/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/state.c,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:42:43 $ * * Functions to save/restore game state. * * $Log: state.c,v $ * Revision 1.1.1.1 2006/03/17 19:42:43 zicodxx * initial import * * Revision 1.9 2003/03/09 06:41:01 donut * change byte typedef to sbyte to avoid conflict with win32 byte which is unsigned * * Revision 1.8 2002/03/27 00:39:57 donut * missed little bit of last patch * * Revision 1.7 2002/03/27 00:30:35 donut * show savegame thumbnail in save mode too (and refactor savegame chooser code) (patch from Steven Mueller) * * Revision 1.6 2002/03/26 05:33:14 donut * fix savegame thumbnail saving in OGL * * Revision 1.5 2000/11/13 07:55:34 donut * fix OGL level load crash * * Revision 1.4 2000/10/26 23:58:45 donut * increased thumbnailtext size to remove aw too big error at high res with small font * * Revision 1.3 1999/11/20 10:05:18 donut * variable size menu patch from Jan Bobrowski. Variable menu font size support and a bunch of fixes for menus that didn't work quite right, by me (MPM). * * Revision 1.2 1999/06/14 23:44:12 donut * Orulz' svgalib/ggi/noerror patches. * * Revision 1.1.1.1 1999/06/14 22:11:39 donut * Import of d1x 1.37 source. * * Revision 2.14 1995/05/26 16:16:10 john * Split SATURN into define's for requiring cd, using cd, etc. * Also started adding all the Rockwell stuff. * * Revision 2.13 1995/04/06 15:12:20 john * Fixed bug with lunacy not working. * * Revision 2.12 1995/04/04 13:33:05 john * Removed multiplayer save. * * Revision 2.11 1995/03/31 13:42:10 john * Made saved games from the bogus saturn version read in * correctly. * * Revision 2.10 1995/03/31 12:45:28 john * Fixed bug with previous. * * Revision 2.9 1995/03/31 12:24:40 john * I had changed alt_textures from a pointer to a byte. This hosed old * saved games, so I restored it to an int. * * Revision 2.8 1995/03/28 11:22:47 john * Added cheats to save file. Changed lunacy text. * * Revision 2.7 1995/03/27 21:41:03 john * Added code to verify that the proper multi save file * is used when restoring a network game. * * Revision 2.6 1995/03/27 18:04:18 john * Made multi save/restore require the -multisave command line arg. * * Revision 2.5 1995/03/27 17:01:52 john * Made deafult choice work better. * * Revision 2.4 1995/03/27 15:49:44 john * Added slots to save games. * * Revision 2.3 1995/03/27 12:59:19 john * Initial version of multiplayer save games. * * Revision 2.2 1995/03/24 13:11:35 john * Added save game during briefing screens. * * Revision 2.1 1995/03/21 14:38:36 john * Ifdef'd out the NETWORK code. * * Revision 2.0 1995/02/27 11:27:00 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.43 1995/02/22 14:32:41 allender * remove anonymous unions from object structure * * Revision 1.42 1995/02/13 20:34:33 john * Lintized * * Revision 1.41 1995/02/13 10:37:30 john * Saved Buggin' cheat mode to save file. * * Revision 1.40 1995/02/09 10:24:25 john * *** empty log message *** * * Revision 1.39 1995/02/09 10:22:20 john * Fixed bug with callsign getting trashed if you copy somebody else * 's save game file into your directory. * * Revision 1.38 1995/02/08 21:01:27 john * Closed state file around the code that shows briefing screens so that the * code works on machines with clean boot with only 5 file handles. * * Revision 1.37 1995/02/07 14:02:33 john * Added code to verify game restore. * * Revision 1.36 1995/02/07 11:07:43 john * Added hooks for confirm on game state restore. * * Revision 1.35 1995/02/03 11:27:36 john * Made inbetween level save's thumbnail's have correct aspect. * * Revision 1.34 1995/02/03 10:58:43 john * Added code to save shareware style saved games into new format... * Also, made new player file format not have the saved game array in it. * * Revision 1.33 1995/02/02 19:40:52 john * Added 10 save game slots. * * Revision 1.32 1995/02/02 12:23:20 john * Made between level saves have picture. * * Revision 1.31 1995/01/31 11:21:43 john * Added code for fixed with menus. * * Revision 1.30 1995/01/29 21:37:29 mike * initialize variables on game load so you don't drain your energy when you fire. * * Revision 1.29 1995/01/29 13:47:58 mike * Restore some variables on game load (in game). * * Revision 1.28 1995/01/26 10:46:57 john * Fixed bug with state names getting hosed. * * Revision 1.27 1995/01/26 09:51:23 john * Fixed bug with game descriptions getting hosed. * * Revision 1.26 1995/01/25 16:35:49 john * Made so that when you hit enter during * game save, -empty- goes away. * * Revision 1.25 1995/01/25 15:01:39 john * Upped the save file version. * * Revision 1.24 1995/01/24 20:35:35 john * *** empty log message *** * * Revision 1.23 1995/01/24 20:34:24 john * Fixed bug with player stats not being set right for in * between level saves. * * Revision 1.22 1995/01/23 10:39:03 john * Added mission stuff to game saves. * * Revision 1.21 1995/01/22 16:07:12 mike * localization. * * Revision 1.20 1995/01/22 15:58:32 mike * localization * * Revision 1.19 1995/01/20 11:04:40 john * Upped state save version. * * Revision 1.18 1995/01/19 17:00:44 john * Made save game work between levels. * * Revision 1.17 1995/01/17 14:27:33 john * *** empty log message *** * * Revision 1.16 1995/01/17 13:36:37 john * Moved pig loading into StartNewLevelSub. * * Revision 1.15 1995/01/16 16:53:38 john * Added code to save cheat state during save game. * * Revision 1.14 1995/01/15 16:55:22 john * Improved mine texture parsing. * * Revision 1.13 1995/01/12 10:45:15 john * Added difficulty level to save/restore game. * * Revision 1.12 1995/01/05 15:46:55 john * Made weapons not rearm when starting a saved game. * * Revision 1.11 1995/01/05 11:51:45 john * Added better Abort game menu. * Made save state return success or nopt. * * Revision 1.10 1995/01/05 11:34:51 john * Took out endlevel save stuff for registered. * * Revision 1.9 1995/01/04 18:19:52 john * Added automap visited list saving. * * Revision 1.8 1995/01/04 17:29:56 john * Made save/restore ALT+F?. Also made them not work * in network mode, and if recording a demo, will * quit recording. * * Revision 1.7 1995/01/04 13:18:31 john * Added cool 6 game save. * * Revision 1.6 1995/01/03 20:38:46 john * Saved morph objects. * * Revision 1.5 1995/01/03 20:19:29 john * Pretty good working version of game save. * * Revision 1.4 1995/01/03 14:18:18 matt * ifdefs added to compile code add. Added by Mike, I think. * * Revision 1.3 1994/12/29 18:40:19 john * Initial version. * * Revision 1.2 1994/12/29 15:26:40 john * Put in hooks for saving/restoring game state. * * Revision 1.1 1994/12/29 15:16:02 john * Initial revision * * */ #ifdef RCS #pragma off (unreferenced) static char rcsid[] = "$Id: state.c,v 1.1.1.1 2006/03/17 19:42:43 zicodxx Exp $"; #pragma on (unreferenced) #endif #include #include #include #include #include "mono.h" #include "inferno.h" #include "segment.h" #include "textures.h" #include "wall.h" #include "object.h" #include "gamemine.h" #include "error.h" #include "gameseg.h" #include "switch.h" #include "game.h" #include "newmenu.h" #include "cfile.h" #include "fuelcen.h" #include "hash.h" #include "key.h" #include "piggy.h" #include "player.h" #include "cntrlcen.h" #include "morph.h" #include "weapon.h" #include "render.h" #include "gameseq.h" #include "gauges.h" #include "newdemo.h" #include "automap.h" #include "piggy.h" #include "paging.h" #include "titles.h" #include "text.h" #include "mission.h" #include "pcx.h" #include "u_mem.h" #include "network.h" #include "args.h" //added 6/15/99 - Owen Evans #include "strutil.h" //end added #include "gamefont.h" #ifdef OGL #include "ogl_init.h" #endif #ifndef SHAREWARE #define STATE_VERSION 7 #define STATE_COMPATIBLE_VERSION 6 // 0 - Put DGSS (Descent Game State Save) id at tof. // 1 - Added Difficulty level save // 2 - Added Cheats_enabled flag // 3 - Added between levels save. // 4 - Added mission support // 5 - Mike changed ai and object structure. // 6 - Added buggin' cheat save // 7 - Added other cheat saves and game_id. #define NUM_SAVES 10 #define THUMBNAIL_W 100 #define THUMBNAIL_H 50 #define DESC_LENGTH 20 extern int ai_save_state( FILE * fp ); extern int ai_restore_state( FILE * fp ); extern void multi_initiate_save_game(); extern void multi_initiate_restore_game(); extern int Do_appearance_effect; extern fix Fusion_next_sound_time; extern int Laser_rapid_fire, Ugly_robot_cheat, Ugly_robot_texture; extern int Physics_cheat_flag; extern int Lunacy; extern void do_lunacy_on(void); extern void do_lunacy_off(void); int state_save_all_sub(char *filename, char *desc, int between_levels); int state_restore_all_sub(char *filename, int multi); int sc_last_item= 0; grs_bitmap *sc_bmp[NUM_SAVES]; char dgss_id[4] = "DGSS"; int state_default_item = 0; uint state_game_id; void state_callback(int nitems,newmenu_item * items, int * last_key, int citem) /*{ nitems = nitems; last_key = last_key; // if ( sc_last_item != citem ) { // sc_last_item = citem; if ( citem > 0 ) { int w=SWIDTH * THUMBNAIL_W / 320; int h=SHEIGHT * THUMBNAIL_H / 200; if ( sc_bmp[citem-1] ) { // gr_set_current_canvas( NULL ); if (SWIDTH>320 || SHEIGHT>200){ grs_canvas *tmp,*old; old=grd_curcanv; tmp=gr_create_sub_canvas(grd_curcanv, (grd_curcanv->cv_bitmap.bm_w-w)/2, items[0].y-5, w, h); gr_set_current_canvas(tmp); show_fullscr( sc_bmp[citem-1] ); // gr_set_current_canvas(NULL); gr_set_current_canvas(old); gr_free_sub_canvas(tmp); }else gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] ); } else { gr_setcolor( BM_XRGB( 0, 0, 0 ) ); gr_rect( (grd_curcanv->cv_bitmap.bm_w - w) / 2, items[0].y - 5, (grd_curcanv->cv_bitmap.bm_w + w) / 2 - 1, items[0].y - 5 + h - 1); } } // } }*/ { nitems = nitems; last_key = last_key; if ( citem > 0 ) { if ( sc_bmp[citem-1] ) { if (grd_curcanv->cv_bitmap.bm_w > 320) { grs_canvas *save_canv = grd_curcanv; grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10)); grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} }; gr_set_current_canvas(temp_canv); scale_bitmap(sc_bmp[citem-1], vertbuf); gr_set_current_canvas( save_canv ); #ifndef OGL gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap); #else ogl_ubitmapm_cf((grd_curcanv->cv_bitmap.bm_w/2)-((double)(THUMBNAIL_W/2)*(SWIDTH/320)),items[0].y-10,((double)THUMBNAIL_W*(SWIDTH/320)),((double)THUMBNAIL_H*(SHEIGHT/200)),&temp_canv->cv_bitmap,255,F1_0); #endif gr_free_canvas(temp_canv); } else { gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] ); } } } } void rpad_string( char * string, int max_chars ) { int i, end_found; end_found = 0; for( i=0; icv_font = Gamefonts[GFONT_MEDIUM_1]; gr_get_string_size("\n",&w,&h,&aw); gr_get_string_size("\n\n",&w,&h2,&aw);//adding successive newlines increases less than the size of a single h2=h2-h; aw=5; if (aw>=49) Error("state_get_restore_file: aw too big\n"); memset(thumbnailtext,'\n',aw); thumbnailtext[aw]=0; m[0].text = thumbnailtext; } for (i=0;i= STATE_COMPATIBLE_VERSION) { // Read description fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp ); //rpad_string( desc[i], DESC_LENGTH-1 ); if (dsc == NULL) m[i+1].type = NM_TYPE_MENU; // Read thumbnail sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H ); fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp ); nsaves++; valid = 1; } } fclose(fp); } if (!valid) { strcpy( desc[i], TXT_EMPTY ); //rpad_string( desc[i], DESC_LENGTH-1 ); if (dsc == NULL) m[i+1].type = NM_TYPE_TEXT; } if (dsc != NULL) { m[i+1].type = NM_TYPE_INPUT_MENU; } m[i+1].text_len = DESC_LENGTH-1; m[i+1].text = desc[i]; } if ( dsc == NULL && nsaves < 1 ) { nm_messagebox( NULL, 1, "Ok", "No saved games were found!" ); return 0; } sc_last_item = -1; choice = newmenu_do3( NULL, caption, NUM_SAVES+1, m, state_callback, state_default_item+1, NULL, -1, -1 ); for (i=0; i 0) { strcpy( fname, filename[choice-1] ); if ( dsc != NULL ) strcpy( dsc, desc[choice-1] ); state_default_item = choice - 1; return choice; } return 0; } int state_get_save_file(char * fname, char * dsc, int multi ) { return state_get_savegame_filename(fname, dsc, multi, "Save Game"); } int state_get_restore_file(char * fname, int multi ) { return state_get_savegame_filename(fname, NULL, multi, "Select Game to Restore"); } int state_save_old_game(int slotnum, char * sg_name, player * sg_player, int sg_difficulty_level, int sg_primary_weapon, int sg_secondary_weapon, int sg_next_level_num ) { int i; int temp_int; ubyte temp_byte; char desc[DESC_LENGTH+1]; char filename[128]; grs_canvas * cnv; FILE * fp; sprintf( filename, "%s.sg%d", sg_player->callsign, slotnum ); //added on 9/30/98 by Matt Mueller to fix savegames in linux strlwr(filename); //end addition -MM fp = fopen( filename, "wb" ); if ( !fp ) return 0; //Save id fwrite( dgss_id, sizeof(char)*4, 1, fp ); //Save version temp_int = STATE_VERSION; fwrite( &temp_int, sizeof(int), 1, fp ); //Save description strncpy( desc, sg_name, DESC_LENGTH ); fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp ); // Save the current screen shot... cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H ); if ( cnv ) { char * pcx_file; ubyte pcx_palette[768]; gr_set_current_canvas( cnv ); gr_clear_canvas( BM_XRGB(0,0,0) ); pcx_file = get_briefing_screen( sg_next_level_num ); if ( pcx_file != NULL ) { grs_bitmap bmp; gr_init_bitmap_data (&bmp); if (pcx_read_bitmap( pcx_file, &bmp, BM_LINEAR, pcx_palette )==PCX_ERROR_NONE) { grs_point vertbuf[3]; gr_clear_canvas( 255 ); vertbuf[0].x = vertbuf[0].y = -F1_0*6; // -6 pixel rows for ascpect vertbuf[1].x = vertbuf[1].y = 0; vertbuf[2].x = i2f(THUMBNAIL_W); vertbuf[2].y = i2f(THUMBNAIL_H+7); // + 7 pixel rows for ascpect scale_bitmap(&bmp, vertbuf ); gr_remap_bitmap_good( &cnv->cv_bitmap, pcx_palette, -1, -1 ); } gr_free_bitmap_data( &bmp ); } fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp ); gr_free_canvas( cnv ); } else { ubyte color = 0; for ( i=0; ilevel; fwrite( &temp_int, sizeof(int), 1, fp ); temp_int = sg_next_level_num; fwrite( &temp_int, sizeof(int), 1, fp ); //Save GameTime temp_int = 0; fwrite( &temp_int, sizeof(fix), 1, fp ); //Save player info fwrite( sg_player, sizeof(player), 1, fp ); // Save the current weapon info temp_byte = sg_primary_weapon; fwrite( &temp_byte, sizeof(byte), 1, fp ); temp_byte = sg_secondary_weapon; fwrite( &temp_byte, sizeof(byte), 1, fp ); // Save the difficulty level temp_int = sg_difficulty_level; fwrite( &temp_int, sizeof(int), 1, fp ); // Save the Cheats_enabled temp_int = 0; fwrite( &temp_int, sizeof(int), 1, fp ); temp_int = 0; // turbo mode fwrite( &temp_int, sizeof(int), 1, fp ); fwrite( &state_game_id, sizeof(uint), 1, fp ); fwrite( &Laser_rapid_fire, sizeof(int), 1, fp ); fwrite( &Ugly_robot_cheat, sizeof(int), 1, fp ); fwrite( &Ugly_robot_texture, sizeof(int), 1, fp ); fwrite( &Physics_cheat_flag, sizeof(int), 1, fp ); fwrite( &Lunacy, sizeof(int), 1, fp ); fclose(fp); return 1; } int state_save_all(int between_levels) { char filename[128], desc[DESC_LENGTH+1]; if ( Game_mode & GM_MULTI ) { #ifdef MULTI_SAVE if ( FindArg( "-multisave" ) ) multi_initiate_save_game(); else #endif hud_message( MSGC_GAME_FEEDBACK, "Can't save in a multiplayer game!" ); return 0; } mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num )); stop_time(); if (!state_get_save_file(filename,desc,0)) { start_time(); return 0; } return state_save_all_sub(filename, desc, between_levels); } int state_save_all_sub(char *filename, char *desc, int between_levels) { int i,j; FILE * fp; grs_canvas * cnv; if ( Game_mode & GM_MULTI ) { #ifdef MULTI_SAVE if ( !FindArg( "-multisave" ) ) #endif return 0; } fp = fopen( filename, "wb" ); if ( !fp ) { start_time(); return 0; } //Save id fwrite( dgss_id, sizeof(char)*4, 1, fp ); //Save version i = STATE_VERSION; fwrite( &i, sizeof(int), 1, fp ); //Save description fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp ); // Save the current screen shot... cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H ); if ( cnv ) { gr_set_current_canvas( cnv ); if ( between_levels ) { char * pcx_file; ubyte pcx_palette[768]; gr_clear_canvas( BM_XRGB(0,0,0) ); pcx_file = get_briefing_screen( Next_level_num ); if ( pcx_file != NULL ) { grs_bitmap bmp; gr_init_bitmap_data (&bmp); if (pcx_read_bitmap( pcx_file, &bmp, BM_LINEAR, pcx_palette )==PCX_ERROR_NONE) { grs_point vertbuf[3]; gr_clear_canvas( 255 ); vertbuf[0].x = vertbuf[0].y = -F1_0*6; // -6 pixel rows for ascpect vertbuf[1].x = vertbuf[1].y = 0; vertbuf[2].x = i2f(THUMBNAIL_W); vertbuf[2].y = i2f(THUMBNAIL_H+7); // + 7 pixel rows for ascpect scale_bitmap(&bmp, vertbuf ); gr_remap_bitmap_good( &cnv->cv_bitmap, pcx_palette, -1, -1 ); } gr_free_bitmap_data (&bmp); } } else { render_frame(0); #ifdef OGL 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); #endif } fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp ); //added ifdef on 9/30/98 by Matt Mueller to fix savegames in linux // I dunno why it doesn't like this, all I can guess is that the mem system // in descent is screwed somewhere. #ifndef __LINUX__ gr_free_canvas( cnv ); #endif //end addition -MM } else { ubyte color = 0; for ( i=0; iobj->control_type = md->morph_save_control_type; md->obj->movement_type = md->morph_save_movement_type; md->obj->render_type = RT_POLYOBJ; md->obj->mtype.phys_info = md->morph_save_phys_info; md->obj = NULL; } else { //maybe loaded half-morphed from disk Objects[i].flags |= OF_SHOULD_BE_DEAD; Objects[i].render_type = RT_POLYOBJ; Objects[i].control_type = CT_NONE; Objects[i].movement_type = MT_NONE; } } } //Save object info i = Highest_object_index+1; fwrite( &i, sizeof(int), 1, fp ); fwrite( Objects, sizeof(object)*i, 1, fp ); //Save wall info i = Num_walls; fwrite( &i, sizeof(int), 1, fp ); fwrite( Walls, sizeof(wall)*i, 1, fp ); //Save door info i = Num_open_doors; fwrite( &i, sizeof(int), 1, fp ); fwrite( ActiveDoors, sizeof(active_door)*i, 1, fp ); //Save trigger info fwrite( &Num_triggers, sizeof(int), 1, fp ); fwrite( Triggers, sizeof(trigger)*Num_triggers, 1, fp ); //Save tmap info for (i=0; i<=Highest_segment_index; i++ ) { for (j=0; j<6; j++ ) { fwrite( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp ); fwrite( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp ); fwrite( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp ); } } // Save the fuelcen info fwrite( &Fuelcen_control_center_destroyed, sizeof(int), 1, fp ); fwrite( &Fuelcen_seconds_left, sizeof(int), 1, fp ); fwrite( &Num_robot_centers, sizeof(int), 1, fp ); fwrite( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp ); fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp ); fwrite( &Num_fuelcenters, sizeof(int), 1, fp ); fwrite( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp ); // Save the control cen info fwrite( &Control_center_been_hit, sizeof(int), 1, fp ); fwrite( &Control_center_player_been_seen, sizeof(int), 1, fp ); fwrite( &Control_center_next_fire_time, sizeof(int), 1, fp ); fwrite( &Control_center_present, sizeof(int), 1, fp ); fwrite( &Dead_controlcen_object_num, sizeof(int), 1, fp ); // Save the AI state ai_save_state( fp ); // Save the automap visited info fwrite( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp ); } fwrite( &state_game_id, sizeof(uint), 1, fp ); fwrite( &Laser_rapid_fire, sizeof(int), 1, fp ); fwrite( &Ugly_robot_cheat, sizeof(int), 1, fp ); fwrite( &Ugly_robot_texture, sizeof(int), 1, fp ); fwrite( &Physics_cheat_flag, sizeof(int), 1, fp ); fwrite( &Lunacy, sizeof(int), 1, fp ); fclose(fp); start_time(); return 1; } int state_restore_all(int in_game) { char filename[128]; if ( Game_mode & GM_MULTI ) { #ifdef MULTI_SAVE if ( FindArg( "-multisave" ) ) multi_initiate_restore_game(); else #endif hud_message( MSGC_GAME_FEEDBACK, "Can't restore in a multiplayer game!" ); return 0; } if ( Newdemo_state == ND_STATE_RECORDING ) newdemo_stop_recording(); if ( Newdemo_state != ND_STATE_NORMAL ) return 0; stop_time(); if (!state_get_restore_file(filename,0)) { start_time(); return 0; } if ( in_game ) { int choice; choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" ); if ( choice != 0 ) { start_time(); return 0; } } start_time(); return state_restore_all_sub(filename, 0); } int state_restore_all_sub(char *filename, int multi) { int ObjectStartLocation; int BogusSaturnShit = 0; int version,i, j, segnum; object * obj; FILE *fp; int current_level, next_level; int between_levels; char mission[16]; char desc[DESC_LENGTH+1]; char id[5]; char org_callsign[CALLSIGN_LEN+16]; if ( Game_mode & GM_MULTI ) { #ifdef MULTI_SAVE if ( !FindArg( "-multisave" ) ) #endif return 0; } fp = fopen( filename, "rb" ); if ( !fp ) return 0; //Read id fread( id, sizeof(char)*4, 1, fp ); if ( memcmp( id, dgss_id, 4 )) { fclose(fp); return 0; } //Read version fread( &version, sizeof(int), 1, fp ); if (version < STATE_COMPATIBLE_VERSION) { fclose(fp); return 0; } // Read description fread( desc, sizeof(char)*DESC_LENGTH, 1, fp ); // Skip the current screen shot... fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR ); // Read the Between levels flag... fread( &between_levels, sizeof(int), 1, fp ); // Read the mission info... fread( mission, sizeof(char)*9, 1, fp ); if (!load_mission_by_name( mission )) { nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission ); fclose(fp); return 0; } //Read level info fread( ¤t_level, sizeof(int), 1, fp ); fread( &next_level, sizeof(int), 1, fp ); //Restore GameTime fread( &GameTime, sizeof(fix), 1, fp ); // Start new game.... if (!multi) { Game_mode = GM_NORMAL; Function_mode = FMODE_GAME; #ifdef NETWORK change_playernum_to(0); #endif strcpy( org_callsign, Players[0].callsign ); N_players = 1; InitPlayerObject(); //make sure player's object set up init_player_stats_game(); //clear all stats } else { strcpy( org_callsign, Players[Player_num].callsign ); } //Read player info if ( between_levels ) { int saved_offset; fread( &Players[Player_num], sizeof(player), 1, fp ); saved_offset = ftell(fp); fclose( fp ); do_briefing_screens(next_level); fp = fopen( filename, "rb" ); fseek( fp, saved_offset, SEEK_SET ); StartNewLevelSub( next_level, 1);//use page_in_textures here to fix OGL texture precashing crash -MPM } else { StartNewLevelSub(current_level, 1);//use page_in_textures here to fix OGL texture precashing crash -MPM fread( &Players[Player_num], sizeof(player), 1, fp ); } strcpy( Players[Player_num].callsign, org_callsign ); // Set the right level if ( between_levels ) Players[Player_num].level = next_level; // Restore the weapon states fread( &Primary_weapon, sizeof(byte), 1, fp ); fread( &Secondary_weapon, sizeof(byte), 1, fp ); select_weapon(Primary_weapon, 0, 0, 0); select_weapon(Secondary_weapon, 1, 0, 0); // Restore the difficulty level fread( &Difficulty_level, sizeof(int), 1, fp ); // Restore the cheats enabled flag fread( &Cheats_enabled, sizeof(int), 1, fp ); fread( &Game_turbo_mode, sizeof(int), 1, fp ); if ( !between_levels ) { Do_appearance_effect = 0; // Don't do this for middle o' game stuff. ObjectStartLocation = ftell( fp ); RetryObjectLoading: //Clear out all the objects from the lvl file for (segnum=0; segnum <= Highest_segment_index; segnum++) Segments[segnum].objects = -1; reset_objects(1); //Read objects, and pop 'em into their respective segments. fread( &i, sizeof(int), 1, fp ); Highest_object_index = i-1; if ( !BogusSaturnShit ) fread( Objects, sizeof(object)*i, 1, fp ); else { ubyte tmp_object[sizeof(object)]; for (i=0; i<=Highest_object_index; i++ ) { fread( tmp_object, sizeof(object)-3, 1, fp ); // Insert 3 bytes after the read in obj->rtype.pobj_info.alt_textures field. memcpy( &Objects[i], tmp_object, sizeof(object)-3 ); Objects[i].rtype.pobj_info.alt_textures = -1; } } Object_next_signature = 0; for (i=0; i<=Highest_object_index; i++ ) { obj = &Objects[i]; obj->rtype.pobj_info.alt_textures = -1; segnum = obj->segnum; obj->next = obj->prev = obj->segnum = -1; if ( obj->type != OBJ_NONE ) { // Check for a bogus Saturn version!!!! if (!BogusSaturnShit ) { if ( (segnum<0) || (segnum>Highest_segment_index) ) { BogusSaturnShit = 1; mprintf(( 1, "READING BOGUS SATURN VERSION OBJECTS!!! (Object:%d)\n", i )); fseek( fp, ObjectStartLocation, SEEK_SET ); goto RetryObjectLoading; } } obj_link(i,segnum); if ( obj->signature > Object_next_signature ) Object_next_signature = obj->signature; } } special_reset_objects(); Object_next_signature++; //Restore wall info fread( &i, sizeof(int), 1, fp ); Num_walls = i; // Check for a bogus Saturn version!!!! if (!BogusSaturnShit ) { if ( (Num_walls<0) || (Num_walls>MAX_WALLS) ) { BogusSaturnShit = 1; mprintf(( 1, "READING BOGUS SATURN VERSION OBJECTS!!! (Num_walls)\n" )); fseek( fp, ObjectStartLocation, SEEK_SET ); goto RetryObjectLoading; } } fread( Walls, sizeof(wall)*Num_walls, 1, fp ); // Check for a bogus Saturn version!!!! if (!BogusSaturnShit ) { for (i=0; iHighest_segment_index) || (Walls[i].sidenum<-1) || (Walls[i].sidenum>5) ) { BogusSaturnShit = 1; mprintf(( 1, "READING BOGUS SATURN VERSION OBJECTS!!! (Wall %d)\n", i )); fseek( fp, ObjectStartLocation, SEEK_SET ); goto RetryObjectLoading; } } } //Restore door info fread( &i, sizeof(int), 1, fp ); Num_open_doors = i; fread( ActiveDoors, sizeof(active_door)*Num_open_doors, 1, fp ); //Restore trigger info fread( &Num_triggers, sizeof(int), 1, fp ); fread( Triggers, sizeof(trigger)*Num_triggers, 1, fp ); //Restore tmap info for (i=0; i<=Highest_segment_index; i++ ) { for (j=0; j<6; j++ ) { fread( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp ); fread( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp ); fread( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp ); } } //Restore the fuelcen info fread( &Fuelcen_control_center_destroyed, sizeof(int), 1, fp ); fread( &Fuelcen_seconds_left, sizeof(int), 1, fp ); fread( &Num_robot_centers, sizeof(int), 1, fp ); fread( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp ); fread( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp ); fread( &Num_fuelcenters, sizeof(int), 1, fp ); fread( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp ); // Restore the control cen info fread( &Control_center_been_hit, sizeof(int), 1, fp ); fread( &Control_center_player_been_seen, sizeof(int), 1, fp ); fread( &Control_center_next_fire_time, sizeof(int), 1, fp ); fread( &Control_center_present, sizeof(int), 1, fp ); fread( &Dead_controlcen_object_num, sizeof(int), 1, fp ); // Restore the AI state ai_restore_state( fp ); // Restore the automap visited info fread( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp ); // Restore hacked up weapon system stuff. Fusion_next_sound_time = GameTime; Auto_fire_fusion_cannon_time = 0; Next_laser_fire_time = GameTime; Next_missile_fire_time = GameTime; Last_laser_fired_time = GameTime; } state_game_id = 0; if ( version >= 7 ) { int tmp_Lunacy; fread( &state_game_id, sizeof(uint), 1, fp ); fread( &Laser_rapid_fire, sizeof(int), 1, fp ); fread( &Ugly_robot_cheat, sizeof(int), 1, fp ); fread( &Ugly_robot_texture, sizeof(int), 1, fp ); fread( &Physics_cheat_flag, sizeof(int), 1, fp ); fread( &tmp_Lunacy, sizeof(int), 1, fp ); if ( tmp_Lunacy ) do_lunacy_on(); } fclose(fp); // Load in bitmaps, etc.. // piggy_load_level_data();//already used page_in_textures in StartNewLevelSub, so no need for this here. -MPM return 1; } #endif