1 /* $Id: state.c,v 1.25 2005-07-30 01:50:17 chris Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Functions to save/restore game state.
33 #if !defined(_MSC_VER) && !defined(macintosh)
47 #if defined(__APPLE__) && defined(__MACH__)
48 #include <OpenGL/gl.h>
107 #define STATE_VERSION 22
108 #define STATE_COMPATIBLE_VERSION 20
109 // 0 - Put DGSS (Descent Game State Save) id at tof.
110 // 1 - Added Difficulty level save
111 // 2 - Added Cheats_enabled flag
112 // 3 - Added between levels save.
113 // 4 - Added mission support
114 // 5 - Mike changed ai and object structure.
115 // 6 - Added buggin' cheat save
116 // 7 - Added other cheat saves and game_id.
117 // 8 - Added AI stuff for escort and thief.
118 // 9 - Save palette with screen shot
119 // 12- Saved last_was_super array
120 // 13- Saved palette flash stuff
121 // 14- Save cloaking wall stuff
122 // 15- Save additional ai info
123 // 16- Save Light_subtracted
124 // 17- New marker save
125 // 18- Took out saving of old cheat status
126 // 19- Saved cheats_enabled flag
127 // 20- First_secret_visit
131 #define THUMBNAIL_W 100
132 #define THUMBNAIL_H 50
133 #define DESC_LENGTH 20
135 extern void multi_initiate_save_game();
136 extern void multi_initiate_restore_game();
137 extern void apply_all_changed_light(void);
139 extern int Do_appearance_effect;
140 extern fix Fusion_next_sound_time;
142 extern int Laser_rapid_fire;
143 extern int Physics_cheat_flag;
145 extern void do_lunacy_on(void);
146 extern void do_lunacy_off(void);
147 extern int First_secret_visit;
150 grs_bitmap *sc_bmp[NUM_SAVES+1];
152 char dgss_id[4] = "DGSS";
154 int state_default_item = 0;
158 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
159 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
160 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
161 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
162 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
163 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
164 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
165 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
168 #if defined(WINDOWS) || defined(MACINTOSH)
169 extern ubyte Hack_DblClick_MenuMode;
172 void compute_all_static_light(void);
174 //-------------------------------------------------------------------
175 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
180 // if ( sc_last_item != citem ) {
181 // sc_last_item = citem;
183 if ( sc_bmp[citem-1] ) {
186 dd_grs_canvas *save_canv = dd_grd_curcanv,
187 grs_canvas *save_canv = grd_curcanv
189 grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
190 grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
191 gr_set_current_canvas(temp_canv);
192 scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
194 dd_gr_set_current_canvas(save_canv),
195 gr_set_current_canvas( save_canv )
197 WIN(DDGRLOCK(dd_grd_curcanv));
198 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
199 WIN(DDGRUNLOCK(dd_grd_curcanv));
200 gr_free_canvas(temp_canv);
206 gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
214 void rpad_string( char * string, int max_chars )
219 for( i=0; i<max_chars; i++ ) {
226 *string = 0; // NULL terminate
229 int state_get_save_file(char * fname, char * dsc, int multi, int blind_save)
232 int i, choice, version;
233 newmenu_item m[NUM_SAVES+2];
234 char filename[NUM_SAVES+1][30];
235 char desc[NUM_SAVES+1][DESC_LENGTH+16];
239 for (i=0;i<NUM_SAVES; i++ ) {
243 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
245 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
249 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
251 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
254 fp = PHYSFSX_openReadBuffered(filename[i]);
257 //FIXME: check for swapped file, react accordingly...
258 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
259 if ( !memcmp( id, dgss_id, 4 )) {
261 PHYSFS_read(fp, &version, sizeof(int), 1);
262 if (version >= STATE_COMPATIBLE_VERSION) {
264 PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
265 //rpad_string( desc[i], DESC_LENGTH-1 );
267 //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
268 //PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
275 strcpy( desc[i], TXT_EMPTY );
276 //rpad_string( desc[i], DESC_LENGTH-1 );
278 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
282 if (blind_save && state_default_item >= 0)
283 choice = state_default_item;
285 choice = newmenu_do1(NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item);
287 for (i=0; i<NUM_SAVES; i++ ) {
289 gr_free_bitmap( sc_bmp[i] );
293 strcpy( fname, filename[choice] );
294 strcpy( dsc, desc[choice] );
295 state_default_item = choice;
302 extern int Current_display_mode;
304 int state_get_restore_file(char * fname, int multi)
307 int i, choice, version, nsaves;
308 newmenu_item m[NUM_SAVES+2];
309 char filename[NUM_SAVES+1][30];
310 char desc[NUM_SAVES+1][DESC_LENGTH + 16];
315 m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
316 for (i=0;i<NUM_SAVES+1; i++ ) {
320 sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
322 sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
326 sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
328 sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
331 fp = PHYSFSX_openReadBuffered(filename[i]);
334 //FIXME: check for swapped file, react accordingly...
335 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
336 if ( !memcmp( id, dgss_id, 4 )) {
338 PHYSFS_read(fp, &version, sizeof(int), 1);
339 if (version >= STATE_COMPATIBLE_VERSION) {
341 PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
342 //rpad_string( desc[i], DESC_LENGTH-1 );
343 m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
345 sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
346 PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
349 PHYSFS_read(fp, pal, 3, 256);
350 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
359 strcpy( desc[i], TXT_EMPTY );
360 //rpad_string( desc[i], DESC_LENGTH-1 );
361 m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
366 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
370 if (Current_display_mode == 3) //restore menu won't fit on 640x400
371 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
375 #if defined(WINDOWS) || defined(MACINTOSH)
376 Hack_DblClick_MenuMode = 1;
380 choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
383 #if defined(WINDOWS) || defined(MACINTOSH)
384 Hack_DblClick_MenuMode = 0;
387 if (Current_display_mode == 3) //set flag back
388 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
391 for (i=0; i<NUM_SAVES+1; i++ ) {
393 gr_free_bitmap( sc_bmp[i] );
397 strcpy( fname, filename[choice-1] );
398 if (choice != NUM_SAVES+1) //no new default when restore from autosave
399 state_default_item = choice - 1;
405 #define DESC_OFFSET 8
407 // -----------------------------------------------------------------------------------
408 // Imagine if C had a function to copy a file...
409 int copy_file(char *old_file, char *new_file)
413 PHYSFS_file *in_file, *out_file;
415 out_file = PHYSFS_openWrite(new_file);
417 if (out_file == NULL)
420 in_file = PHYSFS_openRead(old_file);
425 buf_size = PHYSFS_fileLength(in_file);
426 while (buf_size && !(buf = d_malloc(buf_size)))
429 return -5; // likely to be an empty file
431 while (!PHYSFS_eof(in_file))
435 bytes_read = PHYSFS_read(in_file, buf, 1, buf_size);
437 Error("Cannot read from file <%s>: %s", old_file, PHYSFS_getLastError());
439 Assert(bytes_read == buf_size || PHYSFS_eof(in_file));
441 if (PHYSFS_write(out_file, buf, 1, bytes_read) < bytes_read)
442 Error("Cannot write to file <%s>: %s", new_file, PHYSFS_getLastError());
447 if (!PHYSFS_close(in_file))
449 PHYSFS_close(out_file);
453 if (!PHYSFS_close(out_file))
460 #define SECRETB_FILENAME "secret.sgb"
461 #define SECRETC_FILENAME "secret.sgc"
463 #define SECRETB_FILENAME ":Players:secret.sgb"
464 #define SECRETC_FILENAME ":Players:secret.sgc"
467 extern int Final_boss_is_dead;
469 // -----------------------------------------------------------------------------------
470 // blind_save means don't prompt user for any info.
471 int state_save_all(int between_levels, int secret_save, char *filename_override, int blind_save)
473 int rval, filenum = -1;
475 char filename[128], desc[DESC_LENGTH+1];
477 Assert(between_levels == 0); //between levels save ripped out
480 if ( Game_mode & GM_MULTI ) {
481 multi_initiate_save_game();
486 if ((Current_level_num < 0) && (secret_save == 0)) {
487 HUD_init_message( "Can't save in secret level!" );
491 if (Final_boss_is_dead) //don't allow save while final boss is dying
494 mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
496 // If this is a secret save and the control center has been destroyed, don't allow
497 // return to the base level.
498 if (secret_save && (Control_center_destroyed)) {
499 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
500 PHYSFS_delete(SECRETB_FILENAME);
506 if (secret_save == 1) {
507 filename_override = filename;
508 sprintf(filename_override, SECRETB_FILENAME);
509 } else if (secret_save == 2) {
510 filename_override = filename;
511 sprintf(filename_override, SECRETC_FILENAME);
513 if (filename_override) {
514 strcpy( filename, filename_override);
515 sprintf(desc, "[autosave backup]");
517 else if (!(filenum = state_get_save_file(filename, desc, 0, blind_save)))
525 // If not in multiplayer, do special secret level stuff.
526 // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
527 // If it doesn't exist, then delete Nsecret.sgc
528 if (!secret_save && !(Game_mode & GM_MULTI)) {
530 char temp_fname[32], fc;
535 fc = (filenum-10) + 'a';
540 sprintf(temp_fname, "%csecret.sgc", fc);
542 sprintf(temp_fname, ":Players:%csecret.sgc", fc);
545 mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
547 if (PHYSFS_exists(temp_fname))
549 mprintf((0, "Deleting file %s\n", temp_fname));
550 if (!PHYSFS_delete(temp_fname))
551 Error("Cannot delete file <%s>: %s", temp_fname, PHYSFS_getLastError());
554 if (PHYSFS_exists(SECRETC_FILENAME))
556 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
557 rval = copy_file(SECRETC_FILENAME, temp_fname);
558 Assert(rval == 0); // Oops, error copying secret.sgc to temp_fname!
563 // Save file we're going to save over in last slot and call "[autosave backup]"
564 if (!filename_override) {
567 tfp = PHYSFSX_openWriteBuffered(filename);
573 sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
575 sprintf(newname, "Players/%s.sg%x", Players[Player_num].callsign, NUM_SAVES);
578 PHYSFS_seek(tfp, DESC_OFFSET);
579 PHYSFS_write(tfp, "[autosave backup]", sizeof(char) * DESC_LENGTH, 1);
581 PHYSFS_delete(newname);
582 PHYSFSX_rename(filename, newname);
586 rval = state_save_all_sub(filename, desc, between_levels);
587 if (rval && !secret_save)
588 HUD_init_message("Game saved.");
593 extern fix Flash_effect, Time_flash_last_played;
596 int state_save_all_sub(char *filename, char *desc, int between_levels)
603 Assert(between_levels == 0); //between levels save ripped out
605 /* if ( Game_mode & GM_MULTI ) {
612 #if defined(MACINTOSH) && !defined(NDEBUG)
613 if ( strncmp(filename, ":Players:", 9) )
617 fp = PHYSFSX_openWriteBuffered(filename);
619 if ( !(Game_mode & GM_MULTI) )
620 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
626 PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
630 PHYSFS_write(fp, &i, sizeof(int), 1);
633 PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
635 // Save the current screen shot...
637 cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
645 dd_grs_canvas *cnv_save;
646 cnv_save = dd_grd_curcanv;
648 grs_canvas * cnv_save;
649 cnv_save = grd_curcanv;
652 gr_set_current_canvas( cnv );
658 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
659 glReadBuffer(GL_FRONT);
660 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
662 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
663 if (!(j = i % THUMBNAIL_W))
665 cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
666 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
669 # else // simpler d1x method, not tested yet
670 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);
676 PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
680 dd_gr_set_current_canvas(cnv_save),
681 gr_set_current_canvas(cnv_save)
683 gr_free_canvas( cnv );
684 PHYSFS_write(fp, pal, 3, 256);
689 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
690 PHYSFS_write(fp, &color, sizeof(ubyte), 1);
693 // Save the Between levels flag...
694 PHYSFS_write(fp, &between_levels, sizeof(int), 1);
696 // Save the mission info...
697 mprintf ((0, "HEY! Mission name is %s\n", Current_mission_filename));
698 PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
701 PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
702 PHYSFS_write(fp, &Next_level_num, sizeof(int), 1);
705 PHYSFS_write(fp, &GameTime, sizeof(fix), 1);
707 // If coop save, save all
709 if (Game_mode & GM_MULTI_COOP)
711 PHYSFS_write(fp, &state_game_id,sizeof(int), 1);
712 PHYSFS_write(fp, &Netgame,sizeof(netgame_info), 1);
713 PHYSFS_write(fp, &NetPlayers,sizeof(AllNetPlayers_info), 1);
714 PHYSFS_write(fp, &N_players,sizeof(int), 1);
715 PHYSFS_write(fp, &Player_num,sizeof(int), 1);
716 for (i=0;i<N_players;i++)
717 PHYSFS_write(fp, &Players[i], sizeof(player), 1);
719 #ifdef RISKY_PROPOSITION
720 PHYSFS_write(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
721 PHYSFS_write(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
722 PHYSFS_write(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
723 PHYSFS_write(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
724 PHYSFS_write(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
725 PHYSFS_write(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
726 PHYSFS_write(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
728 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
729 PHYSFS_write(fp, robot_fire_buf[i][0], 18 + 3, 1);
736 PHYSFS_write(fp, &Players[Player_num], sizeof(player), 1);
738 // Save the current weapon info
739 PHYSFS_write(fp, &Primary_weapon, sizeof(sbyte), 1);
740 PHYSFS_write(fp, &Secondary_weapon, sizeof(sbyte), 1);
742 // Save the difficulty level
743 PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
744 // Save cheats enabled
745 PHYSFS_write(fp, &Cheats_enabled,sizeof(int), 1);
747 if ( !between_levels ) {
749 //Finish all morph objects
750 for (i=0; i<=Highest_object_index; i++ ) {
751 if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
753 md = find_morph_data(&Objects[i]);
755 md->obj->control_type = md->morph_save_control_type;
756 md->obj->movement_type = md->morph_save_movement_type;
757 md->obj->render_type = RT_POLYOBJ;
758 md->obj->mtype.phys_info = md->morph_save_phys_info;
760 } else { //maybe loaded half-morphed from disk
761 Objects[i].flags |= OF_SHOULD_BE_DEAD;
762 Objects[i].render_type = RT_POLYOBJ;
763 Objects[i].control_type = CT_NONE;
764 Objects[i].movement_type = MT_NONE;
770 i = Highest_object_index+1;
771 PHYSFS_write(fp, &i, sizeof(int), 1);
772 PHYSFS_write(fp, Objects, sizeof(object), i);
776 PHYSFS_write(fp, &i, sizeof(int), 1);
777 PHYSFS_write(fp, Walls, sizeof(wall), i);
779 //Save exploding wall info
780 i = MAX_EXPLODING_WALLS;
781 PHYSFS_write(fp, &i, sizeof(int), 1);
782 PHYSFS_write(fp, expl_wall_list, sizeof(*expl_wall_list), i);
786 PHYSFS_write(fp, &i, sizeof(int), 1);
787 PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i);
789 //Save cloaking wall info
790 i = Num_cloaking_walls;
791 PHYSFS_write(fp, &i, sizeof(int), 1);
792 PHYSFS_write(fp, CloakingWalls, sizeof(cloaking_wall), i);
795 PHYSFS_write(fp, &Num_triggers, sizeof(int), 1);
796 PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers);
799 for (i = 0; i <= Highest_segment_index; i++)
801 for (j = 0; j < 6; j++)
803 PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
804 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
805 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
809 // Save the fuelcen info
810 PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1);
811 PHYSFS_write(fp, &Countdown_timer, sizeof(int), 1);
812 PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1);
813 PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
814 PHYSFS_write(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
815 PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1);
816 PHYSFS_write(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
818 // Save the control cen info
819 PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1);
820 PHYSFS_write(fp, &Control_center_player_been_seen, sizeof(int), 1);
821 PHYSFS_write(fp, &Control_center_next_fire_time, sizeof(int), 1);
822 PHYSFS_write(fp, &Control_center_present, sizeof(int), 1);
823 PHYSFS_write(fp, &Dead_controlcen_object_num, sizeof(int), 1);
828 // Save the automap visited info
829 PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
832 PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
833 PHYSFS_write(fp, &Laser_rapid_fire, sizeof(int), 1);
834 PHYSFS_write(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
835 PHYSFS_write(fp, &Lunacy, sizeof(int), 1);
837 // Save automap marker info
839 PHYSFS_write(fp, MarkerObject, sizeof(MarkerObject) ,1);
840 PHYSFS_write(fp, MarkerOwner, sizeof(MarkerOwner), 1);
841 PHYSFS_write(fp, MarkerMessage, sizeof(MarkerMessage), 1);
843 PHYSFS_write(fp, &Afterburner_charge, sizeof(fix), 1);
845 //save last was super information
846 PHYSFS_write(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
847 PHYSFS_write(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
849 // Save flash effect stuff
850 PHYSFS_write(fp, &Flash_effect, sizeof(int), 1);
851 PHYSFS_write(fp, &Time_flash_last_played, sizeof(int), 1);
852 PHYSFS_write(fp, &PaletteRedAdd, sizeof(int), 1);
853 PHYSFS_write(fp, &PaletteGreenAdd, sizeof(int), 1);
854 PHYSFS_write(fp, &PaletteBlueAdd, sizeof(int), 1);
856 PHYSFS_write(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
858 PHYSFS_write(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
860 if (PHYSFS_write(fp, &Omega_charge, sizeof(Omega_charge), 1) < 1)
862 if ( !(Game_mode & GM_MULTI) ) {
863 nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
865 PHYSFS_delete(filename);
870 #ifdef MACINTOSH // set the type and creator of the saved game file
876 strcpy(pfilename, filename);
878 err = HGetFInfo(0, 0, pfilename, &finfo);
879 finfo.fdType = 'SVGM';
880 finfo.fdCreator = 'DCT2';
881 err = HSetFInfo(0, 0, pfilename, &finfo);
891 // -----------------------------------------------------------------------------------
892 // Set the player's position from the globals Secret_return_segment and Secret_return_orient.
893 void set_pos_from_return_segment(void)
895 int plobjnum = Players[Player_num].objnum;
897 compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
898 obj_relink(plobjnum, Secret_return_segment);
899 reset_player_object();
900 Objects[plobjnum].orient = Secret_return_orient;
903 // -----------------------------------------------------------------------------------
904 int state_restore_all(int in_game, int secret_restore, char *filename_override)
910 if ( Game_mode & GM_MULTI ) {
912 multi_initiate_restore_game();
918 if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
919 HUD_init_message( "Can't restore in secret level!" );
923 if ( Newdemo_state == ND_STATE_RECORDING )
924 newdemo_stop_recording();
926 if ( Newdemo_state != ND_STATE_NORMAL )
931 if (filename_override) {
932 strcpy(filename, filename_override);
933 filenum = NUM_SAVES+1; // So we don't trigger autosave
934 } else if (!(filenum = state_get_restore_file(filename, 0))) {
940 // If not in multiplayer, do special secret level stuff.
941 // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
942 // If it doesn't exist, then delete secret.sgc
943 if (!secret_restore && !(Game_mode & GM_MULTI)) {
945 char temp_fname[32], fc;
949 fc = (filenum-10) + 'a';
954 sprintf(temp_fname, "%csecret.sgc", fc);
956 sprintf(temp_fname, "Players/%csecret.sgc", fc);
959 mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
961 if (PHYSFS_exists(temp_fname))
963 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
964 rval = copy_file(temp_fname, SECRETC_FILENAME);
965 Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc!
967 PHYSFS_delete(SECRETC_FILENAME);
971 // Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
972 if ((filenum != (NUM_SAVES+1)) && in_game) {
973 char temp_filename[128];
974 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
976 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
978 sprintf(temp_filename, "Players/%s.sg%x", Players[Player_num].callsign, NUM_SAVES);
980 state_save_all(!in_game, secret_restore, temp_filename, 0);
983 if ( !secret_restore && in_game ) {
985 choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
994 return state_restore_all_sub(filename, 0, secret_restore);
997 extern void init_player_stats_new_ship(void);
999 void ShowLevelIntro(int level_num);
1001 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1002 extern void copy_defaults_to_robot(object *objp);
1004 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1006 int ObjectStartLocation;
1007 int version,i, j, segnum;
1010 int current_level, next_level;
1013 char desc[DESC_LENGTH+1];
1015 char org_callsign[CALLSIGN_LEN+16];
1018 int nplayers; //,playid[12],mynum;
1019 player restore_players[MAX_PLAYERS];
1021 fix old_gametime = GameTime;
1023 #if defined(MACINTOSH) && !defined(NDEBUG)
1024 if (strncmp(filename, "Players/", 9))
1028 fp = PHYSFSX_openReadBuffered(filename);
1029 if ( !fp ) return 0;
1032 //FIXME: check for swapped file, react accordingly...
1033 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
1034 if ( memcmp( id, dgss_id, 4 )) {
1040 PHYSFS_read(fp, &version, sizeof(int), 1);
1041 if (version < STATE_COMPATIBLE_VERSION) {
1047 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
1049 // Skip the current screen shot...
1050 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
1052 // And now...skip the goddamn palette stuff that somebody forgot to add
1053 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
1055 // Read the Between levels flag...
1056 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
1058 Assert(between_levels == 0); //between levels save ripped out
1060 // Read the mission info...
1061 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
1062 mprintf ((0,"Missionname to load = %s\n",mission));
1064 if (!load_mission_by_name( mission )) {
1065 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1071 PHYSFS_read(fp, ¤t_level, sizeof(int), 1);
1072 PHYSFS_read(fp, &next_level, sizeof(int), 1);
1075 PHYSFS_read(fp, &GameTime, sizeof(fix), 1);
1077 // Start new game....
1079 Game_mode = GM_NORMAL;
1080 Function_mode = FMODE_GAME;
1082 change_playernum_to(0);
1084 strcpy( org_callsign, Players[0].callsign );
1086 if (!secret_restore) {
1087 InitPlayerObject(); //make sure player's object set up
1088 init_player_stats_game(); //clear all stats
1091 strcpy( org_callsign, Players[Player_num].callsign );
1095 if (Game_mode & GM_MULTI)
1097 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1098 PHYSFS_read(fp, &Netgame, sizeof(netgame_info), 1);
1099 PHYSFS_read(fp, &NetPlayers, sizeof(AllNetPlayers_info), 1);
1100 PHYSFS_read(fp, &nplayers, sizeof(N_players), 1);
1101 PHYSFS_read(fp, &Player_num, sizeof(Player_num), 1);
1102 for (i=0;i<nplayers;i++)
1103 PHYSFS_read(fp, &restore_players[i], sizeof(player), 1);
1104 #ifdef RISKY_PROPOSITION
1105 PHYSFS_read(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1106 PHYSFS_read(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1107 PHYSFS_read(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1108 PHYSFS_read(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1109 PHYSFS_read(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1110 PHYSFS_read(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1111 PHYSFS_read(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1113 for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1114 PHYSFS_read(fp, &robot_fire_buf[i][0],21,1);
1117 for (i=0;i<nplayers;i++)
1120 for (j=0;j<nplayers;j++)
1122 if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1125 restore_players[i].connected=found;
1127 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1130 if (network_i_am_master())
1132 for (i=0;i<N_players;i++)
1136 Players[i].connected=0;
1140 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1148 StartNewLevelSub(current_level, 1, secret_restore);
1150 if (secret_restore) {
1151 player dummy_player;
1153 PHYSFS_read(fp, &dummy_player, sizeof(player), 1);
1154 if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level.
1155 Players[Player_num].level = dummy_player.level;
1156 Players[Player_num].last_score = dummy_player.last_score;
1157 Players[Player_num].time_level = dummy_player.time_level;
1159 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1160 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1161 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1162 Players[Player_num].hostages_total = dummy_player.hostages_total;
1163 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1164 Players[Player_num].hostages_level = dummy_player.hostages_level;
1165 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1166 Players[Player_num].hours_level = dummy_player.hours_level;
1167 Players[Player_num].hours_total = dummy_player.hours_total;
1168 do_cloak_invul_secret_stuff(old_gametime);
1170 Players[Player_num] = dummy_player;
1173 PHYSFS_read(fp, &Players[Player_num], sizeof(player), 1);
1176 strcpy( Players[Player_num].callsign, org_callsign );
1178 // Set the right level
1179 if ( between_levels )
1180 Players[Player_num].level = next_level;
1182 // Restore the weapon states
1183 PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1);
1184 PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1);
1186 select_weapon(Primary_weapon, 0, 0, 0);
1187 select_weapon(Secondary_weapon, 1, 0, 0);
1189 // Restore the difficulty level
1190 PHYSFS_read(fp, &Difficulty_level, sizeof(int), 1);
1192 // Restore the cheats enabled flag
1194 PHYSFS_read(fp, &Cheats_enabled, sizeof(int),1);
1196 if ( !between_levels ) {
1197 Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
1199 ObjectStartLocation = PHYSFS_tell(fp);
1200 //Clear out all the objects from the lvl file
1201 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1202 Segments[segnum].objects = -1;
1205 //Read objects, and pop 'em into their respective segments.
1206 PHYSFS_read(fp, &i, sizeof(int), 1);
1207 Highest_object_index = i-1;
1208 PHYSFS_read(fp, Objects, sizeof(object) * i, 1);
1210 Object_next_signature = 0;
1211 for (i=0; i<=Highest_object_index; i++ ) {
1213 obj->rtype.pobj_info.alt_textures = -1;
1214 segnum = obj->segnum;
1215 obj->next = obj->prev = obj->segnum = -1;
1216 if ( obj->type != OBJ_NONE ) {
1218 if ( obj->signature > Object_next_signature )
1219 Object_next_signature = obj->signature;
1222 //look for, and fix, boss with bogus shields
1223 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1224 fix save_shields = obj->shields;
1226 copy_defaults_to_robot(obj); //calculate starting shields
1228 //if in valid range, use loaded shield value
1229 if (save_shields > 0 && save_shields <= obj->shields)
1230 obj->shields = save_shields;
1232 obj->shields /= 2; //give player a break
1236 special_reset_objects();
1237 Object_next_signature++;
1239 // 1 = Didn't die on secret level.
1240 // 2 = Died on secret level.
1241 if (secret_restore && (Current_level_num >= 0)) {
1242 set_pos_from_return_segment();
1243 if (secret_restore == 2)
1244 init_player_stats_new_ship();
1248 PHYSFS_read(fp, &i, sizeof(int), 1);
1250 PHYSFS_read(fp, Walls, sizeof(wall), Num_walls);
1252 //now that we have the walls, check if any sounds are linked to
1253 //walls that are now open
1254 for (i=0;i<Num_walls;i++) {
1255 if (Walls[i].type == WALL_OPEN)
1256 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1259 //Restore exploding wall info
1260 if (version >= 10) {
1261 PHYSFS_read(fp, &i, sizeof(int), 1);
1262 PHYSFS_read(fp, expl_wall_list, sizeof(*expl_wall_list), i);
1266 PHYSFS_read(fp, &i, sizeof(int), 1);
1268 PHYSFS_read(fp, ActiveDoors, sizeof(active_door), Num_open_doors);
1270 if (version >= 14) { //Restore cloaking wall info
1271 PHYSFS_read(fp, &i, sizeof(int), 1);
1272 Num_cloaking_walls = i;
1273 PHYSFS_read(fp, CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls);
1276 //Restore trigger info
1277 PHYSFS_read(fp, &Num_triggers, sizeof(int), 1);
1278 PHYSFS_read(fp, Triggers, sizeof(trigger), Num_triggers);
1281 for (i=0; i<=Highest_segment_index; i++ ) {
1282 for (j=0; j<6; j++ ) {
1283 PHYSFS_read(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
1284 PHYSFS_read(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
1285 PHYSFS_read(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
1289 //Restore the fuelcen info
1290 PHYSFS_read(fp, &Control_center_destroyed, sizeof(int), 1);
1291 PHYSFS_read(fp, &Countdown_timer, sizeof(int), 1);
1292 PHYSFS_read(fp, &Num_robot_centers, sizeof(int), 1);
1293 PHYSFS_read(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
1294 PHYSFS_read(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
1295 PHYSFS_read(fp, &Num_fuelcenters, sizeof(int), 1);
1296 PHYSFS_read(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
1298 // Restore the control cen info
1299 PHYSFS_read(fp, &Control_center_been_hit, sizeof(int), 1);
1300 PHYSFS_read(fp, &Control_center_player_been_seen, sizeof(int), 1);
1301 PHYSFS_read(fp, &Control_center_next_fire_time, sizeof(int), 1);
1302 PHYSFS_read(fp, &Control_center_present, sizeof(int), 1);
1303 PHYSFS_read(fp, &Dead_controlcen_object_num, sizeof(int), 1);
1305 // Restore the AI state
1306 ai_restore_state( fp, version );
1308 // Restore the automap visited info
1309 PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
1311 // Restore hacked up weapon system stuff.
1312 Fusion_next_sound_time = GameTime;
1313 Auto_fire_fusion_cannon_time = 0;
1314 Next_laser_fire_time = GameTime;
1315 Next_missile_fire_time = GameTime;
1316 Last_laser_fired_time = GameTime;
1321 if ( version >= 7 ) {
1322 PHYSFS_read(fp, &state_game_id, sizeof(uint), 1);
1323 PHYSFS_read(fp, &Laser_rapid_fire, sizeof(int), 1);
1324 PHYSFS_read(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format.
1325 PHYSFS_read(fp, &Lunacy, sizeof(int), 1);
1330 if (version >= 17) {
1331 PHYSFS_read(fp, MarkerObject, sizeof(MarkerObject), 1);
1332 PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1);
1333 PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage), 1);
1340 PHYSFS_read(fp, &num,sizeof(int), 1); // was NumOfMarkers
1341 PHYSFS_read(fp, &dummy,sizeof(int), 1); // was CurMarker
1343 PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40));
1345 for (num=0;num<NUM_MARKERS;num++)
1346 MarkerObject[num] = -1;
1350 if (secret_restore != 1)
1351 PHYSFS_read(fp, &Afterburner_charge, sizeof(fix), 1);
1354 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1358 //read last was super information
1359 PHYSFS_read(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
1360 PHYSFS_read(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
1363 if (version >= 12) {
1364 PHYSFS_read(fp, &Flash_effect, sizeof(int), 1);
1365 PHYSFS_read(fp, &Time_flash_last_played, sizeof(int), 1);
1366 PHYSFS_read(fp, &PaletteRedAdd, sizeof(int), 1);
1367 PHYSFS_read(fp, &PaletteGreenAdd, sizeof(int), 1);
1368 PHYSFS_read(fp, &PaletteBlueAdd, sizeof(int), 1);
1371 Time_flash_last_played = 0;
1373 PaletteGreenAdd = 0;
1377 // Load Light_subtracted
1378 if (version >= 16) {
1379 PHYSFS_read(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
1380 apply_all_changed_light();
1381 compute_all_static_light(); // set static_light field in segment struct. See note at that function.
1384 for (i=0; i<=Highest_segment_index; i++)
1385 Light_subtracted[i] = 0;
1388 if (!secret_restore) {
1389 if (version >= 20) {
1390 PHYSFS_read(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
1391 mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1393 First_secret_visit = 1;
1395 First_secret_visit = 0;
1399 if (secret_restore != 1)
1400 PHYSFS_read(fp, &Omega_charge, sizeof(fix), 1);
1403 PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1410 if (Game_mode & GM_MULTI) // Get rid of ships that aren't
1411 { // connected in the restored game
1412 for (i=0;i<nplayers;i++)
1414 mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1415 if (Players[i].connected!=1)
1417 network_disconnect_player (i);
1418 create_player_appearance_effect(&Objects[Players[i].objnum]);
1419 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1426 // Load in bitmaps, etc..
1427 //!! piggy_load_level_data(); //already done by StartNewLevelSub()
1432 // When loading a saved game, segp->static_light is bogus.
1433 // This is because apply_all_changed_light, which is supposed to properly update this value,
1434 // cannot do so because it needs the original light cast from a light which is no longer there.
1435 // That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1436 // which is present in the static_light field contains the light cast from that light.
1437 void compute_all_static_light(void)
1441 for (i=0; i<=Highest_segment_index; i++) {
1445 segp = &Segments[i];
1448 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1451 sidep = &segp->sides[j];
1454 total_light += sidep->uvls[k].l;
1457 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1463 int state_get_game_id(char *filename)
1469 char desc[DESC_LENGTH+1];
1473 mprintf((0, "Restoring multigame from [%s]\n", filename));
1475 fp = PHYSFS_openRead(filename);
1479 //FIXME: check for swapped file, react accordingly...
1480 PHYSFS_read(fp, id, sizeof(char) * 4, 1);
1481 if ( memcmp( id, dgss_id, 4 )) {
1487 PHYSFS_read(fp, &version, sizeof(int), 1);
1488 if (version < STATE_COMPATIBLE_VERSION) {
1494 PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
1496 // Skip the current screen shot...
1497 PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
1499 // And now...skip the palette stuff that somebody forgot to add
1500 PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
1502 // Read the Between levels flag...
1503 PHYSFS_read(fp, &between_levels, sizeof(int), 1);
1505 Assert(between_levels == 0); //between levels save ripped out
1507 // Read the mission info...
1508 PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
1510 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1511 PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1514 PHYSFS_read(fp, &dumbint, sizeof(fix), 1);
1516 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1518 return (state_game_id);