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 * Functions to save/restore game state.
32 #if !defined(_MSC_VER) && !defined(macintosh)
57 #define STATE_VERSION 22
58 #define STATE_COMPATIBLE_VERSION 20
59 // 0 - Put DGSS (Descent Game State Save) id at tof.
60 // 1 - Added Difficulty level save
61 // 2 - Added Cheats_enabled flag
62 // 3 - Added between levels save.
63 // 4 - Added mission support
64 // 5 - Mike changed ai and object structure.
65 // 6 - Added buggin' cheat save
66 // 7 - Added other cheat saves and game_id.
67 // 8 - Added AI stuff for escort and thief.
68 // 9 - Save palette with screen shot
69 // 12- Saved last_was_super array
70 // 13- Saved palette flash stuff
71 // 14- Save cloaking wall stuff
72 // 15- Save additional ai info
73 // 16- Save Light_subtracted
74 // 17- New marker save
75 // 18- Took out saving of old cheat status
76 // 19- Saved cheats_enabled flag
77 // 20- First_secret_visit
81 #define THUMBNAIL_W 100
82 #define THUMBNAIL_H 50
83 #define DESC_LENGTH 20
85 extern void multi_initiate_save_game();
86 extern void multi_initiate_restore_game();
87 extern void apply_all_changed_light(void);
89 extern int Do_appearance_effect;
90 extern fix Fusion_next_sound_time;
92 extern int Laser_rapid_fire;
93 extern int Physics_cheat_flag;
95 extern void do_lunacy_on(void);
96 extern void do_lunacy_off(void);
97 extern int First_secret_visit;
100 grs_bitmap *sc_bmp[NUM_SAVES+1];
102 char dgss_id[4] = "DGSS";
104 int state_default_item = 0;
108 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
109 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
110 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
111 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
112 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
113 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
114 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
115 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
119 extern ubyte Hack_DblClick_MenuMode;
122 //-------------------------------------------------------------------
123 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
125 // if ( sc_last_item != citem ) {
126 // sc_last_item = citem;
128 if ( sc_bmp[citem-1] ) {
130 grs_canvas *save_canv = grd_curcanv;
131 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
132 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
133 gr_set_current_canvas(temp_canv);
134 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
135 gr_set_current_canvas( save_canv );
136 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
137 gr_free_canvas(temp_canv);
140 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
147 void rpad_string( char * string, int max_chars )
152 for( i=0; i<max_chars; i++ ) {
159 *string = 0; // NULL terminate
162 int state_get_save_file(char * fname, char * dsc, int multi, int blind_save)
165 int i, choice, version;
166 newmenu_item m[NUM_SAVES+2];
167 char filename[NUM_SAVES+1][30];
168 char desc[NUM_SAVES+1][DESC_LENGTH+16];
172 for (i=0;i<NUM_SAVES; i++ ) {
175 sprintf( filename[i], PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, i );
177 sprintf( filename[i], PLAYER_DIR "%s.mg%x", Players[Player_num].callsign, i );
179 fp = PHYSFSX_openReadBuffered(filename[i]);
182 //FIXME: check for swapped file, react accordingly...
183 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
184 if ( !memcmp( id, dgss_id, 4 )) {
186 PHYSFS_read(fp, &version, sizeof(int), 1);
187 if (version >= STATE_COMPATIBLE_VERSION) {
189 PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
190 //rpad_string( desc[i], DESC_LENGTH-1 );
192 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
193 //PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
200 strcpy( desc[i], TXT_EMPTY );
201 //rpad_string( desc[i], DESC_LENGTH-1 );
203 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
207 if (blind_save && state_default_item >= 0)
208 choice = state_default_item;
210 choice = newmenu_do1(NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item);
212 for (i=0; i<NUM_SAVES; i++ ) {
214 gr_free_bitmap( sc_bmp[i] );
218 strcpy( fname, filename[choice] );
219 strcpy( dsc, desc[choice] );
220 state_default_item = choice;
228 int state_get_restore_file(char * fname, int multi)
231 int i, choice, version, nsaves;
232 newmenu_item m[NUM_SAVES+2];
233 char filename[NUM_SAVES+1][30];
234 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
239 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
240 for (i=0;i<NUM_SAVES+1; i++ ) {
243 sprintf( filename[i], PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, i );
245 sprintf( filename[i], PLAYER_DIR "%s.mg%x", Players[Player_num].callsign, i );
247 fp = PHYSFSX_openReadBuffered(filename[i]);
250 //FIXME: check for swapped file, react accordingly...
251 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
252 if ( !memcmp( id, dgss_id, 4 )) {
254 PHYSFS_read(fp, &version, sizeof(int), 1);
255 if (version >= STATE_COMPATIBLE_VERSION) {
257 PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
258 //rpad_string( desc[i], DESC_LENGTH-1 );
259 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
261 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
262 PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
265 PHYSFS_read(fp, pal, 3, 256);
266 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
275 strcpy( desc[i], TXT_EMPTY );
276 //rpad_string( desc[i], DESC_LENGTH-1 );
277 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
282 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
286 if (Current_display_mode == SM(640,400)) //restore menu won't fit on 640x400
287 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
292 Hack_DblClick_MenuMode = 1;
296 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
300 Hack_DblClick_MenuMode = 0;
303 if (Current_display_mode == SM(640,400)) //set flag back
304 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
307 for (i=0; i<NUM_SAVES+1; i++ ) {
309 gr_free_bitmap( sc_bmp[i] );
313 strcpy( fname, filename[choice-1] );
314 if (choice != NUM_SAVES+1) //no new default when restore from autosave
315 state_default_item = choice - 1;
321 #define DESC_OFFSET 8
323 // -----------------------------------------------------------------------------------
324 // Imagine if C had a function to copy a file...
325 int copy_file(char *old_file, char *new_file)
329 PHYSFS_file *in_file, *out_file;
331 out_file = PHYSFS_openWrite(new_file);
333 if (out_file == NULL)
336 in_file = PHYSFS_openRead(old_file);
341 buf_size = (int)PHYSFS_fileLength(in_file);
342 while (buf_size && !(buf = d_malloc(buf_size)))
345 return -5; // likely to be an empty file
347 while (!PHYSFS_eof(in_file))
351 bytes_read = (int)PHYSFS_read(in_file, buf, 1, buf_size);
353 Error("Cannot read from file <%s>: %s", old_file, PHYSFS_getLastError());
355 Assert(bytes_read == buf_size || PHYSFS_eof(in_file));
357 if (PHYSFS_write(out_file, buf, 1, bytes_read) < bytes_read)
358 Error("Cannot write to file <%s>: %s", new_file, PHYSFS_getLastError());
363 if (!PHYSFS_close(in_file))
365 PHYSFS_close(out_file);
369 if (!PHYSFS_close(out_file))
376 extern int Final_boss_is_dead;
378 // -----------------------------------------------------------------------------------
379 // blind_save means don't prompt user for any info.
380 int state_save_all(int between_levels, int secret_save, char *filename_override, int blind_save)
382 int rval, filenum = -1;
384 char filename[128], desc[DESC_LENGTH+1];
386 Assert(between_levels == 0); //between levels save ripped out
389 if ( Game_mode & GM_MULTI ) {
390 multi_initiate_save_game();
395 if ((Current_level_num < 0) && (secret_save == 0)) {
396 HUD_init_message( "Can't save in secret level!" );
400 if (Final_boss_is_dead) //don't allow save while final boss is dying
403 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
405 // If this is a secret save and the control center has been destroyed, don't allow
406 // return to the base level.
407 if (secret_save && (Control_center_destroyed)) {
408 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
409 PHYSFS_delete(PLAYER_DIR "secret.sgb");
415 if (secret_save == 1) {
416 filename_override = filename;
417 sprintf(filename_override, PLAYER_DIR "secret.sgb");
418 } else if (secret_save == 2) {
419 filename_override = filename;
420 sprintf(filename_override, PLAYER_DIR "secret.sgc");
422 if (filename_override) {
423 strcpy( filename, filename_override);
424 sprintf(desc, "[autosave backup]");
426 else if (!(filenum = state_get_save_file(filename, desc, 0, blind_save)))
434 // If not in multiplayer, do special secret level stuff.
435 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
436 // If it doesn't exist, then delete Nsecret.sgc
437 if (!secret_save && !(Game_mode & GM_MULTI)) {
439 char temp_fname[32], fc;
444 fc = (filenum-10) + 'a';
448 sprintf(temp_fname, PLAYER_DIR "%csecret.sgc", fc);
450 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
452 if (PHYSFS_exists(temp_fname))
454 mprintf((0, "Deleting file %s\n", temp_fname));
455 if (!PHYSFS_delete(temp_fname))
456 Error("Cannot delete file <%s>: %s", temp_fname, PHYSFS_getLastError());
459 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
461 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
462 rval = copy_file(PLAYER_DIR "secret.sgc", temp_fname);
463 Assert(rval == 0); // Oops, error copying secret.sgc to temp_fname!
468 // Save file we're going to save over in last slot and call "[autosave backup]"
469 if (!filename_override) {
472 tfp = PHYSFSX_openWriteBuffered(filename);
477 sprintf( newname, PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
479 PHYSFS_seek(tfp, DESC_OFFSET);
480 PHYSFS_write(tfp, "[autosave backup]", sizeof(char) * DESC_LENGTH, 1);
482 PHYSFS_delete(newname);
483 PHYSFSX_rename(filename, newname);
487 rval = state_save_all_sub(filename, desc, between_levels);
488 if (rval && !secret_save)
489 HUD_init_message("Game saved.");
494 extern fix Flash_effect, Time_flash_last_played;
497 int state_save_all_sub(char *filename, char *desc, int between_levels)
504 Assert(between_levels == 0); //between levels save ripped out
506 /* if ( Game_mode & GM_MULTI ) {
513 #if defined(MACINTOSH) && !defined(NDEBUG)
514 if ( strncmp(filename, PLAYER_DIR, 9) )
518 fp = PHYSFSX_openWriteBuffered(filename);
520 if ( !(Game_mode & GM_MULTI) )
521 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
527 PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
531 PHYSFS_write(fp, &i, sizeof(int), 1);
534 PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
536 // Save the current screen shot...
538 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
541 grs_canvas * cnv_save;
542 cnv_save = grd_curcanv;
544 gr_set_current_canvas( cnv );
549 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);
554 PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
556 gr_set_current_canvas(cnv_save);
557 gr_free_canvas( cnv );
558 PHYSFS_write(fp, pal, 3, 256);
563 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
564 PHYSFS_write(fp, &color, sizeof(ubyte), 1);
567 // Save the Between levels flag...
568 PHYSFS_write(fp, &between_levels, sizeof(int), 1);
570 // Save the mission info...
571 mprintf ((0, "HEY! Mission name is %s\n", Current_mission_filename));
572 PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
575 PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
576 PHYSFS_write(fp, &Next_level_num, sizeof(int), 1);
579 PHYSFS_write(fp, &GameTime, sizeof(fix), 1);
581 // If coop save, save all
583 if (Game_mode & GM_MULTI_COOP)
585 PHYSFS_write(fp, &state_game_id,sizeof(int), 1);
586 PHYSFS_write(fp, &Netgame,sizeof(netgame_info), 1);
587 PHYSFS_write(fp, &NetPlayers,sizeof(AllNetPlayers_info), 1);
588 PHYSFS_write(fp, &N_players,sizeof(int), 1);
589 PHYSFS_write(fp, &Player_num,sizeof(int), 1);
590 for (i=0;i<N_players;i++)
591 PHYSFS_write(fp, &Players[i], sizeof(player), 1);
593 #ifdef RISKY_PROPOSITION
594 PHYSFS_write(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
595 PHYSFS_write(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
596 PHYSFS_write(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
597 PHYSFS_write(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
598 PHYSFS_write(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
599 PHYSFS_write(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
600 PHYSFS_write(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
602 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
603 PHYSFS_write(fp, robot_fire_buf[i][0], 18 + 3, 1);
610 PHYSFS_write(fp, &Players[Player_num], sizeof(player), 1);
612 // Save the current weapon info
613 PHYSFS_write(fp, &Primary_weapon, sizeof(sbyte), 1);
614 PHYSFS_write(fp, &Secondary_weapon, sizeof(sbyte), 1);
616 // Save the difficulty level
617 PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
618 // Save cheats enabled
619 PHYSFS_write(fp, &Cheats_enabled,sizeof(int), 1);
621 if ( !between_levels ) {
623 //Finish all morph objects
624 for (i=0; i<=Highest_object_index; i++ ) {
625 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
627 md = find_morph_data(&Objects[i]);
629 md->obj->control_type = md->morph_save_control_type;
630 md->obj->movement_type = md->morph_save_movement_type;
631 md->obj->render_type = RT_POLYOBJ;
632 md->obj->mtype.phys_info = md->morph_save_phys_info;
634 } else { //maybe loaded half-morphed from disk
635 Objects[i].flags |= OF_SHOULD_BE_DEAD;
636 Objects[i].render_type = RT_POLYOBJ;
637 Objects[i].control_type = CT_NONE;
638 Objects[i].movement_type = MT_NONE;
644 i = Highest_object_index+1;
645 PHYSFS_write(fp, &i, sizeof(int), 1);
646 PHYSFS_write(fp, Objects, sizeof(object), i);
650 PHYSFS_write(fp, &i, sizeof(int), 1);
651 PHYSFS_write(fp, Walls, sizeof(wall), i);
653 //Save exploding wall info
654 i = MAX_EXPLODING_WALLS;
655 PHYSFS_write(fp, &i, sizeof(int), 1);
656 PHYSFS_write(fp, expl_wall_list, sizeof(*expl_wall_list), i);
660 PHYSFS_write(fp, &i, sizeof(int), 1);
661 PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i);
663 //Save cloaking wall info
664 i = Num_cloaking_walls;
665 PHYSFS_write(fp, &i, sizeof(int), 1);
666 PHYSFS_write(fp, CloakingWalls, sizeof(cloaking_wall), i);
669 PHYSFS_write(fp, &Num_triggers, sizeof(int), 1);
670 PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers);
673 for (i = 0; i <= Highest_segment_index; i++)
675 for (j = 0; j < 6; j++)
677 PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
678 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
679 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
683 // Save the fuelcen info
684 PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1);
685 PHYSFS_write(fp, &Countdown_timer, sizeof(int), 1);
686 PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1);
687 PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
688 PHYSFS_write(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
689 PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1);
690 PHYSFS_write(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
692 // Save the control cen info
693 PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1);
694 PHYSFS_write(fp, &Control_center_player_been_seen, sizeof(int), 1);
695 PHYSFS_write(fp, &Control_center_next_fire_time, sizeof(int), 1);
696 PHYSFS_write(fp, &Control_center_present, sizeof(int), 1);
697 PHYSFS_write(fp, &Dead_controlcen_object_num, sizeof(int), 1);
702 // Save the automap visited info
703 PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
706 PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
707 PHYSFS_write(fp, &Laser_rapid_fire, sizeof(int), 1);
708 PHYSFS_write(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
709 PHYSFS_write(fp, &Lunacy, sizeof(int), 1);
711 // Save automap marker info
713 PHYSFS_write(fp, MarkerObject, sizeof(MarkerObject) ,1);
714 PHYSFS_write(fp, MarkerOwner, sizeof(MarkerOwner), 1);
715 PHYSFS_write(fp, MarkerMessage, sizeof(MarkerMessage), 1);
717 PHYSFS_write(fp, &Afterburner_charge, sizeof(fix), 1);
719 //save last was super information
720 PHYSFS_write(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
721 PHYSFS_write(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
723 // Save flash effect stuff
724 PHYSFS_write(fp, &Flash_effect, sizeof(int), 1);
725 PHYSFS_write(fp, &Time_flash_last_played, sizeof(int), 1);
726 PHYSFS_write(fp, &PaletteRedAdd, sizeof(int), 1);
727 PHYSFS_write(fp, &PaletteGreenAdd, sizeof(int), 1);
728 PHYSFS_write(fp, &PaletteBlueAdd, sizeof(int), 1);
730 PHYSFS_write(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
732 PHYSFS_write(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
734 if (PHYSFS_write(fp, &Omega_charge, sizeof(Omega_charge), 1) < 1)
736 if ( !(Game_mode & GM_MULTI) ) {
737 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
739 PHYSFS_delete(filename);
744 #ifdef MACINTOSH // set the type and creator of the saved game file
750 strcpy(pfilename, filename);
752 err = HGetFInfo(0, 0, pfilename, &finfo);
753 finfo.fdType = 'SVGM';
754 finfo.fdCreator = 'DCT2';
755 err = HSetFInfo(0, 0, pfilename, &finfo);
765 // -----------------------------------------------------------------------------------
766 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
767 void set_pos_from_return_segment(void)
769 int plobjnum = Players[Player_num].objnum;
771 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
772 obj_relink(plobjnum, Secret_return_segment);
773 reset_player_object();
774 Objects[plobjnum].orient = Secret_return_orient;
777 // -----------------------------------------------------------------------------------
778 int state_restore_all(int in_game, int secret_restore, char *filename_override)
784 if ( Game_mode & GM_MULTI ) {
786 multi_initiate_restore_game();
792 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
793 HUD_init_message( "Can't restore in secret level!" );
797 if ( Newdemo_state == ND_STATE_RECORDING )
798 newdemo_stop_recording();
800 if ( Newdemo_state != ND_STATE_NORMAL )
805 if (filename_override) {
806 strcpy(filename, filename_override);
807 filenum = NUM_SAVES+1; // So we don't trigger autosave
808 } else if (!(filenum = state_get_restore_file(filename, 0))) {
814 // If not in multiplayer, do special secret level stuff.
815 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
816 // If it doesn't exist, then delete secret.sgc
817 if (!secret_restore && !(Game_mode & GM_MULTI)) {
819 char temp_fname[32], fc;
823 fc = (filenum-10) + 'a';
827 sprintf(temp_fname, PLAYER_DIR "%csecret.sgc", fc);
829 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
831 if (PHYSFS_exists(temp_fname))
833 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
834 rval = copy_file(temp_fname, PLAYER_DIR "secret.sgc");
835 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
837 PHYSFS_delete(PLAYER_DIR "secret.sgc");
841 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
842 if ((filenum != (NUM_SAVES+1)) && in_game) {
843 char temp_filename[128];
844 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
845 sprintf( temp_filename, PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
846 state_save_all(!in_game, secret_restore, temp_filename, 0);
849 if ( !secret_restore && in_game ) {
851 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
860 return state_restore_all_sub(filename, 0, secret_restore);
863 extern void init_player_stats_new_ship(void);
865 void ShowLevelIntro(int level_num);
867 extern void do_cloak_invul_secret_stuff(fix old_gametime);
868 extern void copy_defaults_to_robot(object *objp);
870 int state_restore_all_sub(char *filename, int multi, int secret_restore)
872 int ObjectStartLocation;
873 int version,i, j, segnum;
876 int current_level, next_level;
879 char desc[DESC_LENGTH+1];
881 char org_callsign[CALLSIGN_LEN+16];
884 int nplayers = 0; //,playid[12],mynum;
885 player restore_players[MAX_PLAYERS];
887 fix old_gametime = GameTime;
888 short TempTmapNum[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
889 short TempTmapNum2[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
891 #if defined(MACINTOSH) && !defined(NDEBUG)
892 if (strncmp(filename, PLAYER_DIR, 9))
896 fp = PHYSFSX_openReadBuffered(filename);
900 //FIXME: check for swapped file, react accordingly...
901 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
902 if ( memcmp( id, dgss_id, 4 )) {
908 PHYSFS_read(fp, &version, sizeof(int), 1);
909 if (version < STATE_COMPATIBLE_VERSION) {
915 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
917 // Skip the current screen shot...
918 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
920 // And now...skip the goddamn palette stuff that somebody forgot to add
921 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
923 // Read the Between levels flag...
924 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
926 Assert(between_levels == 0); //between levels save ripped out
928 // Read the mission info...
929 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
930 mprintf ((0,"Missionname to load = %s\n",mission));
932 if (!load_mission_by_name( mission )) {
933 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
939 PHYSFS_read(fp, ¤t_level, sizeof(int), 1);
940 PHYSFS_read(fp, &next_level, sizeof(int), 1);
943 PHYSFS_read(fp, &GameTime, sizeof(fix), 1);
945 // Start new game....
947 Game_mode = GM_NORMAL;
948 Function_mode = FMODE_GAME;
950 change_playernum_to(0);
952 strcpy( org_callsign, Players[0].callsign );
954 if (!secret_restore) {
955 InitPlayerObject(); //make sure player's object set up
956 init_player_stats_game(); //clear all stats
959 strcpy( org_callsign, Players[Player_num].callsign );
963 if (Game_mode & GM_MULTI)
965 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
966 PHYSFS_read(fp, &Netgame, sizeof(netgame_info), 1);
967 PHYSFS_read(fp, &NetPlayers, sizeof(AllNetPlayers_info), 1);
968 PHYSFS_read(fp, &nplayers, sizeof(N_players), 1);
969 PHYSFS_read(fp, &Player_num, sizeof(Player_num), 1);
970 for (i=0;i<nplayers;i++)
971 PHYSFS_read(fp, &restore_players[i], sizeof(player), 1);
972 #ifdef RISKY_PROPOSITION
973 PHYSFS_read(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
974 PHYSFS_read(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
975 PHYSFS_read(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
976 PHYSFS_read(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
977 PHYSFS_read(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
978 PHYSFS_read(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
979 PHYSFS_read(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
981 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
982 PHYSFS_read(fp, &robot_fire_buf[i][0],21,1);
985 for (i=0;i<nplayers;i++)
988 for (j=0;j<nplayers;j++)
990 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
993 restore_players[i].connected=found;
995 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
998 if (network_i_am_master())
1000 for (i=0;i<N_players;i++)
1004 Players[i].connected=0;
1008 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1016 StartNewLevelSub(current_level, 1, secret_restore);
1018 if (secret_restore) {
1019 player dummy_player;
1021 PHYSFS_read(fp, &dummy_player, sizeof(player), 1);
1022 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1023 Players[Player_num].level = dummy_player.level;
1024 Players[Player_num].last_score = dummy_player.last_score;
1025 Players[Player_num].time_level = dummy_player.time_level;
1027 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1028 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1029 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1030 Players[Player_num].hostages_total = dummy_player.hostages_total;
1031 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1032 Players[Player_num].hostages_level = dummy_player.hostages_level;
1033 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1034 Players[Player_num].hours_level = dummy_player.hours_level;
1035 Players[Player_num].hours_total = dummy_player.hours_total;
1036 do_cloak_invul_secret_stuff(old_gametime);
1038 Players[Player_num] = dummy_player;
1041 PHYSFS_read(fp, &Players[Player_num], sizeof(player), 1);
1044 strcpy( Players[Player_num].callsign, org_callsign );
1046 // Set the right level
1047 if ( between_levels )
1048 Players[Player_num].level = next_level;
1050 // Restore the weapon states
1051 PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1);
1052 PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1);
1054 select_weapon(Primary_weapon, 0, 0, 0);
1055 select_weapon(Secondary_weapon, 1, 0, 0);
1057 // Restore the difficulty level
1058 PHYSFS_read(fp, &Difficulty_level, sizeof(int), 1);
1060 // Restore the cheats enabled flag
1062 PHYSFS_read(fp, &Cheats_enabled, sizeof(int),1);
1064 if ( !between_levels ) {
1065 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1067 ObjectStartLocation = (int)PHYSFS_tell(fp);
1068 //Clear out all the objects from the lvl file
1069 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1070 Segments[segnum].objects = -1;
1073 //Read objects, and pop 'em into their respective segments.
1074 PHYSFS_read(fp, &i, sizeof(int), 1);
1075 Highest_object_index = i-1;
1076 PHYSFS_read(fp, Objects, sizeof(object) * i, 1);
1078 Object_next_signature = 0;
1079 for (i=0; i<=Highest_object_index; i++ ) {
1081 obj->rtype.pobj_info.alt_textures = -1;
1082 segnum = obj->segnum;
1083 obj->next = obj->prev = obj->segnum = -1;
1084 if ( obj->type != OBJ_NONE ) {
1086 if ( obj->signature > Object_next_signature )
1087 Object_next_signature = obj->signature;
1090 //look for, and fix, boss with bogus shields
1091 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1092 fix save_shields = obj->shields;
1094 copy_defaults_to_robot(obj); //calculate starting shields
1096 //if in valid range, use loaded shield value
1097 if (save_shields > 0 && save_shields <= obj->shields)
1098 obj->shields = save_shields;
1100 obj->shields /= 2; //give player a break
1104 special_reset_objects();
1105 Object_next_signature++;
1107 // 1 = Didn't die on secret level.
1108 // 2 = Died on secret level.
1109 if (secret_restore && (Current_level_num >= 0)) {
1110 set_pos_from_return_segment();
1111 if (secret_restore == 2)
1112 init_player_stats_new_ship();
1116 PHYSFS_read(fp, &i, sizeof(int), 1);
1118 PHYSFS_read(fp, Walls, sizeof(wall), Num_walls);
1120 //now that we have the walls, check if any sounds are linked to
1121 //walls that are now open
1122 for (i=0;i<Num_walls;i++) {
1123 if (Walls[i].type == WALL_OPEN)
1124 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1127 //Restore exploding wall info
1128 if (version >= 10) {
1129 PHYSFS_read(fp, &i, sizeof(int), 1);
1130 PHYSFS_read(fp, expl_wall_list, sizeof(*expl_wall_list), i);
1134 PHYSFS_read(fp, &i, sizeof(int), 1);
1136 PHYSFS_read(fp, ActiveDoors, sizeof(active_door), Num_open_doors);
1138 if (version >= 14) { //Restore cloaking wall info
1139 PHYSFS_read(fp, &i, sizeof(int), 1);
1140 Num_cloaking_walls = i;
1141 PHYSFS_read(fp, CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls);
1144 //Restore trigger info
1145 PHYSFS_read(fp, &Num_triggers, sizeof(int), 1);
1146 PHYSFS_read(fp, Triggers, sizeof(trigger), Num_triggers);
1148 //Restore tmap info (to temp values so we can use compiled-in tmap info to compute static_light)
1149 for (i=0; i<=Highest_segment_index; i++ ) {
1150 for (j=0; j<6; j++ ) {
1151 PHYSFS_read(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
1152 PHYSFS_read(fp, &TempTmapNum[i][j], sizeof(short), 1);
1153 PHYSFS_read(fp, &TempTmapNum2[i][j], sizeof(short), 1);
1157 //Restore the fuelcen info
1158 PHYSFS_read(fp, &Control_center_destroyed, sizeof(int), 1);
1159 PHYSFS_read(fp, &Countdown_timer, sizeof(int), 1);
1160 PHYSFS_read(fp, &Num_robot_centers, sizeof(int), 1);
1161 PHYSFS_read(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
1162 PHYSFS_read(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
1163 PHYSFS_read(fp, &Num_fuelcenters, sizeof(int), 1);
1164 PHYSFS_read(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
1166 // Restore the control cen info
1167 PHYSFS_read(fp, &Control_center_been_hit, sizeof(int), 1);
1168 PHYSFS_read(fp, &Control_center_player_been_seen, sizeof(int), 1);
1169 PHYSFS_read(fp, &Control_center_next_fire_time, sizeof(int), 1);
1170 PHYSFS_read(fp, &Control_center_present, sizeof(int), 1);
1171 PHYSFS_read(fp, &Dead_controlcen_object_num, sizeof(int), 1);
1173 // Restore the AI state
1174 ai_restore_state( fp, version );
1176 // Restore the automap visited info
1177 PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
1179 // Restore hacked up weapon system stuff.
1180 Fusion_next_sound_time = GameTime;
1181 Auto_fire_fusion_cannon_time = 0;
1182 Next_laser_fire_time = GameTime;
1183 Next_missile_fire_time = GameTime;
1184 Last_laser_fired_time = GameTime;
1189 if ( version >= 7 ) {
1190 PHYSFS_read(fp, &state_game_id, sizeof(uint), 1);
1191 PHYSFS_read(fp, &Laser_rapid_fire, sizeof(int), 1);
1192 PHYSFS_read(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1193 PHYSFS_read(fp, &Lunacy, sizeof(int), 1);
1198 if (version >= 17) {
1199 PHYSFS_read(fp, MarkerObject, sizeof(MarkerObject), 1);
1200 PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1);
1201 PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage), 1);
1208 PHYSFS_read(fp, &num,sizeof(int), 1); // was NumOfMarkers
1209 PHYSFS_read(fp, &dummy,sizeof(int), 1); // was CurMarker
1211 PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40));
1213 for (num=0;num<NUM_MARKERS;num++)
1214 MarkerObject[num] = -1;
1218 if (secret_restore != 1)
1219 PHYSFS_read(fp, &Afterburner_charge, sizeof(fix), 1);
1222 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1226 //read last was super information
1227 PHYSFS_read(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
1228 PHYSFS_read(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
1231 if (version >= 12) {
1232 PHYSFS_read(fp, &Flash_effect, sizeof(int), 1);
1233 PHYSFS_read(fp, &Time_flash_last_played, sizeof(int), 1);
1234 PHYSFS_read(fp, &PaletteRedAdd, sizeof(int), 1);
1235 PHYSFS_read(fp, &PaletteGreenAdd, sizeof(int), 1);
1236 PHYSFS_read(fp, &PaletteBlueAdd, sizeof(int), 1);
1239 Time_flash_last_played = 0;
1241 PaletteGreenAdd = 0;
1245 // Load Light_subtracted
1246 if (version >= 16) {
1247 PHYSFS_read(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
1248 apply_all_changed_light();
1251 for (i=0; i<=Highest_segment_index; i++)
1252 Light_subtracted[i] = 0;
1255 // static_light should now be computed - now actually set tmap info
1256 for (i=0; i<=Highest_segment_index; i++ ) {
1257 for (j=0; j<6; j++ ) {
1258 Segments[i].sides[j].tmap_num=TempTmapNum[i][j];
1259 Segments[i].sides[j].tmap_num2=TempTmapNum2[i][j];
1263 if (!secret_restore) {
1264 if (version >= 20) {
1265 PHYSFS_read(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
1266 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1268 First_secret_visit = 1;
1270 First_secret_visit = 0;
1274 if (secret_restore != 1)
1275 PHYSFS_read(fp, &Omega_charge, sizeof(fix), 1);
1278 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1285 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1286 { // connected in the restored game
1287 for (i=0;i<nplayers;i++)
1289 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1290 if (Players[i].connected!=1)
1292 network_disconnect_player (i);
1293 create_player_appearance_effect(&Objects[Players[i].objnum]);
1294 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1301 // Load in bitmaps, etc..
1302 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1308 int state_get_game_id(char *filename)
1314 char desc[DESC_LENGTH+1];
1318 mprintf((0, "Restoring multigame from [%s]\n", filename));
1320 fp = PHYSFS_openRead(filename);
1324 //FIXME: check for swapped file, react accordingly...
1325 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
1326 if ( memcmp( id, dgss_id, 4 )) {
1332 PHYSFS_read(fp, &version, sizeof(int), 1);
1333 if (version < STATE_COMPATIBLE_VERSION) {
1339 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
1341 // Skip the current screen shot...
1342 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
1344 // And now...skip the palette stuff that somebody forgot to add
1345 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
1347 // Read the Between levels flag...
1348 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
1350 Assert(between_levels == 0); //between levels save ripped out
1352 // Read the mission info...
1353 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
1355 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1356 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1359 PHYSFS_read(fp, &dumbint, sizeof(fix), 1);
1361 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1363 return (state_game_id);