsign, org_callsign );
1444 // Set the right level
1445 if ( between_levels )
1446 Players[Player_num].level = next_level;
1448 // Restore the weapon states
1449 cfread(&Primary_weapon, sizeof(sbyte), 1, fp);
1450 cfread(&Secondary_weapon, sizeof(sbyte), 1, fp);
1452 select_weapon(Primary_weapon, 0, 0, 0);
1453 select_weapon(Secondary_weapon, 1, 0, 0);
1455 // Restore the difficulty level
1456 cfread(&Difficulty_level, sizeof(int), 1, fp);
1458 // Restore the cheats enabled flag
1460 cfread(&Cheats_enabled, sizeof(int), 1, fp);
1462 if ( !between_levels ) {
1463 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1465 ObjectStartLocation = cftell(fp);
1466 //Clear out all the objects from the lvl file
1467 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1468 Segments[segnum].objects = -1;
1471 //Read objects, and pop 'em into their respective segments.
1472 cfread(&i, sizeof(int), 1, fp);
1473 Highest_object_index = i-1;
1474 cfread(Objects, sizeof(object), i, fp);
1476 Object_next_signature = 0;
1477 for (i=0; i<=Highest_object_index; i++ ) {
1479 obj->rtype.pobj_info.alt_textures = -1;
1480 segnum = obj->segnum;
1481 obj->next = obj->prev = obj->segnum = -1;
1482 if ( obj->type != OBJ_NONE ) {
1484 if ( obj->signature > Object_next_signature )
1485 Object_next_signature = obj->signature;
1488 //look for, and fix, boss with bogus shields
1489 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1490 fix save_shields = obj->shields;
1492 copy_defaults_to_robot(obj); //calculate starting shields
1494 //if in valid range, use loaded shield value
1495 if (save_shields > 0 && save_shields <= obj->shields)
1496 obj->shields = save_shields;
1498 obj->shields /= 2; //give player a break
1502 special_reset_objects();
1503 Object_next_signature++;
1505 // 1 = Didn't die on secret level.
1506 // 2 = Died on secret level.
1507 if (secret_restore && (Current_level_num >= 0)) {
1508 set_pos_from_return_segment();
1509 if (secret_restore == 2)
1510 init_player_stats_new_ship();
1514 cfread(&i, sizeof(int), 1, fp);
1516 cfread(Walls, sizeof(wall), Num_walls, fp);
1518 //now that we have the walls, check if any sounds are linked to
1519 //walls that are now open
1520 for (i=0;i<Num_walls;i++) {
1521 if (Walls[i].type == WALL_OPEN)
1522 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1525 //Restore exploding wall info
1526 if (version >= 10) {
1527 cfread(&i, sizeof(int), 1, fp);
1528 cfread(expl_wall_list, sizeof(*expl_wall_list), i, fp);
1532 cfread(&i, sizeof(int), 1, fp);
1534 cfread(ActiveDoors, sizeof(active_door), Num_open_doors, fp);
1536 if (version >= 14) { //Restore cloaking wall info
1537 cfread(&i, sizeof(int), 1, fp);
1538 Num_cloaking_walls = i;
1539 cfread(CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls, fp);
1542 //Restore trigger info
1543 cfread(&Num_triggers, sizeof(int), 1, fp);
1544 cfread(Triggers, sizeof(trigger), Num_triggers, fp);
1547 for (i=0; i<=Highest_segment_index; i++ ) {
1548 for (j=0; j<6; j++ ) {
1549 cfread(&Segments[i].sides[j].wall_num, sizeof(short), 1, fp);
1550 cfread(&Segments[i].sides[j].tmap_num, sizeof(short), 1, fp);
1551 cfread(&Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp);
1555 //Restore the fuelcen info
1556 cfread(&Control_center_destroyed, sizeof(int), 1, fp);
1557 cfread(&Countdown_timer, sizeof(int), 1, fp);
1558 cfread(&Num_robot_centers, sizeof(int), 1, fp);
1559 cfread(RobotCenters, sizeof(matcen_info), Num_robot_centers, fp);
1560 cfread(&ControlCenterTriggers, sizeof(control_center_triggers), 1, fp);
1561 cfread(&Num_fuelcenters, sizeof(int), 1, fp);
1562 cfread(Station, sizeof(FuelCenter), Num_fuelcenters, fp);
1564 // Restore the control cen info
1565 cfread(&Control_center_been_hit, sizeof(int), 1, fp);
1566 cfread(&Control_center_player_been_seen, sizeof(int), 1, fp);
1567 cfread(&Control_center_next_fire_time, sizeof(int), 1, fp);
1568 cfread(&Control_center_present, sizeof(int), 1, fp);
1569 cfread(&Dead_controlcen_object_num, sizeof(int), 1, fp);
1571 // Restore the AI state
1572 ai_restore_state( fp, version );
1574 // Restore the automap visited info
1575 cfread( Automap_visited, sizeof(ubyte), MAX_SEGMENTS, fp);
1577 // Restore hacked up weapon system stuff.
1578 Fusion_next_sound_time = GameTime;
1579 Auto_fire_fusion_cannon_time = 0;
1580 Next_laser_fire_time = GameTime;
1581 Next_missile_fire_time = GameTime;
1582 Last_laser_fired_time = GameTime;
1587 if ( version >= 7 ) {
1588 cfread(&state_game_id, sizeof(uint), 1, fp);
1589 cfread(&Laser_rapid_fire, sizeof(int), 1, fp);
1590 cfread(&Lunacy, sizeof(int), 1, fp); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1591 cfread(&Lunacy, sizeof(int), 1, fp);
1596 if (version >= 17) {
1597 cfread(MarkerObject, sizeof(MarkerObject), 1, fp);
1598 cfread(MarkerOwner, sizeof(MarkerOwner), 1, fp);
1599 cfread(MarkerMessage, sizeof(MarkerMessage), 1, fp);
1606 cfread(&num, sizeof(int), 1, fp); //was NumOfMarkers
1607 cfread(&dummy, sizeof(int), 1, fp); //was CurMarker
1609 cfseek(fp, num * (sizeof(vms_vector) + 40), SEEK_CUR);
1611 for (num=0;num<NUM_MARKERS;num++)
1612 MarkerObject[num] = -1;
1616 if (secret_restore != 1)
1617 cfread(&Afterburner_charge, sizeof(fix), 1, fp);
1620 cfread(&dummy_fix,sizeof(fix), 1, fp);
1624 //read last was super information
1625 cfread(&Primary_last_was_super, sizeof(Primary_last_was_super), 1, fp);
1626 cfread(&Secondary_last_was_super, sizeof(Secondary_last_was_super), 1, fp);
1629 if (version >= 12) {
1630 cfread(&Flash_effect, sizeof(int), 1, fp);
1631 cfread(&Time_flash_last_played, sizeof(int), 1, fp);
1632 cfread(&PaletteRedAdd, sizeof(int), 1, fp);
1633 cfread(&PaletteGreenAdd, sizeof(int), 1, fp);
1634 cfread(&PaletteBlueAdd, sizeof(int), 1, fp);
1637 Time_flash_last_played = 0;
1639 PaletteGreenAdd = 0;
1643 // Load Light_subtracted
1644 if (version >= 16) {
1645 cfread(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1646 apply_all_changed_light();
1647 compute_all_static_light(); // set static_light field in segment struct. See note at that function.
1650 for (i=0; i<=Highest_segment_index; i++)
1651 Light_subtracted[i] = 0;
1654 if (!secret_restore) {
1655 if (version >= 20) {
1656 cfread(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1657 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1659 First_secret_visit = 1;
1661 First_secret_visit = 0;
1665 if (secret_restore != 1)
1666 cfread(&Omega_charge,sizeof(fix), 1, fp);
1669 cfread(&dummy_fix,sizeof(fix), 1, fp);
1676 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1677 { // connected in the restored game
1678 for (i=0;i<nplayers;i++)
1680 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1681 if (Players[i].connected!=1)
1683 network_disconnect_player (i);
1684 create_player_appearance_effect(&Objects[Players[i].objnum]);
1685 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1692 // Load in bitmaps, etc..
1693 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1698 // When loading a saved game, segp->static_light is bogus.
1699 // This is because apply_all_changed_light, which is supposed to properly update this value,
1700 // cannot do so because it needs the original light cast from a light which is no longer there.
1701 // That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1702 // which is present in the static_light field contains the light cast from that light.
1703 void compute_all_static_light(void)
1707 for (i=0; i<=Highest_segment_index; i++) {
1711 segp = &Segments[i];
1714 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1717 sidep = &segp->sides[j];
1720 total_light += sidep->uvls[k].l;
1723 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1729 int state_get_game_id(char *filename)
1735 char desc[DESC_LENGTH+1];
1739 mprintf((0, "Restoring multigame from [%s]\n", filename));
1741 fp = cfopen(filename, "rb");
1742 if ( !fp ) return 0;
1745 cfread(id, sizeof(char)*4, 1, fp);
1746 if ( memcmp( id, dgss_id, 4 )) {
1752 cfread(&version, sizeof(int), 1, fp);
1753 if (version < STATE_COMPATIBLE_VERSION) {
1759 cfread(desc, sizeof(char)*DESC_LENGTH, 1, fp);
1761 // Skip the current screen shot...
1762 cfseek(fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR);
1764 // And now...skip the palette stuff that somebody forgot to add
1765 cfseek(fp, 768, SEEK_CUR);
1767 // Read the Between levels flag...
1768 cfread(&between_levels, sizeof(int), 1, fp);
1770 Assert(between_levels == 0); //between levels save ripped out
1772 // Read the mission info...
1773 cfread(mission, sizeof(char), 9, fp);
1775 cfread(&dumbint, sizeof(int), 1, fp);
1776 cfread(&dumbint, sizeof(int), 1, fp);
1779 cfread(&dumbint, sizeof(fix), 1, fp);
1781 cfread(&state_game_id, sizeof(int), 1, fp);
1783 return (state_game_id);
1786 #if defined(POLY_ACC)
1787 //void screen_shot_pa(ubyte *dst,ushort *src)
1789 // //ushort *src = pa_get_buffer_address(0),
1791 // fix u, v, du, dv;
1796 // du = (640.0 / (float)THUMBNAIL_W) * 65536.0;
1797 // dv = (480.0 / (float)THUMBNAIL_H) * 65536.0;
1799 // for(v = h = 0; h != THUMBNAIL_H; ++h)
1801 // s = src + f2i(v) * 640;
1803 // for(u = w = 0; w != THUMBNAIL_W; ++w)
1806 // *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e);
1812 void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv)
1814 #if !defined(MACINTOSH)
1819 Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h);
1823 src = (ushort *) scanv->cv_bitmap.bm_data;
1824 dst = dcanv->cv_bitmap.bm_data;
1826 #ifdef PA_3DFX_VOODOO
1827 src=(ushort *)pa_set_back_to_read();
1830 for (y=0; y<scanv->cv_h; y++) {
1831 for (x=0; x<scanv->cv_w; x++) {
1832 #ifdef PA_3DFX_VOODOO
1833 *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e);
1835 *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e);
1840 src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP)));
1841 dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w;
1843 #ifdef PA_3DFX_VOODOO
1844 pa_set_front_to_read();