2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 char state_rcsid[] = "$Id: state.c,v 1.1.1.1 2001-01-19 03:30:00 bradleyb Exp $";
37 #include "pa_enabl.h" //$$POLY_ACC
86 #define STATE_VERSION 22
87 #define STATE_COMPATIBLE_VERSION 20
88 // 0 - Put DGSS (Descent Game State Save) id at tof.
89 // 1 - Added Difficulty level save
90 // 2 - Added Cheats_enabled flag
91 // 3 - Added between levels save.
92 // 4 - Added mission support
93 // 5 - Mike changed ai and object structure.
94 // 6 - Added buggin' cheat save
95 // 7 - Added other cheat saves and game_id.
96 // 8 - Added AI stuff for escort and thief.
97 // 9 - Save palette with screen shot
98 // 12- Saved last_was_super array
99 // 13- Saved palette flash stuff
100 // 14- Save cloaking wall stuff
101 // 15- Save additional ai info
102 // 16- Save Light_subtracted
103 // 17- New marker save
104 // 18- Took out saving of old cheat status
105 // 19- Saved cheats_enabled flag
106 // 20- First_secret_visit
110 #define THUMBNAIL_W 100
111 #define THUMBNAIL_H 50
112 #define DESC_LENGTH 20
114 extern void multi_initiate_save_game();
115 extern void multi_initiate_restore_game();
116 extern void apply_all_changed_light(void);
118 extern int Do_appearance_effect;
119 extern fix Fusion_next_sound_time;
121 extern int Laser_rapid_fire;
122 extern int Physics_cheat_flag;
124 extern void do_lunacy_on(void);
125 extern void do_lunacy_off(void);
126 extern int First_secret_visit;
129 grs_bitmap *sc_bmp[NUM_SAVES+1];
131 char dgss_id[4] = "DGSS";
133 int state_default_item = 0;
137 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
138 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
139 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
140 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
141 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
142 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
143 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
144 extern byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
147 #if defined(WINDOWS) || defined(MACINTOSH)
148 extern ubyte Hack_DblClick_MenuMode;
152 //-------------------------------------------------------------------
153 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
158 // if ( sc_last_item != citem ) {
159 // sc_last_item = citem;
161 if ( sc_bmp[citem-1] ) {
164 dd_grs_canvas *save_canv = dd_grd_curcanv,
165 grs_canvas *save_canv = grd_curcanv
167 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
168 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
169 gr_set_current_canvas(temp_canv);
170 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
172 dd_gr_set_current_canvas(save_canv),
173 gr_set_current_canvas( save_canv )
175 WIN(DDGRLOCK(dd_grd_curcanv));
176 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
177 WIN(DDGRUNLOCK(dd_grd_curcanv));
178 gr_free_canvas(temp_canv);
184 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
192 void rpad_string( char * string, int max_chars )
197 for( i=0; i<max_chars; i++ ) {
204 *string = 0; // NULL terminate
207 int state_get_save_file(char * fname, char * dsc, int multi )
210 int i, choice, version;
211 newmenu_item m[NUM_SAVES+2];
212 char filename[NUM_SAVES+1][30];
213 char desc[NUM_SAVES+1][DESC_LENGTH+16];
217 for (i=0;i<NUM_SAVES; i++ ) {
221 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
223 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
227 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
229 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
232 fp = fopen( filename[i], "rb" );
235 fread( id, sizeof(char)*4, 1, fp );
236 if ( !memcmp( id, dgss_id, 4 )) {
238 fread( &version, sizeof(int), 1, fp );
239 if (version >= STATE_COMPATIBLE_VERSION) {
241 fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
242 //rpad_string( desc[i], DESC_LENGTH-1 );
244 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
245 //fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
252 strcpy( desc[i], TXT_EMPTY );
253 //rpad_string( desc[i], DESC_LENGTH-1 );
255 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
259 choice = newmenu_do1( NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item );
261 for (i=0; i<NUM_SAVES; i++ ) {
263 gr_free_bitmap( sc_bmp[i] );
267 strcpy( fname, filename[choice] );
268 strcpy( dsc, desc[choice] );
269 state_default_item = choice;
276 extern int Current_display_mode;
278 int state_get_restore_file(char * fname, int multi)
281 int i, choice, version, nsaves;
282 newmenu_item m[NUM_SAVES+2];
283 char filename[NUM_SAVES+1][30];
284 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
289 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
290 for (i=0;i<NUM_SAVES+1; i++ ) {
294 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
296 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
300 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
302 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
305 fp = fopen( filename[i], "rb" );
308 fread( id, sizeof(char)*4, 1, fp );
309 if ( !memcmp( id, dgss_id, 4 )) {
311 fread( &version, sizeof(int), 1, fp );
312 if (version >= STATE_COMPATIBLE_VERSION) {
314 fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
315 //rpad_string( desc[i], DESC_LENGTH-1 );
316 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
318 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
319 fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
322 fread( pal, 3, 256, fp);
323 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
332 strcpy( desc[i], TXT_EMPTY );
333 //rpad_string( desc[i], DESC_LENGTH-1 );
334 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
339 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
343 if (Current_display_mode == 3) //restore menu won't fit on 640x400
344 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
348 #if defined(WINDOWS) || defined(MACINTOSH)
349 Hack_DblClick_MenuMode = 1;
353 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
356 #if defined(WINDOWS) || defined(MACINTOSH)
357 Hack_DblClick_MenuMode = 0;
360 if (Current_display_mode == 3) //set flag back
361 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
364 for (i=0; i<NUM_SAVES+1; i++ ) {
366 gr_free_bitmap( sc_bmp[i] );
370 strcpy( fname, filename[choice-1] );
371 if (choice != NUM_SAVES+1) //no new default when restore from autosave
372 state_default_item = choice - 1;
378 #define DESC_OFFSET 8
380 // -----------------------------------------------------------------------------------
381 // Return true if the file named *filename exists, else return false.
382 int file_exists(char *filename)
386 if ((fp = fopen(filename, "rb")) != NULL) {
394 #define CF_BUF_SIZE 1024
396 // -----------------------------------------------------------------------------------
397 // Imagine if C had a function to copy a file...
398 int copy_file(char *old_file, char *new_file)
400 byte buf[CF_BUF_SIZE];
401 FILE *in_file, *out_file;
403 out_file = fopen(new_file, "wb");
405 if (out_file == NULL)
408 in_file = fopen(old_file, "rb");
413 while (!feof(in_file)) {
416 bytes_read = fread(buf, 1, CF_BUF_SIZE, in_file);
418 Error("Cannot read from file <%s>: %s", old_file, strerror(errno));
420 Assert(bytes_read == CF_BUF_SIZE || feof(in_file));
422 fwrite(buf, 1, bytes_read, out_file);
424 if (ferror(out_file))
425 Error("Cannot write to file <%s>: %s", out_file, strerror(errno));
428 if (fclose(in_file)) {
433 if (fclose(out_file))
440 #define SECRETB_FILENAME "secret.sgb"
441 #define SECRETC_FILENAME "secret.sgc"
443 #define SECRETB_FILENAME ":Players:secret.sgb"
444 #define SECRETC_FILENAME ":Players:secret.sgc"
447 extern int Final_boss_is_dead;
449 // -----------------------------------------------------------------------------------
450 // blind_save means don't prompt user for any info.
451 int state_save_all(int between_levels, int secret_save, char *filename_override)
453 int rval, filenum = -1;
455 char filename[128], desc[DESC_LENGTH+1];
457 Assert(between_levels == 0); //between levels save ripped out
460 if ( Game_mode & GM_MULTI ) {
461 multi_initiate_save_game();
466 if ((Current_level_num < 0) && (secret_save == 0)) {
467 HUD_init_message( "Can't save in secret level!" );
471 if (Final_boss_is_dead) //don't allow save while final boss is dying
474 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
476 // If this is a secret save and the control center has been destroyed, don't allow
477 // return to the base level.
478 if (secret_save && (Control_center_destroyed)) {
479 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
480 unlink(SECRETB_FILENAME);
486 if (secret_save == 1) {
487 filename_override = filename;
488 sprintf(filename_override, SECRETB_FILENAME);
489 } else if (secret_save == 2) {
490 filename_override = filename;
491 sprintf(filename_override, SECRETC_FILENAME);
493 if (filename_override) {
494 strcpy( filename, filename_override);
495 sprintf(desc, "[autosave backup]");
496 } else if (!(filenum = state_get_save_file(filename,desc,0))) {
503 // If not in multiplayer, do special secret level stuff.
504 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
505 // If it doesn't exist, then delete Nsecret.sgc
506 if (!secret_save && !(Game_mode & GM_MULTI)) {
508 char temp_fname[32], fc;
513 fc = (filenum-10) + 'a';
518 sprintf(temp_fname, "%csecret.sgc", fc);
520 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
523 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
525 if (file_exists(temp_fname)) {
526 mprintf((0, "Deleting file %s\n", temp_fname));
527 rval = unlink(temp_fname);
528 Assert(rval == 0); // Oops, error deleting file in temp_fname.
531 if (file_exists(SECRETC_FILENAME)) {
532 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
533 rval = copy_file(SECRETC_FILENAME, temp_fname);
534 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
539 // Save file we're going to save over in last slot and call "[autosave backup]"
540 if (!filename_override) {
543 tfp = fopen( filename, "r+b" );
549 sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
551 sprintf( newname, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
554 fseek( tfp, DESC_OFFSET, SEEK_SET);
555 fwrite( "[autosave backup]", sizeof(char)*DESC_LENGTH, 1, tfp );
558 rename(filename, newname);
562 rval = state_save_all_sub(filename, desc, between_levels);
567 extern fix Flash_effect, Time_flash_last_played;
570 int state_save_all_sub(char *filename, char *desc, int between_levels)
576 grs_canvas cnv2,*save_cnv2;
580 Assert(between_levels == 0); //between levels save ripped out
582 /* if ( Game_mode & GM_MULTI ) {
589 #if defined(MACINTOSH) && !defined(NDEBUG)
590 if ( strncmp(filename, ":Players:", 9) )
594 fp = fopen( filename, "wb" );
596 if ( !(Game_mode & GM_MULTI) )
597 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
603 fwrite( dgss_id, sizeof(char)*4, 1, fp );
607 fwrite( &i, sizeof(int), 1, fp );
610 fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp );
612 // Save the current screen shot...
614 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
618 dd_grs_canvas *cnv_save;
619 cnv_save = dd_grd_curcanv;
621 grs_canvas * cnv_save;
622 cnv_save = grd_curcanv;
627 #if defined(POLY_ACC)
629 PA_DFX (pa_fool_to_backbuffer());
631 //for poly_acc, we render the frame to the normal render buffer
632 //so that this doesn't show, we create yet another canvas to save
633 //and restore what's on the render buffer
634 PA_DFX (pa_alpha_always());
635 PA_DFX (pa_set_front_to_read());
636 gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H );
637 save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type);
638 gr_set_current_canvas( save_cnv2 );
639 PA_DFX (pa_set_front_to_read());
640 gr_bitmap(0,0,&cnv2.cv_bitmap);
641 gr_set_current_canvas( &cnv2 );
643 gr_set_current_canvas( cnv );
646 PA_DFX (pa_set_backbuffer_current());
648 PA_DFX (pa_alpha_always());
650 #if defined(POLY_ACC)
652 screen_shot_pa(cnv,&cnv2);
655 screen_shot_pa(cnv,&cnv2);
661 fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
663 #if defined(POLY_ACC)
664 PA_DFX (pa_alpha_always());
665 PA_DFX (pa_set_frontbuffer_current());
666 PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap));
667 PA_DFX (pa_set_backbuffer_current());
668 gr_bitmap(0,0,&save_cnv2->cv_bitmap);
669 gr_free_canvas(save_cnv2);
670 PA_DFX (pa_fool_to_offscreen());
674 #else // macintosh stuff below
676 #if defined(POLY_ACC)
677 int savePAEnabled = PAEnabled;
681 gr_set_current_canvas( cnv );
684 fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
686 #if defined(POLY_ACC)
687 PAEnabled = savePAEnabled;
690 #endif // end of ifndef macintosh
694 dd_gr_set_current_canvas(cnv_save),
695 gr_set_current_canvas(cnv_save)
697 gr_free_canvas( cnv );
698 fwrite( pal, 3, 256, fp);
703 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
704 fwrite( &color, sizeof(ubyte), 1, fp );
707 // Save the Between levels flag...
708 fwrite( &between_levels, sizeof(int), 1, fp );
710 // Save the mission info...
711 mprintf ((0,"HEY! Mission name is %s\n",Mission_list[Current_mission_num].filename));
712 fwrite( &Mission_list[Current_mission_num], sizeof(char)*9, 1, fp );
715 fwrite( &Current_level_num, sizeof(int), 1, fp );
716 fwrite( &Next_level_num, sizeof(int), 1, fp );
719 fwrite( &GameTime, sizeof(fix), 1, fp );
721 // If coop save, save all
723 if (Game_mode & GM_MULTI_COOP)
725 fwrite (&state_game_id,sizeof(int),1,fp);
726 fwrite (&Netgame,sizeof(netgame_info),1,fp);
727 fwrite (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
728 fwrite (&N_players,sizeof(int),1,fp);
729 fwrite (&Player_num,sizeof(int),1,fp);
730 for (i=0;i<N_players;i++)
731 fwrite (&Players[i],sizeof(player),1,fp);
733 #ifdef RISKY_PROPOSITION
734 fwrite (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
735 fwrite (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
736 fwrite (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
737 fwrite (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
738 fwrite (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
739 fwrite (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
740 fwrite (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
742 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
743 fwrite (robot_fire_buf[i][0],18+3,1,fp);
750 fwrite( &Players[Player_num], sizeof(player), 1, fp );
752 // Save the current weapon info
753 fwrite( &Primary_weapon, sizeof(byte), 1, fp );
754 fwrite( &Secondary_weapon, sizeof(byte), 1, fp );
756 // Save the difficulty level
757 fwrite( &Difficulty_level, sizeof(int), 1, fp );
758 // Save cheats enabled
759 fwrite (&Cheats_enabled,sizeof(int),1,fp);
761 if ( !between_levels ) {
763 //Finish all morph objects
764 for (i=0; i<=Highest_object_index; i++ ) {
765 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
767 md = find_morph_data(&Objects[i]);
769 md->obj->control_type = md->morph_save_control_type;
770 md->obj->movement_type = md->morph_save_movement_type;
771 md->obj->render_type = RT_POLYOBJ;
772 md->obj->mtype.phys_info = md->morph_save_phys_info;
774 } else { //maybe loaded half-morphed from disk
775 Objects[i].flags |= OF_SHOULD_BE_DEAD;
776 Objects[i].render_type = RT_POLYOBJ;
777 Objects[i].control_type = CT_NONE;
778 Objects[i].movement_type = MT_NONE;
784 i = Highest_object_index+1;
785 fwrite( &i, sizeof(int), 1, fp );
786 fwrite( Objects, sizeof(object)*i, 1, fp );
790 fwrite( &i, sizeof(int), 1, fp );
791 fwrite( Walls, sizeof(wall)*i, 1, fp );
793 //Save exploding wall info
794 i = MAX_EXPLODING_WALLS;
795 fwrite( &i, sizeof(int), 1, fp);
796 fwrite( expl_wall_list, sizeof(*expl_wall_list), i, fp );
800 fwrite( &i, sizeof(int), 1, fp );
801 fwrite( ActiveDoors, sizeof(active_door)*i, 1, fp );
803 //Save cloaking wall info
804 i = Num_cloaking_walls;
805 fwrite( &i, sizeof(int), 1, fp );
806 fwrite( CloakingWalls, sizeof(cloaking_wall), i, fp );
809 fwrite( &Num_triggers, sizeof(int), 1, fp );
810 fwrite( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
813 for (i=0; i<=Highest_segment_index; i++ ) {
814 for (j=0; j<6; j++ ) {
815 fwrite( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
816 fwrite( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
817 fwrite( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
821 // Save the fuelcen info
822 fwrite( &Control_center_destroyed, sizeof(int), 1, fp );
823 fwrite( &Countdown_timer, sizeof(int), 1, fp );
824 fwrite( &Num_robot_centers, sizeof(int), 1, fp );
825 fwrite( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
826 fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
827 fwrite( &Num_fuelcenters, sizeof(int), 1, fp );
828 fwrite( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
830 // Save the control cen info
831 fwrite( &Control_center_been_hit, sizeof(int), 1, fp );
832 fwrite( &Control_center_player_been_seen, sizeof(int), 1, fp );
833 fwrite( &Control_center_next_fire_time, sizeof(int), 1, fp );
834 fwrite( &Control_center_present, sizeof(int), 1, fp );
835 fwrite( &Dead_controlcen_object_num, sizeof(int), 1, fp );
840 // Save the automap visited info
841 fwrite( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
844 fwrite( &state_game_id, sizeof(uint), 1, fp );
845 fwrite( &Laser_rapid_fire, sizeof(int), 1, fp );
846 fwrite( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
847 fwrite( &Lunacy, sizeof(int), 1, fp );
849 // Save automap marker info
851 fwrite(MarkerObject,sizeof(MarkerObject),1,fp);
852 fwrite(MarkerOwner,sizeof(MarkerOwner),1,fp);
853 fwrite(MarkerMessage,sizeof(MarkerMessage),1,fp);
855 fwrite (&Afterburner_charge,sizeof(fix),1,fp);
857 //save last was super information
858 fwrite(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
859 fwrite(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
861 // Save flash effect stuff
862 fwrite( &Flash_effect, sizeof(int), 1, fp );
863 fwrite( &Time_flash_last_played, sizeof(int), 1, fp );
864 fwrite( &PaletteRedAdd, sizeof(int), 1, fp);
865 fwrite( &PaletteGreenAdd, sizeof(int), 1, fp);
866 fwrite( &PaletteBlueAdd, sizeof(int), 1, fp);
868 fwrite(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
870 fwrite(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
872 fwrite(&Omega_charge, sizeof(Omega_charge), 1, fp);
875 if ( !(Game_mode & GM_MULTI) ) {
876 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
883 #ifdef MACINTOSH // set the type and creator of the saved game file
889 strcpy(pfilename, filename);
891 err = HGetFInfo(0, 0, pfilename, &finfo);
892 finfo.fdType = 'SVGM';
893 finfo.fdCreator = 'DCT2';
894 err = HSetFInfo(0, 0, pfilename, &finfo);
904 // -----------------------------------------------------------------------------------
905 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
906 void set_pos_from_return_segment(void)
908 int plobjnum = Players[Player_num].objnum;
910 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
911 obj_relink(plobjnum, Secret_return_segment);
912 reset_player_object();
913 Objects[plobjnum].orient = Secret_return_orient;
916 // -----------------------------------------------------------------------------------
917 int state_restore_all(int in_game, int secret_restore, char *filename_override)
923 if ( Game_mode & GM_MULTI ) {
925 multi_initiate_restore_game();
931 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
932 HUD_init_message( "Can't restore in secret level!" );
936 if ( Newdemo_state == ND_STATE_RECORDING )
937 newdemo_stop_recording();
939 if ( Newdemo_state != ND_STATE_NORMAL )
944 if (filename_override) {
945 strcpy(filename, filename_override);
946 filenum = NUM_SAVES+1; // So we don't trigger autosave
947 } else if (!(filenum = state_get_restore_file(filename, 0))) {
953 // If not in multiplayer, do special secret level stuff.
954 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
955 // If it doesn't exist, then delete secret.sgc
956 if (!secret_restore && !(Game_mode & GM_MULTI)) {
958 char temp_fname[32], fc;
962 fc = (filenum-10) + 'a';
967 sprintf(temp_fname, "%csecret.sgc", fc);
969 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
972 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
974 if (file_exists(temp_fname)) {
975 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
976 rval = copy_file(temp_fname, SECRETC_FILENAME);
977 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
979 unlink(SECRETC_FILENAME);
983 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
984 if ((filenum != (NUM_SAVES+1)) && in_game) {
985 char temp_filename[128];
986 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
988 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
990 sprintf( temp_filename, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
992 state_save_all(!in_game, secret_restore, temp_filename);
995 if ( !secret_restore && in_game ) {
997 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
1006 return state_restore_all_sub(filename, 0, secret_restore);
1009 extern void reset_player_object(void);
1010 extern void init_player_stats_new_ship(void);
1012 void ShowLevelIntro(int level_num);
1014 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1015 extern void copy_defaults_to_robot(object *objp);
1017 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1019 int ObjectStartLocation;
1020 int version,i, j, segnum,found;
1023 int current_level, next_level;
1026 char desc[DESC_LENGTH+1];
1028 char org_callsign[CALLSIGN_LEN+16];
1029 int nplayers; //,playid[12],mynum;
1030 player restore_players[MAX_PLAYERS];
1031 fix old_gametime = GameTime;
1033 #if defined(MACINTOSH) && !defined(NDEBUG)
1034 if ( strncmp(filename, ":Players:", 9) )
1038 fp = fopen( filename, "rb" );
1039 if ( !fp ) return 0;
1042 fread( id, sizeof(char)*4, 1, fp );
1043 if ( memcmp( id, dgss_id, 4 )) {
1049 fread( &version, sizeof(int), 1, fp );
1050 if (version < STATE_COMPATIBLE_VERSION) {
1056 fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1058 // Skip the current screen shot...
1059 fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1061 // And now...skip the goddamn palette stuff that somebody forgot to add
1062 fseek( fp, 768, SEEK_CUR );
1064 // Read the Between levels flag...
1065 fread( &between_levels, sizeof(int), 1, fp );
1067 Assert(between_levels == 0); //between levels save ripped out
1069 // Read the mission info...
1070 fread( mission, sizeof(char)*9, 1, fp );
1071 mprintf ((0,"Missionname to load = %s\n",mission));
1073 if (!load_mission_by_name( mission )) {
1074 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1080 fread( ¤t_level, sizeof(int), 1, fp );
1081 fread( &next_level, sizeof(int), 1, fp );
1084 fread( &GameTime, sizeof(fix), 1, fp );
1086 // Start new game....
1088 Game_mode = GM_NORMAL;
1089 Function_mode = FMODE_GAME;
1091 change_playernum_to(0);
1093 strcpy( org_callsign, Players[0].callsign );
1095 if (!secret_restore) {
1096 InitPlayerObject(); //make sure player's object set up
1097 init_player_stats_game(); //clear all stats
1100 strcpy( org_callsign, Players[Player_num].callsign );
1104 if (Game_mode & GM_MULTI)
1106 fread (&state_game_id,sizeof(int),1,fp);
1107 fread (&Netgame,sizeof(netgame_info),1,fp);
1108 fread (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
1109 fread (&nplayers,sizeof(N_players),1,fp);
1110 fread (&Player_num,sizeof(Player_num),1,fp);
1111 for (i=0;i<nplayers;i++)
1112 fread (&restore_players[i],sizeof(player),1,fp);
1113 #ifdef RISKY_PROPOSITION
1114 fread (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1115 fread (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1116 fread (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1117 fread (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1118 fread (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1119 fread (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1120 fread (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1122 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1123 fread (&robot_fire_buf[i][0],21,1,fp);
1126 for (i=0;i<nplayers;i++)
1129 for (j=0;j<nplayers;j++)
1131 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1134 restore_players[i].connected=found;
1136 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1139 if (network_i_am_master())
1141 for (i=0;i<N_players;i++)
1145 Players[i].connected=0;
1149 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1157 StartNewLevelSub(current_level, 1, secret_restore);
1159 if (secret_restore) {
1160 player dummy_player;
1162 fread( &dummy_player, sizeof(player), 1, fp );
1163 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1164 Players[Player_num].level = dummy_player.level;
1165 Players[Player_num].last_score = dummy_player.last_score;
1166 Players[Player_num].time_level = dummy_player.time_level;
1168 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1169 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1170 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1171 Players[Player_num].hostages_total = dummy_player.hostages_total;
1172 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1173 Players[Player_num].hostages_level = dummy_player.hostages_level;
1174 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1175 Players[Player_num].hours_level = dummy_player.hours_level;
1176 Players[Player_num].hours_total = dummy_player.hours_total;
1177 do_cloak_invul_secret_stuff(old_gametime);
1179 Players[Player_num] = dummy_player;
1182 fread( &Players[Player_num], sizeof(player), 1, fp );
1185 strcpy( Players[Player_num].callsign, org_callsign );
1187 // Set the right level
1188 if ( between_levels )
1189 Players[Player_num].level = next_level;
1191 // Restore the weapon states
1192 fread( &Primary_weapon, sizeof(byte), 1, fp );
1193 fread( &Secondary_weapon, sizeof(byte), 1, fp );
1195 select_weapon(Primary_weapon, 0, 0, 0);
1196 select_weapon(Secondary_weapon, 1, 0, 0);
1198 // Restore the difficulty level
1199 fread( &Difficulty_level, sizeof(int), 1, fp );
1201 // Restore the cheats enabled flag
1203 fread (&Cheats_enabled,sizeof(int),1,fp);
1205 if ( !between_levels ) {
1206 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1208 ObjectStartLocation = ftell( fp );
1209 //Clear out all the objects from the lvl file
1210 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1211 Segments[segnum].objects = -1;
1214 //Read objects, and pop 'em into their respective segments.
1215 fread( &i, sizeof(int), 1, fp );
1216 Highest_object_index = i-1;
1217 fread( Objects, sizeof(object)*i, 1, fp );
1219 Object_next_signature = 0;
1220 for (i=0; i<=Highest_object_index; i++ ) {
1222 obj->rtype.pobj_info.alt_textures = -1;
1223 segnum = obj->segnum;
1224 obj->next = obj->prev = obj->segnum = -1;
1225 if ( obj->type != OBJ_NONE ) {
1227 if ( obj->signature > Object_next_signature )
1228 Object_next_signature = obj->signature;
1231 //look for, and fix, boss with bogus shields
1232 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1233 fix save_shields = obj->shields;
1235 copy_defaults_to_robot(obj); //calculate starting shields
1237 //if in valid range, use loaded shield value
1238 if (save_shields > 0 && save_shields <= obj->shields)
1239 obj->shields = save_shields;
1241 obj->shields /= 2; //give player a break
1245 special_reset_objects();
1246 Object_next_signature++;
1248 // 1 = Didn't die on secret level.
1249 // 2 = Died on secret level.
1250 if (secret_restore && (Current_level_num >= 0)) {
1251 set_pos_from_return_segment();
1252 if (secret_restore == 2)
1253 init_player_stats_new_ship();
1257 fread( &i, sizeof(int), 1, fp );
1259 fread( Walls, sizeof(wall)*Num_walls, 1, fp );
1261 //now that we have the walls, check if any sounds are linked to
1262 //walls that are now open
1263 for (i=0;i<Num_walls;i++) {
1264 if (Walls[i].type == WALL_OPEN)
1265 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1268 //Restore exploding wall info
1269 if (version >= 10) {
1270 fread( &i, sizeof(int), 1, fp );
1271 fread( expl_wall_list, sizeof(*expl_wall_list), i, fp );
1275 fread( &i, sizeof(int), 1, fp );
1277 fread( ActiveDoors, sizeof(active_door)*Num_open_doors, 1, fp );
1279 if (version >= 14) { //Restore cloaking wall info
1280 fread( &i, sizeof(int), 1, fp );
1281 Num_cloaking_walls = i;
1282 fread( CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls, fp );
1285 //Restore trigger info
1286 fread( &Num_triggers, sizeof(int), 1, fp );
1287 fread( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
1290 for (i=0; i<=Highest_segment_index; i++ ) {
1291 for (j=0; j<6; j++ ) {
1292 fread( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
1293 fread( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
1294 fread( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
1298 //Restore the fuelcen info
1299 fread( &Control_center_destroyed, sizeof(int), 1, fp );
1300 fread( &Countdown_timer, sizeof(int), 1, fp );
1301 fread( &Num_robot_centers, sizeof(int), 1, fp );
1302 fread( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
1303 fread( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
1304 fread( &Num_fuelcenters, sizeof(int), 1, fp );
1305 fread( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
1307 // Restore the control cen info
1308 fread( &Control_center_been_hit, sizeof(int), 1, fp );
1309 fread( &Control_center_player_been_seen, sizeof(int), 1, fp );
1310 fread( &Control_center_next_fire_time, sizeof(int), 1, fp );
1311 fread( &Control_center_present, sizeof(int), 1, fp );
1312 fread( &Dead_controlcen_object_num, sizeof(int), 1, fp );
1314 // Restore the AI state
1315 ai_restore_state( fp, version );
1317 // Restore the automap visited info
1318 fread( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
1320 // Restore hacked up weapon system stuff.
1321 Fusion_next_sound_time = GameTime;
1322 Auto_fire_fusion_cannon_time = 0;
1323 Next_laser_fire_time = GameTime;
1324 Next_missile_fire_time = GameTime;
1325 Last_laser_fired_time = GameTime;
1330 if ( version >= 7 ) {
1331 fread( &state_game_id, sizeof(uint), 1, fp );
1332 fread( &Laser_rapid_fire, sizeof(int), 1, fp );
1333 fread( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1334 fread( &Lunacy, sizeof(int), 1, fp );
1339 if (version >= 17) {
1340 fread(MarkerObject,sizeof(MarkerObject),1,fp);
1341 fread(MarkerOwner,sizeof(MarkerOwner),1,fp);
1342 fread(MarkerMessage,sizeof(MarkerMessage),1,fp);
1349 fread (&num,sizeof(int),1,fp); //was NumOfMarkers
1350 fread (&dummy,sizeof(int),1,fp); //was CurMarker
1352 fseek( fp, num * (sizeof(vms_vector) + 40), SEEK_CUR );
1354 for (num=0;num<NUM_MARKERS;num++)
1355 MarkerObject[num] = -1;
1359 if (secret_restore != 1)
1360 fread (&Afterburner_charge,sizeof(fix),1,fp);
1363 fread (&dummy_fix,sizeof(fix),1,fp);
1367 //read last was super information
1368 fread(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
1369 fread(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
1372 if (version >= 12) {
1373 fread( &Flash_effect, sizeof(int), 1, fp );
1374 fread( &Time_flash_last_played, sizeof(int), 1, fp );
1375 fread( &PaletteRedAdd, sizeof(int), 1, fp);
1376 fread( &PaletteGreenAdd, sizeof(int), 1, fp);
1377 fread( &PaletteBlueAdd, sizeof(int), 1, fp);
1380 Time_flash_last_played = 0;
1382 PaletteGreenAdd = 0;
1386 // Load Light_subtracted
1387 if (version >= 16) {
1388 fread(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1389 apply_all_changed_light();
1390 compute_all_static_light(); // set static_light field in segment struct. See note at that function.
1393 for (i=0; i<=Highest_segment_index; i++)
1394 Light_subtracted[i] = 0;
1397 if (!secret_restore) {
1398 if (version >= 20) {
1399 fread(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1400 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1402 First_secret_visit = 1;
1404 First_secret_visit = 0;
1408 if (secret_restore != 1)
1409 fread (&Omega_charge,sizeof(fix),1,fp);
1412 fread (&dummy_fix,sizeof(fix),1,fp);
1419 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1420 { // connected in the restored game
1421 for (i=0;i<nplayers;i++)
1423 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1424 if (Players[i].connected!=1)
1426 network_disconnect_player (i);
1427 create_player_appearance_effect(&Objects[Players[i].objnum]);
1428 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1435 // Load in bitmaps, etc..
1436 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1441 // When loading a saved game, segp->static_light is bogus.
1442 // This is because apply_all_changed_light, which is supposed to properly update this value,
1443 // cannot do so because it needs the original light cast from a light which is no longer there.
1444 // That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1445 // which is present in the static_light field contains the light cast from that light.
1446 void compute_all_static_light(void)
1450 for (i=0; i<=Highest_segment_index; i++) {
1454 segp = &Segments[i];
1457 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1460 sidep = &segp->sides[j];
1463 total_light += sidep->uvls[k].l;
1466 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1472 int state_get_game_id(char *filename)
1478 char desc[DESC_LENGTH+1];
1482 mprintf((0, "Restoring multigame from [%s]\n", filename));
1484 fp = fopen( filename, "rb" );
1485 if ( !fp ) return 0;
1488 fread( id, sizeof(char)*4, 1, fp );
1489 if ( memcmp( id, dgss_id, 4 )) {
1495 fread( &version, sizeof(int), 1, fp );
1496 if (version < STATE_COMPATIBLE_VERSION) {
1502 fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1504 // Skip the current screen shot...
1505 fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1507 // And now...skip the palette stuff that somebody forgot to add
1508 fseek( fp, 768, SEEK_CUR );
1510 // Read the Between levels flag...
1511 fread( &between_levels, sizeof(int), 1, fp );
1513 Assert(between_levels == 0); //between levels save ripped out
1515 // Read the mission info...
1516 fread( mission, sizeof(char)*9, 1, fp );
1518 fread( &dumbint, sizeof(int), 1, fp );
1519 fread( &dumbint, sizeof(int), 1, fp );
1522 fread( &dumbint, sizeof(fix), 1, fp );
1524 fread (&state_game_id,sizeof(int),1,fp);
1526 return (state_game_id);
1529 #if defined(POLY_ACC)
1530 //void screen_shot_pa(ubyte *dst,ushort *src)
1532 // //ushort *src = pa_get_buffer_address(0),
1534 // fix u, v, du, dv;
1539 // du = (640.0 / (float)THUMBNAIL_W) * 65536.0;
1540 // dv = (480.0 / (float)THUMBNAIL_H) * 65536.0;
1542 // for(v = h = 0; h != THUMBNAIL_H; ++h)
1544 // s = src + f2i(v) * 640;
1546 // for(u = w = 0; w != THUMBNAIL_W; ++w)
1549 // *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e);
1555 void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv)
1557 #if !defined(MACINTOSH)
1562 Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h);
1566 src = (ushort *) scanv->cv_bitmap.bm_data;
1567 dst = dcanv->cv_bitmap.bm_data;
1569 #ifdef PA_3DFX_VOODOO
1570 src=(ushort *)pa_set_back_to_read();
1573 for (y=0; y<scanv->cv_h; y++) {
1574 for (x=0; x<scanv->cv_w; x++) {
1575 #ifdef PA_3DFX_VOODOO
1576 *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e);
1578 *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e);
1583 src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP)));
1584 dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w;
1586 #ifdef PA_3DFX_VOODOO
1587 pa_set_front_to_read();