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)
46 #if defined(__APPLE__) && defined(__MACH__)
47 #include <OpenGL/gl.h>
100 #include "playsave.h"
106 #define STATE_VERSION 22
107 #define STATE_COMPATIBLE_VERSION 20
108 // 0 - Put DGSS (Descent Game State Save) id at tof.
109 // 1 - Added Difficulty level save
110 // 2 - Added Cheats_enabled flag
111 // 3 - Added between levels save.
112 // 4 - Added mission support
113 // 5 - Mike changed ai and object structure.
114 // 6 - Added buggin' cheat save
115 // 7 - Added other cheat saves and game_id.
116 // 8 - Added AI stuff for escort and thief.
117 // 9 - Save palette with screen shot
118 // 12- Saved last_was_super array
119 // 13- Saved palette flash stuff
120 // 14- Save cloaking wall stuff
121 // 15- Save additional ai info
122 // 16- Save Light_subtracted
123 // 17- New marker save
124 // 18- Took out saving of old cheat status
125 // 19- Saved cheats_enabled flag
126 // 20- First_secret_visit
130 #define THUMBNAIL_W 100
131 #define THUMBNAIL_H 50
132 #define DESC_LENGTH 20
134 extern void multi_initiate_save_game();
135 extern void multi_initiate_restore_game();
136 extern void apply_all_changed_light(void);
138 extern int Do_appearance_effect;
139 extern fix Fusion_next_sound_time;
141 extern int Laser_rapid_fire;
142 extern int Physics_cheat_flag;
144 extern void do_lunacy_on(void);
145 extern void do_lunacy_off(void);
146 extern int First_secret_visit;
149 grs_bitmap *sc_bmp[NUM_SAVES+1];
151 char dgss_id[4] = "DGSS";
153 int state_default_item = 0;
157 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
158 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
159 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
160 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
161 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
162 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
163 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
164 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
167 #if defined(WINDOWS) || defined(MACINTOSH)
168 extern ubyte Hack_DblClick_MenuMode;
171 //-------------------------------------------------------------------
172 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
174 // if ( sc_last_item != citem ) {
175 // sc_last_item = citem;
177 if ( sc_bmp[citem-1] ) {
179 grs_canvas *save_canv = grd_curcanv;
180 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
181 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
182 gr_set_current_canvas(temp_canv);
183 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
184 gr_set_current_canvas( save_canv );
185 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
186 gr_free_canvas(temp_canv);
189 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
196 void rpad_string( char * string, int max_chars )
201 for( i=0; i<max_chars; i++ ) {
208 *string = 0; // NULL terminate
211 int state_get_save_file(char * fname, char * dsc, int multi, int blind_save)
214 int i, choice, version;
215 newmenu_item m[NUM_SAVES+2];
216 char filename[NUM_SAVES+1][30];
217 char desc[NUM_SAVES+1][DESC_LENGTH+16];
221 for (i=0;i<NUM_SAVES; i++ ) {
224 sprintf( filename[i], PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, i );
226 sprintf( filename[i], PLAYER_DIR "%s.mg%x", Players[Player_num].callsign, i );
228 fp = PHYSFSX_openReadBuffered(filename[i]);
231 //FIXME: check for swapped file, react accordingly...
232 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
233 if ( !memcmp( id, dgss_id, 4 )) {
235 PHYSFS_read(fp, &version, sizeof(int), 1);
236 if (version >= STATE_COMPATIBLE_VERSION) {
238 PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
239 //rpad_string( desc[i], DESC_LENGTH-1 );
241 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
242 //PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
249 strcpy( desc[i], TXT_EMPTY );
250 //rpad_string( desc[i], DESC_LENGTH-1 );
252 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
256 if (blind_save && state_default_item >= 0)
257 choice = state_default_item;
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;
277 int state_get_restore_file(char * fname, int multi)
280 int i, choice, version, nsaves;
281 newmenu_item m[NUM_SAVES+2];
282 char filename[NUM_SAVES+1][30];
283 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
288 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
289 for (i=0;i<NUM_SAVES+1; i++ ) {
292 sprintf( filename[i], PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, i );
294 sprintf( filename[i], PLAYER_DIR "%s.mg%x", Players[Player_num].callsign, i );
296 fp = PHYSFSX_openReadBuffered(filename[i]);
299 //FIXME: check for swapped file, react accordingly...
300 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
301 if ( !memcmp( id, dgss_id, 4 )) {
303 PHYSFS_read(fp, &version, sizeof(int), 1);
304 if (version >= STATE_COMPATIBLE_VERSION) {
306 PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
307 //rpad_string( desc[i], DESC_LENGTH-1 );
308 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
310 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
311 PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
314 PHYSFS_read(fp, pal, 3, 256);
315 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
324 strcpy( desc[i], TXT_EMPTY );
325 //rpad_string( desc[i], DESC_LENGTH-1 );
326 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
331 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
335 if (Current_display_mode == SM(640,400)) //restore menu won't fit on 640x400
336 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
340 #if defined(WINDOWS) || defined(MACINTOSH)
341 Hack_DblClick_MenuMode = 1;
345 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
348 #if defined(WINDOWS) || defined(MACINTOSH)
349 Hack_DblClick_MenuMode = 0;
352 if (Current_display_mode == SM(640,400)) //set flag back
353 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
356 for (i=0; i<NUM_SAVES+1; i++ ) {
358 gr_free_bitmap( sc_bmp[i] );
362 strcpy( fname, filename[choice-1] );
363 if (choice != NUM_SAVES+1) //no new default when restore from autosave
364 state_default_item = choice - 1;
370 #define DESC_OFFSET 8
372 // -----------------------------------------------------------------------------------
373 // Imagine if C had a function to copy a file...
374 int copy_file(char *old_file, char *new_file)
378 PHYSFS_file *in_file, *out_file;
380 out_file = PHYSFS_openWrite(new_file);
382 if (out_file == NULL)
385 in_file = PHYSFS_openRead(old_file);
390 buf_size = PHYSFS_fileLength(in_file);
391 while (buf_size && !(buf = d_malloc(buf_size)))
394 return -5; // likely to be an empty file
396 while (!PHYSFS_eof(in_file))
400 bytes_read = PHYSFS_read(in_file, buf, 1, buf_size);
402 Error("Cannot read from file <%s>: %s", old_file, PHYSFS_getLastError());
404 Assert(bytes_read == buf_size || PHYSFS_eof(in_file));
406 if (PHYSFS_write(out_file, buf, 1, bytes_read) < bytes_read)
407 Error("Cannot write to file <%s>: %s", new_file, PHYSFS_getLastError());
412 if (!PHYSFS_close(in_file))
414 PHYSFS_close(out_file);
418 if (!PHYSFS_close(out_file))
425 extern int Final_boss_is_dead;
427 // -----------------------------------------------------------------------------------
428 // blind_save means don't prompt user for any info.
429 int state_save_all(int between_levels, int secret_save, char *filename_override, int blind_save)
431 int rval, filenum = -1;
433 char filename[128], desc[DESC_LENGTH+1];
435 Assert(between_levels == 0); //between levels save ripped out
438 if ( Game_mode & GM_MULTI ) {
439 multi_initiate_save_game();
444 if ((Current_level_num < 0) && (secret_save == 0)) {
445 HUD_init_message( "Can't save in secret level!" );
449 if (Final_boss_is_dead) //don't allow save while final boss is dying
452 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
454 // If this is a secret save and the control center has been destroyed, don't allow
455 // return to the base level.
456 if (secret_save && (Control_center_destroyed)) {
457 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
458 PHYSFS_delete(PLAYER_DIR "secret.sgb");
464 if (secret_save == 1) {
465 filename_override = filename;
466 sprintf(filename_override, PLAYER_DIR "secret.sgb");
467 } else if (secret_save == 2) {
468 filename_override = filename;
469 sprintf(filename_override, PLAYER_DIR "secret.sgc");
471 if (filename_override) {
472 strcpy( filename, filename_override);
473 sprintf(desc, "[autosave backup]");
475 else if (!(filenum = state_get_save_file(filename, desc, 0, blind_save)))
483 // If not in multiplayer, do special secret level stuff.
484 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
485 // If it doesn't exist, then delete Nsecret.sgc
486 if (!secret_save && !(Game_mode & GM_MULTI)) {
488 char temp_fname[32], fc;
493 fc = (filenum-10) + 'a';
497 sprintf(temp_fname, PLAYER_DIR "%csecret.sgc", fc);
499 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
501 if (PHYSFS_exists(temp_fname))
503 mprintf((0, "Deleting file %s\n", temp_fname));
504 if (!PHYSFS_delete(temp_fname))
505 Error("Cannot delete file <%s>: %s", temp_fname, PHYSFS_getLastError());
508 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
510 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
511 rval = copy_file(PLAYER_DIR "secret.sgc", temp_fname);
512 Assert(rval == 0); // Oops, error copying secret.sgc to temp_fname!
517 // Save file we're going to save over in last slot and call "[autosave backup]"
518 if (!filename_override) {
521 tfp = PHYSFSX_openWriteBuffered(filename);
526 sprintf( newname, PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
528 PHYSFS_seek(tfp, DESC_OFFSET);
529 PHYSFS_write(tfp, "[autosave backup]", sizeof(char) * DESC_LENGTH, 1);
531 PHYSFS_delete(newname);
532 PHYSFSX_rename(filename, newname);
536 rval = state_save_all_sub(filename, desc, between_levels);
537 if (rval && !secret_save)
538 HUD_init_message("Game saved.");
543 extern fix Flash_effect, Time_flash_last_played;
546 int state_save_all_sub(char *filename, char *desc, int between_levels)
553 Assert(between_levels == 0); //between levels save ripped out
555 /* if ( Game_mode & GM_MULTI ) {
562 #if defined(MACINTOSH) && !defined(NDEBUG)
563 if ( strncmp(filename, PLAYER_DIR, 9) )
567 fp = PHYSFSX_openWriteBuffered(filename);
569 if ( !(Game_mode & GM_MULTI) )
570 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
576 PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
580 PHYSFS_write(fp, &i, sizeof(int), 1);
583 PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
585 // Save the current screen shot...
587 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
593 GLint gl_draw_buffer;
595 grs_canvas * cnv_save;
596 cnv_save = grd_curcanv;
598 gr_set_current_canvas( cnv );
604 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
605 glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
606 glReadBuffer(gl_draw_buffer);
607 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
609 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
610 if (!(j = i % THUMBNAIL_W))
612 cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
613 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
616 # else // simpler d1x method, not tested yet
617 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);
623 PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
625 gr_set_current_canvas(cnv_save);
626 gr_free_canvas( cnv );
627 PHYSFS_write(fp, pal, 3, 256);
632 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
633 PHYSFS_write(fp, &color, sizeof(ubyte), 1);
636 // Save the Between levels flag...
637 PHYSFS_write(fp, &between_levels, sizeof(int), 1);
639 // Save the mission info...
640 mprintf ((0, "HEY! Mission name is %s\n", Current_mission_filename));
641 PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
644 PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
645 PHYSFS_write(fp, &Next_level_num, sizeof(int), 1);
648 PHYSFS_write(fp, &GameTime, sizeof(fix), 1);
650 // If coop save, save all
652 if (Game_mode & GM_MULTI_COOP)
654 PHYSFS_write(fp, &state_game_id,sizeof(int), 1);
655 PHYSFS_write(fp, &Netgame,sizeof(netgame_info), 1);
656 PHYSFS_write(fp, &NetPlayers,sizeof(AllNetPlayers_info), 1);
657 PHYSFS_write(fp, &N_players,sizeof(int), 1);
658 PHYSFS_write(fp, &Player_num,sizeof(int), 1);
659 for (i=0;i<N_players;i++)
660 PHYSFS_write(fp, &Players[i], sizeof(player), 1);
662 #ifdef RISKY_PROPOSITION
663 PHYSFS_write(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
664 PHYSFS_write(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
665 PHYSFS_write(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
666 PHYSFS_write(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
667 PHYSFS_write(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
668 PHYSFS_write(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
669 PHYSFS_write(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
671 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
672 PHYSFS_write(fp, robot_fire_buf[i][0], 18 + 3, 1);
679 PHYSFS_write(fp, &Players[Player_num], sizeof(player), 1);
681 // Save the current weapon info
682 PHYSFS_write(fp, &Primary_weapon, sizeof(sbyte), 1);
683 PHYSFS_write(fp, &Secondary_weapon, sizeof(sbyte), 1);
685 // Save the difficulty level
686 PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
687 // Save cheats enabled
688 PHYSFS_write(fp, &Cheats_enabled,sizeof(int), 1);
690 if ( !between_levels ) {
692 //Finish all morph objects
693 for (i=0; i<=Highest_object_index; i++ ) {
694 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
696 md = find_morph_data(&Objects[i]);
698 md->obj->control_type = md->morph_save_control_type;
699 md->obj->movement_type = md->morph_save_movement_type;
700 md->obj->render_type = RT_POLYOBJ;
701 md->obj->mtype.phys_info = md->morph_save_phys_info;
703 } else { //maybe loaded half-morphed from disk
704 Objects[i].flags |= OF_SHOULD_BE_DEAD;
705 Objects[i].render_type = RT_POLYOBJ;
706 Objects[i].control_type = CT_NONE;
707 Objects[i].movement_type = MT_NONE;
713 i = Highest_object_index+1;
714 PHYSFS_write(fp, &i, sizeof(int), 1);
715 PHYSFS_write(fp, Objects, sizeof(object), i);
719 PHYSFS_write(fp, &i, sizeof(int), 1);
720 PHYSFS_write(fp, Walls, sizeof(wall), i);
722 //Save exploding wall info
723 i = MAX_EXPLODING_WALLS;
724 PHYSFS_write(fp, &i, sizeof(int), 1);
725 PHYSFS_write(fp, expl_wall_list, sizeof(*expl_wall_list), i);
729 PHYSFS_write(fp, &i, sizeof(int), 1);
730 PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i);
732 //Save cloaking wall info
733 i = Num_cloaking_walls;
734 PHYSFS_write(fp, &i, sizeof(int), 1);
735 PHYSFS_write(fp, CloakingWalls, sizeof(cloaking_wall), i);
738 PHYSFS_write(fp, &Num_triggers, sizeof(int), 1);
739 PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers);
742 for (i = 0; i <= Highest_segment_index; i++)
744 for (j = 0; j < 6; j++)
746 PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
747 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
748 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
752 // Save the fuelcen info
753 PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1);
754 PHYSFS_write(fp, &Countdown_timer, sizeof(int), 1);
755 PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1);
756 PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
757 PHYSFS_write(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
758 PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1);
759 PHYSFS_write(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
761 // Save the control cen info
762 PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1);
763 PHYSFS_write(fp, &Control_center_player_been_seen, sizeof(int), 1);
764 PHYSFS_write(fp, &Control_center_next_fire_time, sizeof(int), 1);
765 PHYSFS_write(fp, &Control_center_present, sizeof(int), 1);
766 PHYSFS_write(fp, &Dead_controlcen_object_num, sizeof(int), 1);
771 // Save the automap visited info
772 PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
775 PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
776 PHYSFS_write(fp, &Laser_rapid_fire, sizeof(int), 1);
777 PHYSFS_write(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
778 PHYSFS_write(fp, &Lunacy, sizeof(int), 1);
780 // Save automap marker info
782 PHYSFS_write(fp, MarkerObject, sizeof(MarkerObject) ,1);
783 PHYSFS_write(fp, MarkerOwner, sizeof(MarkerOwner), 1);
784 PHYSFS_write(fp, MarkerMessage, sizeof(MarkerMessage), 1);
786 PHYSFS_write(fp, &Afterburner_charge, sizeof(fix), 1);
788 //save last was super information
789 PHYSFS_write(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
790 PHYSFS_write(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
792 // Save flash effect stuff
793 PHYSFS_write(fp, &Flash_effect, sizeof(int), 1);
794 PHYSFS_write(fp, &Time_flash_last_played, sizeof(int), 1);
795 PHYSFS_write(fp, &PaletteRedAdd, sizeof(int), 1);
796 PHYSFS_write(fp, &PaletteGreenAdd, sizeof(int), 1);
797 PHYSFS_write(fp, &PaletteBlueAdd, sizeof(int), 1);
799 PHYSFS_write(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
801 PHYSFS_write(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
803 if (PHYSFS_write(fp, &Omega_charge, sizeof(Omega_charge), 1) < 1)
805 if ( !(Game_mode & GM_MULTI) ) {
806 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
808 PHYSFS_delete(filename);
813 #ifdef MACINTOSH // set the type and creator of the saved game file
819 strcpy(pfilename, filename);
821 err = HGetFInfo(0, 0, pfilename, &finfo);
822 finfo.fdType = 'SVGM';
823 finfo.fdCreator = 'DCT2';
824 err = HSetFInfo(0, 0, pfilename, &finfo);
834 // -----------------------------------------------------------------------------------
835 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
836 void set_pos_from_return_segment(void)
838 int plobjnum = Players[Player_num].objnum;
840 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
841 obj_relink(plobjnum, Secret_return_segment);
842 reset_player_object();
843 Objects[plobjnum].orient = Secret_return_orient;
846 // -----------------------------------------------------------------------------------
847 int state_restore_all(int in_game, int secret_restore, char *filename_override)
853 if ( Game_mode & GM_MULTI ) {
855 multi_initiate_restore_game();
861 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
862 HUD_init_message( "Can't restore in secret level!" );
866 if ( Newdemo_state == ND_STATE_RECORDING )
867 newdemo_stop_recording();
869 if ( Newdemo_state != ND_STATE_NORMAL )
874 if (filename_override) {
875 strcpy(filename, filename_override);
876 filenum = NUM_SAVES+1; // So we don't trigger autosave
877 } else if (!(filenum = state_get_restore_file(filename, 0))) {
883 // If not in multiplayer, do special secret level stuff.
884 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
885 // If it doesn't exist, then delete secret.sgc
886 if (!secret_restore && !(Game_mode & GM_MULTI)) {
888 char temp_fname[32], fc;
892 fc = (filenum-10) + 'a';
896 sprintf(temp_fname, PLAYER_DIR "%csecret.sgc", fc);
898 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
900 if (PHYSFS_exists(temp_fname))
902 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
903 rval = copy_file(temp_fname, PLAYER_DIR "secret.sgc");
904 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
906 PHYSFS_delete(PLAYER_DIR "secret.sgc");
910 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
911 if ((filenum != (NUM_SAVES+1)) && in_game) {
912 char temp_filename[128];
913 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
914 sprintf( temp_filename, PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
915 state_save_all(!in_game, secret_restore, temp_filename, 0);
918 if ( !secret_restore && in_game ) {
920 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
929 return state_restore_all_sub(filename, 0, secret_restore);
932 extern void init_player_stats_new_ship(void);
934 void ShowLevelIntro(int level_num);
936 extern void do_cloak_invul_secret_stuff(fix old_gametime);
937 extern void copy_defaults_to_robot(object *objp);
939 int state_restore_all_sub(char *filename, int multi, int secret_restore)
941 int ObjectStartLocation;
942 int version,i, j, segnum;
945 int current_level, next_level;
948 char desc[DESC_LENGTH+1];
950 char org_callsign[CALLSIGN_LEN+16];
953 int nplayers; //,playid[12],mynum;
954 player restore_players[MAX_PLAYERS];
956 fix old_gametime = GameTime;
957 short TempTmapNum[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
958 short TempTmapNum2[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
960 #if defined(MACINTOSH) && !defined(NDEBUG)
961 if (strncmp(filename, PLAYER_DIR, 9))
965 fp = PHYSFSX_openReadBuffered(filename);
969 //FIXME: check for swapped file, react accordingly...
970 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
971 if ( memcmp( id, dgss_id, 4 )) {
977 PHYSFS_read(fp, &version, sizeof(int), 1);
978 if (version < STATE_COMPATIBLE_VERSION) {
984 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
986 // Skip the current screen shot...
987 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
989 // And now...skip the goddamn palette stuff that somebody forgot to add
990 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
992 // Read the Between levels flag...
993 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
995 Assert(between_levels == 0); //between levels save ripped out
997 // Read the mission info...
998 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
999 mprintf ((0,"Missionname to load = %s\n",mission));
1001 if (!load_mission_by_name( mission )) {
1002 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1008 PHYSFS_read(fp, ¤t_level, sizeof(int), 1);
1009 PHYSFS_read(fp, &next_level, sizeof(int), 1);
1012 PHYSFS_read(fp, &GameTime, sizeof(fix), 1);
1014 // Start new game....
1016 Game_mode = GM_NORMAL;
1017 Function_mode = FMODE_GAME;
1019 change_playernum_to(0);
1021 strcpy( org_callsign, Players[0].callsign );
1023 if (!secret_restore) {
1024 InitPlayerObject(); //make sure player's object set up
1025 init_player_stats_game(); //clear all stats
1028 strcpy( org_callsign, Players[Player_num].callsign );
1032 if (Game_mode & GM_MULTI)
1034 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1035 PHYSFS_read(fp, &Netgame, sizeof(netgame_info), 1);
1036 PHYSFS_read(fp, &NetPlayers, sizeof(AllNetPlayers_info), 1);
1037 PHYSFS_read(fp, &nplayers, sizeof(N_players), 1);
1038 PHYSFS_read(fp, &Player_num, sizeof(Player_num), 1);
1039 for (i=0;i<nplayers;i++)
1040 PHYSFS_read(fp, &restore_players[i], sizeof(player), 1);
1041 #ifdef RISKY_PROPOSITION
1042 PHYSFS_read(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1043 PHYSFS_read(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1044 PHYSFS_read(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1045 PHYSFS_read(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1046 PHYSFS_read(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1047 PHYSFS_read(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1048 PHYSFS_read(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1050 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1051 PHYSFS_read(fp, &robot_fire_buf[i][0],21,1);
1054 for (i=0;i<nplayers;i++)
1057 for (j=0;j<nplayers;j++)
1059 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1062 restore_players[i].connected=found;
1064 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1067 if (network_i_am_master())
1069 for (i=0;i<N_players;i++)
1073 Players[i].connected=0;
1077 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1085 StartNewLevelSub(current_level, 1, secret_restore);
1087 if (secret_restore) {
1088 player dummy_player;
1090 PHYSFS_read(fp, &dummy_player, sizeof(player), 1);
1091 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1092 Players[Player_num].level = dummy_player.level;
1093 Players[Player_num].last_score = dummy_player.last_score;
1094 Players[Player_num].time_level = dummy_player.time_level;
1096 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1097 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1098 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1099 Players[Player_num].hostages_total = dummy_player.hostages_total;
1100 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1101 Players[Player_num].hostages_level = dummy_player.hostages_level;
1102 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1103 Players[Player_num].hours_level = dummy_player.hours_level;
1104 Players[Player_num].hours_total = dummy_player.hours_total;
1105 do_cloak_invul_secret_stuff(old_gametime);
1107 Players[Player_num] = dummy_player;
1110 PHYSFS_read(fp, &Players[Player_num], sizeof(player), 1);
1113 strcpy( Players[Player_num].callsign, org_callsign );
1115 // Set the right level
1116 if ( between_levels )
1117 Players[Player_num].level = next_level;
1119 // Restore the weapon states
1120 PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1);
1121 PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1);
1123 select_weapon(Primary_weapon, 0, 0, 0);
1124 select_weapon(Secondary_weapon, 1, 0, 0);
1126 // Restore the difficulty level
1127 PHYSFS_read(fp, &Difficulty_level, sizeof(int), 1);
1129 // Restore the cheats enabled flag
1131 PHYSFS_read(fp, &Cheats_enabled, sizeof(int),1);
1133 if ( !between_levels ) {
1134 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1136 ObjectStartLocation = PHYSFS_tell(fp);
1137 //Clear out all the objects from the lvl file
1138 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1139 Segments[segnum].objects = -1;
1142 //Read objects, and pop 'em into their respective segments.
1143 PHYSFS_read(fp, &i, sizeof(int), 1);
1144 Highest_object_index = i-1;
1145 PHYSFS_read(fp, Objects, sizeof(object) * i, 1);
1147 Object_next_signature = 0;
1148 for (i=0; i<=Highest_object_index; i++ ) {
1150 obj->rtype.pobj_info.alt_textures = -1;
1151 segnum = obj->segnum;
1152 obj->next = obj->prev = obj->segnum = -1;
1153 if ( obj->type != OBJ_NONE ) {
1155 if ( obj->signature > Object_next_signature )
1156 Object_next_signature = obj->signature;
1159 //look for, and fix, boss with bogus shields
1160 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1161 fix save_shields = obj->shields;
1163 copy_defaults_to_robot(obj); //calculate starting shields
1165 //if in valid range, use loaded shield value
1166 if (save_shields > 0 && save_shields <= obj->shields)
1167 obj->shields = save_shields;
1169 obj->shields /= 2; //give player a break
1173 special_reset_objects();
1174 Object_next_signature++;
1176 // 1 = Didn't die on secret level.
1177 // 2 = Died on secret level.
1178 if (secret_restore && (Current_level_num >= 0)) {
1179 set_pos_from_return_segment();
1180 if (secret_restore == 2)
1181 init_player_stats_new_ship();
1185 PHYSFS_read(fp, &i, sizeof(int), 1);
1187 PHYSFS_read(fp, Walls, sizeof(wall), Num_walls);
1189 //now that we have the walls, check if any sounds are linked to
1190 //walls that are now open
1191 for (i=0;i<Num_walls;i++) {
1192 if (Walls[i].type == WALL_OPEN)
1193 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1196 //Restore exploding wall info
1197 if (version >= 10) {
1198 PHYSFS_read(fp, &i, sizeof(int), 1);
1199 PHYSFS_read(fp, expl_wall_list, sizeof(*expl_wall_list), i);
1203 PHYSFS_read(fp, &i, sizeof(int), 1);
1205 PHYSFS_read(fp, ActiveDoors, sizeof(active_door), Num_open_doors);
1207 if (version >= 14) { //Restore cloaking wall info
1208 PHYSFS_read(fp, &i, sizeof(int), 1);
1209 Num_cloaking_walls = i;
1210 PHYSFS_read(fp, CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls);
1213 //Restore trigger info
1214 PHYSFS_read(fp, &Num_triggers, sizeof(int), 1);
1215 PHYSFS_read(fp, Triggers, sizeof(trigger), Num_triggers);
1217 //Restore tmap info (to temp values so we can use compiled-in tmap info to compute static_light)
1218 for (i=0; i<=Highest_segment_index; i++ ) {
1219 for (j=0; j<6; j++ ) {
1220 PHYSFS_read(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
1221 PHYSFS_read(fp, &TempTmapNum[i][j], sizeof(short), 1);
1222 PHYSFS_read(fp, &TempTmapNum2[i][j], sizeof(short), 1);
1226 //Restore the fuelcen info
1227 PHYSFS_read(fp, &Control_center_destroyed, sizeof(int), 1);
1228 PHYSFS_read(fp, &Countdown_timer, sizeof(int), 1);
1229 PHYSFS_read(fp, &Num_robot_centers, sizeof(int), 1);
1230 PHYSFS_read(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
1231 PHYSFS_read(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
1232 PHYSFS_read(fp, &Num_fuelcenters, sizeof(int), 1);
1233 PHYSFS_read(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
1235 // Restore the control cen info
1236 PHYSFS_read(fp, &Control_center_been_hit, sizeof(int), 1);
1237 PHYSFS_read(fp, &Control_center_player_been_seen, sizeof(int), 1);
1238 PHYSFS_read(fp, &Control_center_next_fire_time, sizeof(int), 1);
1239 PHYSFS_read(fp, &Control_center_present, sizeof(int), 1);
1240 PHYSFS_read(fp, &Dead_controlcen_object_num, sizeof(int), 1);
1242 // Restore the AI state
1243 ai_restore_state( fp, version );
1245 // Restore the automap visited info
1246 PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
1248 // Restore hacked up weapon system stuff.
1249 Fusion_next_sound_time = GameTime;
1250 Auto_fire_fusion_cannon_time = 0;
1251 Next_laser_fire_time = GameTime;
1252 Next_missile_fire_time = GameTime;
1253 Last_laser_fired_time = GameTime;
1258 if ( version >= 7 ) {
1259 PHYSFS_read(fp, &state_game_id, sizeof(uint), 1);
1260 PHYSFS_read(fp, &Laser_rapid_fire, sizeof(int), 1);
1261 PHYSFS_read(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1262 PHYSFS_read(fp, &Lunacy, sizeof(int), 1);
1267 if (version >= 17) {
1268 PHYSFS_read(fp, MarkerObject, sizeof(MarkerObject), 1);
1269 PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1);
1270 PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage), 1);
1277 PHYSFS_read(fp, &num,sizeof(int), 1); // was NumOfMarkers
1278 PHYSFS_read(fp, &dummy,sizeof(int), 1); // was CurMarker
1280 PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40));
1282 for (num=0;num<NUM_MARKERS;num++)
1283 MarkerObject[num] = -1;
1287 if (secret_restore != 1)
1288 PHYSFS_read(fp, &Afterburner_charge, sizeof(fix), 1);
1291 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1295 //read last was super information
1296 PHYSFS_read(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
1297 PHYSFS_read(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
1300 if (version >= 12) {
1301 PHYSFS_read(fp, &Flash_effect, sizeof(int), 1);
1302 PHYSFS_read(fp, &Time_flash_last_played, sizeof(int), 1);
1303 PHYSFS_read(fp, &PaletteRedAdd, sizeof(int), 1);
1304 PHYSFS_read(fp, &PaletteGreenAdd, sizeof(int), 1);
1305 PHYSFS_read(fp, &PaletteBlueAdd, sizeof(int), 1);
1308 Time_flash_last_played = 0;
1310 PaletteGreenAdd = 0;
1314 // Load Light_subtracted
1315 if (version >= 16) {
1316 PHYSFS_read(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
1317 apply_all_changed_light();
1320 for (i=0; i<=Highest_segment_index; i++)
1321 Light_subtracted[i] = 0;
1324 // static_light should now be computed - now actually set tmap info
1325 for (i=0; i<=Highest_segment_index; i++ ) {
1326 for (j=0; j<6; j++ ) {
1327 Segments[i].sides[j].tmap_num=TempTmapNum[i][j];
1328 Segments[i].sides[j].tmap_num2=TempTmapNum2[i][j];
1332 if (!secret_restore) {
1333 if (version >= 20) {
1334 PHYSFS_read(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
1335 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1337 First_secret_visit = 1;
1339 First_secret_visit = 0;
1343 if (secret_restore != 1)
1344 PHYSFS_read(fp, &Omega_charge, sizeof(fix), 1);
1347 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1354 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1355 { // connected in the restored game
1356 for (i=0;i<nplayers;i++)
1358 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1359 if (Players[i].connected!=1)
1361 network_disconnect_player (i);
1362 create_player_appearance_effect(&Objects[Players[i].objnum]);
1363 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1370 // Load in bitmaps, etc..
1371 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1377 int state_get_game_id(char *filename)
1383 char desc[DESC_LENGTH+1];
1387 mprintf((0, "Restoring multigame from [%s]\n", filename));
1389 fp = PHYSFS_openRead(filename);
1393 //FIXME: check for swapped file, react accordingly...
1394 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
1395 if ( memcmp( id, dgss_id, 4 )) {
1401 PHYSFS_read(fp, &version, sizeof(int), 1);
1402 if (version < STATE_COMPATIBLE_VERSION) {
1408 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
1410 // Skip the current screen shot...
1411 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
1413 // And now...skip the palette stuff that somebody forgot to add
1414 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
1416 // Read the Between levels flag...
1417 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
1419 Assert(between_levels == 0); //between levels save ripped out
1421 // Read the mission info...
1422 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
1424 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1425 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1428 PHYSFS_read(fp, &dumbint, sizeof(fix), 1);
1430 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1432 return (state_game_id);